Alias - Wavefront BasicTools
Alias - Wavefront BasicTools
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.
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this material or liable for technical or editorial omissions made herein.
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● Lessons and finished models that allow you to exercise
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Getting Help 3
Exiting from your Session 8
Summary of Menus and Palettes 9
Exporting Files 65
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
Progress Bar
Interface Basics
3
Getting Help
Online Docs Displays the full set of online documentation.
Tabs
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.
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.
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.
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.
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
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.
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.
Using Utilities
10
Summary of Menus and Palettes
Work ing with F iles
Working with Files
User Interface
The File menu enables you to open and save different types of
files from within Studio.
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.
Click here
When you select File > Show > List, the File Browser appears
with a list of your files.
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.
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).
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.
Scroll
Bar
File Lister
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
Directory Arrows
User Interface
the list can fill the whole window.
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
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.
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.
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.
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.
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>
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.
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.)
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
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.
User Interface
The Custom editor field appears and you can type a
command to start the editor of your choice.
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.
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.
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.
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.
Full Pathname
Displays file names with full directory path names.
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)
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.
User Interface
◆ mask
◆ pix
◆ DXF
◆ DES
◆ VDA
◆ IGES
◆ Alias Wire format
◆ texture
◆ shader files
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.
User Interface
Directory Button
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.
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.
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.
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.
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.
While a file is being read in, these messages are displayed and
you must wait:
Retrieving [format] [filename]
[format] file retrieved successfully.
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.
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.
Quick Wire Option The Quick Wire option applies to all file formats.
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.
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 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.
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.
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.
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.
DXF Blocks
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.
Keep Background
Determines whether to retrieve backgrounds contained in
a wire file. The default is ON.
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.
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.
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.
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.
User Interface
Purpose Appends data to your current model or, if you are using
stages, to your working stage.
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.
To view or modify the options for importing files, select File >
Import-❐. The Import File Options window appears.
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.
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.
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,
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.
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.
User Interface
Purpose Stores wireframe scene information to a selected disk file in
Alias Wire format or another supported format.
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.)
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.
User Interface
How Save as Works
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.
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.
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
Output Style
When storing a DXF file, you can store three-dimensional
output (3D DATA) or a flat orthographic view (2D VIEWS).
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.
Filename Extension
Some receiving systems require CAD files to have a
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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.
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.
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.
]\
Shaders
Enables you to specify whether all shader information or
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only shaders that are referenced by the current model are
saved via the filter program.
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.
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.
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.
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.
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.
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3 Click Clear.
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.
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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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
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.
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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.)
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.
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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.
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.
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.
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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.
3 Click the filename in the file lister. If you prefer, you can
type the filename or the path in full.
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
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
Texture Subdivs
The number of U and V texture samples per polygon.
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So that the object knows the name of the image file, name
the texture the same as the image file.
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
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.
Save File
Outputs Inventor format directly to a file. If Output VRML
nodes is toggled on, the file created is VRML-tuned
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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 Cameras
Studio cameras are output and converted to Inventor
cameras. These cameras are then converted to Viewpoints
in a VRML scene.
Tessellate NURBS
All options available from the File > Export > VRML1 graphical
interface are accessible from the stand-alone utility AlToIv. See
the online Utilities guide.
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This menu choice is available in Studio for IRIX and for the
Solaris operating environment. .
Limitations
● Does not support VRML2.0 embedded textures.
● Available only in IRIX and the Solaris 7 operating
environment.
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.
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.
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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
Animation Section
Frame step
Defines the number of animated frames between exported
frames.
Animate
Lets you choose what to animate. Select one or more of
transformations, vertices, shaders, and lights.
Hierarchy Section
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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
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.
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.
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.
Texture path
Save textures to this directory.
Scene name
Base name for the scene, to which the translator will add
the suffix .wrl.
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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.
3 Click the Object Edit > VRML tools icon on the tool palette.
The VRML palette appears.
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.
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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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:
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In this Section Windows Menu Summary 90
The SBD Window 92
Information Window 108
Essential Windows
89
Windows Menu Summary
Palette... See the Note on palettes and shelves. For more details, see the
Shelves... Fundamentals book.
Essential Windows
90
Windows Menu Summary
Windows > For information...
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Note on palettes and shelves
Essential Windows
91
Windows Menu Summary
Windows > SBD The SBD Window
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
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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:
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.
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.
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To magnify a portion of the SBD window
Example
Essential Windows
95
The SBD Window
2 Select Windows > SBD to display the SBD window.
Essential Windows
96
The SBD Window
3 To expand the display again, select ObjectDisplay > Expand
SBD.
Expanded Compressed
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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.
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.
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.
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
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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
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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
geometry nodes
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The SBD Window
To pick clusters
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
curve on surface
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
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100
The SBD Window
For details about trimming curves-on-surface, see Trimming
trimmed Surfaces with Curves-on-Surface in the Modeling book.
surface
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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
Construction planes
Essential Windows
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The SBD Window
Skeletons
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.
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end_effector
joint_3
lamp_base
Image planes
landscape icon
image plane in Top
window
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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.
To ungroup objects
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The SBD Window
The following examples show the SBD window for various
Ungroup options.
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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
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
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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.
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
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The SBD Window
To access a
camera’s eye
in the SBD:
click here...
...or select
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these icons
Essential Windows
107
The SBD Window
Windows > Information Window
Information >
Information window
How to Use Select Windows > Information > Information window for any active
entity.
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● Curve / Surface Locator Parameters on page 129
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.
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
Push
Pin
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.
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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.
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).
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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.
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.
Form (U,V)
Display-only. Whether the object is OPEN or PERIODIC
(closed) in the U and V parametric directions.
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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.
Planes
Space Points
Position
The position of the point in X, Y, and Z co-ordinates.
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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
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
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:
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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
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
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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edit point on
curve-on-surface
Parameter (U,V)
Display-only. This is the parameter value on the curve or
the UV parameter of a surface.
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.
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.
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
Polygons
Display-only. The number of polygons in the polyset.
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Polyset Vertex A polyset vertex is a corner of a polygon. For more
Parameters information about polysets, see the Polygonal Modeling book.
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 select a joint use Pick > If you select more than one joint, the Information window
Joint. displays information for the combined joints:
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.
Faces
Display-only. The number of faces on the selected shell
geometry.
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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.
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
Curvature
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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
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.
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
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
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.
All (Top/Persp), All Shows a large Perspective window along with the Top, Front,
(Front/Persp), All (Right/ or Right 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.
All (Vertical/Persp) Displays the three orthographic windows down the side,
along with a large perspective view.
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.
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.
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.
User Interface
How to Use To create a new window, select Layouts > New window. To
specify the type of window opened, select Layouts >
New 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.
User Interface
● You can also use the Cameras > Clone tool from the Tool
Palette. (See the Rendering manual.)
How to Use From the menu bar, select Layouts > Display-❐. The Window
Display Options box appears.
SBD Windows
Displays or hides SBD windows.
Modeling Windows
Displays or hides modeling windows (perspective and
orthographic).
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.
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.
2 Choose Layouts > User windows > Save. The File Requestor
appears.
User Interface
The directory path defaults to:
~/.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.
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).
World Move camera > Tumble using the Mouse on page 176
Tumble
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
Using Cameras
149
Cameras Palette Summary
● Windows > Edit > Cameras: the Rendering book.
Using Cameras
150
Cameras Palette Summary
User Interface
Using Cameras
151
Cameras Palette Summary
Using the Viewing Panel
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.
Using Cameras
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
Using Cameras
153
Using the Viewing Panel
The image of a model enables you to change the view:
You can select a view and then edit the bookmark to change its
name.
Using Cameras
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.
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.
2 Click the push pin beside the name of the that bookmark
you want to maintain between different wire files.
Using Cameras
155
Using the Viewing Panel
This keeps the bookmark in the list, even when you
change files.
Using Cameras
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.
How to Use 1 From the menu bar, select DisplayTgls > Window Toggles >
Window sync.
Using Cameras
157
Synchronizing Orthographic Views
Cameras > Look at Looking at a Specific Object
How to Use 1 From the Cameras palette, select Look at or click its icon.
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.
Using Cameras
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.
After you
select Look at.
Using Cameras
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
Using Cameras
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.
2 In the Tool Palette, select Cameras > Local move camera >
Twist menu or click its icon.
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.
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
Using Cameras
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.
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.
Using Cameras
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.
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.
Using Cameras
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.
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.
You can type the azimuth and elevation angles from the
keyboard when the system prompts:
Enter azimuth and elevation angles (REL):
Using Cameras
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.
Using Cameras
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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.
How to Use 1 Place the cursor in the perspective window and click a
mouse button to make the window active.
horizontally middle
vertically right
horizontally and vertically left
Using Cameras
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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.
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.
You can type the yaw and pitch angles from the keyboard
when the system prompts:
Enter yaw and pitch angles (REL):
Using Cameras
167
Changing the Viewpoint of the Camera
Yaw/Pitch Options Select Yaw/pitch-❐ to display the Yaw/Pitch Options box..
Using Cameras
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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.
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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.
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.
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
Using Cameras
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.
User Interface
the screen, the object appears larger and the grid lines appear
further apart.
horizontally middle
vertically right
horizontally and vertically left
Using Cameras
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.
Using Cameras
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.
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
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Tracking around in a View
Using the Keyboard
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-❐).
Using Cameras
174
Tracking around in a View
Be careful to keep the cursor in the window when you are
using the cursor keys.
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.
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Tracking around in a View
Cameras > World Tumbling the View
move camera >
Tumble
How to Use To use the Tumble tool: in the Tool Palette select Cameras >
World move camera > Tumble or click its icon.
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.
Using Cameras
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
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.
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.
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-❐).
Using Cameras
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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.
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.
Using Cameras
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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.
Using Cameras
179
Tumbling the View
Cameras > World Tracking, Dollying, and Tumbling
move camera >
Track/dolly/tumble
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.
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.
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.
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
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.
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.
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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.
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
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
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.
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).
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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.
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.
Using Cameras
189
Matching Perspective Cameras to Image Planes
Example
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
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.)
New Camera
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.
How to Use Select DisplayTgls > Object toggles > Camera-❐ to display the
Toggle Camera Options window.
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.
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.
far
clipping plane
plane arbitrary
in focus
plane
near
clipping plane
up point
eye point
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 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.
How to Use From the Tool Palette, select Cameras > Adjust clipping plane or
click its icon.
Using Cameras
197
Adjusting the Clipping Planes
For an Orthographic Window
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.
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
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.
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.
How to Use 1 To save the view, select Clone from the Cameras menu, or
click its icon.
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.
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.
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.
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.
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.
The Marking Menus shelf works much the same as the regular
shelf; however, you are specifying that the items in a Marking
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.
Note You can have any number of folders, but just three can be
assigned to mouse buttons at any one time.
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.
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.
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.
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.
Active Modeling Colors Use this section of the User Colors window to define colors of
any active objects that you are modeling.
Inactive Modeling Colors Use this section of the User Colors window to define colors for
objects that you are modeling, but are inactive.
Note These are the colors for inactive objects. Settign an inactive
color does not make an object inactive.
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.
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.
click Store
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.
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
current color
color blending palette
color palette
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.
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.
How to Use 1 Select User options > Retrieve options from the Preferences
menu. The File Requestor is displayed.
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.
Additional Information
● To set expressions in the Action window, select Animation >
Action window. (See the Animating book for details.)
Performance Options The following image shows all controls in the Performance
Window Options window and their defaults.
Redraw Precision
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-❐).
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.
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-❐).
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.
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.
During Playback
If toggled OFF, the trim boundaries will not be displayed
during playback and playback will operate faster.
Update Options
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.
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.
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.
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.
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.
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
Complex Scene
You can set the Complex Scene option ON or OFF.
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.
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.
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
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
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.
Hotkey Labels
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
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
Keyboard Entry
User Interface
Reuse Object Names
Drag Mode
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.
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.
Crosshair cursor
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.
Tip You will hear a double beep when you are back at the first
default setting.
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
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.
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.
Coordinate System
Click to the right of the heading to select either the Z-up or
Y-up coordinate system from the menu.
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.
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.
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.
Modeling Options The Modeling Options contain values that affect Studio
modeling tools.
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
Template Options
Allow components
If Allow components is set to on, objects picked at the
component level can be used as templates.
Trim Options
User Interface
In Windows NT, only Dumpster location, Filter location, and Ext
Apps location appear.
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).
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.
System Directories
The System Directories options specify default paths for the file
lister.
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.
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.
Editor Options The Editor Options let you select a different text editor than the
default.
User Interface
◆ In Windows NT systems, the default is Notepad and
the options are Wordpad, Notepad, and CUSTOM.
Custom Editor
If CUSTOM is selected, another option appears.
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.
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.
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.
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.
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.
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.
How to Use To customize your own menus, shelves, or tool palette, select
Preferences > Interface > Hotkeys/Menus.
Removing Menus or You can remove the specific menu items, shelf items, or Palette
Palette Tabs tabs that you don’t need.
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.
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.
The checkmark
indicates that the
tool appears in
the interface
A menu with
cascading menu
options is
indicated by
a gray line.
User Interface
Click the box beside each name.
The check mark disappears.
Now click the Apply button.
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.
Deselecting:
Studio menu bar
Tool Palette
Action Window menus
To bring back the menu bar, click the long menus button.
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.
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.
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.
User Interface
Type Shift A
in the box beside Anim
and click Apply
Now when you open the File menu, you can see the new hot
key for Import Anim displayed beside the name.
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.
3 Open the Hotkeys Editor, assign a hot key, and click Apply.
Type:
Shift+A
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.
Display Functions
Display choices
See Viewing and Hiding Controls on page 536 for more
information on toggling the display of all or active items.
User Interface
Special Animation Functions
In UNIX, the Studio hot keys file is copied to the file .Alias/
Prefs.n/.AliasHotkeys.scm in your home directory.
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.
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.
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.
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.
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.
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.
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.
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.
Type the name of the shelf set that you are retrieving in the File
box and click the Replace Shelf Set button.
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.
Example
User Interface
Click & drag to the empty space.
Click-drag to change
the icon’s position.
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.)
User Interface
Purpose Moves forward to the next tool icon or menu command in the
Command Stepper shelf.
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.
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.
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.
User Interface
Purpose Move backward to the previous tool icon or menu command
in the Command Stepper shelf.
How to Use
active icon
bright green (inner ring)
close-up of active icon
red (outer ring)
User Interface
Purpose Stops the command sequence that you have set up and begins
again at the start of the sequence.
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.
Tip Selecting the first item in the sequence with the mouse also
resets your position in the sequence.
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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Utilities Menu Summary
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.
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
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.
How to Use To ensure that Scan will launch the correct scanner
1 Open Preferences > User options > Alias preferences.
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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
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 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.
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.
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Printing Images
To print a file from a UNIX shell
1 In UNIX, type:
alias_print <Alias format image>
How to use in Check that the printer options are set to the correct type of file
Windows NT (pix or RGB).
4 Set the Print window options (see below) and click OK.
2 Turn off Print Preview, set the print Dialog options (see
below) and click OK.
4 Set the Print window options (see below) and click OK.
Options
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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.
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.
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Plotting Wireframe Models
Plotting Interface options
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.
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.)
Layout Options
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Plotting Wireframe Models
As shown in the following, the plot views vary for the Model
and Screen plotting modes.
Plot Views
User Interface
Feed direction
Paper edges
View Names
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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
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
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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.
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
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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.
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.
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
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Plotting Wireframe Models
UNIX
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:
Postscript .ps
HP/GL or HP/GL2 .hp
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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.
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
Output
Plotter type
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 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.
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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
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.
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Plotting Wireframe Models
Paper Size P1x,P1y P2x,P2y X-axis Y-axis Max. Plotting Area (X by Y)
CLIP
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’.
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
UNITS_PER_CM
PAGEFEED
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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Plotting Wireframe Models
DEFAULT_PAGE_SIZE
DEFAULT_PAGE_SIZE 1
Paper Selection
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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.
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.
AO E E
AI D D
A2 C C
A3 B B
A4 A A
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Plotting Wireframe Models
A1 594.0 x 841.0 23.39 x 33.11
◆ Architectural
inches millimeters
◆ American ANSI
inches millimeters
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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.
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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.
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.
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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.
The File Reference List When you select File > Show > File references, Studio displays
the File Reference List for the current model.
You can edit any of the list entries. Any changes that you make
are reflected in all referenced directory paths shown in other
editors.
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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.
You can browse your library for the type of file that you need.
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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.
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Viewing File References
File > Show > Pix Displaying Image Files
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.
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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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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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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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
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
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Viewing the Studio Error Log
Name Value Default Event
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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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.
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Loading Plug-ins
Icons for Plug-ins Plug-in icons are distinguished from other icons in three ways:
Plug-in Manager window To display the Plug-in Manager, click Utilities > Plug-in Manager.
load on start-up
(load if checked)
list of plug-ins
The labels below the buttons show their most recent selection.
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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:
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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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.
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.
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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.
Type here
Click Save
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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.
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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
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.
Read Output
ON—Studio waits for the application to finish and reads
its output as a wire file.
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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
Application Name
Use this field to type commands that provide a complete
user interface.
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Running External Applications
To run an application from the list
1 Open the External Applications window again.
User Interface
in the External Applications window.
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Running External Applications
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Running External Applications
Work ing with y o u r
Mod el
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.
Picking
342
Pick Palette Summary
Icon Pick palette > For information...
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 > All obj/lights Picking All Objects and Lights in a Scene on page 355
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
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.
Picking
345
Picking with the Mouse or Pick Walker
Shift + up arrow
Pick-walks to the node(s) above the picked node.
To pick curves-on-surfaces
Shift + up arrow
Picks the first CV of the surface to which the curve-on-
surface belongs.
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.
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.
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.
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
Working with
Your Model
How to Use 1 In the Tool Palette, select Pick > Object or click its icon.
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.
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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.
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
Picking
351
Picking Objects
Pick > Image plane Picking Image Planes
Purpose
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.
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
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
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
Overview
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.
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.)
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
How to Use
In the Tool Palette, select Pick > Object types > Selection
handle or click its icon.
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
Picking
356
Picking Objects by Type
With selection handle active:
selection
handle is
not active
Working with
Your Model
selection handle is not active no selection handle
(displayed in red)
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
How to Use 1 In the Tool Palette, select Pick > Component or click its icon.
The system prompts you to select an item.
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.
curves
lights shells
Working with
Your Model
construction objects others
surfaces
Pick Component Options To change pick options, select Pick > Component-❐. The Pick
Component Options box appears.
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.
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.
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
How to Use 1 In the Tool Palette, select Pick > Template or click its icon.
The system prompts you to select a template.
Notes
● To pick all templates, type an asterisk (*).
● In the SBD window, you can also select templates by
using Pick > Object or Pick > Component.
Picking
362
Picking Templated Objects
Pick > Edit point Picking Edit Points
Working with
Your Model
edit points
How to Use 1 In the Tool Palette, select Pick > Edit point or click its icon.
The system prompts you to pick an item.
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.
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.
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
Hull
Cluster
Picking
365
Picking Points by Type
Picking CVs Purpose
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.
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
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.
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
How to Use
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.
Picking
369
Picking Points by Type
To Pick Clusters in the SBD window
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
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.
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
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.
click here
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
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
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.
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 local axes Setting Local Axes on page 403
Working with
Your Model
Local > Move selection Moving Selection Handles on page 406
handle
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.
Transforming Objects
378
Moving Objects
Horizontal
Y axis
Free horizontal
and vertical Vertical X axis Z axis
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.)
Position
Guideline
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.
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.
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
382
Moving Objects
Xform > Rotate Rotating Objects
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.
|
◆ 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.
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).
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.
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
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
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.
Transforming Objects
386
Rotating Objects
Xform > Scale Scaling Objects
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).
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.
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.
Horizontal Y axis
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
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.
How to Use 1 Select the geometry that you want to scale. All picked
objects are affected by scaling.
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.
Horizontal Y axis
Working with
Your Model
Transforming Objects with Construction History
Transforming Objects
391
Changing the Dimensions of Objects
Xform > Modify > Deforming Curves and Surfaces about
Rotational Scale
a Pivot Point
Top Perspective
Original object
Pivot point
Axis point
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.
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.
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.
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.)
4 Place the pivot point at the center of the wheel and the
second point along the spoke. This sets the axis of rotation.
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
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).
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
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).
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.
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.
3 Select Xform > Local > Set pivot or click its icon.
Tip To move only particular pivot points, use Xform > Local >
Set pivot-❐. See the next section for details.
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
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.
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
Working with
Your Model
How to Use To center pivot points
1 Select the geometry whose pivot points you want to
center.
3 Select Xform > Local > Set pivot or click its icon.
The system centers the pivot of a selected object.
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
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.
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.
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
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):
Transforming Objects
406
Moving Selection Handles
Xform > Modify > Deforming Geometry by Moving CVs
Move CV normal
along a Normal
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.
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
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).
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.)
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
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
Move Mode
The Move Mode option enables you to select between
movement in space (XYZ) and movement with respect to a
surface (NUV).
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.
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.
Working with
Your Model
Polygon Surface Options
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.
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
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
How to Use 1 Pick the projective texture placement object and the items
that you want to snap to.
Transforming Objects
416
Projecting Texture Placement Objects
Edit > Updating Geometry beneath a Node
Zero transforms
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.
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.
Tip Use the SBD window to see and select the nodes, which
might not represent physical objects.
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
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
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.
How to Use Select Edit > Undo when you want to undo an operation.
Working with
●
Your Model
How to Use
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.
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.
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.
Working with
Your Model
If objects are animated, you can include their animation as
well.
Tip Use the SBD window to pick objects if you need to duplicate
a component or group of components below the top DAG
level.
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
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:
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).
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 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).
Automatic
The object is duplicated in either the positive U direction
or the negative U direction, whichever is greater.
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
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.
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).
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.
Purpose Edit > Duplicate > Mirror enables you to create a symmetrical
copy of hierarchies according to an axis plane.
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.
Working with
Your Model
Mirror Type: Duplicate
Note You can also pick the branch and then select the Mirror item.
Mirror Across
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.
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.
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.
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:
Ungrouped Grouped
Group Options Select Edit > Group-❐ to display the Group Options window.
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).
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.
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.
Ungroup Options Select Edit > Ungroup-❐ to display the Ungroup Options window.
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.
Picked Node
leaf nodes
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.
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.
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.
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.
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
Tgl name/number Toggling between Layer Names and Numbers on page 488
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?
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.
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.
Layer Attributes
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.
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.
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.
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.
Snap to objects ✔ ✔ ✔ ✔ ✖
Pick objects ✔ ✔ ✔ ✖ ✖
Pick templates ✔ ✔ ✔ ✖ ✖
✔ ✔ ✖ ✖
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 ✔ ✔ ✔ ✖ ✖
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.
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
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.
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.
Saving Layers
,
This is shown in the following SBD view.
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.
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 Object Display > Bounding box from the menu bar to
turn the bounding box on for 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.
Working with
Your Model
User Colors window Color Editor window
Purpose To manage, list, select, and modify layers and their attributes
interactively.
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.
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.
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.
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
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.
1 Click the Categories button in the title bar of the Layer Stats
window to open the Layer Categories lister.
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.
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.
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.
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.
Visible
Symmetry
Working with
Your Model
Assign
You can undo this layer assignment with Layers > Undo assign.
Pick Objects
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.
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.
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.
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.
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.
Selects all the layers. For example, you can use this function to
set an attribute on all the layers.
Layer range
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.
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).
How to Use 1 Select the layer or layers for which you want to set the
attributes.
2 Pick the objects using Layers > Select > Objects on selected
layers.
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
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.
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.
Working with
Your Model
symmetry. It is efficient to create half of the model, then reflect
it to create the other half.
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.
Working with
Your Model
To show or hide mirrored geometry
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.
Working with
Your Model
Note When real geometry is created from the symmetric layer,
animation and cluster information is not copied.
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.
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.
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.
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.
Layers >
Undo assign
To assign layers
1 Pick the objects that you want to assign.
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.
Purpose To toggle the representation of the layer between its name and
number.
You can switch between these two modes by selecting Layers >
Tgl Name/Number.
Working with
Your Model
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.
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
Creating a Set To create a set, first pick a collection of DAG nodes, objects,
Working with
Your Model
CVs or cameras.
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.
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.
6 This time, create a set from the Set Lister by selecting the
Modify button and clicking Create Set.
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.
4 In the Set Lister, select Modify > Delete Set to delete the
set(s).
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.
set#2 is picked
You can also see this picking and unpicking in the SBD
window.
The Set Lister opens, showing a list of the sets in this stage.
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
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
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.
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.
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.
Add Members
Currently picked objects in modeling window are added,
as new members, to the selected sets on the lister.
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.
multiple set
opens the Set Editor
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 -❐.
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
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.
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.
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.
Click here
Each set has its own Set Editor. You can open many Set Editor
windows at one time.
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
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.
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.
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.
Remove
All selected items in the set editor are removed from the
set when you click Remove.
Working with
Your Model
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
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.
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.
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.
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.
Working with
Your Model
Summary Stage files are saved only as wire files, not in any other format.
Note You do not have to have the Stage Editor open to save a
stage set.
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.
Managing stages
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.
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.
Click the round buttons in the title bar of the Stage Editor:
Working with
Your Model
If you are working on many stages and know their names, the
small icon may suit your needs best.
Status Columns
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.
current stage
Working with
Your Model
Saving and the Padlock icon
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.
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.
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 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.
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
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.
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.
Note Selecting File > Open stage set in the Stage Editor is the
same as selecting File > Open stage set from the Alias main
menu.
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.)
Working with
Your Model
6 To retrieve the stage set with the new settings, click the
Retrieve StageSet button in the File Requestor.
Current
Stage Set
Note Selecting File > Open Stage in the Stage Editor is the same
as selecting File > Open from the Alias main menu.
Note If you have not named the stage, the File Requestor supplies
a default name for the wire file.
Working with
Your Model
1 Double-click in the File field and type a new name.
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.
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.
Working with
Your Model
Editor into the working level stage.
Note Selecting Delete > All Stages in the Stage Editor is the same
as selecting Delete > Del all from the Alias main menu.
Working with the Stage To create a new stage in the Stage Editor
Editor 1 Select Edit > New in the Stage Editor.
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.
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.
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
● From the Stage Editor, use File > Save stage set or File >
Save (selected) stage.
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.
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.
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.
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
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.
All
Use the On and Off buttons to toggle all the controls on or
off simultaneously.
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.
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.
Note Diagnostic Shading is much faster than the Shade tool. (See
Toggling between Shaded and Wireframe Views on page 561.)
More Diagnostic
Shading options
To shade objects
Click here to
display options 1 2 3
2 Single color
3 Random color
Working with
Your Model
Single color
Single color mode shades all the picked surfaces with a single
color, which you can set.
Random color
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.
How to Use 1 Use Pick > Object or Pick > Component to select the objects
Working with
Your Model
that you want to hide.
Visible Invisible
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.
Working with
Your Model
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.
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.
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.
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.
Note When a bone is displayed with dashed lines, its lower joint
is picked.
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.
Working with
Your Model
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.
How to Use 1 Select Object Display > Draw style-❐ to display the Draw
Style Display Options box.
Draw Style Display Select Object Display > Draw style-❐ to display the Draw Style
Options Display Options box.
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.
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.
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).
3 Select Object Edit > Hull precision from the Tool Palette or
click its icon.
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 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.
Simple Display Options Select ObjectDisplay > Simple display -❐ to display the Simple
window Display Options window.
Scope
Click All to affect all objects. Click Pick to affect only the
active objects.
Working with
Your Model
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.
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.
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.
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).
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.
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.
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.
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.
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.
Note If models are toggled off, curves and surfaces still display
their hulls and CVs.
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.
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.
Line Smooth Options In the menu bar, select DisplayTgls > Smooth-❏ to open the Line
Smooth Options box.
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.
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.
Toggle Pivots Options From the menu bar, select DisplayTgls > Pivots-❐ to display the
Toggle Pivots Options window.
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.
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.
Working with
Your Model
selection handle.
Annotation option
The Annotation option enables you to turn off the display
of annotation text while the selection handles are still
visible.
Toggle Type
All Windows
Toggles the selection handles in all modeling windows.
Current Window
Toggles the selection handles in the current window.
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
Deletion Operations
576
Delete Menu Summary
Delete > Del active Deleting Active Items
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
How to Use To delete a selected (active) locator, use Delete > Active.
Tip To undo these deletions, you can use Edit > Undo.
3 Use Pick > Pick locator-❏ to make sure that you are selecting
the correct type of locator.
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
Working with
Your Model
How to Use 1 Select the nodes with the selection handles you want to
remove.
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
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.
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
Working with
Your Model
How to Use 1 Select Delete > Del windows-❐ to open the Delete Windows
Options window.
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
Note Null nodes are not deleted if they are animated nodes,
skeleton joint nodes, or construction plane nodes.
How to Use 1 Select Delete > Del null nodes-❐ , specify whether you want
to delete null nodes or empty clusters, and click Go.
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.
Deletion Operations
586
Deleting Dangling DAG Nodes
Delete > Del Delete Projection Objects
projective textures
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-❐.
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.
Deletion Operations
588
Delete Projection Objects
Delete > Deleting All Objects
Del all objects
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.
Deletion Operations
589
Deleting All Objects
Delete > Deleting Stage Contents
Del stage contents
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.
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.
Working with
Your Model
Deletion Operations
591
Deleting Stage Contents
Delete > Del all Deleting Everything from a Scene
How to Use 1 Select Delete > Del all or click its icon.
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
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