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Alias - Wavefront Fundamentals
Alias - Wavefront Fundamentals
StudioTools
Fundamentals
StudioTools Fundamentals
© 1999 Alias|Wavefront, a division of Silicon Graphics Ltd.
Printed in the U S A, All rights reserved.
Documentation Team: Mona Albano, Pat Anderson, Matt Chaput, Stephen Gaebel, Karen Hoogsteen,
Adam Kozyniak, Joanne MacPhail, Margot Meijer. Special thanks to Chris Nichol.
Maya is a trademark of Silicon Graphics, Inc. exclusively used by Alias|Wavefront, a division of Silicon
Graphics Limited.
Microsoft and Windows NT are registered trademarks of Microsoft Corporation in the United States and/
or other countries. Solaris is a trademark of Sun Microsytems Inc. All other product names mentioned are
trademarks or registered trademarks of their respective holders.
This document contains proprietary and confidential information of Alias|Wavefront, Inc. and is protected
by international copyright law. The contents of this document may not be disclosed to third parties,
translated, copied, or duplicated in any form, in whole or in part, without the express written permission of
Alias|Wavefront, Inc.
The information contained in this document is subject to change without notice. Neither Alias|Wavefront,
Inc. nor its employees shall be responsible for incidental or consequential damages resulting from the use of
this material or liable for technical or editorial omissions made herein. Not all features described are
available in all products.
An SGI Company
Learning About 3D 11
Points 12
Lines 13
NURBS Curves 14
NURBS Surfaces 16
Simple Transformations 23
Construction History 24
Rendering 25
Animation 28
Using Manipulators 54
3
Getting Help 56
Using Layers 63
Modeling 71
Creation and Editing Conventions 72
Snap Modes 74
Drawing Curves 76
Creating Surfaces 78
Transforming Objects 82
Editing CVs 88
Editing Objects 89
Trimming Surfaces 92
Rendering 95
Introducing the Multi-lister 96
4
Working With the Shaded Scene 107
Animating 113
Controlling the Animation 114
5
6
About This Book
7
How To Use This Book
What’s Inside This book contains basic, useful information for new users of
Studio. In other words, quick answers to common questions.
This book does not replace the tutorials or the reference books. This
book only skims the surface of sometimes complex subjects
and powerful tools. To go deeper, you should complete the
tutorials, and look up tools and commands in the reference
books.
Where to Begin This book is intended primarily for new users unfamiliar with
Studio. Experienced users and experts will probably not find
any new information here.
8
How To Use This Book
About Different Products This book describes tools and features available in the general
Studio product line. Depending on which product and
platform you are using, your software may not include some
of the features described.
Page Layout
Major topic
Sub-topic
Information Table:
• Read across rows.
• Split cells represent
alternatives:
To do this...Do this.
Or do this.
Name of
chapter
Page
Name of topic number
on this page
9
How To Use This Book
10
How To Use This Book
Learning About 3D
11
Points
The most basic visual entity is the point. The point has no size,
but it has a location.
axis
Y
12
Points
Lines
Like the point, a pure line isn’t very useful for modeling. There
aren’t many real-world things you can build with single
straight lines. Curves are much more useful for modeling.
13
Lines
NURBS Curves
CVs
CV To control how the curve bends, we add a new type of point:
CV
2nd CV the control vertex, or CV. Control vertices (CVs) aren’t part of
st CV the drawn curve. Instead, they control the shape of the curve:
moving the control vertices bends the curve toward them.
14
NURBS Curves
Edit Points
Hulls
15
NURBS Curves
NURBS Surfaces
Surface Edge
Edit Point Isoparm
Descriptive Isoparm
Patch
16
NURBS Surfaces
● Edit point isoparms: lines of constant parameter at an edit
point. The isoparms at edit points are special, since they
represent the boundaries between “patches.” These
isoparms represent actual geometric information.
◆ This is the type of isoparm created by the Insert tool.
Adding this type of isoparm increases the number of
CVs available to shape the surface.
◆ You can only delete an isoparms of this type.
◆ Using this definition, a surface has the same number
of isoparms in the U and V directions as it has edit
points.
Tools that accept curves as input can also use isoparms and
surface edges.
Curves-on-Surface Normal curves exist in the 3D space of the scene. But it is often
useful to have curves that are defined on a surface (or
technically, in the parameter space of the surface), as if you took
a pen and drew the curve right on the surface itself.
17
NURBS Surfaces
curves onto a surface, or by intersecting existing geometry with
a surface.
18
NURBS Surfaces
Advanced NURBS Properties
Degree
3 The number of CVs for each curve span is controlled by the
2 degree of the curve. The default curve type in Studio is degree 3,
4
which has four CVs for the first curve span.
1
You can choose to have fewer CVs per span, or, if you have an
advanced version of Studio, you can create curves with more
than four CVs per span.
● Degree 1 creates curves or surfaces with straight lines.
● Degree 2 curves or surfaces do not automatically have
smooth transitions between spans or patches.
● Degree 3 is the default degree for new curves and
surfaces.
● Degree 5 and degree 7 curves are generally used in
automotive design. They are slower, but give you
smoother curves, better internal continuity, and more
control.
19
Advanced NURBS Properties
Parameters Remember that we formed the line and curve from an infinite
number of points. Each of the points that make up a curve has
a number, called its parameter. Parameters let you refer to
specific points along the length of a curve. The higher the
parameter, the further is the point along the curve.
Parameterization
Uniform
20
Advanced NURBS Properties
Chord-length
3.8
Chord-length parameterization assigns parameter 0.0 to the
2.1 5.7 start of the curve, then increases the parameter value
proportionally to the chord length, or the shortest linear
0.0 7.7
distance, between the surrounding edit points.
Comparison
21
Advanced NURBS Properties
Normals Normals are imaginary lines perpendicular to each point on a
curve or surface.
22
Advanced NURBS Properties
Simple Transformations
About the Pivot Point When you pick objects in the view windows,
you can see a small blue-green dot associated
with every object. This is the pivot point of the
object.
Moving, Rotating, and Moving, rotating, and scaling are the three simplest and most
Scaling common transformations, or ways of changing objects. In
Studio they are pretty straightforward.
23
Simple Transformations
Construction History
For almost every tool, Studio gives you the option of saving
the history of how an object was constructed. This means you
can edit the curves, surfaces, and/or manipulators that were
used to create an object, and the object will automatically
update.
For example, when you use the Revolve tool to create an object
with construction history, you can:
● reshape and edit the curves you revolved...
● re-display the construction manipulator that created the
revolved surface...
24
Construction History
Rendering
The Rendering Workflow Rendering your scene in Studio uses a similar workflow to
photographing a scene in the real world:
1 First you must create and lay out the scene, placing objects
in position for the shot.
3 Next, you must light the scene. Without light, the scene will
be completely dark and the camera will simply
photograph pitch black.
4 Next, you position the camera to get the angle you want on
the scene. The camera in Studio is a near-perfect
simulation of a real camera.
5 Next you can preview the shot. In the real world this might
involve looking down the viewfinder. In Studio, it means
checking the shaded view, and making quick test renders
to make sure the scene is set up correctly.
6 Finally, you render the scene. In the real world, you snap the
shutter, rendering the picture on film. In Studio, you use
the Render command to pass the scene to the renderer,
which saves the picture in an image file.
25
Rendering
Shaders To render a surface, you need a description of what the surface
is supposed to look like. Is it gray or red? Smooth or bumpy?
Shiny or matte? Should it look like gold or gravel? This
description of what a surface should look like is called a shader.
Shading Models
26
Rendering
Textures
Raytracer
27
Rendering
Animation
Animation in Studio Studio provides two types of automatic animation, where you
just plug in parameters and Studio creates the animation, as
well as manual, freeform animation.
28
Animation
More advanced animation can use the Action window,
expressions (mathematical formulas describing
relationships between time and object properties), and
constraints, to create more realistic and automated effects.
Parameters
29
Animation
30
Animation
Starting and Exiting
31
Starting Studio
On NT systems:
32
Starting Studio
Minimizing and Shutting Down
33
Minimizing and Shutting Down
34
Minimizing and Shutting Down
Using the Interface
35
Using Tools
Interaction With Studio The Studio interface has three main methods for telling the
program what you want to do:
● Menus. The pull-down menus along the top of the main
window work exactly like pull-down menus in other
programs.
● Tools. Tools are the main interface for creating and
manipulating objects in Studio. Tools are located in the tool
palette.
● Some tools create manipulators. Manipulators allow you to
directly affect objects in the scene by moving or selecting
“handles” on the manipulator.
Tool Palettes ● Find the tool palettes window on the left side of the screen.
If the palette is not visible, go to the Windows menu and
choose Palette.
36
To... Do This
Choose a tool. Click a tool icon with the left mouse button to select it.
A red outline appears around the icon to show it is the
current tool.
Click the title tab of a palette with
the right mouse button to open a
menu of all the tools in the palette,
then choose a tool from the menu.
Choose a tool from a sub- • Some tools have a small yellow arrow in the top right corner.
palette. These arrows indicate that more, similar tools are available in
a hidden tool drawer.
• Click and hold a tool with the left mouse button to open the
drawer.
Choose a tool from a Click the title tab of a palette with the right mouse button to open
collapsed palette. a menu of all the tools in the palette, then choose a tool from the
menu.
See the name of a tool. Hold the mouse pointer over a tool, or click the
tool with the middle mouse button. A tooltip
will show the name of the tool.
37
Using Tools
Setting Tool Options Most tools and menu commands have options that you can
use to change how the tool or command operates.
To... Do This
Click To...
38
Using Tools
Click To...
2 Type the name of the tool you want to find in the text box.
You can use a regular expression for advanced searches.
39
Using Tools
Getting Feedback
As you are using Studio, the program will give you feedback on
what it is doing, and on any problems it encounters.
The Prompt Line Studio provides most of its feedback on the prompt line. The
prompt line is just below the menu bar at the top of the main
window.
Prompt line
Reading Previous Prompt Sometimes another message may replace an alert message on
Line Messages the prompt line before you can read it. In this case, open the
prompt line history window to see a list of all the prompt line
message displayed so far.
40
Getting Feedback
Picking and Unpicking
Mouse Pick Conventions The pick tools use the mouse buttons consistently to perform
certain operations:
● Click a mouse button to pick or unpick a single object.
● Drag a mouse button to draw a selection box around one
or more objects.
Click/Drag To...
41
Picking and Unpicking
Pick Tools
To... Do This
42
Picking and Unpicking
Choosing Between If several objects are in the same space in a view window, it
Objects That Are Close may be ambiguous which object you meant to pick when you
click. In this situation Studio will pop up a “pick lister” menu.
Together Drag and release to specify the object you wanted.
43
Picking and Unpicking
Changing Your View of the Model
Tumbling, Tracking, and Use the following key and mouse combinations to move the
Dollying the View virtual camera in the scene:
Tumble
Ctrl Alt L
Dolly
44
Changing Your View of the Model
Looking at Objects Use the Look at command (in the Cameras palette) to center the
view on the picked object or group of objects, or on the entire
model.
Ctrl Alt +L
Ctrl Alt +L
45
Changing Your View of the Model
To use the Point of Interest manipulator:
Using the View Panel The view panel appears when you enter camera move mode
(by holding Shift and Alt) in the Perspective window. This
window lets you quickly switch the Perspective window to
common default or user-defined views of the model.
46
Changing Your View of the Model
Open/close the
view panel
Open/close the
P.O.I. section
Show/hide
Lock the position the P.O.I.
of the P.O.I manipulator
Showing and Hiding Items in the DisplayTgls menu controls which classes of items
Parts of the Scene and interface elements are shown or hidden. (To find out how
to hide individual objects, see Changing the Display of Objects
on page 51.)
47
Changing Your View of the Model
Visualizing Surfaces and Surface
Properties
Using Shading Modes These options let you work with shaded geometry instead of
wireframes so that you can see and evaluate your surfaces.
There are different shading modes available that provide
different diagnostic information about your surfaces.
To... Do This
48
Visualizing Surfaces and Surface Properties
To... Do This
Wireframe
Advanced Shading These modes allow you to visualize the fine details of high-
Modes quality surfaces. These modes are not available in all Studio
products.
49
Visualizing Surfaces and Surface Properties
Surface evaluation map
Highlights (zebra
stripes)
Iso-angle (topographic
stripes)
Double-horizon texture
User-defined texture
50
Visualizing Surfaces and Surface Properties
Changing the Display of Objects
51
Changing the Display of Objects
To... Do This
Using Objects as Templating is a very useful way of getting objects “out of the
Templates way” (so you don’t accidentally pick or modify them), but still
have them visible and still be able to snap to them.
To... Do This
52
Changing the Display of Objects
Using Marking Menus
Ctrl Alt 2 With the keys held down, press and hold a mouse button.
3 Keep the mouse button held down and drag out toward a
tool name.
53
Using Marking Menus
Using Manipulators
About Manipulators Many tools provide you with manipulators you can use to
control the operation of the tool. By dragging and/or clicking
the “handles” of the manipulator, you interactively control the
tool. When you are done using the tool, the manipulator
disappears.
Examples
54
Using Manipulators
The Project Tangent Manipulator
Click an arc to
change the rotation.
Position handle
Parameter handle
55
Using Manipulators
Getting Help
To... Do This
56
Getting Help
Saving, Loading, and
Organizing Files
57
Loading and Saving Files
Using the File Lister on On UNIX systems, Studio provides a file lister to let you open,
UNIX Systems save, and manipulate files. On NT systems, Studio uses the
standard file dialog boxes.
All commands for working with files use a standard file lister
interface. The file lister may seem intimidating at first, but it
provides a very powerful way to manipulate files from within
Studio.
When you first choose a file command, you will see the file
requester. This is an abbreviated interface which allows you to
quickly find files if you remember the full pathname. To open
the full file lister, click Show List.
58
Loading and Saving Files
When you click Show List in the file requester, the full file lister
opens to fill the screen.
Current directory
Icons for
files
Directory
text box
Pop-up
Filename menus
text box
Action buttons
To... Do This
Change how files are Open the Display pop-up menu and
displayed in the list. choose a display method.
Change how the files Open the Sort Mode pop-up menu
are sorted. and choose a sorting method.
Show or hide the Click the arrow next to the name of
contents of a the directory.
directory.
59
Loading and Saving Files
Working With Files in the File Lister
To... Do This
60
Loading and Saving Files
Using Small-scale Organization
Grouping You can group several objects together to form a group object.
This gives you two main benefits:
● Allows you to transform several objects around a single
pivot point.
● Can reduce clutter by reducing the number of individual
pickable objects in the scene.
To... Do This
Hiding and Templating ● You can make objects invisible to “get them out of the
Objects way,” or see what the scene looks like without them.
● You can “template” objects so that they cannot be picked,
but can still be snapped to.
61
Using Small-scale Organization
Naming objects gives you specific benefits:
● Easier to pick objects by typing their name in the prompt
line.
● Easier to identify the object you want from pick listers.
● Easier to identify objects in the SBD window.
To... Do This
62
Using Small-scale Organization
Using Layers
For example, you can have a separate layer for each part in an
assembly, plus additional layers for measurements, guidelines,
construction curves, and so on.
Using the Layers Bar ● If the layers bar is not visible below the prompt line, open
the Layers menu and choose Tgl layers bar to show it.
Using Layers
To... Do This
63
Using Layers
To... Do This
Set the layer in which new Click the layer’s button in the
objects will be created. layer bar.
The creation layer is indicated
by a yellow background.
Changing Layer
Attributes To... Do This
64
Using Layers
Working on Separate Projects
To... Do This
65
Working on Separate Projects
Understanding the Scene Block
Diagram
About the SBD Studio keeps track of every aspect of the scene in a data
structure equivalent to a graph. Curves, surfaces, groupings,
transformations, components, lights, and everything else in
the scene is represented by nodes in the graph. This graph is
called the Scene Block Diagram. The SBD is a type of Directed
Acyclic Graph, or DAG.
66
Understanding the Scene Block Diagram
The SBD Window
To... Do This
Types of Nodes ● Positioning node: the brown positioning nodes contain the
transformations applied to the geometry nodes below it in
the graph.
● Geometry node: the blue geometry nodes contain the
internal structure of a piece of geometry (edit points, CVs,
and so on).
Different types of geometry are indicated by different
icons in the blocks.
67
Understanding the Scene Block Diagram
Target surface
Top-level Objects vs. Top-level objects are top-level nodes in the SBD hierarchy.
Components Components are nodes grouped beneath top-level objects. The
Pick > Object tool picks top-level objects. The Pick > Component
tool picks objects from anywhere within the hierarchy.
The SBD window shows the difference between the Pick >
Object and Pick > Component tools. For example, consider this
SBD representation of a cube object:
You can see that the cube is constructed from six planes which
are grouped together.
● If you choose Pick > Object and pick the cube in a view
window, the windows will show that the grouping node is
picked.
68
Understanding the Scene Block Diagram
Instead of picking the entire group, the Pick > Component
tool picked one of the sub-nodes.
69
Understanding the Scene Block Diagram
70
Understanding the Scene Block Diagram
Modeling
71
Creation and Editing Conventions
Mouse Buttons Creation, transformation, and editing tools use the same
mouse buttons for similar functions:
Constrained horizontally.
M
Constrained vertically.
R
72
Creation and Editing Conventions
Selecting Geometry When using tools, the prompt line will tell you what kind of
objects you can select for use at each step. For example, the
Trim tool will first prompt you to select a surface to trim.
73
Creation and Editing Conventions
Snap Modes
When snapping is on, you can still use the middle and right
mouse buttons to constrain mouse input to horizontal and
vertical. This is useful, for example, to snap a point to the
horizontal position of another point, but not the vertical.
74
Snap Modes
Creating Geometric Primitives
75
Creating Geometric Primitives
Drawing Curves
76
Drawing Curves
Other Drawing Tools
To... Do This
Fit a new curve to an Use the Curves > Fit Curve tool.
existing curve
exactly.
Trace curves on a Use the Curves > Digitize tool.
digitizer tablet.
77
Drawing Curves
Creating Surfaces
Studio has more surfacing tools, but you will find yourself
using these first eight tools most commonly.
78
Creating Surfaces
Tool Description Example
79
Creating Surfaces
Tool Description Example
80
Creating Surfaces
Creating Transition Surfaces
Tool Example
• Round creates
rounded edges
where surfaces
meet.
• Boundary N-sided:
• N-sided
These tools create
surfaces to fill
gaps between
surfaces.
81
Creating Transition Surfaces
Transforming Objects
With most tools you can also use the arrow keys to “nudge”
the object by very small amounts.
Pivot Points
To... Do This
82
Transforming Objects
In Window
Drag... To Do This
Type...
Orthographic Move
horizontally.
M
Perspective Move along
the Y axis.
Z
X Y
Scaling
Choose... Drag... In Window Type... To Do This
83
Transforming Objects
Choose... Drag... In Window Type... To Do This
Z
X Y
In Window
Drag... To Do This
Type...
84
Transforming Objects
Duplicating Objects To duplicate an object, pick the object or objects and choose
Edit > Duplicate > Object-❏.
85
Transforming Objects
Showing and Hiding Control Features
Using The Control window allows you to show and hide features of
ObjectDisplay > Control the objects in the scene such as edit points and CVs.
To... Do This
86
Showing and Hiding Control Features
To... Do This
87
Showing and Hiding Control Features
Editing CVs
To... Do This
88
Editing CVs
Editing Objects
Object Edit
Contains tools that change
or reshape both curves and
surfaces.
Curve Edit
Contains tools that change
or reshape curves.
Surface Edit
Contains tools that change
or reshape surfaces.
Inspecting Objects The Information window allows you to inspect and change the
properties of the picked object(s).
89
Editing Objects
To... Do This
Deleting
To Delete... Choose This Menu Item
90
Editing Objects
To Delete... Choose This Menu Item
The Delete menu may include more items for deleting objects
associated with animation. To learn more about these items,
see the Animation and Basic Tools books.
91
Editing Objects
Trimming Surfaces
Creating Curves-on- To trim surfaces, you must first specify which areas to trim by
Surface creating curves-on-surface. Studio provides several tools for
creating curves-on-surface:
92
Trimming Surfaces
Tool Description Example
Trimming and
Untrimming To... Do This
93
Trimming Surfaces
To... Do This
94
Trimming Surfaces
Rendering
95
Introducing the Multi-lister
To... Do This
96
Introducing the Multi-lister
To... Do This
Display names only Click the text list icon in the title
(without sample icons). bar of the Multi-lister window.
97
Introducing the Multi-lister
Shading the Scene
Using Pre-made Shaders Before spending time adjusting options to achieve a certain
material or effect, look for the shader you need in a premade
shader library.
98
Shading the Scene
Editing Shaders Shaders and textures have many, many options allowing you
define a nearly infinite variety of materials (see Shading the
Scene below). Refer to the Rendering book for information on
the purpose and use of each individual shader and texture
option.
To... Do This
99
Shading the Scene
To... Do This
100
Shading the Scene
Lighting the Scene
Creating and Positioning Lights are objects in the scene just like curves and surfaces.
Lights You can position them using the normal tools in the Pick and
Xform palettes.
To... Do This
Pick, move, rotate, or Use the same tools from the Pick and
scale a light. Xform palettes as for other objects.
Editing Lights Like shaders, lights have many options allowing you define
simple or complex lighting effects.
101
Lighting the Scene
To... Do This
102
Lighting the Scene
Types of Lighting
Light Type Example
Point
Similar to incandescent
bulbs: they cast light in
all directions from a
single point.
Spot
Cast a cone of light in
one direction from a
single point.
Directional
Similar to sunlight,
comes from a single
direction, but has no
obvious source in the scene.
Ambient
Illuminates from all
directions and lights
everything uniformly.
103
Lighting the Scene
Light Type Example
Area
Similar to light panels,
cast light from a two-
dimensional rectangle.
Volume
Illuminates objects
within a specific
volume of space.
Linear
Similar to fluorescent
tubes, cast light from a
straight line.
Tips for Lighting ● You can use an ambient in addition to other lights to create
a baseline of illumination, so that nothing in the scene is
completely dark.
● Some lights are more “expensive” than others, especially
when you are rendering shadows.
◆ Point, spot, directional, and ambient lights render
quickly.
◆ Area, volume, and linear lights render much more
slowly. The increase in rendering time is proportional
to the complexity of the scene and the size of the light.
104
Lighting the Scene
● The positioning of directional lights in the scene is
unimportant, since their light travels in one direction
uniformly through the scene. Do not be surprised if a
direction light casts a shadow on an object behind its
apparent location in the scene.
105
Lighting the Scene
Positioning the Camera
Placing a Camera Before you begin to render, you should create a new camera
with which to “photograph” the scene. Creating a new camera
allows you to leave it in position and use the original camera
to continue to move around the scene.
To... Do This
Other Camera Tools The Cameras palette includes more tools for positioning and
managing cameras.
To... Do This
106
Positioning the Camera
Working With the Shaded Scene
107
Working With the Shaded Scene
To... Do This
108
Working With the Shaded Scene
Creating the Background Environment
Image Planes Use image planes to composite your model with background
and/or foreground images. Image planes are objects in the
scene. You can use the normal tools in the Xform palette to
position them.
109
Creating the Background Environment
To... Do This
110
Creating the Background Environment
Rendering the Scene
To... Do This
Choose the size and quality • In the Render menu, choose Globals.
of the render. • Set the Global Quality Level pop-up menu to High, Medium, or
Low.
• In the Image File Output section, choose the size of the
rendered image. Open the Predefined Resolutions section to
see a list of common sizes.
• Click the close box to close the window.
Render an image using the In the Render menu, choose Render.
current settings.
Render a test image. • In the Render menu, choose Render-❏.
• Set the Renderer Type (usually Raycaster).
• Turn on Test Render.
• Click Go.
Render an image to keep. • In the Render menu, choose Render-❏.
• Set the Renderer Type (usually Raycaster).
• Turn off Test Render.
• Click Go.
• Enter a name for the Scene Description file. The renderer
then translates that file into an image with the same name.
View the rendered image. In the Render menu, choose Show Render.
Use the rendered image after Find the image in the pix directory of the current project. The
a non-test render. image name is the same as the name you entered for the SDL
file.
111
Rendering the Scene
Troubleshooting the Rendered Image
Completely black image. No lights in the scene. Create and position lights.
No light hitting objects. Reposition or rotate the lights so
their illumination reaches the
objects.
The image is too dark. Not enough illumination. Increase the intensity of the lights
in the scene.
Add an ambient light.
The rendered image shows Camera and view window In the camera window’s title bar,
more or less than you see have different sizes or open the size pop-up menu and
in the camera window. aspect ratios. choose (render res) to match the
window’s resolution to the render
resolution.
112
Troubleshooting the Rendered Image
Animating
113
Controlling the Animation
The Time Bar shows the current frame, and gives you controls
for moving between frames and playing back the animation.
To... Do This
Show the Time Bar. In the Animation menu, choose Tgl time slider.
Set the number of frames in the Type the number of frames in the “end frame” text box (the
animation. bottom text box at the left end of the timeline).
Move to a specific frame. • Click in the time line, or
• Type the frame number in the current frame text box (at
the right end of the timeline).
Move forward or backward. Use the frame step and Forward/Reverse Play buttons in the
time bar.
Move to the next/previous Use the previous and next keyframe buttons in the time bar.
keyframe.
Play a range of frames • Click the pop-up menu to the left of the timeline and
choose Start/End.
• Enter the start and end frame numbers in the text boxes to
the left of the timeline.
Play the entire animation Click the pop-up menu to the left of the timeline and choose
Min/Max.
Play only every second frame, Enter the frame step in the by text box.
every third frame, etc. For example, to play every other third frame, set the by text
box to 3.
Change the playback speed. Enter the number of frames per second in the fps text box.
114
Controlling the Animation
Using Keyframes
Keyframes
“Between” Frames
115
Using Keyframes
Marking Keyframes
To... Do This
116
Using Keyframes
Editing Keyframes
To... Do This
Recognizing Animated The following signs let you tell which objects and shaders, and
Objects which specific parameters, are animated:
Item If Animated...
117
Using Keyframes
Making Motion Paths
2 Pick only the object you want to move along the path.
4 Set the start and end frames of the path animation in the
option window, then click Go.
118
Making Motion Paths
Editing Animation Curves
119
Editing Animation Curves
To... Do This
120
Editing Animation Curves
To... Do This
121
Editing Animation Curves
Rendering and Viewing the Animation
To... Do This
122
Rendering and Viewing the Animation
Customizing the Interface
123
Using Shelves to Hold Commonly Used
Tools
A shelf is just like a palette, except you control which tools are
on the shelf in which order, and their options.
To... Do This
Add a tool or menu item to a Drag a tool or menu item with the middle mouse button and
shelf. drop it on the open shelf or on a shelf tab.
Remove a tool from a shelf. Drag the tool with the middle mouse button and
drop it on the trashcan icon.
124
To... Do This
Remove a shelf. Drag the shelf’s title tab with the middle mouse
button and drop it on the trashcan icon.
Save your shelves. Choose Save Shelf Set from the shelves
window’s Options pop-up menu.
Load a saved shelf set. Choose Replace Shelf Set from the shelves
window’s Options pop-up menu.
Switch the shelf and tool Click the vertical/horizontal button in the
palette between vertical and title bar of the shelf or palette window.
horizontal layouts.
125
Using Shelves to Hold Commonly Used Tools
Customizing the Marking Menus
Marking menus are fast radial menus that appear under the
mouse pointer when you hold the marking menu keys and
click. (See Using Marking Menus on page 53.)
To... Do This
126
Customizing the Marking Menus
Creating Custom Tools
For example:
1 Drag two copies of the Pick > Component tool onto the Pick
marking menu shelf.
127
Creating Custom Tools
To... Do This
128
Creating Custom Tools
Creating and Editing Hotkeys
129
Creating and Editing Hotkeys
Customizing for Your Work Style
Matching Tolerances to Before starting a project, you can set the tolerances in Studio to
Output Requirements match the requirements of a CAD package or other output
destination.
1 In the Preferences menu, choose Construction Options.
Setting Responsiveness Studio includes several options to control the balance between
interaction speed and drawing accuracy.
130
Customizing for Your Work Style
Changing the Look of the Interface
To... Do This
131
Changing the Look of the Interface
132
Changing the Look of the Interface
Going Beyond This Book
133
Other Documentation
134
Other Documentation
Alias|Wavefront Assistant
These resources will help you learn about Studio, as well as let
you complete projects faster by using pre-made components.
135
Alias|Wavefront Assistant
Alias|Wavefront Training
www.aliaswavefront.com
136
Alias|Wavefront Training
Six Suggestions
1 Practice
Studio is incredibly powerful, but mastering that power
takes practice and patience.
The camera move keys and marking menus seem
awkward at first, but if you force yourself to use them they
will soon be second nature.
Studio is a deep subject: the more you practice with and
explore Studio, the more you will be rewarded.
137
Six Suggestions
5 Learn, Teach, Learn
When you begin, consult the Studio experts around you.
Take training. Become an expert. Then teach the new users
the way an expert once taught you. You will learn from
your students to see things in a new way.
“Teach” also means to teach us at Alias|Wavefront. Tell us
how to make Studio better. Send us constructive feedback
on our products, publications, and services. Help us help
you.
6 Do Good Work
Do not expect to do perfect work. But do the best work
possible given constraints of time and resources.
“Do Good Work” also means to consider ethical
implications. Consider how your design will be used.
Be proud of what you produce.
138
Six Suggestions
A comparison and
characteristics 21
explained 19
I
animation Delete menu 90 Information window
controls 114 dolly 44 explained 89
rendering 122 interface 131
drawers 37
animation curves 119 isoparms
duplicating objectes 85
Assistant 135 definition of 16
explained 16
C E
edit points
K
cameras 106 display 51, 86
chord-length explained 15 Kalman, Tibor 137
parameterization 21 environment shader 109 key points
chord-length display 86
parameterization 21 keyframes 115
components 68
construction history F
explained 24
controls 86 file lister 58 L
curve snap 74 files
loading and saving 58 layers 63
curves lights 101
creating 76 finding tools and menu
items 39 types 103
degree 19, 21
explained 14 limitations
parameterization 20 of NURBS 18
snapping to 74 Look At tool 45
curves on surface
definition of 17
G
curves-on-surface 92
explained 17
grid snap 74
grouping 61 M
custom tools 127
Maeda, John 137
customizing
magnet snap 74
hotkeys 129
look of the interface 131
marking menus 126
H manipulators
explained 54
shelves 124 help 56 marking menus 53
CVs hidden line renderer 27 customizing 126
display 51, 86 hidden line rendering 27 motion paths 118
editing 88
explained 14 hiding move 82
objects 51 multi-lister
hotkeys 129 display 97
hulls explained 96
D display 86
explained 15
degree
N primitives 75
projection vector 92
explained 16
normals 22
patches 17
projects 65 transition 81
naming objects 61
prompt line 40 trimming 92
normals history 40 untrimming 93
defined 22
visualizing 48
definition 22
NURBS
limitations 18
R T
raycaster 27
O raycasting 27
raytracer 27
templating objects 52
textures
explained 27
objects raytracing 27
and components 68 tolerances 130
reflecting objects 85
assigning to layers 63 tools 36
creating 75 rendering 111
customizing 127
deleting 90 animation 122
finding 39
display 51 explained 25
moving to shelves 124
duplicating 85 troubleshooting 112
palettes 36
grouping 61 view mode 107
selecting 37
inspecting 89 responsiveness 130 setting options 38
naming 61 rotate 82 track 44
reflecting 85
templating 52 training 136
transforming 82 transition surfaces 81
Objects palette
Primitives 75
S trimming 18
explained 18
options SBD window 67 trimming surfaces 92
of tools 38 tumble 44
scale 82
scene block diagram (SBD) 66
shaders
P explained 26
shading 98
U
palettes 36 environment 109
uniform
collapsing and expanding 37 shelves 124 parameterization 20
menus 37 showing uniform parameterization 20
parameterization objects 51
chord-length 21 untrimming surfaces 93
snap 74
explained 20
uniform 20 spans
explained 14
patches
defined 17 splash window 32 V
on surfaces 17 starting SurfaceStudio
picking 41 startup screen 32 view
troubleshooting 32 changing 44
pivot point rendered 107
defined 23 sub-palettes 37
surfaces view panel 46
point of interest 45
creating 78 visualizing surfaces 48
W
wire files 58
Z
Zen 137