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: 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 " ·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