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- yCGDC
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- The Viewport
- *cMThe Project Designer viewport is the main viewport for the display of project
- *2Presources in a view. It is scalable in size from a maximum of 640x480 pixels to
- *2Ga minimum of 256x192 pixels. As you resize the viewport the resources
- *20displayed in the viewport are resized as well.
- *AJThe viewport display can be toggled from the camera view (the view that is
- *2Frendered) and 3 orthographic views which show not only the location of
- *2Lobjects, but also that of lights and the camera. In addition, when the Move
- *2QToolbox is displayed, the viewport can be divided into quadrants so that all four
- *2#views are displayed simultaneously.
- *APThe view that is displayed in the viewport is referred to as the "current" view,
- *2Obecause it is the view that will be rendered. To make a view current, drag the
- *2Idesired view resource icon and drop it into the View Well on the Resource
- *2PManager, or drop it directly over the viewport itself. All the object and light
- *2Jresources that are in the current view now have their names highlighted in
- yellow.
- *AKThe viewport has two display modes: wireframe and rendered. You can toggle
- *=$among these display modes using the
- button on the Command Bar.
- tHHowever, Renderize Live EZ changes display modes automatically depending
- *2Lon what you are doing, so you usually shouldn't need to change display modes
- *2Gmanually. For example, when you drop a resource into the Move Well (to
- *2Mactivate that resource for spatial manipulation in the viewport), the display
- *2,mode will automatically change to wireframe.
- The Resource Manager
- *cKLocated to the left of the viewport, the Resource Manager displays lists of
- *2Bproject resources, as well as two Command Wells that determine the
- *2 manipulation of those resources.
- The View Well
- *PJThe View Well is the "doorway" to the Project Designer viewport. Use this
- *2MWell to combine resources into a view, and display that view in the viewport.
- *2NWhen a view resource is dropped into this Well, it becomes the current project
- *2Jview: any objects and lights in this view are displayed in the viewport as
- *2Nwireframe models. The way the view appears in the viewport is a factor of the
- *2-camera focal length that is set for the view.
- *AOIn addition to view resources, object, light and image resources can be dropped
- *2Linto the View Well, but only if a view already exists in the Well. When you
- *2Idrop an object or light resource into the View Well after a view has been
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- Gdropped in, that resource is added to the view. When you drop an image
- *2>resource into the View Well, it becomes the view background.
- The Move Well
- *PMThe Move Well is used to reposition resources in 3D space. The resource that
- *2Ois dropped into this Well can be re-oriented independently in the current view,
- *2'assuming that it exists in that view.
- *ANLight, object and view resources can be repositioned in 3D space. When one of
- *2Nthese resources is dropped into the Move Well, the viewport display changes to
- *2Mwireframe mode and the Move Toolbox is displayed so that the current resource
- *2Pcan be manipulated in 3D space. In addition, the wireframe of the resource that
- *2Iis being repositioned is displayed in yellow. Objects and cameras can be
- *2Omanipulated in any of the viewport displays, but lights can only be manipulated
- *2;in one of the orthographic displays (Side, Front or Top).
- *AIIn addition, when an object is displayed in the Move Well, you can drop a
- *2Mmaterial resource over the object in that Well to assign that material to the
- object.
- The Edit Well
- *PKThe Edit Well is the "doorway" to the Resource Designer Windows. There are
- *2Kdifferent Resource Designer windows for each of the five project resources:
- *2Iviews, objects, lights, materials and images. There is also an Animation
- *2HDesigner window used to define animations; however, this designer Window
- *2Gcan only be accessed by selection from the Edit pop-down command on the
- *2 Menu Bar.
- *AKWhen you drop a resource into the Edit Well, the Resource Designer for that
- *2Iresource type is opened, and that resource is dropped into the window for
- *2Pmanipulation. For example, if you drop an object resource in the Edit Well, the
- *2OObject Designer appears, loaded with the object that you dropped into the Well.
- *AKIn addition to opening Resource Designer windows by dropping the icons into
- *2Othe Edit Well, you can also select on the desired resource with the right mouse
- *2Bbutton and choose the Edit option from the icon menu that appears.
- The Resource Palettes
- *PKThe Resource Palettes list the resources that are available for the current
- *2Kproject. A separate Resource Palette exists for each resource type, and the
- *2QResource Palette that is currently displayed is determined by the resource button
- *2(that is pressed on the Resource Manager:
- +BS0 This button displays the View Resource Palette;
- *S2 This button displays the Object Resource Palette;
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- 1 This button displays the Light Resource Palette;
- *N4 This button displays the Material Resource Palette;
- *X1 This button displays the Image Resource Palette.
- tOEach resource is displayed as a "postage stamp" icon in its respective Resource
- *2PPalette. Each resource icon visually displays the attributes of the resource it
- *2Lrepresents. If there are more resources than can be displayed in one of the
- *2NResource Palettes, the slider bars on the left of each Resource Palette may be
- *2Bmoved to scroll the icons and show a different set of resources.
- *AMA button above each Resource Palette is marked with the name of that resource
- *2Ctype. This button is used to enable or disable resources globally.
- *AETo employ or process a resource, the resource icon may be dragged and
- *2Ldropped into one of the Command Wells (described above), or you can point to
- *2Othe desired resource icon and press the right mouse button to display a menu of
- *2Ooptions. The use of resource icons is described in the Introduction to Project
- *2*Resources section earlier in this chapter.
- #Rendering Views: The Render Toolbox
- *cJThe Render Toolbox controls the functions necessary to perform renderings,
- *2Oboth into the Project Designer viewport and directly to high resolution file on
- *2Ldisk. The Toolbox contains three distinct areas: Render to Screen, Options,
- and Render to File.
- *S0The Render Toolbox is displayed by pressing the
- button on the Command
- tKBar, or by selection from the Toolbox pop-down on the Menu Bar. The Render
- *2KToolbox also appears automatically as soon as you load a view into the View
- Well.
- The Render to Screen Buttons
- *PNNormally, views are rendered in the viewport until they appear as desired, and
- *2Konly then are they rendered to disk file. This is because rendering to the
- *2Oviewport is faster and more conducive to iterative work than rendering to disk.
- *ALRemember that the viewport display may only be 8 bits (256 colors), but that
- *2Pthe image is output to 24 bits (16.7 million colors) when it is rendered to disk
- *2Mfile. In addition, the maximum viewport size is only 640x480 pixels, but the
- *2.rendered file can be output to any resolution.
- +Br2 High Quality Renderings: The Render Image Button
- tKThis button renders the current view into the viewport, using the same high
- *2Nquality rendering method that will be used when the final image is rendered to
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- Hdisk. The resolution quality of the rendered view is determined by the
- Npop-down menu, described below. In addition to resolution quality, the way in
- *2Hwhich a rendering appears depends on the Options that are enabled on the
- *27Render Toolbox; these options are also discussed below.
- *AGThe resolution at which the view is rendered depends on the size of the
- *2Iviewport. The default viewport size is its maximum size, 640x480 pixels.
- *2OReducing the size of the viewport will speed rendering time, but at the expense
- of quality.
- *P2After an image is rendered into the viewport, the
- button can be used to
- K"quick-save" the rendering as an image resource. This command is described
- in full below.
- *d>Setting the Viewport Render Resolution: The Test Pop-Down Menu
- )MC pop-down determines the resolution quality of the rendering, where
- R"1" is full quality. The higher the value set here, the clearer the rendered view
- *2=will appear, but the longer it will take to render that view.
- *AISelect on this pop-down, and a list of rendering quality choices appears.
- *2NHighlight the desired value on the list and release the mouse button to select
- this value.
- +Bk5 Rendering a Part of the View: The Render Area Button
- IThe Render Area button performs a high quality rendering at "Test:1" in a
- *2Nspecified area in the viewport. Use this command to "spot-render" those areas
- *2Rof the view that have been changed; it is faster than rerendering the entire view.
- *2JIf no area has been defined in the viewport, this command will not work.
- *AGTo define an area to render, first make sure that the Render Toolbox is
- *2Ldisplayed. Move the pointer into the viewport, then click and hold down the
- *2Rleft mouse button at a point that represents a corner of the area that you wish to
- *2Jrender. Now as you drag the pointer, a rectangle expands with your cursor
- *2Pmovements. When the desired area is enclosed by the rectangle, release the left
- *2Nmouse button to complete the area definition and select this command to render
- the defined area.
- *AJThe area you define is remembered and used each time you select the Render
- *2*Area command, until you define a new area.
- +Bq- Iterative Rendering: The Render Quick Button
- IThis button performs a "quick-render" for the current view. The rendered
- *2Mimage is of lower quality, but the rendering speed is a bit faster. Use this
- *2Hcommand to perform "quick and dirty" renderings when you are involved in
- *2Giterative processes such as color studies. When a quick-rendered image
- approaches your goal, use the
- , button to perform a viewport rendering that
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- tLmore accurately approximates the quality you can expect of the image when it
- is rendered to disk.
- *AOThe speed that this option offers comes at a price: a quick-rendered image does
- *2Nnot display shadows or reflection maps. Spot lights and attenuated lights are
- *2Ktreated as normal point lights. Anti-aliasing, texture mipping and texture
- *2Msampling are disabled. In addition, texture maps may not appear as expected,
- *2@depending on the position of objects in relation to the camera.
- +Bj, Saving Viewport Renderings: The Save Button
- tPPress this button to save the rendering that appears in the viewport as an image
- *2Oresource. This provides a convenient method for saving iterative renderings of
- *2Fa view for comparison purposes, such as during light or color studies.
- *AKWhen you press this button, an image resource is created out of the current
- *2Mcontents of the viewport, and given the name "Test1". This image now appears
- *2Eas a postage stamp icon in the Image Resource Palette on the Resource
- *2IManager. If an image resource named "Test1" already exists, this command
- *20will automatically name the new image "Test2".
- *APNote that these images are not automatically saved to disk. If you wish to save
- *2Qa test image to disk file, drop that image into the Image Designer and select the
- *2DSave Image command from the File pop-down menu. In any case, if you
- *2Hattempt to exit Renderize Live EZ without saving these images to disk, a
- warning message will appear.
- The Options Buttons
- *PNThe rendering options affect the quality of the rendered view in different and
- *2Nsignificant ways. The position of these buttons are taken into account during
- renderings generated with the
- and
- commands.
- tKEach of these buttons affects rendering speed, and therefore should be used
- *2Iselectively. For example, if you are rendering to review texture mapping
- *2Ichanges, you may not need to cast shadows. If you don't need to see your
- *2Ntexture maps at their highest quality, you may not need to Mip and Sample your
- *2 textures.
- The Compute Shadows Button
- tNGlobally toggles shadows off and on. When this button is disabled, no shadows
- *2Nwill appear when the model is rendered, even if shadows are enabled for lights
- *2I(in the Light Designer) and objects (in the Object Designer). To compute
- *2<shadows into the rendered view, this button must be enabled.
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- The Anti-Alias Button
- KToggles anti-aliasing off and on. Anti-aliasing is the graduation of color
- *2Qbetween contrasting areas used to avoid the "stairstep" effect of angled lines in
- *2Ka digital image. This toggle allows test renderings to be made without the
- *2+time-consuming computation of anti-aliases.
- *O&When you select Anti-Alias, a related
- button appears.
- The Mip Textures Button
- NThis button improves the texture quality of a rendered texture, but does so at
- *2Ethe expense of rendering speed and memory usage. When this button is
- *2Kenabled, the system generates additional texture maps for each of the image
- *2Otextures when the view is rendered. These additional maps are used to create a
- *2Kmore accurate representation of a texture as that texture is mapped onto an
- *2Tobject. Specifically, if the texture size is reduced, either through the scaling of
- *2Mthe texture (in the Object Designer), or because the texture recedes from the
- *2Kcamera in a rendered image, enabling this button may improve the appearance
- of that texture.
- *B)Note: Mip Textures must be enabled for a
- command (defined in the
- *Object Designer window) to have an effect.
- The Sample Textures Button
- QThis button improves the resolution quality of a rendered texture, but does so at
- *2Othe expense of rendering speed. When this button is enabled, texture maps will
- *2/appear less pixelated as their scale increases.
- The Refine Textures Button
- LSelect this button to enable anti-aliasing of the image textures as they are
- *2Kmapped onto objects. This option maximizes the quality of a texture during
- *2Nvery high resolution renderings, but does so at the expense of system speed.
- The Render To File Commands
- *PQGenerally, a view is rendered to file only after that view appears correctly in a
- *2Jviewport rendering. This is because a view rendered to disk file is often
- *2Arendered in high resolution, which is a time-consuming process.
- *BFThe resolution at which the view is rendered to disk is set using the
- X Res
- Y Res
- )kH type-ins located in the Render To File area of the Render Toolbox. You
- Kcan render to a maximum of 640x480 pixels. The aspect ratio of the rendered
- view is determined using the
- Aspect
- )y& pop-down menu, located directly above
- Dthe X Res and Y Res type-ins. These commands are described below.
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- tOFinal renderings are generated in full color (24 bit); the color depth at which
- *2Pthe image is saved depends on the file type and color depth selected in the File
- *2MBrowser. These file types are discussed in full in the Image Designer Window
- chapter.
- *APWhen a final render is executed, an image file is created and sent to disk. The
- *2Mway a view is rendered here (displaying shadows, anti-aliasing, etc), and the
- *3<speed with which the view is rendered, is determined by the
- p Rendering
- Options
- buttons.
- The Render Final Button
- tOWhen you select this button, a File Browser appears, and you can define a file
- *2Otype, color depth, path and filename for the final rendering that you are about
- *2Gto perform. The view can be saved out to one of a number of image file
- formats.
- The Aspect Pop-Down Menu
- Aspect
- )yA pop-down menu is used to determine the aspect ratio of the image
- tQthat is rendered out to disk file. The selection in this menu affects the numbers
- that are entered into the
- X Res
- and
- Y Res
- type-ins.
- tRThe default selection for aspect ratio is "4x3", which is the same aspect ratio as
- *2Sthe viewport on the Project Designer. If the aspect ratio is set to anything other
- *2Mthan "4x3", the size of the viewport changes to represent the selected aspect
- *2Sratio. Using the slider bars located directly below or directly to the left of the
- *2Gviewport (depending on the selected aspect ratio), you can position the
- *2Nrectangle over the desired area of the view. The area that is enclosed in the
- *2Rrectangle is the area of the current view that will be rendered to file. In other
- *2Mwords, changing the aspect ratio may force you to "crop" your view to fit the
- *2+desired aspect ratio in the rendered image.
- The X Res and Y Res Type-ins
- *PRThese type-ins allow you to select the output resolution of the file that contains
- *2Hthe final-rendered view. The values here determine the number of pixels
- *2Ihorizontally (X Res) and vertically (Y Res). Renderize Live EZ supports
- *2Crendering output up to 640x480 pixels (320x240 pixels for animation
- sequences).
- *ANIf "Any" is the aspect ratio that was selected from the Final Aspect pop-down,
- *2Pthen the X Res and Y Res of the rendered image can be set to any value. If one
- *2Qof the other aspect ratios is chosen, then typing in the desired resolution for X
- *2LRes will automatically set the correct Y Res value according to the selected
- aspect ratio, and vice versa.
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- Rendering Multiple Views
- *PIIf you have created several views in the current project, and you wish to
- *2Qfinal-render all of these views to disk, it may be desirable to perform a "batch"
- *2Krender so that you can define the rendering parameters for all of the views
- *2Pindividually, then render them all as a group. If your projects are complicated
- *2Mor you are rendering to high resolution file, the final render process can be
- *2Mquite time-consuming. Batch rendering allows you to perform the final render
- *2Gin an unattended mode so that it can be done at a more convenient time.
- *B%Batch Rendering is selected from the
- Options
- pop-down menu.
- /Orienting Project Resources in a View: The Move
- Toolbox
- *cEThe Move Toolbox provides for orientation of camera, object and light
- *=Jresources in the viewport. The Move Toolbox is displayed by pressing the
- wpwwpw
- wwpww
- wwpwwp
- Kbutton on the Command Bar, or by selection from the Toolbox pop-down on the
- *2JMenu Bar. The Move Toolbox also appears automatically as soon as you drop
- *24a view, object or light resource into the Move Well.
- *AJThe specific movement and rotation buttons that appear on the Move Toolbox
- *2Idepend on the resource that is currently loaded inthe Move Well. Lights,
- *2Mobjects, views and animations each have a unique set of movement and rotation
- buttons.
- The Center Position Button
- RPress this button to center resources in the camera view. If the current resource
- *2Qin the Move Well is an object, that object is repositioned so that it now appears
- *2Hin the camera view. If the current resource in the Move Well is a view,
- *2Npressing this button repositions the camera so that all of the geometry in the
- *2Oview appears within the camera's field of view. If the current resource in the
- *2RMove Well is a light, that light is repositioned at the camera.This button is very
- *2:useful if you can't locate an object or light in 3D space.
- The Save Position Button
- RPress this button to save the current position, rotation and scale information for
- *2Othe resource that is currently displayed in the Move Well. If after saving the
- *2Lresource's position you re-orient that resource and wish to return it to its
- *2Iprevious position, you can do so using the Reset button, described below.
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- The Reset Position Button
- tQPress this button to re-orient the current resource to the position, rotation and
- *87scale settings that were most recently saved using the
- command above.
- t;Manipulating Resources in the Viewport: Mouse Functionality
- *POTo manipulate a camera, object or light in the viewport, first load the desired
- *2Kresource into the Move Well. Then select a button on the Move Toolbox that
- *2Pindicates the kind of action that you wish to perform. Then move the pointer to
- *2Othe viewport and drag the left mouse button to perform that action. As soon as
- *2Lyou position your pointer in the viewport, a message in the Title Bar of the
- *29viewport indicates the action that is currently selected.
- *AJThe Move Toolbox contains a different set of command selections, depending
- *2Non whether a view, object or light is currently loaded into the viewport. The
- *2Hfollowing sections detail the commands available for each resource type.
- *AINote that the Move Toolbox can be configured in the Preferences window so
- *2Sthat instead of displaying a set of buttons that determine the functionality of the
- *2Gleft mouse button, you can display a Mouse Command Bar, a pop-down menu
- *2Pthat allows you to select a set of commands for the left, middle and right mouse
- buttons on a 3-button mouse.
- *d$Mouse Buttons for Light Manipulation
- *PPIf a light resource is currently displayed in the Move Well, the available mouse
- button settings are as follows.
- *AJThe following commands, displayed in the Light Location area, are used to
- position the light source.
- +BS< Move the light vertically and horizontally in the viewport.
- wpwwpw
- wwpww
- wwpwwp
- *X- Move the light horizontally in the viewport.
- wwpww
- wwpwwp
- *O+ Move the light vertically in the viewport.
- wpwwpw
- wwpww
- wwpwwp
- *\+ Move the light in and out in the viewport.
- wwpww
- wwpwwp
- *X8 Move the light toward and away from the light's target.
- tJThe following commands, displayed in the Target Location area, are used to
- *2Nposition the light's target. This is important with directed lights such as a
- spotlight.
- +BQB Target the light at the current pointer position in the viewport.
- *W6 Move the light's target horizontally in the viewport.
- wwpww
- wwpwwp
- *S4 Move the light's target vertically in the viewport.
- wpwwpw
- wwpww
- wwpwwp
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- 4 Move the light's target in and out in the viewport.
- wwpww
- wwpwwp
- JThe following commands, displayed in the Attributes area, control not the
- *2Hposition of the light, but the attributes of spot and attenuated lights.
- +BSL Select this button, then select a polygon on an object in the viewport, and
- wwpww
- wwpww
- + 2Mthe light will be repositioned such that when the view is rendered a spectral
- *2Lhighlight will appear at that location (assuming that the object has a shiny
- material assigned to it).
- 4 Reposition the "On" marker for an attenuated light.
- *\H Reposition the "Off" marker for an attenuated light. Always be sure to
- + 2Jdefine the "On" marker position first, as this influences the "Off" marker
- *2 position.
- 0 Change the Hot and Soft angles for a spotlight.
- %Mouse Buttons for Object Manipulation
- *PLIf an object resource is currently displayed in the Move Well, the available
- *2%mouse button settings are as follows.
- *AFThe following commands, in the Screen Space area, are used to move and
- *25rotate objects along axes as defined by the viewport.
- +BP= Move the object vertically and horizontally in the viewport.
- wpwwpw
- wwpww
- wwpwwp
- *P. Move the object horizontally in the viewport.
- wwpww
- wwpwwp
- *Q, Move the object vertically in the viewport.
- wpwwpw
- wwpww
- wwpwwp
- *Q, Move the object in and out in the viewport.
- wwpww
- wwpwwp
- *Q? Rotate the object vertically and horizontally in the viewport.
- *Q< Rotate the object around a horizontal axis in the viewport.
- *T: Rotate the object around a vertical axis in the viewport.
- *T! Roll the object in the viewport.
- wpwwp
- wpwwp
- wpwwp
- wpwwp
- JThese buttons, in the Object Space area, are used to manipulate an object
- *26according to that objects own local coordinate system.
- +BS" Move the object along its X axis.
- wwpww
- wwpwwp
- wwpwp
- pwpwpwp
- *T" Move the object along its Y axis.
- wwpww
- wwpwwp
- wwpwp
- pwwpwwp
- pwwpwwp
- *R" Move the object along its Z axis.
- wwpww
- wwpwwp
- *S% Rotate the object around its X axis.
- pwwpww
- pwpwwpp
- w pwpww
- w puPwpwwpww
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- $ Rotate the object around its Y axis
- wpwwpww
- *Y% Rotate the object around its Z axis.
- pwpwwp
- puPww
- tNThe following command, in the Scale area, is used to resize the object in the
- *2 viewport.
- +BN* Change the scale of the current object.
- tNNote that objects can be be scaled independently in the X, Y and Z dimensions,
- *2Por proportionally by pressing the "A" (for All) portion on the upper-left corner
- of the Scale button.
- *ALThe ability to scale independently in each dimension is especially important
- *2Mwhen you are working with an extruded AI file. At the time you load the file
- *2Kyou can set an extrusion depth, but because you can't see the effect of the
- *2Oextrusion value at the time you set it, it is impossible to define a meaningful
- *2Mdepth. However, after the object has been loaded, you can modify the Z Scale
- *2Rof the object visually in the viewport to accurately set the appropriate depth for
- the extruded object.
- *d%Mouse Buttons for Camera Manipulation
- *POIf a view resource is currently displayed in the Move Well, the available mouse
- *28button settings to reposition the camera are as follows.
- *AJThese buttons, in the Move/Rotate Camera area, determine the movement and
- *2%rotation of the camera independently.
- +BO= Move the camera vertically and horizontally in the viewport.
- wpwwpw
- wwpww
- wwpwwp
- *U. Move the camera horizontally in the viewport.
- wwpww
- wwpwwp
- *W, Move the camera vertically in the viewport.
- wpwwpw
- wwpww
- wwpwwp
- *P, Move the camera in and out in the viewport.
- wwpww
- wwpwwp
- *P' Pan the camera up/down and left/right.
- Pan the camera left/right.
- Pan the camera up/down.
- Roll the camera.
- wpwwp
- wpwwp
- wpwwp
- wpwwp
- tMThese buttons, in the Move Around Target area, position and rotate the camera
- around a selected target point.
- Select a target point.
- *T2 Rotate the camera freely around the target point.
- *T@ Rotate to camera-left and camera-right around the target point.
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- = Rotate to camera-up and camera-down around the target point.
- GThis button, in the Lens area, controls the lens optics for the camera.
- +BO7 Change the focal length of the camera in the viewport.
- (Mouse Buttons for Animation Manipulation
- *PMIf an animation resource is dropped into the View Well, and also dropped into
- *2Gthe Move Well, then you can manipulate the camera animation path in the
- *2:viewport, and even preview an animation in wireframe mode.
- +BPD The Step Back button moves the camera position one step back in the
- + 34animation path each time you select in the viewport.
- A The Step Forward button moves the camera one step forward in the
- + 24animation path each time you select in the viewport.
- D The Fast Forward button moves the camera forward or backward in the
- + 27animation path as you drag the pointer in the viewport.
- E The Play Animation button plays the animation from beginning to end.
- *QE The Select Keyframe button allows you to move among keyframes in the
- animation path.
- G The Move Keyframe Button moves the current keyframe position. You can
- wpwwpw
- wwpww
- wwpwwp
- + 2Halso drop a keyframe into the Move Well to move it using complete camera
- movement functionality.
- G The Target Keyframe button changes the target of the current keyframe.
- *OF The New Keyframe button inserts a keyframe at a selected point in the
- + 4Ianimation path. Select this button, then select a point in the animation
- *2Cpath where a new keyframe should be inserted. Note: if the current
- *2Fkeyframe is the last keyframe in the animation, this command appends a
- *2)new keyframe at the end of the animation.
- G The Full Tangent button changes the curve of the animation around both
- sides of a selected keyframe.
- G The Half Tangent button changes the curve of the animation path around
- + 2 one side of a selected keyframe.
- and
- / buttons are used to change the animation path.
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- EHowever, they only affect those frames in the animation path that are
- *2Bhighlighted on the Keyframe List of the Animation Designer window.
- The Project Designer
- Times New Roman
- t.Defining Material-to-Object Relationships: The
- Select Toolbox
- *cNThe manner in which materials are assigned to an object when it is loaded into
- *2LRenderize Live EZ depends on the kind of object that was loaded, and the way
- *2Fthat object was loaded. In some cases an object has only one material
- *2Kassociated with it. In other cases a single object can have many different
- materials associated with it.
- *AHThe Select Toolbox enables you to view and change the object-to-material
- *2Hrelationships. The commands in this Toolbox are used to see where on an
- *2Kobject each material is assigned, and to change those definitions, break an
- *2Qobject up into different material areas, or assign a single material to what used
- *2#to be two separate material areas.
- *AKNote that an object that has multiple material assignments can be broken up
- *2Ointo multiple objects according to those material assignments. This feature is
- *2)discussed in the Object Designer Chapter.
- Press the
- ; button on the Command Bar to open the Select Toolbox. The
- tFcommands in this Toolbox allow you to determine which material you are
- *2Pworking with, then to define the objects or polygons that you wish to assign the
- *2Ematerial to. You can even move objects or the camera to get a better
- *22perspective on the polygons that you wish to pick.
- *AGWhen the Select Toolbox is displayed, the words TEMP MODE appear at the
- *2Ibottom of the Project Designer viewport. This means that any changes you
- *2Rmake to the position of objects in the viewport will not affect their position for
- *2Nrendering purposes. This enables you to re-position objects and the camera as
- *24necessary to view and edit the material assignments.
- *d<Viewing Material-to-Object Relationships: The Materials Area
- *PRUse the Materials area on the left side of the Toolbox to select the material that
- *2Hyou wish to work with. You can select a material by dropping a material
- *2Nresource into the Current Resource Well on the Select Toolbox, or by selecting
- *2?the material name from the pop-down list in the Materials area.
- *AIWhen you select a material, all of the polygons to which that material is
- *2Eassigned are highlighted with yellow polygons and green facets. This
- *2Mhighlighted area indicates the parts of the object that will take the current
- *2&material definition during rendering.
- *AOIf you wish to create a new material while in the Select Toolbox, you can do so
- *@Gby typing in a new material name in the pop-down list and pressing the
- tKbutton: a new material by that name is created, and loaded into the Current
- Material Well.
- The Project Designer
- Times New Roman
- 8Picking Polygons vs Repositioning Objects: The Mode Area
- *PHThe Mode area of the Toolbox determines the function of the mouse in the
- *2.viewport: picking polygons, or moving objects.
- Displays the
- Polygons Selection
- " commands on the right side of the
- Toolbox.
- Displays the
- Viewport Control
- !commands on the right side of the
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- Toolbox.
- ;Picking Polygons to Add and Remove Polygons from a Material
- Definition
- *PNTo change a material area definition, first highlight the name of the material
- *2Lyou want to change in the Materials area. The polygons associated with that
- *2Mmaterial are now highlighted in the viewport. Now you can select polygons to
- *2Obe added or subtracted from the current material definition. To do so, use the
- *2OPolygon Selection buttons on the right side of the Toolbox. Select the desired
- *2Hbuttons as described below, then draw a bounding box around the polygons
- *2Iwhose material assignment you wish to alter. After you have selected the
- *@&desired polygons, you must select the
- e" button on the Change area of the
- Toolbox to effect those changes.
- *S$Before picking polygons, select the
- A# Mode button to display the Polygon
- KSelection commands on the Toolbox. Then, choose whether you wish to add or
- *2,subtract polygons from the current material:
- +BP: Clears all polygons from the current material definition.
- *T& Add polygons to the current material.
- *T+ Remove polygons from the current material.
- @Then choose how polygons are to be selected in the bounding box:
- +BOH Select all polygons that are surrounded or clipped by the bounding box.
- *QJ Select only those polygons that are completely surrounded by the bounding
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- LOnce you have selected the desired buttons on the Polygons Selection area of
- *2Jthe Toolbox, move the pointer into the viewport and depress the left mouse
- *2Hbutton to drag a bounding box. The polygons defined by the bounding box
- *2I(either wholly contained in the area, or partially contained in the area,
- depending on whether the
- ){' button is enabled) will be added to or
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- Dremoved from the current material definition, depending whether the
- button is enabled.
- The Project Designer
- Times New Roman
- tOAnother way to add to or remove polygons from a material definition is to point
- *2Kto the face that you wish to remove or include, then select and immediately
- *2Orelease the left mouse button. If the face that you selected on was previously
- *2Rpart of the material, it is now removed; if it wasn't part of the material, now it
- *L2After executing your changes, you must select the
- on the Change area of
- t#the Toolbox, to execute the change.
- *AOEach polygon and facet in an object can only belong to one material definition.
- *2KTherefore, including a polygon in one material definition means removing it
- *2<from the definition with which it was previously associated.
- *d0Selecting Front-facing and Back-facing Polygons.
- *f@What you see in the viewport is what you are selecting. If the
- tIbuttons are both enabled on the Command Bar, you are selecting backfacing
- polygons and frontfacing ones.
- *AMIf you remove polygons from a material definition and Apply the change, these
- *2Nmaterials are assigned to the "default" material definition until such time as
- *22they are added to a different material definition.
- Applying Your Changes
- *PMNone of your work assigning polygons to materials is recorded until you press
- G button in the Change area of the Select Toolbox to apply your changes.
- t7Changing the Viewport Display During the Select Process
- *PMIf you are working on a large or sophisticated wireframe model, it may not be
- *2Oeasy to isolate polygons for selection. Therefore, Renderize Live EZ gives you
- *2Qthe ability to move and rotate objects or the camera so that the desired polygons
- *2(can be isolated in the viewport display.
- *AJNote that the words TEMP MODE appear in the viewport at all times when the
- *2LSelect Toolbox is enabled. This means that any changes that are made to the
- *2Oviewport display (moving, rotating or zooming in the viewport display) are only
- *2Qtemporary. As soon as you exit the Select Toolbox the display will return to the
- *2&state it was in before you entered it.
- *ALBefore you move an object or the camera, the desired resource must be loaded
- *=Ginto the Move Well on the Resource Manager. Next, you must select the
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- tKMode button on the Select Toolbox to display the Viewport Control commands.
- *AMTo move a resource in the viewport, first select the desired Viewport Control
- *2Gcommand, the move the pointer into the viewport and drag the left mouse
- *2Obutton to manipulate the resource. The button definitions here are the same as
- *2Kdescribed for object and camera movement in the Move Toolbox section above.
- The Project Designer
- Times New Roman
- NIn addition to moving resources, it can be useful to zoom the viewport display
- *2Kin order to more easily distinguish individual polygons for selection. The
- *28zooming buttons on the Command Bar can be used for this.
- *AOFinally, note that the polygons selection process is greatly facilitated as the
- *2Lnumber of objects in the viewport display is reduced. Therefore, use of the
- *2Rability to turn objects off (this capability is described in the Resource Manager
- *2Psection above) so that only those objects whose material definitions you wish to
- *20edit are displayed during the selection process.
- "Defining Colors: The Color Toolbox
- *cMThere are many cases in which a color needs to be defined. Renderize Live EZ
- *2Rallows for the definition of a background color for the view, a fog color, a light
- *2Tcolor, and colors for the matte, shiny and reflect properties of a material. In all
- *29cases, colors are defined using the same set of commands.
- *T'To access the Color Toolbox select the
- | button on the Command Bar. The
- IColor Toolbox is also opened automatically whenever you select in a Color
- *2EWell with the left mouse button. When you do this, the Color Well is
- *2Mdynamically linked to the Color Toolbox so that any changes made in the Color
- *2FToolbox are immediately reflected in the Color Well that you selected.
- *AKThe Color Toolbox can also be configured to appear as an independent window
- *2Mthat "floats" above the Project Designer, thereby reducing the need to toggle
- *2Abetween Toolboxes. To make the Color Command Deck an independent
- *2Fwindow, enable the Free Color Window button in the Preferences Window.
- *AKThe Color Well on the left side of the Color Toolbox displays the "current"
- *2Qcolor definition. The central area of the Toolbox displays colors. Selecting in
- *2Nthis area changes the current color definition. The way a color definition is
- *3Gchanged depends on the selected color mode, and there are three modes:
- and
- image
- )k@. Finally, there is a black color box and a white color box, so
- .that these two colors can be selected quickly.
- *APThe numeric values of the current color are displayed in both rgb and hsv at the
- bottom of the Color Toolbox.
- Defining a Color in RGB Mode
- *PIRGB, which stands for Red-Green-Blue, is an additive color method. Using
- *2Dvarying amounts of red, green and blue, any color may be produced.
- *AOThe central portion of the Toolbox displays three color bars, one each for red,
- *2Pgreen and blue. By selecting on the slider bar and moving it left or right, you
- *2Pare subtracting or adding a color to the color definition. The changes you make
- *2Iare reflected dynamically in the sample color box on the left side of the
- command area.
- The Project Designer
- Times New Roman
- Defining a Color in HSV Mode
- *PHHSV, which stands for Hue-Saturation-Value, is an alternative method for
- *2Ndefining a color. Hue defines the shade or color of the equation. Saturation
- *2Qdefines the amount, or purity, of the color. Value defines the brightness of the
- *2=color from black, no brightness, to white, 100% brightness.
- *AOThe central portion of the Toolbox displays three color bars, one each for hue,
- *2Rsaturation and value. By selecting on the slider bar and moving it left or right,
- *2Nyou are decreasing or increasing the hue, saturation or value: the changes you
- *2Nmake are reflected dynamically in the sample color box on the left side of the
- command area.
- Defining a Color in Image Mode
- *POIn this mode, six scrollable images of the color space are available from which
- *2Sto pick colors. Scroll bars are available to look at additional areas of the color
- maps.
- The Project Designer
- Times New Roman
- Notes
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- Nick Josephs
-
- Visual Software, Inc.
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- AMIPRO
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