Zaxwerks Proanimator 4 0
|
|
Bookmark Zaxwerks Proanimator 4 0 |
About Zaxwerks Proanimator 4 0Here you can find all about Zaxwerks Proanimator 4 0 like manual and other informations. For example: review.
Zaxwerks Proanimator 4 0 manual (user guide) is ready to download for free.
On the bottom of page users can write a review. If you own a Zaxwerks Proanimator 4 0 please write about it to help other people. [ Report abuse or wrong photo | Share your Zaxwerks Proanimator 4 0 photo ]
Manual
Download
(English)
|
Zaxwerks Proanimator 4 0
User reviews and opinions
No opinions have been provided. Be the first and add a new opinion/review.
Documents

ProAnimator 4.0 Addendum
Enhancements Made To ProAnimator 4 Workflow Enhancements
Track Segment Labels
You can label any track segment on the time line. To do this just double-click on the segment. This will open a text field on the track where you can type anything you want.
Easy selecting
To select all of the objects controlled by a track, hold down the Command key (Mac) or the Alt key (Win) and click anywhere on the track or the tracks name. NOTE: In past versions of ProAnimator double-clicking on a track segment was the shortcut for adding a new pose. This is no longer the case. Double-clicking now opens the label field. To add a pose Option-click on a segment or use the Make Object Pose command found at the top of the Object Animations menu.
Offline Camera
The Offline Camera is a very useful new feature. It enables you to look at the 3D scene from any angle without ruining your camera animation. In previous versions of ProAnimator if you had a camera animation and you started to move the camera to get a better view of something, you would get an error message saying you couldnt move the camera except at poses. Now you will get a message offering to take the camera offline. When a camera is offline you can move it wherever you want without creating permanent changes to the Online Camera, which is the camera that will render the final movie. This lets you look at object motion separate from camera motion. For instance if you want to get a side view of how the objects are moving just take the camera offline and move to the side. You can then drag the Time Marker back and forth on the time line to see how objects are interacting. The great thing about this feature is that a tap of the space bar will play back the full animation from the online cameras view point. Stopping the play back will return you to the offline camera so you can make further adjustments. The offline camera responds to the camera Views menu just like the online camera. Use the Views menu to save favorite views so you can return to them with a click.
Zaxwerks - User Guide
To turn off the offline camera just uncheck the box in the top right corner of the 3D window.
Backgrounds Can Now Be Rendered into the final movie
In ProAnimator 4, background images and movies can be rendered into the final image. The way it works is very simple. If you see the background in the 3D window it will be rendered into the final image. 1- Add a background image like normal, by clicking on the background image thumbnail box and selecting either an image or a movie (QuickTime or AVI) from the file picker. Leave the background checkbox turned ON. 2- Render the ProAnimator movie or frame. If you see the background in the preview window you will also see it in the final rendering. 3- If you only want to use the background for setting up an animation and you dont want the background to be rendered into the final movie, turn OFF the background checkbox, located next to the background thumbnail.
AVI Format
In addition to QuickTime, the AVI format is now supported when movies are rendered or when texture maps are used.
Real time slider interactions
In ProAnimator 4, when you drag sliders their effect is seen in real-time. This gives you instant feedback about the motion, the shape of the path or the look of the object. This makes setting up scenes much faster, however sometimes real-time slider interaction gets in the way. For instance if you have lots of objects on a track and are making a change to the Timing or Path controls the thousands of calculations that are going on may slow things down too much. If this happens all you need to do is hold down the Shift key while you are dragging and real-time updating will be turned OFF. The scene will update only once you release the mouse button. NOTE: In previous versions of ProAnimator real-time slider interactions were OFF by default and you held down the Shift key to turn them ON. This was opposite to the way it works in version 4. If you want real-time slider interaction to be OFF by default there
is an option for this in the User Preferences window.
Range Dragging For Double Arrow Sliders
For the sliders and knobs that use two arrows there is a new ability to drag both arrows at the same time. This is very useful for the times when you set a range and then want to offset the range higher or lower. For instance say you wanted some objects to form half a circle. Youd do this by choosing a Circle distribution and then setting the range to 0 and 180. But 0 and 180 may not put the objects in the proper position around the circle. By clicking on the range dragger you can move both arrows at the same time which will roll the objects around the circle enabling you to put them where you want very easily. Range dragging is supported by the three circle distributions as well as the Arch Spread and Directions knobs.
Show/Hide Paths
Whenever you select a Transition segment the paths of objects are shown. This is done so you can see the movement that objects will take. Most of the time this works fine, but sometimes there are so many objects in your scene that showing the paths slows things down. Each little change you make to a slider seems to take forever. When this is the case you can hide the paths by clicking the Show/Hide paths button. NOTE: You can also speed up slider interaction by holding down the Shift key when dragging a slider. The Shift key turns off realtime slider interactions, which means the paths and objects are moved as you change the slider. When you release the mouse the paths and objects will jump to their new positions. If you want real-time slider interaction turned off permanently you can set this as a preference in the Preferences window.
Merge Scene
The Merge Scene feature enables you to combine two different ProAnimator scenes. Use the File > Merge Scene command and locate the ProAnimator project file that youd like to merge with the current project. When you click the OK button you are presented with the option of importing the Camera data, the Object data or both.
Central Files for Swatches
With version 4 the way swatches is handled has been changed. Now all swatches are saved into a central set of swatch folders called Zaxwerks Swatches. Each type of swatch has its own
folder. When you open up a project created with version 3 of the ProAnimator you will see a message that the project is being converted to the 4 format. If matching swatches are found to already exist, then no new swatches will be created. If there are swatches in the project that are unique, new swatches will be created and added to the central files. Having a central library for swatches insures that when you make a swatch in one project it is instantly available in all your other projects. You dont have to worry about making changes to a swatch in one project and having that change affect any other project. The swatch library is not linked to a project. If you change a swatch in one project and want the change to affect a different project you must save the changed swatch into the library, then open the other project and apply the library swatch to the objects.
Time Line Track Controls
Next to the track name you will find three buttons. These buttons are the Visibility, Solo/Ghost and Lock buttons.
Visibility
The Visibility button controls whether objects can be seen. Turning OFF this button turns off the visibility of all objects on that track. You cannot animate visibility with this button. To animate visiblity use the Visibility Action.
Solo / Ghost
This is a very useful button. It has three states. When the button is very dim its effect is turned OFF. If you click it once it will show a small sphere indicating that you have turned on the Solo feature. When you Solo a track all other objects in the scene disappear. The only objects left visible are the ones on the target track (the soloed track). This is useful for the times when you have many tracks and you want to quickly see which objects are on a certain track. By turning on the Solo feature only the target objects are visible and everything else disappears. If you click the Solo/Ghost button again the sphere icon becomes ghosted. Ghosting means that the objects on this track are fully visible, just like what happens with soloing. However, all other objects are shown partially visible. The other objects dont fully disappear, they only partially disappear. Thats why we call it the ghost state. The ghost state is useful because it lets you see the target objects
in relation to the other objects in the scene. In solo mode only the target objects are visible so you cant see how they interact with other objects in the animation. But in ghost mode you see all objects, but the target objects are fully visible while the other objects are ghosted. This makes the target objects stand out more making them easy to identify amidst the other objects in the animation.
The lock button prevents you from making any changes to anything on a locked track. You cant select objects, you cant change objects settings, you cant select or change poses and transitions.
Modeling Enhancements
3D Primitives
Primitives are simple geometric shapes such as spheres, cubes, planes and cylinders. The Invigorator PRO can create these shapes all by itself. Images can be mapped onto primitives to create things like spinning globes, and video boxes. You can also create planes to be used for shadow catcher objects which help to merge 3D objects into live video footage. (See the section on The Shadow Catcher Material for more on this.)
Cubes, Spheres, Cylinders and Planes are all 3D Primitives.
Click the Stats button. Enter a 5 in the Hard Shading Angle field.
The Zaxwerks Object Import/Export Format
Version 4.0 PRO adds a new file format for importing and exportZaxwerks - User Guide
ing 3D objects. The Zaxwerks Object.zxo format enables you to save model files containing 3D logos, live text and other 3D objects, complete with all colors, materials and object settings. These model files can be reused over and over in all your other Zaxwerks projects. This is a huge time saver for repetitive work.
How To Save A Zaxwerks 3D Object
To save Zaxwerks Object files: 1- Set up your 3D objects exactly the way you want them to be saved. Colors, textures, and positions will all be saved into the file. 2- Select the objects you want to save. 3- Choose the Export 3D Object command, and choose the.zxo file format in the Export window. 4- Name and save the file.
Adding Zaxwerks 3D Objects To Other Projects
Add a Zaxwerks 3D object to a project the same way that you would Import any other 3D object. 1- Open the project that you want to add the Zaxwerks Object to. 2- Choose the Import 3D Object command. 3- Select the file you want to import. Click the Import button. The 3D objects will come into the scene in the exact same position as they were when saved.
TIP: If maps are missing, the program will ask you to locate them. Thats why its important to keep your maps in a central folder, such as the Zaxwerks Maps folder, or a central project folder, such as Client Project Maps.
Making Imported Zaxwerks Objects Larger Or Smaller
When you combine objects from different scenes sometimes their sizes dont match. You have to scale one set of objects to match the size of the other objects. To do this. 1- Open the Invigorators Set-Up window. 2- Import the objects. When objects are imported they will all be selected. Leave them selected. (If they have become unselected you will need to select
Zaxwerks - User Guide 10
them before going to step 3.) 3- Switch to Object Mode, and select the Scale tool. 4- Click in the preview window and drag to scale the objects. Hold the Shift key and drag along a 45 degree angle to scale in the X and Y directions proportionally. Hold the Shift+Control keys and drag along a 45 degree angle to scale in the X, Y and Z directions proportionally. Dragging close to the horizontal or vertical directions will constrain the scaling to horizontal or vertical only.
Surfacing Enhancements
New Material Types
For the visual designer, Version 4.0 PRO has many new ways to paint the final picture and broaden your options for being visually creative. The new types of materials include the ability to draw your objects out of lines or paint them like cartoons in addition to the traditional photo-real rendering styles. Other material options include features for advanced compositing effects such as making the shadows from 3D objects appear to fall onto the objects in another piece of footage, and the ability to create traveling mattes out of 3D objects in your scene.
The new material types.
Wireframe And Hidden Line Rendering
Wireframe rendering is that Techno-looking style where 3D objects are rendered only as the lines that define their shape. This has a unique appeal because objects look like 2D drawings rather than big clunky 3D objects. Hidden Line rendering is a special kind of wireframe where you only see the lines that define the visible parts of the objects. In standard Wireframe you see all of the lines no matter if they are on the front or the back of the objects. But with Hidden Line the back lines are hidden and you only see the lines that fall on the part of the object facing you. Something very exciting about the way Zaxwerks has implemented line rendering is that our lines respond to lighting! This means that the lines will get brighter or darker depending on the placement and intensity of the lights. This gives shading and highlights to the lines rather than having plain solid-colored lines. Another unique ability is that the lines can be texture mapped. This lets you do things like see reflections dance across your line-objects, or apply texture maps such as brushed metal to the lines. All of the standard maps (color, reflections, bump, etc.) can
Zaxwerks - User Guide
A Wireframe Sphere.
A Hidden Line Sphere.
Lines not affected by lights.
Lines affected by lights.
be used. Line weights can be controlled to the tenth of a pixel and are fully antialiased for professional results. You can even use the Meshing controls to create a grid of lines across your objects for a really cool look.
How To Give Objects A Wireframe or Hidden Line Look
To give an object a Wireframe look do the following: 1- Create a new Invigorator effect. Click the Create 3D text button and type the word Wireframe. Use Arial Black as the font or some other thick typeface. 2- In the Material Editor, use the New Material command. Then click the color box and use the color picker to pick a medium red. Close the color picker. 3- Still in the Material Editor, click the radio button in front of the word Wireframe. 4- Drag the material onto the objects. The object will still look solid. It will not appear Wireframe until you do a Best Quality rendering. 5- Hold down the Command (Control) key and click the Test button. This will do a Test rendering in Best quality while you are inside the Set-Up window. You will now see the objects drawn in Wireframe. Notice that Wireframe shows you all of the objects lines, even the ones on the back side of the object. This can sometimes clutter up the image making the object confusing to look at. To simplify the drawing, use the Hidden Line style of rendering. 6- In the Material Editor, click the radio button in front of the word Hidden Line. Then do a Test rendering. Now you will see only the lines on the front side of the object. The lines on the back are no longer there, so the drawing is easier to read.
Wireframe lettering is often difficult to read.
Changing the material to Hidden Line improves the legibility.
Making The Lines Thicker Or Thinner
The lines of a Wireframe or Hidden Line material can be drawn very thick or very thin. (continuing from the last step) 7- At the bottom of the Material Editor click the Options button. This will open the Hidden Line Options window. 8- Find the Line Width slider and drag it to a value of 0.5. Click OK. Then do another Test rendering.
Zaxwerks - User Guide 12
See that the lines are half the width as they used to be. This is how you make very delicate line work. 9- Reopen the Options window and set the Line Width value to 2.0. Click OK. Then do another Test rendering. See that the lines are now very thick. When the lines get too thick they will start to fill in the object and loose the drawn quality.
Setting The Color Between The Lines
By default you will see between the lines when you use Hidden Line materials. In other words the space between the lines is not filled-in so you will see the other layers behind the Invigorators layer. However, there is an option to fill in the space between the lines. 1- In the Material Editor click the Options button to open the Hidden Line Options window. 2- Put a check in the Fill With Color box. 3- Click on the color box to open the color picker and change the color to black. Then click OK to exit out of the color picker. 4- Click OK to close the Hidden Line Options window. 5- Do a Test rendering. See how the object is now rendered as colored lines with black between the lines.
Very thin lines
Thicker lines
Turn on the Fill With Color option to fill in the space between the lines.
Making The Lines React To Lights
In the Invigorator, lines can respond to lighting. This means that the lines facing a light will be lighter and the lines facing away from a light will be darker. 1- In the Material Editor click the Options button to open the Hidden Line Options window. 2- Put a check in the Respond To Lighting box. Then OK out of the Options window. 3- Do a Test rendering. See how the lines are no longer flat colored but have a very interesting 3-D look to them?
This material creates red lines with a black fill, in the Hidden Line style.
Turn on Respond To Lighting to make the lines brighter or darker based on the lighting.
Making Lines Shine With Reflections
Another unique aspect of the Invigorators line rendering is the
Zaxwerks - User Guide 13
ability to give the lines a reflective quality. This is done the same way regular materials are made reflective; with reflection maps. In fact you can turn a regular material into a wire rendering very very easily. 1- In the Material Bin, drag the Punchy Gold swatch into the editing area. 2- Click on the Hidden Line radio button. 3- Click the Options window and turn on the Fill With Color option, then make the fill color black. OK out of the Options window. 4- Select the objects and drag the Hidden Line Gold material onto the objects. 5- Do a Test rendering. See how the lines have bright and dark streaks in them? Those are the highlights. When you create an animation, those highlights will pass across the lines making them look really nice. To see the difference, do the following: 6- Turn off the reflection map enable switch, then do another Test rendering. See that the lines now look flat and less interesting.
Line rendering with reflections turned on. Drag Punchy Gold down to the Materials Editor.
The Map Enable Button.
Applying Grid Lines Across Object Faces
You may have noticed that lines are drawn around the front faces but no lines appear on the front faces themselves. It does not have to be this way. To create a grid of lines that appear on the front faces, use the Meshing controls. 1- Select the objects and click the Stats button on the Object tab. 2- Turn ON the meshing option, then set Meshing for Best to 5 for all three directions. OK out of the Stats window. 3- Make a blue, hidden line Material and apply it to the objects. 4- Do a Test rendering. See that there is now a grid pattern of lines across the faces of all the objects. However, since the lines of the faces are the same color as the lines of the sides it is a bit hard to read. We can fix that by giving the faces a different color. 5- Make a red, hidden line Material and apply it only to the faces of the objects. Do this the standard way, by clicking on the Material Set-Up button, loading the red material into dock 2 and then dragging the red swatch up to the color chip next to the front face. 6- Do a Test rendering. Now the grid lines across the faces are red and the bevels and sides are blue. This makes it much easier to read the words.
Line rendering with reflections turned off.
When all wires are one color it can be difficult to read.
Making the front face wires a different color adds to the legibility.
Cartoon Coloring
The Cartoon Color type of Material renders 3D objects as though they were drawn by a poster artist or an animator painting animation cells.
Zaxwerks - User Guide 14
Standard 3D rendering has a smooth, photo-real look. Smooth shading paints the objects in continuous tones so curved objects gradually get brighter or darker. But Cartoon Coloring shades the objects in bands of color. The bands block-in the color of the highlights, shadows and base, giving you a big bold look with lots of punch.
How To Give Objects Cartoon Coloring
To give objects a Cartoon Colored look do the following: 1- In the Material Editor, create a new material. Then click the color box and use the color picker to pick a medium blue. Close the color picker. 2- Click the radio button in front of the words Cartoon Color. 3- Drag the Material onto the objects. The objects will immediately change to Cartoon Colored shading. Draft mode Cartoon Coloring has only three levels of shading. During Best quality rendering, a fourth is added where highlights appear. 4- Hold down the Command (Control) key and click the Test button. This will do a Test rendering in Best quality while you are inside the Set-Up window. You will now see the objects drawn with full quality Cartoon Coloring. Notice how there is a dominant base color, which is the medium blue you chose earlier, then there is a light, highlight shade of blue and a darker shadow shade of blue. This is the basic cartoon coloring look. It gives the final images a very graphic punch. If you dont want the extra highlight shade just set the Highlight Brightness slider to 0. Cartoon Color responds to lighting so multiple lights can create multiple highlights. Too many lights can also wash out the image so if an image looks overly bright and washed out, turn off some of the lights in the scene. Cartoon Coloring also supports all levels of texture mapping so you can do bump mapping, and reflection mapping to create cartoon versions of your regular photo-real renderings. It is so easy to turn your regular materials into cartoon versions (just click the Cartoon Color button) that you can try it out just to see if the design would look better using the more graphic look of the cartoon style of rendering. TIP When using Cartoon Coloring it is recommended that you only use one light source in the scene.
Use a wide angle lens to push the perspective.
The Pop Art look without bevels. The Pop Art look with bevels.
The Stroked Pop Art Look
Continuing from the last project. Do the following. 6- Set the bevel for all objects to Inset Face> Outline. Now you have Pop Art text with a block background. By using the Edge Scale and Depth sliders you can control the size of the block background outline around the letters. The next step is to create a stroke around the letters. 7- Duplicate the orange material swatch and slightly brighten the color of the duplicate. 8- Go to the Material Set-Up window and drop a split point on the front corner of the Outline bevel. Then drag the new brighter orange material into dock 3 and apply this material to the sides of the bevel. Going back to the Scene Preview you will see that you now have a medium orange stroke around yellow letters with bright orange sides. Again by adjusting the Edge Scale slider you can make this stroke very thin or very thick. Once you get your pop art look just right, save it as an Object Style so you can use it again.
The Pop Art look with a darker stroke. The Pop Art look with a parallel outline.
Split the Outline bevel at the front corner so a different material can be applied to the sides.
The Modified Pop Art Look
The Modified Pop Art look combines absolute coloring and regular photo-real shading. Continuing from the last project. 9- In the Material Set-Up window, double click on the darker of the two orange materials to load it into the Material Editor. 10- Click the Standard Color button.
This will make the darker orange respond to the lighting. 11- Change the bevel to Bevels> Medium Front. Then adjust the Edge Scale so you can easily see the bevel. 12- Do a Test rendering. What you have now is a combination effect. The front and sides are absolute colored, but the bevels are shaded with highlights and shadows. This can be a very interesting alternative to the standard Pop Art look.
The Modified Pop Art look has Absolute Colored front and sides, but Standard Colored bevels.
Making TV Screens
The Absolute Color material type is also useful when making TV screens. Since the color of the pixels are exactly the same after rendering as they were before, texture maps end up looking like they are creating their own light. For example: build the TV cabinet and screen then apply a QuickTime or AVI movie to the screen and give it the absolute color option. The TV cabinet will be shaded realistically by the lights in the scene but the screen will render the movie at full brightness.
Making 3D Environments
The really cool moody lighting seen in video games isnt done with lights at all. Rather, it is painted into the texture maps used on the walls, and then absolute color rendering is used to render the scene. To do the same thing in the Invigorator PRO, start with a picture you want to use as your wall, take it into Photoshop and put lighting effects onto the image. Darken up the corners and part near the floor. Paint shadows around the edges of doors and wall hangings. Then in the Invigorator create a plane and create a new material. Use the wall image as the color map for the material and turn on the Absolute Color option. Then apply the material to the wall. What youll get is the exact colors of the wall image in the final rendering. Moody lighting and all!
The pre-lit texture map.
Paint lighting right into the texture maps, then use Absolute Coloring to render them exactly as you made them.
The Matte Color Material
The Matte Color material option makes a 3D object act like a mask. When an object with this material is visible it blocks out other 3D objects that you dont want to see. It can also be used to create transition effects, such as creating a hole in the movie that lets other background video show through.
Masking Out Unwanted Objects
On more of a problem solving level, an object colored by the Matte Material can be used to cover up objects that you dont want to see. For instance say you have some bars that you are using to cast shadows onto other objects in the scene. You want the shadows to be seen but you dont want the bars to be seen. Unfortunately, at one point in the animation, the camera moves and you end up seeing the bars. Rather than moving the bars and goofing up the shadows, you can simply create a plane using the Primitives feature, color the plane with a Matte Color material, and then position the plane so it will block the bars from view. When the movie is rendered the shadows from the bars will be seen but the bars themselves have been masked out.
A flat shadow doesnt take the package into consideration and looks pasted-on.
Position placeholder objects in register with the objects in the picture.
Setting Up The Camera For A Shadow-Catching Project
When doing a shadow-catching project the position, angle and lens of the camera are very important. The first placeholder object you put into position should match to the largest rectangular object in the background. Position the rectangle so it is close to matching the background image, then adjust the camera angle and position until the placeholder object registers with the rectangular object in the background. Sometimes the largest rectangular object in the background image isnt going to catch shadows. This is fine. Create a placeholder to use for the registration phase, then delete it once the camera has been positioned. Oftentimes the perspective of the camera needs to be changed to match with the background image. A wider angle lens (shorter focal length) increases the perspective and a telephoto lens (longer focal length) reduces the perspective. Examples of large rectangular things in the background image would include: table tops, picture frames, books, doors, windows, rugs and even whole walls. Once the camera has been positioned and the lens set correctly, all the other objects you add to the scene will fall perfectly into place.
Zaxwerks - User Guide The final shadow flows over the package making the two elements look like they are part of the same scene.
These two edges are aligned.
.but these edges dont match.
This image is close but the perspective of the camera needs to be changed so the edges will match better.
Here, the placeholder and image are perfectly registered. 20
Using Movies As Textures Using Movies As Backgrounds
Highlight Mapping
Highlight Mapping, or Specular Mapping as it is known to the 3D savvy, is a type of texture mapping that only affects the highlights on an object. Much of the textural feel of a surface is contained in the highlights. The base paint job on an object may be fine, but over the top of the paint job the surface may be worn or dirty, and this type of surface detail isnt seen until you line your eye up with the glare from a light. Adding a highlight map gives your work a subtle touch that can make it look much more professional.
Without a Highlight Map With a Highlight Map
How To Make A Highlight Map
Highlight Maps are made like any other texture map. They are pixel-based images made in Photoshop or some other paint program. The image should be grayscale. A color Highlight Map can be used but only the luminance of the colors will be used. If the map is four-channel, the RGB channels will be ignored and only the alpha channel will be used for the highlights. In a Highlight Map the dark pixels reduce the highlight and the white pixels keep the highlight. The Highlight Brightness slider sets the maximum brightness of the highlight, and the map only reduces it. The map does not increase the brightness of the highlight.
Typical Highlight Maps
How To Give A Material A Highlight Map
An image is applied as a Highlight Map in the same way that all other surface attributes are assigned a map. 1- Find the Highlight Map thumbnail box, located next to the Highlight Brightness and Highlight Sharpness sliders. 2- Click on the thumbnail box to open a file picker. 3- Find the image you want to use as the Highlight Map and click Open. 4- Adjust the Highlight Brightness and Sharpness sliders. The lower the Sharpness value the wider and more obvious the highlight will be. 5- Apply the Material to the object.
Highlight maps only affect the highlights. Zaxwerks - User Guide 21
NOTE: Since Highlights are dependent on the angle that the light is bouncing off of an objects surface, you may have to move the lights around to find the best effect.
Creative Uses For Highlight Mapping
Mixed Surface Types. If the surface is constructed of two different materials, such as Tile and Grout, one surface may be very shiny and the other may not catch highlights at all. In the above case the highlight map is white for the tile and black for the grout. Another case of mixed surfaces is where there are rivets and welds on metal. Rivets and welds dont show highlights the same way the base metal does because the surface is uneven. In this case if you dont use a highlight map, the shine will slide right across the rivets making it look like a glossy clear coat was poured over the rivets and polished to a smooth finish. Hidden Messages. By starting with a black background and writing a message in white letters, the message wont be seen until the highlight passes over the object. Wear And Tear. Chips, dings, scratches, scuff marks and dents do not show highlights. By putting these details into the highlight map a surface will show wear and tear. Fingerprints, Hand prints And Smudges. Start with a white background, then add fingerprints and smudges in black. When the highlight passes over the object the highlight wont appear where the surface is smudged or printed. Streaks. The surface paint job may be fine, but a streaky highlight map gives the surface a rained-on appearance. Unfinished Patches. If there is a repair area on a picture of some metal plating, the patch is usually done with a darker highlight map so the highlights dont shine off of it. This is popular for spacecraft surfaces. Wood Grain. Another example of mixed surface type is the dark and light areas of a wood grain. Usually the dark lines shine more than the lighter ones.

You are now ready to launch the program and create your first Invigorator project. Open the Applications folder, then open the ProAnimator or ProModeler folder, and double click on the program icon.
Entering An Authorization Code For The First Time
The first time you launch the software it will ask you to enter some information. Type your Name and Organization, and type the Authorization Code exactly as it was given to you. Then press the OK button. A Temporary Code looks like this: A1234-B1234. A Permanent Code looks like this: IPMS30-A1234-B1234-C1234 A Temporary Code lasts for 30 days to give you time to contact Zaxwerks and register the software. Once registered, Zaxwerks will give you a permanent authorization code. (See the next section for information on how to enter a permanent code.) If you already have a Permanent Code there is no need to enter the Temporary Code first. Type the Permanent Code when you see the Authorization window and youll be ready to go. TROUBLESHOOTING TIP ! On some Windows systems you may have trouble typing into the Authorization Window. If this is the case, open a program such as NotePad and type the information there. Then copy and paste the information, one line at a time, into the Authorization window.
Fill in all fields then click the OK button.
Demo Mode
If you dont have either a Temporary or a Permanent Authorization Code you can run the program in Demo Mode by clicking the DEMO button at the bottom of the authorization window. Demo mode adds a watermark to the renderings and also limits the program in some ways, but other than that most everything works. Demo mode lets you get an idea of how the program runs so you can see how fast and easy it is.
Entering A Permanent Authorization Code
(If this is the first time you have run the software see the previous section titled: Entering An Authorization Code For The First Time.) If you have been running the software using a Temporary Authorization Code, double click on the program icon to launch it. You will see a message window saying how many days you have left to run the program. At the bottom of this message window will be a Register button. Click the Register button then enter your Permanent Authorization Code. A Permanent Code looks like this: IPAS30-A1234-B1234-C1234
How To Get A Permanent Authorization Code
A Permanent Authorization code is sent to you directly from Zaxwerks. Contact Zaxwerks in one of the following ways: Register by email: register@zaxwerks.com Register online: www.zaxwerks.com/Register_English.html Register by phone: 1-800-549-0250 You will be asked for your Temporary Authorization Code and your contact information so you can receive notices about bug fixes and updates.
Click this link on the Zaxwerks Home page to get to the registration page.
If you bought the program directly from Zaxwerks you will have received a green Invoice/Receipt with the Permanent codes printed on stickers at the bottom.
Click TRY to auto-create an animation. Drag and Drop an Object Style to color the letters.
Watch as an animation is constructed before your eyes. The timeline will get several colored bars in Object Track 1, the objects will jump to new positions, and the animation will play back over and over. Thats it. Youve just created a complete 3D animation, and did the whole thing in five mouse clicks!
The colored bars represent the animation. Zaxwerks 3D Invigorator - ProAnimator - Tutorials 19
To experiment with other animations click the TRY button again. Each time you click TRY a new animation will be constructed using the text you typed. Stop the playback of your animation by clicking the Stop button and continue on to the next exercise.
Click the Stop button to halt playback of the animation.
Changing The Text In An Animation
Once you have created an animation you can change the text without having to redo any other work. 1- Stop the animation if you havent already done so. 2- Click on the main Set-Up window (the large top window) to bring it to the front, then double click on one of the letters. This will open the same text window where you first typed the words, News Update. 3- Erase the words News Update. In their place type Evening News. Then click the OK button. If you get a message asking if you want to modify the objects, click Modify. In the 3D window you will see the letters change. 4- In the Animation window click the gray Play button to play the new animation. Notice that the animation is the same even though the text is different.
The gray Play button only plays the area between the green and red markers. 20
Changing The Speed Of An Animation
Changing the speed of an animation makes it run faster or slower. As a general rule the faster an animation, the more punch it has. While the slower an animation, the more grand it appears.
PREPARATION: Look at the blue bars in the Time Line. If there is only one light blue bar then you can go to the next step. If not, click the TRY button again and see if this new animation has only one light blue bar. If not, click the TRY button again and again until the program picks an animation with only one light blue bar. Note that there will be three blue bars total. One light bar between two dark blue bars. To make an animation move faster all you need to do is shorten the length of the Transition segment. A shorter segment means less time, a longer segment means more time. 1- Position the mouse cursor over the right end of the Transition segment (the light blue bar). When you do this you will see the cursor turn into a left-right slider. Click down and drag the end of the Transition to the left, making it shorter. Release the mouse button when the Transition segment is half the length it was. Play back the animation and youll see your objects are now moving faster.
26 Zaxwerks 3D Invigorator - ProAnimator - Tutorials
Click the Render button to render the whole movie or part of the move, depending on how the render options are set.
Rendering Options
The rendering options are seen on the camera tab. These options tell the program what part of the animation you are going to render, what size you will be rendering it at and what the quality of the rendering should be. (See the section on Rendering Options later in this User Guide for explanations of these options.)
Render with or without an Alpha Channel.
Render the whole movie or part of the movie.
Choose the size for the final rendering.
The camera tab contains the rendering options.
Chapter 3 Changing The Timing And Speed Of Parts Of An Animation
Oftentimes the preset animations will get close to what you want but you may still need to make some adjustments to the timing in order for it to be perfect. Next we will look at how to change the timing of an animation to better fit the requirements of a project.
What Is A Pose? What Is A Transition?
The first step in knowing how to change an animation is to understand a little about how an animation is put together. Animation is the movement of objects over time. To show time the ProAnimator has a Time Line. When you look at the Time Line you can see that time runs from left to right. It starts at Time = 0 and goes to Time = 10 seconds. An animation is shown on the Time Line as a series of light blue and dark blue rectangles. The dark blue rectangles are called Pose segments and the light blue rectangles are called Transition segments.
Pose Segments
The Time Line
Transition Segments
A Pose is a snapshot of the position of your objects in space. A pose is very similar to a keyframe, but a single pose cound contain hundreds of keyframes. A Transition is the movement of objects from one Pose to the next. A Transition segment must always have a Pose segment on either side of it. The simplest animation would be three segments: Pose-Transition-Pose. There is no limit to how long an animation can be. You can add segment after segment for a very long and elaborate series of movements. The length of each segment shows you how long it lasts. The length of a Pose shows you how long the objects will sit at that one position. The length of a Transition shows you how long it will take for the objects to move between two Poses. If you did the first tutorial you were introduced to changing the length of a Transition segment. There is more than one way to do it so lets look at this in more detail.
Creating A New Scene
If you are continuing from the last tutorial look under the File menu and pick the New Scene command. When it asks if youd like to save the current scene click No. If you are just starting, launch the program and click the New Scene button.
Zaxwerks 3D Invigorator - ProAnimator - Tutorials 29
Creating The 3D Text
Look under the Object menu and choose the Create 3D Text command. When you see the text window, type Moving along then click the OK button.
Adding An Animation Preset
1- Go to the Animation window and click on the Object Animations popup menu. Find the preset called Angle Slide. Choose it. You will see the animation start to play. During the next series of instructions do NOT stop the playback of the animation. The ProAnimator lets you keep the animation playing while you make changes. Look at the Time Line. You can see that a single animation track has been created. This track contains a starting pose, then a transition segment, then an ending pose. To the left of the segments are the words Object Track 1 this is a name to identify this track.
Changing The Track Name
1- Double click on the track name. You will see that it becomes highlighted. Type the words Moving along to rename the track. After typing click the Return or Enter key on your keyboard, this turns off the editing of the name so you wont accidentally change it. (NOTE: if you accidentally clicked and removed the highlight from the name, click and drag over the words to select them again, then type Moving along.)
Double click the name to change it.
Moving Splice Points
As the animation plays watch the yellow time marker. When the time marker is at the beginning of the animation the 3D objects are positioned below the lower left corner of the preview window. Notice that they stay there for a bit before the letters begin to move. The movement of the letters happens when the time marker is over the light blue Transition segment. Once the time marker gets over the end pose, the letters stop moving and they hold until the end of the final pose is reached. Move the mouse cursor so it is over the place where the first pose and the transition touch each other. This is called a Splice Point. When the cursor is over a splice point you will see that it changes to the Splice Point Editor. Once the cursor changes it means you will be able to change the position of the splice point without moving the other end of the segment.
The Work Area is the portion of the animation that is played when the gray Play Work Area arrow is pushed. If the black Play arrow is pushed the animation plays all the way through from the beginning to very end. But if the Play Work Area arrow is pushed the animation starts playing at the green arrow and stops when it gets to the red arrow. Additionally, if the Loop button is turned on, the animation will play over and over until you click the square Stop button. The little green and red arrows in the Time Line set the beginning and ending of the Work Area. Between the green and red arrows the timeline is dark gray. This is to let you easily see the work area. Playing only the work area lets you see part of your animation without having to watch other parts that you may not be interested in. In the last step you made the animation 8 seconds long but only the first 4 seconds is playing back. This is because the red arrow that marks the end of the work area loop is still sitting at 4 seconds. To set the end marker to be able to see the entire animation, position the mouse cursor over the end marker, (the red marker) click down and drag to the right until the marker is at the 8 second mark. Now you can click the Play Work Area button and watch the animation all the way through.
Work Area Start Marker
Play Work Area Button
Loop Button
Work Area End Marker
Drag the end marker to set the end of the loop.
Shortening The Length Of An Entire Animation
You can shorten an entire animation the same way that you made it longer. 1- Shift-click to select all segments. (Click on the beginning pose, hold down the shift key then click on the end pose.) You will see dotted lines surrounding all of the segments indicating that the whole animation is selected. 2- Next, hold down the Option (Alt) key on your keyboard. Position the mouse cursor over the end of the last segment. When the mouse is in the correct position you will see the cursor change from an arrow to the splice point editor. 3- Click and hold down on your mouse button, then drag to the left. You will see all of the segments grow shorter as you drag. Drag until the right end of the last segment is under the 2 second mark. Release the mouse button and the Option (Alt) key. Click the Play Work Area button. You will now see the objects moving much more quickly. You will also see that after the objects stop moving, the animation sits still for quite a while. This is because the the time marker must reach the red end marker before it can loop back to the beginning. To remove the pause, drag the red end marker to the 2 second mark. Now the animation will loop the first two seconds over and over.
Zaxwerks 3D Invigorator - ProAnimator - Tutorials With all segments selected, hold down the Option (Alt) key and drag the end to the left.
An Arch of 50 gives the paths an extreme curve. 40
The Arch Slider.
An Arch of 10 gives the paths a slight curve.
4- Set the Arch slider to 20, before you go to the next tutorial.
Changing The Direction Of The Arch In The Path
Up to this point the Arch of the path has been up and over, as if the letters are riding over the top of a hill. We can change this direction. Find the Arch Direction knob located to the right of the Arch slider. See how the arrow on the knob is pointing up. 1- Drag the Arch Direction knob so it is pointing down. Play the animation if it has stopped. See how the letters now swoop up from the bottom of the screen. This has quite a different look than the when the animation was dropping in from the top. 2- Drag the Arch Direction knob so it is pointing to the right, then increase the Arch slider to 50. Now the letters are moving off in the distance before turning and traveling right toward the camera. This is a very cool multi-overlapping look and is very difficult to get with any other software. 3- Often a little change can make a lot of difference. Instead of setting the Arch Direction arrow to the right, which would be the 3 oclock position on the face of a clock, try setting it to the 2 oclock or 4 oclock positions. Experiment with different positions and see the effect. 4- When you are done experimenting stop the animation and pick the Angle Slide preset from the Object Animations popup menu. This will reset the animation to its original form.
The Arch Direction control will make objects swoop down, or to the side. 41
Controlling When Objects Start To Move
In the Angle Slide animation notice how each letter flies on screen a little bit later than the one next to it. The secret is the Cascade slider. The Cascade slider controls the timing of objects as they move along their motion path. 1- Stop the animation. Select the transition segment if its not already selected. For the Angle Slide animation youll see that Cascade is set to 9. Drag the slider so that Cascade reads 0. Play the animation and you will see that now all the objects are moving together. When Cascade is at 0 all objects start moving at exactly the same time. 2- Set the Cascade slider to 20. Now you will see that there is space between each letter. Each letter waits a little bit before it starts to move. This creates a spread-out cascade of letters. 3- Set the Cascade slider to 50. Now you will see that there is quite a bit of space between the letters. You still get the cascading effect but the spacing is so large that each letter now looks like it is moving on its own. 4- Set the Cascade slider to 100. This is the top end of the range and it means that each letter completely finishes its move before the next letter starts to move. In other words the first letter moves to its end position before the second letter starts to move.
48 Zaxwerks 3D Invigorator - ProAnimator - Tutorials
Moving Objects To New Positions
The Move control is one of the tools you will use the most. When you are setting up an animation and placing objects into their positions the tendency is to want to drag the objects in the 3D window. This is the old way of doing it. In fact, in most 3D programs this is the only way you have of positioning objects, but in the ProAnimator we call this Tweaking. Tweaking is the very last method you should use to position objects. It is the technique you use when you cant get the Pose controls to do exactly what you want. One advantage of using the Pose controls is that you will be able to save your animations as presets and apply them to any other group of objects, so you should get used to using these controls as quickly as possible. (For more information about Tweaks see the section called What is a Tweak? later in this guide.) We will use the Move controls to make the objects fly to a different place on the screen. As you play the animation you can see that the second Pose is responsible for the position of the objects at the center of the screen. Stop the animation playback (by clicking your spacebar), and click on the second Pose to select it. You will see the controls for this Pose appear at the bottom of the Animation window. There are two parts to the Move controller; a set of direction clickpoints, and a slider to set the amount of distance to move.
The Move controls.
Dragging objects in the 3D window is called Tweaking- you should NOT tweak objects if you can avoid it.
The Distance slider.
Direction Buttons. 49
Currently the slider is set to 0 meaning that the objects arent being moved anywhere. They are all sitting at their Home position. Instead of having the letters fly to the center of the screen lets have them fly to the top third of the screen. Heres how you do it. 1- First make sure that the second Pose is selected. 2- Hold down the Shift key on your keyboard and drag the Move slider back and forth a few times between 0 and 500. Notice how the letters come closer to you. This is because the center button on the direction indicator is dark. Click on the UP arrow, and drag the slider until the letters are positioned about a third of the way down from the top of the screen. This should be at about 150. 3- Now play the animation. (Tap your spacebar.) You will see the letters flying to this higher position instead of the center of the screen. 4- Leave the animation playing and double click the center button. Now you will see the letters flying to a far away position. A single click on this button moves the objects forward, and a double click move the objects away.
The 2D logo.
First look at the 3D version. 83
When you are in a 3D program there is no such thing as stacking order. The only thing that matters is whether an object is closer to the camera than some other object. Since an Illustrator file doesnt have any Z information, all of the models start off with the same Z position, so all the overlapping parts are equally close to the camera. This confuses the camera so it shows part of one object and part of another creating a visual mess. Whats worse is that as the viewpoint of the camera changes different parts of the models will flash into view because the camera cant figure out which of these overlapping objects to show. To get rid of the mess all we need to do is to move the objects so some parts will be closer to the camera than others.
Object Mode Button Object List
How To Make Objects Invisible
(continuing from the last tutorial) Lets turn off the visibility of the text objects so we can concentrate on the center part of the logo. 1- Click on the Object Mode button to reveal the small tabbed area below the tool bar. 2- Click on the Object List and choose the Deselect All item. You will see all the green and red selection boxes disappear.
84 Zaxwerks 3D Invigorator - ProAnimator - Tutorials
TROUBLESHOOTING TIP! Click on the Object List again and look at it. If it contains names such as Shield, King Text, Face, Eyes, etc. then you can proceed with the rest of the tutorial. If it says things like Object 1, Object 2, Object 3, Group 1, Group 2, etc. then you did not properly do Step 4 of the previous tutorial on How To Create A 3D Logo. Quit the program and start the Advanced Tutorial again. 3- In the Object List choose the King Text item. You will see a red wire bounding box appear around the word King indicating that it is selected. 4- Hold down the Shift key on your keyboard, and from the Object List choose the Entertainment Text item. You will see a green bounding box appear around the word Entertainment. Click down on the Object List and look at the menu items for the two objects you have just selected. Notice that they are written in BOLD. This is to let you know that these two items are selected. Click off the Object List making sure that you dont accidentally deselect the objects, by clicking on a menu item. 5- Make the objects invisible by turning on the Make Invisible checkbox. Find this checkbox just below the Object List.
Zaxwerks 3D Invigorator - ProAnimator - Tutorials 95 A Depth of 0 creates a plane. Look at the logo from the right.
While you are dragging notice that the front face of the Shield is staying in the same place. As the Depth gets larger the object grows toward the back. It does not get bigger around its center. Thats because Depth doesnt scale the object, it rebuilds the object with new dimensions. If you use the Scale tool the object will expand or contract about its center. 4- Tumble the Camera to a 3/4 view. (Use the Shortcut keys!)
Use the Select Invisible command to select the invisible objects.
5- Select the Face object, and set its Depth to 12. 6- Select the Eyes object, and set its Depth to 2. 7- Switch to Object Mode and use the Object List to select the Crown Insignia object. Then set its Depth to 4. 8- Pick the Select Invisible command from the Object List. This will select the invisible text objects. Next uncheck the Make Invisible checkbox. This will make the text objects reappear. 9- Give the King Text object a Depth of 12, and the Entertainment Text object a Depth of 4. Well leave the Crown the same Depth that it already is. That leaves us with the White Holes object. If you Tumble the camera to the side you will see that this object sticks out behind the Face object. All it is supposed to be is a background color to prevent
The White Holes object is sticking out behind the Face. 96
you from seeing through the mouth and eye sockets of the Face. The White Holes object is needed or else youd see the blue of the shield and that would spoil the look of the logo. In order to put the White Holes object in the correct place we will need to use all of the techniques that weve learned so far. 1- Select the White Holes object, then set its Depth to 2. 2- Pick the Dolly tool and turn on Drag Using Objects Axes mode. 3- Drag up and down and watch the object pass through the other objects. Watch the lower corner of the red bounding box and position the object so that it is near the back of the Face object but not behind it. 4- Tumble and Track the Camera to look at the logo from the front. Pretty good! Were almost done.
Watch the red lines. As you drag they will move through the Face.
How To Apply An Edge Profile
(continuing from the last tutorial) Edge Profiles are the bevels used to dress up the object. There are over 100 profiles built into the program and you can make your own too. Think of an Edge Profile as fancy molding that goes around the perimeter of your objects. 1- Select the Shield object. 2- Click on the Material Set-Up button, located above the 3D window. The 3D window will be replaced by a window showing you the Edge Profile being used by the Shield. Imagine that you are above the Shield, looking down at it, and you take a slice through its center. You would have the front of the Shield at the bottom of the slice, and the back of the Shield would be at the top of the slice. Look at the Material Set-Up window and see that this is what it is showing. Weve labeled the Front and Back in the window so you can remember what you are looking at. This cross-section view also shows you the Edge Profile applied to the outside edges of the Shield on the left, and on the right would be the Edge Profile applied to the holes in the Shield, if it had any.
Zaxwerks 3D Invigorator - ProAnimator - Tutorials Material Editor
Material Bin
Double click on a material in the bin (TOP) to load it into the editor (BOTTOM). 101
You should see the words Punchy Gold in the field at the top of the editing area. You will also see a thick red line surrounding the swatch in both the editor and the bin. This red line indicates that these are both the same material and if you make changes to the swatch at the bottom you will see the changes affect the swatch at the top.
Busier reflections are good for flat surfaces. Smoother reflections are good for curved surfaces.
3- Double click on the other gold material in the second row of the bin. This one is called Polished Gold. These gold materials are very similar, however one is busier than the other meaning there are more lights and darks in the reflections. The busier one, Punchy Gold, works very well on flat surfaces. The other one, Polished Gold, works well on curved surfaces. 4- Apply the Punchy Gold material by dragging it from the bin and dropping it onto the King Text object. Be sure that the point of your cursor is over the King Text object otherwise the material may be dropped onto something else. If you make a mistake you can always Undo it. 5- Turn on the display mode that shows reflections by clicking once on the 3D Display Style button.
6- Use the shortcut keys to Tumble the Camera. Now you can see the reflections in the gold dance across the surface of the King Text object. Even though the King Text object is now gold, it lost a little of its punch. The best thing would be for the face of the object to be gold while the edges were black. This would put a black edge around the gold and the contrast will really make the logo pop.
How To Add A Second Material To An Object
(continuing from the last tutorial) The King Text object should still be selected. 1- Click on the Material Set-Up button. In the top window is the Power Grooves bevel that you applied to the model a few steps ago. Notice that there are little green chips with the number 1 on them. One is next to the Front, the Back, and the Outside part of the cross section. Now look at the area below this window where you will see six square docking areas the same size as a Material Swatch. This area is called the Material Palette. It shows the materials that are being used on the selected object.
Material Set-Up
Material Palette
The first dock in the Palette has the Punchy Gold material in it and the green chip next to it has the number 1 on it. When you look at the Palette and the Material Set-Up window together, these green number chips show that the material in the first dock is being applied to the Front, Back and Sides of the selected object. What were going to do next is to apply a black material to the sides of the object. Heres how. 2- In the top row of the Material Bin find the black material swatch. Drag it from the bin and drop it into dock number 2. Once the black material has been loaded into the Material Palette you can then apply it to the object. 3- Drag the black material from the Palette and drop it onto the green chip sitting next to the Outside Edge Profile. As you drag you will see that when the mouse cursor moves into the Material Set-Up window a little green chip with the number 2 appears at the point. Drag until this chip is over the existing chip that you want to replace. When the two chips get close to each other they will snap together and the side of the model will highlight in red. If you release the mouse button before you see the red highlight then nothing will happen. When you have successfully done the drop the green chip will have the number 2 on it. This indicates that the material in dock 2 is now applied to the sides.
Drag from the Palette into the Set-Up window. Snap the green chips together before you release the mouse. 104
4- Click the Scene Preview button to switch back to the 3D view. This looks better but if you Tumble the Camera around the object youll see that the sides are still a bit blocky because they are completely black. The ideal scene would be for part of the edge to be black and part to be gold. Fortunately we have a way to do that.
How To Split A Profile To Fine Tune Material Placement
(continuing from the last tutorial) The King Text object should still be selected. 1- Switch back to the Material Set-Up window. We need to split the edge into two parts, then we can apply black to one part and gold to the other. 2- Find the Split tool and select it. Click once on the edge, near green chip #2. (Dont double click, just click once.) This will create a red arrow on the line, and you will now see two #2 chips. TIP! To delete a split arrow drag it off the line and release the mouse when the arrow turns light pink.
Zaxwerks 3D Invigorator - ProAnimator - Tutorials The Split Tool is selected when it is blue.
Click once on the line to split the edge into two parts. 105
3- Drag the gold Material Swatch from the Palette and drop it onto the top #2 chip. This will be the chip closest to the back of the object. Notice that when the chips snap together only half of the edge highlights in red. This shows you that only part of the edge will receive the new material. When complete this chip will have a #1 on it. Switch to Scene Preview and tumble the Camera around the objects. This is looking better but there is still too much black. Lets make the black area smaller. Switch back to the Material Set-Up window. Split arrows are not locked in position. They can be dragged along the line.
How To Move Lights
(continuing from the last tutorial) Find the Light Manipulator ball. You will see the top arrow has a red wire box around it, meaning it is selected. The name of this light, Light 1, is shown on the Lights List to the right of the ball. Look at the position of the selected arrow. The arrow represents the direction that Light 1 is pointing. To move the light drag the arrow to a new position.
The Light Manipulator ball.
1- Click down on the center of the Light Manipulator ball and drag left, right, up and down. As you drag right the arrow will be pulled to the side of the ball. If you continue dragging right the arrow will go around to the back of ball. If you drag up the arrow will stop at the top of the ball. If you drag down the arrow will stop at the bottom of the ball. 2- Undo the changes so the arrow is back to where it started.
If you drag too far the light may go behind the ball.
Since shadows are cast from a light, you need to change the direction the light is pointing in to change where the shadows will fall. If we want the shadows to fall to the left of the face we will need to move the light to the right side of the ball.
3- Click in the center of the ball and drag slowly to the right. Dont drag up or down, try to keep the arrow at the same level. Stop dragging when the arrow is on the right side of the ball, but not too much on the right. 4- Render the frame. You will now see the shadows falling to the left side of the Face object. If the arrow is too far around the side, the shadows will be very long. If the arrow is to much in front the shadows will be very short. Try moving the arrow and rendering a frame a few times until you start to see how the direction of the light is affecting the shadow. 5- When the final image is rendered make sure it is the foremost window by clicking on it, then use the Save Picture. command to save the image to disk. If you forget to save the image it will be deleted from memory when you quit the program.
Drag the arrow to this position.
The final logo. Zaxwerks 3D Invigorator - ProAnimator - Tutorials 113
How To Save A Project
(continuing from the last tutorial) When your work is done you will need to save the project file. 1- From the File menu pick File> Save Scene As. This will open a window where you can name the file and choose where to save it.
Tags
6271dwple HP-530 S44E33n0EU AJ3916 FSG-3 Navus GPS TDA-7550R Frontier-crew-CAB-2000 SCC-131AP XP1500 Cd-ROM Gsxl II PSR-292 EHS60040X CS-RE9HKE NN-H503B EWF1230 Kxtg1401E 1 0 ZFU228WO LS180CPI WV-CU350 STR-DE225 LE32A336 Confort Linea 603 CLD-160K SGH-I600 V-300 BT500 X PRO Baan 12 Zxled8 Roland E50 DLG7188WM Aficio 161F 3302 3342 FS726TP Phono USB EOS 450D SD254 Avantgarde 770-TFT DLE5977W AP5VM-AMI E5218 SHE43C-shu42 RSG5durs Gpsmap 2106 14 X GT-S7230E MP-CS187 21FG1RG Cherokee 495 Rokr E1 X204N BC-900 Omron CP1E MCD139B TX-26LXD70F 20F410T GRP100 IV-040 AT7 V10 AVX-280 JW-50 MR-14EX 22HFL3330D XV315P 96860 VS900 VE510B Edition LE19A656 TTR90-2007 850 RS TX-SR504E RF26vabbp XAA PDX-600 SCX-4720FN-ETS ZWT12120W XTZ125-2003 U-CA 401 Yamaha CS1X KD-AVX40 Passat SW RCM 104 Izek 1500 Review GL3000 Warriors 3 2550N LE32R82B 35-50 FLM-4034B FMJ P7 XL-3400 PT-LB10 Lavalux TE DV989AVI-G CD2352S-19
manuel d'instructions, Guide de l'utilisateur | Manual de instrucciones, Instrucciones de uso | Bedienungsanleitung, Bedienungsanleitung | Manual de Instruções, guia do usuário | инструкция | návod na použitie, Užívateľská príručka, návod k použití | bruksanvisningen | instrukcja, podręcznik użytkownika | kullanım kılavuzu, Kullanım | kézikönyv, használati útmutató | manuale di istruzioni, istruzioni d'uso | handleiding, gebruikershandleiding
Sitemap
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101
