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Alias - Wavefront BasicTools

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0% found this document useful (0 votes)
828 views620 pages

Alias - Wavefront BasicTools

Uploaded by

EdHiena
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Basic Tools

StudioTools 9.5
Basic Tools StudioTools 9.5.
© 2000 Alias|Wavefront.
Printed in the U S A by R.R. Donnelley, All rights reserved.

Studio Documentation Team: Mona Albano, Pat Anderson, Matt Chaput, Stephen Gaebel,
Karen Hoogsteen, Adam Kozyniak, Joanne MacPhail, Margot Meijer.

The following are trademarks of Alias|Wavefront:


3Design™ Alias OpenRender™ Conductors™ StudioPaint™
Advanced Visualizer™ Alias PowerAnimator™ Maya® Artisan SurfaceStudio™
Alias® Alias PowerCaster™ Maya® Cloth SuperConductors™
Alias Metamorph™ Alias PowerTracer™ Maya® Complete VisPaint2D™
Alias MotionSampler™ Alias QuickRender™ Maya® Fur Wavefront™
Alias MultiFlip™ Alias QuickShade™ Maya® Fusion Wavefront Composer™
Alias Natural Phenomena™ Alias QuickWire™ Maya® F/X Wavefront Composerlite™
Alias OpenAlias™ Alias RayCasting™ Maya® Invigorator Wavefront IPR™
Alias OpenModel™ Alias RayTracing™ Maya® Live
Alias OpenRender™ Alias SDL™ Maya® MEL
Alias OptiF/X™ Composer™ Maya® Unlimited

Maya is a registered trademark of Silicon Graphics, Inc. exclusively used by Alias|Wavefront.


SGI is a trademark, and IRIX is a registered trademark, of Silicon Graphics, Inc.

Microsoft and Windows NT are registered trademarks of Microsoft Corporation in the United States and/
or other countries. Solaris is a trademark of Sun Microsystems Inc. All other product names mentioned are
trademarks or registered trademarks of their respective holders.

This document contains proprietary and confidential information of Alias|Wavefront, Inc. and is protected
by international copyright law. The contents of this document may not be disclosed to third parties,
translated, copied, or duplicated in any form, in whole or in part, without the express written permission of
Alias|Wavefront, Inc.

The information contained in this document is subject to change without notice. Neither Alias|Wavefront,
Inc. nor its employees shall be responsible for incidental or consequential damages resulting from the use of
this material or liable for technical or editorial omissions made herein.

Not all features described are available in all products.

Alias|Wavefront, 210 King Street East, Toronto, Canada M5A 1J7


StudioTools Manuals The following manuals are available both in print and online.
The online help includes a searchable index of all manuals.
● What’s New: new and improved features in this version.
● Installation: installing and licensing Studio.
● Fundamentals: understanding Studio, setting it up,
starting and stopping it, learning your way around the
software, and customizing and using the Studio interface.
● Basic Tools
◆ Part 1 — Interface: getting online help, customizing
the interface, opening and saving files, and using the
window layouts to improve your workflow.
◆ Part 2 — General Tools: using the basic Studio tools to
create and manipulate models; pcking, deleting,
editing, and transforming objects; using cameras; and
doing standard system operations.
● Learning Studio: learning how to use the Studio design
and animation software through tutorials.
● Release Notes: detailed software notes about this release
of the Studio software. (The printed version is the more
recent.)
● Sketching: creating conceptual design sketches and
surface or cloud data annotations within Studio.
(Sketching tools are available only in Studio for Windows
NT.)
● NURBS Modeling: creating and modifying NURBS curves
and surfaces, as well as construction and evaluation tools.
● Polygonal Modeling: creating and modifying polygons
and polysets.
● Rendering: defining the look of your scene, creating
special effects, defining how the scene will render, and
creating final rendered images and animations.
● Animating: creating animations, building skeletons,
bringing creatures to life using inverse kinematics,
generating particles and special effects, and animating by
using time warps.
● Data Transfer for CAD and Solid Imaging: exchanging 3D
model data between Studio and CAD packages.
● EvalViewer: a stand-alone utility for industrial design. It
works as both a cloud data tool and a surface evaluation
tool. (EvalViewer is available only in Studio for UNIX.)

The following manuals are provided only online. You can


display them from Studio by selecting Help > Online docs. Parts
of these manuals appear when you use Help > Help on Function.
You can also open their PDF files from the Documentation CD
and print them.
● Alias File Formats: descriptions of native Alias file
formats.
● Stand-alone Utilities Guide: utilities that can be run
separately from Studio. Includes how to use the Alias File
Batch Translator utility.
● Scene Description Language: the Alias SDL, including
procedural effects that you can achieve in rendering.
● OpenAlias/OpenModel API: the Alias API, which
provides programmers with access to Studio’s internal
data: OpenModel to Alias wire files and OpenAlias to the
Studio application.
● Alias OpenRender: the program interface for Alias
OpenRender, how the renderer works and how to write
modules to add Alias OpenRender code.

Studio Assistant Online The Assistant Online offers a vast Internet resource, updated
weekly, of valuable learning material. It includes:
● Lessons and finished models that allow you to exercise
modeling, rendering and presentational skills
● Content designed to optimize workflow for visual
presentation.

You can find the Assistant Online at


www.aw.sgi.com/assistant_online/design/studio/
I n t erf a c e Basic s 1 Interface Basics 2

Getting Help 3
Exiting from your Session 8
Summary of Menus and Palettes 9

W o rk i n g w ith Working with Files 12


F i l es 11 File Menu Summary 13
Keeping Track of your Files 15
Creating a New File 32
Opening Files 33
Importing Files 47
Importing Image Planes 48
Importing Paint Textures 52
Saving Files 53
Saving Checkpoint Versions of Files 62

Exporting Files 65

Summary of File Export commands 66


Storing Scene Information 67
Saving the Entire Screen 69
Saving the Current Window 70
Exporting Polygons 71
Exporting to VRML1 74
Exporting to VRML 2.0 77

S t u d i o I n t erfac e an d Essential Windows 89


Windows 87 Windows Menu Summary 90
The SBD Window 92
Information Window 108

Layouts for the Modeling Window 133

Layouts Menu Summary 134


Viewing Combinations of Windows 135
Filling the Screen with One View 138
Creating New Windows 140
Displaying or Hiding Windows 142
Reopening Windows 143
Setting up your own Window Layout 144

Using Cameras 147

Cameras Palette Summary 148


Using the Viewing Panel 152
Synchronizing Orthographic Views 157
Looking at a Specific Object 158
Tilting the Perspective View 161
Revolving the View around a Center of Interest 163
Changing the Viewpoint of the Camera 166
Dollying the Camera 169
Tracking around in a View 173
Tumbling the View 176
Tracking, Dollying, and Tumbling 180
Changing the Point of Interest 181
Zooming In and Out 183
Undoing a Camera Operation 186
Resetting Windows to Default Views 187
Matching Perspective Cameras to Image Planes 189
Creating New Perspective Cameras 192
Changing the Display of Cameras 193
Adjusting the Clipping Planes 197
Providing a Grid or Customized Overlay 199
Cloning the Current Window 205

Customizing the Interface 207

Preferences Menu Summary 208


Setting Palette and Shelf Layout 209
Editing Marking Menus 212
Setting Colors for your Studio Interface 216
Saving your Settings 223
Retrieving Previously Saved Settings 224
Setting Performance Options 225
Controlling the Number of Choices in Menus 233
Changing Interface Options 234
Editing Alias Preferences 240
Alias Preferences — Restart Needed 242
Alias Preferences — Restart Not Needed 250
Setting up your own Menus and Hot Keys 255
Switching to Single Hot Keys Mode 269
Creating Custom Shelves and Menus 271
Stepping Forward through the Command Stepper 277
Stepping Backward through the Command Stepper 279
Restarting the Command Sequence 281

U t i l i t i es 283 Using Utilities 285

Utilities Menu Summary 286


Accessing a Command Window 287
Minimizing the Studio Interface 288
Sending Studio Windows to the Back 289
Using Scanners 290
Printing Images 292
Plotting Wireframe Models 297
Viewing File References 319
Displaying Image Files 322
Viewing the Studio Error Log 325
Loading Plug-ins 329
Running External Applications 334

W o rk i n g w ith you r Picking 341


M o d el 339 Pick Palette Summary 342
Picking with the Mouse or Pick Walker 344
Unpicking All Items 348
Picking Objects 349
Picking Image Planes 352
Picking Objects by Type 353
Picking Components by Type 358
Picking Templated Objects 362
Picking Edit Points 363
Picking Points by Type 365
Picking Locators 371
Picking Joints 373

Transforming Objects 375

Xform Palette Summary 376


Moving Objects 378
Rotating Objects 383
Scaling Objects 387
Changing the Dimensions of Objects 390
Deforming Curves and Surfaces about a Pivot Point 392
Setting Local Pivots 398
Centering Local Pivots 401
Setting Local Axes 403
Moving Selection Handles 406
Deforming Geometry by Moving CVs along a Normal 407
Reshaping Regions of Curves and Surfaces 409
Projecting Texture Placement Objects 416
Updating Geometry beneath a Node 417

Standard Editing Operations 419

Edit Menu Summary 420


Undoing or Redoing Actions 422
Reinvoking the Last Function 424
Cutting, Copying, and Pasting Objects 425
Duplicating Objects 427
Making a Mirror Copy 434
Making Instances Real 437
Grouping Objects 438
Ungrouping Objects 442
Creating Selection Handles 446

Working with Layers 449

Layers Menu Summary 450


Introduction to Layers 451
The Layer Stats Window 462
The Layers Bar 467
Creating New Layers 471
Selecting Layers 473
Setting the Layer State 475
Deleting Layers 476
Changing the Visibility of Layers 477
Setting Symmetry on Layers 479
Setting Animation Playback 484
Setting the Creation Layer 485
Assigning Objects to Layers 486
Enabling and Disabling Layers 487
Toggling between Layer Names and Numbers 488

Working with Sets 489

Summary of Sets 490


Creating and Deleting Sets 491
Picking and Editing Sets 493
Editing Sets in the Set Editor 500

Stages and Stage Sets 505

Summary of Stages and Stage Sets 506


Opening Stage Sets 508
Saving Stage Sets 510
Using the Stage Editor Window 512

Changing the Display Attributes 533

Summaries of the ObjectDisplay and DisplayTgls


Menus 534
Viewing and Hiding Controls 536
Diagnostic shading 537
Hiding Objects 541
Making Hidden Objects Visible 542
Templating Objects 544
Specifying Line Style 547
Specifying Drawing Style 550
Speeding Up Display with Quick Wire 552
Simplifying the Display of Objects 554
Using Bounding Boxes to Display Objects 558
Displaying and Hiding Image Planes 559
Toggling between Shaded and Wireframe Views 561
Displaying and Hiding Wireframe Models 566
Smoothing Aliased Lines 568
Setting the Display of Pivots 570
Viewing Selection Handles 573

Deletion Operations 575

Delete Menu Summary 576


Deleting Active Items 577
Deleting Locators 578
Deleting Selection Handles 579
Deleting Image Planes 581
Removing Windows 583
Deleting Dangling DAG Nodes 585
Delete Projection Objects 587
Deleting All Objects 589
Deleting Stage Contents 590
Deleting Everything from a Scene 592
Interfa ce B a sics
Interface Basics

In this Section Getting Help 3


Exiting from your Session 8
Summary of Menus and Palettes 9

For more information about starting Studio and about starting


to use the interface, see the Fundamentals book.

Interface Basics
2
Help menu Getting Help

User Interface
You use the Help menu to find functions and to display online
documentation and system information. On-line Docs, Help on
Function, and Show Modifier Keys display on-line help using
Netscape Navigator.

Note You can view Studio 9.5 online documentation only with
Netscape 4.05 or higher or Internet Explorer 4.0 or higher.

Tooltips

A tooltip is a small window containing pop-up help: text that


describes a tool.
● You display a tooltip by holding the cursor over a tool icon
for a moment, without clicking a mouse button.
● The tooltip disappears when you move the cursor away or
select the tool.

Cursor held here


produces this Tooltip

● To enable or disable tooltips, go to Preferences > Interface >


Interface options-❏ and select the Tooltips option.

Progress Bar

The progress bar confirms that an operation is proceeding.


During certain time-consuming operations (for example,
opening a large wire file) a progress bar appears, indicating
how much of the operation has been done.

Interface Basics
3
Getting Help
Online Docs Displays the full set of online documentation.

Tabs

The Contents tab


lists either all the
online books or
the contents of the
current book.

The Index tab lists


the global index
for all the online
books.

Search enables you


to search for
keywords in any or
all online books.

The Glossary
defines common
Studio terms.

◆ The Index tab lists either the index for the current book
or the global index for all online books. You can search
for a word in the index.
◆ The Search tab enables you to search for keywords in
the current book or in all online books.
◆ At the bottom of the list are some useful links.

Interface Basics
4
Getting Help
To view the on-line documentation
1 Select Help > Online Docs. Netscape Navigator is launched
if necessary and from it you can access the Studio online
library. Click GO to start the search.

User Interface
The topics that
contain your
search text are
listed.

2 In the left panel of your browser is a frame containing


three tabs. Do one of the following:
◆ Click Contents if necessary. Select a book title if
necessary, a chapter, and a topic. The topic is
displayed. It might take a few moments to appear.
◆ Click the Index tab. You can search for a word or click
an index entry to display its topic.

Interface Basics
5
Getting Help
◆ Click the Search tab. Type words to search for and
click the Search button. Click a topic’s name to
display it. This shows the results of a search.

Tip If another Netscape window opens instead of the online


help, minimize it and click on Netscape Navigator.

Find function Helps you to find a function and shows you how to access it.
1 Select Help > Find function. The Find Function window
appears.

2 Type the function name in the Find field and press Enter.
You can use full regular expression matching in your
search.
This displays a list of functions that contain what you
typed.

3 You can use this information to select the function.

Help on function Displays information about a specific function.


1 Click Help > Help on function.

2 In a menu or tool palette, click on a function. In the palette,


you can right-click on a palette name tab to display
function names and then click on a function.
Netscape Navigator opens the online documentation at a
description of the function that you selected.

Tip For help on a function that has an option box, click on the
name of the function and not on the symbol for the box.

3 To get help in an option box, click on the "?" icon in its top
right corner.

Interface Basics
6
Getting Help
About Alias This window displays information about your computer set-
up and Studio system. In UNIX systems, you might need this
information to obtain an encrypted string or for product
support.

User Interface
Tip Before calling Studio Product Support, make a note of this
information.
1 Click Help > About Alias. The System Information window
appears.

2 In UNIX systems, you might need to click or drag the


scroll bar at the left of the window.

Tip In UNIX, you can get the same information from the shell
command line by typing:
/usr/aw/alias/bin/getid -i -v

Show modifier keys Displays help that shows you the functions that you can access
by using the mouse and keyboard.
1 Select Help > Show modifier keys. Netscape Navigator
displays online help that describes the modifier keys.

Interface Basics
7
Getting Help
File > Exit Exiting from your Session

Purpose Exiting closes all Studio windows.

Tip Save your work before exiting.

Note For detailed information about starting Studio on your


operating system, see your Installation Guide. You can also
refer to the Fundamentals manual.

How to Use To exit from Studio


1 If you have done any work that you want to save, first
save your files. Studio does not automatically save
changes.

2 Select File > Exit.


A dialog box appears, asking if you really want to quit.

3 Choose whether to exit or return to Studio:


◆ To exit, click YES or type the letter y with the mouse
pointer in the box.
◆ To cancel and return to your session, click CANCEL or
type the letter c with the mouse pointer must be in the
box.

Note In any dialog box, you can press the space bar to select the
option with the double outline.

Interface Basics
8
Exiting from your Session
Summary of Menus and Palettes

User Interface
Menus Summaries of most menus are in the Basic Tools book or in the
NURBS Modeling book.

Menu For information...


File File Menu Summary on page 13
Edit Edit Menu Summary on page 420
Delete Delete Menu Summary on page 576
Layouts Layouts Menu Summary on page 134
ObjectDisplay Summaries of the ObjectDisplay and DisplayTgls Menus on
DisplayTgls page 534

Layers Layers Menu Summary on page 450


Render Summary of the Render Menu in the Rendering book
Animation Summary of the Animation Interface in the Animating book
Windows Windows Menu Summary on page 90 )
Preferences Preferences Menu Summary on page 208
Utilities Utilities Menu Summary on page 286
Help Getting Help on page 3

9
Palettes Palettes appear in a separate window from the Studio
workspace, and provide tools for you to work with your
models. To use a palette if the Tool Palette window is not
visible, select Windows > Palette. For more information on
palettes in general, see the Fundamentals book.

Palette For information...


Pick Pick Palette Summary on page 342
Xform Xform Palette Summary on page 376
Brushes Brush and paint overview in the Sketching book (Windows NT)
Curves Curves Palette Summary in the NURBS Modeling book
Curve Edit Curve Edit Palette Summary in the NURBS Modeling book
Objects Objects Palette Summary in the NURBS Modeling book.
Also see the Rendering book and the Animating book.
Object Edit Object Edit Palette Summary in the NURBS Modeling book.
Also see the Rendering book and the Animating book.
Surfaces Surfaces Palette Summary in the NURBS Modeling book
Surface Edit Surface Edit Palette Summary in the NURBS Modeling book
Polygons Polygon Interface Summary in the Polygonal Modeling book
Polygon Edit
Poly Shading
Cameras Cameras Palette Summary on page 148
Grids the Fundamentals book and the NURBS Modeling book
Construction Construction Palette Summary in the NURBS Modeling book
Anim Summary of the Animation Interface in the Animating book
Locators Locators Palette Summary in the NURBS Modeling book
Evaluate Evaluate Palette Summary in the NURBS Modeling book
Point Clouds Point Clouds Palette Summary in the NURBS Modeling book

Using Utilities
10
Summary of Menus and Palettes
Work ing with F iles
Working with Files

In this Section File Menu Summary 13


Keeping Track of your Files 15
Creating a New File 32
Opening Files 33
Saving Files 53
Saving Checkpoint Versions of Files 62
Importing Files 47
Importing Image Planes 48
Importing Paint Textures 52
File Menu Summary

User Interface
The File menu enables you to open and save different types of
files from within Studio.

File > For information...

New Creating a New File on page 32


Open Opening Files on page 33
Open stage set To open stage sets on page 508.
Save Saving Files on page 53
Save as
Save stageset To save stage sets on page 510
Checkpoint Saving Checkpoint Versions of Files on page 62.
Import > File Importing Files on page 47
Import > Cloud Importing Point Clouds in the NURBS Modeling book
Import > Anim Saving Out Animation Channels in the Animating book
Import > Paint textures Importing Paint Textures on page 52
Import > Image plane For UNIX, see Importing Image Planes on page 48.
For Windows NT, see Importing an image as a new image plane in the
Sketching book.
Import > Image Layer Importing an image as an image layer in the Sketching book.
Export Exporting Files on page 65
Output > Print Printing Images on page 292
Output > Plot Plotting Wireframe Models on page 297
Show > List Keeping Track of your Files on page 15
Show > Errlog Viewing the Studio Error Log on page 325
Show > Pix Displaying Image Files on page 322
Show > File References Viewing File References on page 319

Working with Files


13
File Menu Summary
File > For information...

External apps Running External Applications on page 334


Edit SDL SDL Files in the Rendering book
Exit Exiting from your Session on page 8

Working with Files


14
File Menu Summary
File > Show > List Keeping Track of your Files

User Interface
How files are organized The operating system stores files in a hierarchy of directories,
divided according to user ID, project name, and the type of
information in the file.

For more information on the layout that Studio uses to store its
files, see the Installation Guide.

Using Projects to organize your work

To keep your different work projects separate, you can


organize them into Studio projects. For each new project,
Studio creates a separate directory, where all files for that
project are stored.

Use the Project menu in the File Browser to set up a new


project. For details, see Project Button on page 30.

Using the File Lister

Click here

When you select File > Show > List, the File Browser appears
with a list of your files.

Working with Files


15
Keeping Track of your Files
Use the menu buttons to do operations. To exit, click the
Cancel button. See the following sections for more details on
the List function.

File Browser in When you select an operation that acts on a file (such as
Windows NT opening, storing, or viewing), Studio displays the File
Browser.

Studio for Windows NT has a browser like the standard


Windows NT file browser.

Note To use the Studio file browser that is used in UNIX, select
Preferences > Interface > Interface options-❐ and set
Browser Options to Studio Browser.

GO
Lets you quickly jump to the Default Path, the Projects
directory, or the Current Project directory.

Projects
Lets you create a New Project or set the current project (Set
Current).

Working with Files


16
Keeping Track of your Files
Preview
Displays a preview image (in the box to the left of the
Preview option) of the file that is highlighted in the file
browser (if a file called <filename>.ICON exists).

Stage Editor
Opens the Stage Editor. This button is available only if a

User Interface
stage set is highlighted in the file browser.

Make Icon
Creates an icon file (<filename>.ICON). This works
only if an image file is highlighted in the file browser.

Quick Render
Creates a quick-rendered preview image (when you are
saving a wire file).

File Browser in UNIX When you select an operation that acts on a file (such as
opening, storing, or viewing), Studio displays the File
Browser.

The browser in Studio for UNIX has several components: the


File Lister, the File Requestor, the Menu Bar, and the Scroll Bar.

Scroll
Bar
File Lister

File Requestor Menu Bar

Working with Files


17
Keeping Track of your Files
You can adjust the size of the name area by using the right
mouse button to drag the vertical line to the right of the name.

To adjust the size of the name area, drag


this line with the right mouse button

This works whether or not full directory paths are displayed.


Scroll Bar

If the directories and filenames or icons completely fill the


window, you can scroll up or down through the files with the
scroll bar. The scroll bar is the small rectangle inside the larger
rectangle on the left side of the screen, which shows where the
window is in the list.

If you have many directories open, or many files showing in


the directories that are open, you can see only a few files at a
time. Click and drag on the scroll bar to scroll up or down.
Window Arrows

There are two window arrows at the bottom of the scroll bar.
Clicking the up arrow moves you up one unit through the file
structure; clicking the down arrow moves you down one unit.
Directories

The File Browser has several different displays, depending on


whether you choose to represent files as icons or with one of
the text displays. All of these displays show directory names
on lines of text.
● One directory name directly under another means that the
two are at the same level.
● A directory name indented from the name above it means
that the lower directory is inside the higher one.

Directory Arrows

Beside each directory name is a square button with an arrow.

Working with Files


18
Keeping Track of your Files
● An arrow pointing up to a short bar means that the
directory is open. If there are any files in the directory,
they are displayed below the directory name line. To close
the directory, click the up arrow button.
● An arrow pointing down means that the directory is
closed. If you click the arrow, the directory opens and fills
the list area of the screen. If you hold down Shift and click,

User Interface
the list can fill the whole window.

● An arrow pointing up diagonally means that there is


another directory above the one selected.

Identifying your files

Thumbnail icons help you to distinguish the types of files:


● Wire files show the model as it appeared when saved.
● Pix files, shader files, and texture files all show the 2D file.
● Scene Description Language files bear the letters "SDL."
Shader file SDL file Studio-format wire file

Selecting a file with the File Browser

In Studio, selecting any file operation opens the File Browser.


Select a file in any of the following ways:
● Move the cursor over a filename or icon in the File Lister
and click any mouse button. The filename or icon is
highlighted, and the filename appears on the File line in
the File Requestor. To accept the file, click on the filename
line and press Enter.
● Double-click on the file icon or name. The file is selected,
the action you previously selected from the File menu is
done, and the File Browser is closed.
● Type the filename in the text area. To accept the file, click
on the filename line and press Enter.

Working with Files


19
Keeping Track of your Files
Some file operations (such as File > Show Pix), only in the File
Browser, accept multiple files. Press the Shift key while clicking
on the files that you want. As you select files, they are
highlighted. You can deselect highlighted files by clicking on
them again. When you select more than one file, the phrase “n
files selected” appears on the File line. Press Enter to
accept the list of files.
Moving files and directories with a mouse

You can move, open, save, and close files and directories using
the mouse. Click and hold a mouse button on a file icon or
name and drag it to the directory in which you want to place
it. To open a directory, click the down arrow immediately
before the directory name.

You can also drag a file into an open directory or a closed one.
As the file moves over a directory name, the directory line is
highlighted in white.

Tips

● To move several files at once, use the Shift key to select


them, then click-drag the files to their new location.
● The File Lister scrolls automatically, so if the destination
file has scrolled off the lister, you can reach it by dragging
to the top or the bottom of the lister.
● Be careful when moving files and directories, because
Studio looks for certain types of files in a locations.
● You can move a directory in the same way as a file. Click
and hold the mouse button on the directory name, and
drag the directory to a new location.

Note There may be limits on where you can move files and
directories—you must have read and write permissions if
you are trying to move files or directories outside your
account.

Working with Files


20
Keeping Track of your Files
File Requestor Window

When you pick a file in the File Lister, its directory path and
name appear in the File Requestor:

User Interface
To manipulate files
● To change a file’s name, select its original name in the File
field, backspace, and type the new name. You can also
type a name or path without selecting anything in the
window.
● To start the action on the lower right button (in this case,
Open), press Enter when the cursor is at the end of the
filename in the File field.
● To change the lister’s directory, type a new path in the Path
field.

Tilde (~) and environment variable in File Paths

For fields requiring paths to files (in the file browser, for
example), you can use the tilde (~) and any environment
variables you have set before starting Studio.

The path fields can also accept environment variable


expansion and a form of UNIX-style file completion. Any
string prefixed by a “$”, up to the next “/” or the end-of-line, is
evaluated as an environment variable and, if resolved, is
expanded as soon as the next slash is typed.

You can save typing time by using the Tab key to cycle
through possible file names. If you type a partial file name,
you can view each of the files sharing this partial name by
pressing the Tab key repeatedly.

Note Studio uses the same file naming rules as the system that it
is running under. In most systems, filenames and directory
names must not contain characters such as ‘, $, <, >, :,
?, ’, or a space.

Working with Files


21
Keeping Track of your Files
Using the clipboard

You can use the Studio clipboard for File > Retrieve or for the
save operations. The default clipboard file is:
● In UNIX systems,
/usr/tmp/ALIAS_WIRE_CLIPBOARD.<username>

clipboard To import images from StudioPaint


1 Create a picture in StudioPaint and copy an area of it
using Edit > Copy.

2 In Studio, select File > Import > Image plane. The File
Requestor appears.

clipboard

3 Click the clipboard icon under the File heading. The area
copied from StudioPaint is loaded into the active Studio
window as an image plane.

To export images to StudioPaint (UNIX only)


1 QuickRender a scene in Studio.

2 Select the clipboard icon in the QuickRender window title


clipboard bar.

3 Open StudioPaint and select Edit > Paste.


The QuickRender image is pasted into StudioPaint.

Working with Files


22
Keeping Track of your Files
File Requestor Buttons

Show List/Hide List


Use this button to show or hide the list of files and
directories.
The File Browser initially hides the list of files from view.
To see the files, click the Show List button and the File

User Interface
Lister displays the files and directories. To hide the File
Show or hide File Lister Lister, click the button, which has toggled its name to Hide
List.

Note The list of files must be showing for you to use any of the
menu functions in the File Browser. If the File Browser is
accessed using List, the File Lister is always open.

Cancel
To return to the menu from which the command accessing
the File Lister was invoked, click the Cancel button.
The File Browser window closes, and Studio returns to the
previous function.
Click here to cancel
Open/Retrieve/Store/Show Wire/Anim/SDL/Pix/Load Image
Click on the rightmost button to start an action on a file.
The name of the button changes depending on which
menu function opened the File Browser.
Alternatively, press Enter or double-click on a file icon or
name to do the action and close the File Lister.

Quick Render
If you are storing a wire file, another button appears
between the File Requestor window and the Menu bar. It
shows a thumbnail sketch of the wire file as seen in the
active window and has a Quick Render button below it.
If you click Quick Render, the thumbnail sketch is rendered
and the rendered version is saved as the icon for the wire
file.
If you would prefer not to use the rendered icon, click on
the thumbnail view. It closes, icon mode is turned off, and
no icon is created. (To display it again, click on the Store
Icon button that appears in its place.)

Working with Files


23
Keeping Track of your Files
Note Starting any other operation while the QuickRender is in
progress stops the QuickRender and gives you a partial
view. A partial icon may result if the overwrite confirm box
obscures the icon.

File Browser Menu The File Browser’s menu bar appears when you select one of
● File > Open
● File > Open stage set
● File > Show > List
● File > Save as
● File >Edit SDL
● File > Import

File Button

You use the File menu to do operations on your files. The


default (initially selected) menu item is Text Edit.

Text Edit
This button starts your text editor, as defined by the
EDITOR variable in your Alias preferences (see below).
To edit a text file (for example, an SDL file or an animation
parameter file), select a file from the File Lister and then
select File > Text Edit.
You can also open a text file by double-clicking on it if the
File Browser can detect from its type that it is a text file. For
example, if you select File > Edit SDL, the File Browser
expects an SDL file, and thus opens the file with the SDL
text editor.

Tip To use this button, first select a default text editor.

Working with Files


24
Keeping Track of your Files
To select a text editor in the FIle Browser
1 Select Preferences > User options > Alias preferences. The
Alias Preferences window appears.

2 Click on the arrow next to the Editor Options heading. An


ASCII Editor pull-down list appears, from which you can
select JOT, VI, EMACS, or CUSTOM. If you select CUSTOM,

User Interface
The Custom editor field appears and you can type a
command to start the editor of your choice.

(This example, for a UNIX system, shows the default


command for a custom editor.) In Windows NT, use a text
editor such as Notepad.

Note Alternatively, you can edit your preferences file and change
the value of the EDITOR variable.

User Editor
To edit a file with a text editor other than the SDL text
editor, select a file from the File Lister and then select File >
User Editor. A window opens for the text editor defined by
the EDITOR variable in the Alias preferences file (see
above).

Stage Editor
Invokes the Stage Editor on all selected stage sets. The
contents of the Stage Editor reflect the first stage set in the
list, with its path displayed at the top of the editor.
For more information on stages and the stage set editor,
see Summary of Stages and Stage Sets on page 506.

Show image
To view a pix file or a mask, select it in the File Lister and
then select File > Show Image. The pix file or mask appears
in a window. Click on the window to close it.
◆ You can also view a pix file (if pix is the expected file
type) by double-clicking it.
◆ To view several pix files at once, select their icons and
then select File > Show Pix.

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25
Keeping Track of your Files
Make Icon
Use this choice to create icons for Alias pix files. When you
save, Studio creates icons for wire, shader, or texture files
that were created during the session.
Select a pix file by highlighting its name or icon or by
typing its name in the File Requestor, then select File >
Make Icon. You can select a group of files by holding down
the Shift key and clicking or dragging the mouse.

Move
Lets you move files from one directory to another in your
account. Select files by clicking on their icons or names.
(To move only one file, you can type its name in the File
Requestor.) Highlight the destination directory and select
File > Move.
Alternatively, you can pick the item you want to move and
drag it to another directory.

Tips

● First select the file, then the directory, and finally the
action (from the menu).
● Do not use this choice to move directories: you must drag
them into their new directory.
● Unlike the UNIX command mv, this does not rename files.

Copy
To duplicate a file, click its icon or name, then select File >
Copy. A new copy of the file appears in the directory, with
name of the file and a number, e.g. BlueNoseHull3. You
can copy several files at once by selecting them before you
select the Copy command.

Tip To copy a file to a different directory, click on the file, then


the directory, and then select the command.

Delete
To erase a file, select it in the File Lister, then select Delete
from the File menu. The file is moved from its current
directory into the dumpster or Recycle Bin. You can delete
several files at once by selecting them before you select the
command.

Working with Files


26
Keeping Track of your Files
◆ In UNX systems, by default the dumpster is in the
$HOME directory, but you can change that by editing
your file ".AliasBrowserPrefs".
◆ In Windows systems, by default the dumpster is the
Recycle Bin.

User Interface
Note If you move to the dumpster or Recycle Bin a file that has
the same name as a file already there, a confirm box appears
on the screen, asking if you want to write over the first file.

Empty Dumpster
To erase files that have been moved to the dumpster or
Recycle Bin, select File > Empty Dumpster.

Display Button

Use the Display menu to set how files appear or are organized
in the File Lister. The default is Icon.

Name Only
Displays files by name only.

Name and Info


Displays the files’ name, size, and modification date. This
option also lists information about the pix file resolutions
for image files.

Full Pathname
Displays file names with full directory path names.

Working with Files


27
Keeping Track of your Files
Icon
Changes the File Lister display from a text-based list of
files to an icon display. Each type of file has its own
thumbnail sketch or icon attached to it, as shown below.

Generic icon Image File (unknown Scene Description Generic wire file
for images snapshot type) Language file icon for earlier
wire files

Studio wire file Studio wire file Texture icon Generic texture Shader icon
(snapshot of (snapshot of (snapshot) icon (snapshot)
wire file) Quick render)

Sort Mode Button

Use the Sort Mode menu to determine the order in which files
are displayed in the File Browser window.

Files are listed in rows from left to right and then down.

Name
Lists files in alphabetical order. This is the default.

Size
Lists files in order of file size, with the largest first.

Date Modified
Lists files according to the date when they were last
changed, with the most recent first.

Note Directories are always sorted alphabetically.

Working with Files


28
Keeping Track of your Files
File Type
Lists files by the type of information they provide, in the
following order:
◆ unknown
◆ PostScript
◆ SGI Image

User Interface
◆ mask
◆ pix
◆ DXF
◆ DES
◆ VDA
◆ IGES
◆ Alias Wire format
◆ texture
◆ shader files

Note If the File Type option is selected, directories open more


slowly

Use the Go menu for shortcuts to particular directories for


display in the File Lister. This menu is especially useful if you
are on a network.

The default (initially selected) menu item is Default Path.

You can pre-set up to eight menu choices so that you can go


directly to a valid directory path of your choosing (including
valid NFS links).

To change a pre-set directory in the Go menu

Do one of the following:


● Select another directory in the File Browser and then click
a Set button in the Go menu.
● Edit the Alias browser preferences file in your home
directory. The file is called .AliasBrowserPrefs.
Change the directory path names for GO_DIRn, where n is
1 – 8.
◆ In UNIX, look in the $HOME directory.

Working with Files


29
Keeping Track of your Files
◆ In Windows NT, look in the directory
aw\user_id\UserPrefsn.n, where n.n is the
version number.

Both of these methods customize the menu button for the


current and future sessions.

Other options in the Go menu are:

Default Path
Returns to the directory path that was most recently
opened in the File Lister. This is useful if you want to
return to your starting point.

Current Project
Displays the project that you set in Project > Set Current (the
Project button is next to the Go button).

Projects
Displays the directory containing all local projects. (By
default, it is user_data.)

Unix Root
Displays the topmost directory of your system, usually
called root in UNIX or C:\ in Windows.

Project Button

You can organize your work into projects: each new project
has a separate directory created for it. Use the Project menu to
set the current project or create a new project. The initial
default (selected) menu item is Set Current.

Set Current
Tells Studio to use this project directory.
Select a project that you want to define as the current
project and then select Set Current.

Tip: To view a list of your The current project must contain all requested Studio
local projects first, select Go default directories or an error occurs.
> Projects.
New Project
Creates a directory that contains the required sub-
directories for a new project.

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30
Keeping Track of your Files
Select the directory in which you want to create a new
project and then select this choice. A project named
new_project is created with the standard subdirectories:
anim, mask, misc_data, option, pix, plot, sdl,
shader, sla, texture, and wire.
To rename the new project, double-click on its name and
type the new name.

User Interface
Directory Button

Use the Directory menu to create and delete directories. The


default menu item is New Directory.

New Directory
Creates a new directory under the currently selected
directory. An empty directory appears, named NewDir. To
rename it, double-click on its name and type a new name.

Delete Directory
Moves a directory (and anything in it) to the dumpster.
Select the directory you want to delete and then select this
choice.

Directory Size
Shows the size of the selected directory in a dialog box.
Click OK to close the dialog box.

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31
Keeping Track of your Files
File > New Creating a New File

Clears all work from the session and creates a new, empty
stage.

This is a fast way to clear all work from your session, enabling
you to start with a new project as if you had just launched
Studio.

How to Use 1 From the menu bar, select File > New. A confirmation box
appears asking you if you want to delete all objects,
shaders, views and actions before starting a new session.
◆ To clear all work from your session, click YES. The
work will not be saved.
◆ To create a new, empty stage, but leave existing stages
as they are, click NO.
◆ To return to your work, click Cancel.

Working with Files


32
Creating a New File
File > Open Opening Files

User Interface
Purpose Retrieves previously saved files, including wireframe models
and foreign data formats.

If you have a file already open or have created a new file with
modeling, animation, or other data, selecting this choice
displays a dialog box asking if you want to delete all objects,
shaders, views and actions before opening the file.
● To delete all items currently in your session and replace
them with the file you’re opening, select YES.
● To keep the items and place the file you’re opening in a
new stage, select NO. All previously viewed models are
shown in a pale green and are in an inactive stage. The
new model is placed in the active stage.
● To cancel the operation, select CANCEL.

Note To switch between stages or merge them, open the Stage


Editor. To add data to your model without using stages, use
File > Import.

Overview File > Open reads files into Studio.

Filters are programs that If the file is not a standard Data Transfer type, Studio tries to
translate file formats. match the file extensions to an input filter. If a filter is
available, it reads the file in through the filter for that file
format, according to options that you specified.

See External Filter Options on Specify the mappings from file extensions to input filters in the
page 43. External Filter Options section of the Open File Options window.

Working with Files


33
Opening Files
How to Use 1 Select File > Open. The File Requestor is displayed.

2 Select the Show List button. The File Lister is displayed.

3 Select the file name or icon for the file you want to open.
The file’s name and path appear in the File Requestor. If
you prefer, you can type the file’s name and (if applicable)
path in full without selecting anything in the File Lister.

4 Click the Retrieve button. The file is retrieved.

While a file is being read in, these messages are displayed and
you must wait:
Retrieving [format] [filename]
[format] file retrieved successfully.

When retrieving is finished, this message is displayed,


indicating that the objects in the retrieved file are added to the
current scene:
Updating display...
Done retrieving.

Open File Options To view or change options that determine how files are
retrieved, select File > Open-❐. The Open File Options window
is displayed.

This window lets you set options for each of the file formats,
including filters. To view or change the options for a specific
file format, click on the arrow beside the file format that you
want to work with. The options depend on the file format.

Filters are programs that read in a file format, manipulate data


as required, and write out Alias wire file format to the screen
or whatever is defined as standard output.

This diagram shows the types of files that you can open or
import. Your system might have some different types of files
listed here, depending on your exact product and
purchaseable options.

Working with Files


34
Opening Files
User Interface
Summary of File Formats This table lists the file formats that you retrieve and where you
can find out more about them.

Format For more information...

CATIA Summary of File Formats in the Data Transfer book


C4 Summary of File Formats in the Data Transfer book
DES Summary of File Formats in the Data Transfer book
DXF DXF Options on page 38
Encapsulated PostScript Encapsulated PostScript (EPS) Options on page 43
External Filter External Filter Options on page 43
IGES Summary of File Formats in the Data Transfer book
Illustrator Illustrator Options on page 44
Inventor (IRIX only) Summary of File Formats in the Data Transfer book

Working with Files


35
Opening Files
Format For more information...

JAMA-IS Summary of File Formats in the Data Transfer book


OBJ OBJ Options on page 45
Pro/E Render Summary of File Formats in the Data Transfer book
Quick Wire Applies to all options. See Quick Wire Option on page 36.
SLA Summary of File Formats in the Data Transfer book
STEP Summary of File Formats in the Data Transfer book
Unigraphics Summary of File Formats in the Data Transfer book
VDAFS Summary of File Formats in the Data Transfer book
VDAIS Summary of File Formats in the Data Transfer book
Wire Wire Options on page 37

Notes about file formats


● There are no specific retrieval options for these formats:
Triangle, Quad, SLA.
● These file formats may be purchasable options depending
on the version of Studio that you own: CATIA, C4,
Unigraphics.
In addition, the External Filter options enable you to extend
support for currently unspecified file formats.

Quick Wire Option The Quick Wire option applies to all file formats.

It determines which retrieved objects are displayed in quick-


wire mode. The default is OFF.
● OFF means that only quick-wired objects from wire files
are displayed as quick-wire.
● ON means that all objects from any type of file are
displayed as quick-wire.

Working with Files


36
Opening Files
Option File Type Object was saved as Object is retrieved as

OFF wire quick-wire quick-wire


normal normal

User Interface
other quick-wire normal
normal normal
ON wire quick-wire quick-wire
normal quick-wire
other quick-wire quick-wire
normal quick-wire

Wire Options You can control what to retrieve from an Alias wire file. This is
a section of the Open File Options window.

Keep Windows
Controls whether windows are retrieved. ON retrieves
them—OFF does not. The default is ON.

Keep Cameras
Controls whether cameras are retrieved. ON retrieves
them—OFF does not. The default is ON.

Keep Animation
Determines whether to retrieve animations or only
models. The default is ON.
OFF retrieves only models; ON retrieves both models and
animation. If this option is ON, a window that contains an
animated camera is retrieved.

Working with Files


37
Opening Files
Keep Background
If ON, retrieves backgrounds contained in a wire file. The
initial default is ON.

Keep Unit/Tolerances
If ON, brings in units and tolerances from the wire file into
the system, overriding the current settings.
To set units, use Preferences > Construction options > Units. To
set tolerances, use Preferences > Construction options-❐.

Keep Render Globals


If ON, brings in the render globals set for the wire file into
the system, overriding the current settings.
To set render globals, use Render > Globals (see the
Rendering book).

Keep Layers
If ON, brings the layers you set in the wire file into the
system, overriding the current settings.

DXF Options You can control what to retrieve from a Drawing Exchange
Format file. This is a section of the Open File Options window.

See DXF Layers and Studio Load Shaders


Shaders on page 41 for more Determines whether to load Studio shaders from the
information.
shader subdirectory of the current project.

See DXF Blocks on page 42 for Anonymous Blocks


more information. Determines whether DXF BLOCK entities that have been
flagged anonymous are processed or ignored.

Click to the right of the 3DFACE/SOLID/TRACE


heading to display the Determines how DXF 3DFACE, SOLID, and TRACE
menu.
entities are translated to Alias entities:

Working with Files


38
Opening Files
◆ SURFACE—bi-linear NURBS surface.
◆ POLYSET (the default)—polygons of Alias polysets.

POLYLINE
Determines how DXF POLYLINE and LINE entities that
describe surfaces are translated into Alias entities:

User Interface
◆ SURFACE—bi-linear, bi-quadratic, or bi-cubic NURBS
surfaces.
◆ POLYSET (the default)—Alias polysets.

Group
When ON, objects are retrieved as a single group for easier
manipulation. When OFF (the default), objects are not
grouped.

Input Units
Sets the units of the DXF coordinate data (if you know
them), so that the data is correctly converted to the linear
units set in Studio. The default is inches.

Scale Factor
Changes the size of models stored in DXF file formats as
you retrieve the file. The default, 1.0, represents 100% of
the original size.

DXF Entity Support

DXF geometric entities supported by Studio are listed in the


following table.

DXF Entity Studio Entity

ARC no thickness arc with keypoints


ARC with thickness B-spline surface
CIRCLE no thickness face
CIRCLE with thickness 1 B-spline surface and 2 faces (cylinder with endcaps)
POINT no thickness control vertex
POINT with thickness line with keypoints
LINE/3DLIN, no thickness line with keypoints

Working with Files


39
Opening Files
DXF Entity Studio Entity

LINE/3DLINE with thickness SURFACE option: face.


POLYSET option: one polygon of a polyset.
3DFACE/SOLID/TRACE SURFACE option: bi-linear B-spline surface.
POLYSET option: polygon of a polyset.
POLYLINE/3D open B-spline curve
POLYLINE/3D closed one polygon of a polyset
POLYLINE/3D with thickness polygons of a polyset
POLYLINE/3D Mesh SURFACE option: bi-linear, bi-quadratic, or bi-cubic surface.
POLYSET option: polygons of a polyset.
POLYLINE/Polyface Mesh polygons of a polyset
BLOCK group of Studio geometry
INSERT instance of a group of Studio geometry
LAYER multi-set

DXF Import Strategy

DXF polygonal entities are translated into Studio polyset


objects using the color and layer information of the entities.

Polysets are created by color, within LAYER and BLOCK. That


is, all DXF entities that are the same color and belong to the
same LAYER and BLOCK are translated into one polyset.

For example, suppose that all polygonal DXF entities that


belong to a DXF LAYER called PENCIL have the color 194 (in
the purple section of the DXF color wheel) and are then
translated into one polyset whose node name is
PENCIL_Purple194. If other polygonal entities in the layer
PENCIL are assigned color 10 (in the red section), then a
polyset called PENCIL_Red10 is created from these entities.

Note that corresponding shaders are created. A shader named


Purple194 is assigned to the polyset PENCIL_Purple194,
and a shader named Red10 is assigned to the polyset
PENCIL_Red10.

Working with Files


40
Opening Files
DXF Color and Studio Shaders

DXF has a standard color wheel of 256 colors referenced by


number. The DXF translator creates, and assigns to objects,
simple Lambert model shaders based on these colors. The
name of the shader is based on a section of the color wheel and
the color number.

User Interface
For example, color number 125 is in the Aquamarine section of
the color wheel, so a shader created to represent this color is
called Aquamarine125 and is given an HSV color
corresponding to the 125 position on the DXF color wheel.

Note For a detailed explanation of DXF colors, see the AutoCAD


Reference Manual.

DXF Layers and Studio Shaders

The DXF translator always tries to create and assign shaders to


DXF geometry based on color information in the DXF file.

The Load Shaders option modifies this behavior to take


advantage of any correspondence between the DXF LAYER
name and the Studio shader name.

If Load Shaders is turned ON (the default), then shader


assignment per object based on layers works as follows
(assume that a DXF object is in a DXF LAYER called “GLASS”):
1 If there is a shader in the Multi-lister called glass, it is
assigned to the object.

2 If this shader does not exist, the DXF translator looks for a
shader called glass in the shader subdirectory of the
current project. If one is found, it is loaded into the multi-
lister and assigned to the object.

3 If no shader called glass can be found, the object’s DXF


color assignment is checked. If it has one and a shader
based on this color exists in the Multi-lister, then this
shader is assigned to the object. If this shader does not
exist, then it is created and assigned.

4 If there is no color DXF assigned to the object or no color


assigned to the LAYER to which the object belongs, the
object is not assigned a shader.

Working with Files


41
Opening Files
Note If Load Shaders is turned OFF, only the last two points
apply.

DXF Layers and Studio Sets

The DXF translator creates a Studio set whose name is based


on the DXF LAYER name. The set contains DXF entities from
the layer’s ENTITIES section.

For example, if an INSERT entity is on a LAYER named


PENCIL-CASE, it is added to a multiset called Pencil-case.

DXF Blocks

The first occurrence of an INSERT of a named BLOCK creates


a group of geometry representing the inserted block. It is
visible, with a group node containing the INSERT
transformation.

Any subsequent INSERTs of the same block cause Studio


instances of this group to be created.

A BLOCK entity that is not referenced by any INSERT entity is


ignored.

Anonymous BLOCKs are generated by the AutoCAD “HATCH”


command and represent the hatch lines used to pattern
polygons. These BLOCKs can represent a significant volume
of geometry that is not required if the polygons will be shaded
using a Studio shader.

Tip Anonymous BLOCKs can also be generated by other


applications and may contain valuable geometry rather than
hatch lines. If you retrieve a DXF file and find that some
geometry is missing, turn the Anonymous Blocks option ON
and then retrieve the file.

Naming Conventions used by the DXF Translator

LAYER names are converted to uppercase when the DXF file is


retrieved. The uppercase version of the LAYER name is used
for the root of polyset names. The lowercase version is used to
name shaders. Sets are named using lowercase, but the first
letter is capitalized.

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42
Opening Files
If a LAYER name is numeric, the prefix “DXF-LAYER-” is added.
For example, LAYER “5” generates the Studio set “Dxf-layer-5.”

Encapsulated PostScript You can control what to retrieve from an EPS file. This is a
(EPS) Options section of the Open File Options window.

User Interface
Group
Determines how files stored in Encapsulated Postscript file
format are retrieved. When ON, objects are retrieved as a
single group for easier manipulation.

Scale Factor
Changes the size of models stored in Encapsulated
Postscript file format as you retrieve the file.

External Filter Options You can control what to retrieve from a file processed by the
external filter. This is a section of the Open File Options
window.

Keep Windows
Controls retrieval of windows. ON retrieves them — OFF
does not.

Keep Cameras
Controls retrieval of cameras. ON retrieves them — OFF
does not.

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43
Opening Files
If a window contains an Keep Animation
animated camera and Keep Determines whether to retrieve animations or only
Animation is ON, then that
window is retrieved. models. ON (the default) retrieves both models and
animations — OFF retrieves only the models.

Keep Background
Determines whether to retrieve backgrounds contained in
a wire file. The default is ON.

Adding Filters to your System

Filter programs are generally written by external software


companies, so typically it is your responsibility to add new
filter definitions.

To add a file filter, use the following one-time setup steps:


1 Click the Add button to add a row to the filters list.

2 Double-click in the Suffix entry of the new row, and type


the file name extension associated with the filter program.

3 Double-click in the Import Filter Program window and type


the path of the program (if any) to be used to convert the
foreign file format to wire data.

Illustrator Options You can control what to retrieve from an Adobe Illustrator file.
This is a section of the Open File Options window.

Group
Determines how files stored in Adobe Illustrator file format
are retrieved. When ON, objects are retrieved as a single
group for easier manipulation.

Scale Factor
Changes the size of models stored in Illustrator file format
as you retrieve the file.

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44
Opening Files
OBJ Options You can control what to retrieve from an Alias|Wavefront
TAV file. This is a section of the Open File Options window.

User Interface
Keep Normals
Specifies whether to preserve vertex normals when files
are retrieved.
◆ When this option is on ON (the default), vertex
normals are retrieved from the file and used by the
renderer.
◆ When this option is on OFF, vertex normals are
ignored, which means that they are recalculated
during rendering.
Warning: If vertex normals are retrieved, they are
“frozen” and are not updated. Vertex level editing, such as
moving one vertex in relation to its neighbors, can make
the frozen normals invalid, so subsequent renderings will
not be correct. However, object-level editing (such as
translation, rotation, proportional scaling, or deleting
entire polysets) does not cause these problems.

Input Units
Specifies the major linear unit for the incoming file.

Scale Factor
Specifies the scaling factor for this save. The default is 1.0.

Merge Vertices
Specifies whether vertices are considered for merging.
ON (the default)—vertices are merged if they are within
the position tolerance.
OFF (the default)—vertices are not merged.

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45
Opening Files
OBJ File Comments

Include Comments
Click ON to include your comments from the text file with
the file being saved. Click OFF to discard them. The
default is ON.

Edit File Comments


Click this button to open a text file in which you can type
information about this file.

Position/Normal
POSITION—consider vertexes for merging based only on
their positions. This is a less restrictive merge.
POSITION + NORMAL—consider vertexes for merging
based on their positions and the angles of their normals.
This is a more restrictive merge.

Position Tol. (units)


Specifies how close vertexes must be to be merged, in the
current major linear units. The default is 0.0001 unit.

Normal Tol. (degrees)


Specifies how close normals must be to be merged, in
degrees. The default is 1 degree.

Working with Files


46
Opening Files
File > Import > File Importing Files

User Interface
Purpose Appends data to your current model or, if you are using
stages, to your working stage.

You can also retrieve previously saved data formats, including


wireframe models and foreign data formats.

Overview You use File > Import > File to add data to your scene without
adding new stages.

If you want to bring in data on a new stage, use File > Open. For
information on File > Open, see the section Opening Files.

How to Use Select File > Import > File. The system prompts you for the file
name.

This menu item and File > Open provide the same options, but
you can save different default options for each one.

Import File Options

To view or modify the options for importing files, select File >
Import-❐. The Import File Options window appears.

For a description of the options for importing files, see Open


File Options on page 34.

Working with Files


47
Importing Files
File > Import > Importing Image Planes
Image plane

Purpose Adds a new, two-dimensional image to a modeling window


and its camera.

Overview An image plane belongs to a camera. You use image planes for
the following:
● Rotoscoping — using live action footage in the
background to which you can match your models.
● Model Guides—you can set up three orthographic
drawings as image planes to use for model building
guides.
For example, in scenes with many objects, you can pre-
render the objects that you are not working on and use
these renders as image planes.
● Sprite Animation—you can animate image planes as you
do 3D models, to give a more detailed look to your wire
model.

How to Use 1 Select File > Import > Image plane. The File Requestor is
displayed.

2 Click the Show List button to display the list of images you
can use.

3 Click the filename of a PIX or TIFF image file or type the


filename and the directory path if needed. You can also
load a pix file by double-clicking on its icon in the File
Lister.

Working with Files


48
Importing Image Planes
The filename and its directory path appear in the File
Requestor.

4 Click the Load Image button.


The image plane is imported and displayed in the default
position. The image plane is attached to the camera in the
current window.

User Interface
Image Plane Options To view or change the Image plane options, select File > Import >
Image plane-❐ to display the New Image Plane Options
window. You can set four of the more common image plane
parameters in this option window.

When you have read a pix image into a window, you can
refine these and other image plane parameters in the Camera
Editor. For information about the camera editor, see the
Rendering manual.

Size
Fit window—Fits the image plane into the modeling
window.
Specified—Imports the image plane at a specified size.

Working with Files


49
Importing Image Planes
Horizontal
If you select a Size of Specified, the Horizontal option
appears below it so that you can specify the horizontal
width of the image in centimetres.

Display Mode

For information about Defines how you want the image to appear in the
display mode, see the modeling windows.
Rendering manual.
◆ RGB is for RGB (color) mode
◆ Box is for Outline mode

Depth Type
Determines which image planes appear in front of each
other or the wireframe model. This setting is Off or Priority.
When it is Priority, a slider is also displayed, which
determines which image planes appear in front of each
other or the wireframe model.
Image planes and the model are drawn in this order, from
back to front:
◆ Image planes with Depth Type set to Off
◆ Image planes with Depth Type set to Priority and Depth
of 0 or less, from lowest to highest depth
◆ The wireframe model
◆ Image planes with Depth Type set to Priority and Depth
greater than 0.0, from lowest to highest depth

Note An image with depth greater than 0.0 appears in front of the
model, whereas other image planes appear behind the
model. Depth drawing is in sorted order so an image plane
with a depth of 2.0 appears behind an image plane with a
depth of 3.0, and an image plane of depth -3.0 appears
behind an image plane of depth -2.0.

Crop to Window
If Crop to Window is ON, the image is cropped to fit
in the selected window. By default, this toggle is
turned OFF.

Dim Image
If Dim Image is ON, the image is greyed somewhat
to create an inconspicuous background. By default,

Working with Files


50
Importing Image Planes
this toggle is turned OFF.

Notes
● All of the above options can be changed or refined using
the camera editor, once the image plane has been loaded.

User Interface
See Displaying and Hiding ● To remove an image plane from the model, use Delete > Del
Image Planes on page 559. image planes.

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51
Importing Image Planes
File > Import > Paint Importing Paint Textures
textures

Purpose Imports back into Studio textures that were painted on a 3D


Studio model in StudioPaint.

How to Use 1 In StudioPaint, select File > Export > to Alias. This creates the
file that you import into Studio. Give the file a name.

2 In Studio, select File > Import > Paint textures. The File
Requestor is displayed.

3 Click the Show List button to see a list of all files in the
directory wire. If you know the name of the file, you can
type it in the File field.

4 Click Import Paint Textures. Studio imports the texture.

Working with Files


52
Importing Paint Textures
File > Save Saving Files
File > Save as

User Interface
Purpose Stores wireframe scene information to a selected disk file in
Alias Wire format or another supported format.

Note The following terms are used in this section:


High Degree—Curves or surfaces that are higher than degree
3 in either parametric direction. Such objects may exist as a
result of data transfer from other systems.
Rational—Rational curves or surfaces are those on which
some CVs have weights other than 1. Thus, moving a CV the
same distance can have different effects.
Non-rational—Non-rational curves or surfaces are those on
which all CVs have the same weight.

How to Use 1 To store a file, select one of


File > Save
File > Save as
File > Export > Active as
The File Requestor appears:

Tip The File Browser has a button labelled either Save Wire or
the file format selected in the Save Options window (for
example, Save DXF).
If you do not want to save in that file format, select Cancel
and then File > Save as-❐ to display the Save All Options
window, and pick another format. (See Save All Options
Window.)

Working with Files


53
Saving Files
2 Click the Show List button to display the File Lister.

3 To overwrite a file, click the file’s icon in the File Lister. If


you prefer, you can type the filename and/or the path in
full without selecting anything in the File Lister.
The filename and its path appear in the File Requestor.

4 Click the Save Wire button. The following message is


displayed:
Saving...

The entire scene is stored. If you are storing in Wire format,


this includes all information in your model, including surface
shaders, lights, windows, cameras, and animation. The
message clears when storing is complete.

Rules for saving files


● Other formats than wire cannot store all the types of
information in a Studio model. For later retrieval into
Studio, choose the Wire format.
● The filename should not contain spaces or characters such
as ‘$<>’/\.
● If you select a file or type the name of a file that already
exists, Studio asks if it is OK to overwrite the file:
◆ To erase the old file and replace it with the new file,
click OK.
◆ To cancel the save, click CANCEL.

How Save Works

The Save function saves only in native Alias wire format. If


you are saving files to formats such as IGES or DXF, you must
use the Save as function each time you save. If you change the
file format with Save as and then use Save, the file is still saved
as a wire file with the same name, but without the “.” suffix
that is applied to the data exchange file.

When you use Save to save a wire file, the File Requestor
displays the stage name as the default name for the file. If it is
a new file and you have not yet named it, the name is
displayed as Stage.

Working with Files


54
Saving Files
Note A stage is a Studio wire file that you have opened and can
work on. You are always working on a stage whenever you
are in Studio.
For more information on stages and how to use the Stage
Editor, see the section Summary of Stages and Stage Sets.

User Interface
How Save as Works

Save as is different from Save; only the handling of the file


name is similar. All the save functions will save files with the
same root name and an appropriate suffix if the file is a
transfer data format.

However, if you choose Save as to save a previously saved


transfer data file and do not change the name of the file, the
file is saved as a wire file of the same root name and the suffix
is deleted.

For instance, an IGES file named text.iges is saved as a


wire file when saved using Save as and the name changes to
text.

This behavior applies to the Stage Editor as well. If you select


File > Save as with the option set to IGES, the following is
displayed in the Reference Path:

The next time that you save the stage using File > Save
(selected) stage in the Stage Editor, the reference will be
changed to the wire file text and the ".iges" suffix is not
displayed in the Reference Path.

Working with Files


55
Saving Files
Save All Options Window To save a file to a specified format, select File > Save as-❐. The
Save All Options window appears.

To select another format besides Alias Wire file, click in the File
Formats box. A pop-up menu appears and you can select a
format. Also select anyother options for the file format that
you choose.

After you select values, click the Save button at the bottom of
the window. A message indicates that the file was saved
successfully. Statistical information might also appear,
depending on the file format.

Your options may differ slightly, depending on the software


version or operating system. The available formats are
described below.

File Format For more information...

CATIA Summary of File Formats in the Data Transfer


book
C4 Summary of File Formats in the Data Transfer
book
DES Summary of File Formats in the Data Transfer
book
DXF DXF Options on page 57
Filter External Filter Options on page 60
IGES Summary of File Formats in the Data Transfer
book
Inventor Summary of File Formats in the Data Transfer
(IRIX only) book
JAMA-IS Summary of File Formats in the Data Transfer
book

Working with Files


56
Saving Files
File Format For more information...

OBJ OBJ Options on page 59


STEP Summary of File Formats in the Data Transfer
book
Unigraphics Summary of File Formats in the Data Transfer

User Interface
book
VDAFS Summary of File Formats in the Data Transfer
book
VDAIS Summary of File Formats in the Data Transfer
book
Wire Wire Options on page 57

Notes
● For CAD-related options, see the table in the section
"Exporting Alias Files to CAD Formats" in the Data Transfer
for CAD and Solid Imaging manual.
● The following purchasable options might be included
depending on your product or what has been purchased
for it: C4, CATIA, DES, IGES, JAMA-IS, NEUTRO,
VDAFS, VDAIS

Wire Options The default format for the Save option is WIRE, which is the
normal Studio binary file format. The Wire Options section is
displayed by default.

ALL
Stores all shaders in the model. This option is useful if you
are building a rendered scene and are not sure which
shaders to keep.

REFERENCED
Saves only shaders that are assigned to objects. This is the
default.

DXF Options You can control what to save in a Drawing Exchange Format
file. This format is useful for exchanging data with many kinds

Working with Files


57
Saving Files
of CAD and modeling systems. These options appear in the
Save As File Options window.

Alias POLYSETs are written out as DXF 3DFACE entities (for


triangles or quads), or closed POLYLINE entities (for polygons
with greater than 4 points). All DXF entities that result from
the translation of a single Alias object are assigned to a layer
named after the Alias objects node name.

Output Style
When storing a DXF file, you can store three-dimensional
output (3D DATA) or a flat orthographic view (2D VIEWS).

Note DXF does not support high degree or rational geometry.


Therefore, when using this format, any high degree and/or
rational geometry is automatically rebuilt to be at most
cubic and non-rational.

Rebuild Tolerance
Lets you adjust tolerances so that the rebuilt curves and
surfaces are guaranteed to be within the specified
tolerance distance from the original curve or surface.

Scale Factor
Lets you save the wire model at a scale other than it was
constructed. 1.0 is the default value.

Significant Digits
Specifies the number of significant digits for coordinate
data in the exported file (1 to 15, inclusive).

Output Units
Lets you choose a linear data unit, such as miles, feet,
inches, mils, microinches, kilometers, meters, centimeters,
millimeters, or microns.

Working with Files


58
Saving Files
The exported coordinate data is converted from the
current linear units in Studio to the unit you select. A
comment is written at the top of the DXF file stating the
unit.

Filename Extension
Some receiving systems require CAD files to have a

User Interface
specific filename extension before they can be recognized.
The filename extension you specify here is appended to
the filename of the exported file. The default is _dxf.

OBJ Options The OBJ options are in the Save All Options window. An OBJ
file is a text file known as an Alias|Wavefront TAV file.

Object Groups
ON (the default)—a group named “Obj_<objectname>”
is created for each object. This naming convention allows
multiple objects to be stored in one file, and is necessary
for Studio to be able to re-create separate objects on
import.
OFF—no object groups are written to the file.

Output Units
Specifies the major linear unit for the output file.

Scale Factor
Specifies the scaling factor for this save. The default is 1.0.

Working with Files


59
Saving Files
FACE Output
Specifies how Alias FACE objects are represented in the
output (OBJ) file:
CURVES—as curves. This means that the object is no
longer renderable.
TRIMMED SURFACES (the default)—as trimmed surfaces.
If the curves of the FACE are not co-planar, they are
translated as curves.

OBJ File Comments

Include Comments
Click ON to include your comments from the text file with
the file being saved. Click OFF to discard them. The
default is ON.

Edit File Comments


Click this button to open a text file in which you can type
information about this file.

Surface Tesselation

Tesselate
When this is OFF (the default), no tessellation of surface
information occurs.
When this is ON, surfaces are converted to polygons in the
output file. The best fit is calculated by Studio.

External Filter Options You can control what to save in a file that is being passed to an
external filter. These options appear in the Save As File
Options window.
]\

Working with Files


60
Saving Files
By setting External Filter Options, you can enable Studio to pipe
data through a user-defined file filter program during store
operations. The filter program is generally an Alias
OpenModel program written by users or a third party.

Shaders
Enables you to specify whether all shader information or

User Interface
only shaders that are referenced by the current model are
saved via the filter program.

Adding filters to your system

You can add new file filter definitions, from other companies,
to the system. To add a filter, do the following one-time setup
steps:
1 Click the Add button to add a row to the filters list.

2 Double-click in the Suffix entry of the new row, and type


the file name extension associated with the filter program.

3 Double-click in the Export Filter Program field and type the


path of the program (if any) to be used to convert the wire
data to foreign file format.

Saving data using filters

When you have a least one file filter and you save your model
with the File Formats option set to FILTER, any file extension
that you specify when naming your output file is compared to
the list of extensions in the filter list. If a match is found, the
Alias wire data is piped to the filter program for storage.

Working with Files


61
Saving Files
File > Checkpoint Saving Checkpoint Versions of Files

Purpose File > Checkpoint enables you to do the following:

● manually save a checkpoint at any time


● list all checkpoints for the current model, including the
time when each checkpoint was saved
● easily load a checkpoint
● easily delete checkpoints
● limit the amount of disk space used for saving checkpoint
files.

In the File > Checkpoint-❏ window, you can set Studio to save a
checkpoint of your model whenever a certain number of menu
items have been selected.

A checkpoint is a saved, interim copy of your work. If


necessary, you can reload the checkpoint and abandon work
done since it was saved.

How to Use To save a checkpoint manually

● Select File > Checkpoint. Your model is saved as of this


point.

To load a checkpoint
1 Select File > Checkpoint-❏ to open the Checkpoints window.

2 Select the checkpoint that you want to load from the list.

3 Click Retrieve.

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62
Saving Checkpoint Versions of Files
To delete a checkpoint
1 Select File > Checkpoint-❏ to open the Checkpoints window.

2 Select the check point that you want to delete from the list.
To select several checkpoints, click and drag the cursor or
Shift-click on them.

User Interface
3 Click Clear.

Checkpoints To open the Checkpoints window, select File > Checkpoint-❏.

Auto Save
If Auto Save is on, a checkpoint of your model is saved each
time that you select a certain number of menu items.

Frequency
The number of menu selections you must make before a
checkpoint of the model is saved.
For example, if Frequency is 10, a checkpoint of the model
is saved after every 10 menu selections.
If Frequency is 0, checkpoints are not automatically saved.
The default is 0.

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63
Saving Checkpoint Versions of Files
Maximum Files
The maximum number of checkpoints that are kept on
disk for the current project.
For example, if Maximum Files is 3, after three checkpoints
are saved, the next saved checkpoint replaces the oldest of
the three. The default is 10.

Disk Usage (megs)


The amount of disk space occupied by all checkpoints for
the current project, in Megabytes.

Max
The maximum amount of disk space available for saving
checkpoints for the current project, in Megabytes.

Verify on Save
If Verify on Save is on, when a checkpoint is saved, it is also
verified to make sure it was saved correctly. When this is
on, saving a checkpoint takes twice as long.

Clear on Exit
If Clear on Exit is on, all checkpoints for the current project
are deleted when you exit from Studio.

List
Controls what is listed in the Manual Checkpoints section of
the Checkpoints window:
Current Stage — all manual checkpoints for this stage
Stages with Checkpoints — all stages that contain
checkpoints

Clear
If any manually created checkpoints are selected in the
Checkpoints window, Clear deletes them.

Retrieve
Loads the selected checkpoint into the Checkpoints
window as a new stage.

Chkpnt
Manually saves a new checkpoint. This is the same as
selecting File > Checkpoint.

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64
Saving Checkpoint Versions of Files
Exporting Files

User Interface
In this Section Summary of File Export commands 66
Storing Scene Information 67
Saving the Entire Screen 69
Saving the Current Window 70
Exporting Polygons 71
Exporting to VRML1 74
Exporting to VRML 2.0 77

65
Summary of File Export commands

Use these tools to save and export files.

To select an export tool, select File > Export and click the arrow
beside File > Export to display a submenu from which you can
select a tool.

The following table summarizes the export tools

File > Export > For more information...

Active as Storing Scene Information on page 67


SDL SDL Files in the Rendering book
Anim Saving Out Animation Channels in the Animating book
Particles Using Particles in the Rendering book.
VRML1 Exporting to VRML1 on page 74 (IRIX only)
VRML2 Exporting to VRML 2.0 on page 77 (UNIX only)
STL Summary of File Formats in the CAD Data Transfer book
SLC Summary of File Formats in the CAD Data Transfer book
Polygons Exporting Polygons on page 71
Screen Saving the Entire Screen on page 69
Current window Saving the Current Window on page 70 or
Exporting a sketch image plane in the Sketching book (Windows NT only)
Image layer Exporting an image layer in the Sketching book (Windows NT only)
Make picture Exporting a sketch image plane in the Sketching book (Windows NT only)

Working with Files


66
Summary of File Export commands
File > Export > Storing Scene Information
Active as

User Interface
Purpose Stores wireframe scene information to a selected disk files in
Alias wire format or another supported format.

How to Use 1 To store a file, from the menu bar select File > Export >
Active as. The File Requestor appears.

Tip The File Browser contains a button labelled either Save Wire
or as the last file format that was selected in the Save Active
Options window (for example, Save DXF).
If that is the wrong file format, select Cancel and then File >
Export > Active as-❐ to display the Save Active Options
window, and choose the correct format.

2 Click the Show List button to display the File Lister. (Hide
List closes the lister.)

3 To overwrite an existing file, click the file’s icon in the File


Lister. If you prefer, you can type the filename or the
filename and directory path in full.
The filename and its directory path appear in the File
Requestor.

4 Click the Save Wire button. Until storing is complete, this


message is displayed: Saving...

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67
Storing Scene Information
All active (or picked) wireframe scene information is stored. In
wire format, this includes:
● lights and cameras
● all windows
● surface shaders
● animation

Rules for saving files


● Other formats than wire cannot store all the types of
information in a Studio model. For later retrieval into
Studio, choose the Wire format.
● The filename should not contain spaces or characters such
as ‘$<>’/\.
● If you select a file or type the name of a file that already
exists, Studio asks if it is OK to overwrite the file:
◆ To erase the old file and replace it with the new file,
click OK.
◆ To cancel the save, click CANCEL.

Export Active Options From the menu bar, select File > Export > Active as-❐ to display
the Save Active Options window. Its options are the same as
those of the Save All Options window.

See Save All Options Window on page 56 for more information


on the options in this window

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68
Storing Scene Information
File > Export > Saving the Entire Screen
Screen

User Interface
Purpose Saves the entireStudio screen area as a pix file.

How to Use 1 From the menu bar, select File > Export > Screen. The File
Requestor appears.

2 Type a file name in the File field and press Enter.


Alternatively, click the Show List button to display the File
Lister and select an existing file to overwrite. The filename
and its directory path appear in the File Requestor.

3 Once you have selected the file, click the Save Screen
button in the File Requestor.
An image of the screen area is saved as the specified pix
file.

Working with Files


69
Saving the Entire Screen
File > Export > Saving the Current Window
Current window

Purpose To save an image of the current modeling window a pix file.

How to Use Click in the modeling window that you want to save to make
it current.
1 From the menu bar, select File > Export > Current window.
The File Requestor appears.

2 Type a file name in the File field and press Enter.


Alternatively, click the Show List button to display the File
Lister and select an existing file to overwrite. The filename
and its directory path appear in the File Requestor.

3 Click the Save Window button in the File Requestor.


An image of the current modeling window is saved as the
specified pix file.

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70
Saving the Current Window
File > Export > Exporting Polygons
Polygons

User Interface
Purpose Exports data to other systems, such as polygon-based
animation systems.

How to Use 1 From the menu bar, select File > Export > Polygons. The file
requestor appears.

2 Click the Show List button to open the File Lister.

3 Click the filename in the file lister. If you prefer, you can
type the filename or the path in full.

4 Click the Save Polygons button or double-click the file’s


icon. Studio overwrites the selected file with the new file.

Export Polygons Options Select File > Export > Polygons- ❐. The Polygon File Output
Options box appears. It appears different depending on
whether you have selected output in triangles or quadrangles.

Triangular Output

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71
Exporting Polygons
For more information, see The file is triangulated according to the subdivision values
Windows > Render stats or specified in Windows > Render stats, unless the Quality Type is set
Render > Globals. to GLOBAL in the Render Globals Quality Parameters window
(Render > Globals). Then the global parameters are used.

Note The Triangles format can be used with the sla and
surfmate stand-alone utilities.

Object Separators
Outputs additional information, such as hierarchy, per-
vertex normals, and texture sub-samples. This option is
useful with the alias_to_wave and alias_to_sgo
conversion programs, as well as custom written ones.

Quadrilateral Output

The Quads option is useful if you need to output quadrilateral


geometry with texture maps attached.

Texture Subdivs
The number of U and V texture samples per polygon.

Naming Textures Due to the object-oriented approach to Studio shaders, the


filename used for a texture map is not available to print out, so
it is important that you give the texture the same name as the
file from which the texture comes. This can easily be done in
the Multi-lister by double-clicking on the texture’s name and
replacing it with the name of the file it represents.

Working with Files


72
Exporting Polygons
Example

After you apply a file texture to a shader, the default name of


the texture appears just below the texture icon in the Multi-
lister (for example, File#13).
1 Type the name of the file texture you are going to use for
this shader in File#13’s editor (for instance, cloth).

User Interface
So that the object knows the name of the image file, name
the texture the same as the image file.

2 Double-click on the name File#13 in the Multi-lister and


type the name cloth, or
Type cloth in the Name field of File#13’s editor.
Now when the triangle file is written, the object will
indicate that the texture assigned to it is named cloth.

Output File Formats For detailed information about the output file formats, see
these sections of the online File Formats manual:
● Polygons: Object-separated Triangle Output
● Polygons: Object-separated Quadrilateral Output

Working with Files


73
Exporting Polygons
File > Export > Exporting to VRML1
VRML1

This menu choice is available in Studio for IRIX.

Purpose You can choose from a variety of controls to export, create, and
edit Virtual Reality Modeling Language, or VRML, files.

Export VRML Options From the menu bar, select File > Export > VRML1-❐. The Save
VRML option box appears.

Working with Files


74
Exporting to VRML1
File destination

Select one of the following destinations for the file:

Save File
Outputs Inventor format directly to a file. If Output VRML
nodes is toggled on, the file created is VRML-tuned

User Interface
Inventor.

WebSpaceAuthor
Outputs the file and automatically launches the
WebSpaceAuthor VRML program.

WebSpace
Provides a direct preview by automatically launching
WebSpace Navigator.

Inventor Viewer
Previews the file automatically by launching the Inventor
file viewer, ivview.

Other controls

Output VRML nodes


If ON, the file created is VRML-tuned Inventor.

Output Cameras
Studio cameras are output and converted to Inventor
cameras. These cameras are then converted to Viewpoints
in a VRML scene.

Tessellate NURBS

Tessellation is NURBS to Determines how the NURBS surface model is tessellated


polygon conversion. on output. Select from the following types of polygons:
◆ Quadrilateral (use to quads)
◆ Triangular (use to tris)
The mesh density is determined by the rendering
parameters set for the object in the Render Stats window
(Windows > Information > Render stats), depending on the
subdivision type.

Working with Files


75
Exporting to VRML1
In-line Textures
Lets you specify how textures are stored in the VRML file.
When OFF, texture image files are referenced in the VRML
file with a full path (for example, where a texture is
referenced in the VRML file it would look like:
/usr/u/aldemo/user_data/demo/pix/foo.rgb
When ON, all data contained in the texture files is included
in the VRML file.

Sample Tex X res and Sample Tex Y res


These two sliders let you set the X and Y resolution that
procedural textures are sampled to.

Temporary Wire File


The location and file name of the temporary transfer file.

Alias to Inventor (AlToIv)

All options available from the File > Export > VRML1 graphical
interface are accessible from the stand-alone utility AlToIv. See
the online Utilities guide.

Working with Files


76
Exporting to VRML1
File > Export > Exporting to VRML 2.0
VRML2

User Interface
This menu choice is available in Studio for IRIX and for the
Solaris operating environment. .

About the VRML 2.0 Features


Translator ● Cameras are converted to VRML2.0 Viewpoints.
● Ambient Lights are converted to a VRML point light with
ambient properties.
● Per-vertex normals and texture coordinates (if desired).
● Material animation is converted.
● Animation is converted intelligently (only dynamic objects
have animation information).
● Initial navigation mode can be specified in the translator.
● Double-sided/single-sided setting (in Render stats) is
converted for groups.

Limitations
● Does not support VRML2.0 embedded textures.
● Available only in IRIX and the Solaris 7 operating
environment.

Installation

The VRML translator does not require any installation.

Running the VRML To run the VRML2 translator, choose File > Export > VRML2-❐.
Translator The VRML2.0 Translator Options window appears.

You can use the translator to set further options and start
translating.

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77
Exporting to VRML 2.0
To go to the VRML2 translator:
● From the VRML 2.0 Translator Options window, select Go.
● From the modeling window, choose File > Export > VRML2.

VRML2.0 Translator
Options

GUI
ON—Use the VRML 2 translator’s user interface.
OFF—Use settings previously saved in this window (do
not open the user interface).

Reload DSO
ON—unload the translator after each use.
OFF—keep the translator in memory for multiple runs.

Options
Do not use this text box. Set options for the VRML 2
translator in the translator itself.

Export Dir
The directory in which to put converted VRML files.

VRML2.0 Translator Additional Options

This window appears when you select Go from the options


window described above. Alternatively, you can access it
directly by selecting File > Export > VRML2.

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78
Exporting to VRML 2.0
After you have used this window to set translation options,
click on its Go button to start converting.

The translator creates a file (<scene>.wrl) containing VRML


code describing the scene.

User Interface

Working with Files


79
Exporting to VRML 2.0
Pushbuttons

Save
Saves the current settings in the window.

Go
Starts the conversion.
During conversion, this button changes to Abort. Click on
it again to stop the conversion.

Exit
Closes the translator window.

Text Section

This section appears at the top of the window. Type a


comment for saving with the scene. To clear its contents, click
on Clear text.

Animation Section

The text at the top of this section indicates the animation


frames available for export. If you add frames while this
window is open, this number will no longer be accurate. (Click
Update to update the frame count.)

Start Frame and End Frame


Specify the start frame and end frame of the animation
you want to convert.

Frame step
Defines the number of animated frames between exported
frames.

Frames per sec


Specifies the playback speed of the converted animation.

Animate
Lets you choose what to animate. Select one or more of
transformations, vertices, shaders, and lights.

Working with Files


80
Exporting to VRML 2.0
View frames
When checked, lets you view animation frames in the
Studio view windows while you export them.

Hierarchy Section

User Interface
Hierachy
World—do not export hierarchy (all vertices use world
space)
Flat—one level of hierarchy: transformations use world
space, vertices use local space
Full—export the full DAG tree hierarchy: transformations
and vertices use local space

Export
All—export everything visible in the scene
Picked—export everything picked in the scene (items
lower in the DAG tree from the DAG nodes of picked
objects are not included).
Active—export everything picked in the scene (items
lower in the DAG tree from their DAG nodes of picked
objects are also included).

Navigation Section

These settings control the initial set-up of the VRML browser


when it opens the .wrl file:

Viewer
The initial type of navigation.

Headlight
When ON, the viewer will cast light on the scene.

Travel speed
The initial speed of the viewer.

Other Options

Textures
Export textures.

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81
Exporting to VRML 2.0
Normals
Export normals.

Color per vertex


ON — calculate color for each vertex.
OFF — calculate color for each polygon.

Long Lines
ON — save the VRML text file with long lines.
OFF — break the VRML text file into short lines (each
value on a separate line).
Turn this option OFF if you want to edit the output file
with a text editor that does not handle lines longer than 80
characters well (such as vi). This will increase the size of
the output file.

Auto launch viewer


When ON, opens the new VRML file in Netscape
Navigator after export.
To view VRML files in Netscape Navigator, you must have
the Navigator VRML plug-in installed.

Sample Textures
Converts procedural textures to image files.

Textures
Imbedded —includes texture image data in the .wrl file
(not currently supported).
SGI image file — converts texture images to SGI format
and reference.

Use texture path in URL


Includes the texture path in the URL of the .wrl file.

Texture path
Save textures to this directory.

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82
Exporting to VRML 2.0
Output Section

Scene name
Base name for the scene, to which the translator will add
the suffix .wrl.

User Interface
Setting VRML2 VRML Plug-ins
Properties The VRML plug-ins let you attach tags to objects that have no
effect in Studio (sometimes called "blind data"), but will be
converted to VRML code.

To add VRML properties to objects while modeling in Studio,


first load the VRML plug-ins and then use the VRML palette:
1 Select Utilities > Plug-in Manager.

2 Click the Load check box next to the VRML plug-ins


(VRML2Billboard, VRML2Collision, VRML2Sensor,
VRML2Link, and VRML2Primitive).

3 Click the Object Edit > VRML tools icon on the tool palette.
The VRML palette appears.

● The windows for these plug-ins are "continuous." As you


pick objects, the windows reflect the objects’ settings.
● After you set options in a plug-in window, click Go to
confirm the changes.
● In the Link window, press the Enter key to confirm
changes to the text boxes.

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83
Exporting to VRML 2.0
Linking Objects to Web VRML2Link plug-in lets you create, verify or remove
Addresses with hypertext links.

VRML2Link
1 Choose Object Edit > VRML tools > LinkVRML in the Tool
palette.
The system prompts:
Select object or enter URL:

Note You must load the VRML2Link plug-in from the plug-in
manager before it is available from the Tool palette.

2 Click on the object (or objects) you want to link.


You can select several objects before using the tool. When
you enter a URL, it will be linked to all the selected
objects.

3 Enter a Universal Resource Locator (URL). For example,


http://www.aw.sgi.com
You can also add a description of the destination using the
form
URL*DESCRIPTION
where URL is the destination, the * (asterisk) is a separator,
and DESCRIPTION is a description that will be displayed
in the VRML browser when the user points at the link.
For example:
http://www.aw.sgi.com*Alias|Wavefront Web
Page

4 When you output the scene using File > Export > VRML,
the objects will become active VRML links.

Notes
● To verify a link, choose LinkVRML and then pick the object.
If the object is a link, the link information appears in the
command line.
● To remove a link, choose LinkVRML and then pick the object.
Type “-” (a hyphen) in the command line to remove the
link information.

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84
Exporting to VRML 2.0
Creating preset VRML Viewpoints

Viewpoints are predefined camera positions and views in a


VRML world. Viewpoints help viewers navigate your VRML
worlds (for example, allowing them to return to an entrance
point, or view close-ups of objects).

User Interface
To create VRML viewpoints, do the following:
1 Create a new camera by choosing Layouts > New camera.

2 Open the Camera Editor (Windows > Edit > Cameras). In the
Name field, give the camera a meaningful name (for
example, EntranceView).

3 Select Object Edit > VRML tools > LinkVRML. Pick an object
that will trigger the change of viewpoint. The system
prompts:
Select object or enter URL:

4 Type the name of the viewpoint that this object will


trigger, preceded by “#”. For example:
#EntranceView

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85
Exporting to VRML 2.0
Working with Files
86
Exporting to VRML 2.0
S tud io In terfa ce a n d
Wind o ws
Essential Windows

User Interface
In this Section Windows Menu Summary 90
The SBD Window 92
Information Window 108

Essential Windows
89
Windows Menu Summary

The Windows menu provides toggle switches for turning on


and off the Tool Palette and Tool Shelf. It also provides access
to various essential Studio editors, control windows, and
statistics windows.

Windows > For information...

Palette... See the Note on palettes and shelves. For more details, see the
Shelves... Fundamentals book.

Multi-lister Multi-lister in the Rendering book


Information > Information window Information Window on page 108
Information > Render stats... Render Stats Window in the Rendering book
Information > Layer stats... The Layer Stats Window on page 462
Information > Anim stats...x Using the Anim Stats Window in the Animating book
Information > Scene info... Using the Scene Info Window in the Animating book
Information > Deviation table... Examining Deviation Values in the NURBS Modeling book
Information > History view Working with Construction History in the NURBS Modeling
book
Edit > Image layers... The Image Layers chapter of the Sketching book
Edit > Stages Using the Stage Editor Window on page 512
Edit > Cameras... Camera Editor in the Rendering book
Edit > Light Links... Linking a Light in the Rendering book
Edit > Cameras Camera Editor in the Rendering book
Edit > Skeletons... Creating and Setting Joint Information in the Animating book
Edit > Clusters... Editing Cluster Attributes in the Animating book
Sets > Set lister... Picking and Editing Sets on page 493
Sets > Edit set... Editing Sets in the Set Editor on page 500

Essential Windows
90
Windows Menu Summary
Windows > For information...

Deformation cntrl Creating Clusters with Properties for Deformation in the


Animating book
Expression controls Editing Expression Controls in the Animating book
SBD The SBD Window on page 92

User Interface
Note on palettes and shelves

The Tool Palette and Tool Shelves are collections of Studio


tools. The functions to display them are very simple:
● To display the Tool Palette, select Windows > Palette.
● To display the Tool Shelves, select Windows > Shelves.

When they are displayed:


● You can select tools by clicking the icons or by right-
clicking the name of a shelf and clicking the menu items
that appear.
● You can close them as you would any other window, by
clicking the X button.

For more details, see the Fundamentals book.

Essential Windows
91
Windows Menu Summary
Windows > SBD The SBD Window

The SBD window enables you to see all the discrete


components of your model in a schematic way. It represents
the objects, lights, textures, and cameras that make up a scene
as a hierarchy.

In Studio 9.5, the SBD window also displays general-purpose


points, vectors, and planes. The display of layer assignments
and visibility for points, vectors, and planes is like that for
curves and surfaces.

The SBD window is a convenient way to change attributes of a


complex scene, because you can pick and manipulate any item
without accidentally disturbing the rest of the scene.

The boxes in the window, which represent objects, lights, and


so on are called DAG nodes or just nodes. You can group objects
under a single node and manipulate them with one command.

For instructions on how to interpret and use the information in


the SBD window, see the following sections:
● How to Use on page 93
● Adjusting the display in the SBD Window on page 93
● Displaying Different Types of Objects on page 98
● Grouping and Ungrouping Objects on page 104
● Other Capabilities on page 105
● Using the Pick Walker on page 345

Essential Windows
92
The SBD Window
How to Use To access the SBD window, select Windows > SBD.
● You can move the SBD window itself anywhere within the
modeling window. Click and hold the mouse button on
the window’s title bar, and drag the window.
● To zoom in or out, or move the window to see different

User Interface
items, see Adjusting the display in the SBD Window on
page 93.
● To select items in the SBD window, click on them one by
one (click again to de-select them).
● Only in the SBD window can you select successive items
with a single command. This is called using the pick
walker. (See Using the Pick Walker on page 345.)
● Some of the boxes in the SBD window represent tools. For
example, the Up camera is represented as an up arrow in a
blue box. If an object is animated, it is represented as a
slanted box. For clusters of CVs, the box shows a cluster of
grapes.

Adjusting the display in You can control the view in the SBD window in several ways.
the SBD Window See the following task descriptions:
● To move the camera view, see To track in the SBD window
on page 94.
● To zoom the camera in or out, see To dolly in the SBD
window on page 94.
● To center the display on the currently picked object, see To
find the active item on page 94.
● To magnify details, see To magnify a portion of the SBD
window on page 95.
● To hide or view parts of the SBD display, see To compress
and expand the SBD window display on page 96.
● To choose whether to display invisible objects, see To
display visible and invisible objects on page 97.
● To rearrange SBD nodes, see To rearrange the nodes in the
window on page 98.

Essential Windows
93
The SBD Window
To track in the SBD window
1 Activate tracking:

◆ In the window’s title bar, click the tracking icon


Horizontal motion (shown at left) and hold down the mouse button.
Free Vertical ◆ In the Tool Palette, either click on the Cameras track
motion motion icon or use the right mouse button to select Cameras >
World move camera > Track. Click and hold down a
mouse button.
◆ On the keyboard, hold down the Alt and Shift keys,
then hold down a mouse button.

2 Drag the mouse to change the camera view by tracking.


For all three methods, tracking movement is constrained
Tracking as shown at left.

To dolly in the SBD window


1 Activate dollying. Do one of the following:
◆ In the window’s title bar, click the dolly icon (shown
at left) and hold down the mouse button. Drag the
mouse to dolly.

◆ On the keyboard, hold down the Alt and Shift keys,


Dolly then hold down the right mouse button. Move the
in Alt + Shift:
Dolly Dolly in mouse up to dolly in and down to dolly out.
out and out
◆ In the Tool Palette, either click on the Cameras dolly
icon or use the right mouse button to select Cameras >
World move camera > Dolly.

Then click the left button to dolly in or the middle


button to dolly out, as shown at left.

Dollying Tip If you hold down a mouse button, the camera dollies
continuously and the view might become too large or too
small to be useful. Finding the active item can restore it. To
find the active item again, see the next section.

To find the active item

If you have dollied the view in the SBD window and the active
item is off the screen, select Cameras > Look at and click in the

Essential Windows
94
The SBD Window
SBD window. The SBD window centers its display around the
active item.

The item that The view after you


you want to see. select Look at.

User Interface
To magnify a portion of the SBD window

1 In the window’s title bar, click the Magnify icon.


A target symbol appears in the SBD window and the
surrounding region is magnified in a new window.

2 To view different regions in the magnified view, move the


target symbol around in the SBD window. To move it,
click on the center of the symbol and drag it.

Example

Here is an example showing how to use the SBD window:


1 Create a few primitives and curves in any window.

A curve and two primitives


ungrouped in the Top
window.

Essential Windows
95
The SBD Window
2 Select Windows > SBD to display the SBD window.

3 Each item has a name. However, when the window is first


opened, the view is distant to show the items’ locations,
and their names cannot be seen.
Dolly in or use the Magnify tool (as described above) to
view the names.
SBD window default view SBD window magnified

4 To select the objects that you have placed on the screen,


click their SBD boxes.
The SBD boxes that represent the selected items are
highlighted, as are the items in the modeling windows.

To compress and expand the SBD window display

By default, the display of nodes in the SBD window is


expanded. If you are not interested in an area of the display,
you can compress it so that the active entity is represented by a
single block that includes the blocks below it.

To compress the display:


1 In the SBD window or the modeling window, select the
items that you want to compress.

2 Select ObjectDisplay > Compress SBD.


All active (picked) nodes in the SBD window are
compressed. Each compressed branch has its top-level
node drawn as two rectangular outlines.

Essential Windows
96
The SBD Window
3 To expand the display again, select ObjectDisplay > Expand
SBD.
Expanded Compressed

User Interface
Notes
● Compressing affects only the SBD display and has no
effect on the wire file.
● Instanced copies do not compress, since they do not have
any geometry. If the original object is picked, the geometry
below it is compressed.

To display visible and invisible objects


Invisible Visible
When you select Object Display > Invisible, all picked objects
disappear in all orthographic and perspective windows.

They are represented by a dashed line box in the SBD window,


as shown at left.

At the top of the SBD window, select the "Invisible" icon and
click an item in the pull-down menu.
● Select Show Invisible to display invisible objects, as in the
diagram. This is the default

Essential Windows
97
The SBD Window
● Select Hide Invisible to hide all invisible objects. The dotted
outline of invisible objects disappears and the other
objects move to the left to fill in the gap. The "Invisible"
icon appears with a slash through it.

This includes objects which have been made invisible


(ObjectDisplay > Invisible) and objects on invisible layers (Layers
> Visibility > Invisible).

To rearrange the nodes in the window

Use the "Swap" icon (at the top of the SBD window) to
rearrange the order of the nodes in the SBD window. This
affects only the SBD window and does not alter any geometry
or transformations.
1 Pick a node that you want to rearrange.

2 To swap the node with its sibling on the left, click on the
SBD swap icon with the left mouse button.
To swap the node with its sibling on the right, click on the
SBD swap icon with the right mouse button.

Tip You can hold down the Alt key and press the left or right
arrow keys to swap the picked DAG nodes with their left or
right siblings respectively.

When you are finished, the same node is still selected.

Displaying Different Symbols within the nodes in the SBD window tell you what
Types of Objects kind of objects they represent. You can display or distinguish
these types of objects as described on the following pages:
● Quick-wired objects on page 99
● Clusters on page 99
● Curve-on-surface elements on page 100
● Trimmed and untrimmed objects on page 100
● Polygons on page 101
● Animation on page 101
● Templated objects on page 101
● Construction planes on page 101

Essential Windows
98
The SBD Window
● Skeletons on page 102
● Image planes on page 103

Quick-wired objects

To display an object as If an object is displayed as quick wire, its SBD node appears as

User Interface
quick wire, use two blue rectangular outlines.
ObjectDisplay > Quick wire.
To first set the QuickWire QuickWire(TM) is a limited-quality, high-speed display for
options, use ObjectDisplay wireframe objects. It is useful for displaying unchanging
> Quick wire-❐.
objects in a crowded scene while you are working on other
objects.

Before After
quick wire quick wire

Clusters

In a cluster that is selected, a geometry node has a blue


rectangular outline around it, within the usual rectangle.

geometry nodes

cluster cluster DAG node

Essential Windows
99
The SBD Window
To pick clusters

To pick a cluster from the Cluster List window, click directly on


leaf DAG node the name of the cluster. (For information on the Cluster editor,
see the Animating book.)

To toggle its pick status, click on the cluster’s name.

If you select cluster in the Cluster List window, the leaf node
above the cluster is also picked, as in the side example.

Curve-on-surface elements

A curve-on-surface element appears as a node below the surface


node itself, and is marked with a vertical wavy line. A curve
can be moved off the surface.

curve on surface

curve on surface moved


off the surface

To move a curve-on-surface back onto the surface


1 Select Pick > Object types > Curve on surf.

2 Click the curve-on-surface box in the SBD window.

3 Then use Xform > Move.

Trimmed and untrimmed objects

Trimming is the cutting of a If a curve-on-surface element is on a surface, the system


surface where it intersects assumes that the surface has been set up for trimming. The
with a line, curve-on- surface is shown as a target surface, which can be used in a
surface, or another surface.
trim operation.

When a surface has been trimmed, curves-on-surface that


target define the trim boundaries are absorbed into the surface
surface definition and are no longer displayed separately.

curve on Untrimming restores the trimmed surface and turns the trim
surface boundaries back into curves-on-surface, displayed below the
surface node.
Before Trimming

Essential Windows
100
The SBD Window
For details about trimming curves-on-surface, see Trimming
trimmed Surfaces with Curves-on-Surface in the Modeling book.
surface

After Trimming Polygons

The following shows the SBD view of a revolved surface when


its splines are changed to polygons.

User Interface
Polygonal NURBS
Surface Surface

Animation
animated object has slanted
parallelogram If a node, camera, image plane, or CV of some geometry is
animated, its box in the SBD window is a slanted
parallelogram.

Templated objects

The SBD node changes to another color when an object has


been templated (by using ObjectDisplay > Template).

The example shows two spheres as seen in the SBD window


when one is a template and one is not.

Construction planes

The following shows a construction plane in the perspective


templated and SBD windows. You can create this construction plane
not templated
using Grids > Free Plane or Grids > Surface Plane.

Essential Windows
101
The SBD Window
Skeletons

As you create a joint, Studio does the following:


● Creates a bone in the modeling windows with its pivot
point at the new position
● Adds a node to the SBD display.

The following diagram shows the hierarchical display of a


skeleton’s leg.

Start
hip

knee

ankle

toe

Essential Windows
102
The SBD Window
The following shows the SBD display for a lamp created using
modeling tools and the tool Objects > Draw skeleton.

joint_1 joint_2 lamp_shade

User Interface
end_effector
joint_3

lamp_base

Image planes

If you load an image plane into the perspective window, in the


SBD window a green icon with a small outline of a landscape
or mountain appears below the camera’s eye node.

If you load an image plane into an orthographic window, a


new eye node appears with an image plane icon below it.

Both of these situations are shown below.

landscape icon
image plane in Top
window

image plane in Perspective


window

Essential Windows
103
The SBD Window
Grouping and Grouping objects enables you to do operations on a several
Ungrouping Objects objects at the same time. In the SBD window, they are all
joined under a new node that is above them in the hierarchy.
Ungrouping them removes them from under that node.

The group operation will not If you use the SBD window to group objects, you can first
create an object with more verify that you have selected all the objects that need to be
than 100 levels. grouped.

Note Grouped objects can be one above the other or common


children of a new node.

For procedures, see below.

For more information on To group objects


Edit > Group, see Grouping
Objects on page 438. 1 Select them in the SBD window.

2 Select Edit > Group.

The following example shows the SBD windows when two


primitive spheres and a curve are created and then grouped:

Geometry in modeling window SBD before grouping SBD after grouping

When an object is part of a group, it keeps its own local


transformations (position, rotation, and scale), but it is affected
by transformations made to the group.

To ungroup objects

For a description of Edit > 1 Select the parent node.


Ungroup, see Ungrouping
Objects on page 442. 2 Select Edit > Ungroup.

Essential Windows
104
The SBD Window
The following examples show the SBD window for various
Ungroup options.

The original group Using Delete Node and then


collapsing a hierarchy of IDs

User Interface
Using Copy Node to copy the parent node Using Extract to keep the original connecting node

Other Capabilities As you work, you might see new objects appear in the SBD
window or you might manipulate objects directly in the
window. For information about these additional actions, see:
◆ Default lights and textures on page 105
◆ Picking the camera node on page 106

Default lights and textures

To turn on shading, select When you turn on shading or do a quick render, Studio adds
DisplayTgls > Shade-❐ and default lights to the scene.
click the Shade On button.

Essential Windows
105
The SBD Window
The SBD example below shows a cone at the right side of the
diagram. On its left, two light groups have been added.

The solid texture icon is also displayed in the SBD window as


a separate transformation node beneath the Solid texture node.

Textures change the way a In the Multi-lister, the Solid or Environment texture icons display
surface looks by varying its the Texture Placement icon. It is to the right of the texture
appearance. name and is a cube with an arrow pointing upward.
Textures are applied by
shaders, so to use them,
select Windows > Multi-lister
> Shaders.
For more information about
textures, see Multi-lister Tools
in the Rendering book, and
start from "Introduction to
Textures."
Texture Placement
Icon

Picking the camera node

To access the camera components called eye, view, and up, do


one of the following:
● In the title bar of the Perspective window, click the camera
icon.
● Use Pick > Component or Pick > Object and in the SBD
window click the camera’s leaf nodes.

Essential Windows
106
The SBD Window
To access a
camera’s eye
in the SBD:
click here...

...or select

User Interface
these icons

Essential Windows
107
The SBD Window
Windows > Information Window
Information >
Information window

The Information window provides information about the


objects in your scene. You can use this information to view and
specify your models with greater accuracy.

How to Use Select Windows > Information > Information window for any active
entity.

Note Data affected by the current angular or linear dimensions is


always displayed in the current major units.
To set the linear and angular units, click Preferences >
Construction options. Then click Units to open the Units
section. Click Angular or Linear to open their sections, and
from the pop-up lists select the units that you want.

Information Window The contents of an Information window vary according to the


Parameters type of object being described. Specific parameters appear
describing each type of object. For more information, see
following sections:
● Common Parameters on page 110
● Surface Geometry Parameters on page 114
● Construction aids: Space Points, Vectors, and Planes on
page 116
● Curve Geometry Parameters on page 118
● Line / Arc Parameters on page 119
● Curve-on-Surface Parameters on page 120
● Edit Point Parameters on page 121
● CV Parameters on page 122
● Cluster Parameters on page 123
● Light Parameters on page 124

Layouts for the Modeling Windows


108
Information Window
● Camera Parameters on page 125
● Polyset Geometry Parameters on page 126
● Polyset Vertex Parameters on page 127
● Joint Parameters on page 127
● Shell Parameters on page 128

User Interface
● Curve / Surface Locator Parameters on page 129

Using Information An Information window has different types of fields.


Windows
labels
Labels identify the type of that data follows (for example,
“Name:”).

editable cells
Editable cells contain values that you can change, such as
names or numbers. They are like the editable fields in
option boxes. These cells are pink.

display-only cells
Display-only cells display data that cannot be changed.
These cells are light gray.

Information window pin


You can use the icon of a push pin to keep an object in the
active list even when the object is deselected. The example
below shows the Information window when an item is
active. The push pin is not selected. This is the normal
condition.

Push
Pin

The three asterisks (***) after the object’s name show that the
item is active (selected). When you click the push pin, the icon
becomes dark:

Push
Pin

Layouts for the Modeling Windows


109
Information Window
If you now select Pick > Nothing, the object remains listed in the
Information window, but the asterisks are gone:

Push
Pin

If the push pin is not selected, the Information window goes


blank when you click Pick > Nothing.

Common Parameters These parameters are common to surfaces, lights, and


cameras. In Studio, these parameters are also common to
clusters and joints.

A toggle is a switch that can be turned on or off. Toggles are


often shown as check boxes, where a check means ON.

Basic information

Name
Editable. Contains the name of a node, whether defined by
the system or the user. The Name provides labels for nodes
in the SBD window.
To change the name of an object, double-click in the field,
type a new name and press Enter.

Layouts for the Modeling Windows


110
Information Window
Bounding Box
Here is an example of a sphere’s Information window
with Bounding Box turned OFF (the default).

User Interface
When you toggle the Bounding Box to ON, the sphere is
replaced by a bounding box.

Invisible
When you toggle Invisible to ON, the object becomes
invisible in the modeling window and is represented by a
dashed line in the SBD window.

Simple Display
When Simple Display is ON for an object, it is displayed in a
simpler form. See Simplifying the Display of Objects on
page 554.

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111
Information Window
Layer
This field indicates which layer contains a picked object.
In the SBD window, the layer number is displayed as a
note attached to a node.

Layer 1

Layer 2
See Toggling between Layer Names and Numbers on page 488.
Layers provide a logical way of displaying objects. To find
out more about layers, see Introduction to Layers on
page 451.

Transform information

Translate
Editable. Specifies the amount of translation of this node
in the X, Y, and Z dimensions, in the current major linear
units. These dimensions are oriented in the same direction
as the object’s local axes (object space reference).

Note Major linear units can be miles, yards, feet, inches,


kilometers, meters, centimeters, or millimeters.
To set linear units, select Preferences > Construction options
> Units. They might be pre-defined in Construction Presets
or if you use a CAD package,

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Information Window
Rotate
Editable. Specifies the amount of rotation of this node in
the X, Y, and Z dimensions, in the current major angular
units. The rotation is with respect to the object’s local axes
(object space reference).

User Interface
Note Major angular units can be degrees, radians, minutes of arc,
or seconds of arc.
To set angular units, select Preferences > Construction
options > Units. They might be pre-defined in Construction
Presets or if you use a CAD package,

Scale
Editable. Specifies the amount of scaling of this node in
the X, Y, and Z dimensions. The scale number is a factor by
which you multiply a current dimension to get its new
value, so 1.0 means no scaling. Scaling is oriented in the
same direction as the object’s local axes (object space
reference).

Pivot information

Pivot points for curves default to the world space origin or the
construction plane origin. For primitive objects, the default
pivot point is in the centre of the object.

Rotate Pivot
Display-only. Shows the location of the object in world
space, in the current major linear unit dimensions of the
rotation pivot point.
An object is rotated symmetrically about the pivot point. If
the pivot is not centered, rotation is not symmetrical.

Local Axes
Display-only. Shows the amount of rotation in the object’s
local space to achieve the orientation of the object’s local
axes. See Setting Local Axes on page 403.

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113
Information Window
Scale Pivot
Display-only. Shows the location of the object in world
space, in current major linear unit dimensions of the
scaling pivot point.
An object is scaled symmetrically about the pivot point. If
the pivot is not centered, scaling of the object is not
symmetrical.

Bounding box information

Min/Max
Display-only. Shows the minimum and maximum world
space coordinates of the entity’s bounding box in the X, Y,
and Z world space axes. They define the opposite corners
of the bounding box. This data is shown in the current
major unit linear dimensions.

Note A bounding box includes the positions of any CVs defining


the object. The bounding box might not be a snug fit to the
actual geometry, but always contains it.

Surface Geometry To display surface information, pick a surface (such as a


Parameters primitive sphere) to make it active, and then select Windows >
Information window. The Surface Geometry section appears.

This section describes the surface geometry of the object. The


information in the diagram is for a torus.

Form (U,V)
Display-only. Whether the object is OPEN or PERIODIC
(closed) in the U and V parametric directions.

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114
Information Window
Degree (U,V)
Display-only. The NURBS surface degree in the U and V
directions.

Note For a description of the U and V parametric directions, see


Understanding Surfaces in the Modeling book.

User Interface
Spans (U,V)
Display-only. The number of spans in the U and V
directions.

Segments (U,V)
Editable. The number of straight line segments drawn
between edit points in the U and V parametric directions
(for display during modeling only). Values must be in the
range 1 to 129.

Curves (U,V)
Editable. The number of curves per patch in the U and V
directions (for display during modeling only). Values
must be in the range 2 to 32.

Note For a description of patches, see Understanding Surfaces in


the Modeling book.

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115
Information Window
Construction aids: Space The Information Window now displays basic information for
Points, Vectors, and general-purpose or space points, vectors, and planes.

Planes

For information on Name, Layer, and Invisible, see Common


Parameters on page 110.

Space Points

If a general-purpose point is selected, the Information window


includes a Space Point section.

Position
The position of the point in X, Y, and Z co-ordinates.

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116
Information Window
Vectors

If a vector is selected, the Information window includes a


Vector section.

User Interface
Origin
The location of the origin in X, Y, and Z co-ordinates.

Endpoint
The location of the endpoint in X, Y, and Z co-ordinates.

Planes

If a construction plane is selected, the Information window


includes a Plane section.

Origin
The location of the origin in X, Y, and Z co-ordinates.

Normal
The location of a normal to the plane, from the origin, in X,
Y, and Z co-ordinates

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117
Information Window
Curve Geometry If a curve is selected, the Information window includes a Curve
Parameters Geometry section.
c

Degree
Display-only. The NURBS curve degree.

Spans
Display-only. The number of spans in the curve.

Segments
Editable. The number of straight line segments drawn
between edit points (for display during modeling only).

Form
Display-only. Whether a curve is OPEN or PERIODIC
(closed). Here is the curve geometry for an active OPEN
curve:

Here it is for an active PERIODIC (closed) curve:

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118
Information Window
End tangents
Editable. You use this when you are moving an edit point
on a curve.
Click to display a pop-up menu from which you can select
either FREE or LOCKED to change the type of end
tangents that a curve has.

User Interface
Note The hull of a curve is tangent to the curve’s endpoints. If the
tangent is LOCKED, the tangent of their intersection can not
change.

Line / Arc Parameters Some arcs or lines are created with Curve > Lines, Curve > Arcs
or Curve > Line-arc. For them, the Information window displays
an Attributes section.

Attribute information

For a description of lines and Length/Radius


arcs, see Keypoint Curves in Editable. Modifies the length of the line or the radius of
the Modeling book.
the arc.

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119
Information Window
Angle/Sweep
Arc Editable. Modifies the angle of the line with the positive X
axis or the sweep of the arc.

Arc Complement
This toggle converts a circular arc into its complement.
Click it to get the complement of the active arc. Click it
again to revert to the original arc.
Complement of arc

Note The complement of an arc is the rest of the circle.

Curve-on-Surface To view information about a curve-on-surface:


Parameters 1 Select Pick > Object Types > Curve on surf.

2 Click a curve-on-surface to make it active.

3 Select Windows > Information > Information window.

The Information window displays a Curve on Surface section.

Note For information on the Degree, Spans, and Curves statistics,


see Curve Geometry Parameters on page 118.

End tangents
Editable. Click to pop up a menu from which you can
select the type of the curve’s end tangents. This completes
the definition of the line at its endpoints.

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120
Information Window
Edit Point Parameters If you select a single edit point using Pick > Edit point and then
open the Information window, it displays this section:

single edit point


on free curve

User Interface
edit point on
curve-on-surface

For a description of edit Pos


points, see Understanding Display-only. The Position field shows the location in
Curves in the Modeling book.
world space of the edit point. The value is given in the
current major linear units.

Parameter (U,V)
Display-only. This is the parameter value on the curve or
the UV parameter of a surface.

If you select more than one edit point, the Information


window adds an Edit Point section for each selected point:

two edit points

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121
Information Window
CV Parameters To select a CV on a curve, make sure that display of CVs is on
and use Pick > Point Types > CV.

If you select a CV on a curve and then open the Information


window, it shows a CV section, which contains the statistics
for the CVs on the curve:

To select a surface CV, look at ObjectDisplay > Control-❐ to make


sure that the CVs option is checked on. Then use Pick > Point
Types > CV.

If you select a CV on a surface and then open the Information


window, it includes a CV section for each selected CV. CVs are
identified by their object and their (U,V) address on the object.

Selected CV

Position
Display-only. This is the world space location of the CV in
the current major linear unit dimensions.
For a description of CVs, see Understanding Curves in the
Modeling book.

Weight
Display-only. This is the rational component of the CV. If
the CVs are unweighted, all values are 1.
For details, see Rational vs. Non-rational Geometry and
Changing the Weight of CVs in the Modeling book.

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122
Information Window
Multiplicity
Display-only. This is the multiplicity factor of the CV (how
many CVs are collapsed into this one spot).
For details, see Making Sharper Bends in Curves with
Multiplicity in the Modeling book.

User Interface
Cluster Parameters The Information window includes a Cluster section when a
cluster node is active. JOINT or LEAF parameters are displayed
if a joint or leaf is selected.

Custer type is LEAF (default)

Custer type is JOINT

For details on Cluster statistics, see Common Parameters on


page 110.

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123
Information Window
Light Parameters To select a light in your scene, select Pick > Object and then
select the light. The Lightgroup section displays the statistics of
lights in a scene. For details, see Common Parameters on
page 110.

To select a light as a component, select Pick > Component and


then select the light. Then the Information window displays a
Light section. This second diagram describes a light rather than
a light group.

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124
Information Window
Camera Parameters To pick a camera, pick the camera icon in the title bar of the
Perspective window or the camera’s three nodes in the SBD
window. This section shows camera information. The
Information window includes Persp_eye, Persp_view, and
Persp_up sections. See Common Parameters on page 110 for
details on the statistics.

To pick a camera, click its icon in the title bar of the Perspective User Interface
window or one of the camera’s 3 nodes in the SBD window.

Click here

...or select one


ot these icons

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125
Information Window
Each time you select the Eye, View, or Up node from the SBD
window, the Information window shows information for that
component of the camera, as in the following example.

Polyset Geometry A polyset is a collection of polygonal data describing a leaf


Parameters DAG node. It can be described by vertices, edges, and
polygons. For more information about polysets, see the
Polygonal Modeling book.

The Polyset Geometry info section is displayed when a polyset is


active. The following example shows the information window
for a primitive sphere polyset.

The Polyset Geometry info section is below the sphere statistics.

Polygons
Display-only. The number of polygons in the polyset.

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126
Information Window
Vertices
Display-only. The number of vertices in the polyset.

See Common Parameters on page 110 for details on the other


statistics.

User Interface
Polyset Vertex A polyset vertex is a corner of a polygon. For more
Parameters information about polysets, see the Polygonal Modeling book.

The Polyset Vertex info section is displayed when a polyset


vertex is active.

To display information for a polyset vertex, select Windows >


Information > Information window before you click the Go button
to do a Split or Merge.

Position
Display-only. The world space location of the polyset
vertex, in current units.

Normal
Display-only. The normal vector at the vertex. This vector
is set and used when polysets are quick-rendered or
rendered.

Joint Parameters This section displays information for joints on a skeleton. See
Common Parameters on page 110 for details on the statistics.

To build a skeleton, use Objects > Draw skeleton. (See the


Animatings book.)

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127
Information Window
If you select one joint, the Information window shows
information for it:

To select a joint use Pick > If you select more than one joint, the Information window
Joint. displays information for the combined joints:

Shell Parameters A shell is a collection of adjacent NURBS surfaces.

For more information on The Shell Geometry info section shows information on shells.
shells, see Shells and Faces in
Background Information in the
Modeling book.

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128
Information Window
Form
Display-only. Whether the object is CLOSED or OPEN.

Faces
Display-only. The number of faces on the selected shell
geometry.

User Interface
Note For details on the other statistics, see Common Parameters on
page 110.

Curve / Surface Locator Use the Locators > Move locator tool to select a curve locator or
Parameters surface locator, then open the Information window. The
window now includes a Curve Locator or Surface Locator
section.
● For curves, click the solid black arrow to the left of the
heading to open the parameter sections for Tangent,
Curvature, or Arc Length.

● For surfaces, click the solid black arrow to the left of the
heading to open the parameter sections for Tangents,
Curvature Radii, or Arc Length.

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129
Information Window
U/V sliders
Editable. The U and V parametric values of the position of
the locator on the curve or surface. This value is in the
current major linear units.
For a curve, only U applies; for a surface, U and V apply.

Window
Editable. Click to display the menu from which you can
choose whether the locator will be displayed in all
windows (All Windows) or currently active window only
(Current Window).

Position
Display-only. The X, Y, and Z world space coordinate
values of the locator.

Tangent

These display-only fields show the following information on


tangent parameters:
● For a curve: the tangent as well as the two normals
(Normal 1 and Normal 2) at the locator’s position on the
curve.
● For a surface: the U Tangent, V Tangent, and Normal at the
locator’s position on the surface.

Curvature

The curvature is the inverse of the radius of a circle that fits


into the curve.

r The principal minimum and principal maximum are at right


angles to one another.
1
r These display-only fields show the following information on
curvature:
● For a curve: its locator displays the curvature value and
corresponding radius of curvature at the locator’s
position.
r - Length of principal
maximum of ellipse ● For a surface: its locator displays the following values:
◆ Mean — the average of the two principal curvatures,
giving an average curvature through the point.

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130
Information Window
◆ Gaussian — the product of the two principal curvature
values.
◆ Principal Minimum — the curvature of the flattest curve
that passes through a given point on the surface.
◆ Principal Maximum — the curvature of the steepest
curve that passes through a given point on the surface.

User Interface
Arc Length

Along U and V
This shows the value of the arc length along the U and V
tangents for a surface or the arc length along a curve.
These values are in current major units.

Space locator

Note For a description of these statistics, see the Curve / Surface


Locator Parameters on page 129.

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131
Information Window
Layouts for the Modeling Windows
132
Information Window
Layouts for the Modeling
Window

Interface Basics
In this Section Layouts Menu Summary 134
Viewing Combinations of Windows 135
Filling the Screen with One View 138
Creating New Windows 140
Displaying or Hiding Windows 142
Reopening Windows 143
Setting up your own Window Layout 144

133
Layouts Menu Summary

The Layouts menu enables you to create and adjust your Studio
window layouts. It also enables you to create and customize
Studio window layouts.

Layouts > For information...

All windows Viewing Combinations of Windows on page 135


Perspective Filling the Screen with One View on page 138
Front or Side

Right or Back
Top
New window Creating New Windows on page 140
New camera Creating New Perspective Cameras on page 192
Display Displaying or Hiding Windows on page 142
Reopen Reopening Windows on page 143
User windows Setting up your own Window Layout on page 144

Note In AutoStudio and SurfaceStudio, you see Side and Back


windows instead of Front and Right windows.

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134
Layouts Menu Summary
Layouts > Viewing Combinations of Windows
All windows

User Interface
Purpose Displays all four windows on the screen (with the User
windows choice Studio or AutoStudio) or lets you choose another
type of layout. The following views can be seen in various
combinations:
● Top

● Front or Side

● Right or Back

● Perspective

Note In AutoStudio and SurfaceStudio, you see Side and Back


windows instead of Front and Right windows.

How to Use Select Layouts > All windows to display a cascading menu. From
it you can choose a layout. The following sections provide
details about each type of layout.

User Windows Layout To view all windows on the screen in the default configuration
for your product, select the User windows layout (or press the
Alt key and type the letter W).

Note You can change the window display and save the window
configuration with the name user_windows.view. That file
then defines your new default window configuration.
For more information on creating and retrieving window
configuration files, see Setting up your own Window Layout on
page 144.

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135
Viewing Combinations of Windows
Tips
● If you have modified any of the window sizes or positions,
you can return them to their defaults at any time by re-
selecting the layout you were using.
● The current (active) window can be identified by the
highlighted white border around it.

All (Studio) Provides a window configuration suited to general design use.

All (Top/Persp), All Shows a large Perspective window along with the Top, Front,
(Front/Persp), All (Right/ or Right window.

Persp) ● For Front/Persp or Right/Persp, the Perspective window


appears above the Front or Right windows.

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136
Viewing Combinations of Windows
● For Top/Persp, the Perspective window appears to the right
of the Top window:

All (SketchPad) Enables you to sketch in the three orthographic windows and
see two perspective views as you work.

User Interface
All (Horizontal/Persp) Displays the three orthographic windows along the bottom,
along with a large perspective view.

For the Horizontal/Persp layout, the orthographic windows are


displayed at the bottom of the screen and the Perspective
window is displayed above them.

All (Vertical/Persp) Displays the three orthographic windows down the side,
along with a large perspective view.

For the Vertical/Persp layout, the orthographic windows are


displayed on the left of the screen and the Perspective window
is displayed beside them.

All (AutoStudio) If you have AutoStudio, you can use the AutoStudio layout. It
is designed especially for automobile design, with wider side
and top views to contain the proportions of an automobile.

Layouts for the Modeling Windows


137
Viewing Combinations of Windows
Layouts > Filling the Screen with One View
Perspective
FrontRightTop

Purpose Fills the screen with the perspective view or with one
orthographic (flat, non-perspective) view. Use these
configurations to see a particular view with the most detail.

How to Use Depending on which window you want to fill the screen,
select one of the following cascading choices from the Layouts
menu: Perspective, Front, Right, Top.

Changing Perspective Window Defaults

See Setting up your own The initial view in the Perspective window is the current
Window Layout on page 144. default view. To change your window defaults, use Layouts >
User windows > Save.

Coordinate Systems Used in Orthographic Views

The following coordinate systems are used in the orthographic


views:
● For the Front view:
◆ For the Z-up coordinate system, shows the X and Z
dimensions, looking along the positive Y-axis.
◆ For the Y-up coordinate system, shows the X and Y
dimensions, looking along the negative Z-axis.
● For the Right view:
◆ For the Z-up coordinate system, shows the Y and Z
dimensions, looking along the negative X-axis.
◆ For the Y-up coordinate system, shows the Y and Z
dimensions, looking along the negative X-axis.

Layouts for the Modeling Windows


138
Filling the Screen with One View
● For the Top view:
◆ For the Z-up coordinate system, shows the X and Y
dimensions, looking along the negative Z-axis.
◆ For the Y-up coordinate system, shows the X and Z
dimensions, looking along the negative Y-axis.

User Interface

Layouts for the Modeling Windows


139
Filling the Screen with One View
Layouts > Creating New Windows
New window

Purpose Creates new windows.

How to Use To create a new window, select Layouts > New window. To
specify the type of window opened, select Layouts >
New window-❐.

When you create a new window, it fills the entire screen. To


shrink the window, drag the resize box at the bottom right,
then position it by dragging its title bar.

Note Creating a new perspective window adds a new camera


node to the SBD window.

New Window Options To specify the type of window you want to create, select
Layouts > New window-❐. The Window Options box appears.

Type
Controls the type of window that is created. The default is
Front.

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140
Creating New Windows
Tips
● You can create several different views of the same window
using this option. For example, to create three perspective
windows, each with a different view, select the Perspective
option, click Go, then select New window two more times.
Adjust each view using the camera tools.

User Interface
● You can also use the Cameras > Clone tool from the Tool
Palette. (See the Rendering manual.)

Layouts for the Modeling Windows


141
Creating New Windows
Layouts > Display Displaying or Hiding Windows

Purpose Temporarily turns off the display of certain types of windows.

How to Use From the menu bar, select Layouts > Display-❐. The Window
Display Options box appears.

Then click the toggles ON (indicated by a check mark) or OFF


to control the display of the items.

Window Display Options

SBD Windows
Displays or hides SBD windows.

Modeling Windows
Displays or hides modeling windows (perspective and
orthographic).

Window Title Bars


Displays or hides the title bar of the active window.

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142
Displaying or Hiding Windows
Layouts > Reopen Reopening Windows

User Interface
Purpose Re-opens windows, preserving the size and position, after
they have been closed using the close icon (in the left corner of
their title bar).

How to Use Select Layouts > Reopen. A dialog box appears where you can
select the type of windows to re-open.

Reopen Options Select Layouts > Reopen-❐ to display the Reopen Options
window.

Reopen Type
All Windows—Opens all closed windows, regardless of
their type.
SBD Windows—Opens all closed SBD windows.
Modeling Windows—Opens all closed modeling windows.

Layouts for the Modeling Windows


143
Reopening Windows
Layouts > Setting up your own Window Layout
User windows

Purpose Enables you to customize and define the defaul configuration


for the modeling windows and views.

Overview If you model objects that are too large or too small to fit into
the default windows or objects that are much longer than they
are wide, you can customize your modeling windows and
save the configuration for the next design session.

If you prefer to model in the positive X, Y, Z space, you can


track the windows so that the origin is correctly positioned in
each window.

You can create any number of customized window


configurations. Then you can retrieve them by choosing
Layouts > User windows > Retrieve, which displays the Alias File
Requestor and a listing of all window configuration files.

How to Use Creating and Saving a Window Configuration File


1 Manipulate the windows the way you want them saved to
the new configuration file.
You can save any of the following in a window
configuration:
◆ all window icons including window priorities
◆ views resulting from all camera functions
◆ display state resulting from most DisplayTgls menu
tools.
◆ clipping planes
◆ window sizes and positions
◆ Grid Spacing (including Perspective Grid Extent and
Subdivisions options)

Layouts for the Modeling Windows


144
Setting up your own Window Layout
Your new window configuration file may also include
changes to:
◆ perspective gain
◆ world tumble center position

2 Choose Layouts > User windows > Save. The File Requestor
appears.

User Interface
The directory path defaults to:
~/.Alias/Prefs.2/Windows

3 Type the name that you want to assign to this window


configuration file. Studio adds ".view" to the name you
don’t.

Note If you save a window configuration file under the name


user_windows.view, it becomes the new default and is
retrieved by the system when you start Studio and select
Layouts > All windows > User windows.

4 Click the Save Windows button. The windows are stored as


a set in directory
~/.Alias/Prefs.2/Windows

Note The current units of measure are not saved as part of the
window configuration file. To save them as defaults, save
the new option set using Preferences > User Options > Save
options. See Saving your Settings on page 223s.

Retrieving a Window Configuration File


1 Select Layouts > User windows > Retrieve. The Alias File
Requestor is displayed.

2 Click the Show List button to display a list of all window


view configuration files in the ~/.Alias/Prefs.2/
Windows directory.

3 Type the file name, or double-click on the configuration


file you want to retrieve, or select the file with a single
click and click the Restore Windows button in the File
Requestor. The new window configuration file is retrieved
and all existing windows are reset to match the new
configuration.

Layouts for the Modeling Windows


145
Setting up your own Window Layout
Layouts for the Modeling Windows
146
Setting up your own Window Layout
Using Cameras

User Interface
In this Section Cameras Palette Summary 148
Using the Viewing Panel 152
Synchronizing Orthographic Views 157
Looking at a Specific Object 158
Tilting the Perspective View 161
Revolving the View around a Center of Interest 163
Changing the Viewpoint of the Camera 166
Dollying the Camera 169
Tracking around in a View 173
Tumble using the Mouse 176
Tracking, Dollying, and Tumbling 180
Changing the Point of Interest 181
Zooming In and Out 183
Undoing a Camera Operation 186
Resetting Windows to Default Views 187
Matching Perspective Cameras to Image Planes 189
Creating New Perspective Cameras 192
Changing the Display of Cameras 193
Providing a Grid or Customized Overlay 199
Adjusting the Clipping Planes 197
Cloning the Current Window 205

147
Cameras Palette Summary

Use the Cameras tools to change the view of the scene in the
perspective and orthographic windows. See also Synchronizing
Orthographic Views on page 157, for a useful tool in the DisplayTgls
menu.

To use a Cameras tool, select it from the Cameras menu in the tool
palette, or click one of the palette icons.

Tip You can move the camera to preset locations by pressing down
the Shift and Alt keys (see Using the Viewing Panel on page 152).

Icon Cameras > For information...

World Move camera > Tumble using the Mouse on page 176
Tumble

World Move camera > Tracking around in a View on page 173


Track

World Move camera > Dollying the Camera on page 169


Dolly

World Move camera > Tracking, Dollying, and Tumbling on page 180
Track/dolly/tumble

Local Move cameras > Tilting the Perspective View on page 161
Twist

Using Cameras
148
Cameras Palette Summary
Icon Cameras > For information...

Local Move cameras > Revolving the View around a Center of Interest on page 163
Azimuth / Elevation

Local Move cameras > Changing the Viewpoint of the Camera on page 166

User Interface
Yaw / Pitch

Zoom Zooming In and Out on page 183

Look at Looking at a Specific Object on page 158

Previous Undoing a Camera Operation on page 186

Reset view Resetting Windows to Default Views on page 187

Clone Cloning the Current Window on page 205

Adjust clipping plane Adjusting the Clipping Planes on page 197

Match Perspective Matching Perspective Cameras to Image Planes on page 189

See also ● Using the Viewing Panel on page 152


● DisplayTgls > Object toggles > Camera: Changing the Display of
Cameras on page 193
● DisplayTgls > Window Toggles > Cut-in: Providing a Grid or
Customized Overlay on page 199
● Changing the Point of Interest on page 181

Using Cameras
149
Cameras Palette Summary
● Windows > Edit > Cameras: the Rendering book.

For more information on how to use cameras when rendering, see


the Rendering book.

Using Cameras
150
Cameras Palette Summary
User Interface

Using Cameras
151
Cameras Palette Summary
Using the Viewing Panel

Purpose Quickly moves the camera to pre-set locations. The Viewing


panel is available only in the Perspective window. In this
panel, you can create bookmarks for views that are specific to
the wire file being viewed.

How To Use To use the viewing panel buttons

In the perspective window, hold down the Shift and Alt keys.
The following small panel appears. The picture in the viewing
panel represents a model of a car seen from the top and
bottom.

Open or close section

The view of your model

Display the Perspective window


Open the Bookmarks section
Twist the camera
Display the previous view

● The panel is divided into sections. Those sections with


small arrowheads or triangles to the left of section names
can be opened or closed.
● Click the twist icon (to rotate the camera about its sight
line); then use the mouse to drag the camera.
● There is a non-proportional dolly icon. To non-
proportionally scale an orthographic camera (one with
perspective off), click this icon; then use the mouse to drag
the view.

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152
Using the Viewing Panel
Clicking the small bookmark icon opens a section where you
can save views as with a bookmark for later reference:

User Interface
Bookmark icon
Bookmarks section

You can use bookmarks to save a camera view and return to it


later. Bookmarks are saved within the wire file and are specific
to the file you are working on, unless you specially mark them
with a pushpin. (See To maintain a view between wire files on
page 155.)

This shows the Bookmarks section with bookmarks listed.

Open or close the


Bookmarks section
Dolly non-proportionally
Bookmark this view Edit a bookmark
List of bookmarks

● Turn on the Perspective option, and use the usual


perspective view, or turn it off and use an orthographic
view. If you use the Viewing Panel to change a perspective
window into an orthographic window facing one of the
axis directions, you can use the mouse to move objects.
That is, the left mouse button moves an object freely, and
the middle and right mouse buttons each move the object
in a different axis direction.

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153
Using the Viewing Panel
The image of a model enables you to change the view:

This represents the model -- a car


as seen from the top and bottom.
To change the view, click on the
"top" image, the “bottom” image, or
one of the arrows.

If you select a view by clicking an arrow, it is assigned a


default name. The eight dirrectional names are:
● Click one of the arrows pointing at the model icon to view
the model side-on from one of the eight directions:
(URview, RIGHTview, FRONTview, ULview, BACKview, LRview,
LEFTview, LLview)
● Click the left model icon (in the center of the arrows) to
view the model from the top (TOPview).
● Click the right model icon (in the center of the arrows) to
view the model from the bottom (BOTview).

You can select a view and then edit the bookmark to change its
name.

When you select a view by clicking an arrow, that arrow turns


black:

This indicates the


direction of the view.

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154
Using the Viewing Panel
To add a bookmark

Hold down the Shift and Alt keys, and do the following:
1 Tumble, track, and dolly the camera to the view you want
to save.

2 Click the new button in Bookmarks section of the viewing

User Interface
panel to add a bookmark for the current view.
The new bookmark is added with a generic name, such as
FRONTview. You can use the edit button to rename the new
bookmark (see below).
You can now recall the bookmarked view by clicking its
name in the list of bookmarks.

To edit a bookmark
1 Hold down the Shift and Alt keys, then click the Edit
button in the Bookmarks section of the viewing panel.

The Bookmarks window appears.

2 Release the Shift and Alt keys.

3 Do one of the following:


◆ To change a bookmark’s name, double-click it and
type a new name, then press Enter.
◆ To create a bookmark for the view in the current
perspective window, click new. A bookmark appears
with a generic name, such as a_view or a_new_view.
(You can select this name and type another.)
◆ To remove a name from the list, click it and then click
Delete.
◆ To display a bookmarked view in the perspective
window, click the bookmark, then click Apply.

To maintain a view between wire files


1 Click the Edit button in the Bookmarks section of the view
panel to open the Bookmarks window.

2 Click the push pin beside the name of the that bookmark
you want to maintain between different wire files.

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155
Using the Viewing Panel
This keeps the bookmark in the list, even when you
change files.

Click the push pin to


maintain a bookmark
between different wire files

See Also ● Tumble using the Mouse on page 176.


● Looking at a Specific Object on page 158.
● Changing the Point of Interest on page 181
● For related information, see discussions of using the
Studio Control Panel.

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156
Using the Viewing Panel
DisplayTgls > Synchronizing Orthographic Views
Window toggles >
Window sync

User Interface
Purpose Maintains the alignment and size of the view in all
orthographic windows.

Window sync works with all orthographic view manipulation


tools on the title bar (for example, dolly, track, and tumble)
and the Cameras viewing tools (Cameras > World move camera >
Dolly, Track, and Cameras > Reset view and Look at).

How to Use 1 From the menu bar, select DisplayTgls > Window Toggles >
Window sync.

2 Click in an orthographic window and dolly or track the


view using the icons in the title bar.
Changing the view in one orthographic window changes
the view in the others, too.

3 Select Window sync again to toggle synchronizing off and to


operate windows individually.

Note This tool does not affect a Perspective window displaying


an orthographic view.

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157
Synchronizing Orthographic Views
Cameras > Look at Looking at a Specific Object

Purpose Look at enables you to automatically center on and dolly in on


active objects in any window. It is useful when you are
working with many objects and want to examine one.

Note See also Changing the Point of Interest on page 181.

How to Use 1 From the Cameras palette, select Look at or click its icon.

2 Place a primitive sphere in a window using Objects >


Primitives > Sphere. This example shows the Top window.

3 Make sure that the sphere is active, then select Xform >
Scale. The system prompts you to enter a scale value.
Type the number 15. (Scale values are always absolute.)
When the sphere is scaled, you can see only part of it.

4 To see the whole sphere, select Look at. It is displayed in


the center of the current window.

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158
Looking at a Specific Object
User Interface
Note In the SBD window, select Look at to make the active item
appear in the center of the SBD window.

The item that you


want to see

After you
select Look at.

Tip To examine CVs on a surface more closely, use Look at to


center them on the screen. In the Perspective window, Look
at sets the tumble center point and you can then use
Cameras > World Move Camera > Dolly to move away from
or closer to the objects. Tumble continues to tumble about the
portion of the surface that you selected.

This technique can be used with entire surfaces, curves, or


any other valid object.

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159
Looking at a Specific Object
Look At Options Select Look at-❐ to display the Look At Options box.

Fit to View
f Fit to View is ON, using Look at also dollies in on the object
as it is centered in the window. By default, Fit to View is ON.
◆ When Fit to View is ON, using Look at in the Perspective
window moves the perspective camera.
◆ When Fit to View is OFF, using Look at changes the view
point but not the eye point.

Exclude Lights
If you use Look at when nothing is picked, the camera
includes all objects in the view. If Exclude Lights is ON,
lights and textures are excluded.

Nothing Object
is picked is picked

"Look at" "Look at"


has been has been
used used

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160
Looking at a Specific Object
Cameras > Tilting the Perspective View
Local move camera
> Twist

User Interface
Purpose Turns the perspective view in the viewing plane as if you were
watching the scene while tilting your head to the side.

Note Twist can be used only in a Perspective window. It is always


relative to the current position.

How to Use 1 Click in the perspective window to make it active.

2 In the Tool Palette, select Cameras > Local move camera >
Twist menu or click its icon.

3 Place the cursor in the perspective view and click-drag


with the mouse.

Using Cursor keys

The four keyboard arrow cursor keys (pointing up, down, left,
and right) twist the view incrementally. The distance depends
on the Arrow size set in the Interface Options box (Preferences >
Interface > Interface options-❐). The default is one pixel.

● For clockwise, press the Up or Right arrow key.


● For counter-clockwise, press the Down or Left arrow key.

Note With a large model, screen updates caused by moving the


camera are faster if you decrease Motion Precision in the
Preferences > Performance options window.. For details,
see Setting Performance Options on page 225.

Using the Keyboard

You can also type the twist angle at the system prompt, and
press Enter. The view is twisted by or to the angle given. A

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161
Tilting the Perspective View
positive angle turns the view clockwise (by turning the camera
counter-clockwise).

Twist Options Select Cameras palette > Local move camera > Twist-❐ to display
the Twist Options box.

For orthographic windows, Eye/View/Up


two of the three Eye and These sliders let you define a view by moving the camera.
View values must be the
same, and two of the three The view is determined by the Eye position, View point
Eye and Up values must be position and Up vector end point. The nine fields that
the same. If they are all define these positions contain decimal numbers. They
different or all the same, the
results are unpredictable. represent, from left to right, the X, Y, and Z coordinates for
This is because viewing in each of the three camera parameters.
orthographic windows is To see the camera as you modify it, use DisplayTgls > Object
done on the window rather
than on a camera. toggles > Camera.

Zoom
The Zoom slider also takes a decimal number that defines
the extent of the camera’s field of view in degrees. Values
must be positive in the range of 0.2 to 179.

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162
Tilting the Perspective View
Cameras > Revolving the View around a Center of
Local move camera
Interest
> Azimuth/elevation

User Interface
Purpose Revolves the camera about the center of interest in the
perspective view. Azimuth refers to a horizontal angle from a
reference point, while elevation refers to a vertical angle. The
reference point for this tool is the current aim of the camera.

Note Azimuth/elevation can be used only in a Perspective


window.

Tip To revolve the camera about the origin, see Tumble using the
Mouse on page 176.

How to Use 1 Place the cursor in the perspective window and click a
mouse button to make the window active.

2 In the Tool Palette, select Azimuth/elevation from the


Cameras > Local move camera cascading menu or click its
icon.
As the cursor moves, the view rotates about the center of
interest (initially the origin).

Using the Mouse


● To rotate horizontally, click and drag the middle mouse
button.
● To rotate vertically, click and drag the right mouse button.
● To rotate the view both horizontally and vertically, click and
drag the left mouse button.

Release the mouse button when the desired angle is reached.

The view rotates about the center of interest, which is the


viewpoint of the perspective camera. To set the camera’s

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163
Revolving the View around a Center of Interest
viewpoint select DisplayTgls > Object toggles > Camera to
display the perspective window camera. When you can see
the camera, the viewpoint can be picked using Pick >
Component, and then positioned by selecting Xform > Move.

To identify a particular point as the center of interest, move the


camera’s view icon so that the target end is at that point of
interest. Subsequent manipulation of the camera with Azimuth/
elevation now keeps that point in the center of the view.

Note With a large model, screen updates caused by moving the


camera are faster if you decrease Motion Precision in the
Preferences > Performance options window.. For details,
see Setting Performance Options on page 225.

Using Cursor Keys

You can use the four cursor keys (arrows pointing up, down,
left, and right on the keyboard) to rotate incrementally. The
amount moved depends on the arrow size set in the Interface
Options box (Preferences > Interface > Interface options-❐).

Pressing an arrow key once ● To rotate the view horizontally about the up point of the
moves the cursor one pixel camera (azimuth), press either the left or right arrows.
in the corresponding
direction, by default. ● To rotate the view vertically (elevation), press either the up
or down arrow.

Using the Keyboard

You can type the azimuth and elevation angles from the
keyboard when the system prompts:
Enter azimuth and elevation angles (REL):

Type the angle and press Enter.


● A positive azimuth moves the camera around to the left.
● A positive elevation moves the camera up under the
scene.

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164
Revolving the View around a Center of Interest
Azimuth/Elevation Select Azimuth/elevation-❐ to display the Azimuth/Elevation
Options Options box.

User Interface
For orthographic windows, Eye/View/Up
two of the three Eye and These sliders let you define a view by moving the camera.
View values must be the
same, and two of the three The view is determined by the Eye position, View point
Eye and Up values must be position and Up vector end point. The nine fields that
the same. If they are all define these positions contain decimal numbers. They
different or all the same, the
results are unpredictable. represent, from left to right, the X, Y, and Z coordinates for
This is because viewing in each of the three camera parameters.
orthographic windows is To see the camera as you modify it, use DisplayTgls > Object
done on the window rather
than on a camera. toggles >Camera.

Zoom
The Zoom slider takes a decimal number which defines the
extent of the camera's field of view. Values must be
positive in the range of 0.2 to 179 degrees.

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165
Revolving the View around a Center of Interest
Cameras > Changing the Viewpoint of the Camera
Local move camera
> Yaw/pitch

Purpose Changes the viewpoint of the camera (i.e. what the camera is
looking at) in a perspective view. To yaw is to rotate
horizontally, that is to the left or right. To pitch is to rotate
vertically, that is to plunge or rise.

Note Yaw/pitch can be used only in a Perspective window. It does


not apply to orthographic windows. Yaw/pitch is always
relative to the current position.

How to Use 1 Place the cursor in the perspective window and click a
mouse button to make the window active.

2 In the Tool Palette, select Yaw/pitch from the Cameras >


Local move camera cascading menu or click its icon.

3 Click and drag the left mouse button. As the cursor is


moved, the camera’s view changes, that is the view and
up points change, while the eyepoint remains fixed.

Using the Mouse

Click and drag this mouse


To rotate the view...
button ...

horizontally middle
vertically right
horizontally and vertically left

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166
Changing the Viewpoint of the Camera
Note With a large model, screen updates caused by moving the
camera are faster if you decrease Motion Precision in the
Preferences > Performance options window.. For details,
see Setting Performance Options on page 225.

Using Cursor Keys

User Interface
You can use the four arrow cursor keys (arrows pointing up,
down, left, and right on the keyboard) to rotate the viewpoint
incrementally. The amount moved depends on the Arrow size
set in Preferences > Interface > Interface options. The default is
one pixel.
● To rotate the viewpoint left or right (yaw), press the left or
right arrow key.
● To rotate the view and up points (pitch), press the up or
down arrow key.

Be careful to keep the cursor in the window when using the


cursor keys.

Using the Keyboard

You can type the yaw and pitch angles from the keyboard
when the system prompts:
Enter yaw and pitch angles (REL):

Type the angles separated by a space or comma, and press


Enter.

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167
Changing the Viewpoint of the Camera
Yaw/Pitch Options Select Yaw/pitch-❐ to display the Yaw/Pitch Options box..

For windows other than the Eye/Vew/Up


Perspective window These sliders let you define a view by moving the camera.
(orthographic), two of the
three Eye and View values The view is determined by the Eye position, View point
must be the same, and two position and Up vector end point. The nine fields that
of the three Eye and Up define these positions contain decimal numbers. They
values must be the same. If
they are all different, or are represent, from left to right, the X, Y, and Z coordinates for
all the same, unpredictable each of the three camera parameters.
results occur. This is because To see the camera as you modify it, use DisplayTgls > Object
viewing operations on
orthographic windows are toggles > Camera.
done on the window rather
than the camera of the Zoom
window.
The Zoom slider also takes a decimal number which
defines the extent of the camera’s field of view. Values
must be positive in the range of 0.2 to 179 degrees.

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168
Changing the Viewpoint of the Camera
Cameras > World Dollying the Camera
move camera
> Dolly

User Interface
Purpose Moves the camera forward or backward, which enlarges or
shrinks the view. Because the camera is moving, dollying
changes the lines of sight for the objects in the scene; this is
unlike zooming, which merely magnifies the view.

How to Use To use the Dolly tool, in the Tool Palette, select Dolly from the
Cameras > World move camera cascading menu or click its icon.

Example
1 From the Tool Palette, select Objects > Primitives > Sphere
and click in a window to place a primitive sphere. The
sphere is displayed in all windows.

2 From the Tool Palette, select Cameras > World move camera
> Dolly.

You can now use the mouse or the keyboard to dolly the view.

Note When you are working on a large model, screen updates are
faster if you decrease Motion Precision in the Preferences >
Performance options window.. For details, see Setting
Performance Options on page 225.

Proportional Scaling Using the Keyboard

Type a dolly factor (scale value) when the following prompt


appears:
Use mouse to dolly (left button = IN, right button =
OUT) or enter dolly IN factor:

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169
Dollying the Camera
Type a number and press Enter. A value of 0.5 pulls back
(dolly out) by a factor of 2. A value of 2 magnifies (dolly in) by
a factor of 2.

Using the Mouse


● To move the camera forward (dolly in), click and drag the
left mouse button.
● To move the camera backward (dolly out), click and drag
the right mouse button.
● The middle mouse button has no effect.

In orthographic views (front, top, and right), clicking and


dragging the left or right mouse button displays a white elastic
box with a crosshair through its center. When the left mouse
button is released, the view in this box will fill the window. If
the mouse button is pressed without dragging it, a continuous
dolly occurs.

Non-proportional Scaling When you select the Non Proportional option, objects in the
active window can be deformed without being scaled. The
portion of visible world space is modified through the
window by differing amounts in both directions, while the
physical size of the window remains the same.

Note You cannot use non proportional scaling in the Perspective


window.

Using the Keyboard

After selecting this option and clicking the Go button, the


system prompts:
Enter window SCALES (horiz, vert) (ABS):

Type the horizontal scaling factor, followed by a space or a


comma, then the vertical scaling factor.

For details about absolute Type the letter r before the values (REL mode) to have them
and relative addressing, see interpreted as relative scaling factors.
the Fundamentals book.
Invalid entries: If you enter a negative scale value or if the
scaling in either direction causes the size of the view to
become smaller than 10e-6 (in world coordinates), either

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170
Dollying the Camera
horizontally or vertically, you are prompted to re-enter the
scale values. The scaling stays in effect until you use Dolly
again.

Using the Mouse

As the mouse moves from a given point to the right or top of

User Interface
the screen, the object appears larger and the grid lines appear
further apart.

Moving from a given point to the left or bottom of the screen


makes the object appear smaller and the grid lines appear
closer together.

Click and drag this mouse


To scale the view...
button ...

horizontally middle
vertically right
horizontally and vertically left

Dolly Options Select Dolly-❐ to display the Viewing Options.

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171
Dollying the Camera
Note The viewing parameters that are displayed are for the active
(most recently used) window.

Eye/View/Up
These sliders let you define a view by moving the camera.
The view is determined by the Eye position, View point
position and Up vector end point. The nine fields that
define these positions contain decimal numbers. They
represent, from left to right, the X, Y, and Z coordinates for
each of the three camera parameters. To see the camera as
you modify it, use DisplayTgls > Object toggles > Camera.

Zoom
The Zoom slider takes a decimal number which defines the
extent of the camera's field of view. Values must be
positive in the range of 0.2 to 179.

Note For orthographic window, two of the three Eye and View
values must be the same, and two of the three Eye and Up
values must be the same. If they are all different or all the
same, the results are unpredictable. This is because viewing
operations on orthographic windows are done on the
window rather than the camera of the window.

Perspective Gain
To increase or decrease the rate of dollying or tracking
when working with a very large or very small view.

Note Perspective Gain and Zoom values are used only in


perspective views. Zoom gives a zoom effect by changing
the field of view of the camera.

This option can be useful to Scaling


help detect curvature Proportional— corresponds to the conventional dolly
variations that are not
noticeable at normal scale. operations (the default).
Non Proportional— to scale the Top, Front, and Right
window views independently along the horizontal and
vertical axes, in orthographic windows only.

See Also ● Changing the Point of Interest on page 181


● Point of Interest Viewing on page 237

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172
Dollying the Camera
Cameras > World Tracking around in a View
move camera >
Track

User Interface
Purpose To slide a view horizontally or vertically. In tracking, the
camera moves without rotating

How to Use To use the Track tool, select Track from the Cameras > World move
camera menu in the Tool Palette or click its icon.

Example
1 From the Tool Palette, select Objects > Primitives > Sphere to
place a primitive sphere and click in any window. The
sphere is displayed in all windows.

2 From the Tool Palette, select Cameras > World move camera
> Track.

3 Click in any window with the left mouse button and drag.
As you drag the mouse, the view moves from side to side
or up and down.

Using the Mouse

To track the view in a window horizontally, click and drag the


middle mouse button.

To track the view in a window vertically, click and drag the


right mouse button.

Note When you are working on a large model, screen updates are
faster if you decrease Motion Precision in the Preferences >
Performance options window.. For details, see Setting
Performance Options on page 225.

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173
Tracking around in a View
Using the Keyboard

You can also specify the track values in absolute or relative


terms.

Note The terms in effect depend on whether the Keyboard Entry


option has been set to REL or ABS. Absolute or relative
terms are predefined in the Interface Options box
(Preferences > Interface > Interface options-❐), or you can
change these defaults by typing an a or r on the prompt line
in front of your values.
For more details about absolute and relative addressing, see
the Fundamentals book.

Type track values from the keyboard when the tracking


prompt appears. The prompt that appears depends on the
active window.
● For an orthographic or SBD window, the prompt is:
Enter tracking amounts (right, up) (ABS):
● For a perspective window, the prompt is:
Enter tracking amounts (x, y, z) (ABS):

Type the numbers separated by spaces or commas, and press


Enter. The view is moved by the amounts you entered. If a
perspective window is in Absolute mode, the eyepoint moves
to the given location. The view and up points move the same
amount.

Using Cursor Keys

You can also use the four cursor keys (arrows pointing up,
down, left, and right on the keyboard) to track incrementally.
The amount moved depends on the arrow size set in the
Interface Options (Preferences > Interface > Interface options-❐).

The default value of 1 means that pressing an arrow key once


moves the cursor one pixel in the corresponding direction.
● Moving the left arrow moves the view to the left.
● Moving the right arrow moves the view to the right.
● Pressing the up arrow moves the view upward, and the
down arrow moves the view downward.

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174
Tracking around in a View
Be careful to keep the cursor in the window when you are
using the cursor keys.

Track Options Select Track-❐ to display the Viewing Options.

User Interface
Eye/View/Up
These sliders let you define a view by positioning the
camera. The view is determined by the Eye position, View
point position, and Up vector end point. The nine fields for
these options contain decimal numbers. They represent,
from left to right, the X, Y, and Z coordinates for each of
the three camera parameters. To see the camera as you
modify it, use DisplayTgls > Object toggles > Camera.

Zoom
The Zoom slider also takes a decimal number which
defines the extent of the camera’s field of view. Values
must be positive in the range of 0.2 to 179.

Note For orthographic windows, two of the three Eye and View
values must be the same, and two of the three Eye and Up
values must be the same. If they are all different or all the
same, the results are unpredictable. This is because viewing
operations on orthographic windows are done on the
window rather than the camera of the window.

See Also ● Changing the Point of Interest on page 181


● Point of Interest Viewing on page 237

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175
Tracking around in a View
Cameras > World Tumbling the View
move camera >
Tumble

Purpose To revolve the camera by changing the azimuth and elevation


angles in the perspective window. Azimuth refers to a
horizontal angle from a reference point, while elevation refers
to a vertical angle.

Note Tumble can be used only in a Perspective window. It does


not apply to orthographic views (Top, Front, Right).

How to Use To use the Tumble tool: in the Tool Palette select Cameras >
World move camera > Tumble or click its icon.

Tumble using the Mouse

To see how Tumble works: place a primitive sphere, view it in


the perspective window, and tumble the view. The perspective
view displays the sphere from all angles.
1 From the menu bar, select Layouts > All windows > User
windows to display all default windows.

2 From the Tool Palette, select Cameras > Reset view and click
the cursor in each window.

3 From the Tool Palette, select Objects > Primitives > Sphere
and click in the Top window. A sphere is displayed in all
windows.

4 From the menu bar, select Layouts > Perspective. Now you
can use the mouse to tumble the view in the Perspective
window, as shown below.
◆ Click and drag with the right mouse button.
◆ Click and drag with the middle mouse button.
◆ Click and drag with the left mouse button.

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176
Tumbling the View
User Interface
To tumble the view vertically, click and drag To tumble the view horizontally, click and
with the right mouse button drag with the middle mouse button
The left mouse button tumbles the view in both directions

When you achieve the desired angle, release the mouse


button. To return the view to what it was before you started
tumbling, select Cameras > Reset view.

Note When you are working on a large model, screen updates are
faster if you decrease Motion Precision in the Preferences >
Performance options window.. For details, see Setting
Performance Options on page 225.

Tumble using the Keyboard

If you prefer, type the azimuth and elevation angle values at


the keyboard when the system prompts:
Enter azimuth and elevation angles (REL):

Type the angles and press Enter. If you type a positive value
for azimuth angle, the camera turns to the left (in the
Perspective window). If you type a positive value for elevation
angle, the camera turns downwards. Tumble is always a
relative operation.

Tumble using Cursor Keys

You can use the four arrow keys (pointing up, down, left, and
right) to tumble incrementally. The amount that the camera
moves depends on the arrow size set in the Interface Options
box (Preferences > Interface > Interface options-❐).

The default value of 1 means that if you press an arrow key


once, the camera moves one pixel in that direction.

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177
Tumbling the View
● The left arrow key rotates the view to the left (i.e. turns the
camera to the right).
● The right arrow rotates the view to the right (i.e. turns the
camera to the left).
● The up arrow points the camera up.
● The down arrow points the camera and viewpoint down.

Keep the cursor in the window to use the cursor keys.

Tumble Options Select Tumble-❐ to display the Viewing Options.

Tumble Center
These options rotate the camera about the viewpoint of
the perspective camera or about any given world point.
View Center— to rotate the perspective camera about its
viewpoint.
To position the camera’s viewpoint, select DisplayTgls >
Object toggles > Camera. This displays the perspective
window’s camera. When you can see the camera, you can
pick its viewpoint icon using Pick > Component and
position it using Xform > Move. The eye and up icons can be
moved in a similar way. Using Pick > Object enables you to
pick the whole camera as a unit.

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178
Tumbling the View
Note To identify a point in the 3D model as the center of interest,
move the camera’s view icon so that it is at the point of
interest. Now when you use Tumble, the camera keeps that
point in the center of the view. You can also use Cameras >
Look at. For more information, see Looking at a Specific Object
on page 158.
World Point — causes the view to rotate about the point in

User Interface
world space specified in the World Point sliders (for
example, 0, 0, 0).

Eye/View/Up
These sliders let you define a view by positioning the
camera. The view is determined by the Eye position, View
point position and Up vector end point. The nine fields
that define these positions contain decimal numbers. They
represent, from left to right, the X, Y, and Z coordinates for
each of the three camera parameters. To see the camera as
you modify it, use DisplayTgls > Object toggles > Camera.

Note For orthographic windows, two of the three Eye and View
values must be the same, and two of the three Eye and Up
values must be the same. If they are all different or all the
same, the results are unpredictable. This is because viewing
operations on orthographic windows are done on the
window rather than the camera.

Zoom
The Zoom slider also takes a decimal number which
defines the extent of the camera’s field of view. Values
must be positive in the range of 0.2 to 179.

World Point
These sliders specify the position of the tumble center in
world space.

See Also ● Changing the Point of Interest on page 181


● Point of Interest Viewing on page 237

Using Cameras
179
Tumbling the View
Cameras > World Tracking, Dollying, and Tumbling
move camera >
Track/dolly/tumble

Purpose The Track/dolly/tumble function combines all the World move


camera functions into one tool.

How to Use To use the Track/dolly/tumble tool, select it from the Cameras >
World move camera cascading menu in the Tool Palette or click
its icon.

Note Avoid clicking any objects or you will change the camera’s
point of interest. If you do not want to do so, it might be
easier to select a point of interest instead. See Changing the
Point of Interest on page 181 and Point of Interest Viewing on
page 237.

After selecting the tool, you can use modifier keys with the
mouse. The following list shows the modifier keys and related
actions.

Modifier key Action


none Track
Ctrl Tumble
Alt Dolly
Shift Pick
Ctrl-Alt Look at
Ctrl-Shift-Alt Reset view

Note When you are working on a large model, screen updates are
faster if you decrease Motion Precision in the Preferences >
Performance options window. For details, see Setting
Performance Options on page 225.

Using Cameras
180
Tracking, Dollying, and Tumbling
Point of Interest Changing the Point of Interest
Manipulator

User Interface
Purpose The Point of Interest Manipulator sets and changes the point of
interest interactively when tumbling, and controls the range of
movement when dollying into a view.

For tumble, the point of interest becomes the tumble center. For
dolly, it controls the range of movement, that is, it adjusts the
perspective gain so that the dollying speed decreases as the
camera gets closer to the point of interest.

How to Use To enable point of interest viewing

● From the Preferences menu, choose Interface > Interface


options-❏, then turn on the option Point of Interest Viewing.

To tumble around a point of interest

1 Select the Tumble or Dolly tool, either from the Cameras >
World Move Camera menu in the palette or the window
icons or by holding down the Shift and Alt keys to enter
“camera move” mode.

2 Click on some part of the model. The point of interest


manipulator appears on the model where you clicked.

Geometry-based view 3 Click in the window and drag the mouse to tumble
center for manipulation by around the point of interest or dolly toward or away from it.
Tumble, Dolly, MultiView,
and Shift-Alt view To use the point of interest manipulator

The manipulator appears as a small sphere with an arrow


pointing in the direction of the normal and a set of local axes,
as shown in the figure below.

Using Cameras
181
Changing the Point of Interest
Local Z axis
Center handle (small sphere)

Normal

● Click one of the red (X), green (Y), or blue (Z) arrows to
look at the point of interest along an axis direction.
● Click the light blue arrow to look at the point of interest
down the curve/surface normal.
Arrowhead was clicked; ● Drag the center handle to move the point of interest along
looking down the normal or across the curve or surface.

The arrowhead of the normal changes color as the camera


moves. Light blue indicates that the normal is facing you. Yellow
indicates that it is facing away from you.

To hide the point of interest manipulator

If the View Panel is 1 Hold down Shift and Alt to show the View Panel.
closed, click its title to
open it. 2 Open the Pnt of Interest section of the view panel.

3 Turn off the Visible option.


The point of interest is now invisible, but still in effect.

To lock the point of interest


1 Hold down Shift and Alt to show the View Panel.

2 Open the Pnt of Interest section of the view panel.

3 Turn on the Locked option.


The current point of interest is now locked. You cannot
change the point of interest by dragging the manipulator
or clicking geometry until you turn off the Locked option.

See Also ● Tumble using the Mouse on page 176


● Dollying the Camera on page 169
● Using the Viewing Panel on page 152

Using Cameras
182
Changing the Point of Interest
Cameras > Zoom Zooming In and Out

User Interface
Purpose To zoom in or out in the perspective view by changing the
camera field of view.

Overview Zoom operates like changing the lens on a camera. A value


smaller than the default is like using a telephoto lens, whereas
a value larger than the default provides a wide angle lens
effect.

Note Zoom does not apply to an orthographic view. To move in or


out without changing the viewing angle, see Dollying the
Camera on page 169.

How to Use 1 Click in the Perspective window to make it active.

2 In the Tool Palette, select Zoom from the Cameras menu or


click its icon.

3 Click a mouse button.

Using the Mouse


● To create a smaller field of view, click and drag the left
mouse button to zoom in.
● To create a larger field of view, click and drag the right
mouse button to zoom out.
● To increase or decrease the angle of view interactively, click
the middle mouse button. Dragging up or to the right
increases it, and dragging down or to the left decreases it.

Note When working with a large model, the speed at which the
screen is redrawn during a Zoom operation can be increased
by decreasing the Motion Precision in the Preferences >
Performance options window.

Using Cameras
183
Zooming In and Out
Using the Keyboard

You can type the angle of view from the keyboard when the
system prompts:
Enter angle of view (ABS):

The values are between 0.2 and 179. Type the angle (preceded
by the letter r if you want a relative angle) and press Enter.

Zoom Options Select Cameras > Zoom-❐ to display the Zoom Options box.

Eye/View/Up
You can use these sliders to define a view by positioning
the camera. The view is determined by the eye position,
view point position and up vector end point. These nine
fields contain decimal numbers. They represent, from left
to right, the X, Y, and Z coordinates for each of the three
camera parameters. To see the camera as you modify it,
use DisplayTgls > Object Toggles > Camera.

Zoom
The Zoom slider also takes a decimal number which
defines the angle of the camera’s field of view.Values must
be positive in the range of 0.2 to 179.

Using Cameras
184
Zooming In and Out
Note For windows other than the Perspective window
(orthographic), two of the three Eye and View values must
be the same, and two of the three Eye and Up values must be
the same. If they are all different, or are all the same, the
results are unpredictable. This is because viewing
operations on orthographic windows affect the window
rather than the window’s camera.

User Interface

Using Cameras
185
Zooming In and Out
Cameras > Previous Undoing a Camera Operation

Purpose Undoes the last Cameras operation in a window and returns


the camera to its previous setting.

How to Use 1 Click in the window to make it active.

2 Change the view using one of the Cameras functions, or by


using the icons in the title bar.

3 In the tool palette, select Previous from the Cameras menu


or click its icon.

An alternative to using The view reverts to its previous setting.


Cameras > Previous is to use
the camera switcher icon in
the title bar of the Note Only one previous setting is kept, so selecting Cameras >
perspective window. Previous in the same window repeatedly switches back and
forth between the new and previous settings.

Using Cameras
186
Undoing a Camera Operation
Cameras > Resetting Windows to Default Views
Reset view

User Interface
Purpose Resets a window to its default view. Studio

In Studio for Windows NT, you can specify the resolution of


the display as well; this is useful for sketching.

How to Use 1 Change the view in all or any window using one of the
Cameras functions, or use the icons in the title bar.

2 In the Tool Palette, select Reset view from the Cameras


menu or click its icon.

3 Position the cursor in the desired window and click a


mouse button.
The view is reset, including the clipping planes.

Note Resetting a window does not change the physical size of the
window, but resets the view inside that window.

Reset View Options In Studio for Windows NT, you can specify the type of reset.

Using Cameras
187
Resetting Windows to Default Views
Reset Type
Default—Resets the window to its default view.
Force 1 to 1—Resets the window view so that its image
plane is displayed at actual size, so that 1 pixel on the
image plane is 1 pixel on the monitor. This works only on
windows with an image plane. Force 1 to 1 is most useful
when you are sketching (see the Sketching book).

Using Cameras
188
Resetting Windows to Default Views
Cameras > Matching Perspective Cameras to
Match perspective
Image Planes

User Interface
Purpose Matches a perspective camera to an image plane. Doing this
makes your scene proportional to the image plane and makes
it share the perspective with the intended surrounding.

This tool is useful when you are creating renderings where the
objects you create must merge perfectly into a scanned image.

How to Use 1 Select Match perspective from the Cameras tool palette or
click its icon.

In the Perspective window, three X, Y, and Z locators are


displayed as well as a small window containing 8 buttons.
The system prompts:
Click and drag a point to align the axes in
the image.

2 Click and drag the ends of the locators so that they align
with the objects in the scene. Then, click the desired
solution button and Done button. The perspective view
changes accordingly. The prompt line displays numbers
identifying the swing, tilt, and pan positions of the
perspective camera.

Tip Use the magnify windows to align the locators more


precisely, as the algorithm is very sensitive to small changes
in locator positions.

3 For a given arrangement of the axis locators, there are


eight possible solutions for the camera orientation. Click
the corresponding solution button to pick one of the eight
solutions and then Done.

Using Cameras
189
Matching Perspective Cameras to Image Planes
Example

The following is an example of what happens when you click


and drag the Z-axis locator once.

The first diagram shows the intial view:

The default view after you select Match Perspective

Using Cameras
190
Matching Perspective Cameras to Image Planes
The second diagram shows the result of aligning to the Z axis:

User Interface
after you align locators and click Done

Using Cameras
191
Matching Perspective Cameras to Image Planes
Layouts > Creating New Perspective Cameras
New camera

Purpose Creates a new perspective camera that can be used for


alternate views in the perspective windows.

How to Use 1 From the menu bar, select Layouts > All Windows > User
windows to create the default set of windows. (This is an
example; other layouts will work as well.)

2 Select Windows > SBD to open the SBD window.

3 Select Layouts > New camera to create a new perspective


camera.
A new camera and its parent DAG nodes are displayed in
the SBD window.

New Camera

Once you have a new camera, you can to switch between


cameras to see alternate views in the perspective window. To
do that, use the camera switcher icon in the title bar.

Using Cameras
192
Creating New Perspective Cameras
DisplayTgls > Changing the Display of Cameras
Object toggles >
Camera

User Interface
Purpose Toggles display of the camera and all or part of the camera
frustum.

Camera changes the display of the perspective camera in all


orthographic windows or the active orthographic window.

How to Use Select DisplayTgls > Object toggles > Camera-❐ to display the
Toggle Camera Options window.

Toggle Camera Options

Toggle Type

All Windows
Click to toggle the display of the perspective cameras in
the orthographic windows on and off.
Toggling the camera on displays every component of the
camera: icons, vectors, and optionally a complete frustum,
including the far clipping plane.

Using Cameras
193
Changing the Display of Cameras
If you can’t see the cameras, click in the window you want
the camera displayed in, dolly out using the dolly icon on
the title bar, click and drag until the camera is visible.
The icons are displayed in the active color only if the
component of the camera they represent is active. For
example, the forward vector is displayed in the active
color if either the eye or viewpoint is active.

Note If you change the view in the perspective window, the


cameras move in all other windows simultaneously.
The following shows what the cameras look like in the
orthographic windows when the Toggle Type is All Windows
and the Frustum Display is set to Full.

Current Window
To toggle the cameras in only one window, click in the
desired window to make it active, then select Camera-❐ to
display the option box and set Toggle Type to Current
Window.

Frustum Display

Off
The camera frustum is not displayed.

Using Cameras
194
Changing the Display of Cameras
Half
The frustum is displayed without the far clipping plane or
the edges that join the far clipping plane to the rest of the
frustum.

Full
The far clipping plane is displayed (see the previous

User Interface
diagram).

About the Camera The camera frustum is a truncated pyramid that encloses the
Frustum visible volume of space. Any object or part of an object within
the frustum can be visible (however, an object can be hidden
by another object). The truncated pyramid is defined by three
rectangles.

The following is an illustration of the camera frustum.

far
clipping plane

plane arbitrary
in focus
plane

near
clipping plane

up point

eye point

rectangle #1 rectangle #2 rectangle #3

● The first rectangle (closest to the eye point) represents the


near clipping plane.
● The second rectangle represents the plane in focus in the
viewing frustum. This rectangle appears at the focal
distance from the eye point. It always appears between the
near and far clipping planes.

Using Cameras
195
Changing the Display of Cameras
● The third rectangle represents the camera’s far clipping
plane. You have to dolly out in an orthographic window to
see where this plane is. (For information on setting the
position of clipping planes, see Adjusting the Clipping
Planes on page 197).
● The shape of the rectangles is the same as that of the
camera’s film back.
● The position of the rectangles in relation to the viewing
direction reflects the film back offset of the camera.
● The angle of the frustum (pyramid) is the angle of view of
the camera.
● The icon will always represent the current camera settings.

Note Changing the Film Back Properties or Lens Properties in the


Camera Editor (Windows > Edit > Cameras) lets you further
modify the viewing frustrum. For more information about
the Camera Editor, see the Rendering in Alias manual.

Note To set the camera to its default view, select Cameras > Reset
view.

Using Cameras
196
Changing the Display of Cameras
Cameras > Adjusting the Clipping Planes
Adjust clipping plane

User Interface
Purpose Sets the positions of the clipping planes and adjusts the focal
plane for the camera associated with a modeling window.

Overview Clipping planes are used to cut off display of the scene at a
certain distance from the camera. Objects are not visible
outside the volume defined by the near plane and the far
plane.

See the Rendering book for The focal plane is the plane where objects are in focus when
more information about the the scene is rendered. The focal plane can be adjusted only for
focal plane. a perspective camera.

Note Clipping planes are not used in RayTracing.

How to Use From the Tool Palette, select Cameras > Adjust clipping plane or
click its icon.

To set the clipping planes for a camera, the camera’s window


must be active (indicated by a white border).

One of these prompts is displayed, depending on which


window is active:
Enter TOP window clipping plane positions (near
[LEFT BUTTON], far [RIGHT BUTTON]): (99.8, -100.0)
Enter FRONT window clipping plane positions (near
[LEFT BUTTON], far [RIGHT BUTTON]): (-99.8, 100.0)
Enter RIGHT window clipping plane positions (near
[LEFT BUTTON], far [RIGHT BUTTON]): (99.8, -100.0)
Enter PERSP plane positions (near [LEFT], focus
[MIDDLE], far [RIGHT]): (0.2, 18.4, 200.0)

Using Cameras
197
Adjusting the Clipping Planes
For an Orthographic Window

When setting planes for an orthographic window, you must


specify where you want the near and far planes by clicking in
a different orthographic window:
1 Click one of the mouse buttons and move to the new
position that you selected for the plane.
The position of the clipping plane is indicated by a line.
When you click and drag the mouse button, the line is
labeled either NEAR or FAR. The line for the NEAR plane is
solid and the line for the FAR plane is dashed.

2 To turn off the display of clipping planes, select another


menu item.

For the Perspective Window

You can set the perspective clipping planes by typing the


values for the NEAR, FAR, or FOCAL positions. (FOCAL is the
focal length of the camera in the perspective window.)
Alternatively, you can set the clipping and focal planes by
clicking the appropriate button in any window and dragging.

To see how this looks:


1 From the menus, select DisplayTgls > Object Toggles >
Camera-❐.

2 Set the Frustum Display option to Full.

3 Dolly in or out in any orthographic window to see the


perspective camera’s near, focal, and far frustum planes.

Using Cameras
198
Adjusting the Clipping Planes
DisplayTgls > Providing a Grid or Customized
Window Toggles >
Overlay
Cut-in

User Interface
Purpose To overlay a grid and an outline onto the perspective view.
This cut-in defines the area of interest, such as a television
screen or a customized overlay. By keeping within the cut-in,
you can make sure that any action that takes place or objects
that you create, will appear when you display the model on a
television screen.

How to Use 1 Select Layouts > Perspective. For you to see the cut-in on the
screen, a perspective window must be open.

2 Select DisplayTgls > Window Toggles > Cut-in-❐. The Toggle


Cut-In Options window appears.

Toggle Cut-In Options

File Toggle Type

Cut-in information is read from a file called cutin.dat in


the user_name/user_data/demo/misc_data directory
that you have created.

Using Cameras
199
Providing a Grid or Customized Overlay
This file contains drawing commands that are used by the
system to draw a customized overlay.

TV Toggle Type

To toggle a television reference grid on or off in the


perspective window. A reference grid appears or disappears in
the perspective windows.

This grid can be used for both NTSC and PAL formats, since
they have the same aspect ratio. The innermost rectangle is the
safe area for television monitors. The default choice is TV.

Note When there is no cutin.dat file, this message is displayed:


No cutin.dat file in misc_data directory.
Showing default TV cut-in instead.

TV Commands for the The cutin.dat file contains commands that specify what the
cutin.dat File overlay looks like in the perspective window. The commands
that follow can be entered, one per line, in the cutin.dat file.

Note f1, f2, f3, and f4 represent decimal numbers and i1 and i2
represent integers or whole numbers.

window f1 f2 f3 f4 f5 f6
(f1, f2) defines the aspect ratio of the window, where f1:f2
is the proportion of the X:Y or horizontal to vertical sides
of the window. If the aspect ratio defined by this
command is not the same as the aspect ratio of the
perspective window, drawing commands might not cover
the entire window. The default aspect ratio is (4, 3). Aspect
ratio numbers must be positive.
(f3, f4) and (f5, f6) define the lower left and upper right
corner of an area to draw in within the perspective
window. The default is (0.0, 0.0) and (1.0, 1.0), which uses
the whole perspective window. The window boundaries
should be specified within the range 0.0 to 1.0.
For example, if the command window 4.0 3.0 0.0 0.0 0.5 0.5
is followed by the command line 0.0 0.0 1.0 1.0, a line is
drawn from the bottom left corner to the middle of the
perspective window.

Using Cameras
200
Providing a Grid or Customized Overlay
line f1 f2 f3 f4
A line is drawn from the point (f1, f2) to the point (f3, f4),
relative to the last window command. The values f1, f2, f3,
and f4 must be between 0.0 and 1.0.

moveto f1 f2
The drawing position will be moved to (f1,f2), a point in

User Interface
the perspective window relative to the last window
command. The values of f1 and f2 must be between 0.0
and 1.0. If this command is followed by a lineto command,
the starting position of the line will be (f1,f2).

lineto f1 f2
A line is drawn from the current drawing position to
(f1,f2), a point in the perspective window relative to the
last window command. The values f1 and f2 must be
between 0.0 and 1.0. The current drawing position can be
set using the moveto, lineto, or line command.

box f1 f2 f3 f4
A box is drawn, defined by the lower left corner (f1, f2)
and the upper right corner (f3, f4) points, relative to the
last window command. The values f1, f2, f3, and f4 must
be between 0.0 and 1.0.

text f1 f2 string
The text string is printed starting at the point (f1, f2),
relative to the last window command. The values f1 and f2
must be between 0.0 and 1.0. For example, the command
text 0.2 0.5 TV screen prints the words TV screen in the
perspective window.

arc f1 f2 f3 arctype i1 i2
An arc is drawn, whose center is at (f1, f2), relative to the
last window command, and radius is f3. The arc is swept
from i1 to i2 tenths of degrees in a counter-clockwise
direction, where 0 degrees is in the positive horizontal
direction. The value specifies the arc command that the
radius should be measured according to the X-axis units,
the Y-axis units, or an average of the two.
The value can be XAXIS, YAXIS, or AVERAGE. This must
be specified since the window is usually not square, thus a
unit in the X (horizontal) direction is not the same size as a
unit in the Y (vertical) direction. For example, arc 0.5 0.5

Using Cameras
201
Providing a Grid or Customized Overlay
.25 AVERAGE 0 1800 draws a semicircle in the middle of
the window, where the half circle is above the horizontal
axis.

gridstep i1 i2
A grid is drawn so that the current window has i1 vertical
grid lines across, and i2 grid lines down. The grid lines are
evenly spaced, and they are drawn in the window defined
by the last window command. i1 and i2 can be any value
larger than 0. For example, gridstep 10 10.

gridsize f1 f2
A grid is drawn in the current window with the grid lines
spaced by f1 units in the horizontal direction and f2 units
in the vertical direction, relative to the last window
command. The values f1 and f2 must be between 0.0 and
1.0.

color shade
The color command specifies what shade of grey all
subsequent lines are to be drawn in. The choices are: color
DARK or color LIGHT (the default is DARK).

#
This is the comment symbol. You may want to add
comment lines explaining what you are drawing. A
comment line is completely ignored when reading the
cutin.dat file.
To make a comment line, type a #, and everything that
follows the # is ignored by the system. The # can be at the
beginning of a line or it can follow any command except
the text command. For example:
# this is a one-line comment.
line 0.0 0.0 .5 .5 # this is also a
comment.
If your cutin.dat file contains any errors after it has been
created, the system reports the errors when you try to use
Cut-in with the FILE option selected. The errlog file reports
the line numbers in the cutin.dat file where errors are
found. These lines are then ignored.

Using Cameras
202
Providing a Grid or Customized Overlay
Example The following is an example of a cutin.dat file that produces
this image on screen:

User Interface
Create the file called cutin.dat with a text editor. Place the
file in the misc_data directory of your current project. Type
the following lines of text into the file:
# create grid
color LIGHT
gridstep 15 16
#
# create boxes and lines in darker grey
color DARK
#
# create window box
window 4.0 3.0 0.0 0.0 1.0 1.0
#
# create line from lower left to upper right corner
line 0.0 0.0 1.0 1.0
#
# create line from upper left to lower right corner
line 0.0 1.0 1.0 0.0
#
# create smaller box
box 0.25 0.25 0.75 0.75
#
#write text
text 0.42 0.28 TV Grid CBLT-4
#
# create circle by using two arcs
moveto 0.5 0.5
arc 0.5 0.5 0.125 AVERAGE 0 1800
arc 0.5 0.5 0.125 AVERAGE 1800 3600
# finished

Using Cameras
203
Providing a Grid or Customized Overlay
Using Cameras
204
Providing a Grid or Customized Overlay
Cameras > Clone Cloning the Current Window

User Interface
Creates a duplicate of the Studio window in which you are
working.

Clone can produce multiple views of your windows and is


helpful for saving a particular view of your objects.

How to Use 1 To save the view, select Clone from the Cameras menu, or
click its icon.

The system prompts:


Click in the modeling or SBD window to
clone.

2 Click in a window and a duplicate is created.

Note If the window is a Magnify window, the clone is a normal


view window, not another Magnify window.

3 To clear a cloned window, click the close icon in the top


left corner of the title bar.

Using Cameras
205
Cloning the Current Window
Using Cameras
206
Cloning the Current Window
Customizing the Interface

User Interface
In this Section Preferences Menu Summary 208
Setting Palette and Shelf Layout 209
Editing Marking Menus 212
Setting Colors for your Studio Interface 216
Saving your Settings 223
Retrieving Previously Saved Settings 224
Setting Performance Options 225
Controlling the Number of Choices in Menus 233
Changing Interface Options 234
Editing Alias Preferences 240
Setting up your own Menus and Hot Keys 255
Switching to Single Hot Keys Mode 269
Creating Custom Shelves and Menus 271
Stepping Forward through the Command Stepper 277
Stepping Backward through the Command Stepper 279
Restarting the Command Sequence 281

207
Preferences Menu Summary

The Preferences menu provides tools for setting your own default
values for options and for customizing the general user interface.

Preferences > For information...


Short menus Controlling the Number of Choices in Menus on page 233
Long menus Controlling the Number of Choices in Menus on page 233
Tgl single hotkeys mode Switching to Single Hot Keys Mode on page 269
Performance options Setting Performance Options on page 225
Interface > Hotkeys / Menus Setting up your own Menus and Hot Keys on page 255
Interface > Marking menus Editing Marking Menus on page 212
Interface > User colors Setting Colors for your Studio Interface on page 216
Interface > Interface options Changing Interface Options on page 234
Interface > Palette/Shelves layout Setting Palette and Shelf Layout on page 209
Interface > Tgl Control Panel Using the Direct Modeling Control Panel in the NURBS
Modeling book
User options > Retrieve options Retrieving Previously Saved Settings on page 224
User options > Save options Saving your Settings on page 223
User options > Alias preferences Editing Alias Preferences on page 240
Command stepper Creating Custom Shelves and Menus on page 271, and then:
● Stepping Forward through the Command Stepper on
page 277
● Stepping Backward through the Command Stepper on
page 279
● Restarting the Command Sequence on page 281
Construction options Setting Options for Modeling in the NURBS Modeling book

Customizing the Interface


208
Preferences Menu Summary
Preferences > Setting Palette and Shelf Layout
Interface >
Palette/Shelves
layout

User Interface
Purpose This tool tiles your Tool Palette, Shelf, and Studio windows.

Tip If you close the Tool Palette or Tool Shelf, go to the Windows
menu and click on their entries to reopen them.

Note For information on how to use the tool palette and shelves,
see the Fundamentals book.

How to Use Select Preferences > Interface > Palette/Shelves layout-❐ to display
the Palette/Shelves Layout Options box.

To re-tile your Studio windows back to the options you’ve


chosen, double-click on the Preferences menu title.

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Setting Palette and Shelf Layout
Palette/Shelves Layout
Options

Palette Position/Shelf Position


Click a radio button to change the default display of the
Tool Palette and Shelf. You can choose either the Left, Right,
Bottom, or Top of the screen.

Use these settings in Icons Per Row


conjunction with the settings If your Palette or Shelf position is vertical (either Left or
in the Interface Options box
(Preferences > Interface > Right), click to display the popup menu from which you
Interface options-❐). can select to display the icons one, two, or three across.

Tip When bringing icons onto your shelf from File menu tools,
most will contain the picture of a file folder with a colored
tab. The colored tab makes it easier to distinguish between
the various types of files handled by these tools.
For example, the icon for File > Import > Cloud has a folder
with a purple tab drawn on it.

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Setting Palette and Shelf Layout
Keep Alias Window Size
In the vertical format, you can maintain the current Alias
window size and position by clicking this toggle ON.

Maintain Current Layout


You can maintain the current Palette and Shelf sizes and
positions by clicking this toggle ON.

User Interface
All windows is toggled ON by All windows
default, so that the titlebar If toggled OFF, you can toggle the titlebar and border
and border settings apply to
all Studio windows. settings ON and OFF independently for the various types
of Alias windows: Studio (the main Alias window), Palette,
Shelves and Menus (marking menus).

titlebar, border
By default, these settings are toggled ON for all windows.
If titlebar is toggled OFF, the title bar is not drawn for
affected windows; if border is toggled OFF, the windows’
borders are not drawn.

Tip Without the title bar and border, you have more room on the
screen for using the modeling windows; however, you must
use Alt-F7 to move the windows.

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Setting Palette and Shelf Layout
Preferences > Editing Marking Menus
Interface >
Marking menus

Purpose Lets you customize a marking menu shelf.

How to Use To display a marking menu:


1 Press and hold the Shift and Ctrl keys simultaneously.

2 Click and hold a mouse button anywhere in a window.

3 To select a command, drag the mouse in the direction of


the command. As you drag, a rubber band line is drawn
from the center of the menu to the cursor.

Tip When setting up marking menus, hold down Ctrl and


double-click on icons to shorten (or abbreviate) the name of
the function. This allows for narrower marking menus.

Customizing Marking You can customize marking menus to use your own personal
Menus set of commands. To do this, you have to edit the Marking Menu
shelf. Select Preferences > Interface > Marking menus to view the
default Marking Menu shelf.

Your marking menu shelf might appear slightly different


depending on the exact product and system.

The Marking Menus shelf works much the same as the regular
shelf; however, you are specifying that the items in a Marking

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212
Editing Marking Menus
Menu shelf folder will be used as the items for a marking
menu.
● To change the items used in a marking menu, simply
modify the contents of one of the folders by dragging and
dropping the appropriate tools.
● To delete an individual tool, click and drag the tool with

User Interface
the middle mouse button into the trash can.
● To delete a folder, click on the folder tab with the middle
mouse button and drag it into the trash can.

Assigning Mouse Folders can be assigned to mouse buttons. In this example, the
Buttons pick tools folder is assigned to the right mouse button, and the
xform tools folder is assigned to the middle mouse button.

The mouse icon on the folder tab indicates which mouse


button brings up this menu; the mouse button is highlighted
on the icon.

Note You can have any number of folders, but just three can be
assigned to mouse buttons at any one time.

You can also change which folder is assigned to a button. For


example,if you want to use a group of animation tools with the
left mouse button, you can do it without modifying the pick
tools folder.

1 Create a new folder by selecting New shelf from the options


menu. A window is displayed showing a default name.

2 Name the shelf anim_tools, select LEFT BUTTON from the


Marking Menu popup menu, then click OK.

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Editing Marking Menus
A new folder called anim_tools is created and the mouse
icon shows it is assigned to the left mouse button (also
note that the pick tools folder is no longer assigned to the
left mouse button).

3 Fill the anim_tools folder by dragging and dropping some


tools.
Now when you Shift-Ctrl with the left mouse button,
these new marking menu items are displayed.

You can change the mouse assignment back to the pick tools
folder by double-clicking the pick tools tab to display the dialog
box and changing the Marking Menu option from UNUSED to
LEFT BUTTON.

A single folder of commands can be associated with all three


mouse buttons. For example, to display the pick tools menu
when any one of the mouse buttons are pressed, double-click
the pick tools tab, select ALL BUTTONS from the Marking Menu
menu and click OK. Notice that the button assignment for
other folders have disappeared.

The name of an existing folder can also be changed by double-


clicking its tab and changing the name in the dialog box.

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Editing Marking Menus
Extra Marking Menu If you have more than eight items in a particular folder, the
Items extra tools are listed below the marking menu.

User Interface
extra items

Tip For basic uses of the marking menu, see the Fundamentals
book.

Notes for UNIX systems ● The marking menu settings are automatically saved in the
$HOME/.Alias/Prefs.n/shelves.scm file when you exit
from Studio. (n is a number that depends on the software
version.)
● It is possible for a non-standard definition of X-window
mouse operations to disable marking menus. The Shift-
Ctrl-mouse click, which initiates the marking menus, is an
X-windows feature used by Studio. This feature is defined
as a button operation, in the .4Dwmrc file in a user's $HOME
directory.
Studio loads a version of this file. It is possible to use the
Studio setupacct script to create or update a user
account. If this file was not used, the Shift-Ctrl-mouse
click might be defined as some other X-windows
operation. To correct this situation, the user, not root,
should copy the default .4Dwmrc file from /usr/aw/
alias/etc/acct/skel to $HOME.

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215
Editing Marking Menus
Preferences > Setting Colors for your Studio Interface
Interface >
User colors

Purpose Lets you set colors for the Studio interface. You can set colors
for active (picked) models; inactive (unpicked) models;
elements in the modeling windows, such as grids; and
elements in the user interface, such as text entry fields.

Note Studio does not retrieve earlier versions of user color files. If
you customized the colors in an earlier version and want
your new version of Studio to appear the same, please
customize the colors again.

User Colors Options Select Preferences > Interface > User colors. The User Colors
window apears.

● To set options, click the down arrows next to each section.


● To see the complete list of options, drag the scroll bar at
the left edge of the window.

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Setting Colors for your Studio Interface
A sample set of controls is shown below. you can see the
others by selecting their sections in the User Colors window.

User Interface

How to Use To change the color of any element listed in the Color Editor,
drag the slider next to the element to cycle through a number
of available colors. Many of these colors will be shared among
the elements listed.

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217
Setting Colors for your Studio Interface
If you want more control when setting the colors, click the
square beside the parameter heading. The Color Editor appears,
where you can define exact colors. This is the color editor for
the background of a modeling window.

For more information about using the Color Editor, see


Color Editor Overview in the Rendering manual.

Active Modeling Colors Use this section of the User Colors window to define colors of
any active objects that you are modeling.

The elements in this section should be recognized by


experienced Studio users. Consult the index of all the manuals
for information about any of these elements.

Inactive Modeling Colors Use this section of the User Colors window to define colors for
objects that you are modeling, but are inactive.

The elements in this section should be recognized by


experienced Studio users. Consult the index of all the manuals
for information about any of these elements.

Note These are the colors for inactive objects. Settign an inactive
color does not make an object inactive.

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218
Setting Colors for your Studio Interface
Modeling Window Colors The third section of the User Colors window is Modeling Window
Colors.

Most of the elements in this section should be recognized by


experienced Studio users. Consult the index of all the manuals
for information about any of these elements. The following
list provides information about less recognizable elements:

User Interface
Fine Grid Mesh
The Fine Grid Mesh color controls the fine dotted grid that
subdivides the main grid if you have a Subdivisions level
set higher than 1 in the Grid Spacing Options window (Grids
> Grids > Grid spacing - ❏).

Stage
Specifies the inactive stage color of the wireframe model.

Window Active
The active window has a white border. Use the Window
Active option to change its color .

Window Pane
Changes the color of the text and the icons in the title bar
of any modeling window. The window borders also
change to the color you specify.

the text changes


all icons change
window borders change

(The grid and the axis markers do not change)

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219
Setting Colors for your Studio Interface
User Interface Colors Most of the elements in this section should be recognized by
experienced Studio users. Consult the index of all the manuals
for information about any of these elements.

The following list provides information about the less


recognizable elements:

Lowlight/Highlight
These options further define the display of beveled items
in the Studio interface menus and windows (for example,
the mag, crv, and grid buttons and the time slider buttons).

Edit background
Sets the background color of edit fields in windows where
you can type coordinates. The editable fields are a
different background color, such as pink, to show that you
can edit the field.

Active Edit background


Sets the background color of edit fields that you are typing
in (that are active).

User Colors Window Saving your color setup


Buttons Select File > Store at the bottom of the User Colors window to
save your color setup. The following File Requestor appears:

click Store

default file name

The next time you restart Studio, the system searches in your
$HOME/.Alias/Prefs.n/Colors directory for the default
color file name; for example, usr_color.12bit. (n is a
number that depends on the software version.)

To save your user colors so they are read in every time, save
them in a usr_colors file. Applicable color file names are
usr_colors.4bit, usr_colors.8bit, and
usr_colors.12bit.

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220
Setting Colors for your Studio Interface
Note If you change the name of the color file, it is not loaded the
next time you restart Studio. Instead, you must retrieve it
using File Retrieve in the User Colors window; you can
search for the renamed color file in the file browser.

Using the Edit menu options

User Interface
Use the Edit menu options to edit your color setup before
saving it.

Reset
Resets all your colors to the Studio defaults.

Undo
Resets the last changed color to the previous setting.

Redo
Undoes the last Undo operation.

title bar

Range fields

Undo & Grab buttons

Drop & Pick buttons

current color
color blending palette

color palette

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221
Setting Colors for your Studio Interface
Click the Range button to toggle
between 0 - 255 and 0 - 1

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222
Setting Colors for your Studio Interface
Preferences > Saving your Settings
User options >
Save options

User Interface
Purpose Saves the current settings of Studio option boxes.

Overview The options file contains the values of most option boxes in
Studio. When an options file is loaded, the settings of these
options are restored to the values saved in the options file, or
to the system defaults, if the file Alias_options is loaded.

To create a set of options that will load when you start Studio,
set the options boxes to the values you want, and create an
options file named user_options. This file is loaded
whenever Studio is run and sets the initial values of Studio’s
option boxes.

How to Use 1 Select User options > Save options from the Preferences
menu. The File Requestor is displayed.

2 Click the Show List button to display the list of files.

3 Type the filename of the new options file, or, if replacing


an existing file, click on the filename or double-click on its
icon in the File Lister.
◆ The filename and its UNIX path are displayed in the
File Requestor.

Note You cannot replace the system default file named


Alias_options. You must provide a different name.

4 Click the Save Options button.

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223
Saving your Settings
Preferences > Retrieving Previously Saved Settings
User options >
Retrieve options

Purpose Restores the settings of Studio option boxes to their previously


saved values.

Overview The Retrieve options menu item enables you to restore options
saved in the options file during a previous session. This file
contains the values of most Studio option boxes.

A special file named Alias_options can also be loaded. This


causes Studio to set its option box contents to the default
settings shipped with the software.

How to Use 1 Select User options > Retrieve options from the Preferences
menu. The File Requestor is displayed.

2 Click the Show List button to display the list of files.

3 Click on the filename or double-click on its icon in the File


Lister. If you prefer, you can type the filename or the path
and filename, without selecting anything in the File Lister.
The filename and its path are displayed in the File
Requestor.

4 Click the Restore Options button.

You cannot restore option files created in previous versions of Studio.

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224
Retrieving Previously Saved Settings
Preferences > Setting Performance Options
Performance options

User Interface
Purpose Controls automatic drawing precision, as well as when
animation expressions, constraints, construction history and
locators are updated.

How to Use From the menu bar, select Preferences > Performance options to
open the Performance Options control window.

Note Expressions and constraints are not available in all products.

Additional Information
● To set expressions in the Action window, select Animation >
Action window. (See the Animating book for details.)

● To view playback, select Animation > Playback. (See the


Animating book for details.)
● To run animation with constraints, select Animation >
Run IK. (See the Animating book for details on constraints
and IK animation.)

Performance Options The following image shows all controls in the Performance
Window Options window and their defaults.

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225
Setting Performance Options
Customizing the Interface
226
Setting Performance Options
Redraw Precision, Motion Precision, and Warp Precision options are
used to control the automatic drawing precision.

Redraw Precision

Lets you change the precision of the objects being drawn.


Click to the right of the heading to display choices.

User Interface
SCREEN-SIZE BASED
Reduces the drawing precision of the objects as they
become smaller on the screen, to decrease redraw time.
This is the default.

ACTUAL
Draws all the objects with the precision that is set in the
Curve Precision Options window (Curve Edit > Curve
precision-❐).

Note These options do not apply during viewing operations (such


as Cameras > World move camera > Tumble or Track) or
during optimized animations.

Motion Precision and Warp Precision

Click to the right of the headings to display the Motion


Precisionand Warp Precision menus.

Note Warp Precision does not need the SCREEN-SIZE BASED


option (all other options are identical).

These options control the redrawing of a dynamic scene, such


as during viewing operations or optimized animation.
(Viewing operations can include Cameras > World move camera
> Tumble or Track or using the icons in the window’s title bar.)

BOUNDING BOX
Draws the bounding box of the object. It is a box that
extends beyond the dimensions of the object.

BOUNDARY
Draws the outer boundary of the objects.

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227
Setting Performance Options
Note The Boundary option is equivalent to the CONNECTED
POINTS option for curves. Both CONNECTED POINTS and
BOUNDARY ignore the Object Edit > Patch precision option.

CONNECTED POINTS
Draws the objects by connecting edit points.

LOW RESOLUTION
Reduces the default object precision to its lowest. This is
the default.

MEDIUM RESOLUTION
Reduces the default object precision to an intermediate
level.

SCREEN-SIZE BASED
Reduces the precision of the objects as they become
smaller on the screen.

ACTUAL
Draws all the objects with the precision that is set in the
Curve Precision Options window (Curve Edit > Curve
precision-❐).

Dynamic Draw Mode

OPTIMIZED
This option speeds the display of complex models during
view updates or transformations. Selecting OPTIMIZED
turns off hulls, CVs, and edit points while updating views
or transforming objects. This is the default.
This option also shows fewer details on shaded surfaces
while the surfaces are being modified. (The surface
evaluation output is also affected while a surface is being
modified.)
This option affects only precision settings that would
normally show hulls, CVs and edit points. For example, it
has no effect on bounding boxes.

The Redraw Precision and NORMAL


Motion Precision settings Selecting NORMAL leaves the display of hulls, CVs, and
affect this option.
edit points on even while updating views or transforming
objects.

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228
Setting Performance Options
Evaluations Per Update

In some situations you may notice that a model with inter-


dependencies among expressions, constraints, and IK seems to
lag one frame behind during the evaluation when performing
a playback.

User Interface
If this happens, you may want to force the evaluation of the
expressions, constraints, or IK to occur more than once per
update.

To do this, you can use the Evaluation Per Update slider or type a
number in the field next to it.

Change this number to


determine how many times
an evaluation will occur
per update.

This number represents how many times each of these


evaluations will occur per update (or during playback, per
frame). This number is stored in the wire file when you save
your model.

If your model has a circular Trim Surface Boundary Updates


dependency, then this
number will not solve the When trimmed surfaces are animated so that their shape
lagging problem. changes, the system slows down. You can speed it up by
disabling the display of trimmed boundaries.

When trimmed boundaries are disabled, trimmed surfaces


only display their interior curves, not their boundary curves.
The display of trim boundaries can be disabled in two ways:

Draw Trim Boundaries


If toggled OFF, trim boundaries are not displayed in the
system at all. This speeds up operations such as Animation
> Set keyframe.

During Playback
If toggled OFF, the trim boundaries will not be displayed
during playback and playback will operate faster.

Customizing the Interface


229
Setting Performance Options
Note The benefit of these two options is only apparent when the
trimmed surfaces are being deformed. Animation at the
transformation level does not benefit from this optimization.

Update Options

These controls determine when updates occur to various


items:expressions, constraints, IK handles, clusters,
construction history and locators.

Each of these item updates share the following toggles


(construction history updates only share the first two):

After Modification
When set to OFF, the display of expression, constraint, IK,
cluster, construction history and locator updates is
suppressed. When set to ON (the default), updates are
performed as they happen.

Note Updates are stored, so if After Modification is set to OFF for a


long time and then turned ON, all the stored updates are
immediately done.

During Xform
When set to ON, expression, constraint, IK, cluster,
construction history and locator updates occur as you
drag the mouse in any Xform operation (such as Xform >
Scale). When During Xform is set to OFF, updates occur once
you release the mouse after an Xform operation. By default,
this option is ON for constraint, IK, cluster and locator
updates, and OFF for expressions and construction history
updates.

During Playback
When During Playback is ON (the default), updates of
expressions, constraints, IKs, and clusters occur for each
frame during playback. When it is OFF, the updates occur
at the end of the playback operation.
Note that:
◆ Even though construction history can update for each
frame of a playback, it may not do so for a rendering of
a playback because SDL does not support all
construction history operations.

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230
Setting Performance Options
◆ Constraint animation can be updated during
playback. However, to render constraint animation,
pick the skeletons with animating constraints and
select Animation > Run IK to capture the constraint
animation of the skeleton with keyframe animation.

Sync Geom After Write SDL

User Interface
The IK Updates section has the following additional option.
If there is Single Chain IK in your model, Write SDL steps
through your skeleton animation internally, and then does
a viewframe at the end to restore the skeleton’s state to the
current frame.
If the Sync Geom After Write SDL option is OFF, it will
assume that your geometry was up to date for the current
frame, and will not recompute the deformations
(recomputing the deformations could take several
minutes for heavily clustered models).
If you’re doing a lot of tweaking on the model, and you
don’t usually do a viewframe/playback immediately
before Write SDL, you may wish to turn the Sync Geom After
Write SDL option ON, so that the geometry and skeletons
will be in sync after Write SDL completes.

Additional Construction History Settings

For information on In addition to the After Modification and During Xform settings
construction history, see the (detailed above), the Construction History Updates section has
NURBS Modeling manual. the following additional options:

Playback Blend
When set to ON, construction history updates for blended
surfaces occur for each frame during playback. When set
to OFF, updates occur at the end of the playback operation.

Playback Other History


Lets you specify that ALL construction history (not just
blend surfaces) are updated during playback. Normally
only blend surfaces can be animated within the renderer,
and other construction history is held static.
If you toggle Write Mult SDL in the Rendering Options box
(Render > Render-❐), the whole model is recalculated and
an SDL file is written out for each frame.

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231
Setting Performance Options
Round Auto Update
The Round Auto Update operation is different from the other
construction history updates because it takes longer
(possibly a few minutes) to compute.

For information on working By default, Round Auto Update option is OFF, so round
with round surfaces, see the updates are suppressed. You have to set this toggle ON
NURBS Modeling manual. before you see a round operation update when you move
part of a rounded object.

For information on blend Blend Curve During Xform


curves, see the NURBS When this is ON, construction history on blend curves
Modeling manual.
updates as you drag the mouse during any Xform
operation (such as Xform > Scale). This is the default. When
it is OFF, updates occur when you release the mouse.

Action Window Updates

After Modification

WARNING: The updates are Lets you toggle whether or not transforming keyframes or
done by viewframe curves within the Action Window should update the
operations, which may be modeling windows. If toggled ON, the During Xform
very slow. You can always
view a frame by clicking on options are displayed. You can choose between updates
the frame indicator in the just after the transform (After Modification), or during the
Action Window (Animation > transformation (During Xform).
Action window—see
Animating for more
information). RGB Complex Scene Option

This option is found in Studio for Windows NT only.

Complex Scene
You can set the Complex Scene option ON or OFF.

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232
Setting Performance Options
Preferences > Long Controlling the Number of Choices in
Menus
Preferences > Short

User Interface
You can display Studio menus with all their menu items or
with a shorter list of the items that are used most often.

How to Use Select Long or Short from the Preferences menu.

Each time you use a menu, the number of items shown


depends on the following choices:

Preferences > Long


Shows all menu choices.

Preferences > Short


Shows a shorter list of menu items.

See Setting up your own By default, this list is made up of items crucial for most
Menus and Hot Keys on users. You can customize the short menus for your own
page 255 for information on needs from Interface > Hotkeys / Menus.
how to define your own
short menus.
You can set default menu configuration in the Alias Preferences
window (Preferences > User Options > Alias preferences). Set the
Initial menu layout option to Long or Short and save the settings. The
next time you start Studio, the menus will be configured in the way
you specified.

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233
Controlling the Number of Choices in Menus
Interface > Changing Interface Options
Interface options

Purpose Lets you view and change the Studio interface options.

Interface Options From the Preferences menu, Select Interface > Interface options-❐
to display the Interface Options box. This diagram shows the
top of the Interface Options box.

Icon Mode

Click one of these radio buttons to customize the display of


your icons. This option is saved when you exit.

Customizing the Interface


234
Changing Interface Options
Palette/Shelves

Click the entry next to this heading to use a pop-up menu


containing the following items.

MOVABLE
The palette and any shelves can be moved freely.

User Interface
<SHIFT> MOVABLE
You can move the palette and any shelves freely only if
you hold down the Shift key while dragging the item.

LOCKED
The palette and any shelves cannot be moved. They are
locked into the fixed position where they appear. You can
move them only by selecting the other choices in this pop-
up menu.

Editor Windows

Click the entry next to this heading to use a pop-up menu


containing the following items.

MOVABLE
You can move the option and editor windows freely.

<SHIFT> MOVABLE
You can move the option and editor windows freely only
if you hold down the Shift key while dragging the
window.

LOCKED
The option and editor windows cannot be moved. They
are locked in the fixed position where they appear. You
can move them only by selecting the other choices in this
pop-up menu.

Show Icon Labels

This toggle is off by default. Click to toggle the text labels of


your icons on or off. This option is saved when you exit from
Studio.

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235
Changing Interface Options
Plugin Labels

This toggle is off by default. When toggled on, plugin


functions are marked by a plus sign (+) at the left of the name
in the menu.

Hotkey Labels

Click to toggle hotkey labels on or off in the menus.

Title Bar Info

Click to toggle off or on the units and grid size information on


the top of your active modeling window.

Tooltips

Click to toggle text hints that appear in the interface when the
mouse cursor hovers over a tool icon for longer than 1 second.

Stage Selector

Click to toggle off the Stages pull-down menu in your layers


bar. Please note that the Stages pull-down menu appears on
the layer bar only when there are two or more stages.

Set Selector

Click to toggle off the Sets pull-down menu in your layers bar.
Please note that the Sets pull-down menu appears on the layer
bar only when at least one set exists.

Pointing Device

Click to specify which pointing device is currently in use. To


change devices, choose one of the two available selections—
MOUSE or BITPAD. For information on using Screen and
Digitizing modes, see the Fundamentals book.

Keyboard Entry

Specifies that the numbers you use for keyboard entry of


Xform functions will be considered absolute (ABS) or relative

Customizing the Interface


236
Changing Interface Options
(REL). ABS uses the origin for placement (0, 0, 0), and 0 degrees
along the X, Y, and Z axes for rotation. REL uses the object’s
current placement and rotation.

For details about absolute and relative addressing, see the


Fundamentals book.

User Interface
Reuse Object Names

This specifies that an object name can be re-used if it has been


freed up by deleting the object (TRUE) or not used again in the
same file, even if there is currently no object with that name
(FALSE).

For information about how to change object names, see


Information Window on page 108 and read the section on
Common Parameters.

Drag Mode

When ON (indicated by a check mark), an object will be


continuously redrawn on screen while being moved.

When OFF, an object will have a red line drawn from the point
where you press the mouse button down to the point where
you release the mouse button, when being moved. The object
is moved and redrawn when you release the mouse button.

Point of Interest Viewing

See Changing the Point of Click to toggle ON or OFF the visibility of the Point of Interest
Interest on page 181. Manipulator. The default is OFF.

Use Pick Chooser

Click to toggle the Pick Chooser ON and OFF. If it is ON (the


default), a small box appears under the mouse when more
than one object is picked by a mouse click. This box contains a
list of all pickable items under the mouse and allows you to
choose the one you want.

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237
Changing Interface Options
Arrow Size

Specifies the number of pixels applied to cursor movement


(cursor step size) inside the modeling windows when using
the keyboard arrow keys. The default value is 1. This means
that if arrow keys are used, the cursor moves one pixel in the
direction of the arrow key.

The available range for Arrow Size is from 0 to 256. To change


the value, either move the slider or click in the field. Press the
Esc key to clear the field, type a new value and press Enter. If a
value greater than 256 or smaller than 0 is entered, the system
defaults to 256 and 0 respectively.

Active View Panel

When this option is checked on, pressing SHIFT+ALT in a


modeling window displays the active viewing panel. When it
is off, the active viewing panel does not appear. (See Using the
Viewing Panel on page 152.)

Crosshair cursor

When Crosshair cursor is off, the standard, small cursor is


displayed. When Crosshair Cursor is on, the cursor is displayed
as a large crosshair (available only in UNIX). (Note that the
cursor is black in Windows NT.)

Standard Cursor Crosshair Cursor

A crosshair cursor is most useful in orthographic windows.


For example, when you are creating or editing curves, you can
easily see the angle of a curve relative to an axis.

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Changing Interface Options
Space mouse device

See your Installation Guide You can use the Space Mouse (from Magellan) to control your
for more information about view or to issue animation time slider commands. By default,
the Space mouse (available the space mouse is in tumble/dolly view mode.
only in IRIX)
This shows the lower part of the Interface Options window if

User Interface
you have a Space mouse attached. Otherwise, these options
do not appear.

Space Mouse Sensitivity sliders


There are separate sensitivity controls for Time and View
modes. Lower slider values make the device more
sensitive and faster.

Acceleration factor and Acceleration threshold


In Time mode, you can adjust the Acceleration factor and
Acceleration threshold.
◆ The Acceleration factor adjusts how quickly the
playback reaches maximum speed.
◆ The Acceleration threshold value determines how much
time is needed during a twist of the cap to switch from
single frame to fast playback mode.

Tip You will hear a double beep when you are back at the first
default setting.

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Changing Interface Options
Preferences > Editing Alias Preferences
User options >
Alias preferences

The Alias Preferences Editor contains default values for various


optional settings and peripheral devices. These are values
which you want to keep the same from one session to the next.
For some of the option settings to take effect, you must restart
Studio.

For example, you can set the coordinate system to either Z-up,
common in industrial design, or Y-up, common in the video
animation industry.

Creating a Personal Set In UNIX, the default location for Studio preferences
of Preferences information is AliasPrefs file in the directory /usr/aw/
alias. When you select Alias preferences and set your personal
preferences for the first time, the default .AliasPrefs file is
copied into your home directory with the preferences that you
set. If you want to return to the default preferences at any time,
simply delete the file. From a UNIX shell, use
rm $HOME/.AliasPrefs

In Windows NT, from command window, use


del <your_home_directory>\Alias\Alias.Prefs

Managing Preferences A site administrator can change the default preferences for all
for All Users users. To do this in UNIX systems, the site administrator must
be the owner of the default preferences file. In UNIX, it is
stored in the directory /usr/alias and the root account can
enter these commands:
chown <administrator> /usr/alias/.AliasPrefs
chmod u+w /usr/alias/.AliasPrefs

From this point on, when the user <administrator> edits the
preferences through Alias preferences, the default preferences
are assigned to all users.

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Editing Alias Preferences
How to Use To change the contents of your Alias Preferences file, select
Preferences > User Options > Alias preferences. Set preferences as
explained below, then click the Save button at the bottom of
the window.

For some preferences to take effect, Studio must be restarted


(Alias Preferences — Restart Needed on page 242):

User Interface
Others take effect immediately (Alias Preferences — Restart Not
Needed on page 250):

Note The options are slightly different in Studio for Windows NT.

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Editing Alias Preferences
Alias Preferences — Restart Needed

The preferences described in this section take effect only after


you restart Studio.

Coordinate System
Click to the right of the heading to select either the Z-up or
Y-up coordinate system from the menu.

Initial menu layout


Click to the right of the heading to select either the Long or
Short menu layout from the menu. The default is Long.

Safety Options
Safety Options control automatic saving of an intermediate file.

Note These values are also set independently by the menu choice
File > Checkpoints, so please make them the same in both
locations.

Checkpoints
Studio saves your model each time you click the specified
number of menu items. We recommend a value of 10 for
complex models and 50 for simple models. The default
value, 0, disables this feature.

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Alias Preferences — Restart Needed
Check Versions
Keeps the specified number of versions of checkpointed
wire files. The default, 1, keeps only the most recent file.

Render Options The Render Options contain values that affect Studio rendering.

User Interface
In Studio for Windows NT, only the Render Control Option
Default Shader is available.

Render Control Options

Default Shader
This specifies an alternative shader to be loaded the first
time that an object is created or the shader lister is opened.

Render machine
This specifies the default machine for remote rendering.
This option is available only with UNIX.

Render location
This specifies the location and project for remote
rendering. This option is available only with UNIX.

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Alias Preferences — Restart Needed
Distributed Render Control Options

See Render > Globals in the Rendering book for more


information on Distributed Render Controls options. This option
is available only with UNIX.

Modeling Options The Modeling Options contain values that affect Studio
modeling tools.

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Alias Preferences — Restart Needed
Draw Options

Click the arrow next to Draw Options to expand the Draw Options
section. In this section, you can click on the Default buttons to
use pop-up menus.

User Interface
click here to see the
pop-up menus

CV/Vertex Draw Style


By default, Studio uses the drawing style for CVs and
vertices that runs fastest on your platform while still
displaying clearly. However, you can use Markers or Fat
Pixels as the CV and Vertex draw style in both Action and
modeling windows.
Click the button beside CV/Vertex draw style to display a
pop-up menu.

Joint Draw Style


By default, Studio selects the drawing style that runs
fastest on your platform while still displaying clearly.
However, you can use Icons or Fat Pixels as the joint draw
style in both Action and modeling windows.
Click the button beside joint draw style to display a pop-up
menu.

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Alias Preferences — Restart Needed
Polygon Toolbox Options

See the Polygonal Modeling manual for more information.

Template Options

Allow components
If Allow components is set to on, objects picked at the
component level can be used as templates.

Trim Options

Trim dashed CoS


If this is set to on, curves-on-surface are valid trim curves
even if they have a dashed line style.

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Alias Preferences — Restart Needed
Filesystem Options The Filesystem Options specify the location of files on your
system. This is where the Studio looks for them. In UNIX you
see:

User Interface
In Windows NT, only Dumpster location, Filter location, and Ext
Apps location appear.

Data library location


Use this location to direct the system to resources,
including those on CD disks (UNIX only).

Hot keys file


Specifies the location of a file that can be used to define hot
keys (IRIX only). This file is not usually used. Instead, to
set up hot keys, select Preferences > Interface > Hotkeys/
Menus.

Video files
Specifies where Studio looks for video device
configuration files. They are usually maintained on a
project by project basis, and are stored in the misc_data
directory in your active project. You can use this option to
set up one master video configuration area (UNIX only).

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Alias Preferences — Restart Needed
Note These are the old Studio video drivers that are not used with
Composer. These are kept for compatibility during the
transition to Composer.

Dumpster location
Specifies where deleted files are moved. This directory
name must end with the string dumpster, or dumpster will
be appended by Studio. The default value is dumpster. In
Windows NT, this defaults to the Recycle Bin. If a full path
is not specified, the path is relative to your user_data
directory.

Filter location
Specifies the location of the file that stores the information
from the External Filters lister from the options available
from File > Open and File > Save As.

External Apps location


Specifies the location of the file that stores the information
from the External Applications lister from the File >External
Applications window.

System Directories

The System Directories options specify default paths for the file
lister.

These paths can be full directory path names or relative to a


project. If you use a full path for one of these variables, it does
not change when the project directory changes.

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Alias Preferences — Restart Needed
QCR Options The QCR Options contain preferences that affect film output
from within Studio. This option is available only with UNIX.

User Interface
QCR delay
Specifies how many seconds Studio waits after sending an
initialization signal to your film record before starting to
send video.

Plugin Options This section contains the search path(s) that are used to locate
and load plugins into Studio.

Messages
Plug-in messages are printed to the error log. (Use File >
Show > Errlog to see the errlog file.)
Click the field next to the heading to display its pop-up
menu:
◆ Brief—your messages about the plug-ins are brief.
◆ Full—you get detailed messages if an error occurs
while loading or unloading a plug-in.

Search path
This field lets you select the order and path(s) that are
searched for “plug-in” third-party programs when they
are loaded. Paths are searched from left to right and are
separated by colons (:).

For information about the For instance, you can load the xpaint.plugin using this
Utilities > Plug-in Manager field. If the path to the plug-in is added to the Search Path,
window, see Loading Plug-ins the xpaint.addin plug-in is available in the Plug-in
on page 329. For information
on plug-ins, see the online Manager window and appended to the Utilities menu.
Stand-alone Utilities Guide. ◆ Previously, the Search path field was called the Plugin
search path.

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249
Alias Preferences — Restart Needed
Alias Preferences — Restart Not
Needed

These preference take effect immediately, before Studio is


restarted.

UNIX Shell Options The UNIX Shell Options let you select a different type of
command window from the default, Winterm. These options
are available only with UNIX.

UNIX Shell
Click to the right of the heading to display a menu from
which you can select a number of pre-defined UNIX
shells.

Custom UNIX Shell


If you select a UNIX Shell of CUSTOM, the following options
are displayed.

This field is used as a command when you select UNIX


Shell and the type has been set to CUSTOM.

Editor Options The Editor Options let you select a different text editor than the
default.

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Alias Preferences — Restart Not Needed
ASCII Editor
Click to the right of the heading to display a menu from
which you can select from a number of pre-defined
editors.
◆ In UNIX systems, the default is JOT and the options
are EMACS, JOT, VI, and CUSTOM.

User Interface
◆ In Windows NT systems, the default is Notepad and
the options are Wordpad, Notepad, and CUSTOM.

Note Some of these editors might not be loaded on your system.

Custom Editor
If CUSTOM is selected, another option appears.

This field is used as a command when you edit an ASCII


file.
The example above is for a UNIX system. In Windows NT
systems, by default Custom Editor starts Microsoft Word:

Scanner Options The Scanner Options contain preferences that affect scanning
from within Studio. This option is available only with UNIX.

Scanner application
Click to the right of the heading to display a menu from
which you can select SGI Impressario or a CUSTOM
program.

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Alias Preferences — Restart Not Needed
Custom Scan program options

If you select CUSTOM from the menu, another option appears.

Program path
Specifies the full path of a program used for scanning from
Studio. It is called whenever you click the Scan button.

Printer Options The Printer Options contain preferences that affect printing from
Studio. This option is available only with UNIX. In Windows
NT systems, select options from the Print dialog.

Print application
Click to the right of the heading. You can select SGI
Impressario printing or a CUSTOM printing program.

Note SGI’s Impressario printing package converts Alias PIX files


to the SGI files that Impressario can print.

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Custom Print program options

If you select CUSTOM from the menu, the following option


appears (in UNIX systems only).

User Interface
Program path
Specifies the path of a program used for printing from
Studio. It is called whenever you click the Print button.

Plot Options The Plot Options contain preferences that affect plotting from
within Studio.

In Windows NT, the only field is Application Name, which by


default calls the utility AliasSendToPlotter.

In UNIX you see:

Default plotter type


Specifies the default plotter type.

Plotter host
If you are on a network, the plotter can be connected to a
different computer, specified here. The machine that you
are logged on to is shown as localhost.

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Alias Preferences — Restart Not Needed
LP destination name for plotter: Default plotter name
This specifies which output queue receives plotter output.

LP queue options for plot output

These options describe the plot options for the LP or line


printer named in the previous field.

Plotter options
This specifies options for submitting jobs to lp.

Plot filter
This specifies a custom program filter plot file output and
creates actual plotter commands.

Animation Options The Animation Options values affect Studio animation tools.

You can use Playblast to PlayBlast memory


preview an animation very Click the field to the right of the heading to display a
quickly by doing a screen
grab of the view at each
menu from which you can select the maximum amount of
frame and then “blasting” memory that PlayBlast allocates for frame storage. The
those images to a “movie” amount is expressed as a percentage of total memory.
player or, in Windows NT, to
the fcheck utility. The images
Increasing this amount beyond the default of 75% might
can be saved as a movie file terminate Studio unexpectedly if the operating system
or a series of image files. runs out of swap space.

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Alias Preferences — Restart Not Needed
Preferences > Setting up your own Menus and Hot
Interface >
Keys
Hotkeys/Menus

User Interface
Purpose To customize menus and hot keys to suit your needs. You can
set up Studio to start commonly used functions in response to
keyboard combinations. You can also customize the menus,
shelves, and tool boxes.

Overview Hot keys are used as a shortcut to call any function from the
Studio menus. You can set up your own hot keys by mapping
keyboard combinations to the menus. Then, by simply
pressing the hot keys, you can start a function.

There are some default combinations. For example, holding


down the Alt key and pressing the letter w starts Layouts > All
windows (User windows) unless you change it.

How to Use To customize your own menus, shelves, or tool palette, select
Preferences > Interface > Hotkeys/Menus.

Click the arrow beside a function title to open a section of the


window.

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255
Setting up your own Menus and Hot Keys
Click the arrow to open
a section of the window.

Removing Menus or You can remove the specific menu items, shelf items, or Palette
Palette Tabs tabs that you don’t need.

In the following example, the Polygons and Polygon Edit tabs


and all their tools are removed from the Tool Palette.
1 Scroll to the section of the editor that contains the items
you want to remove. In this example, it is the Palette
section.

2 Click in the box beside Polygons and Polygon Edit to


deselect them. The check marks disappear.

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256
Setting up your own Menus and Hot Keys
User Interface
Click to
deselect

The Polygons and Polygon Edit tools are still available from the Tool Palette.

3 Click the Apply button. Both tabs disappear from the Tool
Palette.

The tabs are no longer


accessible.

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Setting up your own Menus and Hot Keys
4 To put them back into the Tool Palette, click the boxes
beside their names to display the check marks, then click
the Apply button.

Removing Menu Items or You can remove specific items from any menu, option from
Palette Tools any shelf, or tools from any Tool Palette tab.

In the following example, two tools are removed from the


Polygons Tool Palette tab: Create polygons and Stitch curves.

1 Scroll to the Palette section of the editor.

2 Click the black arrow beside Polygons to see the tools in


that section of the Palette.
◆ Notice that all the Polygons tools have check marks in
the editor and are visible in the Tool Palette.

The checkmark
indicates that the
tool appears in
the interface

A menu with
cascading menu
options is
indicated by
a gray line.

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Setting up your own Menus and Hot Keys
3 Click in the box beside the names of the tools to deselect
them. The check marks disappear.

To remove these two tools from


the Polygons Tool Palette tab...

User Interface
Click the box beside each name.
The check mark disappears.
Now click the Apply button.

The tools are no longer included


in the Polygons tab.

To put them back in the tab, click the


boxes to display the check marks,
then click the Apply button again.

4 Click the Apply button. The tools are deselected and are no
longer displayed in the Polygons tab of the Tool Palette.

5 To put them back into the Polygons tab, click in the boxes
beside their names to display the check mark, then click
the Apply button again.

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Setting up your own Menus and Hot Keys
Removing All Menu Bars Removing all Menus in the menu bar
or Palette Tabs You can remove all of the menus in the menu bar by clicking to
deselect the box beside menu (the check mark disappears) and
then clicking the Apply button.

Deselecting:
Studio menu bar
Tool Palette
Action Window menus

The menu bar disappears and is replaced by a button called


long menus.

To bring back the menu bar, click the long menus button.

Note If the Menu/Hotkeys Editor window is still open, you can


click here to restore long menus of course bring back the menu bar simply by clicking the
menu box on, then clicking the Apply button.

Removing all Action Window Menus

You can remove all of the menus in the Action Window menu
bar.
1 Click to deselect the box beside action menu (the check
mark disappears) and then click the Apply button.

2 The menu bar in the Action Window disappears.

3 To replace the menus in the Action Window, click the box


beside action menu to display the check mark, then click the
Apply button again.

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260
Setting up your own Menus and Hot Keys
Removing all Tool Palette tabs

You can remove all of the tabs in the tool palette.


1 Click to deselect the box beside Palette (the check mark
disappears) and then click the Apply button. All items
beneath the Palette heading are turned off.

User Interface
If you click here, all the
options beneath Palette
are checked off.

2 When you click the Apply button, all the Tool Palette tabs
disappear.

3 To replace the Tool Palette tabs, click the box beside Palette
to display the check mark, then click the Apply button
again.

Note If you want a minimal interface, turn everything off except for
hot keys, marking menus, and the shelf.

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Setting up your own Menus and Hot Keys
Editing the Hot Keys You can add, remove, or change any of the hot key mappings
found in the Hotkeys Editor.

Defining Hot Keys

To define your own hot key for a tool, first find the tool in the
Menu/Hotkeys Editor window. Click in the pink editable field to
the right of the tool’s name, then type the control key sequence
(a combination of the words Alt, Shift, or Ctrl) followed by a
letter and press Enter.

The input is case insensitive (you can type lower case, upper
case, or mixed case text) and does not require any blanks or
other spacers. For example, typing “shiftaltb” will be translated
as “Shift+Alt+B”. The hot keys that you assign become active
immediately and appear in the menu.

Tip If you assign the Shift + letter combination for hot keys,
problems may occur. For example, don’t assign Shift + L as a
hot key to toggle locators on and off. The default names for
all layers start with an uppercase L, which would toggle
locators instead of picking a layer.

When you have finished editing your hot keys, click the Apply
button at the bottom of the window to save the hot key setup
for the next session. The hot keys assignments are saved in file
$HOME/.Alias/Prefs.n/.AliasHotkeys.scm.

Tip Hot key labels can be toggled on or off in the Interface


Options window. See Changing Interface Options on page 234
for more information.

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262
Setting up your own Menus and Hot Keys
In the following example, you assign a hot key to the Import
Anim function.

User Interface
Type Shift A
in the box beside Anim
and click Apply

hot key in menu

Now when you open the File menu, you can see the new hot
key for Import Anim displayed beside the name.

Removing Hot Key Assignments

To remove a hot key assignment, click in the hot key field,


press the Esc key, press the space bar, then press Enter.

Hot Keys for Shelf Items

You can also assign hot keys to items on your shelves. The list
of shelf functions to which you can assign hot keys is built
dynamically as you drag functions to each shelf tab.

To assign a hot key to a tool with a different set of options:


1 Open the option box, make the changes.

2 Drag the icon from the option box to the shelf.

3 Open the Hotkeys Editor, assign a hot key, and click Apply.

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263
Setting up your own Menus and Hot Keys
See the example below.

Move the tool


with the new
option set to the
shelf

Change the options,


then click Save or Go

Import Anim icon


placed on the shelf

Type:

Shift+A

in the box beside


Anim and click Apply

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264
Setting up your own Menus and Hot Keys
Limitation Sometimes a hot key is already assigned to another function.

If you click Apply to assign a hot key that is already assigned, a


dialog box appears to show which function is using this hot
key.

User Interface
Now when you go to the Start shelf and click the Start tab with
the right mouse button, a pull-down menu appears next to
Import Anim displaying the hot key.

Note While in single hot key mode, you can still use the modifier
and single key hot keys. You cannot, however, specify both a
single hot key and a modifier hot key for the same function.
See Switching to Single Hot Keys Mode on page 269 for
information on single hot keys.

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265
Setting up your own Menus and Hot Keys
Special Hot Key There are also a few specialized hot key functions that do
Functions operations that are not directly related to the Studio menus.

Generally Useful Functions

Max/Min Curent Window


This hot key function toggles the display of the current
active window to maximize it or minimize it.

Toggle Editor Windows


This hot key function toggles the display of all editor
windows. It is equivalent to hitting Ctrl <spacebar>.

Display Functions

Display choices
See Viewing and Hiding Controls on page 536 for more
information on toggling the display of all or active items.

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Setting up your own Menus and Hot Keys
Toggle Local Axes, all windows
This hot key function toggles the display of the local axes.
This is equivalent to selecting DisplayTgls > DisplayTgls >
Pivots- Pivots-❐ and setting the Toggle Type option to All
Windows in the Toggle Pivots Options box, then toggling the
Local Axes Display option ON or OFF.

User Interface
Special Animation Functions

Show pose frame all


Each of the pose animation frames are viewed in
succession, starting from the lowest to the highest pose
frame.

Show pose frame 1, 2, 3, 4


This hot key function does a view frame on the n’th pose
of a pose frame animation. You can set up a pose frame
animation using Anim > Pose animation from the Tool
Palette.
For example, if you set up a pose animation at frames 1, 5,
13, and 25, then show pose frame 3 does a view frame at the
third pose time, which in this example is frame 13.

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Setting up your own Menus and Hot Keys
This hot key function can be useful if you have set up a
pose animation for several frames, and want to quickly
flip back and forth between the different times. If you map
several hot keys to this hot key function with different
values for n, you can flip between frames by quickly
invoking each of the hot keys.

View previous frame


Displays the previous frame from the current frame.

View next frame


Displays the next frame from the current frame.

View previous keyframe


Displays the previous keyframe for the picked objects.

View next keyframe


Displays the next keyframe for the picked objects.

Note In the Hotkey Editor > special > Special Construction


Functions, the function Set construction options has no
effect on the current interface, but will enable future
development of functionality.

Important Note for UNIX Users

In UNIX, the Studio hot keys file is copied to the file .Alias/
Prefs.n/.AliasHotkeys.scm in your home directory.

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Setting up your own Menus and Hot Keys
Preferences > Tgl Switching to Single Hot Keys Mode
single hotkeys mode

User Interface
Purpose Toggles on and off the mode in which single keys can be used
to issue commands or activate tools.

Overview By default, hot keys require a modifier key such as Alt or Ctrl.
In single hot key mode, you can use any single character to
issue a command or activate a tool.
● In single hot key mode, all hot keys that you defined as
single keys are available, as well as hot keys using
modifier keys.
● When you are not in single hot key mode, your single hot
keys are not available.

Note To learn how to define hot keys, see Setting up your own
Menus and Hot Keys on page 255.

How to Use 1 Select Preferences > Tgl single hotkeys mode to toggle the
single hot key mode on and off.

2 To type in the information line (prompt line) while in


single hot key mode, press the Tab key or click the
information line with the mouse to activate it.

3 Press Tab again or press Enter to deactivate the


information line.

Notes
● The Action window has its own set of hot keys. Therefore,
the same hot keys can be used in the Action window for
different tools or commands than in the modeling
windows.

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269
Switching to Single Hot Keys Mode
● The Action window hot key commands are issued only
when you have the mouse cursor in the Action window.
The other commands are issued (or tool activated) if the
mouse cursor is in one of the modeling windows.
● For more information about the Action window, see the
Animating book.
● While in single hot key mode, you can use the modifier
and single key hot keys. However, you cannot specify a
single hot key and a modifier hot key for the same
function.

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270
Switching to Single Hot Keys Mode
Preferences > Creating Custom Shelves and Menus
Command stepper

User Interface
Purpose Lets you create or change custom shelves of tools and menu
items that you can repeatedly use in a specific order.

Overview If you regularly use the same sets of tools and menu items in
the same order, you can simplify your workflow by setting up
shelves that contain them in the order that you use them.

For information on shelves, The Command stepper lets you proceed through the set of
see the Fundamentals book. commands in forward or backward order, restarting whenever
you want.

Tip Instead of using the Command stepper cascading menu in


the Preferences menu, you can use hotkeys or marking
menus.
To learn how to set up hotkeys, use Preferences > Interface
> Hotkeys/ Menus (see Setting up your own Menus and Hot
Keys on page 255).

How to Use Select Preferences > Command stepper menu > Edit command set,
or click its icon. The Command Stepper shelf is displayed:

Tip If you don’t see the default tab sequence1, select New Shelf
from the options menu. See the next section for more
information.

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271
Creating Custom Shelves and Menus
Command Stepper Click the options button in the Command stepper. The options
Options Menu menu appears.

New shelf

The New Shelf option lets you create a different tab for each
series of commands that you use.

To create a shelf
1 Select New shelf to create a new tab in the Command Stepper
shelf. The system prompts you to create a shelf with a
default name or to cancel.

2 To assign a name for the new shelf, double-click in the


Shelf Name box to highlight the text, type the name (e.g.
modeling) for the tab, then click OK.

3 The new tab is displayed in the Command Stepper shelf:

For a description of how to 4 Fill the new shelf with icons for tool and menu items, by
move tools, tool tabs, and dragging with the middle mouse button.
menu items to the shelf from
the tool palette, menus, or 5 Place the tools and menu commands in order as you
tool’s option box and how to
delete them, see the normally use them. The first item is at the left and the last
Fundamentals book. is at the right.

first item last item

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272
Creating Custom Shelves and Menus
To rename a shelf
1 Double-click the shelf tab.

Double-click

User Interface
2 You are prompted to rename the shelf. Highlight the text,
type a new name in the Shelf Name box, then click OK.
example, you might change the name to Xform_tools.
The tab is renamed in the shelf.

Save shelf set

To save a customized shelf under a different name, select Save


shelf set from the options menu.

Type the name of the shelf set in the File box and click the Save
Shelf Set button, for example, modeling_tools.

Tip If you want to verify that you don’t already have a shelf set
saved under that name, click the Show List button to see the
contents of the /shelves/ directory.

Replace shelf set

To replace the current shelf set with one of the customized


shelves you have saved, select Replace shelf set from the options
menu. The File Requestor appears.

Type the name of the shelf set that you are retrieving in the File
box and click the Replace Shelf Set button.

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273
Creating Custom Shelves and Menus
Tip If you don’t know the name of the saved shelf set, click the
Show List button to see the contents of the /shelves/
directory.

Moving Icons in the The Edit command set function can also be used to edit existing
Command Stepper Shelf Command Stepper shelves.

Once you have placed the icons in the new Command Stepper
tab, position them in the sequence that you typically use them
so that you can step through them whenever you want.

The following series of pictures shows how to move icons.

Example

Assume that the original icon layout is as follows:

1 Click-drag with the middle mouse button. The name of


the tool is displayed.

Click & drag with the


middle mouse button.

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274
Creating Custom Shelves and Menus
2 To place the icon at the end of the row, release the mouse
while it is over the empty space.

User Interface
Click & drag to the empty space.

When you release


the mouse, the tool
is displayed at the
end of the row.

3 To move an icon, click and drag it and release the mouse


when it is on top of the icon that you want to move to.

Click-drag to change
the icon’s position.

This is the result.

4 Once you have created the shelf, you can step through it
with the following menu choices:
◆ To step forward, select Preferences > Command Stepper
> Step forward. (See Stepping Forward through the
Command Stepper on page 277.)
◆ To step backward, select Preferences > Command
Stepper > Step backward. (See Stepping Backward through
the Command Stepper on page 279.)
◆ To stop the command sequence and return to the
beginning, select Preferences > Command Stepper >
Restart. (See Restarting the Command Sequence on
page 281.)

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275
Creating Custom Shelves and Menus
Notes
● The position of a sequence is preserved when you have
multiple tabs. This means that when you switch to a
different tab, you can return to where you were in the
previous tab.
● If the shelf is in vertical layout mode, only one stepper tab
sequence can be active.
● Clicking an icon in the Command Stepper shelf makes it the
current position in the sequence.

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276
Creating Custom Shelves and Menus
Preferences > Stepping Forward through the
Command Stepper >
Command Stepper
Step forward

User Interface
Purpose Moves forward to the next tool icon or menu command in the
Command Stepper shelf.

For information on the Command Stepper, see Creating Custom


Shelves and Menus.

How to Use 1 Select Preferences > Command Stepper > Step forward or click
its icon when you are ready to move forward to the next
tool or menu command in the Command Stepper shelf.

The active icon in the Command Stepper shelf is displayed


with a bright green inner ring. The red outer ring indicates
the current tool or mode you are in.

active icon
bright green (inner ring)
close-up of active icon
red (outer ring)

Tip You can also use hotkeys or marking menus to step forward
through the commands in the Command Stepper. To learn
how to set up hotkeys, use Preferences > Edit Menus/
Hotkeys. To define a marking menu, use Preferences > Edit
marking menus.

2 Use the active command or tool as you normally would.

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277
Stepping Forward through the Command Stepper
3 When you want to continue on to the next command or
tool, select Preferences > Command Stepper > Step forward
again.

Notes
● If you select another tool or menu command from outside
the Command Stepper, the ring around the last used
Command Stepper item changes to a thick green ring. This
is to remind you where you left off in your sequence of
commands.
● If the last tool in the sequence is active, the next Step
forward command brings you back to the first tool in the
sequence. See the following example.

If you select Step forward while the last tool is active...

... the first tool in the sequence becomes active.

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278
Stepping Forward through the Command Stepper
Preferences > Stepping Backward through the
Command Stepper >
Command Stepper
Step backward

User Interface
Purpose Move backward to the previous tool icon or menu command
in the Command Stepper shelf.

For information on the Command Stepper, see Creating Custom


Shelves and Menus.

How to Use

1 Select Preferences > Command Stepper > Step backward or


click the following icon to move backward in the Command
Stepper to the previous tool or menu command.
The active icon in the Command Stepper shelf is displayed
with a bright green inner ring and a red outer ring:

active icon
bright green (inner ring)
close-up of active icon
red (outer ring)

Tip You can also use hotkeys or marking menus to step


backward through the commands in the Command Stepper.
To learn how to set up hotkeys, see Preferences > Edit
Menus/Hotkeys. To learn how to define a marking menu, see
Preferences > Edit marking menus.

2 Use the active command or tool as you normally would.

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279
Stepping Backward through the Command Stepper
Notes
● If you select another tool or menu command from outside
the Command Stepper, the ring around the last used
Command Stepper item changes to a thick green ring. This
is to remind you where you left off in your sequence of
commands.
● If the last tool in the sequence is active, the next Step
backward command moves you back to the previous tool in
the sequence. See the following example.

If you select Step forward while the last tool is active...


... the previous tool in the sequence becomes active.

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280
Stepping Backward through the Command Stepper
Preferences > Restarting the Command Sequence
Command Stepper >
Restart

User Interface
Purpose Stops the command sequence that you have set up and begins
again at the start of the sequence.

For information on the Command Stepper, see Creating Custom


Shelves and Menus.

How to Use

Select Preferences > Command Stepper > Restart or click its icon.
The sequence of tools or commands in the Command Stepper
starts again from the beginning, without executing the first
command.

This tool was active when Restart was selected.

Tip Selecting the first item in the sequence with the mouse also
resets your position in the sequence.

Customizing the Interface


281
Restarting the Command Sequence
Customizing the Interface
282
Restarting the Command Sequence
Utilities
Using Utilities

User Interface
In this Section Utilities Menu Summary 286
Accessing a Command Window 287
Minimizing the Studio Interface 288
Sending Studio Windows to the Back 289
Using Scanners 290
Printing Images 292
Plotting Wireframe Models 297
Viewing File References 319
Displaying Image Files 322
Viewing the Studio Error Log 325
Running External Applications 334

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285
Utilities Menu Summary

The Utilities menu provides miscellaneous tools for you to


control your Studio interface, use UNIX shells or DOS
windows, or use complementary applications.

Utilities > For information...

Composer See the Composer manual.


Paint See the StudioPaint manual.
Scan Using Scanners on page 290
Plug-in Manager Loading Plug-ins on page 329
UNIX Shell Accessing a Command Window on page 287
Minimize Minimizing the Studio Interface on page 288
Lower Sending Studio Windows to the Back on page 289
Raise Sending Studio Windows to the Back on page 289
EvalViewer See the EvalViewer book (UNIX operating systems only).

See Also
● File > Show > Pix, described in Displaying Image Files on
page 322.
● File > External apps, described in Running External
Applications on page 334.

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Utilities Menu Summary
Utilities > UNIX shell Accessing a Command Window

User Interface
Purpose Opens a command window to the operating system. You can
type commands to the system; for example, you can display
files or start other programs.
● In UNIX systems, displays a new UNIX shell in front of
existing Alias windows.
● In Windows systems, opens an MS DOS window.

How to Use Select Utilities > UNIX shell. A command window appears.
● In UNIX, click and hold the bar icon at the top left corner
of the title bar to see the UNIX Shell window menu.
You can affect the UNIX Shell window by selecting a menu
item. For example, click Close to close the window. You
cannot work in Studio windows when the cursor is over
the UNIX shell window.

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Accessing a Command Window
Utilities > Minimize Minimizing the Studio Interface

Purpose You can stow or minimize the Studio window and its control
windows as one icon.

How to Use Select Utilities > Minimize.

All Studio windows are removed and represented by one icon


on your screen. That is, the main window, tool Palette,
Shelves, and any open control windows all taken off the
display but not the application is not actually closed.

This function works almost the same way as the Xwindow


Stow button or Windows minimize button at the top right of
the Studio window frame. However, they minimize only the
main window.

To re-display the Studio windows, use the Xwindow Restore


button or click on the minimized icon.

Note If the Studio system freezes, Utilities > Minimize will not
work. (However, the Xwindow Minimize button will still
work and the Windows Minimize button might work. )

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Minimizing the Studio Interface
Utilities > Lower Sending Studio Windows to the Back
Utilities > Raise

User Interface
Purpose To place the Studio window at the bottom of the stack of
windows currently open on the console, select Utilities > Lower.

To bring the Studio windows back to the front, select Utilities >
Raise. The the Studio windows are placed at the top of the
stack of windows currently open on the console.

Notes ● When you select Utilities > Lower, the Studio window
remains active if functions are done in it and other UNIX
windows can be used with it.
● These functions work the same way as the Xwindow Lower
and Xwindow Raise functions available from the menu at
the top left corner of the window frame.
● If the Studio system freezes, these functions will not work.
(The Xwindow buttons still work.)

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Sending Studio Windows to the Back
Utilities > Scan Using Scanners

Purpose Scan is used to connect to Impressario or custom scanners.


These choices work only when the software for your scanner
has been installed. Impressario scanners are available only for
the IRIX or Solaris operating environments.

Overview The Impressario tool gscan enables you to scan images from a
variety of sources. Its main window lets you select an image,
preview it, crop it, and scan it to a selected destination. You
can even scan images to and from any IRIS® screen on your
network, allowing you to share information quickly without
leaving your workstation.

Custom scanners might have similar functionality.

How to Use To ensure that Scan will launch the correct scanner
1 Open Preferences > User options > Alias preferences.

2 Select Scanner Options.

3 Click on the options and select SGI Impressario or Custom


and click Save. The Alias Preferences window closes.

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Using Scanners
To actually use a scanner, select Utilities > Scan. The gscan
window opens. Install a scanner if necessary using the Other
Tools menu and then run your scan.

User Interface
For more information, use the Help menu in the gscan window
to display the SGI online help for GScan.

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Using Scanners
File > Output > Print Printing Images

Purpose Prints Alias-format images.

How to Use in UNIX For pix files, first set Studio to create Postscript files. For RGB
files, first set the printer type to SGI Impressario. Then print
the images.

To set up to print Alias pix image files


1 Click Preferences > User options > Alias Preferences.

2 Under Printer Options, choose CUSTOM as the Print


application. This sets the filter program to convert a pix
image to Postscript format.

3 Set the Program path to alias_printPS. This script converts a


pix image file to Postscript format.

4 To print a file, follow the general steps below.

To set up to print SGI’s RGB image files


1 Click Preferences > User options > Alias Preferences.

2 Under Printer Options, choose SGI Impressario as the Print


application.

3 To print a file, follow the general steps below.

Note SGI Impressario is available only on SGI UNIX or Solaris


operating environments.

To print a file
1 Check that the printer options are set to the correct type of
file (pix or RGB).

2 Select File > Output > Print. The File Requestor appears.

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Printing Images
3 Click the Show List button to open the File Lister. Do one of
the following:
◆ Type the filename.
◆ Click the filename or icon of the file you want to print.

4 Click the Print File button.

User Interface
Note If you experience problems, ensure that fromalias and
toalias are installed in your usr/sbin directory. These
components are on your system CD, and are required for
Alias peripherals.

5 A print panel window is displayed for the chosen printer


and computer.

6 Select options. If you wish, click More Options to display a


wider selection of print options.

7 If you wish, click Save Options to save the options for


future print runs.

8 Click Print to print the file.

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Printing Images
To print a file from a UNIX shell
1 In UNIX, type:
alias_print <Alias format image>

2 For example, this prints a pix file called rosetex:


alias_print user_data/demo/pix/rosetex

How to use in Check that the printer options are set to the correct type of file
Windows NT (pix or RGB).

To preview a file in Windows NT


1 Select File > Output > Print.
The print Dialog window appears.

2 Turn on Print Preview, set the print Dialog options (see


below), and click OK.

3 The Print window appears.

4 Set the Print window options (see below) and click OK.

To print a file in Windows NT


1 Select File > Output > Print.
The print Dialog appears.

2 Turn off Print Preview, set the print Dialog options (see
below) and click OK.

3 The Print window appears.

4 Set the Print window options (see below) and click OK.

Options

The printing options are in two option windows: the Dialog


window and the Print window.

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Printing Images
The Dialog window is shown below.

User Interface
Window
Studio Screen—prints the entire Studio screen. This is the
default setting.
Current window—prints the current (active) modeling
window.

Fit to paper
Scales the printed image so that it fits (and fills) the size of
paper it is being printed on. If Fit to paper is on, the Scale
factor option is not available. Fit to paper is off by default.

Scale factor
Increases (if the value is greater than 1) or decreases (if the
value is less than 1) the overall size of the printed image. If
Fit to paper is on, the Scale factor option becomes
unavailable. The default value is 1.

Print Preview
ON—a preview image is displayed; the image is not
printed.
OFF— the image is printed; no preview is displayed.

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Printing Images
The Print window is shown below.

Name
Lists the printers that are set up on your computer.

Properties
Click this to set up options for the printer. The options
available depend on the features of the printer. (For
example, options may include: paper size, paper source,
orientation, double-sided printing, and color or gray scale
printing.)

Print to file
Prints the document to a file instead of routing it directly
to a printer. You will be prompted to specify the filename
and location.

Print range
Specifies whether to print the entire document, specific
pages, or the selection you highlighted.

Number of copies
The number of copies you want to print. The default value
is 1. If Number of copies is more than 1, you can specify how
they are collated by selecting one of the icons below
Number of copies.

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Printing Images
File > Output > Plot Plotting Wireframe Models

User Interface
Purpose Plotting creates a hard-copy plot of a wireframe model. This
section also describes how to set the plotter and paper sizes to
produce image plots from Studio on a plotter compatible with
HP/GL, HP/GL2, or Postscript.

How to Use Starting a Plot

To start a plot
1 Select File > Output > Plot. The Plotting Interface window
appears.
The Plot Mode control determines the view and scaling of
the plot. The plot and the controls available are
determined by its Model or Screen options.

2 Adjust the parameters in the Plotting Interface window,


then click the Plot button. (Turn off Show Bounding box to
see the model that will be plotted.) You can send output to
a plotter or save it in a file.

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Plotting Wireframe Models
Plotting Interface options

Plot Mode: Model Plot Mode: Screen

Display Options

Objects
ACTIVE—Only picked wire-frames are plotted.
ALL—Plots all wire-frames. The default is ALL.

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Plotting Wireframe Models
Plot Mode
Model—Plots a scaled drawing of the entire model. For
more information, see Plot Mode: Model.
Screen—Plots a snapshot of what you see on the screen.
This is the default. For more information, see Plot Mode:
Screen.

User Interface
Plot Mode: Model
Plots a scaled drawing of the entire model.
The scale of the model can be adjusted. For example, a
model 1 meter in width can be plotted on 20 centimeters of
paper with a scale of 0.2.

For information on the This draws the model without reference to the views in
Layouts menu, see Layouts the modeling window. You can, however, set the layout of
for the Modeling Window on the orthographic views.
page 133.

No. of X Papers, No. of Y Papers


These options control the number of sheets of paper that
the plot is spread over. You can specify the number of
sheets across (X) and down (Y).
In Screen plot mode, windows from the screen can be
scaled to fit the chosen number of sheets of paper. By
default, the plot fits on one sheet of paper of any chosen
size. When you are plotting to more than one sheet, crop
marks and the XY position in the set of plotted sheets are
labelled. (See the diagram below.)
Plot Mode: Screen
Plots a snapshot of what you see on the screen. This is the
default.
All visible views or windows showing the model are
printed as seen on the screen, with the exception of the
SBD window and title bars. Overlapping windows are
also plotted as shown, obscuring the invisible parts of the
model.
This produces a picture or snapshot of the wireframe
model as it is seen on the screen, allowing you to compose
the layout of the plot by arranging the views on the screen.

For information on the For either mode, grids and locators are plotted if they are
Current/All Windows display visible.
setting for locators, see the
Create locator section in
NURBS Modeling.

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Plotting Wireframe Models
If Show Bounding Box is on, the model is shown as a filled
grey box around the furthest dimensions of the model. In
Model mode, you can adjust the plot scale so that the plot
fits onto one page.

Model Scale
By default, Model Scale is 1.0 and the model is plotted full
size. If the model is too big for the paper, either reduce the
scale of the plot or increase the number of pieces of paper
over which the plot is spread out.
There is no automatic scaling of your model to fit the
paper, because of the option to spread the plot over more
than one piece of paper. (See No. of Papers below and Plot
All Papers on page 303 for information on how to arrange
the scaled views on paper.)

No. of X Papers, No. of Y Papers


These options control the number of sheets of paper that
the plot is spread over. You can specify the number of
sheets across (X) and down (Y).
In Model plot mode, the default plot is one sheet of paper
of any chosen size. (See Paper Selection on page 314.) The
plot area can be increased or decreased over several sheets
of paper, if needed. As the number of sheets of paper
increases, the bounding boxes seem to get smaller in the
view, because as the paper area increases, the model
appears smaller.

Cropmark (If more than one sheet of paper is plotted)


Page sequence position (If more than one sheet of paper is plotted)
Plot scale (always shown in Model mode)
If a Title is entered

x1 y1 Scale: 1:1 Drawing Title

Layout Options

The plot can be interactively centered or rotated using the


options in the Layout section in conjunction with the plot
views.

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Plotting Wireframe Models
As shown in the following, the plot views vary for the Model
and Screen plotting modes.

Plot Mode: Screen Plot Mode: Model

Plot Views

User Interface
Feed direction

Paper edges

Extent of print on paper

Print View Borders

Model bounding boxes

View Names

● The dashed border represents the extent of the paper area


that the plotter’s pen can touch. This corresponds to one
sheet of paper.
● The solid outlined rectangle, inside the paper area,
represents the edge of the plot view.
● The filled grey areas are bounding boxes describing the
size of the model in each view.
● You can change the plot size on the paper by adjusting the
Model Scale, Number of Papers, or Rotate options or by using
a larger paper size.

For Screen Plot Mode

In the Screen mode, the layout shows the modeling windows


as they appear on the screen. Each window is identified in its
bottom left corner:
To Top
Fr Front
Rt Right
Pr Perspective

The model that will be drawn is shown in each window as a


filled bounding box, except in the perspective window.

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Plotting Wireframe Models
For Model Plot Mode

To see the model itself In the Model mode, the layout shows 3 orthographic views (by
instead of its bounding box, default, Top, Front, and Right). Each orthographic window is
turn off the Show Bound. identified in its bottom left corner. The model that will be
box option (see page 303).
drawn is shown in each window as a filled bounding box. This
feedback window offers the following interaction to modify
the plot view.
● Left mouse button — click on the small square in the center
of the plot view and drag it to change the size of the
individual window views.
● Right mouse button — click inside the plot views to open a
pop-up menu to change the view of the window. For
example, one can change the view from Front to Right
through the pop-up menu.

Front
Right
Top
Back
Left
Bottom
Blank

Right mouse button menu Drag the ‘square handle’ to reshape the layout of the view

Other Layout Options

Center
Moves the plot image to the center of the number of sheets
of paper when toggled ON (indicated by a check mark).

Border
You can choose to have a border around the plot views, by
selecting either ON or OFF. The default is ON. If set ON, a
single line border is plotted around each of the window
boundaries.

Rotate Plot
Changes the orientation of the plot on the paper between
horizontal (landscape) and vertical (portrait.
Selecting this option does not change the drawing on the
screen, but shows it by indicating the feed direction with a
heavy black arrow in the layout window. The plot is
resized to fit the new orientation of the paper.

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Plotting Wireframe Models
Default Rotated

User Interface
Plot All Papers
Allows you to plot all the pages or only specific
ones. The default is ON. If it is OFF, a table appears
for you to specify the pages to plot by entering
their position using X and Y positioning.

y3 y3 y3
y2 y2 y2
y1 y1 y1
x1 x2 x3 x1 x2 x3 x1 x2 x3
All papers x2y2-x3y3 x2y1-x2y3

Show Bound. box


If this option is ON, the model that will be plotted is shown
as filled bounding boxes. If it is OFF, the model itself is
drawn, showing exactly what will be plotted (see below).

Show bounding box Show model

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Plotting Wireframe Models
Plotting Details

Title
Add a title to your plot. The title is drawn in the bottom
left corner of your plot.

x1 y1 Drawing Title

Colored
Turn on this option to produce output for a color plotter.

Font Size
Control the size of the plotted text by specifying a scale
factor in this text box.

Edit Layer Plot Attributes


Click this button to open a window (similar to the Layer
Stats window) where a line width can be specified for the
geometry of each layer.
The default width is 5. Click on this value to bring up a
pull down menu from which you can select a different line
width. The width for the default layer cannot be changed.

Configuration Overview All Studio plotter support is accessible to the network and to
many users. It supports a variety of printers and plotters.

UNIX Support

In UNIX, plotter support is provided by Studio interfacing all


plotter activity through the UNIX Line Printer facility.

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Plotting Wireframe Models
● Some plotters can not feed sheets of paper and therefore
should be controlled from outside the UNIX Line Printer
spooling facility. Examples are the HP-7475A and IBM
6184.

In UNIX, Studio uses two translation programs, called filters,


to plot to Postscript or HP/GL using standard interfaces.

User Interface
The filters provide support for a variety of printers and
plotters, including the following:
◆ PostScript-compatible printers
◆ IBM plotter models 6182, 6184, 6185, and 6186, via RS-
232 serial connection
◆ IBM 4019/4029 printers in both HP/GL and Postscript
modes, via parallel connection
◆ Hewlett-Packard plotter models 7475A and 7595A
(Draftmaster) pen plotter via RS-232
● Studio can support other HP/GL-compatible printers and
plotters if you add configuration information to the file
hp_gl.cfg in directory sys/install.

Printer or Plotter Installation


In UNIX, before plotting, you must connect and set up your
printer or plotter.
● For SGI IRIX, this is described in full in SGI’s Personal
System Administration Guide, Chapter 5, "Managing
Printers," provided with each system.

Configuration Files To use a plotter from Studio, first add it to the plotter
configuration file as described in Adding Plotter Configurations
on page 309.
Windows NT

For an HP/GL or HP/GL2 plotter, add its configuration to the


file hp_gl.cfg in directory Aw\Alias<n.n>\sys\install.

Note Do not use Windows Notepad to edit these files. Use


Wordpad or some other text editor.

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Plotting Wireframe Models
UNIX

Studio can support other HP/GL-compatible and HP/GL2-


compatible printers and plotters if you add configuration
information to the file hp_gl.cfg in directory sys/
install. Use a text editor to edit this file.

You can support other printers and plotters through C


programming that modifies the plotter sample program.

Plotter Configuration for UNIX

The plotter configuration window is shown below.

Output
These options specify the output destination for the plot.

For intormation about You can send the output to the PLOTTER (an HP/GL plotter,
saving to a file using the an IBM plotter, or a POSTSCRIPT printer) or save it to a
plotit script, see the online file in PostScript, HP/GL2, or HP/GL format.
Utilities manual.
When sending the plot output to a file, the File Browser is
displayed when you click the PLOT button. You can
specify the file’s directory and filename. The default
directory is your current project’s plot directory.
A suffix is added to the filename, indicating the format of
the output:

File type suffix

Postscript .ps
HP/GL or HP/GL2 .hp

When the plot is spread over several sheets of paper,


output to a file is saved under <filename>x<n>y<m> , where
<n> and <m> are numbers, plus the suffix.

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Plotting Wireframe Models
For example, an HP/GL file with called MyDesign and
spread over four sheets of paper generates these four files:
◆ MyDesignx1y1.hp
◆ MyDesignx2y1.hp
◆ MyDesignx1y2.hp
◆ MyDesignx2y2.hp

User Interface
Note The output to a plotter which is not of the type postscript is
HP/GL2.

Format
Specify file format independently of Output. Choose
Postscript, HP/GL or HP/GL2.
Postscript plots can now be done on any paper size (see
Paper Selection below).

Plotter Type
Plotter Type This option only appears if Format is set to HP/GL or HP/
CUSTOM GL2.
HP-BASE It is initially set to the corresponding field in the Alias
HP-755CM
Preferences window.
HP-7595A
HP-7475A A list of the possible plotter types is given on the left.
IBM-6186
IBM-6185 Plotter Name
IBM-6184
Specify the name of the plotter or laser printer to which
IBM-6182
your plot will be sent. By default, the plotter name in the
IBM-4019
Alias preferences window (Preferences > User Options > Alias
preferences) will be used.

Plotter Correction - X/Y


These factors are applied to the size of the plot to correct
plotter inaccuracies in one or both directions. These
correction factors range from 0.8 to 1.2. The X and Y
dimensions are multiplied by the specified factors.
If these values are already specified as plotter options in
the Preferences window, they are used as the initial
defaults in the Plotter Configuration window.

Note These are for minor corrections to the plotter setup, and
should not be used to scale the plot on the paper.

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Plotting Wireframe Models
Plotter Configuration for Windows NT

Click on the Plotter Configuration section in the window to open


it. You can specify a default plotter here, as described below.

Output

This specifies the kind of plotter output to save to a file. Then


later, when you click on Plot, the system prompts for a file
name.

Plotter type

The plotter type is the kind of plotter specified in hp_gl.cfg,


or postscript.cfg after ‘Start’ in the configuration file.

If this variable is set, selecting File > Output > Plot in Alias
automatically sends output for this type of plotter. By default,
the hp_gl.cfg file has the following plotter types:
● Postscript
● IBM 4019
● IBM 6182
● IBM 6184

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Plotting Wireframe Models
● IBM 6185
● IBM 6186
● HP 7475A
● HP 7595A
● HP 755CM

User Interface
Adding Plotter Configurations
To add configuration for new HP/GL or HP/GL2 printers and
plotters, or to add a new paper size for the plotter, edit the file
hp_gl.cfg. For Postscript plots, you can edit the file
postscript.cfg.

Note Do not use Windows Notepad to edit these files. Use


Wordpad or some other text editor.

The paper sizes and plotters described in these files appear in


the option box of File > Output > Plot.

Adding Paper Sizes

Paper sizes can be edited or modified for an HP/GL or HP/


GL2 plotter using hp_gl.cfg.

Alias Plot recognizes only these paper types:


● ANSI sizes - AH, AV, BH, BV, CH, CV, DH, DV, EH, EV,
XH, XV
● Metric sizes - A4H, A4V, A3H, A3V, A2H, A2V, A1H, A1V,
A0H, A0V
● Architectural Size - RAH, RAV, RBH, RBV, RCH, RCV,
RDH, RDV, REH, REV

Note Even though the paper sizes are standard, the plottable sizes
can be defined differently for each plotter by its
manufacturer. The plottable sizes can vary slightly
depending on the size of the paper margin.

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Plotting Wireframe Models
Custom paper size

You can define a custom paper size only with the paper types
XH and XV:
● XV custom paper type should have the longer dimension
of the paper along the feed direction.
● XH custom paper should have the shorter size along the
feed direction.

For any given plotter, only one custom size can be defined for
each XH and XV paper type.

Other HP/GL and HP/GL2 Plotters

The configuration file hp_gl.cfg contains the information


for a number of plotters. This information is used to produce
HP/GL output, which is compatible with the selected plotter.
Other plotters can also be defined in this file.

Each plotter in the configuration file needs the following six


fields of information.

Field Identifier Setting


CLIP The maximum plotting length and width in plotter units. It is
computed as the axis positive extreme - 1, and the axis negative
extreme +1. It is listed with horizontal axis (length) first and
vertical axis (width) second.
INFO The paper size acronym, the full name of the paper size, and the
measured plot area size, in inches or millimeters, as appropriate.
RANGE The P1x, P2x, P1y, and P2y values of the page. The x-range, which
comes first, is always along the longest axis of the page.
UNITS_PER_CM The number of plotter units per centimeter. This is also known as
the plotter resolution. Usually it is 400 units/cm.
PAGEFEED Whether the plotter can feed pages automatically. The value is
TRUE if it can.
DEFAULT_PAGE_SIZE Which configuration item is the default for paper size.

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Plotting Wireframe Models
Each field is as an entry in the plotter configuration file. An
entry in the plotter configuration file appears as follows:
● a field identifier (CLIP, INFO, RANGE, UNITS_PER_CM,
UNITS_PER_CM or DEFAULT_PAGE_SIZE)

● a value or values

User Interface
The fields CLIP, INFO, and RANGE have a line for each paper
size. These lines consist of:
● a field identifier
● a sequential number (1 through N, where N is the number
of paper sizes supported by the plotter)
● a value or values

All the fields for a plotter are contained between the Start and
Stop lines for that plotter. These lines appear as follows:
● an identifier (“Start” or “Stop”)
● the plotter name
● “configuration”

Example

An IBM 6182 plotter entry appears as follows:

Start IBM-6182 configuration


...(configuration lines)
Stop IBM-6182 configuration

Note The space between IBM and 6182 is replaced by a hyphen,


since the plotter name cannot contain a space.

The information that you need for these fields is usually in the
User’s Guide that came with your plotter. To provide a better
understanding of these fields, we will show how we added
support for the IBM-6182 plotter, which is already described in
the configuration file.

In the IBM 6182 Plotter User’s Guide we find the following


chart:

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Plotting Wireframe Models
Paper Size P1x,P1y P2x,P2y X-axis Y-axis Max. Plotting Area (X by Y)

A (Vertical) 80,320 10080, 7520 0 to 10170 0 to 7840 9.97 X 7.68 in.


B (Vertical) 620,80 15820,10080 0 to 16450 0 to 10170 16.12 X 9.97 in.
A4 (Vertical) 430,200 10430, 7400 0 to 10870 0 to 7600 271.75 X 190.0 mm
A3 (Vertical) 380,430 15580,10430 0 to 15970 0 to 10870 399.25 X 271.75 mm

From this chart we obtain all the information required to


complete the CLIP, INFO, and RANGE fields within the
configuration file.

CLIP

The CLIP field describes the maximum plotting length and


width for each paper size. The maximum plotting length and
width are similar to the plotter’s hard clip limits (physical
boundaries for pen movement), but are based from 0 (zero).

For a vertical paper on an IBM 6182, the length and width


would be 7841 by 10171, which is Y-axis maximum + 1 by X-
axis maximum +1.

Often the X-axis and Y-axis limits are stated as <some


number>, the CLIP field based from 0 (zero), so we translate
the values such that they become based from 0 (zero).

For example, a X-axis 10576 and Y-axis 7556 would result in a


CLIP field of 15112 (= 7556 + 7556 +1) by 21153 (= 10576 +
10576 + 1).

For the IBM 6182 we have the following CLIP fields:

CLIP 1 7841 10171 /* A V */


CLIP 2 10171 16451 /* B V */
CLIP 3 7601 10871 /* A4 V */
CLIP 4 10871 15971 /* A3 V */

INFO

The INFO field describes the paper size acronym, the full name
of the paper size, and the measured plot area size, in inches or
millimeters. The third column contains the paper type, which

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Plotting Wireframe Models
can only be one of the paper types mentioned in the section
‘Adding Paper Sizes’.

For the IBM 6182 we have the following INFO fields:

INFO 1 AV _A vertical_ 9.97 by 7.68 in.


INFO 2 BV _B vertical_ 16.12 by 9.97 in.
INFO 3 A4V A4 vertical_ 271.75 by 190.00 mm

User Interface
INFO 4 A3V A3 vertical_ 399.25 by 271.75 mm

Note The full name of the paper size and the plot area are prefixed
with a _. This allows you to left and right justify the text
when it appears in the plot option box interface pop-ups.

RANGE

The RANGE field describes the plotter’s Scaling Points P1 and


P2. These points represent the usual plotting range on the
different paper sizes. They are described in the following
form:

P1x P2x P1y P2y

For the IBM 6182 we have the following RANGE fields:

RANGE 1 80 10080 320 7520 /* A vertical */


RANGE 2 620 15820 80 10080 /* B vertical */
RANGE 3 430 10430 200 7400 /* A4 vertical */
RANGE 4 380 15580 430 10430 /* A3 vertical */

UNITS_PER_CM

The UNITS_PER_CM field specifies the number of plotter units


per centimeter which is also known as the plotter resolution.
The value can normally be found in the Plotter Specification
section of the plotter’s User’s Guide.

For the IBM 6182, we set the UNITS_PER_CM field to 400.

PAGEFEED

The PAGEFEED field specifies whether the plotter can


automatically feed pages. The value is TRUE if it can.

For the IBM 6182, which uses cut sheet paper automatically
loaded from a paper tray, set the PAGEFEED field to TRUE.

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DEFAULT_PAGE_SIZE

The DEFAULT_PAGE_SIZE is the number representing the


paper size that is the default for the plotter. This is the only
field for which values can not be found within the plotter’s
User’s Guide. You can set this field to whatever you decide is
your default paper size.

For the IBM 6182 we have set the DEFAULT_PAGE_SIZE to use


A Vertical, number 1, as the default paper size:

DEFAULT_PAGE_SIZE 1

All these fields comprise the description of the IBM 6182


plotter. You can view the entire entry in the configuration file
hp_gl.cfg.
###################################################
Start IBM-6182 configuration
###################################################
CLIP 1 7841 10171 /* A V */
CLIP 2 10171 16451 /* B V */
CLIP 3 7601 10871 /* A4 V */
CLIP 4 10871 15971 /* A3 V */
INFO 1 AV _A vertical_ 9.97 by 7.68 in.
INFO 2 BV _B vertical_ 16.12 by 9.97 in.
INFO 3 A4V A4 vertical_ 271.75 by 190.00 mm
INFO 4 A3V A3 vertical_ 399.25 by 271.75 mm
RANGE 1 80 10080 320 7520 /* A vertical */
RANGE 2 620 15820 80 10080 /* B vertical */
RANGE 3 430 10430 200 7400 /* A4 vertical */
RANGE 4 380 15580 430 10430 /* A3 vertical */
UNITS_PER_CM 400
PAGEFEED TRUE
DEFAULT_PAGE_SIZE 1
###################################################
Stop IBM-6182 configuration
###################################################

Paper Selection

This section is used to change the paper size or paper


standards of your plot. Paper size can be changed for any
Plotter Type, including postscript. Remember, you can plot onto
more than one sheet of paper.

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Plotting Wireframe Models
For Postscript plots, you can add paper sizes that are not in the
interface by editing the file postscript.cfg. This file contains
same configuration fields as described above, namely CLIP,
INFO, RANGE, UNITS_PER_CM, PAGEFEED, and
DEFAULT_PAGE_SIZE.

User Interface
If a valid paper size option has been set in the Plotter options
text box of the Alias preferences window, it is initially used as
the default.

The following shows the options available in this section:

Paper Standards:
● Metric ISO (A)
● ANSI
● Architectural
The list of paper sizes in the menu depends on the paper
standards and plotter selected. The paper size is followed
by HORIZONTAL or VERTICAL, specifying the orientation of
the paper in the plotter.

Size & feed dir.

ISO A ANSI Architectural

AO E E
AI D D
A2 C C
A3 B B
A4 A A

The following are international standard page sizes:


◆ Metric ISO A
millimeters inches

AO 841.0 x 1189.0 33.11 x 46.81

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Plotting Wireframe Models
A1 594.0 x 841.0 23.39 x 33.11

A2 420.0 x 594.0 16.54 x 23.39

A3 297.0 x 420.0 11.69 x 16.54

A4 210.0 x 297.0 8.27 x 11.69

A5 148.0 x 210.0 5.83 x 8.27

A6 105.0 x 148.0 4.13 x 5.83

A7 74.0 x 105.0 2.91 x 4.13

A8 52.0 x 74.0 2.05 x 2.91

A9 37.0 x 52.0 1.46 x 2.05

A10 26.0 x 37.0 1.02 x 1.46

◆ Architectural
inches millimeters

A 9.0 x 12.0 228.6 x 304.8

B 12.0 x 18.0 304.8 x 457.2

C 18.0 x 24.0 457.2 x 609.6

D 24.0 x 36.0 609.6 x 914.4

E 36.0 x 48.0 914.4 x 1219.2

◆ American ANSI
inches millimeters

A 8.5 x 11.0 215.9 x 279.4

B 11.0 x 17.0 279.4 x 431.8

C 17.0 x 22.0 431.8 x 558.8

D 22.0 x 34.0 558.8 x 863.6

E 34.0 x 44.0 863.6 x 1117.6

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Plotting Wireframe Models
Tips:
● The simplest method of plotting is to use PLOTTER output
with a Postscript plotter or to write an HP/GL2 output
file.
● Plotter output is valid for all Studio geometric objects.
This includes curves, surfaces, faces, text, instances, grids,

User Interface
and locators (dimensions). However, hulls, CVs, and TV
safe areas do not appear on the plotter output.
● Near and far clipping planes are used in the production of
plot if set, but only in plot screen mode.
● Plotter output is not produced for graphical objects that
have been made invisible or templated. Objects that have
been replaced with their bounding box are plotted as that
outline.
● The HP7475A and the IBM 6184 plotters require the power
ON and paper inserted for each new plot. Ensure that one
plot has been completed and paper is changed before
sending another file to the plotter.
● When plotting, if the smooth curves or surfaces are drawn
facetted, they can be smoothed by your selecting the
problem objects and increasing their curve precision. (This
applies to curves and surfaces.)
The maximum curve precision is 129, but you shouldn’t
need to go to this extreme. Try increasing it ever so
slightly. This is more noticeable with models that are quite
large on the paper.
The higher you make the curve precision, the larger the
plot file will be and the longer it will take to plot. Also,
when plotting is completed, it is best to return the curve
precision to the original values because the high curve
precision slows the interactive performance.

Selecting a Current Plotter Driver


Select the menu items: Preferences > User Options > Alias
Preferences. The Alias Preferences window appears.
Windows NT

Click on the Plot Options section in the window to open it.

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Plotting Wireframe Models
In the plot options section, you see the name of the application
which sends plotter files to a printer or plotter. The default
function, AliasSendToPlotter.exe, works only with Postscript
files.

If you wish to send other kinds of plotter files to a plotter,


contact the manufacturer of the plotter for other plotter driver
executables. To send a plot to HP/GL or HP/GL2 plotters,
save the files in HP/GL or HP/GL2 format and consult your
plotter documentation about how to send them to the plotter.
UNIX

Click on the Plot Options section in the window to open it. The
default printer is PostScript. You can type in new values for
Default printer type, Plotter host, and Default printer name.

See also ● Editing Alias Preferences on page 240.

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Plotting Wireframe Models
File > Show > Viewing File References
File references

User Interface
Purpose Lists the directory paths of all shaders, textures, and image
planes referenced by a file, allows text string or full-path
searches, and enables you to modify the paths.

This feature is useful if you have obtained a file from someone


else and need to change some segment of its directory paths.

The File Reference List When you select File > Show > File references, Studio displays
the File Reference List for the current model.

"?" indicates an unresolved path browser button

You can edit any of the list entries. Any changes that you make
are reflected in all referenced directory paths shown in other
editors.

If the system cannot resolve the links shown in a path, a


question mark (?) precedes its entry.
● To browse through files for a replacement path, use the
browser (>) button.
● You can edit paths directly in the display.
● To do global changes, you can use the Find and Replace
buttons at the bottom of the lister.
● To replace all instances of the Find text, use the Replace all
button.

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319
Viewing File References
How to Use To look for and fixed unresolved links:
1 Select File > Show > File References. The File Reference List
indicates whether there are unresolved links.

2 Click the browser (>) button to find an alternate path for


an unresolved link.

You can browse your library for the type of file that you need.

3 When you find the replacement path, click the Replace


Path button.
The File Reference Lister returns, having replaced the path
with the one you selected in the browser.

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Viewing File References
Find and Replace To find a string of text in the File Reference List, type it in the
Buttons Find text box. Click the Find button. If found, the text is
highlighted.

User Interface
Search text Replacement text

To replace the text that was found, type new text in the Replace
field and click the Replace button.

To replace all instances of the text found in the list, select the all
button as well.

Text successfully inserted

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Viewing File References
File > Show > Pix Displaying Image Files

Purpose In UNIX, displays an Alias MASK or PIX image in the IRIS


frame buffer and displays the file’s HEADER information.

How to Use 1 Select File > Show > Pix. The File Requestor appears.

2 Click the Show List button to open the File Lister to display
the list of images you can use.

3 Click the filename or icon in the File Lister. If you prefer,


you can also type a name and/or a path without selecting
anything in the File Lister.
The filename and its directory path appear in the File
Requestor.

4 Click the Show button.

Tips
● Another way of accessing a file is to double-click on its
icon. The File Requestor displays the pix file.
● Only one pix file can be shown at a time. If you want to
display more than one, open the File Lister (click the Show
List button) and Shift-click on each pix file that you want to
display. Then click the Show button in the File Requestor.

Notes:
● Animations cannot be shown with this operation.
● This option uses the Alias standalone utility wrl.

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322
Displaying Image Files
Show Pix Options To view or change these options, select File > Show > Pix -❐ to
open the Show Display Options window.

User Interface
Image Type
Lets you choose what to view:
◆ Mask, to choose images from the mask directory
◆ Pix, to choose images from the pix directory
◆ Header, to view the header of a file. Header
information contains the image resolution, offset, and
number of bitplanes (8 or 24).

Automatic Scale
Check this option ON to scale the image to a resolution
greater or smaller than the screen.
The default is OFF.
◆ OFF — the outline of a window appears that you can
move anywhere on the screen by moving the mouse.
Pressing a mouse button places the PIX or MASK file on
screen in the window.
◆ ON — the PIX or MASK file fills the screen. You can
scale up to the maximum size that can be represented
on the screen.

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323
Displaying Image Files
Offset View
Lets you specify where the lower left corner of the image
is placed, measured in pixels. You can offset the image
placement by entering numerical values for the X and Y
coordinates.
The default values are 0, 0.

Notes
● Images are represented at actual resolution unless the
image is larger than the screen. Then the lower left corner
of the image is shown if Automatic Scale is set to OFF.
● The Offset View coordinates must be smaller than the image
size.

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Displaying Image Files
File > Show > Errlog Viewing the Studio Error Log

User Interface
Purpose Displays a list of error messages. Information about the
session is appended to this log each time that you run Studio.
The latest session is at the bottom of the file.

How to Use Select File > Show > Errlog. The error log is displayed.

From this window, you can read error messages from previous
sessions. This can help you to track a software problem.

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325
Viewing the Studio Error Log
If Studio exits because of a software problem, the last twenty
main menu commands are appended to the error log. To tell
you where the problem occurred, the product, version
number, build date, and host name are also included.

Error Messages for SDL Error messages from the SDL renderer on UNIX systems

You may sometimes see the following message in your errlog


file when a rendering has failed or aborted:
rendering error: exited with error code NNN

The numeric error code NNN is a system error code (not a


Studio code). The codes come from in the UNIX man page for
signals.

In UNIX, to see the man page, open a UNIX shell and enter
man 5 signal.

Subtract 128 from the code to find the error number in the man
page’s Value number. For example, you might see this error
message:
rendering error: exited with error code 139

The value 139 minus 128 is 11. On the man page, 11 is a


Segmentation Fault (SIGSEGV). See the following example of a
man page file on an SGI machine:

Name Value Default Event

SIGHUP 1 Exit Hangup [see termio(7)]


SIGINT 2 Exit Interrupt [see termio(7)]
SIGQUIT 3 Core Quit [see termio(7)]
SIGILL 4 Core Illegal Instruction
SIGTRAP 5 Core Trace/Breakpoint Trap
SIGABRT 6 Core Abort
SIGEMT 7 Core Emulation Trap
SIGFPE 8 Core Arithmetic Exception
SIGKILL 9 Exit Killed
SIGBUS 10 Core Bus Error

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Viewing the Studio Error Log
Name Value Default Event

SIGSEGV 11 Core Segmentation Fault


SIGSYS 12 Core Bad System Call
SIGPIPE 13 Exit Broken Pipe

User Interface
SIGALRM 14 Exit Alarm Clock
SIGTERM 15 Exit Terminated
SIGUSR1 16 Exit User Signal 1
SIGUSR2 17 Exit User Signal 2
SIGCHLD 18 Ignore Child Status Changed
SIGPWR 19 Ignore Power Fail/Restart
SIGWINCH 20 Ignore Window Size Change
SIGURG 21 Ignore Urgent Socket Condition
SIGPOLL 22 Ignore Pollable Event [see
streamio(7)]
SIGSTOP 23 Stop Stopped (signal)
SIGTSTP 24 Stop Stopped (user) [see
termio(7)]
SIGCONT 25 Ignore Continued
SIGTTIN 26 Stop Stopped (tty input) [see
termio(7)]
SIGTTOU 27 Stop Stopped (tty output) [see
termio(7)]
SIGVTALR 28 Exit Virtual Timer Expired
M
SIGPROF 29 Exit Profiling Timer Expired
SIGXCPU 30 Core CPU time limit exceeded [see
getrlimit(2)]
SIGXFSZ 31 Core File size limit exceeded [see
getrlimit(2)]
SIGRTMIN 49 Exit Posix.4 SIGRTMIN
SIGRTMAX 64 Exit Posix.4 SIGRTMAX

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Viewing the Studio Error Log
Warning: The signal numbers on an SGI machine may not be
the same as on other UNIX systems.

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328
Viewing the Studio Error Log
Utilities > Loading Plug-ins
Plug-in manager

User Interface
For more information on the The Plug-in Manager lets you import into Studio various plug-
plug-ins themselves, see the in utilities from other sources. You can control their loading
online Utilities book. and display from the Plug-in Manager. You reach the Plug-in
Manager by choosing Utilities > Plug-in manager.

Tip If you are loading a new version of Studio for the first time,
recompile your plug-ins.

Disclaimer In the directory $ALIAS_LOCATION/ODS/, there are a number


of pre-compiled plug-ins and source code examples. These
plug-ins and source code examples are provided to you on an
“AS-IS” basis. You are free to make use of these plug-ins and
source code examples; however Alias|Wavefront does not
provide any support in connection with them.

Alias|Wavefront makes no warranties, express, implied, or


arising by custom or trade usage, and to the extent permitted
by applicable law, specifically disclaims any implied
warranties of title, noninfringement or of fitness for a
particular purpose to the extent permitted by applicable law,
(i) Alias|Wavefront’s liability in contract, tort or otherwise
arising out of or in connection with the plug-ins or source code
shall not exceed the purchase price paid by the customer for
the plug-ins or source code examples, and (ii) in no event shall
Alias|Wavefront be liable for any punitive damages or lost
profits or other special, indirect, incidental, or consequential
damages, including any damages resulting from loss of
business arising out of or in connection with the performance
of the plug-ins or source code examples, even if
Alias|Wavefront has been advised of the possibility of such
damages. The customer shall indemnify Alias|Wavefront and
hold it harmless from and against any loss, claim or damage to
any person arising out of the customer’s use of the plug-ins or
source code examples.

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Loading Plug-ins
Icons for Plug-ins Plug-in icons are distinguished from other icons in three ways:

All have this


plug-in symbol
The default icon
shows a large plug

When you design


an icon, use a
small plug symbol

Plug-in Manager window To display the Plug-in Manager, click Utilities > Plug-in Manager.

load or unload plug-ins


(loaded if checked)

load on start-up
(load if checked)

list of plug-ins

List Menu button

most recent choice

Plug-in Menu button

● The large Plug-in button at the bottom left of the manager


enables you to browse, load, or unload all the plug-ins.
● The List button lets you list all, list loaded, or hide
specified plug-ins.

The labels below the buttons show their most recent selection.

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330
Loading Plug-ins
Load / Unload
To unload a plug-in, click in the box in the Load/Unload
column beside its name to remove a check mark.
To load a plug-in, click in the box in the Load/Unload
column beside its name to add a check mark .
When you load a plug-in, the status line displays its name

User Interface
and where it is saved:

After it is loaded, you can find it as an item in a palette or


menu:

plug-ins in the
Polygon Edit
palette a plug-in in the
File menu

Auto Load
If Auto Load has a checkmark beside a plug-in’s name,
plug-in is loaded whenever Studio starts. Click in the box
to turn Auto Load on or off.

Plug-in menu
You use this menu to load or unload all plug-ins at once or
to add a new plug-in to the list. At the bottom left of the
window, click the Plug-in button and make a choice from
the menu:
◆ Load all — Loads all of the plug-ins listed in the Plug-
in Manager window. A check mark appears in the
Load Unload column beside every plug-in that is listed.
◆ Unload all — Unloads all plug-ins currently listed in
the Plug-in Manager window. Check marks are
removed from the Load Unload column
◆ Plug-in Browse — find a new plug-in to install.

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331
Loading Plug-ins
List menu
You use this menu to specify which plug-ins will be listed
in the window. At the bottom right of the window, click
the List button and make a choice from the menu:
◆ All — Lists all plug-ins that you have included in the
Plug-in Manager window. (This is the default.)
Reveals any hidden plug-ins.
◆ Loaded — Lists only those plug-ins that are loaded. A
plug-in that you unload while this filter is on
disappears from the Plug-in Manager window.
◆ Hide Items — Enables you to hide a plug-in by
specifying part of its name (case-sensitive). Hidden
plug-ins remain hidden in all subsequent sessions,
until you choose to display them again.

Using Plug-in browse

To add a plug-in
1 From the menu at the bottom left of the window, select
Plug-in > browse. The file requester window appears.

2 Select a file by clicking Show List and browsing through the


directories or by typing its name (and path if necessary).

3 Click the Install Plug-in button. The selected plug-in is listed


in the Plug-in Manager window.

4 Load the plug-in as described above in the Load/Unload


option.

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Loading Plug-ins
Plug-in Options Messages
Specifies whether the Plug-In manager displays brief
(short) or verbose (long) information messages.

Search path
There is a default library for plug-in utilities. However,

User Interface
you can specify a different directory for the Plug-in
Manager to search in.

To add a new search area


1 Select Preferences > User options > Alias preferences.

2 In the Alias Preferences window, open the Plug-in Options


section.

3 In the Search path field, type the directory path to the


plug-ins:
$YOURPATH/plug-ins/lib

Type here

Click Save

4 Click the Save button at the bottom of the Alias


Preferences window and exit from Studio.

5 Restart Studio. To open the Plug-in Manager window,


select Utilities > Plug-in manager.

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333
Loading Plug-ins
File > External apps Running External Applications

Runs other applications from inside Studio. You can pass data
to an Alias OpenModel program, which modifies the data and
returns the results to Studio.

You can also use the External Applications window to run any
other application, without switching to a system window and
typing the command.

How to Use Select File > External apps. The External Applications window
appears.

External Applications The External Applications window is shown below.


Window

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334
Running External Applications
Note UNIX commands are usually entered from a shell, so they
require that you specify a window in which they can run. If
the command just prints some information and exits (such
as date or df -k), then you also specify an option to hold
the window open. Below are some examples of UNIX
commands.
To open a window that displays the top processes running

User Interface
on your machine:
xwsh -geometry 80x40+100+50 -e top
The dimensions and location of the window. are specified by
"80x40+100+50".
To open a window that displays the amount of free disk
space on your machine:
xwsh -geometry 80x40+100+50 -hold -e df -k

Application Input Options

Write Input
ON—Before running the application, Studio saves a wire
file for input into the application.

Input Scope
Click to the right of the heading to select from:
ALL—the input wire file includes the whole model.
ACTIVE—the input wire file includes only the picked
(active) portions of the model.

Input File
ON—the name that Studio calls the input wire file.

Note If you provide an input file name, it is input to the


application that you call.

Application Output Options

Read Output
ON—Studio waits for the application to finish and reads
its output as a wire file.

Using Utilities
335
Running External Applications
Replace
ON—data read back from the application replaces data
written out by Studio. The data replaced depends on the
Replace Scope setting.
OFF—data read back from the application is appended to
the Studio model.

Replace Scope
Click to the right of the heading to select from:
◆ ALL—the output wire file replaces the whole model,
and a Delete all objects confirmation box appears.
◆ ACTIVE—the output wire file replaces only the picked
(active) portions of the model.

Note Only top-level nodes can be replaced (parent nodes, not, for
example, geometry or lights). These nodes can be replaced
only by nodes of the same type and number. Any extra
nodes are simply added to the left of the model in the SBD.

External Applications

This section lists the external applications that you have


defined. This list is saved from session to session.

Application Name
Use this field to type commands that provide a complete
user interface.

To add an application to the list


1 Click the Add button. This creates an undefined entry that
you can modify.

2 Double-click on an undefined entry to change it. For


example, type gr_osview -a to create a name and
function.

3 Close the External Applications section to save the new entry.

Using Utilities
336
Running External Applications
To run an application from the list
1 Open the External Applications window again.

2 Click the command in the list of application names and


then click Go.
The application starts, using the options that you have set

User Interface
in the External Applications window.

To remove an application from the list


1 Click the Delete button.
The application is removed from the list.

Using Utilities
337
Running External Applications
Using Utilities
338
Running External Applications
Work ing with y o u r
Mod el

For more information about working with NURBS models,


see the NURBS Modeling manual.
Picking

In this Section Pick Palette Summary 342


Picking with the Mouse or Pick Walker 344
Unpicking All Items 348
Picking Objects 349

Working with
Your Model
Picking Image Planes 352
Picking Objects by Type 353
Picking Components by Type 358
Picking Templated Objects 362
Picking Edit Points 363
Picking Points by Type 365
Picking Locators 371
Picking Joints 373

Picking
341
Pick Palette Summary

Use the pick tools to select and de-select objects and sub-
objects. When they are selected, actions can be carried out on
them.

To use these tools, use the menus or icons in the Pick palette.
In the Tool Palette, click the tab marked Pick to display or hide
these icons. Right-click the tab to display the same items as a
menu, from which you can choose items.

Icon Pick palette > For information...

Nothing Unpicking All Items on page 348

Object Picking Objects on page 349

Component Picking Components by Type on page 358

Template Picking Templated Objects on page 362

Edit point Picking Edit Points on page 363

Point Types > CV Picking CVs on page 366

Picking
342
Pick Palette Summary
Icon Pick palette > For information...

Point Types > Hull Picking Control Hulls on page 368

Point Types > Clusters Picking Clusters on page 369

Joint Picking Joints on page 373

Working with
Your Model
IK handle Picking IK Handles in the Animating book

Image plane Picking All Objects and Lights in a Scene on page 355

Object Types > Curve on surf Picking Curves-on-Surface on page 354

Object Types > All obj/lights Picking All Objects and Lights in a Scene on page 355

Object Types > Selection Picking Selection Handles on page 356


handle

Cloud Working with Point Cloud Data in the NURBS


Modeling book.

Locator Picking Locators on page 371

Picking
343
Pick Palette Summary
Picking with the Mouse or Pick Walker

Picking with the Mouse There are three ways that you can pick items quickly with the
mouse. When an item is picked, it is selected and active. When
an item is unpicked, it is deselected and inactive.

Toggle
Replace You use the left mouse button to toggle picking on an
picking object.
Toggle
picking Unpick If you click an object that is unpicked, it becomes picked. If
you click an object that is picked, it becomes unpicked.

Replace
You use the middle mouse button to replace picking on
objects. Only the objects that you select remain active.

Tip If you click away from any object, all objects become
Picking with the mouse unpicked. This is like using Pick > Nothing.

Remove
You use the right mouse button to remove picking on an
object. The selected objects become unpicked.

Tips
● You can also pick while using the Xform tools by holding
down the Shift key. For example, if you are using Xform >
Move, hold down Shift and use the left mouse button to
toggle the object’s pick status.
● When you are picking, the motion of the mouse is
important:
◆ To click, drag, and release operates on all geometry in
the area you select (the pick box) according to which
mouse button is pressed.
◆ To click and release operates on a single item. You can
do this to separate overlapping geometry.

Picking
344
Picking with the Mouse or Pick Walker
Picking from among Several Items

When you are trying to pick a specific item from a group of


items, a pop-up menu appears listing everything that can be
picked. As you scroll down the list, each item is highlighted.
This enables you to pick a single item.

This is called the Pick Chooser. You can disable the Use Pick
Chooser option in Preferences > Interface > Interface options-❐.

Working with
Your Model
Using the Pick Walker If you are working on many objects at once, you may want to
quickly pick one after another, releasing the previous one each
time. It can be slow to use Pick > Nothing, then carefully select
the next object to pick. The pick walker lets you quickly walk
from object to object, unpicking one, then picking the next one.

You can use the pick walker only on DAG nodes in the SBD
window.
● To "walk" between nodes and any other object that is
represented as a box in the SBD window, press the Shift
key and then the arrow keys to move up, down, left or
right.
● To "walk" between CVs and edit points on a piece of
geometry within a blue geometry box in the SBD window,
press the Ctrl key, then use the arrow keys to move up,
down, left, or right in your model.

For more information, see The SBD Window on page 92.

To pick objects and components

If a DAG node or an object is already picked:

Shift + left arrow


Pick-walks to the previous sibling (same level) node.

Shift + right arrow


Pick-walks to the next sibling node.

Picking
345
Picking with the Mouse or Pick Walker
Shift + up arrow
Pick-walks to the node(s) above the picked node.

Shift + down arrow:


Pick-walks to the first descendant of the currently picked
node or nodes.

To pick curves-on-surfaces

If a curve-on-surface is already picked:

Shift + left arrow


Unpicks the active curve(s) on surface and picks the
previous one.

Shift + right arrow


Unpicks the active curve(s) on surface and picks the next
one.

Shift + up arrow
Picks the first CV of the surface to which the curve-on-
surface belongs.

Shift + down arrow


Picks the first edit point of the curve-on-surface.

Note In the SBD window, the blue geometry box for a curve-on-
surface is highlighted when either the whole curve-on-
surface or any of its edit points is picked.
Even though you don’t change SBD boxes when walking
down from a curve-on-surface to its first edit point, you
must still use Shift + down arrow.

To pick CVs and edit points

If a CV or edit point is already picked:

Ctrl - left arrow


walks to the previous CV or edit point on a curve.
walks to the previous CV in the U parametric direction on
a surface.

Picking
346
Picking with the Mouse or Pick Walker
Ctrl - right arrow
walks to the next CV or edit point on a curve.
walks to the next CV in the U parametric direction on a
surface.

Ctrl - up arrow
walks to the next CV or edit point on a curve.
walks to the next CV in the V parametric direction on a
surface.

Ctrl - down arrow


walks to the previous CV or edit point on a curve.

Working with
Your Model
walks to the previous CV in the V parametric direction on a
surface.

Using the Shift key and the Up arrow, you can pick the node or
block above the CV or edit point. If you have an object
selected, you can use the Down arrow to go to the first CV or
edit point.

Picking
347
Picking with the Mouse or Pick Walker
Pick > Nothing Unpicking All Items

Purpose Unpicks all active items so that they are inactive or deselected.

When an item is picked, it is selected and active. When an item


is unpicked, it is deselected and inactive.

How to Use 1 Do one of the following:


◆ In the Tool Palette, select Pick > Nothing or its icon.

◆ Hold down Shift and Ctrl, press the middle mouse


button to display the Pick marking menu, and select
Nothing.
All active (picked) items become inactive.

Tip Use Pick > Nothing to clear your working area if the screen is
crowded with active items or if parts of the scene are outside
the current views.

Picking
348
Unpicking All Items
Pick > Object Picking Objects

Purpose To pick or select one or more objects.

To pick components from a group of objects, see Picking


Components by Type on page 358.

Working with
Your Model
How to Use 1 In the Tool Palette, select Pick > Object or click its icon.

The system prompts you to pick objects.

2 You can pick primitives, curves, surfaces, and lights using


the keyboard or the mouse. You can also pick text objects.
You can pick objects by:
◆ typing an object’s name
◆ clicking the mouse on the object using the pick modes.
(See Picking with the Mouse on page 344.)
◆ selecting the objects from the SBD window
◆ clicking and dragging to draw a pick box around a
number of objects
◆ In the SBD window, using the pick walker. (See Using
the Pick Walker on page 345.)
◆ using the Pick marking menu: holding down Shift and
Ctrl, pressing the middle mouse button, and selecting
an option. Your choices are Component, Object, CVs, or
Nothing.

Notes
● These types of objects cannot be picked using this
function: CVs, edit points, templates, curves on surfaces,
and hulls.
● If objects have been grouped, picking any item in the
group picks the whole group.

Picking
349
Picking Objects
● To selectively pick objects from within a group, use Pick >
Component.

Pick Object Options Select Pick > Object-❐ to display the Pick Object Options box.

Pick according to layers


If this option is ON (indicated by a check mark), objects in
inactive or reference layers are not picked when they are
grouped below the selected object(s) in the DAG
hierarchy.
If any of a node’s descendants are on an unpickable layer,
the system de-selects the original node(s) and selects all
the pickable nodes on the level below. It continues the
process until all pickable descendants of all selected nodes
are found.

Picking
350
Picking Objects
By default, Pick according to layers is OFF, and Pick > Object
ignores layer state attributes. This example shows how
results can differ depending on this option.

A pick box is drawn around all the objects in the modeling window

All of the

Working with
Your Model
spheres
are selected

The top 3
spheres
belong to an
inactive layer
Pick according to layers is OFF Pick according to layers is ON

Note Pick according to layers affects only modeling windows. In


the SBD window, components are picked whether a layer is
inactive layer or not.

See Also ● About Layers, see Introduction to Layers on page 451.


● About grouping and DAG hierarchy, see Grouping Objects
on page 438

Picking
351
Picking Objects
Pick > Image plane Picking Image Planes

Purpose

To pick one or more image planes. You import an image plane


of a drawing and use it as a guide for modeling.

Overview

See Importing Image Planes on The image plane floats behind other types of geometry and
page 48. always remains flat to the computer screen like a background.

How to Use
1 Create an image plane in a window using File > Import >
Image plane.

2 In the Tool Palette, select Pick > Image plane or click its icon.

3 Click on the image plane in the window.


Picked image planes are displayed in modeling windows
with a highlight around the border.
In the SBD window, picked image planes are displayed,
with a highlighted border, below their camera.

You can pick image planes in the SBD window using any of
these object picking modes:
● Pick > Template
● Pick > Component
● Pick > Image plane
● Pick > Object

Picking
352
Picking Image Planes
Pick > Object types Picking Objects by Type

You use Pick > Object types to pick curve-on-surface elements,


selection handles, or all objects and lights in a scene.

To use one of these tools, in the Tool Palette select it from the
Pick > Object types menu or click its icon.

Working with
Curve on surf

Your Model
Picking Curves-on-Surface on page 354.

All obj/lights

Picking All Objects and Lights in a Scene


on page 355
Selection handle

Picking Selection Handles on page 356.

Picking
353
Picking Objects by Type
Picking Curves-on- Purpose
Surface To pick curves-on-surface. This includes curves-on-surface
created by:
● the usual method of constructing on a surface or
projecting onto a surface
● the Cross-Sections button (in the Direct Modeling Control
Panel)

For the Surface Evaluate and ● the Surface Evaluate tool with the Evaluation Type set to
Iso-Angle tools, see the PARTING LINE
chapter on Evaluating your
Model in the Modeling book. ● the Iso-Angle tool

You can then delete these curves-on-surface by selecting


Delete > Del active.

Overview

A curve-on-surface is an independent curve element that has


been:
● Constructed directly on a surface using Curves > Curves >
New curve on surface.

● Projected onto a surface using Surface Edit > Create Curves


On Surface and one of the following actions: Project,
Intersect, Project normal, or Geometry mapping.

Curve-on-surface does not refer to any other curves that may be


part of a surface component or to the original construction
curves used to create a surface. A curve-on-surface is easily
recognized by its distinctive color compared to regular curves.

Note When you pick a curve-on-surface, all items that are not
curve-on-surface elements and their edit points become
unpicked.

Picking
354
Picking Objects by Type
How to Use
1 In the Tool Palette, select Pick > Object types > Curve on surf
or click its icon.

The system prompts you to select a curve-on-surface.

2 Click directly on the curve-on-surface in the modeling or


SBD window. (See Picking with the Mouse on page 344.
curve on surface

Working with
Your Model
You can also:
◆ Use the mouse to draw a pick box around the object
that contains the curve-on-surface you want to pick.
◆ In the SBD window, use the Pick Walker with the
keyboard. (See Using the Pick Walker on page 345.)

Picking All Objects and Purpose


Lights in a Scene To pick all objects and lights in a scene.

How to Use

1 In the Tool Palette, select Pick > Object types > All obj/lights or
click its icon.
● All lights and objects in the scene become active, including
any templated geometry.
● Objects that are active remain active.
● Any geometry that is currently Invisible is not selected.
● In the SBD window, items and groups are picked at the
object level.

Picking
355
Picking Objects by Type
Picking Selection Purpose
Handles Sets the pick mode to selection handles.

Overview

Selection handles make picking and manipulating objects or


hierarchies of objects easier.

How to Use
In the Tool Palette, select Pick > Object types > Selection
handle or click its icon.

The system prompts you to enter the name of the item.

2 If you have named the object, type its name and press
Enter, or click on its selection handle in the modeling
window.

Tip You can also draw a pick box around the object that contains
the selection handle you want to pick.

Notes
● When you pick a selection handle, all other items that are
not attached to the selection handle become unpicked.
● If you drag over part of an object that has a selection
handle, the object is not picked unless you drag over the
selection handle itself.
● In the SBD window, you can pick any node, whether or
not it has a selection handle.
● For more information, see Creating Selection Handles on
page 446.

Example

This illustration shows how the pick mode of selection


handles is displayed in the modeling and SBD windows.

Picking
356
Picking Objects by Type
With selection handle active:

In the SBD window:

selection
handle is
not active

Working with
Your Model
selection handle is not active no selection handle
(displayed in red)

With selection handle not active:

In the SBD window:

object is active
selection handle is active selection handle is active
object is active
(displayed in pale orange)

Picking
357
Picking Objects by Type
Pick > Component Picking Components by Type

Purpose To pick individual components from a group of objects


without disturbing the entire group. You can use it to pick a
single face of an object.

How to Use 1 In the Tool Palette, select Pick > Component or click its icon.
The system prompts you to select an item.

2 You can pick individual primitives, curves, surfaces, and


lights from part of a group using the keyboard or the
mouse. You can also pick text objects.
Pick components by:
◆ clicking directly on the component, using the pick
modes. (See Picking with the Mouse on page 344.)
◆ selecting components from the SBD window
◆ Using the pick walker. (See Using the Pick Walker on
page 345)
◆ clicking and dragging with the mouse around the
components
◆ holding down Shift and Ctrl, pressing the middle
mouse button to display the Pick marking menu, and
selecting Component
◆ typing the name of the component (e.g. faceD#2) and
pressing Enter.

Notes
● Pick > Component can not pick the following: edit points,
CVs, templates, curves-on-surface, or hulls.
● Once you select Pick > Component, by default the Pick
button picks components. To return to picking by object,
select Pick > Object.
● By default, Pick > Component can pick any object that Pick >
Object can pick.

Picking
358
Picking Components by Type
Pick Component Mask To keep from picking some types of components, use the Pick
Components Options box or set the Pick Component mask.
This pick mask appears in the upper left of the menu area
when Pick Component is on. It displays small buttons with
icons representing types of components.

In Studio, you see:

curves
lights shells

Working with
Your Model
construction objects others
surfaces

These buttons show which Pick Component options are in force.


You can click them to define what kind of components can be
picked. Several buttons can be on at the same time.

Pick Component Options To change pick options, select Pick > Component-❐. The Pick
Component Options box appears.

When an option is on, there is a check mark beside it.

All
If All is ON, any type of component can be selected.

Picking
359
Picking Components by Type
If All is OFF, everything is removed from the component
pick list.

Curves, Surfaces, Lights, Faces, Shells, Sections, or Others


By default, the component options are all ON.
The Others option includes the camera. The Others option
also includes solid textures.
For a discussion of cross-sections, see the NURBS Modeling
manual.

Using Toggle Options

When an option is off, there You click on a check box to turn any object option OFF. This
is no check mark beside it. excludes objects of that type, so they are not picked when you
use Pick > Component.

To turn an option ON again, click its check box again.

For example, in the option box, if you toggle off all


components except Lights, only lights are pickable. Even if you
drag a pick box around the whole model, only the lights are
picked.

This diagram shows Studio picking only lights.

Picking
360
Picking Components by Type
This diagram shows Studio picking only curves.

Working with
Your Model

Picking
361
Picking Components by Type
Pick > Template Picking Templated Objects

Purpose To pick one or more templated objects.

How to Use 1 In the Tool Palette, select Pick > Template or click its icon.
The system prompts you to select a template.

2 Templates, like normal objects, can be picked by:


◆ typing a templated object’s name
◆ clicking on the template using the pick modes. (See
Picking with the Mouse on page 344.)
◆ selecting the templates from the SBD window
◆ clicking and dragging to draw a pick box around a
number of templated objects
◆ In the SBD window, using the pick walker. (See Using
the Pick Walker on page 345.)

Notes
● To pick all templates, type an asterisk (*).
● In the SBD window, you can also select templates by
using Pick > Object or Pick > Component.

See also ● Templating Objects on page 544

Picking
362
Picking Templated Objects
Pick > Edit point Picking Edit Points

Purpose To pick one or more edit points.

Edit points appear as small crosses that lie on a curve. They


mark the joining of segments to create a curve. They are not
displayed on surfaces.

Working with
Your Model
edit points

You can reshape a curve by modifying the picked edit points


with the Xform tools.

How to Use 1 In the Tool Palette, select Pick > Edit point or click its icon.
The system prompts you to pick an item.

2 Pick one or several edit points:


To pick one edit point, click on it in the modeling window.
You can middle-click to unpick all others and pick only
that point. Picked edit points are highlighted.
To pick several edit points, do one of the following:
◆ Drag a pick box around the objects that contain the
edit points in the modeling window.
◆ Left-click on them to toggle whether they are picked.
◆ In the SBD window, pick edit points using the
keyboard with the Pick Walker. (See Using the Pick
Walker on page 345.)

Picking
363
Picking Edit Points
◆ In the Tool Palette, click Pick > Edit point-❐ to open the
Pick Edit Point option box and turn on Use Lasso. You
can now pick edit points by drawing a loop around
them with the mouse.

Lasso

Notes ● You can delete all active edit points by using Delete > Del
active.

● You can not pick edit points by name.

See Viewing and Hiding ● You can pick edit points only if they are visible. If the
Controls on page 536. display of edit points has been set to OFF (using Object
Display > Control-❐), they cannot be picked.

See Also ● Understanding Curves in the Background Information chapter


of the Modeling book

Picking
364
Picking Edit Points
Pick > Point types Picking Points by Type

Use the Pick > Point types tools to pick the following types of
points:
● CVs
● Hulls
Clusters

Working with

Your Model
Select a tool from the Pick > Point types menu in the Tool Palette
or click one of these icons.

CV

Picking CVs on page 366

Hull

Picking Control Hulls on page 368

Cluster

Picking Clusters on page 369.

Picking
365
Picking Points by Type
Picking CVs Purpose

To pick one or more control vertices (CVs). A CV is point that


controls the shape of a curve or surface.

You can modify the picked CVs with any number of Xform
functions to reshape a curve or surface.

How to Use
1 Do one of the following:

● In the Tool Palette, select Pick > Point Types > CV or click its
icon.
● Hold down Shift and Ctrl, press the middle mouse button
to display the Pick marking menu, and select Point_Types
> CV.
The system prompts you to pick or unpick an item.

Note If you type the name of a curve, e.g. curve#3, Studio selects
the whole curve, not its CVs.

2 To pick one CV, click on it in the modeling window. Picked


CVs and the part of the curve that they affect are
highlighted. You can use the pick modes as shown at left.
To pick multiple CVs, do one of the following:
◆ Use the mouse to draw a box around the objects that
contain the CVs in the modeling window.
◆ In the SBD window, use the Pick Walker from the
keyboard. (See Using the Pick Walker on page 345.)
◆ Use the lasso function by opening the option box and
turning on Use Lasso. This lets you pick CVs by
drawing a lasso around them.

Picking
366
Picking Points by Type
CVs Lasso Picked
CVs

Notes
To delete active CV(s), use Delete > Del active.

Working with

Your Model
● You can not pick CVs by name.
● You can pick CVs only if they are visible. If the display of
CVs has been set to OFF, they are not pickable.
To make CVs visible, select ObjectDisplay > Control-❐, and in
the Control window set Scope to ALL and click CVs ON.

See Also
● Viewing and Hiding Controls on page 536
● Understanding Curves in the Background Information chapter
of the NURBS Modeling book

Picking
367
Picking Points by Type
Picking Control Hulls Purpose

To pick one or more control hulls.

A control hull or hull is a network of lines that join the control


vertices of a curve or surface.

How to Use

1 In the Tool Palette, select Pick > Point Types > Hull or click its
icon.
The system prompts you to pick or unpick an item.

2 Using the mouse, click directly on the hull or hulls. Once a


hull is selected, all its inactive CVs are selected.

hull

Notes
● You can not pick hulls by name.
● When you pick a hull, inactive CVs become active and
active ones become inactive. If any CV is already active,
you can use the middle mouse button to pick the others.
● You can pick hulls only if they are visible.
They cannot be picked if the display of edit points has
been set to OFF in the Studio Control window
(ObjectDisplay > Control-❐).
To make hulls visible, in the Studio Control window set
Scope to ALL and click hulls on. For more information, see
Viewing and Hiding Controls on page 536.

Picking
368
Picking Points by Type
Picking Clusters Purpose

Lets you pick a cluster node from a modeling window.

A cluster is a logical group of CVs and DAG nodes that can be


transformed and manipulated together. You specify the
members of the cluster and can name it.

How to Use

To Pick Clusters in the Modeling window

Working with
Your Model
1 In the Tool Palette, select Pick > Point Types > Cluster or click
its icon.
The system prompts you to pick or unpick an item.

2 Type the name of the cluster and press Enter or click to


select the cluster in the modeling or SBD window.

cluster leaf DAG nodes


If you pick an item in a modeling window, every leaf level
DAG node above the cluster containing the item is picked.
You can also pick clusters using the mouse. Click on a CV
that is a member of the cluster, or click and drag to draw a
pick box around the elements that contain the cluster.

Picking
369
Picking Points by Type
To Pick Clusters in the SBD window

Picking clusters in the SBD window differs depending on the


current pick mode:
1 With Pick > Point types > Cluster, clicking on the cluster node
picks the components in the way they were assembled.

2 With Pick > Point types > CV, clicking on the cluster node
picks all the members of the cluster at the CV level. So if
an object was assembled into the cluster, the CVs of the
object are picked.

See Also
● Displaying Different Types of Objects on page 98 (Basic Tools:
Interface)
● the Animating book

Picking
370
Picking Points by Type
Pick > Locator Picking Locators

Selects the locators for curves. Everything created as a Locator


(including annotations, deviations, and measurements) is
pickable as locators. You can assign the locators to layers.

After you have selected locators, you can delete them by using
Delete > Del active.

Working with
Your Model
For more information about locators, see Introduction to
Labeling and Locators in the Modeling manual.

How to Use 1 In the Tool Palette, select Pick > Locator or click its icon.

The pick tool now selects locators.

Pick Locator options Use this box to set the Pick Locator options.

Picking
371
Picking Locators
Pick Locator Options Measurement
Picks locators created by the Locators > Measure tools.

Deviation
Picks locators created by the Locators > Deviation tools.

Others
Picks locators created by the Locators > Arc length and
Locators > Curve curvature tools.

Picking
372
Picking Locators
Pick > Joint Picking Joints

Purpose To pick a joint DAG node in a modeling window.

How to Use 1 Create a skeleton with several bones using Objects > Draw
skeleton.

Working with
Your Model
2 In the Tool Palette, select Pick > Joint or click its icon.

3 Click on a joint in the SBD window to make its node


active.

click here

4 Drag a pick box in a modeling window around one or


more bones. The joint nodes representing the lower ends
of the selected bones are picked.
This selects all lower joints in the area that you picked;
they might not be connected to each other.
When you pick a joint node in the modeling window, all
the bones below it in the hierarchy are highlighted. The
bone from the picked bone joint node to its ancestor joint
node is highlighted in dashed lines. It is affected by
transforming operations (such as Xform > Move or Xform >
Local > Set pivot), and therefore must be drawn as if it were
active.

Picking
373
Picking Joints
Example: Picking the 1 Select Objects > Draw skeleton, then draw the skeleton of a
lowest joints in a character with a head, two arms, and two legs.

hierarchy 2 Select Pick > Joint, then drag a pick box around the whole
character. Only the lowest joint nodes (arms and legs) in
the hierarchy are picked.
The diagram below shows how this looks in the modeling
window and the SBD window.

Tips ● You can also use Pick > Joint to pick any node from the SBD
window.

Picking
374
Picking Joints
Transforming Objects

In this Section Xform Palette Summary 376


Moving Objects 378
Rotating Objects 383
Scaling Objects 387

Working with
Your Model
Changing the Dimensions of Objects 390
Deforming Curves and Surfaces about a Pivot Point 392
Setting Local Pivots 398
Centering Local Pivots 401
Setting Local Axes 403
Moving Selection Handles 406
Deforming Geometry by Moving CVs along a Normal 407
Reshaping Regions of Curves and Surfaces 409
Projecting Texture Placement Objects 416
Updating Geometry beneath a Node 417

375
Xform Palette Summary

Use the transformation tools to scale, rotate, and move entities


within a scene. All picked objects are affected by transformations.

In the Tool Palette, click the tab marked Xform to display or hide
these icons. Right-click the tab to display the same items as a menu,
from which you can choose items.

Icon Xform palette > For information...

Move Moving Objects on page 378

Rotate Rotating Objects on page 383

Scale Scaling Objects on page 387


(proportional scale)

Nonp scale Changing the Dimensions of Objects on page 390


(non-proportional scale)

Modify > Proportional mod Reshaping Regions of Curves and Surfaces on page 409
(modification)

Modify > Move CV normal Deforming Geometry by Moving CVs along a Normal on
page 407

Modify > Rotational scale Deforming Curves and Surfaces about a Pivot Point on
page 392

Transforming Objects
376
Xform Palette Summary
Icon Xform palette > For information...

Local > Set pivot Setting Local Pivots on page 398

Local > Center pivot Centering Local Pivots on page 401

Local > Set local axes Setting Local Axes on page 403

Working with
Your Model
Local > Move selection Moving Selection Handles on page 406
handle

Drag keypoints Editing Keypoint Curves in thes NURBS Modeling book

Place projection Projecting Texture Placement Objects on page 416

For more information Also useful is Edit > Zero transforms. See Updating Geometry beneath a
Node on page 417.

Transforming Objects
377
Xform Palette Summary
Xform > Move Moving Objects

Purpose Lets you move any pickable item, including CVs and edit
points. This affects all picked objects.

For information about using By selecting from either absolute or relative addressing
absolute and relative modes, you can move geometry to absolute world space
addressing, see the coordinates or relative to its current location.
Fundamentals book.

Note The type of item that can be moved depends on which Pick
tool is selected. For example, if Pick > Point types > CV is
selected, Xform > Move moves only CVs. You can change an
object’s shape by moving its CVs.

How to Use All picked objects are affected by Move.


1 Select the objects that you want to move.

2 Select Xform > Move by:


◆ In the Tool Palette, clicking the tab for Xform > Move or
clicking the Move icon,
◆ holding down Shift and Ctrl, pressing the middle
mouse button to display the Xform marking menu,
and selecting Move.
The system prompts you to enter the move amounts for
absolute co-ordinates.

3 Do one of the following:


◆ Type X, Y, and Z values for absolute world space
coordinates
◆ Type "R" plus X, Y, and Z values specifying a distance
from the current location of the object.
◆ Hold down the mouse button and move the mouse.
To snap the pivot point of an object to a point on the
grid, hold down the Alt key and click on the grid.

Transforming Objects
378
Moving Objects
Horizontal
Y axis
Free horizontal
and vertical Vertical X axis Z axis

Orthographic window Perspective window

Working with
Your Model
If motion is constrained, a guideline appears, showing the
allowed direction of movement. Studio displays the object’s
current position along the axis of movement. (There is no
guideline for the left button in orthographic windows.)

For example, if you use the left mouse button to move an


object in a perspective window, a guideline indicates that you
can move the object in the X-axis direction.

Position

Guideline

Moving a Curve-on-Surface Element

A curve-on-surface element is a curve that has been plotted


directly onto a surface in UV parameter space rather than in
world space, or one that has been projected onto a surface by
one of these functions: project, project normal, geometry mapping,
or intersect.

Curve-on-surface elements are typically used in trimming.


You can select them using Pick > Object types > Curve on surf.

Transforming Objects
379
Moving Objects
When you select a curve-on-surface, you can move it
anywhere on the surface (or entirely off the surface) with Xform
> Move.

Since a curve-on-surface element is mapped only to the UV


parameter space of a surface, once any portion of the curve is
moved off the surface, that portion is no longer displayed.

If a surface has curve-on-surface elements, the system assumes


that it has been set up for a trimming operation. Therefore, the
SBD window displays it as a target surface, as in the following
DAG node structure:

Node indicating a surface


targeted for trimming
(A surface on which one or more
curve-on-surface elements exist)

Node indicating that a curve-on-


surface is present but is entirely off the
surface (it has a dashed border)

To restore a curve-on-surface to the surface

If an edit point on a curve-on-surface element is moved off the


surface, the edit point and the curve spans that it affects are no
longer displayed. To move a curve-on-surface element back
onto the surface where it is visually mapped in UV parameter
space:
1 Pick a curve by selecting Pick > Object types > Curve on surf.

2 In the SBD window, select the curve’s DAG node.

3 Once the curve is selected, select Xform > Move.


The system prompts for absolute co-ordinates:
Enter Move amounts (u,v) ABS:

4 Make sure that you are using absolute addressing (ABS)


and type the move values 0,0. The curve-on-surface
element returns to its original position.

Transforming Objects
380
Moving Objects
To select an edit point that is off the surface
1 Select any visible edit point on the curve-on-surface
element.

2 Hold down the Ctrl key, and press either the left arrow or
right arrow key.
Each time an arrow key is pressed, the active edit point is
de-selected and the previous or next edit point
(depending on which arrow key is used) is selected.

3 When the off-the-surface edit point is selected, move it


back onto the surface.

Working with
Your Model
Note Typing 0,0 moves the selected edit point to the location on
the surface where both the U and V parameter values are
equal to 0.

Move Options To display the Move Options box, select Xform > Move-❐.

Type

Global
Objects are moved in the global X, Y, Z coordinate system.

Transforming Objects
381
Moving Objects
Local
Each picked object is moved along its own local axes,
which are displayed at the object’s pivot point. The default
local axes for an object are the same as the global axes. To
move along the object’s local axes, do the following:
◆ For the X axis, click and drag the left mouse button.
◆ For the Y axis, click and drag the middle mouse button.
◆ For the Z axis, click and drag the right mouse button.
To change the axes or pivots, see Setting Local Axes on
page 403, Setting Local Pivots on page 398 and Centering
Local Pivots on page 401.

Note You can permanently display the local axes of all picked
objects by selecting DisplayTgls > Pivots-❐ and toggling
Local Axes Display ON in the Toggle Pivots Options box.

Transforming Objects with Construction History

Some functions, such as Surfaces > Revolve, create an object that


has construction history. The construction history of an object
that is being transformed cannot be maintained.

A confirmation box appears, asking if you wish to continue


even though the construction history will be removed:
◆ If you select YES, the construction history is deleted
and you can proceed with the operation.
◆ If you select NO, the operation is cancelled.

Note Construction history enables curves or surfaces to adjust to


changes in the geometry of the objects that generate them. If
construction history is lost, to update the generated objects
you must re-create them.
For more information about construction history, see the
NURBS Modeling book

Transforming Objects
382
Moving Objects
Xform > Rotate Rotating Objects

Purpose Rotates objects in a scene. The effect of rotation on an object


depends on the position of its rotational pivot point.

You cannot rotate a curve-on-surface or an image plane.

Working with
Your Model
Note For more information on rotational pivot points, see Setting
the Display of Pivots on page 570.

How to Use 1 Select the DAG node or object that you want to rotate.

2 Activate rotation. Do one of the following:

|
◆ In the Tool Palette, click the Rotate icon or use the right
mouse button to select Xform > Rotate.
◆ Hold down Shift and Ctrl, press the middle mouse
button to display the Xform marking menu, and select
Rotate.

3 The system prompts you to enter the rotation amounts for


about Y the X, Y, and Z axes.
axis
about X about Z
axis axis Note For information about using absolute and relative
addressing, see the Fundamentals book.

4 You can rotate the selected items interactively using the


mouse or by typing amounts to rotate. All picked objects
are rotated.

Rotation

Transforming Objects
383
Rotating Objects
Rotate Options Select Xform > Rotate-❐ to display the Rotate Options box.

Global
Rotates objects by incrementing their Euler rotation
angles. This means that the rotation is done first to Z, then
Y, then X. Consequently, the X rotational axis depends on
the Y and Z rotations already done.
Rotations done on DAG nodes above the current node
also affect the rotational axis.

Local
Rotates each picked object about its local X, Y and Z axes,
which are displayed at the object’s pivot point.
See Setting Local Axes on page 403, Setting Local Pivots on
page 398 and Centering Local Pivots on page 401.

Universe
Objects are rotated about the world X, Y, and Z axes
(displayed in the lower left corner of the window).

For Local and Universe modes:


● To rotate about the X axis, use the left mouse button.
● To rotate about the Y axis, use the middle mouse button.
● To rotate about the Z axis, use the right mouse button.

The default local axes for an object are the same as the global
axes. To change the orientation of an object’s local axes, use
Xform > Set local axes (see Setting Local Axes on page 403).

Transforming Objects
384
Rotating Objects
To permanently display the local axes of all picked objects,
select DisplayTgls > Pivots-❐ and, in the Toggle Pivots Options
window, turn on Local Axes Display.

Tips World Space Coordinates

When you place a primitive or construct a curve or surface,


their object space coordinates (X,Y,Z) are aligned with the X, Y,
and Z axes of the world space coordinates.

Then, when you rotate an object, its object space coordinates


are no longer aligned with the world space coordinates.

Working with
Your Model
Therefore, later rotations and non-proportional scaling
operations may not produce the results that you expect. This
occurs because you are affecting the world space axes, to
which the object coordinates are no longer aligned.

For information on To realign the object to the world space coordinate system,
grouping, see Grouping group the object to itself. You may then want to ungroup the
Objects on page 438. object using the Collapse node option in the Ungroup Options
window. This deletes the resulting group node from the SBD
DAG node structure.

Construction planes

To align a grouped object in world space in the same way as it


was aligned in construction plane space, do the following:
toggle out of the construction plane, rotate the grouped object
in construction plane space, and rotate it to zero.

Construction History

For more information about Construction history enables curves or surfaces to adjust to
construction history, see the changes in the geometry of the objects that generate them. If
NURBS Modeling book construction history is lost, to update the generated objects
you must re-create them.

Transforming Objects with Construction History

Some functions, such as Surfaces > Revolve, create an object that


has construction history. When you transform such an object,
its construction history cannot be maintained.

Transforming Objects
385
Rotating Objects
A confirmation box appears, asking if you wish to continue
even though the construction history will be removed:
◆ If you select YES, the construction history is deleted
and you can proceed with the operation.
◆ If you select NO, the operation is cancelled.

Note Construction history enables curves or surfaces to adjust to


changes in the geometry of the objects that generate them. If
construction history is lost, to update the generated objects
you must re-create them.
For more information about construction history, see the
NURBS Modeling book.

Transforming Objects
386
Rotating Objects
Xform > Scale Scaling Objects

Purpose Changes the size of objects by changing their scale


proportionally in all three dimensions. You can also apply
scaling to an image plane’s two diemensions. You can type a
value that applies to all dimensions equally or use different
mouse buttons to apply to different dimensions.

Working with
Your Model
Tip To scale in different amounts for different dimensions, use
non-proportional scaling by selecting Xform > Nonp scale
(see Changing the Dimensions of Objects on page 390).

Note You cannot scale curve-on-surface elements, as they are


projections onto a surface.

For information on scale The effect of a scale operation depends the location of the
pivot points, see Setting the object’s scale pivot point and the addressing mode, relative or
Display of Pivots on page 570. absolute.

For information about using By default, all geometry has an initial scale factor of 1,
absolute and relative meaning 100% of its size.
addressing, see the
Fundamentals book. ● Relative scaling is based on the object’s current original
size. For example, if you scale to 1.5 and then scale again
to 2.0, the object is now three times as big as when you
started.
● Absolute scaling is based on the object’s original size. For
example, if you scale to 1.5 and then scale again to 2.0, the
object is now twice as big as when you started.

How to Use 1 Select the geometry that you want to scale.

2 Activate scaling:
● In the Tool Palette, click the Scale icon or use the right
mouse button to select Xform > Scale; or

Transforming Objects
387
Scaling Objects
● hold down Shift and Ctrl, press the middle mouse button
to display the Xform marking menu, and select Rotate.
The system prompts you to enter the absolute scale.

3 You can scale objects by typing values or interactively by


using the mouse.
◆ You can type in only one value, and this scale factor
applies equally to all dimensions.
◆ With the mouse, the scale dimension depends on the
window and which mouse button you use.

Orthographic windows Perspective windows

Horizontal Y axis

Free X, Y, Z Vertical X axis Z axis

Tip Any group node created in construction plane space acts as


though it has the transforms of the construction plane.
Therefore, you can mirror an object in construction plane
space by scaling to -1.

Transforming Objects with Construction History

Some functions, such as Surfaces > Revolve, create an object that


has construction history. The construction history of an object
that is being transformed cannot be maintained.

A confirmation box appears, asking if you wish to continue


even though the construction history will be removed:
◆ If you select YES, the construction history is deleted
and you can proceed with the operation.
◆ If you select NO, the operation is cancelled.

Transforming Objects
388
Scaling Objects
Note Construction history enables curves or surfaces to adjust to
changes in the geometry of the objects that generate them. If
construction history is lost, to update the generated objects
you must re-create them.
For more information about construction history, see the
NURBS Modeling book.

Working with
Your Model

Transforming Objects
389
Scaling Objects
Xform > Nonp scale Changing the Dimensions of Objects

Purpose Changes the size of objects by scaling non-proportionally. That


is, it changes the dimensions of objects or image planes by
different scale factors in different directions. You can use non-
proportional scaling in any dimension.
● This tool is like Xform > Scale, except that you type a
different scale factor for each scale dimension. If you type
in only one value, it is used for the first dimension.

For information on scale ● The effect of Nonp scale is based on the location of the
pivot points, see Setting the object’s scale pivot point.
Display of Pivots on page 570
and Setting Local Pivots on ● By default, all geometry has an initial scale factor of 1 in all
page 398. three dimensions, so a value of 1 makes no change.

For information about using ● For either direction, you can scale to an absolute size or
absolute and relative relative to the object’s current size (scale factor) in any
addressing, see the dimension.
Fundamentals book.

Note You cannot scale a curve-on-surface element, since it is a


projection.

How to Use 1 Select the geometry that you want to scale. All picked
objects are affected by scaling.

2 Activate non-proportional scaling. Do one of the


following:
◆ In the Tool Palette, select Xform > Nonp scale or click its
icon.
◆ Hold down Shift and Ctrl, press the middle mouse
button to display the Xform marking menu, and select
Nonp_scale.
The system prompts: you to enter absolute scale values for
the X, Y, and Z directions

Transforming Objects
390
Changing the Dimensions of Objects
Seethe Fundamentals book for You can scale objects by typing values or by using the
information about using the mouse interactively.
mouse and the keyboard.
◆ You can type the scale factors that you want for each
of the three axes. For an image plane, supply its two
dimensions.
◆ With the mouse, the scale dimension depends on the
currently active window and the mouse button.

Orthographic windows Perspective windows

Horizontal Y axis

Free X, Y, Z Vertical X axis Z axis

Working with
Your Model
Transforming Objects with Construction History

Some functions, such as Surfaces > Revolve, create an object that


has construction history. The construction history of an object
that is being transformed cannot be maintained.

A confirmation box appears, asking if you wish to continue


even though the construction history will be removed:
◆ If you select YES, the construction history is deleted
and you can proceed with the operation.
◆ If you select NO, the operation is cancelled.

Note Construction history enables curves or surfaces to adjust to


changes in the geometry of the objects that generate them. If
construction history is lost, to update the generated objects
you must re-create them.
For more information about construction history, see the
NURBS Modeling book

Transforming Objects
391
Changing the Dimensions of Objects
Xform > Modify > Deforming Curves and Surfaces about
Rotational Scale
a Pivot Point

Deforms a set of curves or surfaces about a common pivot


point. This pivot point can be in a planar or 3D world. You set
an axis, which is a radial line about which the object is scaled
in a fan-like pattern. You also specify the amount of rotation:
either the angle that the scaling covers, or the number of
copies on an element that it takes to create a full circle.

You can use this tool on curves, surfaces, trimmed surfaces,


and polysets, but not on shells.

You use this tool only in an orthographic window. It works in


a plane, and the plane of the window provides the plane for
the deformation.

Top Perspective
Original object

Pivot point

Axis point

Note If the perspective window is active at the time of the


deformation, a warning box appears asking you to work in
an orthographic window.

Rotationally scaled object Rotationally scaled object

Transforming Objects
392
Deforming Curves and Surfaces about a Pivot Point
Rotationally scaled
object

Tip If you are working with a model that has a number of pieces
and you want a different number for the final model, open
the option box and turn on Number of divisions.

Working with
Your Model
Rotational Scale Options Select Xform > Modify > Rotational Scale-❒. The following option
box appears:

Scale
As this value increases and decreases, the angle of rotation
covered by the selected element also increases and
decreases.

Number of Divisions
This is useful when you are building objects, if you want
to change the number of building components.
This results in two prompts. You specify the number of
divisions that the model has now and the number that you
want it to have. For example, for a wheel with eight
spokes, you can type in a value of 8, then reduce it to 4.

Transforming Objects
393
Deforming Curves and Surfaces about a Pivot Point
How to Use 1 Select Xform > Modify > Rotational Scale or click its icon.

You can pick and unpick geometry in the SBD window by


holding down the Shift key and clicking on DAG nodes.

2 The system prompts you to enter the first pivot point.


Define the pivot point for the deformation by typing an X,
Y, Z location or by using the mouse. A cross-hair, the pivot
point, appears to mark the center of the rotational scale.

Note The system calculates the best fit for the model according to
the deformation values you request. For the most accurate
fit, enter values using the keyboard rather than the mouse.

3 The system prompts you to enter another pivot point. The


two pivot points define the axis for deformation.
The geometry deforms about the pivot point and toward
or away from this second point.
Define the second point by typing an X, Y, Z location or
using the mouse. Another cross-hair appears. The selected
curves and surfaces rotate around this axis point.

4 If no objects are picked, the system prompts you to select


geometry.
If you hold down Shift, you can select several objects. You
can continue selecting and deselecting geometry during
the function.

5 The system tells you the current scale and prompts you to
adjust the scale factor.
You can select more objects by holding down Shift and
clicking with the left mouse button.

6 Type a new scale value or use the left mouse button to


adjust the scale by moving the object.
This new value can be a new scale or a new number of
divisions, depending upon the Type of input mode that you
chose in the Rotate Options window.

Transforming Objects
394
Deforming Curves and Surfaces about a Pivot Point
Example To create an eight-spoked wheel by rotationally scaling a
spoke of a five-spoked wheel:

Working with
Your Model
1 Select the geometry for one of the spokes, and toggle the
rest of the model invisible or templated, or delete it. (You
can use intersecting planes to "slice" out a section of the
wheel.)

2 Select Xform > Modify > Rotational Scale-❒ or double-click on


its icon in the tool palette.

3 In the option box, set the input mode to Number of divisions.

4 Place the pivot point at the center of the wheel and the
second point along the spoke. This sets the axis of rotation.

5 Now the system needs to know how many divisions were


in the original model. (Type 5 for this example.)

6 Enter the new number of divisions. (For this example,


type in 8.) The element is scaled to its new angle.

Transforming Objects
395
Deforming Curves and Surfaces about a Pivot Point
7 You are now finished deforming the model. To complete
the new wheel, you must create seven additional copies of
this spoke, each rotated by the correct amount.
To make these copies, use Edit > Duplicate Object. In this
example, the wheel was in the X - Z plane, so the rotation
is about the Y axis. Set the following options in the
Duplicate Object Options window:
◆ Rotation — Y 45
◆ Number of duplicates — 7
◆ Geometry type — instance
A new wheel is created, with eight spokes:

Transforming Objects with Construction History

Some functions, such as Surfaces > Revolve, create an object that


has construction history. The construction history of an object
that is being transformed cannot be maintained.

A confirmation box appears, asking if you wish to continue


even though the construction history will be removed:
◆ If you select YES, the construction history is deleted
and you can proceed with the operation.
◆ If you select NO, the operation is cancelled and the
construction history is kept.

Transforming Objects
396
Deforming Curves and Surfaces about a Pivot Point
Select Undo at any time to reset the geometry to its original
values (without construction history).

Any continuity present in the model is lost by this deformation


and you will have to rebuild the surface. If you keep the
deformations relatively small, the resulting continuity may
work for presentation only.

Note Construction history enables curves or surfaces to adjust to


changes in the geometry of the objects that generate them. If
construction history is lost, to update the generated objects
you must re-create them.
For more information about construction history, see the

Working with
Your Model
NURBS Modeling book

Transforming Objects
397
Deforming Curves and Surfaces about a Pivot Point
Xform > Local > Setting Local Pivots
Set pivot

Moves the rotation or scaling pivot points of objects. You can


specify one or both pivots and the object’s selection handles.

Every object has a rotation pivot (for rotational functions) and


a scale pivot (for scale functions). By default, both are at the
point of origin for most objects.

The point of origin in a For curves and surfaces, the point of origin is (0, 0, 0) in the
primitive corresponds to its world space (X, Y, Z) coordinate system and therefore usually
centroid (where the center of outside the object.
mass would be in a flat
object).
You can move an object’s pivot points to any location in world
space, for rotation or scaling. You can use the mouse or
keyboard (using absolute or relative addressing).

By default, both pivots move together. However, you can


move them separately by setting options with Xform > Local >
Set pivot-❐. For example, you can rotate a piece of geometry
around a specified rotational pivot while maintaining the scale
pivot at its point of origin.

This diagram shows rotational and scaling effects of two


different pivot locations. The broken lines represent the scale
size and rotational paths respectively. The figures on the left
show the default pivot locations.

Scaling
Moved

Rotating Moved

Transforming Objects
398
Setting Local Pivots
Note Pivot points are shown only when an object is selected
(active). If two pivot points are at the same location, they
appear as a light green circular icon.

Transforming Objects with Construction History

Construction history enables Some functions, such as Surfaces > Revolve, create an object that
curves or surfaces to adjust has construction history. The construction history of an object
to changes in the geometry that is being transformed cannot be maintained.
of the objects that generate
them. If construction history
is lost, to update the A confirmation box appears, asking if you wish to continue
generated objects you must even though the construction history will be removed:
re-create them.
● If you select YES, the construction history is deleted and

Working with
Your Model
For more information about you can proceed with the operation.
construction history, see the
Modeling book ● If you select NO, the operation is cancelled and the
construction history is kept.

Transforming the rotation pivot also transforms the selection


handle, unless the Move Selection Handle option is OFF (see
below). You can move the selection handle (independently of
the rotate pivot) using Xform > Local > Move selection handle.

How to Use To move pivot points


1 Select the geometry whose pivot points you want to move.

2 If you want to turn off moving one or more pivots, see To


set options for setting pivot points.

3 Select Xform > Local > Set pivot or click its icon.

The system prompts:


Enter PIVOT MOVE values (x, y, z) (ABS):

Tip To move only particular pivot points, use Xform > Local >
Set pivot-❐. See the next section for details.

For information about using 4 Move the pivot points by either:


absolute and relative
addressing, see the ◆ Clicking and dragging in the modeling window
Fundamentals book. ◆ Entering the X, Y, Z coordinates of the new pivot
location, in either absolute or relative addressing
mode, from the keyboard.

Transforming Objects
399
Setting Local Pivots
Pivot Options To set options for setting pivot points
1 To display the Pivot Options window, select Xform > Local >
Set pivot-❐.

Click ON for
rotation pivot Click ON for
Click ON for scaling pivot
selection handle

If a pivot option is checked ON, that pivot is affected by


the Set pivot tool. The default for pivots is ON.

2 To deselect a pivot so that it is not affected by the Set pivot


tool, uncheck it in this window.

Note Pivots cannot be set for CVs or curve-on-surface elements.

Rotation
The Rotation Pivot is displayed as a circle with a dot at the
center.

Scaling
The Rotation Pivot is displayed as a circle with a dot at the
center, while the Scaling pivot appears as an asterisk.

Move Selection Handle


This option appears if the Rotation pivot is ON.
When you create a selection handle, it appears at the
rotation pivot and, by default, moves with it. If you
deselect this check box, the selection handle is separated
from the rotation pivot.

For information on selection This can be useful if you plan to use Toggle Shade on an
handles, see the Animating object. You can put the selection handle outside the object
manual. so that you can still click it, while at the same time you
want the object to go on rotating and scaling about its
center of mass. Move Selection Handle answers both these
needs.

Transforming Objects
400
Setting Local Pivots
Xform > Local > Centering Local Pivots
Center pivot

Moves the rotation or scaling pivot point of an object to the


center of the object.

Note Pivot points are shown only when an object is selected


(active). If two pivot points are at the same location, they
appear as a light green circular icon.

Working with
Your Model
How to Use To center pivot points
1 Select the geometry whose pivot points you want to
center.

2 If you want to turn off centering one or more pivots, see To


set options for centering pivot points.

3 Select Xform > Local > Set pivot or click its icon.
The system centers the pivot of a selected object.

Center Pivot Options To set options for centering pivot points


1 To display the Center Pivot Options window, select Xform >
Local > Center pivot-❐.
If a pivot option is checked ON, that pivot is affected by
the Center pivot tool. The default for pivots is ON.

2 To keep the Center pivot tool from affecting a pivot, remove


the checkmark in this window.

Note Pivots cannot be set for CVs or curve-on-surface elements.

Transforming Objects
401
Centering Local Pivots
Click ON for Click ON for
rotation pivot scaling pivot

Rotation
The Rotation Pivot is displayed as a circle with a dot at the
center.

Scaling
The Rotation Pivot is displayed as a circle with a dot at the
center, while the Scaling pivot appears as an asterisk.

Transforming Objects
402
Centering Local Pivots
Xform > Local > Setting Local Axes
Set local axes

Changes the orientation of an object’s local axes.

Each object (DAG node) has a unique set of local axes. By


default, an object’s local axes are aligned with the world global
axes.

Working with
For details about revolved Local axes are used:

Your Model
surfaces, see the NURBS
Modeling book. ● by Xform > Rotate when it rotates an object around an
arbitrary axis of rotation
● by Xform > Move when it moves an object along an
arbitrary axis.
● when a revolved surface is created in Local mode.

How to Use 1 Pick an object whose local axes you want to change.

2 Select Xform > Local > Set local axes or click its icon.

Tip To reset local axes to default or to copy them from another


object, select Xform > Local > Set local axes-❐, described in
this section.

For details about absolute 3 The local axes for that object are displayed (with the X, Y,
and relative addressing, see and Z labels at the end of each of the axes).
the Fundamentals book.
The system prompts:
Enter Local Axes ROTATION amount (x,y,z)
(ABS):

4 Rotate the object’s local axes around the world global axes.
Set the rotation amounts in one of two ways:
◆ Use the left mouse button for X, middle button for Y,
and right button for Z.
◆ Type in the X, Y, and Z values.

For example: “30 0 45” rotates the local axes 30

Transforming Objects
403
Setting Local Axes
degrees around the world X axis and 45 degrees
around the world Z axis; “R 30” rotates the local axes a
further 30 degrees around the world X axis.

Additional uses

To always display the local Once you set the local axes for an object, you can use them to
axes for picked objects, select transform it. For example:
DisplayTgls > Pivots-❐, and
set Local Axes Display ON. ● To rotate an object around its local axes, select Xform >
Rotate-❐ to open the Rotate Options window and set the
Type option to Local.

● To move an object along its local axes, select Xform > Move-
❐ to open the Move Options window and set the Type
option to Local.

Set Local Axes Options Select Xform > Local > Set local axes-❐ to open the Set Local Axes
Options window.

Transforming Objects
404
Setting Local Axes
Interactive
Y axis This is the default, which enables you to use the mouse to
X axis Z axis rotate the local axes around the global axes. Use the left
button for X, middle button for Y, and right button for Z.

Object
Sets the local axes of all picked objects to match those of
another object. The system prompts you to select the other
object.
When you select it, the axes of all of the picked objects
match the axes of the selected object. You are returned to
Rotate local axes
in interactive mode Interactive mode so that you can fine-tune the orientation of
the picked objects.

Working with
Your Model
Reset
Resets the local axes of all picked objects to match the
orientation of the world co-ordinate system. After you use
this mode, Studio returns to Interactive mode so that you
can fine-tune the orientation of the picked objects.
◆ If the selected node is a root node, using Reset is like
typing 0,0,0.
◆ If it the selected node is not a root node and some
ancestor nodes have rotations that will affect the
selected node, then the local rotations needed to re-
align its local axes with the world coordinate system
cannot be zero.

Transforming Objects
405
Setting Local Axes
Xform > Local > Moving Selection Handles
Move selection
handle

Moves a selection handle attached to the model. This enables


you to leave the selection handle outside an area that you
want to work on, or outside a bounding box. In this way, you
can still use the selection handle to mode the object.

How to Use 1 First select the geometry that has a selection handle
attached. All this geometry will be affected.

2 Select Xform > Local > Move selection handle or click its icon.
The system prompts:
Enter Selection Handle MOVE amounts (x,y,z)
(ABS):

For details about absolute and relative addressing, see the


Y axis Fundamentals book.
X axis Z axis 3 Move the selection handles either:
◆ Interactively using the mouse
◆ By typing coordinates for a location either in absolute
world space or relative to the current location of the
object. To use a relative location, type R and then the
distances to move.

Moving Selection Handles See Also


● Creating Selection Handles on page 446

Transforming Objects
406
Moving Selection Handles
Xform > Modify > Deforming Geometry by Moving CVs
Move CV normal
along a Normal

Purpose Deforms surfaces or trimmed surfaces by moving their CVs in


a normal (perpendicular) or tangential direction. Use this tool
to achieve twist effects or to slide a row of CVs along a surface.
The normal is the point on the surface closest to each CV.

Working with
Your Model
How to Use 1 In the Tool Palette, select Xform > Modify > Move CV normal
or click the Move CV normal icon. The system prompts you
to select surface or polyset CVs.

2 Click on a CV to select it. To select several CVs, hold down


the Shift key as well. You can also click on a hull line to
select an entire row of CVs at once. The system prompts
you to use the mouse buttons to move CVs.

3 You can drag the active CVs using the mouse:


Moving CVs
◆ left mouse button drags along the normal and back
again
along U
◆ middle mouse button drags along a U curve of the
along Normal along V
surface (the CV’s height above the surface is
maintained)
◆ right mouse button drags along a V curve of the
surface (the CV’s height above the surface is
maintained)
You can type values for CV displacements in the N
(normal), U, and V directions (in ABS or REL mode).

Note See also Moving Objects on page 378.

Transforming Objects
407
Deforming Geometry by Moving CVs along a Normal
Move CV Normal options To make delicate changes to curves or surfaces, Select Xform >
Modify > Move CV normal-❐ to open the options window, and
decrease the Mouse sensitivity value for finer mouse
movements.

Transforming Objects
408
Deforming Geometry by Moving CVs along a Normal
Xform > Modify > Reshaping Regions of Curves and
Proportional mod
Surfaces

Transforms a specified region on a curve or a surface without


the affecting any area outside of the region.

For example, you can deform a surface in regions to represent

Working with
hollows or bumps.

Your Model
You can transform a region along the XYZ axes or along its
normal direction (left mouse button), U direction (middle
mouse button), or V direction (right mouse button).

Note This is like the Move CV Normal tool.

How to Use To view CVs

● use ObjectDisplay > Control-❐ and turn on CVs or Hulls in the


option box, or
● use CVs or hulls while modeling.

An object with CVs or hulls shows the U and V direction in


one corner, along with a small box indicating the origin of the
CV count.

To proportionally modify a surface

1 Select Proportional mod-❐ from the Xform > Modify cascading


menu or double-click its icon.
The Pmod Control window appears and the system
prompts you to select the primary CV.

2 Use the Move Mode option to select between XYZ and NUV
movement.

Transforming Objects
409
Reshaping Regions of Curves and Surfaces
3 Click a CV on the curve or the surface in the center of the
region that you want to modify. A locator appears to
identify the primary CV. (See the example on the left.)

4 The system prompts you to enter the move amounts.


Either type the move coordinates or use the mouse to drag
the CV. The object changes shape according to how you
move the CV.

5 Undo your changes at any time (while the CV is still


click a CV to select it selected), by clicking on the Revert button at the bottom of
the control window.

6 Specify how many more CVs (before and after the primary
CV in both the U and V directions) are included to define
the surface region affected by the modification. For
example, 1 means one on either side.
Use the Preceding U/V and Succeeding U/V sliders in the
Pmod Control window to set these values. (In the example
on the left, we set Preceding# U = 1 and Preceding# V = 1)
CVs are highlighted to show that they have been selected
and will be affected by modifications.
CVs selected to move
along with primary CV Horizontal
Y axis
Free horizontal
and vertical Vertical X axis Z axis

XYZ motion NUV motion

Transforming Objects
410
Reshaping Regions of Curves and Surfaces
Proportional Modification Select Xform > Modify > Proportional mod-❐ to display the Pmod
Options Options window.

Working with
Your Model
Operations

The type of modification depends on the setting of the


Operations option.

Move Mode
The Move Mode option enables you to select between
movement in space (XYZ) and movement with respect to a
surface (NUV).

Move, Rotate, or Nonp-Scale


This does the same transformation as Xform > Move,
Xform > Rotate, or Xform > Nonp scale. You can do the
transformation with the mouse or by typing an absolute or
relative address.

Note See Moving Objects on page 378, Rotating Objects on


page 383, and Changing the Dimensions of Objects on
page 390.

Smooth
Interpolates the amount of change based on the Degree #
values for averaging the CVs in the region of effect.
When smoothing, you select only the primary CV and the
region of effect.

Transforming Objects
411
Reshaping Regions of Curves and Surfaces
NURBS Surface Options

Degree #
The Degree # parameters specify the degree of effect in the
U and V parametric directions. The range for these fields
is from -5.00 to 5.00.
The amount by which the CVs before and after the
selected ones are affected in relation to the primary CV is
determined by the current degree value and the distance
of each CV from its neighbor. A degree of 0 applies the
transformation equally over the affected region.
◆ If this value is positive, the effect of the transformation
is decreased for CVs that are further away from the
primary CV—the greater the value, the greater this
damping effect.

The greater the number of CVs between the primary


CV and the boundary of the defined region, the less
effect the transformation has on each CV. The higher
the number, the less effect movement has on the
surrounding CVs.
◆ If the degree is negative, the effect of the
transformation is increased for CVs that are further
away from the primary CV.

The greater the number of CVs between the primary


CV and the boundary of the defined region, the
greater the effect of the transformation on each CV.
Surrounding CVs move farther, because the effect is
multiplied, but in the opposite direction.

Preceding #
Specifies the number of CVs before the primary CV that
you want to include in the region definition along the U
and V parametric directions.
The range of CVs that can be affected by the operation
ranges from 0 (the default) to N, where N is the maximum
possible number of CVs in that direction for the object.
Hence, to select all CVs in a direction, simply drag the
slider all the way to the right.

Transforming Objects
412
Reshaping Regions of Curves and Surfaces
Succeeding #
Specifies the number of CVs after the primary CV that you
want to include in the region definition along the U and V
parametric directions.
The range of CVs that can be affected by the operation
ranges from 0 (the default) to N, where N is the maximum
possible number of CVs in that direction for the object.
Hence, to select all CVs in a direction, simply drag the
slider all the way to the right.

Note For a curve, only the U direction is used.

Working with
Your Model
Polygon Surface Options

If you click on the Polygonal Surface Options title, the Pmod


Control window appears:

Polyset Modification Type


Choose either of the following:
◆ By Parameterization to modify the polyset based on
texture coordinate parameterization
◆ By Geometry to modify it based on topology.

For Polyset Modification Type "By Parameterization"

These options appear only when the Polyset Modification


Type is By Parameterization.

Transforming Objects
413
Reshaping Regions of Curves and Surfaces
Include polyset edge
If this is on, polyset vertices that exactly equal the
endpoints of the range specified by the Preceding and
Succeeding polyset range options are included in the
modification.

Preceding/Succeeding polyset range


These slider values represent the range of polyset vertices
to include in a proportional modification. Their default
settings modify the entire surface.
The amount of modification applied to an individual
polyset vertex depends on its S and T (also known as
texture) coordinate values. They are analogous to the U
and V coordinates of a surface, but apply to polygons.
On most polygonal surfaces, these values form a two-
dimensional parameterization of the surface.
◆ The Preceding slider affects vertices with coordinates
(either S or T) less than that of the target vertex. It
specifies what percentage of them will be
proportionally modified. 1.000 is 100%.
◆ The Succeeding slider affects vertices with coordinates
(either S or T) greater than that of the target vertex. It
specifies what percentage of them will be
proportionally modified. 1.000 is 100%.

For Polyset Modification Type "By Geometry"

These options appear only when the Polyset Modification


Type is By Geometry.

Extent Shape
Choose Sharp for a sharp drop-off or Round for a smoother
drop-off.

Transforming Objects
414
Reshaping Regions of Curves and Surfaces
Degree
Specify the degree of change as a function of the distance
from the primary vertex, in the S and T directions. This
option behaves for polygons as does Degree # for U and V
directions in NURBS geometry. (See NURBS Surface
Options.)

Extent Measurement
Choose either Edges or Polygons as the unit of measure for
the Extent (see below).

Extent
Specify how many edges or polygons from the primary

Working with
Your Model
vertex will be affected by the modification. If it is 0, only
the primary vertex is modified. The default is 5.

Revert button

This button, at the bottom of the Pmod Control window,


allows you to undo all your modifications made since you
selected the currently active CVs.

Notes ● If you are using Proportional mod on faces, you can modify
only the outline of the face or any one hole at a time. Also,
remember that a face must be co-planar at all times.

For information about faces, ● Do not use Proportional mod to change a face so that it is no
see the NURBS Modeling longer co-planar.
manual.
● This function affects only the location of CVs, and not the
transformation matrix of the surface at the node above the
geometry.

Transforming Objects
415
Reshaping Regions of Curves and Surfaces
Xform > Projecting Texture Placement Objects
Place projection

Snaps a projective texture placement object to the bounding


box of one or more objects.

How to Use 1 Pick the projective texture placement object and the items
that you want to snap to.

2 Choose Xform > Place Projection or click its icon.


The texture placement object is snapped to the bounding
box of the picked items.

Transforming Objects
416
Projecting Texture Placement Objects
Edit > Updating Geometry beneath a Node
Zero transforms

Purpose Applies the transformations of a hierarchy to the geometry


underneath it.

Working with
Your Model
Overview In a hierarchy, each element can be transformed in relation to
the element above it, rather than to the world. For example,
group nodes can transform their "children," without
modifying the children’s geometry.

This function calculates all those transformations and


accumulates them in the last element.

The example below shows a series of bones and joints. Each


bone can be moved in relation to the one above it, without
referring to its position in world space. This requires a series of
calculations to find the location of the last piece.

Zero transforms locates all the elements in world space and


accumulates all their transformations into one transformation
in the last, or leaf, element. Nothing actually moves, but the
transformation in that piece now reflects its position in world
space. Elements above the last one now have no translation
nor scaling.

Transforming Objects
417
Updating Geometry beneath a Node
To see and pick all nodes, including those with no actual
object, it is best to work in the SBD window.

How to Use 1 Select one or more DAG nodes anywhere in the


hierarchies.

Tip Use the SBD window to see and select the nodes, which
might not represent physical objects.

2 Select Edit > Zero transforms.

To verify the changes, use This affects all nodes from the selected nodes down to
Windows > Information > their leaf nodes. It sets their scales to 1.0 and their
Information window. translations and rotations to zero.
Leaf nodes that have no geometry, such as lights and
cameras, have their translate values set to compensate for
the new transformations.

Transforming Objects
418
Updating Geometry beneath a Node
Standard Editing Operations

In this Section Edit Menu Summary 420


Undoing or Redoing Actions 422
Reinvoking the Last Function 424
Cutting, Copying, and Pasting Objects 425

Working with
Your Model
Duplicating Objects 427
Making a Mirror Copy 434
Making Instances Real 437
Grouping Objects 438
Ungrouping Objects 442
Creating Selection Handles 446

419
Edit Menu Summary

The Edit menu provides tools to edit objects. In products other


than SurfaceStudio, you can also edit animations.

Edit > For information...

Undo Undoing or Redoing Actions on page 422


Redo
Reinvoke last Reinvoking the Last Function on page 424
Cut Cutting, Copying, and Pasting Objects on page 425
Copy
Paste
Keyframe > Cut Cutting Keyframe Animation in the Animating book.
Keyframe > Copy Copying Keyframe Animation in the Animating book.
Keyframe > Paste Pasting Keyframe Animation in the Animating book.
Duplicate > Object Duplicating Objects on page 427
Duplicate > Image layer Duplicating an image layer in the Sketching book (Windows NT
only)
Duplicate > Animation channels Copying Channels from One Object to Another in the Animating
book.
Duplicate > Overlay skeleton Copying and Pasting Skeletal Animation and Attributes in the
Animating book.
Duplicate > Mirror Making a Mirror Copy on page 434.
New > Image plane Creating a sketch image plane in the Sketching book (Windows
NT only)
New > Image layer Creating an image layer in the Sketching book (Windows NT
only)
New > Selection handle Creating Selection Handles on page 446.
New > Cluster Creating Clusters in the Animating book.

Standard Editing Operations


420
Edit Menu Summary
Edit > For information...

New > Set Creating and Deleting Sets on page 491


Ungroup Ungrouping Objects on page 442
Group Grouping Objects on page 438
Image layer > Clear image layer Clearing an image layer in the Sketching book (Windows NT
only)
Image layer > Modify image plane Scaling a sketch image plane, in the Sketching book (Windows
NT only)
Image layer > Merge below Merging image layers in the Sketching book (Windows NT
Image layer > Merge visible layers only)

Working with
Your Model
Image layer > Merge all image
layers
Zero transforms Updating Geometry beneath a Node on page 417
Expand instances Making Instances Real on page 437
Rest pose Defining a Rest Pose for IK Skeletons in the Animating book.
IK handles on/off Turning IK Handles On and Off in the Animating book.
Constraints on/off Turning Constraints On and Off in the Animating book.

See Also You can now create general purpose points, vectors, and
planes to help you in constructing surfaces. See the Point,
Vector, and Plane tools in the Construction palette in the NURBS
Modeling manual.

Standard Editing Operations


421
Edit Menu Summary
Edit > Undo Undoing or Redoing Actions
Edit > Redo

Purpose Undo: To undo an action just done.

Redo: To do again an action that has been undone.

How to Use Select Edit > Undo when you want to undo an operation.

The following operations can be undone:


● All Xform tools
● The following Curves tools:
◆ Polyline
◆ Line arc
● The following Curve Edit > Cut/Join tools:
◆ Delete Segment
◆ Break curve at keypoint
◆ Join curves
◆ Break curve at inflections
◆ Project tangent
◆ Curve editor
◆ Curve section
◆ Stretch
● The following Object Edit > Attach tools:
◆ Attach
◆ Detach
◆ Align
◆ Symmetry plane align

Standard Editing Operations


422
Undoing or Redoing Actions
● The following Surface Edit > Shells functions:
◆ Shell subtract
◆ Shell intersect
◆ Shell union
● The following Surface Edit > Stitch functions:
◆ Shell stitch
◆ Shell unstitch
● All Locators tools
● All Blend curve toolbox tools
All Polygons and Polygon Edit tools

Working with

Your Model

Standard Editing Operations


423
Undoing or Redoing Actions
Edit > Reinvoke last Reinvoking the Last Function

Purpose To re-invoke the last function you used.

How to Use

1 Do one of the following:


◆ Select Preferences > Interface > Marking menus and place
the Re-invoke icon in your marking menu.
◆ Select Preferences > Interface > Hot keys/Menus, open the
menu section, then the Edit section to find the Reinvoke
last function title. Enter a hot key definition and select
Apply to assign it to a hot key.

For more information on 2 Select a function. To continuously use that function, either
marking menus, see the find it in your marking menu or use the hot key you’ve
Fundamentals book. assigned to Reinvoke last tool.
If for example you pick Curves > New Curves > New Curve
(cvs), create a curve, and decide to create a series of other
curves, you can use Reinvoke last to do it.

Standard Editing Operations


424
Reinvoking the Last Function
Edit > Cut Cutting, Copying, and Pasting Objects
Edit > Copy

Edit > Paste

Working with
Purpose

Your Model
These functions are used to cut, copy, and paste objects:
● Cutting removes the object and stores it in the clipboard.
● Copying leaves the object where it is and makes a copy of
it in the clipboard.
● Pasting creates a new object identical to the one stored in
the clipboard.

How to Use After you select an object:


● To copy the object, select Edit > Copy.
● To cut the object, select Edit > Cut.
● To paste the object, select Edit > Paste. The object is pasted
on top of its original or into the creation layer. After you
paste an object, only it is picked.
To determine how layers are handled, select Edit > Paste-❏.
The Paste Options window appears.

Note These tools work the same as if you picked an object,


selected File > Export > Active as and then selected File >
Open.

Standard Editing Operations


425
Cutting, Copying, and Pasting Objects
Paste Options Select Edit > Paste-❏. The Paste Options window appears.

No Change
The layer assignments of the pasted objects remain the
same. If the object’s layer doesn’t exist, the layer is created.

Creation
All pasted objects are placed in the creation layer.

Standard Editing Operations


426
Cutting, Copying, and Pasting Objects
Edit > Duplicate > Duplicating Objects
Object

Purpose Creates copies of geometry or lights in a scene.

You can offset a duplicate a point, vector, or plane along the


length of the curve or surface that it was created on.

Working with
Your Model
If objects are animated, you can include their animation as
well.

Tip Rather than copying an object and maintaining multiple


copies, you might use instances. See Using Instances on
page 432.

How to Use 1 Pick the object that you want to copy.


You can pick an object in a modeling window or the SBD
window. The geometry is copied according to the current
options.

Tip Use the SBD window to pick objects if you need to duplicate
a component or group of components below the top DAG
level.

2 Select Edit > Duplicate > Object.


The geometry is copied according to the Duplicate Object
options. To change them, from thje menu bar select Edit >
Duplicate > Object-❐.

Standard Editing Operations


427
Duplicating Objects
Duplicate Objects Select Edit > Duplicate > Object-❐ to display the Duplicate
Options Objects Options window.

The Duplicate Objects options let you place, scale, or rotate


objects as they are copied.

Use the Translation, Rotation, and Scaling options to specify


offset values for the X, Y, and Z axes. These offset values are
applied to the copied geometry, and move it off of the original
geometry. The values can be positive or negative numbers.

Alternatively, you can use the Distance on geometry to specify


an offset to the copied geometry. To do this, in the Duplicate
Object Options box, set the Transform in option to Geometry space.

Note If you use default values for all of these options, an exact
copy of the original is placed at its exact location—so you
will have to move the copy to see the original.

Parameters

If you specify multiple Number


copies, each copy is This is used to specify the number of copies you want to
translated, rotated, and/or
scaled relative to the create. If more than one copy is specified, transformation
previous copy. and offsets are applied to each subsequent copy.

Transform in
Two check boxes control whether the selected object is
duplicated in XYZ space or along a curve or surface in
Geometry space. The option box displays different options
depending on which is selected.
XYZ space options
If XYZ space is selected, you see the following:

Standard Editing Operations


428
Duplicating Objects
Translation
Offset values translate (move) the geometry as it is copied

Working with
Your Model
relative to the location of the original geometry.
The default value for each axis is 0.0000 (no movement).

Rotation
Rotation values are applied to the copied geometry.
The default value for each axis is 0.0000 (no rotation).

Negative scale values reflect Scaling


the object around or through Scaling values scale the copied geometry by the specified
its pivot point, and are
commonly used to create factors, relative to the current scale at the time it is copied.
mirror images. The default value for each axis is 1.0000 (no scaling).

Group
Specifies whether or not the copied geometry should be a
child of the same parent as the original geometry from
which it was copied. The default is ON.
When Group is toggled OFF, all active geometry is
deselected and the system prompts:
Pick the item to be copied and placed in a
new branch

Geometry Type
These check boxes let you specify whether actual copies of
the selected geometry are made or whether the geometry
is instanced. The default is Copy.
See Using Instances on page 432.

Note When Geometry Type is set to Instance, the Group option


becomes ON.

Standard Editing Operations


429
Duplicating Objects
Geometry space options
If Geometry space is selected, you see the following:

Note You can use the Geometry space mode only to duplicate
points, vectors, or planes, which were created on a curve or
surface, along that curve or surface.
You can now duplicate a point, vector, or plane that was
created on a curve or surface so that the duplicated object
is offset along the length of the curve or surface.

Distance on geometry
These check boxes specify how duplicated objects are
spaced along a curve or surface when Number is greater
than 1.
Equal — duplicated objects are spaced at equal intervals
along the entire length of the curve or surface.
Fixed Arc Length — duplicated objects are spaced at equal
intervals (determined by the Arc Length Distance).

Arc Length Distance


The distance that duplicated objects are spaced along the
curve or surface when Distance on geometry is set to Fixed
Arc Length.

Positive U, Positive V, Negative U, Negative V


The object is duplicated in the positive U direction,
positive V direction, negative U direction, or negative V
direction.

Automatic
The object is duplicated in either the positive U direction
or the negative U direction, whichever is greater.

Standard Editing Operations


430
Duplicating Objects
Copy Animation

To duplicate an animated When toggled ON, animation on the object is also copied.
light, use Edit > Copy in the The options detailed in the following section are
Multi-lister. See the Rendering displayed.
book for information.

Animation Parameters

These parameters apply only to animated objects.

Working with
Your Model
Parameters
Use these check boxes to copy channels for All, Global, or
Local parameters. To find out how to turn animation
parameter controls on or off, see Animation > Param control
in the Animating book.

Hierarchy
Use these check boxes to specify which parts of a
hierarchical animation are copied.
None— Copies only the animation for the picked object.
Above—Copies the animation from picked nodes and the
nodes above them.
Below—Copies the animation from the picked nodes and
the nodes below them.
Both—Copies all animation from the picked nodes, the
nodes above them, and the nodes below them.

Time Offset
This slider lets you change the start time of the animation
of the object being copied. This setting is applied to all
nodes of the chosen hierarchy, not just the picked node.

Standard Editing Operations


431
Duplicating Objects
Animation Notes
● If the object being copied has time warps applied to its
channels, all the time warps for each parameter are also
copied. In this case, time offsets are achieved by adding a
time shift warp, not by moving the animation curves’ CVs.
● Time offsets are ignored for any expression that is copied.

Using Instances When you use the Copy option with Edit > Duplicate > Object-❐,
all active curves and/or surfaces are copied. Each copy can be
independently altered, because it contains the complete set of
data of the original object (and it takes up the same amount of
memory as the original).

If you use the Instance option instead, you create instances,


which are not actual copies of the selected geometry. Instanced
geometry is always identical to the original geometry,
although it is displayed on the screen according to the
Duplicate Object options. For example:

● You can create numerous copies of the geometry with the


parameter Number of Copies.
● You can change any particular instance with the factors
you specify for Translation, Rotation, and Scaling.
● You can pick any one instance as an object independent of
other instances.

The geometry of all instances remains the same. For example,


if you move a CV on the original geometry, it affects the shape
of all instances of that geometry.

Advantages to using instances

Using instances provides the following advantages:


● If you modify the original, all instanced copies reflect the
change. This feature is especially valuable for animation.
● Since instances are not actual copies of the original
geometry, they take up far less system memory. In large or
complex model scenes, using instances can speed up
refresh time, reduce the size of data files, and improve
rendering times.

Standard Editing Operations


432
Duplicating Objects
Limitations when using instances
● Instanced geometry does not display CVs or hull
structure. The form of an instance can only be altered from
the original geometry.
● Instances share the same shader as the original geometry
and cannot have independent shaders.
● Some functions, such as Insert, cannot be used on
instanced items. To use them, make a true copy of the
instanced geometry and apply the function to that.
● Clusters and deformation frames can be applied only to
the original geometry, and not to instances independently.

Working with
Your Model
To use clusters and deformations on copies, make a true
copy of the geometry.
● A non-instanced transformation node appears between
the instance nodes and the actual geometry nodes.
● When you create an instance of an already instanced node,
no new level is created.

To make a true copy of instanced geometry


1 Copy the instance with the Geometry Type set to Copy. This
creates an uninstanced copy of the instance.

2 Continue with any function to appy to the copy.

How instances look in the SBD window

When an instance is first created, an extra DAG node level is


added in the SBD window, as shown. The top node is the
transformation node and the lower node is the geometry node.

Instanced object has an extra


Original object DAG node level

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433
Duplicating Objects
Edit > Duplicate > Making a Mirror Copy
Mirror

Purpose Edit > Duplicate > Mirror enables you to create a symmetrical
copy of hierarchies according to an axis plane.

This works for skeletons as well as ordinary hierarchies and


mirrors IK handles, constraints, rest poses, limits, animation,
and selection handles.

Note Clusters on the source branch are duplicated as NULL


nodes. Their members are ignored.

With this function, you can do the following:


● Create real nodes for mirrored hierarchies, including the
geometry.
(By contrast, Layers > Symmetry makes the symmetry by
instances, so the geometry is not really duplicated. (See
Duplicating Objects on page 427.)
● Create a mirror copy starting from any level of a hierarchy,
so that not only geometry, but also the complete hierarchy,
animation controlling IK handles and constraints, and
joint attributes are mirrored across the specified axis
plane.
(By contrast, while Layers > Symmetry lets you use an
arbitrary plane of symmetry, only the geometry is made
symmetric—that is, only the leaf level is affected. (See
Setting Symmetry on Layers on page 479.)

Tip To make the best use of Mirror, create your character at the
origin and then transform the character (and do any cluster
attachment) only after mirroring is complete.

Standard Editing Operations


434
Making a Mirror Copy
How to Use Select Edit > Duplicate > Mirror-❐ to open the Mirror Options
box. From there, you can select two types of mirroring and
three mirroring planes.

Working with
Your Model
Mirror Type: Duplicate

Lets you pick a branch as the source branch. The tool


duplicates the branch and mirrors its nodes on the new
branch.
1 Select Edit > Duplicate > Mirror.

2 Pick a branch of a hierarchy.


A new branch is created as the sibling of the picked one.
The new branch is mirrored across the plane defined in the
option box (Mirror Across settings). All IK handles,
constraints, animations, and skeletons on the branch are
also duplicated and mirrored.

Note You can also pick the branch and then select the Mirror item.

Mirror Type: Reshape

Lets you pick an existing branch as the destination (rather


than have the tool create it). Geometries are not mirrored for
this option.
1 Select Edit > Duplicate > Mirror.

2 Pick the branch that you want to reshape.

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435
Making a Mirror Copy
3 Pick another branch that you want to be the source of the
mirror.
The first branch is reshaped as a mirror of the second
branch. All IK handles, constraints, animations, and
skeletons on the first branch are replaced by new objects
copied and mirrored according to the second branch.

Mirror Across

Mirror provides three mirroring planes under world space. This


option specifies the plane to use for later mirror operations.
1 Select Edit > Duplicate > Mirror-❐ to open the Mirror Options
box.

2 Select the plane to use: XY, YZ or XZ.

Standard Editing Operations


436
Making a Mirror Copy
Edit > Making Instances Real
Expand instances

Purpose Creates an independent duplicate from an instance of an


object.

Working with
Your Model
How to Use 1 Pick the instance that you want to transform into a
duplicate.
You can pick an object in a modeling window or the SBD
window. The geometry is copied according to the current
options.

2 Select Edit > Expand instances.


The selected instance is transformed into a duplicate. You
can now modify it and make it different from the original
that it was copied from.

Standard Editing Operations


437
Making Instances Real
Edit > Group Grouping Objects

Purpose To group a number of objects into a more complex object so


that you can apply transformations to all of them at once.

When an object is part of a group, it retains its own


transformations (position, rotation and scale) and can also be
affected by any transformations made to the group.

Overview The grouping method depends on the type of items that are
active when Edit > Group is selected:
● The first type of grouping makes two or more objects sub-
objects of one larger new object. Select sub-objects that are
on the same level in the hierarchy and in the same object.
● The second type of grouping adds objects to an existing
group. Pick one or more ungrouped objects and one sub-
object, and select Edit > Group. The ungrouped objects
become part of the sub-object’s group, as shown in the
following example.

Before grouping After grouping

In the SBD window, empty ● The third type of grouping puts an existing object under
objects and sub-objects are an empty object or sub-object. Pick only one ungrouped
shown as brown boxes with object and one empty object and select Edit > Group. The
nothing under them.
two are grouped.
In the SBD window, the nodes are moved down one level
under a new parent block.

Standard Editing Operations


438
Grouping Objects
How to Use 1 Pick the items (objects, lights, etc.) that you want to group
together.

2 Select Edit > Group. The objects are now part of a group.

An SBD example
See The SBD Window on Grouping adds a level to the hierarchy of an object. You can
page 92. see this new level in the SBD window, so you should use the
SBD window for group and ungroup operations.

Working with
The following example shows what the SBD window displays

Your Model
when two primitive spheres and a curve are created:

... and then grouped.

Ungrouped Grouped

Standard Editing Operations


439
Grouping Objects
Hints and Tips

● To magnify the view of an SBD window, click on the


magnifying glass icon in the upper right corner of the
window.

A magnified version of the window appears in the top left


portion of the screen and a target icon appears in the
original window.
Move the target icon in the parent window to change the
area shown by the Magnify window.
● You can also group an object to itself to create another
hierarchy level.
● If you use Pick > Object in a modeling window, picking any
part of a group picks the whole group. To pick parts
separately, select Pick > Component and pick them by name
or directly from the SBD window.
● Cameras can be grouped. Transformations applied to the
group above the camera in the hierarchy (scaling, rotating,
and translating) are also applied to the camera
components.

Group Options Select Edit > Group-❐ to display the Group Options window.

Null Node Grouping

A null node is a node Use for grouping a node with a NULL node (for example,
without geometry below it. a construction planeor a joint).

Standard Editing Operations


440
Grouping Objects
Under — the grouped node will be grouped under the
NULL node as a child node.
Beside — the grouped node will be grouped beside the
NULL node as a sibling node.

Preserve Position
This option has an effect when the geometry it is grouped
under a hierarchy that has transformations:
● If it is ON, the geometry does not move in world space;
instead, the leaf geometry is transformed to take into
account the added transformations of the hierarchy.
If it is OFF, the geometry adopts the transformations of the

Working with

Your Model
hierarchy under which it is grouped.

Note You cannot group nodes containing instances if Preserve


Position is ON.

Standard Editing Operations


441
Grouping Objects
Edit > Ungroup Ungrouping Objects

Purpose To separate parts of a group and to remove nodes from a


hierarchy.

How to Use 1 Select Pick > Component or Pick > Object.

Intermediate levels of 2 Pick the parts of an object that you want to ungroup,
groups can be ungrouped either from a modeling window or from the SBD window.
only using the SBD
window; they cannot be 3 Select Edit > Ungroup. The selected components are
picked from the other
windows. removed from the group.

The ungrouped parts become top-level blocks in the SBD


window.

Ungroup Options Select Edit > Ungroup-❐ to display the Ungroup Options window.

Standard Editing Operations


442
Ungrouping Objects
Ungroup Method

Delete Node
The picked node and all its descendants are ungrouped
from its parent DAG node.
If the node picked is a root node, the node is deleted and
all its children are now root nodes.
◆ If the node is an only child, the parent is deleted.
◆ If the node has siblings, the node gets adopted by its
grandparent (that is, it moves up one level in the
hierarchy).

Working with
Before Ungroup After Ungroup

Your Model
Picked node
moves up in
Picked Node hierarchy when the
Delete Node option
is selected
Picked Node

Copy Node
The picked node and all its descendants are ungrouped
from its parent DAG node.
The parent DAG node and all its transformations are
copied, and the copy becomes the new parent DAG node
for the picked node.
◆ The picked node must have a sibling for this method
to work.
◆ If the node is an instance, an error message will
appear on the information line.
◆ If the parent node is an instance, nothing happens.
◆ Copy Node makes the current node have its own
parent, if it doesn’t have one already.
◆ Transformations are copied.
◆ A new parent is grouped under the parent’s parent.
◆ If the parent has no parent, a new group is formed.

Standard Editing Operations


443
Ungrouping Objects
Collapse
Simplifies complicated hierarchies of curves or surfaces by
collapsing all the nodes below a given DAG node into a
single level.

Picked Node

leaf nodes

The picked node is selected for Collapse.


The picked node and nodes between the picked node and leaf nodes are deleted.
The leaf nodes are grouped under the picked node’s parents.

Collapse is especially useful for ungrouping objects while


keeping transformations on. You can also use it to apply a
set of transformations directly from a DAG node to the
CVs that make up the geometry underneath.
◆ If the picked node is an instance, an error message is
displayed on the information line.
◆ If there is an instance in the group, the collapse is only
performed below the lowest instance.
◆ All nodes from the picked node to, but not including,
the leaf nodes are deleted. The accumulated
transformations are then applied to the geometry of
the leaf node. The transformations of the leaf nodes
are reset and the pivots are set to zero. The leaf nodes
are then grouped under the picked node’s parent. If
there is no parent, the leaf nodes become root nodes.
◆ Depending on the node that you picked, there may be
some collapsing, but no ungrouping. When collapse
occurs, all the branches under the picked nodes,
including the picked node itself, are collapsed.
◆ If an instance is picked, the following message
appears: Cannot ungroup INSTANCE nodes
with DELETE NODE or COLLAPSE.

Standard Editing Operations


444
Ungrouping Objects
◆ If a node with geometry right below it but nothing
above it (root component) is picked, nothing can be
ungrouped but collapsing still occurs. The following
message appears: Root component collapsed
but not ungrouped; node transformations
were applied to CVs.
◆ If CVs or edit points are picked, no collapsing occurs.
To warn you that this is happening, the following
message appears: No DAG compression was
done.

Extract
The picked nodes and all their descendants are ungrouped

Working with
Your Model
from the parent DAG node. The picked nodes become root
nodes.

Preserve Position

These check boxes are valid only when the Method is either
Delete Node or Extract.

Yes

You cannot ungroup The world space positions of all objects are preserved after
hierarchies that contain ungrouping. A transformation is applied to the CVs of the
instances if you have objects being ungrouped.
Preserve Position set to Yes.

No
The ungrouped objects lose the transformations of their
old parent hierarchy.

Standard Editing Operations


445
Ungrouping Objects
Edit > New > Creating Selection Handles
Selection handle

Adds a selection handle to a DAG node.

Selection handles are intended to make picking and


manipulating objects or hierarchies of objects easier.

For more information, see:


● Deleting Selection Handles on page 579
● Moving Selection Handles on page 406
● Viewing Selection Handles on page 573

How to Use 1 Create an object.

2 Select the object or DAG node that you want to create a


selection handle on.

3 Select Edit > New > Selection handle.


A pale orange cross is displayed at the object’s or node’s
rotate pivot (the cross looks like the one in the picture at
the left). If the selection handle is inactive, the cross
becomes red.

Tip If you are having difficulty seeing the selection handle that
you created, you can move it away from the object or node
using Xform > Local > Move selection handle.

Example Using a cylinder as an example, you can place selection


handles on the component nodes and use them to activate the
separate parts or the cylinder as a whole.

Standard Editing Operations


446
Creating Selection Handles
To add a selection handle
1 Select the component in the SBD window.

2 Select Edit > New > Selection handle. A new handle is


displayed at the rotate pivot.

Selection handle
appears after you
choose Edit > Select
New selection handle component

Working with
Your Model
3 Continue to add new handles as you need them. In the
following examples, two more selection handles are
added to the cylinder.

Standard Editing Operations


447
Creating Selection Handles
The following shows all three handles:

Parent node
of the heirarchy

Tip Because the Xform tools are sensitive to the selection handle
pick mode, you can very easily transform just the
component, like capB or the whole cylinder.

Standard Editing Operations


448
Creating Selection Handles
Working with Layers

In this Section Layers Menu Summary 450


Introduction to Layers 451
The Layer Stats Window 462
The Layers Bar 467

Working with
Your Model
Creating New Layers 471
Selecting Layers 473
Setting the Layer State 475
Deleting Layers 476
Changing the Visibility of Layers 477
Setting Symmetry on Layers 479
Setting Animation Playback 484
Setting the Creation Layer 485
Assigning Objects to Layers 486
Enabling and Disabling Layers 487
Toggling between Layer Names and Numbers 488

449
Layers Menu Summary

Layers provide a way to organize your model and improve


your workflow by dividing the model into big, separable
chunks.

Most layers tools are located in the Layers menu, as described


in the table below. See also The Layer Stats Window on
page 462.

Layers > For information...


New Creating New Layers on page 471
Select Selecting Layers on page 473
Set State Setting the Layer State on page 475
Delete Deleting Layers on page 476
Visibility Changing the Visibility of Layers on page 477
Symmetry Setting Symmetry on Layers on page 479
Playback Setting Animation Playback on page 484
Set creation layer Setting the Creation Layer on page 485
Assign to layer Assigning Objects to Layers on page 486
Undo assign
Tgl layers The Layers Bar on page 467 and
Tgl layers bar Enabling and Disabling Layers on page 487

Tgl name/number Toggling between Layer Names and Numbers on page 488

Note For importing or exporting an image layer, see the Sketching


book.

Working with Layers


450
Layers Menu Summary
Introduction to Layers

Layers enable you to organize your model and improve your


workflow by dividing the model into big separable chunks.

You can set the attributes of objects by layer. For example, you
can control whether layers are visible or restrict whether any
objects on a layer can be picked. You can also name or number

Working with
Your Model
the layers.

What is a Layer?

For information on stages, A layer is an association or a collection of objects independent


see Summary of Stages and of any group hierarchy in your model, with an independent
Stage Sets on page 506. set of attributes. Each stage in Alias has a different set of layers.

Layers let you manage complex models by organizing various


objects into more easily manageable chunks. This improves
your workflow and performance by:
● drawing only working parts of the model
● restricting the picking to the working part of the model
● assigning the layers different colors, to increase the
visibility of parts of the model
● quickly finding a necessary part of a complex model
● selecting and modifying significant model features more
easily.

Notes
● Layer colors apply only to inactive objects on the layer.
● Layer attributes override object attributes.
● You can temporarily turn off layers without losing the
layers and their attributes.
● The additional functionality of layers means you will have
to plan ahead to create well-organized layers.

Working with Layers


451
Introduction to Layers
Layers Bar

See The Layers Bar on The layers bar is located below the prompt line at the top of
page 467. the Alias window. It contains a list of all existing layers.

The layers bar always contains at least one layer, named


DefaultLayer. Clicking on the layer name displays a menu from
which you can set different attributes for this layer, assign an
active object to the layer or pick the objects belonging to the
layer.

Layer Attributes

Use the following attributes to organize your model.

Pickable layers
Objects on a layer are pickable by default. You can change
this attribute on any layer except the default layer (which
is always pickable and visible).

Reference layers
Objects on these layers cannot be picked, but you can snap
to them. They allow curve snapping to all the objects in
that layer. CVs and edit points are not displayed on
reference layers.

Inactive layers
You cannot pick or snap to the objects or nodes on the
inactive layers. They may appear similar to templated
objects, but they are displayed in a different color. You
cannot pick them using Pick > Template.

See Editing the Colors in Colors


Layers on page 460. You can assign any inactive modeling color to a pickable
layer in the layers bar (except the Default Layer). The
default inactive layer color is blue, and the reference layer
color is brown. If the color is none, the objects appear in
their respective default modeling colors.

Working with Layers


452
Introduction to Layers
To set the color for a layer, click the square beside the layer
name in the layers bar and select one of fifteen colors.

Default layer has color set to "none"

Layer button is brown


Layer button is blue

Click here to change color

Working with
Your Model
Click the Edit button to open the Color Editor and change
the color of your layer.
The None button means that the layer does not have a
color and default Alias colors are applied to that layer.

Visible
Objects on layers that are not visible are not displayed and
cannot be picked in the modeling or SBD windows.

See Setting Animation Playback


Playback on page 484. If you have several characters in a scene and want to look
at each character’s animation separately, you can place
each character in its own layer and play back the
animation of each character as you wish.

Name
You can assign a name to each layer, which helps to create
meaningful layers for a model. To change the layer name,
double-click the layer’s button in the layers bar, type the
new name and press Enter.
By default, the layer name is the letter L plus a layer
number. For example, the default name of layer 57 is L57.

Working with Layers


453
Introduction to Layers
Number
Each layer has a unique layer number in addition to the
layer name. The layer number can not be modified. Since
the layers have both a name and a number associated with
them, you have the choice to view the layers by their name
or their number.

Layer name or number


You can select your layers either by their name or their
number. In the name mode (set by default), all the layers
display their name in various places in the interface. While
in the number mode, only the layer numbers are displayed.
See Toggling between Layer Names and Numbers on page 488.

How Attributes are applied

Attributes are applied in the following set hierarchy:


● Default color
● User-assigned color
● Template
● Layer pickability
● Visibility

Attributes of Layer States In the following table, a check mark indicates whether the
attribute in the left column can be assigned to or used with a
layer. (Layer types are discussed later in this section.) An “X”
means that the attribute cannot be used with the layer.

Default Creation Pickable Reference Inactive


Layer Layer Layer Layer Layer

Snap to objects ✔ ✔ ✔ ✔ ✖

Pick objects ✔ ✔ ✔ ✖ ✖

Pick templates ✔ ✔ ✔ ✖ ✖

Pick in SBD window ✔ ✔ ✔ ✔ ✔

User color ✖ if assigned if assigned ✖ ✖

Working with Layers


454
Introduction to Layers
Default Creation Pickable Reference Inactive
Layer Layer Layer Layer Layer

✔ ✔ ✖ ✖
Construction history color ✔ user color if user color if reference inactive
assigned assigned layer color layer color
Lights used ✔ ✔ ✔ ✖ ✖

Render ✔ ✔ ✔ ✖ ✖

Quick render ✔ ✔ ✔ ✖ ✖

Tgl Shade ✔ ✔ ✔ ✖ ✖

Working with
Your Model
Diagnostic Shading ✔ ✔ ✔ ✖ ✖

Plotting ✔ ✔ ✔ ✖ ✖

Viewing Layers in the SBD Window

In the SBD window, a small box in the lower right corner of


the node shows the layer for this node. If there is no box, the
node is in the default layer. The color of this box is the same as
that of the object in the modeling windows. The name or
number of the layer also appears in this box. An invisible layer
appears as a box with a dotted outline. The following example
shows the SBD window’s layer representation.

No layer Templated Templated Object on Invisible Invisible


assigned object on object on Reference or object layer
Pickable layer Reference or Inactive layers
Inactive layers

solid box, colored if a blue or brown dotted


color is assigned "layer" box
layer name

Working with Layers


455
Introduction to Layers
Default Layer

One layer with fixed attributes is always present when layers


are toggled on. This is the default layer, and is initially the
creation layer, so new objects will always appear in it. The
default layer always has the number 0 and its name and
attributes cannot be modified.

Creation Layer

You can make any layer (including the default) the creation
layer by clicking the layer’s button in the layers bar or by
selecting Layers > Set creation layer. Whenever you create a new
layer, that layer becomes the creation layer. The creation
layer’s button appears in yellow.

New objects are placed on the creation layer. Copied objects


already have a layer assignment, so they will be put on their
original layer.

Layer assignment You can assign any picked DAG node or object to a layer.
When you assign a node to a layer, the following rules apply:
● all the nodes beneath the picked node are assigned to the
same layer.
● all the parent nodes go into the default layer.
● all the sibling nodes are unaffected.

Top node is assigned, so all nodes 3. Top node is assigned to default layer
below are assigned to the same Node is assigned to new layer 2. Nodes above are
layer. and all nodes below go in same layer. assigned to new layer

1. Component node is
assigned to the new layer

See The Layers Bar on All new nodes are assigned to the current Creation layer. While
page 467 for more you are grouping and duplicating the layered nodes, the
information on assigning original nodes remain assigned as they were. However, you
layers.
can change the layer assignment at any time.

Working with Layers


456
Introduction to Layers
Finding a node’s layer assignment

Any node’s assigned layer can be found in:


● Windows > Information > Information window
● Object Edit > Query edit window

● the SBD window

In addition, the user colors help to differentiate nodes


belonging to different layers.

Selecting Multiple Layers

Working with
Your Model
See also Layer Categories on You can set attributes for multiple layers:
page 466.
1 Hold down the Shift key and click on the layers’ buttons
in the layers bar to select layers.

2 After you select the layers, you can set their attributes
collectively in the Layers menu.

Saving and Retrieving You can use the File menu to save and retrieve your layers.
Layers
Retrieving Layers

For information on File > You retrieve layers as though they were files. To retrieve a
Open, see Opening Files on layer, select File > Open-❐ and make sure that Keep Layers is set
page 33. to ON in the Open File Options window.

Click the Open File button at the bottom of the Open File Options
window and select a file from the file list or type its name in
the File Browser.

Working with Layers


457
Introduction to Layers
All the layers are retrieved, along with the layer assignment of
the objects. If a layer with the same name as one in the
retrieved file already exists in the current stage, the retrieved
layer is merged with the existing one.

Note If you are retrieving wire file versions previous to Version


8.0, all the objects are loaded into the default layer if Keep
Layers is set to ON in the Open File Options box.

If you set Keep Layers to OFF, all the DAG nodes in the
retrieved file are loaded into the creation layer, and the layers
stored in the retrieved file are ignored. Similarly, older
versions (previous to Version 8.0) are also retrieved into the
creation layer.

If you import one file into another and they have more than
255 different layers in total, then all the objects on the extra
layers of the imported file are put into the default layer. This is
summarized in the table below.

Layer Behavior with files

This chart shows where objects go in the layer structure.

Open / Import Stages


Type of layer Merge Stages
Keep layers ON Keep layers OFF

New or matched layers Layers 1 - 254 Layers 1 - 254

Default Layer Layers over 255 Layers over 255

Creation Layer All layers

For files saved before Version 8, objects go into the default


layer.

Saving Layers

Layers are saved in the wire file.

Working with Layers


458
Introduction to Layers
Pick Objects Option When you select Pick Objects from a layer’s pull-down menu,
the root node of the hierarchy is selected.

,
This is shown in the following SBD view.

Pick Objects picks only within the layer

Inactive layer on node

Select Pick Objects The highest node in the hierarchy (not necessarily the root

Working with
from the pull-down menu

Your Model
node) is picked so that it is not above a node on an unpickable
layer.

Layers and Stages

Stages are completely independent of one another, so the


layers in each stage are totally separate. You can create up to
255 layers in a single stage, and refer to each one with a layer
name. Each stage can have its own set of layers.

Note If you have more than 255 layers with different names across
a number of stages, and you merge those stages, they are
merged into 255 layers on the working stage. The system tries
to match layer names and then creates up to 255 new layers.
Objects on any layers over 255 are put onto the Default
Layer.

Layer workflow examples To transfer all the objects from one layer to another
1 Select Pick Objects from a layer’s pull-down menu to pick
all the objects from the source layer.

2 Select Assign from the pull-down menu of the destination


layer.

Working with Layers


459
Introduction to Layers
To turn on the bounding box for a layer
1 Select Pick Objects from a layer’s pull-down menu to pick
all the objects from the source layer.

2 Select Object Display > Bounding box from the menu bar to
turn the bounding box on for the layer.

This workflow applies to a whole range of functions. For


example, saving a layer’s contents to a wire file (with File >
Export > Active as), or turning the simple display ON. In fact,
with this mechanism, any function used for picked objects can
also be applied to the layer.

Editing the Colors in You can change any one of the fifteen layer colors by following
Layers the steps below. These colors correspond to the default
inactive modeling colors found in the User Colors window.
1 Click the color square on any layer button, and select Edit
from the Color Palette. This brings up the User Colors
window and opens the Inactive Modeling Colors section.

2 Click on one of the color tabs (rectangles with white


arrow) that corresponds to the color you want to change.
This opens the Color Editor window.

3 In the Color Editor window, replace the current color by


the color of your choice by clicking on a color palette or
entering the R,G,B values in the editable fields. This will
also modify the color of one or more modeling entities (for
example if you replace brown, both the Hull and Edit Point
color are affected).

4 You can set these modeling entities to a different inactive


color by using the individual color sliders in the User
Colors window.

Working with Layers


460
Introduction to Layers
1. Click here to open this window 2. Click here to open the Hull window

Working with
Your Model
User Colors window Color Editor window

Note Assigning an “inactive” color to an object or layer does not


make that object or layer inactive. Inactive colors simply
refer to default colors for inactive objects.

Working with Layers


461
Introduction to Layers
Windows > The Layer Stats Window
Information >
Layer stats

Purpose To manage, list, select, and modify layers and their attributes
interactively.

This window provides several features that are not available


elsewhere in the Studio interface. For example:
● It provides counts for the various types of geometry in
each layer. (For example, the number of curves or trims.)
● It enables you to group layers into categories.

How to Use From the menu bar, select Windows > Information > Layer stats.
Each layer lists all its attributes, which can be modified.
● You can change individual attributes of the layers by
clicking with the mouse in the table cell where the
attribute is displayed.

● To modify an attribute on more than one layer, press the


Shift key and click in the cells displaying the layers’ names.
This selects more than one layer. Now, changing an
attribute for a selected layer changes it for all the selected
layers.

Working with Layers


462
The Layer Stats Window
● For efficient workflows, you can select objects on more
than one layer at the same time. Select layers and then use
Layers > Select > Object on selected layers. You can pick
objects on all selected layers, and apply to them any tool
that acts on active objects. For example, you can save a
collection of layers and their objects by using File > Export >
Active as.

See Layer Categories on If you have to repeat actions on a set of several layers, you
page 466 for more details. may want to group them together using the Categories feature.

Setting Layer Attributes For each layer listed in the Layer Stats window, you can

Working with
Your Model
specify the attributes described below.

Column or area of the


Explanation
window

The creation layer has the square button at the left of its name
Creation Layer highlighted with yellow. Clicking this button makes the layer
into the creation layer.
Layer Name Shows the name of the layer. You can change the name by
double clicking on it and typing a new one.
Number The layer number is shown, but it cannot be changed.
Visible If the layer is visible, there is a checkmark in this column.
Pick State The cell shows whether the layer is pickable, reference, or
inactive. Clicking on the cell brings up a menu from which you
can change the pick state.
Color The cell displays the user-defined color, reference layer color,
and inactive layer color. The color can be modified only from
the layers bar, not from the cell.
Symmetry If the layer has Symmetry on (mirrored geometry will be
drawn), a checkmark appears in this column. (See Setting
Symmetry on Layers on page 479.)
Layer Bar If the layer is shown in the layers bar, a checkmark appears in
this column.
Playback If the animation of objects can be played back in the layer, a
checkmark appears in this column.
Curves Shows the number of curves in each layer.

Working with Layers


463
The Layer Stats Window
Column or area of the
Explanation
window

Surfaces Shows the number of surfaces in each layer.


Trims Shows the number of trim surfaces in each layer.
Polygons Shows the number of polysets in each layer.
Const Obj. Shows the number of construction objects — points, vectors,
and planes — in each layer.
Locators Shows the number of locators in each layer

This shows the columns at the right-hand end of the Layer


Stats window:

Sort By

The Sort By button offers several options for sorting the list of
layers.

Color
If this is chosen, the names of the layers displayed in the
Layers area of the window are sorted by the color assigned
to them, in the following order:
◆ pickable layers without assigned colors
◆ pickable layers with assigned colors
◆ referenced layers
◆ inactive layers

Shown in layers bar


If this is chosen, layers shown in the Layer Bar are listed
first.

Working with Layers


464
The Layer Stats Window
Playback
If this is chosen, layers with Playback on are listed first.

Symmetry
If this is chosen, layers with Symmetry on are listed first.

Pick state
If this is chosen, layers with Pick State "pickable" are listed
first.

Invisible
If this is chosen, layers with Visible on are listed first,

Working with
followed by invisible layers.

Your Model
Name
If this is chosen, layers are sorted with the DefaultLayer
coming first, followed by the others in alphabetical order.

Number
If this is chosen, layers are sorted by the number assigned
to them during creation, with the DefaultLayer listed as 0
and coming first.

Select

Select all
Clicking this selects all the layers at once.

Unselect All
Clicking this makes all the layers uselected at once.

Working with Layers


465
The Layer Stats Window
Layer Categories You can use Layer Categories to group several layers together,
so that you can select them as a set for use with any tool that
acts on selected layers (such as Symmetry Planes, Shading, or
Saving).

To create a Layer Category

1 Click the Categories button in the title bar of the Layer Stats
window to open the Layer Categories lister.

2 Click the Category button at the bottom of the lister and


select New from the pull-up menu. An entry called New
Category is created.

3 To change its name, double-click on it and type a new


name.

4 Select the layers that you want to place in the selected


category. (Hold down the Shift key to select more than one
layer.)

5 Click the Member button at the bottom of the lister and


select Add from the pull-up menu. A small number
appears, indicating the number of layers in the category.
Clicking this number selects the layers.

To delete a Layer Category


1 In the lister, select the category that you want to remove.

2 Click the Category button and select Delete.

To remove a layer from a category


1 Select the category that the layer is in.

2 Select the layer that you want to remove.

3 In the lister, click the Member button and select Remove.

Working with Layers


466
The Layer Stats Window
The Layers Bar

Purpose To do these layer functions:


● setting the attributes for a single layer
● assigning picked objects to a layer
● picking all the objects on a layer

Working with
Your Model
● picking stages and sets

Overview Each the layers of your model has a button in the Layers Bar.
Each button has a pull-down menu with attributes and
frequently used functions. You can scroll left and right in the
Layers Bar to view all the layers.

See also Layer Categories on You can select several layer buttons by holding down the Shift
page 466. key while clicking them. Then, you can simultaneously change
the attributes of selected layers using tools in the Layers menu.

How to Use 1 A Layers Bar is displayed just below the Alias menu. If
you do not see the Layers Bar (as shown below), select
Layers > Tgl Layers Bar to display it.

If there are too many buttons to show at one time,


traingular arrows appear to the right of the Layers Bar.
You can use them to scroll left and right to see more
buttons.

Scroll buttons 2 Click the button for the layer that you want to modify (for
example, layer#1). Its pull-down menu appears. You can
use the menu to change layer attributes.

Working with Layers


467
The Layers Bar
Default Layer menu All other layers menus

3 Double-click on the layer button to change the layer name.


If layer names are numbered (set by Layers > Tgl Name/
Number), their names cannot be changed.

Layers Bar Pull-down You can toggle layer attributes on or off at any time. You can
Menu also select a group of layers at one time and use the Layers
menu to collectively set their attributes.

See Setting the Layer State on Set State


page 475.
Controls whether you can snap to or pick objects on the layers.

Pickable
Makes the layer pickable. You can pick and snap to the
objects in this layer.

Reference
Makes the layer a reference layer. You can snap to, but not
pick, the layer’s objects in a modeling window. However,
you can pick them in the SBD window.

Inactive
Makes the layer inactive. You cannot snap to nor pick the
objects in a modeling window.

Note See the table in Attributes of Layer States on page 454.

Visible

The Visible option makes all items in a layer visible or invisible.

Working with Layers


468
The Layers Bar
Playback

The Playback option sets the animation playback for layers. If it


is off, animation on this layer is not played when you preview
animation.

Symmetry

Turns symmetry on and off for this layer. When symmetry is


on, a mirror image of the geometry is automatically drawn
across a chosen plane of symmetry. See Setting Symmetry on
Layers on page 479.

Working with
Your Model
Assign

Assigns the picked objects to a layer. Any previous layer


assignments for those objects are lost.

You can undo this layer assignment with Layers > Undo assign.

Pick Objects

Picks all the objects in the layer. Other objects become


unpicked.

Layers Bar Color Buttons

If you click and hold with the mouse button on the square
beside the layer’s name on the layer button, the following
color window is displayed:

Click here

Edit
Opens the Color Palette so that you can change the
inactive modeling colors.

None
The layer does not have a color. Default Alias colors are
applied to it.

Working with Layers


469
The Layers Bar
Tips:
● Clicking a layer button makes that layer the creation layer.
● You can edit the name of a layer if you double-click the
layer button.
● You can select a layer by holding down the Shift key and
clicking a layer button.

Default Layer Button

You cannot change nor delete the attributes of the Default Layer.
The objects on the default layer are not shown with a layer box
in the SBD window. The Default Layer has the Pickable and
Visible options on. Except in SurfaceStudio, the Playback option
is also available.

Tip You can also change layer attributes using the Layers menu.
This is useful for setting the attributes for several layers at
once, rather than setting the same attribute one at a time
using the pull-down menu.

Working with Layers


470
The Layers Bar
Layers > New Creating New Layers

Purpose Lets you create a new layer. To make use of layers, you should
create new ones. Otherwise, all objects are assigned to the
default layer. You can create up to 255 layers.

Working with
Your Model
How to Use Select Layers > New. Alias creates a new layer with a default
name (for example, L1) is created.

To change the new layer’s name, in the Layers Bar double-


click on its button and type a name.

New Layer Options Layer Numbers

By default, layers are numbered starting with 1. To change the


starting number:
1 Select Layers > New-❐.
The Set New Layer Options window appears.

2 Enter a Layer Start Number by typing in the field or by


moving the slider bar with the mouse.

Working with Layers


471
Creating New Layers
3 You can speed up the Layer Start Number slider:
◆ Click on a corner region of one of the slider buttons,
and you’ll notice that the numbers slide in either
direction twice as fast.
◆ To return to the normal speed, press on the center
region of a slider button.
This feature is useful when you are working with many
layers.

4 Click Go. All subsequent layers will be numbered starting


with the new Layer Start Number.

Symmetry Planes

In the option box, you can also set the default symmetry plane
for the new layer by entering coordinates for the Symmetry
Plane Origin and Symmetry Plane Normal.

See Setting Symmetry on Layers on page 479.

Working with Layers


472
Creating New Layers
Layers > Select Selecting Layers

Purpose Lets you select layers. It is useful for the following:

● Setting the attributes of many layers at one time with the


Layers menu, instead of using the Layers Bar menus for
each layer.

Working with
Your Model
● Getting information about a layer. For example, you can
find out which layer an object belongs to by selecting
Layers > Select > Layers by picked objects.

To select layers with the mouse

● Clicking on a layer button selects that layer and makes it


the creation layer.
● Shift plus clicking on a layer button selects that layer
without making it the creation layer.
● You can select additional layers by holding down the Shift
key and clicking the layer buttons.
A selected layer has a white outline around its button in
the Layers Bar.

Menu Choices Objects on selected layers

Picks all the objects belonging to the selected layers.


1 Select the layers whose objects you want to pick.

2 Select Layers > Select > Objects on selected layers.

Layers by picked objects

Selects all the layers containing the picked objects.


1 Pick the objects whose layers you want to select.

2 Select Layers > Select > Layers by picked objects.

Working with Layers


473
Selecting Layers
All layers

Selects all the layers. For example, you can use this function to
set an attribute on all the layers.

Layer range

Selects a range of layers (for example, L1 - L5) from the Layer


Stats window and makes them active. You can type the “L” in
either upper or lower case.
1 Select Layers > Select > Layer Range.

2 The system prompts you to select a layer by name,


number, or range.

3 On the prompt line, type the name, number or range of the


desired layers. The following are all acceptable:
my_layer
L* (all layers whose names start with “L”)
l12 (lower case “L”)
L2-L8 (the seven layers from L2 to L8)

Note You can enter either names or numbers. However, when you
use names to select layers, only the layers with those names
are picked. For example, if you type in "top-bottom," only
the two layers named "top" and "bottom" will be picked.

Warning on Shift + L Hot Key when Selecting Layers

Assigning Shift + L as a hot key interferes with specifying


layers. For example, if you assign Shift + L as a hot key to
toggle locators, you can no longer pick an assigned layer by its
default name. The default name starts with an uppercase L, so
when you start to type the name, instead you will be toggling
locators on or off.

Working with Layers


474
Selecting Layers
Layers > Set state Setting the Layer State

For details about the pick A layer or a set of layers has a pick state, which can be set to
state of layers, see the Pickable, Reference, or Inactive. It controls whether you can pick
Introduction to Layers on the objects and whether you can snap other objects to them.
page 451.

Note You can also set these attributes by using a pull-down menu
in the Layers Bar. See The Layers Bar on page 467.

Working with
Your Model
Menu Choices Pickable
You can snap to and pick all the objects on a pickable layer.
This is the default state of a layer.

Reference
When you set the layer to Reference, you cannot pick the
objects in it, but you can snap to them. The objects appear
in the reference layer color (warm grey-brown).

If a reference or inactive Inactive


layer is made a creation You cannot snap to nor pick the objects on this layer. None
layer, it temporarily becomes
a pickable layer.
of the layer attributes apply and the objects appear in the
inactive layer color (pale blue).

How to Use 1 Select the layer or layers for which you want to set the
attributes.

2 Select Layers > Set state.

3 Select one of Pickable, Reference, or Inactive from the Set


State menu.

Working with Layers


475
Setting the Layer State
Layers > Delete Deleting Layers

Purpose Lets you delete a selected layer or unused layers.

How to Use Workflow Note

When a layer is deleted, the objects in it are not deleted. They


are transferred to the Default Layer. To delete them along with
the layers:
1 Select the layers to be deleted.

2 Pick the objects using Layers > Select > Objects on selected
layers.

3 Delete active objects using Delete > Del active.

4 Delete the layers using Layers > Delete > Selected.

Menu Choices Selected

All selected layers are deleted and objects within the layer(s)
are transferred to the Default Layer. To use this option:

For information on selecting 1 Select the layer(s) to delete by holding down Shift and
layers, see Selecting Layers on clicking on the layer buttons in the Layers Bar.
page 473.
2 Select Layers > Delete > Selected.
The objects previously referenced by the layer no longer
have a layer assignment.

Unused

Deletes empty layers (those that do not contain any objects).


This function is useful for removing redundant layers.
1 To use this option, select Layers > Delete > Unused.
All empty layers are deleted.

Working with Layers


476
Deleting Layers
Layers > Visibility Changing the Visibility of Layers

Purpose Changes the visibility of selected layers.

Menu Choices Visible

Working with
Your Model
Makes all selected layers visible:
1 Select the layers to make visible by holding down Shift
key and clicking the layer buttons.

2 Select Layers > Visibility > Visible.


The objects in the selected layer(s) are now visible.

Invisible

Makes all selected layers invisible:


1 Select the layers you want to make visible by holding the
Shift key and clicking the layer buttons.

2 Select Layers > Visibility > Invisible.


The objects in the layer(s) are now invisible.

Notes:
● You can make a node invisible directly by using
ObjectDisplay > Invisible or by making its layer invisible. In
either case, you cannot see the node. In the SBD window,
the invisible layer of the node is shown as a dotted hollow
rectangle, instead of a filled rectangle. In the SBD window,
you cannot pick an invisible layer. See the diagram in
Viewing Layers in the SBD Window on page 455.
● Objects on invisible layers cannot be made visible by
ObjectDisplay > Visible.

● The updating of animation is cancelled on invisible layers.

Working with Layers


477
Changing the Visibility of Layers
● The updating of construction history is cancelled on
invisible layers.

Working with Layers


478
Changing the Visibility of Layers
Layers > Symmetry Setting Symmetry on Layers

Purpose To enable you to model half of a symmetrical model, while the


system maintains the mirrored half.

Overview Almost every real-world model displays some form of

Working with
Your Model
symmetry. It is efficient to create half of the model, then reflect
it to create the other half.

Symmetry planes automate this process, by interactively


updating the symmetrical half as you model. This feature
gives you many advantages over the old, manual method,
including:
● You can visualize the entire model, instead of imagining
what it will look like when complete.
● You can pick, snap to, align to, and build surfaces from the
“shadow” mirrored half.
● Changes to the symmetry plane are easy and automatic.

When the mirrored half is visible, every modeling action that


you take on one side of the symmetry plane is mirrored by
dashed-line “pseudo-geometry” on the other side.

You can use mirrored geometry exactly as you use regular


objects except that you cannot reshape or transform it. You
must change the actual geometry to change the mirrored half.

Mirrored geometry behaves in the same way as instances:


● You cannot show or edit control points.
● You cannot assign independent shaders to mirrored
geometry.
● You cannot apply independent clusters or deformation
frames to mirrored geometry.

Working with Layers


479
Setting Symmetry on Layers
Display

Dashed lines for Mirrored geometry is drawn using a dashed wireframe. In


mirrored geometry shaded modes and renders, mirrored surfaces are rendered
normally using the same shader as their original objects.

Note If you want to hide the mirror geometry, do not pick it and
try to delete it. This will delete your original geometry! Instead,
hide the mirror geometry as described in To show or hide
mirrored geometry on page 481.

How to Set up Symmetry To set the plane across which the model will be mirrored
Planes

1 In the layer bar (below the prompt line), click the name of
the layer(s) for which you want to set the symmetry plane.
(Use Shift-click to select more than one layer.)
The name of the layer should have a white outline.

2 In the Layers menu, choose Symmetry > Set plane.


The Symmetry plane manipulator appears. Initially, the
manipulator is located at the origin, and mirrors across the
XZ plane.

3 Use the plane manipulator to set the symmetry plane:

Click an arrow to move


the plane along an axis

Click a box to flip


the plane
Click the center handle
to move or rotate the
plane freely
Click a sphere or an
arc to rotate the plane
around an axis

Working with Layers


480
Setting Symmetry on Layers
◆ To quickly lock the manipulator to the end of a curve,
click the center move handle, then use curve snapping
to snap the manipulator to the curve.
◆ Drag a handle to move or rotate interactively.
◆ Click an arrow to change the center handle to the free
move handle. Then drag the center handle to move
the plane freely.
◆ Click a sphere to change the center handle to the free
rotate handle. Then drag the center handle to rotate
the plane freely.

4 Click the Set Plane button to set the plane.

Working with
Your Model
To show or hide mirrored geometry

1 Click the name of a layer that has a symmetry plane set.


A white outline appears around the name of the layer.

2 Choose whether to show or hide the mirrored half for this


layer:
◆ To show the mirrored half for this layer, go to the
Layers menu and choose Symmetry > On.
◆ To hide the mirrored half for this layer, go to the Layers
menu and choose Symmetry > Off.

◆ To toggle back and forth, hold down the mouse button


on the name of the layer. From the pop-up menu,
choose Symmetry.

The name of the layer is in the layer bar, below the


prompt line.

Working with Layers


481
Setting Symmetry on Layers
Symmetry Plane Align The Symmetry Plane Align tool has an option box that contains
option the Project For Position option. It enables you to project CVs
onto the plane of symmetry.

When this option is on, the last CV (for curves) or the last row
of CVs (for surfaces) are projected onto the plane of symmetry
(if they do not already lie on the plane).

How to Model with To align curves or surfaces with their mirrored halves
Symmetry

1 In the Object Edit palette, click the Symmetry Plane Align tool.

2 Click the curve or surface you want to align with its


mirrored half. Click near the end you want to align (close
to the symmetry plane).
The Symmetry Plane Align tool modifies the curve or surface
to have tangent continuity with its mirrored half.

Note If an object and its mirror do not touch on the symmetry


plane (that is, they are not positionally continuous), the
Symmetry Plane Align tool modifies the objects as if they
were continuous, but does not make them so.

To convert mirrored half into real geometry


1 Ensure that Symmetry is turned On. (See To show or hide
mirrored geometry on page 481.)

2 Select the layer(s) on which you want to convert the


geometry. (Use Shift-click to select more than one layer.)

Working with Layers


482
Setting Symmetry on Layers
3 In the Layers menu, choose Symmetry > Create geometry.
The mirrored geometry becomes a separate object (with its
own DAG node) and is now completely uncoupled from its
other half: changes to one object will not affect the other.
However, each of the two objects has its own mirrored
geometry.
SBD window: the mirrored half
has become a separate object. 4 Select Symmetry > Off to toggle off the mirrored geometry
The dashed lines indicate for each object.

5 If you need to make more symmetrical modifications to


your model, delete one of the halves (or move it to a
different layer) then select Symmetry > On.

Working with
Your Model
Note When real geometry is created from the symmetric layer,
animation and cluster information is not copied.

Tip If you want to copy animation and it is aligned to an axis,


consider using Mirror instead.

Working with Layers


483
Setting Symmetry on Layers
Layers > Playback Setting Animation Playback

Purpose To set the animation playback for objects assigned to currently


selected layer(s). This feature lets you play back only what you
want to view.

Overview If there are several characters in a scene and you want to look
at each character’s animation separately, put each character
into its own layer and turn Playback off for those that you do
not want to view. If Playback is off, keyframed animation, such
as expressions and IK, are not updated on playback.

How to Use 1 Select the layers containing the object(s) whose animation
you do not want to view. You can select additional layers
using Shift plus click.

2 Select Layers > Playback > Playback OFF. Now you can’t
view the selected layer(s) in playback.

3 Select Layers > Playback > Playback ON to turn it back on.

Notes
● You can also change the playback setting by using the
pull-down menu in the Layers Bar. See The Layers Bar on
page 467.
● Invisible layers are not played back nor updated in
playback.
● To avoid confusion and partial playback, put related
geometry, clusters, skeleton, constraints, and expression
control objects in the same layer.

Working with Layers


484
Setting Animation Playback
Layers > Setting the Creation Layer
Set creation layer

Purpose Enables you to set a layer as the creation layer by typing its
name or number in the prompt line. This tool is useful when
you know the layer name or number of the layer.

Working with
Your Model
Overview Type the layer name or number that you want to assign. The
layer number must be preceded by the letter L or l (lower
case L).

Tip: You can also click a This tool is especially useful when used with hot keys or
button in the Layers Bar to marking menus.
make that layer the creation
layer. All newly created objects are automatically placed in the
creation layer.

How to Use 1 Select Layers > Set creation layer.

2 The system prompts:


Enter new creation layer name or number
(e.g. L123):

3 Type the name or number of the desired creation layer.


The layer should appear in the Layers Bar. If it does not
exist, you are prompted to re-enter your input.

Notes
● By default, the Default Layer is the Creation Layer.
● A duplicated object is placed on the same layer as the
object it was copied from. Copied or cut objects are pasted
onto the layer they were copied or cut from.
● New objects are put on the creation layer.

Working with Layers


485
Setting the Creation Layer
Layers > Assigning Objects to Layers
Assign to layer

Layers >
Undo assign

Purpose You may want to assign picked objects to a layer name or


number by specifying the layer in the prompt line.

This technique is useful if:


● You know the name or number of the layer that you want
to assign your object(s) to.
● You use hot keys or marking menus and want to assign
objects to layers quickly.

To assign layers
1 Pick the objects that you want to assign.

2 Select Layers > Assign to layer.

3 Type the layer name or L plus the layer number in the


prompt line.
The objects are assigned to the specified layer.

Note The layer number is preceded by the letter L or l (lower


case L). For example, to assign to layer number 57, type L57
or l57.

To undo layer assignments


1 Pick the objects that you want to remove from a layer.

2 Select Layers > Undo assign.


The objects are re-assigned to the layer on which they
were created.

Working with Layers


486
Assigning Objects to Layers
Layers > Tgl layers Enabling and Disabling Layers
Layers >
Tgl layers bar

Purpose To temporarily hide the Layers Bar or disable the layers


themselves in your day-to-day work.

Working with
Your Model
How to Use ● To temporarily disable all layers, use Layers > Tgl layers.
All of the layer attributes are turned off. All tools in the
Layers menu are grayed out except for Tgl layers itself. The
layers bar is removed.
(Select Layers > Tgl layers again to re-activate layers.)
● To remove the layers bar from your Studio display but
keep layers enabled, use Layers > Tgl layers bar.

Notes ● When layers are disabled, none of the layer attributes


apply. However, disabling them does not change the layer
assignment of objects.
● Disabling layers also disables the tools in the Layers menu.
(They are all grayed out except for Tgl layers itself.)
● The Layers Bar is displayed by default.

Working with Layers


487
Enabling and Disabling Layers
Layers > Toggling between Layer Names and
Tgl name/number
Numbers

Purpose To toggle the representation of the layer between its name and
number.

Overview By default, Studio is in name mode and shows layers by name.


However, a layer’s name when it is created is the letter L plus
its number. For example, the default name of layer 57 is L57.
You can change the name at any time.

In number mode, the Layers Bar displays layer numbers.


However, you can not change a number by double-clicking in
the Layers Bar. When number mode is on, you see a # sign in
the layer button, as shown below.

The # sign indicates number mode

You can switch between these two modes by selecting Layers >
Tgl Name/Number.

How to Use 1 Select Layers > Tgl name/number.


The Layers Bar switches between name and number
display.

Working with Layers


488
Toggling between Layer Names and Numbers
Working with Sets

In this Section Creating and Deleting Sets 491


Picking and Editing Sets 493
Editing Sets in the Set Editor 500

Working with
Your Model

Working with Sets


489
Summary of Sets

A set is a collection of objects, such as geometry, DAG nodes,


CVs, or cameras. The objects in a set do not have to be all the
same type.

Sets group objects together so that you can pick them and
manipulate them more easily.
● From the Edit menu, you can create new sets by selecting
objects to be included.
● From the Windows menu, you can pick and edit sets. You
can list members, add or remove members, and create or
delete sets.

Menu Choice For information...

Edit > New > Set Creating and Deleting Sets on page 491
Windows > Sets > Set lister Picking and Editing Sets on page 493
Windows > Sets > Edit set Editing Sets in the Set Editor on page 500

Working with Sets


490
Summary of Sets
Edit > New > Set Creating and Deleting Sets

Overview A set is a collection of objects. You can specify what belongs in


a set. The objects in a set do not have to be all the same type.

Creating a Set To create a set, first pick a collection of DAG nodes, objects,

Working with
Your Model
CVs or cameras.

The example in this procedure displays five primitive objects.


From them you create a set of two and a set of three objects.

1 Pick two of the objects first by selecting Pick > Object and
clicking on them, then select Edit > New > Set.
Studio creates a new set of all currently picked items, but
there is no visible indication.

2 The new set is highlighted in the set lister, with an


assigned name such as set#2. To access the Set Lister:
◆ from the menu bar, select Windows > Sets > Set lister or

Set 2
◆ from the layers bar, select Sets > Lister.
Set 1
3 To change the new set’s name, double-click on it and type
a new one.

4 Unpick the first two objects by selecting Pick > None.

5 Pick the remaining three objects.

6 This time, create a set from the Set Lister by selecting the
Modify button and clicking Create Set.

Note If an object has construction history, its CVs cannot become


members of a set. However, the object itself can be in the set.

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491
Creating and Deleting Sets
New Set Options Select Edit > New > Set-❐ to display the New Set Options
window.

Members

Exclusive
Members of the new set can not be in any other set.

Multiple
Members of the new set can be in other sets.

Note After a set has been created, you can change whether it is
exclusive or multiple in the Set Editor window by changing
the Set Type option. See Set Editor Window on page 502.

Deleting Sets 1 Open the Set Lister by selecting Windows > Sets > Set lister.

2 If you are deleting a set with many members, you may


wish to prevent Studio from doing a needless pick of the
members. To do so, before selecting the set change Picklist
Updating from auto in the Set Lister.

3 In the lister, select the set or sets to delete.

4 In the Set Lister, select Modify > Delete Set to delete the
set(s).

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492
Creating and Deleting Sets
Windows > Sets > Picking and Editing Sets
Set lister

Overview There are three ways to pick a set:


● In the SBD or a modeling window, select all members of
the set. (All members must be visible.)

Working with
In the Set Lister, click its name.

Your Model

There are two ways of opening the Set Lister: from the
Windows menu or from the Layers bar.

The following example shows two sets.

set#2 is picked

If you click set #2 in the Set Lister window, it is highlighted


with white.
● All the members of a picked set are picked.
● If you deselect one of the set names in the Set Lister, all of
its members are unpicked (and un-highlighted) in the
modeling window.

If you unpick one of the set members, set #2 is un-highlighted


in the Set Lister window.

You can also see this picking and unpicking in the SBD
window.

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493
Picking and Editing Sets
How to Use To open the Set Lister from the Windows menu
1 From the menu bar select Windows > Sets, then select Set
lister.

The Set Lister opens, showing a list of the sets in this stage.

2 Click a set name to pick or unpick its members.


A white highlight shows that all members of this set are
picked.

Click a set name

3 You can select more than one set by holding down the
Shift key while clicking.

To open the Set Lister or Set Editor from the Sets button

If the current stage includes a set, a Sets button appears on the


Layers bar.
1 Click the Sets button to list all the set names.

Click Sets button on Layers Bar

2 A Sets sub-menu appears.A check mark (✓) to the left of a


set name shows that all members of this set are picked.

3 At this point you have a choice of three actions:

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494
Picking and Editing Sets
4 At this point you have a choice of three actions:
◆ To open the set lister, click Lister. The Set Lister
appears.
◆ To select a set, click its name.
◆ Select the option box of a set item to open its Set
Editor. The Set Editor appears for that set.

Click Lister to open


the Set Lister

Click a set name


to select the set

Working with
Your Model
Click an option box
to open a Set Editor

Options in the Set Lister The Set Lister and the Set Editor have many parallel functions.
window Use whichever is convenient.

Picklist Updating

This option controls whether changes to the picklist affect the


modeling window automatically or only when you choose.

auto
By default, this is ON. When it is OFF, you can use
functions that act on sets without affecting which objects
are picked in the modeling window.
If the auto button is selected:
◆ Selecting a set in the Set Lister picks all its members in
the modeling or SBD window. Deselecting a set in the
Set Lister unpicks all its members.
◆ Picking all the members of a set in the modeling or
SBD window selects the set in the Set Lister.
Unpicking one member in the modeling or SBD
window deselects the set.

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495
Picking and Editing Sets
Note If picking all the members of a set fails to pick the set, check
in the SBD window to see whether some members are
invisible. If so, turn off auto if you want to select the set in
the lister (or set the member in the Set Editor).
If the auto button is not selected:
◆ Selecting sets in the Set Lister does not affect what is
picked in the modeling window
◆ Picking or unpicking objects in the modeling window
does not affect which sets are picked in the Set Lister.

Note When auto is off, you can use functions that act on sets
without affecting which objects are picked in the modeling
window.

update
If auto is off, you can change what is picked so that only
members of your selected sets are picked.
To do so, click the update button. All members of the
highlighted sets become picked in the modeling and SBD
windows. Any other objects become unpicked.

Select

none
All the sets in the lister are deselected.

all
All the sets in the Set Lister are selected. Sets already
selected remain selected.

The value at the far right shows how many sets are currently
selected.

You can also pick an existing Note Some Set Lister buttons are grayed out in the option box or
set using the Layers bar Sets when you start a function that requires picking. This is to
button. prevent simultaneous, conflicting actions.
When items are grayed out, you cannot select them. To
activate them, use one of the Pick options. Now that an
object is selected, the other function become available again.

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496
Picking and Editing Sets
Set Lister “List” menu

List All
All sets on the current stage are listed in the Set Lister.

List picked
Only the selected sets are listed in the Set Lister.

Remove
All selected sets are removed from the Set Lister.

Note Remove does not delete the actual sets. They are no longer

Working with
Your Model
displayed in the Set Lister, but the sets themselves still exist.

Set Lister “Modify” menu

Add Members
Currently picked objects in modeling window are added,
as new members, to the selected sets on the lister.

Note An object that has an ancestor or descendent members in the


set cannot be added to the set.
CVs of an object with construction history cannot be added
to a set.

Remove Members
Currently picked objects in the modeling window are
removed from any sets in the lister that they belong to.

Create Set
A new set is created with the members of all picked
objects in the modeling window.

Delete Set
All selected sets are deleted, not just removed from the
lister.

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497
Picking and Editing Sets
Editing Sets in the Set From the Set Lister, you can change a set’s name, change
Lister whether the set is exclusive or multiple, and open the Set
Editor.

multiple set
opens the Set Editor

exclusive set changes the set name

● To change the name of a set:


Double-click a set name to select it and then type its new
name.
● To make a set exclusive or multiple:

For more information, see Click the toggle button with the set diagram to the left of a
New Set Options on page 492 set name. This toggles the type between exclusive and
and read about the Members multiple.
option; or see Set Editor
Window on page 502 and ◆ Overlapping rings represent multiple sets.
read about the Set Type
option. ◆ Separate rings represent an exclusive set.
● To open the Set Editor:
Click the triangular arrowhead button to the left of a set
name. This opens a Set Editor for that set.

Set Lister Options To display the Set Lister Options window, select Windows >
Sets > Set lister -❐.

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498
Picking and Editing Sets
Mode

All
The Set Lister displays all sets of the current stage. This is
the default.

Active
The Set Lister displays only active sets.
A set is active if all its members are selected. Active sets are
highlighted in the Set Lister.

Working with
Your Model

Working with Sets


499
Picking and Editing Sets
Windows > Sets > Editing Sets in the Set Editor
Edit set

Overview The Set Editor lets you add or remove members of sets,
rename sets, and change the type of a set between multiple
and exclusive.

Edit set works only on existing sets. If you need to create a set,
see Creating and Deleting Sets on page 491.

The Set Lister and the Set Editor have many parallel functions.
Use whichever is convenient.

How to Use Overview

To open the Set Editor, do one of the following:


● To open all Set Editors for a set whose members are all
picked, select Windows > Sets > Edit set.
● To open the Set Editor for a set that you specify:
◆ On the Layers bar, click the Sets button, then click the
set name’s option box (❐) on the drop-down list.
◆ In the Set Lister, click the triangle at the left of a set
name.

To open Set Editors for all picked sets


1 From the menu bar select Windows > Sets > Edit set.

A Set Editor window opens for each set that is currently


picked.

Working with Sets


500
Editing Sets in the Set Editor
To open the Set Editor from the Sets button

If there is a set in the current stage, a Sets button appears on


the Layers bar. The Sets button provides easy access to the sets
in the current stage.
1 Click the Sets button to list all the set names.

Working with
Click Sets button on Layers Bar

Your Model
2 A sub-menu appears. Click the option box of a set to open
its Set Editor.

Click an option box

For information about To open the Set Editor from the Set lister
creating sets, see Creating and
Deleting Sets on page 491. 1 From the menu bar, select Windows > Sets > Set lister. The
Set Lister window appears; it lists the sets of the current
stage.

2 Click the triangular arrowhead button at the left of a set


name. A Set Editor opens for that set.

Click here

Working with Sets


501
Editing Sets in the Set Editor
Set Editor Window In the Set Editor, you can add or remove members of sets,
rename sets, and change whether the set has exclusive or
multiple membership.

Each set has its own Set Editor. You can open many Set Editor
windows at one time.

In the following example, the Set Editor contains three


members: a cylinder, a sphere, and a torus.

Tip If you don’t need to see the list of the set’s members, you can
add and remove them through the Set Lister (see Picking and
Editing Sets on page 493).

Set Name

The set name in this example is set#2. You can change it by


clicking on the name field and typing a new name.

Set Type

If you do not want to see The default set type is MULTI. You can change the Set Type in
members of the set, you can the Set Editor by clicking the EXCLUSIVE or MULTI button.
change a set type or a set
name in the Set Lister.
EXCLUSIVE
None of the set’s members can belong to any other set.

MULTI
The set’s members can belong to more than one set.

Working with Sets


502
Editing Sets in the Set Editor
Note When you are creating a set, you can change whether it is
exclusive or multiple in the New Set Options window by
changing the Members option. See New Set Options on
page 492.
You can also change it in the Set Lister by clicking the set
diagram button.

Picklist Updating

For more details about Controls whether or not set members are automatically
Picklist Updating, see the selected and deselected when they are picked and unpicked in
Options in the Set Lister the modeling or SBD window.
window on page 495.

Working with
Your Model
If Picklist Updating is set to auto:
● When a set member is picked in the modeling or SBD
window, it is highlighted in the Set Editor.
● If it is selected in the Set Editor, it is picked in the
modeling or SBD window.

If Picklist Updating is not set to auto, it is updated only when you


click update.

Select — none/all/#
The number next to the none and all buttons indicates how
many items are selected in the Set Editor. The option all
selects all the items, and none deselects all items.

Tip In some cases, set members may not be pickable in the


modeling window (for example, if a member is invisible). In
this case, turn auto OFF to select only the members in the
editor.

Set Editor Buttons

For another way to do this, Add


see Options in the Set Lister All items that are currently picked in the modeling or SBD
window on page 495.
window when you click Add are added to the set.

Remove
All selected items in the set editor are removed from the
set when you click Remove.

Working with Sets


503
Editing Sets in the Set Editor
Notes about the Set Editor
● The CVs of an object with construction history can not be
added to a set.
● If an object’s ancestor or descendent is already part of the
set, it can not be added.
● To delete a set, click all to select all members in the set, then
click Remove to remove them from the set. A set that has
no members is itself deleted.

Working with Sets


504
Editing Sets in the Set Editor
Stages and Stage Sets

In this Section Summary of Stages and Stage Sets 506


Opening Stage Sets 508
Saving Stage Sets 510
Using the Stage Editor Window 512

Working with
Your Model

Stages and Stage Sets


505
Summary of Stages and Stage Sets

Introduction to Stages Stages and stage sets:


and Stage Sets ● provide a structure for managing complex models and
scenes.
● enable more than one user to work on different parts of a
single model using referenced wire files on separate
stages.
● provide pre-fabricated backgrounds, stages, or scenes in
which you can place complex models.

What are stages?

A stage is one or more standard Alias wire files. A wire file is


not just geometry, but also models, lights,shaders, animation,
and cameras. You can open the stage and work on it. A stage is
saved as a single Alias wire file.

Whenever you are in Studio, you are working on a stage. If


you use only File > Open, everything is in your current stage
and so you will not notice stages. Each stage is independent:
● You can open as many wire files of your models as you
need, without one model affecting another.
● You can also use stages together to create a single complex
model or scene.

Why use stages?

Most models are built from a variety of independent objects or


components. Building them all in one wire file can make the
file too complex.

For example, a telephone is made from many components.


You can create the main surface components on one stage, the
buttons on a second stage, graphics on a third, and the
environment on the fourth. The Stage Editor combines them to
make a complete model.

Stages and Stage Sets


506
Summary of Stages and Stage Sets
Having separate stages enables you to load, render, and
evaluate many alternatives.

The advantages of creating stages

You can create any stages that you find useful. For example:
● a modeling stage on which to develop models
● an environment stage for the source environment and
background
● a lighting stage to supply general lighting for the scene

The Stage Editor also enables you to render and animate a

Working with
Your Model
complex model quickly. You can modify any stage inside a
scene or model with a minimum of mouse clicks. You can
easily vary colors, lighting, reflections, or shading by changing
one stage.

What are stage sets?

A stage set is the complete collection of all the components of a


complex model or scene. It is a text file that records the wire
files that make up the model and the states in which they were
saved. You can edit the stage set file directly.

For example, the stage set file specifies which file is the
working stage, which one supplies the windows, or the
background, which ones are loaded automatically, and which
ones will not be saved. A stage set file includes the Stage
Editor information as well as a name and a wire file reference
for each stage.

Stage sets are stored in the directory stageset below the current
project. They are accessed by stage set commands from the File
menu in the Stage Editor or the File menu in the main Studio
menu bar.

What is the Stage Editor?

See Using the Stage Editor The Stage Editor is a powerful tool for creating quick,
Window on page 512. interchangeable effects. In a single operation you can replace
one lighting stage with another, such as the same scene by
night and by day, or alternative parts, such as different fenders
on a car.

Stages and Stage Sets


507
Summary of Stages and Stage Sets
File >
Open stage set
Opening Stage Sets

Overview When you open a stage set (a set of stages) rather than a file,
the wire file is maintained separately on an independent stage.
This keeps wire files smaller and makes screen updates faster.

Note You do not need to open the Stage Editor to open a stage set,
but it enables you to see what stages are already included.

How to Use To open stage sets


1 Either:
◆ In the modeling window, click the Open Stage Set icon
(see below) or select File > Open stage set.

◆ In the Stage Editor, select File > Open stage set.


The File Requestor appears.

2 To list your saved stage sets, in the requestor click the


Show List button or type the name of the stage set in the File
field.

3 Click the Retrieve StageSet button. A dialog box asks if you


want to delete existing stages:
◆ Click YES to delete existing stages before loading the
new one.
◆ Click NO to add the new stage set to the others in the
Stage Editor.
◆ Click CANCEL to stop the operation without loading
anything.

Stages and Stage Sets


508
Opening Stage Sets
Note Selecting NO places all previously viewed models in an
inactive stage (where they appear pale green). The new
model is placed in the active stage. To switch between stages
or merge them, open the Stage Editor.
If you click YES or NO, Studio displays a message that the
system is retrieving the stage set.
Once opened, the stage set appears in the Stage Editor
(with the last stage as the working stage) and its wire files
are displayed in the modeling windows.

Working with
Your Model

Stages and Stage Sets


509
Opening Stage Sets
File > Save stage set
Saving Stage Sets

Summary Stage files are saved only as wire files, not in any other format.

How to Use To save stage sets

1 Do one of the following:


◆ In the main Studio window, select File > Save stage set.
◆ In the Stage Editor, select File > Save stage set in the
Stage Editor.
◆ Click the Save Stage Sets icon.
The File Requestor appears.

2 Specify a name to save by or let the system assign a name.


Do one of the following:
◆ Type a name in the File field.
◆ Click the Show List button to display the list of your
saved stage sets and select a name.

3 Click the Save StageSet button.


Each stage is saved to its referenced wire file if the Wire
Store column in the Stage Editor is checked for that stage.
A stage is not saved unless Wire Store is checked for it.

Note You do not have to have the Stage Editor open to save a
stage set.

Stages and Stage Sets


510
Saving Stage Sets
Working with
Your Model
If you have already named the Stage Set, its name appears
in the File Requestor.
If there is no reference wire file for a stage, a File
Requestor appears.

4 The File Requestor defaults to a file’s stage name. To save


under a different name, in the File field double-click the
name and type a new one.

5 To create a shaded icon for the wire file, click the Quick
Render button. A small representation of the stage replaces
the Store Icon. This icon also appears in the Stage Editor.

6 Click the Save Wire button.The stages do not disappear


from the Stage Editor.

Managing stages

A pull-down menu appears at the left end of the Layers Bar


when two or more stages are present. You can select stages
and open the Stage Editor from it. Easy access to the stages
makes it easier to manage models.

Stages and Stage Sets


511
Saving Stage Sets
Windows > Edit > Using the Stage Editor Window
Stages

Summary See also the following sections:


● How to Use on page 513
● Stage Editor Menus on page 521
● Working with the Stage Editor on page 528
● Referencing Stage Sets on page 531

To use the Stage Editor, select Windows > Edit > Stages. When no
stage is selected, the name field displays "no reference."

Tip You can expand the Stage Editor by clicking and dragging
the corner of its window border.

The Stage Editor menu lists the stages that you have retrieved
or saved by either their Stage Name or Reference Path.

If you select Reference Path, the name field displays the


directory path and the stage’s name:

Stages and Stage Sets


512
Using the Stage Editor Window
If you select Stage Name, the name field displays only the
name of the stage:

How to Use To change the stage name in the Stage Editor


1 Double-click on the file’s name in the name field of the
Stage Editor.

2 Type the new stage name and press Enter. The new stage
name appears.

Working with
Your Model
To change the order of stages in the Stage Editor
1 Hold down the middle mouse button over the name of the
stage that you want to move. The stage name appears as a
label under the cursor.

Stages and Stage Sets


513
Using the Stage Editor Window
2 Drag the cursor towards the new location. A red arrow
shows the direction of movement, and a red border is
drawn around the stage that the label is over.

3 Release the middle mouse button when the label is where


you want to put the stage. The stage appears in its new
location.

Stage Editor Icons

When a stage is referenced to a wire file, it displays the wire


file’s icon next to the reference path or stage name. The icon is
updated each time that the stage is saved or retrieved:
● If the stage is not referenced to a wire file, the icon is
labeled “UNDEFINE.”
● If a file is retrievable but has no picture icon associated
with it, the icon is labeled “NO ICON.”

Stages and Stage Sets


514
Using the Stage Editor Window
To change the size of the icons in the Stage Editor

Click the round buttons in the title bar of the Stage Editor:

The small icon looks like a section of the large icon:

Working with
Your Model
If you are working on many stages and know their names, the
small icon may suit your needs best.

However, if you are working with a small number of stages or


do not know the stage names, the large icons allow for better
recognition.

Status Columns

There are six status columns in the Stage Editor. In these


columns, a check mark indicates that a status is ON for a stage.
A dash indicates that a status is OFF. Click the check mark or
dash to change the status.

Stages and Stage Sets


515
Using the Stage Editor Window
The difference between selected and working stages

The selected stage and the working stage are somewhat


different, although the working stage can be selected as well.

Selected stage
The stage that is highlighted across all six columns is the
selected stage. It can be saved using File > Save (selected)
stage in the Stage Editor or merged with the working
stage.

Working Stage
The stage that has a check mark in the Working Level
column (which appears in yellow) is the working stage. Its
wireframe model is accessible for the changes you want to
make. Its geometry appears, in the regular colors, in the
modeling windows.

To learn how to change the The following picture shows a selected stage with the Working
inactive stage color, see Level on. This means that the stage is both selected and its
Modeling Window Colors model accessible. All other parts of the model are in inactive
on page 458.
stages: they are not pickable and they appear pale green by
default.

Working Level is toggled ON

current stage

Note Any stage, whether selected or not, can be dragged to a new


position in the stage list.

Stages and Stage Sets


516
Using the Stage Editor Window
In the next example, although the same stage is highlighted
(selected) in the Stage Editor, the Working Level column is
checked OFF, which turns off the wireframe model for that
stage.

However, the Working Level column for a different piece of the


wireframe model is checked ON, making that part of the
model accessible for changes.

Working with
Your Model
Saving and the Padlock icon

If you see a padlock icon instead of a check mark or dash, you


do not have write permission for the wire file.

A white padlock means that there are no write permissions


and you cannot save this stage.

If the stage has ever been the working stage, the Padlock icon is
red. This means that even though you can not save the file to
that reference, you might have made changes to it. However,
you can save the stage to a new name.

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517
Using the Stage Editor Window
Stage Editor columns

Working Level
You can make changes to a wireframe model only if the
Working Level stage is checked ON for its stage. The
Working Level stage is highlighted in yellow. This helps
you to organize your scene, especially if it contains a lot of
information or library objects that are used in a number of
different scenes.

Note Some tools may make it impossible to change the working


level. (The name fields of all the stages are grayed out.) This
prevents Studio from switching levels in the middle of
geometry operations, such as building a curve or creating a
patch. So that you can switch your working stage, choose a
neutral function such as Pick > Object.

Window Source
The modeling window source can be any stage. If Keep
Windows is ON in the Open File Options window and you
open a file, Studio imports the wire file and its windows to
the working stage. It does not matter which stage is
selected. You can use File > Open, File > Open only or File >
Open always.
If you create a perspective or orthographic window, it
belongs to the stage that is the current Window Source,
which might not be the working stage.
Each stage can have its own set of modeling windows. The
windows that are displayed always belong to the current
Window Source stage. If that stage is stored, its windows
are also stored.

Note You store a stage by making it the current Working Level


and using File > Save or by clicking the stage name in the
Stage Editor, then selecting File > Save (selected) stage in
the Stage Editor.
The stored windows do not have to match the visible ones,
just as the current Working Level does not have to match
the current Window Source.

Note Only one stage at a time can be the window source. The
statistics windows and SBD window are derived from the
Working Level stage. The application windows (perspective
and orthographic) belong to the window source stage.

Stages and Stage Sets


518
Using the Stage Editor Window
Background Source
You use Background Source to choose which background
(environment shader) you want when you render a scene.
To edit the Background Source, set the Working Level to the
same stage as the Background Source and open the Multi-
Lister.

Visible
This toggle shows which stages are visible. Making a stage
invisible is like making objects invisible (ObjectDisplay >
Invisible). The entire stage and all its objects become
invisible.
To make a stage visible or invisible without affecting other

Working with
Your Model
stages, click in its Visible box.
All stages can be invisible except for the Working Level. You
can remove the Visible check mark, but the stage remains
visible.
If you render a scene when all its stages are invisible, the
image produced is completely black.

Visible Menu

The header at the top of the Visible column is also a button.


Click the Visible button to make all the stages at once either
visible or invisible. A pop-up menu appears:
● To make all the stages visible, select ON.
● To make all the stages invisible, select OFF.
In the following example, all stages are visible.

Stages and Stage Sets


519
Using the Stage Editor Window
This is what happens when you select OFF from the Visible
pop-up menu. The working stage is still visible.

Auto Retrieve
If you check Auto Retrieve ON beside a stage name, when
you retrieve a stage set, its wire file is retrieved. If you
remove the check mark, the file will not be retrieved.
This takes effect only when the stage set is saved. That is,
if you click Auto Retrieve during a session but you have
already changed the file, it is not retrieved.
Auto Retrieve lets you control which of the files listed in the
stage set file are loaded when the stage set file is retrieved.
More than one user can be working on a common stage
set, each one owning one or more of the referenced wire
file and their own copy of the stage set files. They can not
use everything at once, but multiple users likely want to
retrieve a combination of their own files and a few from
other users as reference files.

Tip You can retrieve a referenced file at any time during a


session, even if it has already been retrieved. You get the last
saved version.

Auto Retrieve Menu

The header at the top of the Auto Retrieve column is also a


button. To set all stages to be retrieved automatically, click
this button and select ON.

Stages and Stage Sets


520
Using the Stage Editor Window
Wire Store
If you place a check mark in the Wire Store column beside a
stage name, this stage is saved when the stage set is saved.
If you remove the check mark, the stage is not saved.
Therefore, it will not be overwritten accidentally, and any
changes made to the stage are not saved.
More than one user can be working on a common stage
set, so if you make changes to one of your own stages and
want to use it as a default each time you start (such as
reference geometry or windows), turn the Wire Store
column OFF for that stage.

Wire Store Menu

Working with
Your Model
The header at the top of the Wire Store column is also a
button. To set all stages so that the wire files will be stored,
click this button and select ON.

Stage Editor Menus Three menus are included at the bottom of the Stage Editor:
the File menu, the Edit menu, and the Delete menu.

File Menu in Stage Editor

Click the File button to display the File pop-up menu.

To open a stage set in the Stage Editor


1 Click Open stage set; The File Requestor appears. Either:
◆ Type the name of the stage set in the File field and then
click the Retrieve StageSet button.

the File menu in the


Stage Editor

Stages and Stage Sets


521
Using the Stage Editor Window
◆ Click the Show List button. Click to select a stage set
from the list, Select one or more stage sets from the file
list. (To select more than one item, hold down the Shift
key and click again. The picture shows an example.)

2 Click the Retrieve StageSet button.

3 If a stage set already loaded, Studio asks if you want


existing stages to be deleted before the new stage set is
loaded:
◆ To remove the stages from the Stage Editor, leaving
them unchanged as files, Click YES.
◆ To add the new stage set to the existing stages,
click NO.
◆ To stop retrieving stage sets, click CANCEL.

Note Selecting File > Open stage set in the Stage Editor is the
same as selecting File > Open stage set from the Alias main
menu.

To edit stage sets in the Stage Editor


1 Click Open stage set; The File Requestor appears.

2 Click the Show List button. Select one or more stage sets
from the file list. (To select more than one item, hold down
the Shift key and click again.)

3 In the file Browser, select File > Stage Editor.

Stages and Stage Sets


522
Using the Stage Editor Window
A special version of the Stage Editor appears, as shown in
the next diagram. The File, Edit, and Delete menu buttons
have been replaced by Save and Exit buttons.
If more than one stage set was selected, you can click the
arrows in the top left corner of the editor to browse
through the stage sets. The browser field shows the name
of the stage set currently displayed in the Stage Editor.

4 You can change the status of the columns by toggling the


check marks ON or OFF.

5 To save the changes, in the Stage Editor click the Save


button.

Working with
Your Model
6 To retrieve the stage set with the new settings, click the
Retrieve StageSet button in the File Requestor.

Previous Stage Next Stage Browser

Current
Stage Set

To retrieve a wire file as a new stage in the Stage Editor


You use File > Open stage to retrieve a wire file as a new
stage, making the wire file the reference for that stage.
A File Requestor appears so that you can select a file
(stage) to retrieve:

Stages and Stage Sets


523
Using the Stage Editor Window
◆ Type a file name in the File field or click the Show List
button to list your saved wire files and double-click to
select one from the list.
◆ To retrieve the file as a new stage, select the Retrieve
New Stage button.

Note Selecting File > Open Stage in the Stage Editor is the same
as selecting File > Open from the Alias main menu.

File > Reload (selected) stage


You use File > Reload (selected) stage to replace the selected
stage with its the last saved version. You can use it to
change a stage reference and update your model to the
latest copy of someone else’s file or go back to an earlier,
saved version of a file. If you use this option, it writes over
any changes you have made in your current work.
For instance, if you want to update someone else’s file
information for a stage, you can return to the last saved
version of that stage, make the updates, and save the
stage. Anyone retrieving that file now sees the new
version.
A File Requestor appears so that you can select a file
(stage) to retrieve:
◆ Type a file name in the File field or click Show List and
double-click an icon to select it.
◆ To retrieve the stage again, click the Select Stage
Reference button.

File > Save stage set


You use File > Save stage set to save a single stage set. A
File Requestor appears to let you save the stage set under
a different name if you wish. To save the file, click the Save
StageSet button.

To save the stage set under a different filename


1 Specify a name in the File Requestor. Do one of the
following:
◆ Type a new file name in the File field.
◆ Click Show List and double-click a stage set icon in the
list. Any existing file that you select is overwritten
with the current file.

Stages and Stage Sets


524
Using the Stage Editor Window
2 Click the Save StageSet button.
Each stage is saved to its referenced wire file, if its Wire
Store option is checked in the Stage Editor. If Wire Store is
not checked for a stage, that stage is not saved.
If a stage does not have a referenced wire file, the File
Requestor appears.

Note If you have not named the stage, the File Requestor supplies
a default name for the wire file.

To rename a wire file

Working with
Your Model
1 Double-click in the File field and type a new name.

2 Click the Save Wire button.

Notes
● All files are saved as wire files only (for example, IGES files
can not be saved as stages).
● If your referenced file is a data transfer file (for example,
IGES) but does not have a suffix such as ".iges" or
".igs", the system adds the suffix ".wire" before
prompting for a name.
● If the referenced file has no write permissions, the stage
can not be saved and you are not prompted to save it.

Tips
● To create a rendered icon for the wire file, click the Quick
Render button in the File Browser. A small representation
of the stage appears instead of the Store icon. This
"thumbnail sketch" icon also appears in the Stage Editor.
● Selecting File > Save stage set in the Stage Editor is the
same as selecting File > Save stage set from the Alias main
menu.

Stages and Stage Sets


525
Using the Stage Editor Window
File > Save (selected) stage
You use File > Save (selected) stage to save a stage as a wire
file. If you create a new stage and it has no wire file, the
File Requestor shows only the new file.

If you have not named the stage, the File Requestor


supplies a default name for the file. To change its name, in
the File field double-click on the name and type a new one.
If there is a referenced file, the File Requestor shows the
referenced file.

To save the stage, Select the Save Wire button. Notice that
the icon in the Stage editor is updated to display the icon
saved with the wire file.

Stages and Stage Sets


526
Using the Stage Editor Window
Edit Menu in Stage Editor

Select the Edit button to display the Edit pop-up menu.

Edit > Merge All


You use Edit > Merge All to merge all the stages in the Stage

Working with
Your Model
Editor into the working level stage.

Edit > Merge


You use Edit > Merge to merge the selected stage into the
working level stage.

Edit > New


You use Edit > New to create a new, empty stage called
NewStage.

Delete Menu in Stage Editor

Delete > All Stages


Select Delete > All Stages to delete all stages, including the
root stage.

Note Selecting Delete > All Stages in the Stage Editor is the same
as selecting Delete > Del all from the Alias main menu.

Delete > Selected Stage


Select Delete > Selected Stage to delete only the highlighted
stage.

When you delete a stage, you delete all objects, windows,


shaders, lights, cameras, and anything else that it contains.

Because there must always be a stage in Studio, when you


delete all stages, a new stage is created. It is called Stage#
and includes a sequential number indicating how many stages
you have opened during your current session.

Stages and Stage Sets


527
Using the Stage Editor Window
To delete stages in the Stage Editor
1 Select the Delete button to display the Delete pop-up menu.

2 Select Delete > All Stages or Delete > Selected Stage.

3 A dialog box appears asking you to confirm the deletion.


◆ To delete, click YES.
◆ To cancel the deletion and close the dialog box,
click NO.

Working with the Stage To create a new stage in the Stage Editor
Editor 1 Select Edit > New in the Stage Editor.

Stages and Stage Sets


528
Using the Stage Editor Window
A new stage appears in the list as NewStage.

Working with
Your Model
2 Double-click in the name field and type a name for the
new stage. The new stage is the working level, and all objects
that you create are now placed in this stage.

To use a wire file as a new stage

To use a wire file as a stage:


1 Select File > Open Stage in the Stage Editor. The File
Requestor appears.

2 Click the Show List button to display the File Lister and
select the first stage wire file.

3 Click the Retrieve New Stage button to load the file into
Studio. The name of the wire file is used as the stage name.

4 Continue opening stages using File > Open stage until all
the required stages are loaded. Stages are listed in the
order in which they are created.

Alternatively, from the main Studio menu use File > Retrieve
Stage.

Stages and Stage Sets


529
Using the Stage Editor Window
To create stages
1 Create a wire file that includes some of the geometry for
an object (for example, the body of a car).

2 Create another stage that includes a different set of the


object’s geometry (for example, the wheels of a car).

3 Create a third stage that includes an alternate set of the


object’s geometry (for example, an alternate set of wheels).

4 Create a fourth stage that includes an environment


background and camera view (for example, use the Ramp
texture as a background with a blue to white ramp).

5 Select File > Save stage set to make a set of all the stages.
You will be prompted for file names for each of the new
stages. Later, you can select Open stage set and all the wire
files associated with the stage set will be retrieved.

Notes

If you want to save changes to a stage, do one of the following:


● From the Studio menus, use File > Save, File > Save as, or
File > Save stage set.

● From the Stage Editor, use File > Save stage set or File >
Save (selected) stage.

For related information, see also Deleting Stage Contents on


page 590.

To render with stages

Suppose that a ramp texture was used to create a backdrop


texture with a gradient. If you want to QuickRender it:
1 Select Render > Quick render-❐ and turn on Background.

2 Click Go and all the visible stages are rendered together.

3 To see the alternate image:


◆ In the Stage Editor turn Visibility off for the second
stage and on for the third stage,
◆ then do another Quick Render.

Stages and Stage Sets


530
Using the Stage Editor Window
Hints and Tips
● Lights from all visible stages illuminate the scene.
● Lights cannot be linked across stages.
● Image planes are associated with the window source stage
and, as such, work across stages.
● When you render a scene composed of several stages, one
SDL file is created for each stage. The SDL files are named
according to the name of the stage set in the Stage Editor.
Object names are prefixed with the stage name in the SDL
file.
● Objects on inactive stages are displayed in pale green.

Working with
Your Model
● Stages are not templates but may include templates.
● If you save a new stage that has no associated windows,
the icon beside its name will not be displayed.

Referencing Stage Sets

You can use stage sets to reference files from different sources:
files in the same project, files in different projects, or files
owned by different users on different machines.

Stages and Stage Sets


531
Using the Stage Editor Window
Stages and Stage Sets
532
Using the Stage Editor Window
Changing the Display
Attributes

In this Section Summaries of the ObjectDisplay and DisplayTgls Menus 534


Viewing and Hiding Controls 536

Working with
Your Model
Diagnostic shading 537
Hiding Objects 541
Making Hidden Objects Visible 542
Templating Objects 544
Specifying Line Style 547
Speeding Up Display with Quick Wire 552
Simplifying the Display of Objects 554
Using Bounding Boxes to Display Objects 558
Displaying and Hiding Image Planes 559
Toggling between Shaded and Wireframe Views 561
Displaying and Hiding Wireframe Models 566
Smoothing Aliased Lines 568
Setting the Display of Pivots 570
Viewing Selection Handles 573

533
Summaries of the ObjectDisplay and
DisplayTgls Menus

In the Tool Palette, click the tab marked Pick to display or hide these
icons. Right-click the tab to display the same items as a menu, from
which you can choose items.

The ObjectDisplay menu provides tools for changing the visual


display of objects.

ObjectDisplay > For information...

Control Viewing and Hiding Controls on page 536


Visible Making Hidden Objects Visible on page 542
Invisible Hiding Objects on page 541
Template Templating Objects on page 544
Draw Style Specifying Drawing Style on page 550
Diagnostic Shading Diagnostic shading on page 537
Line style Specifying Line Style on page 547
Quick wire Speeding Up Display with Quick Wire on page 552
Simple display Simplifying the Display of Objects on page 554
Bounding box Using Bounding Boxes to Display Objects on page 558
Compress SBD To compress and expand the SBD window display on page 96
Expand SBD

Changing the Display Attributes


534
Summaries of the ObjectDisplay and DisplayTgls Menus
The DisplayTgls menu provides tools for toggling different elements
on and off.

DisplayTgls > For information...

Window toggles > Grid Changing the Grid Spacing in the NURBS Modeling book
Window toggles > Cut-in Providing a Grid or Customized Overlay on page 199
Window toggles > Window sync Synchronizing Orthographic Views on page 157
Render toggles > Render status Rendering in the Rendering book
Render toggles > Particles
Render toggles > Warps

Working with
Your Model
Object toggles > Lights Light Overview in the Rendering book
Object toggles > Cameras Changing the Display of Cameras on page 193
Object toggles > Clouds Introduction and General Point Cloud Procedures in the NURBS
Modeling book
Object toggles > Const planes Reference Planes and Construction Planes in the NURBS
Modeling book
Object toggles > Image planes Displaying and Hiding Image Planes on page 559
Object toggles >Skeletons Turning Skeletons On and Off in the Animating book
Object toggles >Textures Texture Placement Objects in the Rendering book
Shade Toggling between Shaded and Wireframe Views on page 561
Model Displaying and Hiding Wireframe Models on page 566
Smooth Smoothing Aliased Lines on page 568
Polygon control Changing Polygon Display Styles in the Polygonal NURBS
Modeling book
Pivots Setting the Display of Pivots on page 570
Guidelines Working with Guidelines in the NURBS Modeling book
Selection handles Viewing Selection Handles on page 573
IK handles Turning IK Handle Display On and Off in the Animating book
Constraints Turning Constraint Display On and Off in the Animating book

Changing the Display Attributes


535
Summaries of the ObjectDisplay and DisplayTgls Menus
ObjectDisplay > Viewing and Hiding Controls
Control

Use the Studio Control window to view or hide CVs, hulls,


edit points, keypoints, or polygon normals in your model.
Select ObjectDisplay > Control-❏ to open this window.

Using the Control window

You can leave the Control window on-screen while you do


other Studio operations.
● To accept the settings, click Go.
● To close the window without changing the settings, click
Exit or the close box at the top left of the title bar.
Control window

Control window options

Scope
Click to the right of the Scope heading to specify the scope
of the toggles in the window.
ALL—toggles controls for all objects on or off.
ACTIVE—toggles controls for those objects that are active.
NEW CRV—toggles controls for new curves.
NEW SURF—toggles controls for new surfaces.
NEW POLY—toggles controls for new polygons.

CVs, Hulls, Edit Points, Key Points and Poly Normals


Click the toggle boxes beside these headings to view or
hide the following: CVs, hulls, edit points, keypoints and
polygon normals. A check mark indicates that the control
is toggled ON.

All
Use the On and Off buttons to toggle all the controls on or
off simultaneously.

Changing the Display Attributes


536
Viewing and Hiding Controls
ObjectDisplay > Diagnostic shading
Diagnostic shading

Diagnostic shading is available only to those who do not have


access to the Studio Control Panel (see Using the Direct
Modeling Control Panel in the NURBS Modeling book).

Overview

Working with
These options let you work with shaded geometry instead of

Your Model
wire frames so that you can see and evaluate your surfaces.

Different shading modes provide different diagnostic


information about your surfaces, so that you can work
interactively.

For example, with the Transparent option, you can visualize the
model as you tumble the camera: you can see CVs and
continue to pull and adjust them while any of the shading
modes is turned on.
Diagnostic
Shading options Note Depending on your exact product, other diagnostic shading
options might be available.

By default, diagnostic shading uses a point light at the eye


position of the camera. You cannot see this light or pick it as an
object, but you can change its intensity by using Diagnostic
Shading options.

Note Diagnostic Shading is much faster than the Shade tool. (See
Toggling between Shaded and Wireframe Views on page 561.)

More Diagnostic
Shading options

Changing the Display Attributes


537
Diagnostic shading
How to Use From the menu bar, select ObjectDisplay > Diagnostic shading.

To shade objects

● Click a shading button to shade the picked objects.


If no objects are picked, all objects are shaded.

To control the speed and quality of the shading

● For a faster but rougher display, increase the Tolerance


setting.
● For a slower but more accurate display, decrease the
tolerance.

Note Diagnostic shading uses a polygon mesh to display the


surface. The Tolerance slider controls the accuracy of this
mesh.

To change the options for a shading mode

● Click the little arrow below the shading buttons to open


the controls for the current diagnostic shading mode.
● When the arrow is pointing to the right, the Options
section is hidden. When the arrow is pointing
downwards, the options appear below the shading mode
buttons.
c

Click here to
display options 1 2 3

This illustration shows the different shading modes:


1 No shading or transparent

2 Single color

3 Random color

Changing the Display Attributes


538
Diagnostic shading
No shading or transparent

The wireframe model appears with no shading. This enables


you to see the structure more clearly. See Diagram 1.

The No shading mode has no options.

Working with
Your Model
Single color

You can choose a single color, as in Diagrams 2:

Single color mode shades all the picked surfaces with a single
color, which you can set.

Single color option

Random color

Or you can choose random colors, as in Diagram 3:

Adjacent surfaces are shaded with different colors, making it


easier to see the patch structure.
Random color option

Changing the Display Attributes


539
Diagnostic shading
Control the type of shading with the following options.

Lock Light Position


Normally the light source for shading comes from the eye
position of the current camera (like a headlight). Turn on
this option to lock the light source in its current position.

Light Intensity
Sets how bright the light source is.

Transparency
Sets the transparency of the shaded surfaces, from 0.0
(totally opaque) to 1.0 (totally transparent).

Specularity
Set how shiny and reflective the surfaces are.

RGB Color
This option appears when you select single-color shading.
Click the color swatch to set the color or drag the slider to
change the color’s brightness.

Color Saturation
This option appears when you select random-color
shading. It sets the color saturation for the random colors.
Color saturation means how vivid the color is.

Changing the Display Attributes


540
Diagnostic shading
ObjectDisplay > Hiding Objects
Invisible

Purpose Temporarily hides objects that are in the modeling windows.

How to Use 1 Use Pick > Object or Pick > Component to select the objects

Working with
Your Model
that you want to hide.

2 Select ObjectDisplay > Invisible. The objects that you picked


disappear in all modeling windows. In the SBD window,
they are represented by a box made of a dashed line.

Visible Invisible

3 To make the objects visible again, use ObjectDisplay >


Visible. (See Making Hidden Objects Visible on page 542.)

Changing the Display Attributes


541
Hiding Objects
ObjectDisplay > Making Hidden Objects Visible
Visible

Purpose Makes objects visible again. These objects were first hidden by
using ObjectDisplay > Visible. (See Hiding Objects on page 541.)

Visible Options window From the menu bar, select ObjectDisplay > Visible-❐. The Visible
Options window appears.

All
Makes all invisible objects visible again.

Pick

To open the SBD window, Lets you pick the objects you want to make visible. You
select Windows > SBD. can pick the object from the SBD window or enter its name
on the prompt line.

Changing the Display Attributes


542
Making Hidden Objects Visible
Invisible objects are displayed in the SBD window as
hidden hollow boxes with dashed line borders. Click directly on
object the boxes of those objects you want to see again. Only
these objects reappear in all modeling windows.

Working with
Your Model

Changing the Display Attributes


543
Making Hidden Objects Visible
ObjectDisplay > Templating Objects
Template

Purpose Turning an object into a template is called templating. This


option toggles templating on and off for selected objects. It
puts active objects into the background plane by turning them
into templates. Select it again to return templated objects back
to normal.

This tool is useful when you have a complex scene that


contains many objects. At any time, you can manipulate all
objects or only one at a time. Objects that are templated are
visible but are not picked by the standard pick operations such
as Pick > Object.

When you template an object:


● It remains visible (in a lighter shade outline) and it can be
picked only using Pick > Template or in the SBD window.
● You cannot modify it until you make it active using Pick >
Template. This protects it from accidental modifications.

Note While an object is templated and picked, you can use only
the following Xform tools on it: Move, Rotate, Scale, Nonp
scale, and Local > Set pivot.

How to Use You can use Template in two different ways:


● You can allow it to make templates of objects or their
components at any level of a model’s hierarchy.
● You can limit templating to top-level nodes in the SBD
window.

First, you should set the templating method.

Changing the Display Attributes


544
Templating Objects
To set the templating method
1 From the menu bar, select Preferences > User Options > Alias
preferences. The Alias Preferences window appears.

2 Find the Modeling Options > Template Options section of the


window.

3 Change the Allow components option:


◆ To limit templating to top-level nodes, turn it OFF.
◆ To allow templating at any level of the hierarchy, turn
it ON.

Working with
Your Model
To make an object into a template
1 Pick the objects and select ObjectDisplay > Template.
CVs and edit points are no longer shown (if they were
displayed) and the objects are turned into templates. See
Editing Alias Preferences on page 240.

When you select a node that is not at the top level of the SBD,
everything below it in the hierarchy is templated.

To make a template into an ordinary object again


1 Pick the template using Pick > Template.

2 Select ObjectDisplay > Template.


The objects are turned into templates.

When Allow components is ON and you pick a component of a


templated object and toggle templating, you are asked if you
want to toggle the entire template. Click OK to change the
entire templated branch back to normal.

Notes ● If you pick a node that is above another node that is


templated, an Xform operation applied to the higher node
transforms the template, too.
To temporarily clear the template from the screen, make it
invisible using ObjectDisplay > Invisible.
● Templates cannot be rendered, shaded or quick
rendered.Templated lights do not illuminate anything.

Changing the Display Attributes


545
Templating Objects
● The SBD node changes to another color when an object
has been templated. The following example shows two
picked spheres in the SBD window and a modeling
window.

Templated Not templated


(picked) (picked)

See also ● Picking Templated Objects on page 362

Changing the Display Attributes


546
Templating Objects
ObjectDisplay > Specifying Line Style
Line style

Purpose Changes the way lines are displayed or the style of bones
used. This tool is particularly useful when you want to
identify specific curves or surfaces.

Working with
Your Model
How to Use 1 Pick an object such as a curve, surface, curve-on-surface,
or skeleton joint node.

2 To change the display of the object to current settings,


select ObjectDisplay > Line style.

Line Style Display Select Object Display > Line style-❐ to display the Line Style
Options Display Options box.

Objects
Click All to affect all objects, or Active to affect only active
objects.

Changing the Display Attributes


547
Specifying Line Style
Display Type
Click Solid for solid lines, or Dashed for dashed lines. This
setting applies to curves (including curves-on-surface), and
surfaces.
This diagram shows two cylinders, one constructed with
solid lines and the other with dashed lines.

Note When a bone is displayed with dashed lines, its lower joint
is picked.

Bone Style is available in Bone Style


some Studio products and is Line—draws bones with connecting lines between joints.
a purchasable option in
others. Round—draws bones with rounded shapes.

See Draw skeleton in the Pyramid—draws bones with symmetric triangular shapes.
Animating manual. The bones have a fixed width, so the longer the bones are,
the more slender they appear. (This style becomes
Proportional when the bone length is less than 1.5 units.)
Proportional—draws bones in symmetric triangular shapes,
with their width proportional to their length.
Triangular—draws asymmetric triangular shaped bones.
This style makes it easier to detect 90 or 180 degree
rotation or flipping along the bone axis.
Bone Tab
Toggle this option ON to attach a tab bar to the bone axis. It
also helps you to detect if the bone is flipped.

Hints and Tips


For information on ● You can use the line style of curve-on-surface elements to
trimming, see NURBS control which will be used in a trim operation.
Modeling.

Changing the Display Attributes


548
Specifying Line Style
If the Trim dashed COS option is OFF, only the curves on
surface displayed with the Solid line style are used in trim
operations. If you change some of the curves-on-surface to
the Dashed line style, they will not be used in the trim
operation.
● You can ensure that all curves-on-surface will be used in
your trim operations no matter what line style they have.
Select Preferences > User Options > Alias preferences. Then go
to Modeling Options > Trim Options and set the Trim dashed
CoS option to ON,

Working with
Your Model

Changing the Display Attributes


549
Specifying Line Style
ObjectDisplay > Specifying Drawing Style
Draw style

Purpose You can select how surfaces, curves, and section data will
appear in the modeling windows by selecting ObjectDisplay >
Draw style and setting the Draw Style options.

Note The Draw Style settings are not reflected in printing or


plotting.

How to Use 1 Select Object Display > Draw style-❐ to display the Draw
Style Display Options box.

2 Click the options for Surface Boundary, Patch Precision, or


various types of points.
Changes take place after a few seconds.

Draw Style Display Select Object Display > Draw style-❐ to display the Draw Style
Options Display Options box.

Surface: Surface Boundary


Click a menu choice to represent the boundary of a
surface. The choices are single or double.

Changing the Display Attributes


550
Specifying Drawing Style
Surface: Patch Precision
Click a menu choice to represent the boundary of a patch.
The choices are dotted or solid.

Curves: CV Icon
Click a button to choose the icon that represents CVs on
curves.

Curves: EP Icon
Click a button to choose the icon that represents edit
points on curves.

Working with
SectionData: Point icon

Your Model
Click a button to choose the icon that represents section
data points.

Changing the Display Attributes


551
Specifying Drawing Style
ObjectDisplay > Speeding Up Display with Quick Wire
Quick wire

Purpose This tool speeds up the refreshing of your screen. The visual
representation of the model changes; its geometry stays the
same, but you cannot edit it.

When you use this tool on an object:


● All of its CVs and edit points disappear (if they were
displayed).
● All curve-on-surface elements disappear.
● You cannot move CVs, hulls or edit points, nor can you
pick isoparms on surfaces for the Object Edit, Curve Edit,
and Surfaces functions.

How to Use 1 Pick a surface or curve.

2 Select ObjectDisplay > Quick wire, or, if you want to change


the default scope or quality of the quick wire tool, select
ObjectDisplay > Quick wire-❏.
The surface or curve is displayed in a lighter color. (When
you pick the object, it turns an even lighter color to
indicate it is selected.)

3 To return the surface or curve to its normal state, pick the


object and select Quick wire again.

Changing the Display Attributes


552
Speeding Up Display with Quick Wire
Quick Wire Options Select ObjectDisplay > Quick wire-❐ to display the Quick Wire
Options window.

Working with
Your Model
Scope
Click All to affect all objects, or Active to affect only active
objects.

Quality %
Lets you control the quality of the quick wire
representation of objects. Lower settings produce a cruder
but faster representation.
For example, if you set Quality % to 1.0 on a circle
primitive, the circle resembles an octagon.
The quality is relative to the curve precision for the object.
For example, if curve precision is 10 and Quality % is set at
20%, the object shows as many line segments as curve
precision at 2 and Quality % at 100 (in this case, 2 segments
per curve span).

Changing the Display Attributes


553
Speeding Up Display with Quick Wire
ObjectDisplay > Simplifying the Display of Objects
Simple display

Purpose Toggles the display mode of wireframe models between high


and low levels of detail.

This function is primarily used to increase the playback speed


of an animation, and to help when you are moving complex
models. It lowers the visual complexity (fewer lines, etc.) and
speeds up drawing.

Simplified display precision is stored in the wireframe for each


object that has been simplified.

How to Use To simplify the display


1 Pick the wireframe object(s) you want to simplify: for
example, a primitive sphere.

2 Select Object Display > Simple display.


The objects are now displayed as blue hulls.
To simplify the display even further:

3 Select Object Edit > Hull precision from the Tool Palette or
click its icon.

4 Click and drag the mouse to increase the hull’s coarseness:


◆ The left mouse button affects both U and V.
◆ The middle mouse button affects U.
◆ The right mouse button affects V.

Changing the Display Attributes


554
Simplifying the Display of Objects
The following examples show an original wireframe
model, the model with the default simplified display
values, and the results of dragging the mouse.

Alternatively, you can type a value at this prompt:


Enter hull coarseness per patch (ABS):

Working with
Your Model
Type a number and press Enter. The higher the number,
the more simplified the display of the wireframe model.
The following examples shows a shaded model with its
hull coarseness set at 1, 5, 10, and 20. You can see that this
model of a face becomes less and less detailed.

Hull coarseness at 1 Hull coarseness at 5

Hull coarseness at 10 Hull coarseness at 20

Changing the Display Attributes


555
Simplifying the Display of Objects
To set the default hull precision values

Hull precision can only be 1 Select Object Edit > Hull precision -❐ to open the Hull Precision
used with the Simple display Options box.
tool.

2 Change the slider values and click the Go button to see the
results.

3 When you are satisfied with the hull precision, click the
Save button. From now on, any subsequent Simple display
operation on an object that has not previously been simplified
will use the values that you set in this option box.

Note You can change the default values at any time.

Simple Display Options Select ObjectDisplay > Simple display -❐ to display the Simple
window Display Options window.

Changing the Display Attributes


556
Simplifying the Display of Objects
Command
Tgl—toggles the Simple display states of all affected objects.
On—all affected objects are forced to Simple display.
Off—all affected objects are forced back to normal display.

Scope
Click All to affect all objects. Click Pick to affect only the
active objects.

Working with
Your Model

Changing the Display Attributes


557
Simplifying the Display of Objects
ObjectDisplay > Using Bounding Boxes to Display
Bounding box
Objects

Changes the view of active objects from wireframes to


bounding boxes.

Tip The bounding box feature speeds up modeling operations,


especially for complex models.

How to Use 1 Pick those objects you want to change from wireframe to
bounding box views.

2 From the menu bar, select ObjectDisplay > Bounding box. The
selected objects are replaced by boxes.

3 To return the visual representation of the objects back to


wireframe, select ObjectDisplay > Bounding box again.

Note The bounding box encompasses the hulls as well as the


actual geometry. Therefore, it is likely to be larger than the
geometry.

Changing the Display Attributes


558
Using Bounding Boxes to Display Objects
DisplayTgls > Displaying and Hiding Image Planes
Object toggles >
Image planes

Turns the display of image planes on or off, without affecting


their display types.

If no selected image planes are currently toggled OFF, then the


tool toggles all image planes OFF. (Otherwise, it toggles all
image planes ON.)

Working with
Your Model
How to Use 1 If you want to toggle image planes in only one window,
make that window current by clicking in its title bar.

2 Select DisplayTgls > Object toggles > Image planes-❏. The


Toggle Image Plane Options window appears.

3 Select whether you want the toggling to occur in the


current window or in all windows, and click Go.

Toggle Image Planes Select DisplayTgls > Object toggles > Image planes-❐ to open the
Options Toggle Image Planes Option window.

All Windows
All image planes in the current stage are toggled on or off.

Changing the Display Attributes


559
Displaying and Hiding Image Planes
Current Window
All images in the current window are toggled on or off.

See Also ● For information about removing an image plane, see


Deleting Image Planes on page 581.

Changing the Display Attributes


560
Displaying and Hiding Image Planes
DisplayTgls > Shade Toggling between Shaded and
Wireframe Views

Displays QuickShaded views of objects in all windows or the


current window. You can make adjustments interactively
while in toggle shade mode.

Working with
Your Model
Overview The following are displayed in toggle shade mode:
● Environment textures mapped to shaders
● Shader transparency
● Planar projection and camera projection textures mapped
to shaders
● Shader reflection maps that use environment textures
(other than cube textures. (However, if you change your
view of an object with a reflection map, the reflection does
not update.).
You can also view surfaces that have shaders with ball
texture reflection maps in clearcoat mode (see Toggle Shade
Clearcoat). Clearcoat mode simulates various types of
reflective surface finish (for example, automotive paint).

Tip There is a another way of working on your model


interactively in shaded mode: try the evaluation tools
available from the Direct Modeling Control Panel (see the
NURBS Modeling book). If you don’t have the control panel,
see Diagnostic shading on page 537.

How to Use 1 Choose DisplayTgls > Shade to toggle between shaded and
wireframe views.
To set various Quick Shading options, choose DisplayTgls >
Shade-❐ to use the Toggle Shade Options window.

Changing the Display Attributes


561
Toggling between Shaded and Wireframe Views
When to Use QuickShader works best with relatively simple scenes. Objects
QuickShader can be rotated, scaled, and moved in near real time.

The process of updating the window slows down when


geometry is changed. This delay happens whenever you do
one of the following:
● move, rotate, or scale a CV
● adjust a CV’s weight relative to other CVs
● delete or add a CV
● soften or harden a CV
● reduce or increase multiplicity
● trim or untrim a surface
● attach an open surface or detach a closed surface
● change the rendering subdivisions
● play back an animation with metamorphosis
● proportionally modify a surface

Hints and Tips ● This tool is useful for placing lights, cameras, and objects
in relatively uncomplicated scenes.
● If this tool results iin window updates that are too slow,
you may want to use the Active geometry option to only
shade the geometry that interests you.
● If a surface appears very dark or black, its normals might
be reversed. To change their direction, use Object Edit >
Reverse direction.

Toggle Shade Options To use the Toggle Shade Options window, select DisplayTgls >
Shade-❐. Select the options and then click Reset or Shade On/
Shade Off.

When the button that you can click is Shade Off, Shading is
ON, and vice versa.

Changing the Display Attributes


562
Toggling between Shaded and Wireframe Views
Working with
Your Model
Windows
All—Shade all geometry in all modeling windows.
Current—Shade geometry in the current modeling
window.

Geometry
All—Shade all geometry.
Active—Shade only the picked (active) geometry using the
picked lights. If no lights are active, all lights are used;
otherwise only active lights are used in the shading.

Lighting
Default—Shade surfaces using a default light at the camera.
This is the default setting. It updates the screen more
quickly than the other options.
SELECTED LIGHTS—Shade surfaces using up to eight
picked lights.
ALL LIGHTS—Shade surfaces using all lights, up to a
maximum of eight.

Changing the Display Attributes


563
Toggling between Shaded and Wireframe Views
Interruptible
ON—Wireframes are used while the camera moves such as
dollying, tumbling, and tracking. When you release the
mouse, the view is re-shaded.
OFF—Shading is used during camera moves such as
dollying, tumbling, and tracking. This option updates the
screen more slowly.

Tessellator Section

Tessellator
Fast—Tessellates more quickly and less accurately.
Accurate—Tessellates more accurately and more slowly.

Quality
Controls how accurately surfaces are tessellated when
Tessellator is set to Fast. Choices include LOW, MEDIUM, and
HIGH.
USER DEFINED—You can control how accurately surfaces
are tessellated using the Tolerance parameter (see below).

Tolerance
Controls how accurately surfaces are tessellated when
Tessellator is Fast and Quality is USER DEFINED. The slider
range is 0.001 to 0.1. The default value is 0.1.

Textures Section

Display Textures
The display of textures on shaded objects can be ON or
OFF. The default is ON.

Texture Resolution
The quality used when textures are displayed in toggle
shade mode can be LOW, MEDIUM, or HIGH. The default is
LOW.

Changing the Display Attributes


564
Toggling between Shaded and Wireframe Views
Toggle Shade Clearcoat Settings

Toggle Shade Clearcoat


Displays shaders with ball texture reflection maps so that
they resemble a shiny, transparent layer. The default
setting is ON.
For more information, see Shader Parameters in the
Rendering book.

Note A status line at the bottom of the Toggle Shade Settings


window indicates whether a ball texture reflection map is
present or assigned.

Working with
Your Model
Hints and Tips ● To shade quickly, select the following options: Windows:
Current, Geometry: active, Lighting: Default, Interruptible: ON,
and Display Textures: OFF.
● To tessellate quickly: select the options Tessellator: Fast and
Accuracy: Low; set a LOW Global Quality Level; and select a
low number of subdivisions for surfaces.
◆ To set the Global Quality Level, select Render > Globals to
open the Render Globals window and from the Global
Quality Level menu select LOW.
◆ To set a low number of subidvisions, trimmed
surfaces use the Adaptive subdivision settings while all
other surfaces use the Uniform subdivision settings;
and polygon faces use the U-division value for
uniform subdivisions.

Changing the Display Attributes


565
Toggling between Shaded and Wireframe Views
DisplayTgls > Model Displaying and Hiding Wireframe
Models

Toggles the wireframe display of models and their windows


on or off.

Note If models are toggled off, curves and surfaces still display
their hulls and CVs.

How to Use 1 In the menu bar, select DisplayTgls > Model.

2 To toggle only certain windows or selected objects, select


DisplayTgls > Model-❏.

3 Click Save to save your options or Go to apply them.

Model Options Select DisplayTgls > Model-❐ to display the Toggle Model Options
window.

All Windows
Toggling affects the model display in all open windows.
This is the default.

Changing the Display Attributes


566
Displaying and Hiding Wireframe Models
Current Window
Toggling affects only the active window. To toggle another
window, click in it and select DisplayTgls > Model.

Picked Objects
Toggling affects only the active objects. You can toggle
parts of models by using Pick > Object to select the objects
to be toggled off.

Note The display of models can be toggled for objects and for
windows. Therefore, for an object to be visible, display must
be toggled ON for both models and windows For example, if
an object is toggled invisible, then toggling the Current

Working with
Your Model
window or All window option does not make it visible.

Changing the Display Attributes


567
Displaying and Hiding Wireframe Models
DisplayTgls > Smoothing Aliased Lines
Smooth

Purpose Use smoothing to turn anti-aliased lines on and off. Anti-


aliasing reduces or eliminates aliasing and helps to produce
smoother, higher quality lines.

Angled or curved lines tend to appear jagged. This effect,


known as aliasing, or more commonly the jaggies or staircasing,
is caused by limited screen resolution.

Note Anti-aliasing produces a higher quality screen image, but it


does not affect the quality of the model being displayed. It
can also slow redraws significantly depending on the
machine you are using.

The model is automatically updated in each window while the


grid smoothness can be toggled on and off in all windows, or
just the Perspective window.

Line Smooth Options In the menu bar, select DisplayTgls > Smooth-❏ to open the Line
Smooth Options box.

Changing the Display Attributes


568
Smoothing Aliased Lines
Hint

Do Not Care
The most effective way for the given hardware will be
chosen (a compromise between speed and accuracy).

Fastest
The fastest way will be chosen.

Nicest
The most accurate way will be chosen.

Working with
Your Model
Grids

None
Click to specify that the grids will not be anti-aliased in
any window.

Perspective
Click to specify that only the grid in the Perspective
windows will be anti-aliased.

All
Click to specify that the grids in all the modeling windows
will be anti-aliased.

Changing the Display Attributes


569
Smoothing Aliased Lines
DisplayTgls > Pivots Setting the Display of Pivots

Purpose Toggles the display of pivot points on or off.

Overview Pivot points (which appear as small green asterisks and


targets) are used in the Xform functions to control an object’s
center of rotation and scaling.

How to Use 1 Make some objects active in order to see the pivots. This is
not necessary, but lets you see the effect of the toggle.

2 Select DisplayTgls > Pivots. The pivot points in all windows


appear or disappear.

Toggle Pivots Options From the menu bar, select DisplayTgls > Pivots-❐ to display the
Toggle Pivots Options window.

Changing the Display Attributes


570
Setting the Display of Pivots
Toggle Type

All Windows
Toggles the display of pivot points in all modeling
windows. This is the default.

Current Window
Toggles the display of pivot points only in the window
that is active when you select Pivots.

Local Axes Display

Working with
Click to toggle the display of Local Axes ON (indicated by a

Your Model
check mark) or OFF.

Local Axes are displayed at the pivot point. Local rotation takes
place around them and local scaling occurs along them. The X
axis appears red, the Y axis green, and the Z axis blue. Here is
how they look in the perspective window:

Z axis: blue

Y axis: green
X axis: red

Notes
● Pivot points are displayed only for active items or items
with active CVs or active edit points. You can find an
object’s pivot point from its Information Window.
● DisplayTgls > Pivots overrides the pivot settings in the
Playback Options Optimization window. If you have
selected DisplayTgls > Pivots, pivots are not rendered
during playback even if you have unchecked Pivots or
Cluster Pivots in Playback Options Optimization.

Changing the Display Attributes


571
Setting the Display of Pivots
See Also ● Setting Local Pivots on page 398
● Centering Local Pivots on page 401

Changing the Display Attributes


572
Setting the Display of Pivots
DisplayTgls > Viewing Selection Handles
Selection handles

Purpose Toggles the visibility of all selection handles, without affecting


the object or node that the selection handle is attached to.

If it is difficult to see the selection handle, you can move it


away from the object or node using Xform > Local > Move

Working with
Your Model
selection handle.

For more information on selection handles, see Creating


Selection Handles on page 446.

How to Use To toggle the display of selection handles:


● Select DisplayTgls > Selection handles. All the selection
handles disappear from the modeling window.
● To make the selection handles visible, select DisplayTgls >
Selection handles again.

Toggle Selection Handles


Options

Annotation option
The Annotation option enables you to turn off the display
of annotation text while the selection handles are still
visible.

Changing the Display Attributes


573
Viewing Selection Handles
Picking the annotation works in the same way as picking
the selection handle itself.

Toggle Type

All Windows
Toggles the selection handles in all modeling windows.

Current Window
Toggles the selection handles in the current window.

Changing the Display Attributes


574
Viewing Selection Handles
Deletion Operations

In this Section Delete Menu Summary 576


Deleting Active Items 577
Deleting Locators 578
Deleting Selection Handles 579

Working with
Your Model
Deleting Image Planes 581
Removing Windows 583
Deleting Dangling DAG Nodes 585
Delete Projection Objects 587
Deleting All Objects 589
Deleting Stage Contents 590
Deleting Everything from a Scene 592

575
Delete Menu Summary

The Delete menu provides tools to permanently remove objects,


animations, and other information from a scene.

Delete > For information...

Del active Deleting Active Items on page 577


Del constr history Working with Construction History in the NURBS Modeling book
Del guidelines Working with Guidelines in the NURBS Modeling book
Del locators Deleting Locators on page 578
Del selection handles Deleting Selection Handles on page 579
Del channels Deleting Animation Channels in the Animating book
Del static actions Deleting Static Animation and Flat Tangent Curves in the Animating
book
Del constraints Deleting Constraints in the Animating book
Del active image layer The Sketching book (Windows NT only)
Del image planes Deleting Image Planes on page 581
Del windows Removing Windows on page 583
Del null nodes Deleting Dangling DAG Nodes on page 585
Del projective textures Delete Projection Objects on page 587
Del all objects Deleting All Objects on page 589
Del stage contents Deleting Stage Contents on page 590
Del all Deleting Everything from a Scene on page 592

Deletion Operations
576
Delete Menu Summary
Delete > Del active Deleting Active Items

Purpose Deletes picked (active) items in a scene.

In addition to the usual items, you can use Delete > Del active to
delete locators, general-purpose points, vectors, and planes, or
visual curves-on-surface (cross-section lines or draft surface
lines).

Working with
Your Model
How to Use 1 Pick the items that you want to delete.

Alternatively, press the 2 From the menu bar, select Delete > Del active. A
Delete key on your confirmation box appears asking if you want to delete
keyboard. active items.To delete the active item or items (including
picked lights, curves, and so on) click YES or type Y. No
action is taken if you click NO or type N.

For information on 3 If the item that you are deleting has construction history, a
construction history, see the confirmation box appears asking if you want to go ahead.
NURBS Modeling manual.
If you want to keep construction history, click NO. (The
selected items will not be deleted.)

Note If you delete a camera, the windows using that camera are
not deleted. A perspective window with no camera attached
to it will not display any view. You can delete this window
using Delete > Del windows, or you can create a new camera
for the window using Layouts > New camera.

Deletion Operations
577
Deleting Active Items
Delete > Deleting Locators
Del locators > All

Purpose Deletes locators from the model.

For information on locators and how to set them, see the


Locators Palette Summary in the Modeling manual.

How to Use To delete a selected (active) locator, use Delete > Active.

To delete all locators, whether they are active or inactive, use


Delete > Del locators > All.

Tip To undo these deletions, you can use Edit > Undo.

To delete all locators


1 From the menu bar, select Delete > Del locators > All.
All locators are deleted.

To delete selected locators


1 From the Tool Palette, use Pick > Nothing to unpick all
objects.

2 In the Pick palette menu, click the Pick locator icon or


choose Pick > Pick locator.

3 Use Pick > Pick locator-❏ to make sure that you are selecting
the correct type of locator.

4 Click a locator to pick it. To pick more than one locator,


hold down the Shift key and click another.

5 From the menu bar, select Delete > Del active. Any locators
that you picked are deleted.

Deletion Operations
578
Deleting Locators
Delete > Del Deleting Selection Handles
selection handles

Purpose Deletes selection handles without deleting the object or node


that they are attached to.

Working with
Your Model
How to Use 1 Select the nodes with the selection handles you want to
remove.

2 Select Delete > Del selection handles or click its icon.


A confirmation box appears asking if you want to delete
the selection handles for active objects:
◆ To delete the active selection handle, click YES or type
the letter Y. The object or DAG node remains, but the
selection handle is deleted.
◆ No action is taken if you click NO or type the letter N.

Note For DAG nodes, CVs and cameras, hierarchy refers to the
hierarchy represented in the SBD window. For shaders,
textures, and lights, hierarchy refers to the implicit hierarchy
in the Multi-lister (see the Rendering book).

Deletion Operations
579
Deleting Selection Handles
Delete Selection Handles
Options

Objects

All
This option deletes selection handles from all objects.

Active
This option deletes selection handles from active objects
only.

Hierarchy

None
If Active is specified, then this option deletes selection
handles only from the active objects themselves. If All is
specified, this option has no effect.

Below
If Active is specified, then this option deletes selection
handles from active objects and their descendants in the
hierarchy. If All is specified, this option has no effect.

Deletion Operations
580
Deleting Selection Handles
Delete > Deleting Image Planes
Del image planes

Deletes one or more image planes from the model. Invisible


image planes are also deleted.

How to Use 1 Select Delete > Del image planes-❐. The Delete Image Plane

Working with
Options window appears.

Your Model
2 Select which image planes to delete:
◆ To delete image planes from all image windows in this
model, check All Windows.
◆ To delete image planes from only the active window,
click Current Window.

3 Click Go. The system asks if you want to delete all the
image planes.

4 To proceed, click YES or type the letter y. To stop, click NO


or type the letter n.

Delete Image Plane


Options

Deletion Operations
581
Deleting Image Planes
All windows
Deletes all image planes in the model.

Current Window
Deletes all images that in the current window. Invisible
image planes are also deleted.

Deletion Operations
582
Deleting Image Planes
Delete > Removing Windows
Del windows

Purpose Removes various types of windows (Current, Stats, SBD, or


Modeling) from the display.

You can display these windows again by using their menu


items (such as the Layouts or Windows menus).

Working with
Your Model
How to Use 1 Select Delete > Del windows-❐ to open the Delete Windows
Options window.

2 Specify which type of window you want to delete: Current,


Modeling, or SBD.

3 Select one of the following:


◆ To use these settings only this time, click Go.
◆ To keep the settings for future use, click Save.

4 A confirmation box appears asking if you want to delete


all of the specified windows:
◆ To delete the selected window(s), click YES or type the
letter y.
◆ To cancel the action, click NO or type the letter n.

Note If you delete a perspective window, its camera is not


deleted. It can be used again by other perspective windows
(Layouts > Perspective). To delete cameras, select them in
the SBD window and then select Delete > Del active.

Deletion Operations
583
Removing Windows
Delete Windows Options Select Delete > Del windows-❐ to display the Delete Windows
Options window. Then select the type of window you want to
delete.

Current Window
Only the active window is deleted.

Modeling Windows
All modeling windows are deleted.

SBD Windows
All SBD windows are deleted.

Deletion Operations
584
Removing Windows
Delete > Deleting Dangling DAG Nodes
Del null nodes

Purpose Use this tool to clean up your model by finding and deleting
any DAG nodes that have no objects linked to them. They are
called null nodes or dangling nodes. It also deletes empty
animation clusters.

Working with
Your Model
Some functions that produce null DAG nodes and empty
clusters include:
● Delete > Del objects and Delete > Del active

● Edit > Group and Edit > Ungroup

To find null DAG nodes:


● In the SBD window, they are brown rectangles with
nothing appearing underneath them.
● In the Information window (Windows > Information >
Information window), they have no Geometry section.

To find empty clusters:


● In the SBD window, pick the node above the cluster. If no
other node or geometry box is highlighted with a pale
blue rectangle drawn inside it, the cluster is empty.
● Look in the Cluster Editor (Windows > Edit > Clusters).

Note Null nodes are not deleted if they are animated nodes,
skeleton joint nodes, or construction plane nodes.

Note For more information on clusters, see the Animating book.

How to Use 1 Select Delete > Del null nodes-❐ , specify whether you want
to delete null nodes or empty clusters, and click Go.

2 Studio asks if you want to proceed.

Deletion Operations
585
Deleting Dangling DAG Nodes
To delete, click YES or type the letter y. The entire DAG is
scanned and any null DAG nodesor empty clusters are
discarded.
No action occurs if you click NO or type the letter n.

Del Null Options Select Delete > Del null nodes-❐ to display the Del Null Options
window.

By default, Null Nodes is selected (and clusters are not affected).

If you select Empty Clusters instead, all empty clusters are


deleted.

Save your options, Reset them to their settings when you


opened the window, Exit from the option window without
saving, or click Go to save the settings and delete the empty
objects.

Deletion Operations
586
Deleting Dangling DAG Nodes
Delete > Del Delete Projection Objects
projective textures

Purpose Deletes projection objects, which represent the placement of


projective textures in the scene. These objects are created by
the tools in the Object palette or by projective textures in
shaders.

Working with
Your Model
Alternatively, delete This tool lets you quickly delete only the projection objects
projection objects by picking from a scene.
them and using Delete >
Active.

How to Use Select Delete > Del projective textures. To specify options, select
Delete > Del projective textures-❐.

Delete Projective Texture


Options

All
Deletes all projection objects in the scene.

Active
Deletes only those projection objects currently picked.

Deletion Operations
587
Delete Projection Objects
Delete Parent Shader
Every projection object is part of a texture map. (The
projection object controls the texture’s placement.) When
this box is checked, deleting a projection object also
deletes the corresponding shader and texture map from
the Multi-lister.
If the shader is in use (assigned to geometry), only the
texture map is deleted, unless Delete Shaders with
Connections is also checked.

Delete Shaders with Connections


When checked, the tool will delete shaders even if they are
in use.

Deletion Operations
588
Delete Projection Objects
Delete > Deleting All Objects
Del all objects

Purpose Deletes all objects (curves, primitives, lights, and so on).


Current views and cameras are retained.

Working with
Your Model
How to Use Select Delete > Del all objects. A confirmation box is displayed,
asking if you want to delete all objects.

To delete all objects, click YES, or type the letter y. Only the
windows and current views remain.

No action occurs if you click NO or type the letter n.

Deletion Operations
589
Deleting All Objects
Delete > Deleting Stage Contents
Del stage contents

Purpose Deletes the contents of the working level stage—namely, its


objects, shaders, views, and actions. The stage itself remains.

Tip To delete both the stage and all its contents, use Delete >
Selected Stage in the Stage Editor. For information on the
stage editor, see Summary of Stages and Stage Sets on
page 506.

How to Use You can use the Delete Stage Contents Options to preserve
shaders and control windows associated with a stage:

1 From the menu bar, select Delete > Del stage contents-❐ or
double-click its icon. Select check boxes and click Go.
If the options are already set appropriately, select Delete >
Del stage contents.

2 A confirmation window asks if you want to proceed. Click


YES to proceed, or NO to cancel the deletion.

Del Stage Contents


Options

Deletion Operations
590
Deleting Stage Contents
By default, these options are Delete Shaders
toggled ON (indicated by a Deletes shaders associated with the working level stage.
check mark).
Check it OFF to keep the shaders.

Close Control Windows


Closes all control windows associated with the stages.
Check it OFF to keep the control windows open.

Working with
Your Model

Deletion Operations
591
Deleting Stage Contents
Delete > Del all Deleting Everything from a Scene

Purpose To delete all objects, cameras and views from a scene,


including all stages.

How to Use 1 Select Delete > Del all or click its icon.

2 A confirmation window appears asking if you want to


proceed with the deletion.
Click YES to delete.
Click NO to cancel the action.

Note If there are multiple stages, the confirmation window will


remind you that the deletion applies to all stages.

Notes ● If you do not have multiple stages, this tool is the same as
Delete > Del stage contents. (See Deleting Stage Contents on
page 590.)
● To delete the stage contents plus the stage itself, use the
control window from Windows > Edit > Stages, and from
there select Delete > Selected Stage.

Deletion Operations
592
Deleting Everything from a Scene
A SDL 231
parameters
copying channels 431
blended surfaces
construction history updates
during playback 231
About Alias polygon-based bones
in Utilities menu 7 exporting data to 71 changing style of 548
ABS mode (see absolute mode) application windows picking 373
Keybd Entry option and Stage Editor SBD representation 102
in Interface Options window, 518 bookmarks 155
box 236 applications adding using View Panel 155
absolute mode (see ABS mode) external 334 deleting 155
and Xform > Move 378 arcs editing 155
viewing information on 119 opening and closing using
Action Window
View Panel 152
updating modeling arrow keys window 155
windows 232 pick walker 345
bounding box
actions Arrow Size information 114
undoing 422 in Interface Options using to display objects 558
active items window 238
bull’s eyes
deselecting 348 ASCII text editor 250 pivot points 570
add asterisks
Set Editor 503 pivot points 570
adding attributes
bookmark using View
Panel 155
of layers, enabling 487
automatic drawing 225
C
members to sets 497
axes Camera Information
addressing mode setting local 403 Window 125
and Xform > Move 378 viewing information cameras
Adobe Illustrator files 44 about 113 Azimuth/Elevation Options
Alias browser preferencess file azimuth box 165
location of dumpster or Recy- changing angle of clipping plane 197
cle bin 27 cameras 176 cloning 205
Alias Preferences deleting 577
azimuth/elevation
Scanner Options 290 dolly
and perspective view 164
Viewing Options box 171
Alias preferences dollying
changing 240 non-proportional
Alias Preferences file 240
Alt Key B scaling 170
proportional scaling 169
field of view
using with Shift key to open
View Panel 152 background color in Azimuth/Elevation
options in User Colors Options box 165
angle of camera in Twist Options box 162
window 218
yaw/pitch 167 in Yaw/Pitch Options
binary files
angular dimensions box 168
file formats 45
in Information window 108 field of view, changing 183
opening 45
angular units frustum 195
bitpad functions
setting 108
Pointing Dev option and Layouts User
animation in Interface Options windows 144
automatic drawing box 236 grouping 440
precision 225
blend curves in SBD window 92
IK settings
updating construction information window 125, 126
sync geom after write
history 232 introduction 148
local move camera Match perspective 189 colors
azimuth/elevation 163 Reset view 187 assigning to layers 452
twist 161 World move camera for Studio interface 216
yaw/pitch 166 Dolly 169 combining
look at 158 Track 173 objects 438
match perspective, Track/dolly/tumble 180
tip for using, 189 Tumble 176 complex models
moving to preset Zoom 183 optimizing display of 228
locations 152 using SBD window 92
center of interest
new perspective 192 perspective view components
new perspective window 140 identifying 164 pick walker 345
perspective picking 358
changing display 193 Center Pivot Options
window 401 compressing
matching to image SBD window display 96
plane 189 centering camera on
objects 158 configuration
perspective camera
default 144
positioning viewpoint 164 centroids of primitives 398 files
preserved with Delete > Del
channels for windows 144
Windows 583
copying 431 Interface Options box 234
previous 186
checkpoint options
revolving 176
versions of files 62 changing with Preferences
about center of interest 163
Interface options, 234
rotating checkpoints 62–64
about center of interest 163 frequency of 242 constraints
rotating view 164 in Safety Options automatic drawing
seeing as you modify 162 window 242 precision 225
switcher icon 186 number of versions 243 updates 230
Twist Options 162 Clearcoat construction history
twisting 161 Toggle Shade option 565 and Xform > Local > Set
undoing last operation 186 Pivot 399
using cursor keys to rotate clipboard, Studio 22 and Xform > Move 382
(yaw/pitch) 167 clipping planes and Xform > Nonp Scale 391
viewing information on 125 and plotting 317 and Xform > Rot/Scale 396
viewpoint 166 and Preferences Window and Xform > Rotate 385
positioning 164, 178 defaults 144 and Xform > Scale 388
rotating using cursor setting positions of 197 automatic drawing
keys 164 clockwise precision 225
with QuickShading 562 turning view 161 maintaining, 577
world move camera 173 updates 230
track 173 cloning
cameras 205 context-sensitive help 6
track options 175
tumble 176 closing Studio 8 control hulls
tumble options 178 picking 368
Cluster Information
world move cameras Window 123 control points
dollying 169 displaying or hiding 536
clusters
Yaw/Pitch Options box 168 control vertices (see CVs) 366
definition 369
Cameras palette 148 deleting empty 585 designating CVs as 410
Adjust clipping plane 197 limitations when copying Control window 536
Clone 205 instances of 433
Local move camera Control winow
picking 369 Pmod 413
Azimuth/elevation 163 updates 230
Twist 161 viewing information on 123 coordinate system
Yaw/pitch 166 setting preferences for 242
collapsing
Look at 94 coordinates
DAG nodes 444
minimum and maximum trimming 549 grouping 104
world space 114 in SBD window 100 pick walker 345
world space moving 379 picking 374
and rotation 385 pick walker 346 rearranging 98
copying picking 354 removing from hierarchy
geometry 433 pivots cannot be set 400, 401 with Ungroup 442
geometry and lights 427 rotating 383 representation of
instances to geometry 437 scaling 387 instances 433
specifying as valid trim simplifying hierarchies 444
correcting mistakes 422 curves 246 templating 101
counterclockwise viewing information on 120 dashed lines
turning camera 161 custom scanners 290 setting 548
create set custom shelves default layer 456
Modify menu 497 creating in Command deformations
creating Stepper 271 limitations when copying
sets 497 customizing instances of 433
stages 530 sets of tools 271 deforming
creation layer 456 CV Information Window 122 objects
Ctrl key CVs non-proportional
pick walking 345 centering on screen 159 scaling 170
cursor keys 177 displaying or hiding 536 part of a curve or surface 409
using to twist cameras 161 drawing speed 228 surfaces (including trimmed
with Cameras 174 drawing style 245 surfaces) 407
Curve / Surface Locator Infor- examining using cameras 159 Delete menu 576
mation Window 129 moving in normal or tangen- Del active 577
tial direction 407 Del all 592
Curve Geometry Information
moving with Xform > Del all objects 589
Window 118
Move 378 Del image planes 581
curve locators not plotted 317 Del locators 578
viewing information on 129 pick walker 345, 346 Del null nodes 585
curve-on-surface picking 366 Del projective textures 587
definition 354 picking invisible 367 Del selection handles 579
Curve-on-Surface Information pivots cannot be set 400, 401 Del stage contents 590
Window 120 removing display of with Pick Del windows 583
> Template 545 Delete menu (Stage Editor)
curves transformations with
deforming part of 409 All Stages 528
Ungroup 444 Selected Stage 528
deleting 589 transforming those around
examining CVs 159 one CV 410 Delete Set
geometry information viewing information on 122 Modify menu in Set
window, 118 Lister 497
identifying 547 deleting
in quick wire mode all objects 589
screen refresh 552
making delicate changes D bookmarks 155
layers 476
to 408 picked active items 577
picking 349 DAG nodes sets 492, 497
pivot points 398 behavior for External Appli-
cations window 336 deselecting
simplifying hierarchies 444
deleting dangling 585 active items 348
viewing information on 118
effects of Xform > Local > Set all active items 348
curves-on-surface objects 342
changing display of 548 local axes 405
for skeletons in SBD device
ensuring all are picked when
window 102 video, specifying 247
devices, peripheral in interface options Window 121
setting 240 window, 237 edit points
dimensions drawing displaying or hiding 536
changing 387 precision of 225 drawing speed 228
in Information window 108 setting precision 227 moving with Xform >
directories drawing style 550 Move 378
creating and deleting in File for CVs and vertexes 245 pick walker 345, 346
Browser 31 for joints 245 picking 363
moving in File Browser 20 removing display of with Pick
dumpster 26 > Template 545
shortcuts to in File emptying 27
Browser 29 viewing information on 121
location 248
viewing size in File Browser editing
Menu 31 Duplicate Objects Options bookmarks 155
viewing with File Browser 18 box 428 sets
Directory menu duplicating Set Lister 497
in File Browser 31 geometry and lights 427 editor, text 250
mirror copy 434
directory paths windows 205 elevation
setting 247 changing angle with
DXF cameras 176
disk space color and Alias shaders 41
for checkpoints 64 files emptying
display importing with Open dumpster 27
speeding up 552 Options box 40 encrypted string
Tgl camera, 196 open options 38 obtaining 7
Display menu specifying options for Save end tangents
in File Browser 27 as 57 changing type 119
Display textures DXF files enlarging
Toggle Shade option 564 file formats 38 view 169
displaying enptying
control points 536 Recycle Bin 27
image planes 559
local axes 571 E environment variables
use in file paths 21
DisplayTgls menu 535 EPS files 43
Model 566 Edit
Object Toggles > Merge (Stage Editor) 527 error log
Camera 193 > Merge All (stage menu) 527 viewing 325
Image planes 559 > New (Stage Editor) 527 error messages
Pivots 570 Edit menu 420, 490 viewing 325
Selection handles 573 Color editor 221 Euler rotation angles,
Shade 561 Duplicate incrementing 384
Smooth 568 Mirror 434
Exclude Lights
tools Object object 427
Look At Options box 160
and preferences 144 Expand instances 437
Window Toggles 157 Group 438 exiting from Studio 8
Tgl cut-in 199 New selection handle 446 expanding
Window sync 157 New set 491 SBD window display 96
dollying 169 Reinvoke last 424 Export Active Options
non-proportional scaling 170 Undo 422 window 68
proportional scaling 169 Ungroup 442
Zero transforms 417 exporting
towards an object 158 polygons
using mouse 170 Edit menu (Stage Editor) 527 quadrilateral output 72
drag mode Edit Point Information triangular output 71
expressions DXF files 38 filenames
time offsets ignored with Edit EPS (Postscript) 43 cycling through with Tab
> Duplicate object 432 exporting 66 key 21
updates 230 imporing 47 partial
external applications 334 OBJ files 45 resolving with Tab key 21
opening 33 viewing and changing path in
external applications lister quick Wire options 36 File Reference List 319
specifying file location retrieving 35
for 248 files
text files 45 appearance in "Show List" 19
External Applications wire files 37 checkpoints 62
window 334 file lister creating 32
External Filter Options 43, 60 specifying default paths deleting from File Browser 26
External Filters for 248 duplicating in File
specifying file location 248 File menu 13 Browser 26
Checkpoint 62 exporting 66
eye
Exit 8 for user options 223
in Viewing Options box 175,
Export identifying in file browser 19
179
Active as 67 importing 47
in Zoom Options box 184
Current window 70 location of 247
Polygons 71 moving from one directory to
Screen 69 another in File

F VRML1 74
VRML2 77
Browser 26
moving in File Browser 20
moving several at once 20
Export summary 66
field of view External apps 334 opening 33
changing 183 Import picking with File Requestor
File File 47 Window 21
> Open stage (Stage Image plane 48 Requestor
Editor) 523 in File Browser 24 and Window Defaults
> Open stage set (Stage New 32 Options box 145
Editor) 521 Open 33 opening 223
> Reload (selected) stage Open stage set 508 rules for saving 54, 68
(Stage Editor) 524 Output selecting with File
> Save (selected) stage (Stage Plot 297 Browser 19
Editor) 526 Print 292 type of displayed in File
> Save stage set (Stage Save 53 Browser 29
Editor) 524 Save as 53 Filesystem Options window
File Browser Save stage set 510 in Alias Preferences
displaying icons or text 28 Show window, 247
icon mode 23 Errlog 325 film output
menu 24 File references 319 specifying QCR options
menu bar 24 List 15 for 249
opening files in 34 Pix 322
Filter Options
scrolling in 20 File menu (Stage Editor) 521 External 43
sorting 28 file path filters
UNIX 17 changing segments of 319 definition 34
using shortcuts in 29
File Reference List 319 saving 248
Windows NT 16
File Requestor using when opening files 33
file filters
buttons in 23 filters, file
External Filter Options 43, 60
introduction 21 writing in OpenModel 61
file formats viewing pix file from 322 Fit to View
Adobe Illustrator 44
file storage 15 Look At Options box 160
binary files 45
focal planes in Open Options hulls
setting for cameras 197 window 43 displaying or hiding 536
format images Group Options box 440 drawing speed 228
printing 292 not plotted 317
grouping picking 368
frustum and NULL nodes 441 representing by bounding
Display copied geometry with origi- boxes 558
in Toggle Camera Options nal geometry 429
box 194 objects 438
of camera 195 objects in SBD window 104
toggling display of 193
Frustum Display options
groups
picking 349
I
in Toggle Camera Options ungrouping 442
box 194 icons
cameras 148
function close, reopening window 143
reinvoking last 424
H displaying in File Browser 28
examples of 28
making for File Browser
handles
G selection, new 446
Help menu 3
Menu 26
using in File Browser 23
window
Geometry About Alias 7 and preferences 144
Toggle Shade option 563 Help on function 6 Xform palette 376
geometry Online Docs 4 icons bar
compression of 97 Show modifier keys 7 in UNIX shell window 287
creating copies 427 System info 7 IK handles
creating uninstanced hiding updates 230
copy 433 control points 536 IK settings
duplicating 427 image planes 559 sync geom after write
instanced, copying 433 objects 541 SDL 231
making instances real 437 hierarchical animation
making mirror copy 434 image planes
copying with Edit > cannot rotate 383
moving 378 Duplicate 431
representing by bounding deleting 581
boxes 558 hierarchies displaying and hiding 559
transforming hierarchy 417 creating another level in SBD importing into Modeling
window 440 window 48
global coordinate system removing DAG nodes 442 matching perspective camera
in Move Options box 381 to 189
high degree curves and
Go menu surfaces 53 picking 352
in File Browser 29 referenced in file,
horizontal
grid viewing 319
changing camera view 166
creating in perspective scaling 387
rotating camera about
view 199 scaling non-
azimuth 164
spaces proportionally 390
rotating camera around cen-
and preferences Window uses of 48
ter of interest 163
defaults, 144 images
host
group of objects Alias format
for plotting 253
picking components printing 292
from 358 hot keys viewing in File Browser 25
local axes 267
Group option importing
setting up 255
Encapsulated Postscript DXF files
Shift+L warning 474
Options with Open Options box 40
special functions 266
files 47 invisible and picking objects 459
image planes 48 making objects 541 and stages 459
Impressario animation playback 453
printing with 292 assigning 486
specifying alternative assignment 456
printer 252
specifying alternative
J attributes 452
visibility 453
scanner 251 colors
Joint Information Window 127 editing 460
Impressario scanners 290 joints colors, assigning to 452
information about Studio drawing style 245 creation 456
getting 7 parameters 123 default layer 456
Information windows picking 373 definition 451
Cameras 125 SBD representation 102 deleting 476
Cluster 123 viewing information on 127 inactive 452
common parameters 110 Jot introduction 451
Curve / Surface Locator 129 specifying another editor 250 layer bar
Curve Geometry 118 hiding 487
Curve-on-Surface 120 layers bar 467
CV 122 removing 487
Edit Point 121
Joint 127
K new 471
picking 452
Light 124 playback 453
Line / Arc 119 keyboard reference 452
Polyset Geometry 126 accessing System Info win- saving 458
Polyset Vertex 127 dow from 7 saving and retrieving 457
Shell 128 cameras, using with selecting 473
Surface Geometry 114 track 174 selecting multiple 457
using 109 tumble 177 selecting, problem with
combinations for common Shift+L hotkey
input filters functions 255 combination 474
when opening files 33 entry set creation layer 485
instanced copies for Xform functions 236 Set state 475, 479
and compression 97 moving objects with 378 setting attributes on or
instanced geometry picking objects with 349, 362 off 487
making into duplicates 437 using with cameras 184 setting visibility 477
instanced geometry, keypoints states
copying 433 displaying or hiding 536 attributes 454
keys toggle layers 487
instanceed geometry toggling between name and
creating uninstanced modifier
using with world move number 488
copy 433 viewing in SBD 455
camera 180
interface workflow 459
setting colors for Studio 216 Layers menu 450
Interface Options box 161 Assign to layer 486
arrow size 238
opening 234
L Delete 476
graying out 487
rotate 164 New 471
last function Playback 484
Interruptible reinvoking 424
Toggle Shade option 564 Select 473
Layer Stats Window 462, 465 Set creation layer 456, 485
invisibility Sort By 464 Set State 475
layers 477 Symmetry 479
with layers 453 layers
and files 458 Tgl Layer Bar 487
Tgl layers 487 sets 493 Delete 576
Tgl Name/Number 488 listing sets 497 DisplayTgls 535
Undo Assign 486 Edit 420, 490
Visibility 477 loading File 13
plug-ins 329 Help 3
layouts
tool palette and shelves 209 local axes Layers 450
viewing windows 135 display in Toggle Pivots layout
Options box 571 setting initial preferences
Layouts menu 134 display toggle 571 for 242
All windows 135 displaying 404 Layouts 134
Display 142 displaying permanently 382 ObjectDisplay 534
Front 138 in Move Options box 382 Preferences 208
New camera 192 moving objects along 404 setting up your own 255
New window 140 of picked objects, displaying Utilities 286
Perspective 138 permanently 385 Window 90
Reopen 143 setting 403 Windows 490
Right 138
Top 138 local pivots messages, error
User windows 144 centering 401 viewing 325
setting 398 minimizing Studio
leaf geometry
transformation during locators windows 288
grouping 441 automatic drawing minor units
precision 225 setting 108
leaf or leaves picking 371
parameters 123 updates 230 misc_data directory
Light Information video device configuration
log, error in 247
Window 124 viewing 325
Lighting mistakes
Look At icon 158 undoing 422
Toggle Shade option 563
Look At Options box 160 model
lights Exclude Lights 160
creating copies 427 viewing side-on 154
Fit to View 160
deleting 589 modeling
illuminating scenes with 531 looking at picking joint nodes 373
in SBD window 92 active item in SBD setting preferences for 244
picking 349 window 159 speeding up with bounding
picking all 355 specific objects 158 boxes 558
viewing information on 124 LP destination name for modeling windows
with QuickShading 562 plotter 254 controlling display of 142
won’t illuminate when customizing 144
templated 545 deleting 583
Line / Arc Information
Window 119 M guides, using image planes
for 48
setting colors for 216
line style 547
linear dimensions machine models
in Information window 108 remote rendering 243 building with stages 506
major units displaying on television
linear units screen 199
setting 108 setting 108
managing with layers 451
lines masks
optimizing display of 228
viewing information on 119 picking 359
plotting 297
viewing in File Browser 25
List menu wireframe display,
in Set Lister 497 matching perspective cameras toggling 566
to image planes 189
listing modifier keys
menus using with world move
camera 180 nodes appear lighter in quick wire
Modify menu cluster, picking 369 mode 552
in Set Lister 497 NULL, and grouping 441 centering camera on 158
pick walker 345 centering pivot point 401
Modify menu in Set Lister picking joint 373 changing orientation of local
Delete Set 497 removing from a axes 403
modifying hierarchy 442 copying and positioning 428
part of a curve or surface 409 non-proportional scaling 170, deleting 577
motion 390 deleting all 589
setting precision 227 displaying local axes 404
non-rational curves and examining CVs 159
mouse surfaces 53 grouping 438
adjusting sensitivity in Move non-sheet-feeding 305, 317 grouping to themselves 440
CV Normal Options
normals hiding 541
box 408
moving CVs in direction hiding with inactive
cameras, using with 176
of 407 layers 452
picking objects with 349, 362
hiding with templates 545
using to change camera Notepad
in SBD window 92
view 166 specifying another editor 250
making visible again 542
using to rotate camera about null DAG nodes moving along local axes 404
center of interest 163 deleting 585 pick walker 345
using with cameras 183
NURBS picking 349, 353
using with pick tools 344
surface options 412 picking all 355
moving picking components
along local axes 404 NURBS surfaces
polygonal representation in from 358
camera to preset projecting textures on 416
locations 152 SBD window 101
QuickShaded, displaying 561
picked items 378 realigning to world space
selection handles 406 coordinates 385
moving camera
dollying 169 O rotating 383
rotating around local
axes 404
multiplicity factor, viewing in
CV Information OBJ scaling 387
window 123 Options 45 scaling non-
OBJ files 45 proportionally 390
selecting and deselecting 342
Object Edit palette setting all underlying DAG
Symmetry Plane Align 482
N VRML tools 77
ObjectDisplay menu 534
nodes to reflect a
transformation 418
setting pivot point 398
naming Bounding box 558 templated
new stages Compress SBD 96 picking 362
in Stage Editor Control 536 transforming 376
window 529 Diagnostic Shading 537 transforming with Quick-
new Draw style 550 Shade on 562
directory Expand SBD 97 turning into templates 544
directory button menu Invisible 541 with QuickShading 562
option 31 Line style 547 offsetting images in Show >
file, creating 32 Quick wire 552 Pix 324
selection handle 446 Quick wire option 552
Simple display 554 online documentation
New set Template 101, 544 context sensitive 6
options 492 Visible 542 online help
new shelf objects tooltips 3
creating 272
opening paths, directory Nothing 348
Adobe Illustrator files 44 specifying 247 Object 349
DXF files 38 viewing and changing 319 Object Types 353
EPS files 43 performance All obj/lights 353, 355
files 33 animation with trimmed Curve on surf 353, 354
OBJ files 45 surfaces 229 Image plane 352, 353
other external files 43 modeling Selection handle 356
Quick Wire files 36 enhancing with bounding Point types 365
wire files 37 boxes 558 Cluster 369
OpenModel real-time shading 562 CV 366
and File > External apps 334 Hull 368
Performance Options 225 Template 362
writing file filters in 61
Performance options 169, 173, pick tools
operations 177, 180
selecting files for 20 modes 344
undoing 422 peripheral devices pick walker ??–347
setting 240 how to use 345
option boxes
restoring to default permissions picking 342
settings 224 and moving files in File all templates
Browser 20 with Pick template, 362
orientation
changing for local axes 403 perpendicular cluster nodes 369
moving CVs in direction components 358
orthographic views of 407 control hulls 368
and cameras 176 CVs 366
perspective
orthographic windows changing display of edit points 363, 364
and Cameras 183 cameras 193 effects from grouping 440
changing cameras 148 grid extent 144 from among several
changing display of perspec- items 345
tive camera 193 perspective camera
image planes 352
clipping planes in 198 matching to image plane 189
joints 373
hiding 142 perspective gain 145 layers 452
Output Style perspective view 135 locators 371
in DXF Options window, 58 tilting 161 modes
perspective window and picking image
overlay
changing cameras 148 planes, 352
on television screen 199
clipping planes in 198 moving picked items 378
providing in perspective
creating new 140 objects 349, 353
view 199
deleting camera from 577 objects and layers 459
hiding 142 point types 365
new camera 192 replace mode 344

P revolving cameras in, 176


zooming in and out 183
templated objects
with Pick Template, 362
toggling 344, 349, 358
palette Pick Component Mask 359 with pick walker 345
layout 209 pick list Pivot Options window 400
using removing objects from 344
pivot points
shelves Pick Mask and scaling 387
rusing 91 picking components 359 and Xform > Nonp scale 390
palettes Pick palette 342 toggling on and off 570
Cameras 148 Component 358 Xform > Rotate behavior 383
Pick 342 Edit point 363 pivots
Transform 376 option box 364 centering 401
Xform 376 Joints 373 setting 398
Locator 371 viewing information
Paste Options box 426
about 113 polygons Palette/Shelves layout 209
pix files displaying in SBD User colors 216
converting to SGI RGB 292 window 101 Long menus 233
viewing in File Browser 25 exporting 71 Performance options 225
viewing multiple 322 surface options 413 Short menus, 233
viewing information on 126 Tgl single hotkeys mode 269
pix images User Options
adding to Modeling polyline
DXF save option 58 Retrieve options 224
window 48 Save options 223
Place Projection item 416 Polyset Geometry Information User options
Window 126 Alias preferences 240
planes
clipping 197 Polyset Vertex Information previous function
focal Window 127 reinvoking 424
setting for cameras 197 polyset vertexes previous view
image viewing information on 127 return to
deleting 581 polysets using View Panel 152
playback DXF save option 58 primitives
display of updates 230 information 126 deleting 589
update of construction vertex, information 127 picking 349
history 231 viewing information on 126 setting centroids 398
with layers 453 position printers
plotters 305, 317 of edit point 121 supported for plotting 305
configuration 305 viewing in CV Information
options 298 window 122 printing
paper size 314 Alias format images 292
positioning specifying preferences 252
sending output to 297 objects while copying 428
supported for plotting 305 priorities window 144
positions
plotting of tumble center in world problems
smoothing curves 317 space 179 viewing in Errlog
specifying options for 253 of windows 144 window 325
speed 317 progress bar 3
types of objects 317 precision
windows of automatic drawing 225 Project menu
position feedback 303 setting for drawing 227 in File Browser 30
wireframe models 297 setting for motion 227 projecting
setting for warp 227 texture placement objects 416
Plug-in Manager 329
Preferences projects
Pmod Control window 413 > Interface organizing your work 15
point of interest > Interface options-o 181 setting in File Browser 30
changing and setting with Scanner Options 290
manipulator 181 proportional modification
preferences curves or surfaces 409
locking position of Edit marking menus 215
using View Panel 152 Edit menus/hot keys 268 Proportional Modification
of camera opening Window defaults Options 411
and tumble option 179 file 145 proportional scaling 169, 387
opening and closing using Window defaults 145 Purpose 189
View Panel 152
Preferences menu 208 pyramid shapes, for bones 548
point of origin Command Stepper 277
for pivot points 398 Interface
point types Hotkeys/Menus 255
picking clusters 369 Interface Options box 161,
polygon normals 164
displaying or hiding 536 Marking menus 212
Q members from sets 497
plug-ins 329
Set Editor 503
option
in Pivot Options
window, 400, 402
QCR options 249 sets 497 setting pivot point 398
renaming viewing information,
Quality, of tessellation 564
bookmarks 155 about 113
quick wire 552
wire files 525 rotoscoping, using image
limitations 552
rendering planes for 48
speeding up display 552
default machine 243 round updates
quick wire mode
remote, enabling 243 suppressing 232
retrieving objects in 35
with stages 530 rounded
Quick Wire option file won’t work for templates 545 shapes, for bones 548
formats 36
reopening
Quick Wire Options box 553 windows 143
QuickRender Replace mode in picking 344
button in File Browser 23
QuickShade
replacing
custom shelves 273
S
displaying objects in 561 file paths 319 Safety Options window
quitting Studio 8 Reset View options 187 in Alias Preferences
in Windows NT 187 window 242
resetting Save 56
Options box 56
R window to default view 187
resolution saving
custom shelves 273
how displayed in Show >
rational curves and surfaces 53 Pix 324 files and wireaframe
realigning objects to world scenes 53
retrieving option boxes settings
space coordinates 385 customized window files 144 with Preferences > Save
recalling saved files 33 options, 223
saved view from list of window configuration view by adding
bookmarks 155 file 145 bookmark 155
Recycle Bin 26 Reuse Obj Names window configuration
Recycle bin in Interface Options box 237 files 144
location 248 reversing actions 422 SBD window
refresh revolving additions with new perspec-
speeding up 552 cameras tive window 140
tumbling the view 176 compressing and
region expanding 96
modifying 409 cameras about center of
interest 163 creating new camera 192
reinvoking the previous DAG nodes, picking 374
function 424 root DAG nodes
dashed lines representing
effect of ungrouping 443
REL mode (see relative mode) invisible objects 541
keyboard entry option Rotate Options box 384 deleting 583
in Interface Options rotating deleting selection handles
box 237 around local axes 404 in 579
cameras about center of dollying around with
relative addressing mode
interest 163 cameras 159
and Xform > Move 378
objects in scene 383 grouping objects in 104, 438
remote rendering, setting while copying objects 428 hierarchy 92
options for 243 looking at active item 159
rotation
removing centering pivot point 401 overview 92
bookmarks 155 information, viewing 112 picking clusters 369
picking components 358 segments Window 128
picking curves-on- of file path, changing 319 shells
surface 355 viewing in Information viewing information on 128
picking image planes in 352 window 118
picking joints with 373 shelves
Select 465 creating custom 271
picking objects in 93, 349, 362
rearranging DAG nodes 98 selecting layout 209
removing nodes 442 layers 473 Shift key
removing nodes with objects 342 pick walking 345
Ungroup 442 sets in Set Lister 496 using with Alt key to open
Stage Editor window, using selection handles View Panel 152
with 518 deleting 579 shortcuts
templating DAG nodes 546 moving 406 in File Browser 29
viewing layers 455 new 446
viewing 573 Show
Scale Factor List button
in Encapsulated Postscript Set Editor in File Browser, 22, 23
Options 43 buttons
add 503 shrinking
scaling view 169
centering pivot point 401 remove 503
options 502 windows 140
information, viewing 112
Set Lister size of objects
invalid entries 170
editing changing 387
non-proportional 170, 390
objects and image planes 387 sets 497 sizes
option menus 497 of windows 144
in Pivot Options options 498 skeletons
window, 400, 402 pick list 495 SBD representation 102
proportional 169 Set Local Axes Options sliding
setting pivot point 398 window 404 views horizontally or
using mouse 171 vertically 173
sets
while copying objects 428
creating 491, 493 software problems
scanners deleting 492 viewing with Errlog
Impressario or custom 290 editing 493, 500 window 325
specifying application 251 in the set lister 498
solid lines
scanning 290 Set Lister 497
setting 548
scenes listing 493, 497
members 492 Sort Mode menu
changing attributes with SBD in File Browser 28
window 92 setting
illuminating with lights 531 angular and linear units 108 space coordinates
picking all objects and creation layer 485 and Xform > Rotate 385
lights 355 directories 247 Space Mouse 239
rendered as SDL files, 531 shaded view space requirements
scene information displaying 561 for checkpoint files 64
exporting 67
shaders spans
viewing with camera
referenced in file, viewing in Information
tools 148
viewing 319 window 118
screen setting default 243
speeding up refresh time 552 specifying
with DXF 41 external filters 248
scroll bar shading
in File Browser, 18 speed
won’t work for templates 545 of plotting 317
SDL shelf of redrawing screen 169, 173,
files renaming custom 273 177, 180
of rendered scenes 531
Shell Information speed, redrawing
Performance options 161, deforming part of 409 lights won’t illuminate 545
164, 167 deforming with Xform > picking all
splines Modify > Move CV with Pick template 362
viewing when changed to normal 407 placing active objects in 544
polygons 101 examining CVs 159 setting which objects can be
identifying 547 picked 246
sprites making delicate changes
animation, 48 templating
to 408 representation in SBD
Stage Editor 506 picking 349 window 101
invoking from File pivot points 398
Browser 25 representation in SBD tessellation
using 528 window 101 in VMRL1 output 75
Stage Editor Window 512 simplifying hierarchies 444 Tessellator
transforming a region of 409 Toggle Shade option 564
stages
viewing information on 114 test objects
and layers 459
and windows sync geom after write SDL 231 picking 349
in Stage Editor system directories text
window 518 specifying default paths picking 349
creating new 530 for 248 text editor
528 System Info window 7 choosing in File Browser 24
purpose of 506 in FIle Browser 25
rendering with 530 system performance
animation with trimmed specifying 250
using wire files as new 529
surfaces 229 text files
state file formats 45
setting in layers 475, 479 for OBJ comments 46, 60
Stats window opening 45
deleting 583
storing
T Texture Resolution
Toggle Shade option 564
files and wireframe scenes 53 Tab key Textures
stowing using to cycle through Toggle Shade option 564
Studio windows 288 filenames 21 textures
sttistics windows tangents hierarchical representation in
and Stage Editor changing type of 119 SBD window 92
window, 518 moving CVs in direction naming for export 72
Studio 223 of 407 referenced in file,
system information 7 telephoto lenses viewing 319
Studio windows and cameras 183 thumbnail icons 19
minimizing 288 television overlay 199 tilde (~)
StudioPaint television screen use in file paths 21
exporting images from 22 providing outline in perspec- tiling
Surface Geometry Information tive window 199 windows 209
Window 114 templated tilting
surface locators geometry perspective view 161
viewing information on 129 making active 355 timewarps
surface options templated objects copying with Edit >
NURBS 412 picking 362 Duplicate 432
polygons 413 templates title bars
Surface Tesselation can’t be rendered 545 of windows
OBJ options 60 can’t be shaded 545 hiding 142
hiding 545 toggle
surfaces
in stages, 531 Camera Options box, 193–
195 trimmed surfaces units of measure
LocalAxes deforming 407 saving default 145
hot keys 267 effect on animation UNIX
Toggle Camera Options performance 229 shell
box 193 trimming specifying type 250
Toggle Model Options box 566 ensuring all curves-on-surface using commands and Exter-
are picked 549 nal Applications
Toggle Pivots Options 570 making curves-on-surface window, 335
Toggle Shade option 564 valid for 246 viewing root in File
Toggle Type using curve-on-surface Browser 30
camera options 193 for 379 window
in Toggle Pivots Options troubleshooting 162 Windows command
window, 571 Azimuth/Elevation Options window 287
toggling 344, 349, 358 box 165 unresolved path,
display of camera cut-ins 202 determining 319
frustum 193 dollying in perspective Up
layers 487 window 172 in Viewing Options
revolving view around center window, 175, 179
Tolerance 564
of interest 165
tool palette rotating (yaw/pitch) perspec- updates
layout 209 tive view 168 display of 230
Tool Palette and Tool Shelves tilting/twisting perspective User Colors window 216
using 91 view 162 user interface
tools Twist Options box 162 setting colors for 216
adding to custom shelf 271 Utilities > Lower won’t work
User Options
cameras 148 in system freeze 289
in Preferences menu 223
Viewing Options box 172
tooltip 3 Yaw/Pitch Options box 168 Utilities menu 286
Transform palette 376 EvalViewer 286
Tumble Center
Lower 289
transformation in Viewing Options box 178
Minimize 288
matrix of surfaces 415 option 179
Plug-in Manager 329
transformations TV safe areas Raise 289
display of 230 not plotted 317 Scan 290
geometry of a hierarchy 417 twist UNIX shell 287
grouping objects for 438 icon 161
information, viewing 112 Twist Options box 162
transforming
geometry of a hierarchy 417
picking CVs 366
twisting cameras 161
V
picking edit points for 363
version information 7
undoing 422
Xform palette 376 U versions
maintaining for wire files 243
translations
information, viewing 112 U vertex
while copying objects 428 in Edit Point information information for polysets 127
window, 121
triangular shapes, for vertexes
bones 548 undoing drawing style 245
actions 422 viewing information on 127
trim curves camera operation 186
specifying curves-on-surface vertical
last views operation 186
as valid 246 changing camera view 166
units rotating camera 164
trimmed boundaries setting 108 rotating camera around cen-
display of 229
ter of interest 163 VRML1 stowing 288
video exporting to 74 tiling 209
specifying device for 247 VRML2 viewing 135
creating preset viewpoints 85 views 135
view
bounding boxes, changing exporting to 77 Windows menu 90, 490
to 558 installation 77 Edit
center plug-ins 83 Stages 512
tumble center option, 178 using VRML2 translator 77 Information 108
creating several 141 VRML2Link utility 84 Information window 108,
enlarging or shrinking 169 457
in viewing options SBD 92
window, 175, 179 Sets
model side-on 154
new camera 192
W Set lister 493
Toggle Shade option 563
of all four windows 135 warp, setting precision 227 Windows NT 187
recalling saved view from list Winterm
of bookmarks 155 weight, viewing in CV Infor-
mation window 122 specifying alternative to 250
return to previous using View
Panel 152 wide angle lenses wire files
rotating camera horizontally and cameras 183 exporting 67
about azimuth 164 file formats 37
windows maintaining versions 243
rotating camera vertically 164 and stages
saving by adding renaming 525
518 saving 53
bookmark 155 application
sliding using as new stages 529
and Stage Editor
horizontally 173 window, 518 Wire Options window
vertically 173 bookmark window 155 in Save All Options box 57
specifying yaw/pitch closing 8 wireframe or shaded 561
angle 167 configuration files wireframes
synchronizing in all windows creating 144 toggling display 566
with window sync 157 retrieving 145
saving 144 Workflow
viewing
creating new 140 for layers 459
active item in SBD
window 159 creating several views 141 world
model using View Panel 154 customizing default tumble center position 145
scenes with camera tools 148 configuration 144 world move camera
Viewing Options box 171, 178 deleting 583 combining functions 180
duplicating 205
Viewing Panel 152 world point
hiding title bars 142
specifying position of tumble
viewpoint of camera icons
center 179
positioning 164 and preferences 144
Tumble Center option 179
viewpoints identifying active 136
minimizing 288 write SDL
creating in VRML 85
positions of 144 sync geom after 231
views preferences file 145
customizing 144 reopening 143
saving 205 saving priorities 144
switching to alternate 192
visibility
SBD 92
and Stage Editor
X
layers 477 window, 518 X-axis
with layers 453 shrinking 140 and rotation 385
visible sizes 144 moving object along 382
making objects 542 sizes and position, returning
to default 136 Xform
functions
using pivots 570
undoing actions 422
Z
Xform palette 376 Z-axis
icons 376 and rotation 385
Local moving object along 382
Center pivot 401 Zoom
Move selection handle 406 in Azimuth/Elevation
Set local axes 403 Options box 165
Set pivot 398 in Twist Options box 162
Modify in Viewing Options box 172,
Move CV normal 407 175, 179
Proportional mod 409 in Yaw/Pitch Options
Rotational Scale 392 box 168
Move 378
Zoom Options box 184
Nonp scale 390
Place projection 416 zooming
Rotate 383 in perspective window 183
Scale 387 Z-up coordinate system
transforming geometry with and Layouts 138
Edit > Zero setting preferences for 240
transforms 417
Xform tools
limitations with templated
objects 544
Xterm
specifying alternative to 250
Xwindows
Lower button 289
Raise button 289

Y
yaw/pitch
angles 167
entering from
keyboard 167
icon 166
options box 168
Y-axis
and rotation 385
moving object along 382
Y-up coordinate system
and Layouts 138
setting preferences for 240

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