Viz World Classic User Guide
Product Version 17.0
January 24, 2018
Copyright © 2018 Vizrt. All rights reserved.
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implied.
This publication may contain technical inaccuracies or typographical errors. While every
precaution has been taken in the preparation of this document to ensure that it contains
accurate and up-to-date information, the publisher and author assume no responsibility for
errors or omissions. Nor is any liability assumed for damages resulting from the use of the
information contained in this document.
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Last Updated
January 24, 2018
2
Contents
1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
1.1 About the Guide . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
1.1.1
1.1.2
Document Structure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Related Documents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
1.1.3
Conventions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
1.2 Customer Feedback and Suggestions - Classic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
1.3
Customer Support Request - Classic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
1.3.1
Before Submitting a Support Request . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
1.3.2
Submitting a Support Request . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
2 About Viz World Classic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
2.1
2.2
Comprehensive Map Database . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Street Data Configured Ready for Use . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
2.3
2.4
Projects, Layers and Other Elements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Establish House Styles for Consistency Across Projects . . . . . . . . . . . . . . . . . . . . . . . . . 23
2.5
2.6
Shapes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Rotoscoping with Shapes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
2.7
2.8
Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Compositing and Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
2.9 Painting and Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
2.10 Sophisticated Lighting and Filtering Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
2.11
2.12
High-quality Output . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
32-bit versus 64-bit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
3 Installing Viz World Classic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
3.1 To download the software . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
3.2
3.3
To install the Viz World Data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
To install Viz World Classic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
3.4
3.5
To add the license file . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
To add the license file using Viz World Classic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
3.6
Installation on macOS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
4 Quick Tour . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
4.1
Getting Started with Viz World . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
4.1.1
Creating a New Project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
4.1.2
Changing the Project Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
4.2 Toolbar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
4.3
View Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
3
4.3.1
To turn the Layers list, Panels, or Navigator into a floating palette . . . . . . . . . . 33
4.3.2
To hide the Layers list, Panels, or Navigator . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
4.4 Viewer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
4.4.1
Keyboard shortcuts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
4.5 User Interface Font . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
4.5.1
To change the user interface font . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
4.6 Layers List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
4.6.1
4.6.2
To display the composite of all the layers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
To display an individual layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
4.6.3
4.6.4
To hide or show a layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
To create a new layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
4.6.5
4.6.6
To select a layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
To rearrange the order of the layers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
4.6.7
4.6.8
To cut or copy a layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
To paste a layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
4.6.9
4.6.10
To delete a layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
To duplicate a layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
4.6.11
4.6.12
To pin a layer to a map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
To lock two map layers together . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
4.6.13 To rename a layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
4.7 Using the Content Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
4.7.1
4.7.2
To display the Content Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
To copy content . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
4.7.3
4.7.4
To create a luminance mask . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
To key an image using a mask . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
4.7.5
To create a composite . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
4.8 Controlling Layer Compositing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
4.8.1
4.8.2
To specify the compositing options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
To specify the composite mask options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
4.8.3
4.8.4
To use the layer’s paint mask as a key . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
To specify whether the current layer obeys the composite mask . . . . . . . . . . . . 43
4.8.5
4.8.6
To specify whether the current layer affects the composite mask . . . . . . . . . . . . 44
To specify how the current layer affects the composite mask . . . . . . . . . . . . . . . 44
4.8.7
To make an image go behind selected features in a scene . . . . . . . . . . . . . . . . . 44
4.9 Animation Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
4.9.1
4.9.2
To show or hide the Animation controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
To specify the time display format . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
4.9.3
4.9.4
To move to a specific frame . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
To move to the next or previous key . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
4.9.5
4.9.6
To expand the slider scale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
To show the whole project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
4
4.10
4.11
Move/Pan Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
4.10.1
4.10.2
To resize an object . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
To rotate an image, text item, or drawing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
4.10.3
4.10.4
To temporarily select the Zoom tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
To move the pin position . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Path Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
4.11.1
To change the animation path . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
4.11.2
4.11.3
To change the curvature of the animation path . . . . . . . . . . . . . . . . . . . . . . . . . 51
To move the tangent handles independently . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
4.11.4
To move the tangent handles symmetrically . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
4.12 Text tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
4.13
Zoom Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
4.13.1
To zoom in . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
4.13.2
4.13.3
To zoom out . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
To temporarily select the Move/Pan tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
4.13.4
To move the pin position . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
4.14 Map Rectangle Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
4.15
4.16
Browse Map Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Browse Street/Shape Data Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
4.16.1
To add a section of a street . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
4.17 Ruler Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
4.17.1
4.17.2
To measure a distance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
To specify the distance units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
4.18
4.19
Pick Color Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Navigator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
4.20
Panels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
4.20.1
Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
4.20.2
4.20.3
Contents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Lighting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
4.20.4
4.20.5
Layer Fx . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Keybars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
5 Working with Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
5.1 Creating a Map Layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
5.1.1
5.1.2
To create a new project with a map layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
To add a map layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
5.1.3
To insert a map layer between existing layers . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
5.2 Map Rectangle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
5.2.1
5.2.2
To display the map rectangle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
To resize the map rectangle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
5.2.3
To move the map rectangle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
5.3 Setting the Map Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
5
5.4
5.3.1
Compositing Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
5.3.2
5.3.3
Transform Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Drop Shadow Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
5.3.4
5.3.5
Frame Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Trail Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
5.3.6
5.3.7
Locator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Map Legend . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
5.3.8
5.3.9
Projection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Automation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Locating Features by Country or Region . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
5.4.1
To scroll to any country in the list . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
5.4.2
5.4.3
To list only countries visible in the current map view . . . . . . . . . . . . . . . . . . . . . 72
To show/hide regions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
5.4.4
5.4.5
To display a list of features contained in a country or region . . . . . . . . . . . . . . . 72
To display the currently listed features on the map . . . . . . . . . . . . . . . . . . . . . . . 72
5.4.6
To scroll directly to a feature . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
5.5 Locating Features by Name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
5.5.1
5.5.2
5.6
5.7
Search Parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
To display the currently listed features . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Adding Map Details . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
5.6.1
To specify how labels scale with the map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
5.6.2
5.6.3
To reorder the map details . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
To remove a map detail . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
5.6.4
5.6.5
To add a feature from the Explorer or Search panel to the Details list . . . . . . . . 78
To add a country or region from the map to the Details list . . . . . . . . . . . . . . . . 79
5.6.6
5.6.7
To redraw the map to fit a feature . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
To center the map on a map detail . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
Adding Features to the Map Database . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
5.7.1
To define a new feature on the map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
5.7.2
To define a new feature from the Explorer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
5.8 Locating Features in Street Data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
5.9 Locating Features in Imported Data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
5.10 Adding Shape Overlays to Map Layers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
5.11
Adding Satellite Imagery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
5.11.1
To add satellite imagery to the base map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
5.12
Adding Symbols . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
5.12.1
To add symbols . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
5.12.2
To manage symbols . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
5.13 Defining the Style of Details . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
5.13.1
5.13.2
To apply a predefined style to a detail . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
To redefine the style applied to a map detail . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
6
5.14
5.13.3
To override the style of a map detail . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
5.13.4
5.13.5
Color panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Text panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
5.13.6
5.13.7
Strap panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Texture CC panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Setting the Properties for Details . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
5.14.1
To create multi-line detail labels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
5.14.2
5.14.3
5.15
To select an alternative label . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
To specify the order of alternative place names . . . . . . . . . . . . . . . . . . . . . . . . 91
Setting Map Features . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
5.15.1
To display the Map Features dialog box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
5.15.2
5.15.3
Global Map Data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Local Street Data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
5.15.4
5.15.5
Scale roads/rail with map and Rivers Master Scale . . . . . . . . . . . . . . . . . . . . . . 94
Physical Feature Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
5.16
Displaying Disputed Regions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
5.16.1
To change the assignment of disputed regions . . . . . . . . . . . . . . . . . . . . . . . . . 95
5.17
Using the Navigator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
5.17.1
To choose a view . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
5.18
5.17.2
5.17.3
To change the view . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
To choose a preset view . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
5.17.4
5.17.5
To define a preset view . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
To edit the name of a preset . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
5.17.6
5.17.7
To delete a preset . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
To enter a GPS location . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
Measuring Distances on the Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
5.18.1
To measure a distance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
5.18.2
To specify the distance units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
6 Working with Styles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
6.1
How Style Sheets Work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
6.1.1
Multiple Style Sheets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
6.2
Creating, Saving, and Loading Style Sheets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
6.2.1
To display the styles editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
6.3
6.2.2
6.2.3
To create a new style sheet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
To rename a style sheet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
6.2.4
6.2.5
To delete a style sheet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
To copy style sheets from another project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
6.2.6
6.2.7
To export an individual style sheet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
To import a style sheet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Styles Panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
6.3.1
Predefined Styles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
7
6.3.2
Strap Panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
6.3.3
Texture CC panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
6.4 Topography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
6.5
6.4.1
6.4.2
To specify the topography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
Shading Panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
6.4.3
6.4.4
Relief Color Panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
Natural Earth Panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
6.4.5
6.4.6
Natural Sea Panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
Ocean Contours Panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
Markers Panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
6.5.1
To load an image for use as a marker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
6.5.2
6.5.3
To edit the name of a marker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
To delete or replace a marker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
6.5.4
To edit a marker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
6.6 Textures Panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
6.7
6.8
6.6.1
6.6.2
To load an image for use as a texture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
To edit the name of a texture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
6.6.3
6.6.4
To delete or replace a texture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
To display a texture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Lighting Panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Map Features Panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
6.8.1
6.8.2
Global Map Data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
Local Street Data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
6.8.3
Scale roads/rail with map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
6.9 Options Panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
6.10
Using Imported Relief Data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
6.10.1
To import CDM relief data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
6.10.2
6.10.3
To import relief data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
To obtain DEM data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
6.10.4
6.10.5
To undo DEM imports . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
To use multiple DEM databases . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
7 Reusing Design Elements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
7.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
7.2
Importing from a Project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
7.2.1
To import from a project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
7.3
Reusing Style Sheets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
7.3.1
To share a style sheet between projects and other users . . . . . . . . . . . . . . . . . . 132
7.4
Using Templates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133
7.4.1
To create a project template . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133
7.4.2
7.4.3
To specify a template as the starting point for a project . . . . . . . . . . . . . . . . . . 134
To set the default project template . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
8
7.4.4
7.5
Reuse Design Elements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
7.5.1
Reuse of style sheets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
7.5.2
7.5.3
7.6
7.7
To share project templates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
Reuse of layers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
Reuse of Navigator presets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136
Using Color Palettes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136
7.6.1
To edit the color palette . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137
7.6.2
7.6.3
To select a color . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137
To pick a color from the Viewer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137
7.6.4
7.6.5
To add the current color to the palette . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
To delete a color from the palette . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
7.6.6
7.6.7
To create a new palette . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
To save or load palettes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
Sharing Databases . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
7.7.1
To share user map details, alternate place names . . . . . . . . . . . . . . . . . . . . . . . 138
7.7.2
Editing user map details or alternate place names . . . . . . . . . . . . . . . . . . . . . . . 139
8 Configure World . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140
8.1
Configure Cache . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140
8.1.1
Map data flow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140
8.1.2
8.1.3
Cache Location . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141
Defining the Cache . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141
8.1.4
8.1.5
Cache Folder Structure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 142
Caching - Viz Trio . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
8.1.6
Caching - Viz Pilot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
8.2 Viz Artist and Engine Configuration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
8.2.1
8.2.2
Maps Configuration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
To add the VizWorld.ini file . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146
9 Working with Street Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147
9.1 Using Street Data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147
9.2
Loading Street Data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147
9.2.1
To specify the location of street data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147
9.2.2
9.2.3
To load street data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148
To use street data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149
9.2.4
9.2.5
To display the street data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149
To highlight individual features . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150
9.2.6
To label a feature . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151
9.3 Tracing Street Data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 152
10 Working with Images and Movies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153
10.1 Curious Multi-Resolution format . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154
10.2 Cineon files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154
9
10.3 Importing an Image or Movie . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154
10.3.1
10.3.2
To import an image or movie . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155
To convert an image to a CMR format . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
10.3.3
10.3.4
To convert multiple geo-referenced images to a single CMR image . . . . . . . 156
Using geo-referenced images . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
10.3.5
10.3.6
To add geo-referenced images . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158
To add satellite images . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159
10.4 Moving, Resizing, or Rotating an Image . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159
10.4.1
To move an image . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160
10.4.2
10.4.3
To resize an image . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160
To rotate an image . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 161
10.5 Specifying the Contents of the Image . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 161
10.5.1
Controlling the image transparency . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162
10.5.2
To set the start time and looping . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 163
10.6 Using the Keyer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 163
10.6.1
10.6.2
To key an image or movie . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164
To view the effect of the Keyer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165
10.6.3
10.6.4
To render the Keyer matte . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165
To cut out an image from a blue screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166
10.6.5
To remove the color cast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 167
10.7 Image Rotoscoping . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 167
10.7.1
10.7.2
To create an animated shape . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168
To view the effect of the roto matte . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168
10.7.3
To render the roto matte . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 169
10.8 Setting the Image Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 169
10.8.1
10.8.2
Compositing Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170
Transform Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170
10.8.3
10.8.4
Drop Shadow Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172
Frame Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173
10.8.5
10.8.6
Edging Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173
Trail Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174
10.8.7
10.8.8
Export Producer Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174
Instant Maps Export Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175
10.8.9
10.8.10
Automation Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175
Mask Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 177
11 Painting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 178
11.1 Paint and Image Processing Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 178
11.1.1
11.1.2
Paint Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 179
Overlays . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 180
11.1.3
Undo and Restore Options for Painting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 182
11.2 Painting Onto an Image . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 183
10
11.2.1
To paint the image or mask . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 184
11.2.2
11.2.3
To choose how the mouse cursor is displayed while painting . . . . . . . . . . . . . 184
Specifying the Brush Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 185
11.2.4
11.2.5
Creating and Editing Brushes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191
Defining the Brush Source . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 196
11.2.6
11.2.7
Defining Brush Filter Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 199
Defining Brush Profiles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 200
11.2.8
Managing Painted Materials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 202
11.3 Adding Graphics to Images . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 206
11.3.1
11.3.2
To draw a quick shape . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 206
To define the drop shadow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 207
11.3.3
To flood fill areas of the image or mask . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 207
12 Adding Image Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 212
12.1 Adding Image Effects to a Layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 212
12.1.1
To apply one or more image effects to a layer . . . . . . . . . . . . . . . . . . . . . . . . 212
12.1.2
12.1.3
To add an effect to a layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 212
To determine the order in which the effects are applied . . . . . . . . . . . . . . . . . 212
12.2 Adding Paint Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 213
12.2.1
To preview a paint effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 213
12.2.2
12.2.3
To apply the paint effect permanently to the image layer . . . . . . . . . . . . . . . . 213
To restore the image to its previous state . . . . . . . . . . . . . . . . . . . . . . . . . . . . 213
12.2.4
To reset the paint effect parameters to their default settings . . . . . . . . . . . . . . 213
12.3 Image Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 213
12.3.1
12.3.2
Backgrounds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 213
Blurs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 213
12.3.3
12.3.4
Color Correctors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 214
Distort . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 214
12.3.5
12.3.6
Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 214
Filters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 214
12.3.7
12.3.8
Grain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 214
Sharpen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 214
12.3.9
12.3.10
Transition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 214
Video . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 214
12.3.11
Adobe After Effects plug-ins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 214
13 Extracting Masks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 215
13.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 215
13.1.1
To extract a mask . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 215
13.2 Mask Extract Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 216
13.2.1
Component Extract . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 216
13.2.2
Luma Extract . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 217
11
13.2.3
Chroma Extract . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 217
13.2.4
13.2.5
Foreground Extract . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 217
Background Extract . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 217
13.2.6
13.2.7
Color Extract . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 217
Hue Extract . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 217
14 Automating with Macros . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 218
14.1 Using Macros . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 218
14.2 To record a macro . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 218
14.3 To replay a macro . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219
14.4 To save a macro . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219
14.5 To load a macro . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 220
15 Working with Shapes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 221
15.1 Introduction to Shapes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 221
15.1.1
15.1.2
Shape Layers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 222
Shape Overlays in Map Layers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 222
15.2 Creating Shapes on a Shape Layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 222
15.2.1
To create shapes on a shape layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 223
15.2.2
15.2.3
To show or hide a shape on a shape layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . 223
To edit a shape on a shape layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 223
15.2.4
To rename a shape on a shape layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 223
15.3 Creating Shape Overlays . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 223
15.3.1
15.3.2
To create shape overlays . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 224
To rename a shape . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 224
15.3.3
15.3.4
To change the order of shapes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 224
To delete a shape . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 225
15.3.5
15.3.6
To copy a shape . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 225
To edit a shape overlay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 225
15.4 Shape tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 225
15.4.1
To draw a polygon, Bezier, or B-Spline shape . . . . . . . . . . . . . . . . . . . . . . . . 226
15.4.2
15.4.3
To complete the shape to make an area shape . . . . . . . . . . . . . . . . . . . . . . . . . 227
To complete the shape to make a line shape . . . . . . . . . . . . . . . . . . . . . . . . . . 228
15.4.4
15.4.5
To draw a freehand shape . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 228
To draw a geometric shape . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 229
15.5 Cutting/Pasting and Exporting/Importing Shapes . . . . . . . . . . . . . . . . . . . . . . . . . . . . 230
15.5.1
To cut or copy a shape . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 230
15.5.2
15.5.3
To paste a shape . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 230
To export a shape . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 230
15.5.4
To import a shape . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 231
15.6 Editing Shapes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 232
15.6.1
To move a shape . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 233
12
15.6.2
To resize a shape . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 233
15.6.3
15.6.4
To rotate a shape . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 234
To move the pin position . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 234
15.6.5
15.6.6
To open a shape . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 235
To divide a shape . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 235
15.6.7
To join two shapes into one shape . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 235
15.7 Editing Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 236
15.7.1
15.7.2
To deactivate or activate a point . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 237
To move one or more points on the shape outline . . . . . . . . . . . . . . . . . . . . . . 237
15.7.3
15.7.4
To adjust the curvature at a point on a Bezier curve . . . . . . . . . . . . . . . . . . . . 238
To adjust the curvature at a point on a B-Spline curve . . . . . . . . . . . . . . . . . . 238
15.7.5
15.7.6
To add points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 239
To delete points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 239
15.7.7
To soften the edge of a shape . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 239
15.8 Defining the Appearance of Shapes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 239
15.8.1
15.8.2
Appearance options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 240
Transform options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 241
15.8.3
15.8.4
Drop shadow options (not rotoshapes) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 241
Motion blur options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 242
15.8.5
Producer Export options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 242
15.9 Animating Shapes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 242
15.9.1
15.9.2
To fix a shape . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 243
To remove the keys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 244
15.9.3
15.9.4
To animate an individual shape . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 244
To animate individual points on a shape . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 244
15.9.5
To show the keybars for a shape . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245
15.10 Specifying How Shapes are Displayed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245
15.11 Setting the Shape Layer Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 246
15.11.1
Compositing options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 247
15.11.2
15.11.3
Transform options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 247
Drop Shadow options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 248
15.11.4
Trail options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 248
15.12 Animating Shape Layers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 248
15.12.1
15.12.2
To auto-animate the entire shape layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 248
To animate the entire shape layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 249
15.13 Adding Shape Overlays to a Map Layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 249
15.13.1
To define the properties of shape overlays . . . . . . . . . . . . . . . . . . . . . . . . . . 250
15.13.2
15.13.3
To draw shape overlays as land, water, etc . . . . . . . . . . . . . . . . . . . . . . . . . . 250
To clip a shape overlay to land . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 251
15.13.4
15.13.5
To draw shapes by tracing map features . . . . . . . . . . . . . . . . . . . . . . . . . . . . 252
To zoom or pan while you trace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 254
13
16 Working with ESRI Shape Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 255
16.1 Setting up ESRI Shape File data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 255
16.1.1
To create a data set definition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 255
16.1.2
16.1.3
To edit the data set . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 257
To add subsets to a data layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 259
16.1.4
To define the style for data layers or subsets . . . . . . . . . . . . . . . . . . . . . . . . . . 260
16.2 Using ESRI Shape File data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 261
16.2.1
16.2.2
To load a data set definition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 262
To load the data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 262
16.2.3
16.2.4
To use imported map data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 263
To add labels to imported data features . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 263
17 Adding Text to a Project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 265
17.1 Creating Text on a Text Layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 265
17.1.1
17.1.2
To create text on a text layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 266
To create additional text items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 266
17.1.3
To define the default text properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 267
17.2 Manipulating Text Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 267
17.2.1
17.2.2
To move text . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 267
To resize a text item . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 267
17.3 Editing Text . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 267
17.3.1
To edit the text . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 268
17.3.2
17.3.3
To specify the text alignment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 268
To create outlined characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 268
17.3.4
To add a keyline around the characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 269
17.4 Defining the Text Layout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 269
17.4.1
17.4.2
To move a text item . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 270
To scale text . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 270
17.4.3
17.4.4
To rotate text . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 270
To adjust the letter spacing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 271
17.4.5
17.4.6
To align several text items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 271
To space several text items evenly . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 272
17.5 Defining the Appearance of Text Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 272
17.5.1
Appearance Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 272
17.5.2
17.5.3
Spacing Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 273
Transform Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 274
17.5.4
17.5.5
Drop Shadow Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 274
Frame Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 275
17.5.6
17.5.7
Trail Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 275
Instant Maps Export . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 275
17.6 Animating Text Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 275
17.7 Defining the Properties of the Entire Text Layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 276
14
17.7.1
Compositing Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 276
17.7.2
Animation Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 277
18 Working with Cutouts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 278
18.1 Creating Cutouts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 278
18.1.1
To cut out a section of an image . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 278
18.1.2
18.1.3
To cut out an object defined by a mask . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 279
To create a cutout using the Magic Wand tool . . . . . . . . . . . . . . . . . . . . . . . . 281
18.1.4
To stick a cutout to an image/movie layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . 282
18.2 Moving and Transforming Cutouts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 282
18.2.1
18.2.2
To move a cutout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 283
To flip a cutout about the vertical or horizontal axis . . . . . . . . . . . . . . . . . . . . 283
18.2.3
18.2.4
To convert a cutout to a layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 283
To use a cutout for a brush or profile . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 283
18.2.5
To save a cutout as an image . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 283
18.3 Defining the Appearance of Cutouts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 283
18.3.1
18.3.2
Appearance options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 284
Transform options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 284
18.3.3
Drop Shadow options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 285
19 Lighting and Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 286
19.1 Using Lighting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 286
19.2 Setting the Lighting Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 288
19.2.1
To add a light to a layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 288
19.3 Changing the Position, Size, or Angle of the Light . . . . . . . . . . . . . . . . . . . . . . . . . . . 289
19.3.1
19.3.2
To move the light . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 289
To change the size of the beam . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 289
19.3.3
19.3.4
To stretch the beam in one direction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 289
To change the angle of the light . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 290
19.3.5
To specify the parameters of a light numerically . . . . . . . . . . . . . . . . . . . . . . 290
19.4 Animating a Light . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 290
19.5 Using Style Lights . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 291
19.5.1
To revert one or all style lights to the settings defined in the style sheet . . . . 291
19.6 Add Image Effects to a Layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 291
19.6.1
To apply one or more image effects to a layer . . . . . . . . . . . . . . . . . . . . . . . . 291
19.6.2
19.6.3
To add an effect to a layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 291
To determine the order in which the effects are applied . . . . . . . . . . . . . . . . . 292
19.6.4
Layer Fx . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 292
20 Controlling Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 293
20.1 Using the Animation Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 293
20.1.1
To specify the time display format . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 293
20.1.2
To move to a specific frame . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 294
15
20.1.3
To move back or forward frame by frame . . . . . . . . . . . . . . . . . . . . . . . . . . . . 294
20.1.4
20.1.5
To move to the start or end of the animation . . . . . . . . . . . . . . . . . . . . . . . . . . 294
To move to the next or previous key . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 294
20.1.6
20.1.7
To expand the slider scale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 295
To show the whole project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 295
20.1.8
To select continuous playback . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 295
20.2 Automatically Animating a Layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 295
20.2.1
20.2.2
To auto animate a layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 296
To animate the position of the layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 297
20.2.3
20.2.4
To animate the opacity of the layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 298
To animate the writing on of text . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 298
20.3 Using the Keybars Panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 298
20.3.1
To display the keybars list . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 299
20.3.2
20.3.3
To collapse or expand the keybars list . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 299
To move the animation for a layer or category . . . . . . . . . . . . . . . . . . . . . . . . 300
20.3.4
20.3.5
To scale the animation for a layer or category . . . . . . . . . . . . . . . . . . . . . . . . 300
To add a key . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 300
20.3.6
20.3.7
To change the position of a key . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 300
To cut, copy, paste, or delete a key . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 301
20.3.8
20.3.9
To delete all the keys on a keybar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 301
To delete all the keys for a layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 302
20.4 Getting Natural Motion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 302
20.4.1
To cushion animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 302
20.4.2
To adjust the cushion bars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 303
20.5 Displaying Detailed Information About a Feature . . . . . . . . . . . . . . . . . . . . . . . . . . . . 303
20.5.1
20.5.2
To display the detail graph . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 304
To return to keybar view . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 304
20.6 Animating an Image, Movie, Text Item, or Drawing Along a Path . . . . . . . . . . . . . . . 304
20.6.1
To create an animation path . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 304
20.6.2
20.6.3
To convert the path to a curve . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 307
To adjust the path . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 308
20.6.4
To align the image, text item, or drawing to the angle of the animation path . 308
20.7 Leaving an Animation Trail . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 309
20.7.1
To leave an animation trail . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 310
21 Creating Tracking Paths . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 311
21.1 Creating tracking paths . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 311
21.2 Applying tracking paths . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 311
21.3 Creating a Track . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 311
21.3.1
To create a track . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 312
21.3.2
21.3.3
To start tracking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 313
To correct a tracking path . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 313
16
21.3.4
To lock a track . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 314
21.4 Applying Tracking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 314
21.4.1
To stabilize a movie . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 314
22 Rendering a Project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 316
22.1 Rendering the project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 316
22.1.1
22.1.2
Movie formats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 316
Image sequence formats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 316
22.1.3
22.1.4
To render the animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 317
To specify the output format . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 318
22.2 Displaying a live video output . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 320
22.2.1
To select live video output . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 321
22.3 Exporting 3D models . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 321
22.3.1
To export the currently selected map layer as a 3D model . . . . . . . . . . . . . . . 322
22.3.2
To preview the 3D model . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 323
22.4 Creating GIF images . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 324
22.4.1
To set up Viz World Classic for GIF image creation . . . . . . . . . . . . . . . . . . . 324
17
1 Introduction
This is the user’s guide for Viz World Classic (previously known as Viz Curious Maps).
This guide covers both the PC and Mac versions, and provides reference information about the program’s
more advanced features. These include selecting map details, working with style sheets, importing and
working with street data, adding text and graphics, creating drawings from vector shapes, adding effects
with lighting and effects, and controlling animation.
This section contains information on the following topics:
About the Guide
Customer Feedback and Suggestions
Customer Support Request
1.1 About the Guide
This guide is designed to fit people with no or little experience in using the Viz World Client and Server.
The purpose of this document is to help new users become familiar with the client; to illustrate the client’s
editor, and to show the available options.
This section contains information on the following topics:
Document Structure
Related Documents
Conventions
1.1.1 Document Structure
Quick Tour provides a complete introduction to using Viz World Classic on the PC (and Mac), and is the
recommended starting point for anyone learning to use the program. It provides a series of short worked
examples, each of which will take you on a quick guided tour of the program’s key features, to show you
what it can achieve and help you become familiar with the user interface.
Working with Maps explains the options for creating and working with map layers, including using the
Properties panel to define the projection, and using the Contents panel to select countries and places for
incorporation into the map.
Working with styles explains how to use the style sheets to make it easy to set up a series of house styles,
and convert projects between house styles with a single click. It also explains how style sheets help to
establish consistency across projects, or between designers.
Reusing design elements explains how you can easily reuse styles, layers, and colors created in earlier
projects, and gives recommended techniques for setting up and sharing style sheets, templates, and
projects between users.
Working with street maps explains how to import street data and draw it on your maps to create maps
from the whole world, down to a single street corner or building.
18
Adding text to a project explains how to incorporate text into projects, and describes how to control the
appearance of the text and the way it is animated.
Importing images and movies explains how to incorporate bitmap images and movies into animations, and
describes the controls available for altering their appearance, and controlling the way they are animated.
Working with shapes explains how to add drawings to a map by creating vector shapes, either using
separate shape layers or by adding shape details to map layers. It also explains how you can create and
edit shapes, and change their appearance to achieve exactly the effect you want.
Working with ESRI Shape Files describes how to import map data in ESRI Shape File Format, and
configure it for use with Viz World Classic.
Lighting and effects explains how to use the lighting and effects features, to enable you to add shading and
depth to your map animations, and give them a unique and distinctive appearance.
Controlling animation explains how to use the time slider to control the progress of an animation. It also
describes how to use the tool to set up impressive animations with a few simple clicks, and the Keybars
panel to provide individual control over each component of a project.
Finally Rendering a project explains how to render your animation as a preview, or as a finished movie. It
also describes the options for exporting an image or a 3D model from a project.
1.1.2 Related Documents
For complementary information, see the following documents:
1. Viz Artist User’s Guide: Information on how to create graphics scenes in Viz Artist.
2. Viz World User’s Guide: Information on how to use Viz World Client and Server to setup a map
server solution and build map template graphics for newsroom and control room systems.
For more information about all of the Vizrt products, visit:
www.vizrt.com
Vizrt Documentation Center
Vizrt Training Center
Vizrt Forum
1.1.3 Conventions
The following assumptions and typographic conventions are used in this document:
Bold Text: Bold is used to indicate emphasized text.
Italic Text: Italic is used to indicate text that should be typed, or variables that should be entered.
Italic is also used to refer to related documents.
Cross References: The color blue is used to indicate cross-references.
Numbered Paragraphs: Numbered paragraphs are used to indicate tasks that need to be carried out.
Text in paragraphs without numbering represents ordinary information.
1.2 Customer Feedback and Suggestions - Classic
19
We encourage suggestions and feedback about our products and documentation.
To give feedback and, or suggestions, please identify your local Vizrt customer support team at www.vizrt.
com.
1. Click on Contact (top of page).
2. The Vizrt office which is nearest to your location will be shown, or select from the list of Vizrt
offices.
3. Click on the Contact button for the office you want.
4. Complete the required details in the window that opens.
......................................................................................................................................................................
Note: If this message is for Customer Support, and there is a Support Contract in place, then click on
the ‘For support requests, please visit our support portal’ link in the message window.
......................................................................................................................................................................
A Vizrt representative will contact you as soon as possible.
1.3 Customer Support Request - Classic
Support Requests are supported by Vizrt if Customers have a valid Service Agreement in operation.
Customers who do not have a Service Agreement and would like to set up a Service Agreement should
contact their regional sales representative (see Customer Feedback and Suggestions).
When submitting a Support Request relevant and correct information should be given to Vizrt Support, to
make sure that Vizrt Support can give the quickest and best solution to your Support Request.
This section contains information on the following topics:
Before Submitting a Support Request
Submitting a Support Request
1.3.1 Before Submitting a Support Request
Before a Support Request is submitted make sure that you:
Read:
The relevant User Guide or Guides (see Related Documents)
The release notes
and Check:
That the system is configured correctly
That you have the specified hardware, tested and recommended versions
Always refer to your Vizrt Service Level Agreement document.
1.3.2 Submitting a Support Request
When completing a Support Request, add as much information as possible.
20
Content of a Support Request
The report should contain information about these topics:
Problem description: Include a good description of what the problem is and how to reproduce it.
Remember to use simple English.
Screen shots and illustrations: Use to simplify the message, and/or
Project files: Use the project files to demonstrate the issue.
System log files: Send the system log files.
System dump files: Send the system dump files from the crash.
......................................................................................................................................................................
Note: Check: If the operating system is Windows 7 and up, dump files can be stored at:
<userdir>\AppData\Local\VirtualStore\<install_directory> (check user rights).
......................................................................................................................................................................
System Config file: Send the system config file.
......................................................................................................................................................................
Note: If the operating system is Windows 7 and up, the config file can be stored at:
<userdir>\AppData\Local\VirtualStore\<install_directory> (check user rights).
......................................................................................................................................................................
Software configuration: Add exact versions of software (-build) used.
Hardware configuration: Add exact versions of hardware (-build) used.
System setup: Describe differences in the installation, if any, from the recommended setup.
System Network: Add a description of how the network, bandwidth, routers, and switches are
configured.
Always refer to your Vizrt Service Level Agreement document.
To submit the Support Request:
1.
2.
3.
4.
5.
On the www.vizrt.com page, click on Support.
Click on Report a case.
Click on LOG IN to login to the Customer and Partner portal.
At the top of the Case Management page, click on Report a Case.
In the online form complete the required minimum information (shown by a red asterisk) and click
SAVE.
6. In the saved Support Case that opens, complete the various text boxes and upload any required
documents, files, etc. (see Content of a Support Request).
To track the status of open support tickets, login to the Customer and Partner portal. Add information or
communicate about the cases directly with the support team.
21
2 About Viz World Classic
Viz World Classic, formerly called Viz Curious Maps, is the standalone edition of Viz World that allows
designers to create branded, animated 2D maps.
Viz World Classic is ideal for designers, program researchers, and producers who need to create highquality map animations for news, documentary, promotional videos, and the World Wide Web.
It is designed to be simple and intuitive to use, so that users with no specific training in computer graphics
or video editing can create professional maps on demand and at short notice.
This section contains information on the following topics:
Comprehensive Map Database
Street Data Configured Ready for Use
Projects, Layers and Other Elements
Establish House Styles for Consistency Across Projects
Shapes
Rotoscoping with Shapes
Animation
Compositing and Animation
Painting and Effects
Sophisticated Lighting and Filtering Effects
High-quality Output
32-bit versus 64-bit
2.1 Comprehensive Map Database
At the heart of Viz World is the comprehensive Collins Bartholomew database of the world, defining
countries, towns, and other features such as lakes, rivers, roads and railways. You can choose between a
range of alternative projections for each map, with control over the scale and viewpoint.
Individual items can be selected from the database and incorporated into the project with complete control
over their appearance.
You can also combine maps at different scales, such as to include an inset showing an enlarged view of
one region from another map.
The Viz World database also include height information, from satellite images, giving you the option of
displaying mountain ranges in relief to give physical information about the area being displayed, or simply
for an impressive visual effect.
2.2 Street Data Configured Ready for Use
In addition to the database, Viz World Classic can also import street data in its own street data format.
This provides a wide range of roads, railways, rivers and lakes, parks, buildings, and other municipal
features, labeled and configured ready for immediate use, so you can create maps and animations that take
you down to the level of towns, street corners, and single buildings.
22
2.3 Projects, Layers and Other Elements
Viz World Classic offers an integrated paint, rotoscoping, effects, compositing, and animation system.
Designed around a powerful multi-layer approach, Viz World Classic is equally applicable to the creation
of still images and movies.
When working in Viz World Classic, you are always working on a project. The resolution, bit depth,
frame rate, and duration of the output movie are all settings of the project. These are set at the start, but
may be changed at any time.
A project can be built up from an unlimited number of layers. There are five different types of layer:
image layers (still images), movie layers, text layers, rotoshape layers, and map layers. All layer types
have two components: the RGB image itself, and an alpha channel which determines how the layer is
composited.
Image layers and movie layers also have an associated mask. The mask is essentially an additional singlechannel image which can be painted and processed using the same tools as for the main image. Image
layers have a single mask, while movies have a mask for each frame of the movie.
Masks can be used in several different ways: to protect portions of the image from change during painting
or image processing operations, to define the arbitrary shape of an element to be cut from a layer (a
cutout), to control the way in which the layer is composited, or to protect portions of the layer from
change by other layers composited above.
Various other types of elements can be created and used within Viz World Classic. These are collectively
referred to as overlays. There are three types of overlay: text, shapes, and cutouts (from an image, often
using the mask to define the form). Overlays are not associated with any particular layer. They are
retained as oating objects and may be stuck down at any time onto any image or movie layer.
Alternatively any overlay can be converted to a layer for animation, and cutouts can also be converted into
brushes for painting.
2.4 Establish House Styles for Consistency Across Projects
The Viz World Classic style sheets make it a simple matter to create map animations to a specific house
style, and once you have created an animation changing it to a different house style is simply a matter of
loading in the appropriate style sheet. Style sheets control all the important aspects of a map animation,
including the color schemes, typefaces, line weights, and lighting or relief effects. The style sheets also
maintain consistency across projects or between designers.
You can also create template files containing predefined elements, such as background maps, standard
graphics, logos, and titles for reuse in a range of related animation projects.
2.5 Shapes
Viz World Classic includes a complete range of drawing tools to allow you to create and edit drawings
directly within the program. You can create drawings by combining shapes in one or more shape layers,
with complete control over the animation and appearance of each shape in the drawings. You can also add
shape overlays to map layers, to allow you to highlight or annotate any features of the map, with a
powerful tracing tool to allow you to construct shapes by tracing map features.
23
2.6 Rotoscoping with Shapes
Viz World Classic allows you to create, edit, and animate vector shapes. These may be polygons, B-Spline
or Bezier curves, or freehand shapes. They can be used to create masks, rendered directly into images, or
exported for use at a later time.
Shapes can be animated using a combination of key-framing of individual points and the movement,
rotation, and scaling of complete shapes. This gives great exibility when using shapes to create rotoscoped
mattes for moving elements. The underlying movement of a feature can be captured by setting a few keyframes for complete shapes and then the shapes can be refined at any frame by editing individual points.
You can also soften specified edges of each shape, which is invaluable when making mattes to match
something that is moving quickly and has motion blur on each frame.
2.7 Animation
Viz World Classic provides an Auto Animate feature that lets you add animation to your project by
selecting a few simple options. You can fade objects in or out of view, and slide objects in or out of frame,
with acceleration or deceleration to give a natural appearance.
For more sophisticated effects Viz World Classic gives you complete control over each component of
your animation, allowing you to animate objects along an arbitrary animation path with complete control
over their shape and position.
2.8 Compositing and Animation
Straightforward compositing is simply at matter of arranging the layers in the order in which they are to be
composited, by dragging and dropping. Sophisticated composites can also be created very easily by using
masks and alpha channels, and their associated controls, to determine how layers interact.
All layers remain separate and editable right up to the point of generating the final artwork. Layers can be
moved, scaled, rotated, and filtered independently, can have any number of animated effects applied. They
can also have independent transparency settings, drop shadows, and lighting.
Every image and movie layer has a selection of built-in keyers available for direct compositing using
either luminance, chroma, or color keying. The quality of the edges can be carefully controlled to achieve
the most convincing
results possible.
Every image and movie layer also has an integrated Roto Matte which allows you to add rotoshapes
directly to the layer to cut out selected features. The results are displayed dynamically as you adjust the
shapes, and the same exible range of editing and animation options as for shape layers is available.
You can change the source material or content of any layer in a single operation at any time, without
losing any of the animation or other control settings. This makes it easy to set up templates and then
generate a series of images or movies
based on the same underlying design, but with varying content.
24
2.9 Painting and Effects
Viz World Classic provides a large range of painting, graphic, and image processing tools for use on
image and movie layers. These are ideal for the freehand origination of artwork, or for retouching and
editing existing material.
In contrast to the animatable transformations, lighting, and effects which can be applied to all layers,
painting work explicitly changes the actual content of an image or movie layer.
A wide range of built-in and user-definable brushes are provided for work on images or masks, including
color, offset merge, clone, drag, blur, and other effects. The brushes are pressure sensitive with userdefinable profiles, and optional onion skinning facilitates accurate cloning, merging, and wire or rig
removal.
Many tools are provided for creating, editing, and applying text, shape, and cutout overlays, and a very
large number of different filters and effects can be applied. Any operations can be repeated over multiple
frames using macros.
The changed material created by painting operations is stored independently, leaving your original
materials unaffected. At any stage you can render a finished version, incorporating all your edits, or revert
to your original material if you want to discard changes.
2.10 Sophisticated Lighting and Filtering Effects
Viz World Classic allows you to add lighting effects to each layer in your project to add realistic shading
and highlighting to the images, or to emphasize specific features. You can also add one of a range of
effects to the animation to blur images, or adjust the brightness or contrast.
2.11 High-quality Output
As you create your animation the frame you are working on is rendered complete with anti-aliasing to
show you the quality of the finished result. At any time you have the option of previewing the complete
animation, or rendering it at high quality as single frames or as a movie file to create a finished broadcast
quality video.
With suitable video output hardware the animations can be played out as broadcast-quality PAL or NTSC
sequences. The following video hardware is supported: DPS Reality Studio Digital Disk Recorder, and
video output boards capable of playing QuickTime or AVI movies, or accepting single-frame-per-file
output. Contact your local Vizrt representative for updated information about supported hardware
configurations.
2.12 32-bit versus 64-bit
The following features are different depending on which version of Viz World Classic you install.
The 64-bit version has a new clip record library with more options than the 32-bit version.
32-bit: QuickTime Movie, AVI Movie, and Image Sequence, one frame per numbered file.
64-bit: AVI Movie, MPG Movie, QuickTime Movie, FLV Movie, TS Movie, and Image Sequence,
one frame per numbered file.
25
The 64-bit version has a new image export library with different options than the 32-bit version.
32-bit: sgi, psd, bmp, gif, jpg, pct, png, tif, tga, jp2, and qtif.
64-bit: jpg, tga, tif, bmp, png, pnm, ppm, psd, ico, rgb, and pdf.
The 64-bit version currently does not support adding movie clips as layers.
26
3 Installing Viz World Classic
Viz World Classic is installed in two steps; first the database and then the actual design application. Viz
World Classic itself comes in two flavors, a 32-bit and a 64-bit version that are (more or less) identical
(see 2017-11-15_17-45-47_32-bit versus 64-bit). If you are already using the older 32-bit version you can
easily migrate to the 64-bit version.
This section contains information on the following procedures:
To download the software
To install the Viz World Data
To install Viz World Classic
To add the license file
To add the license file using Viz World Classic
Installation on macOS
3.1 To download the software
Whilst you have an active map support contract, you have a personal login to the Vizrt FTP server.
Download the software from the Vizrt FTP at http://download.vizrt.com/ or ftp://download.vizrt.com/
under the Viz World folder.
Please use the FTP server to find the latest Vizrt software releases, documentation, help files, drivers and
more. You can also use the FTP to upload and exchange files with Vizrt.
3.2 To install the Viz World Data
1.
2.
3.
4.
Start the Viz World Data installer
Click Next
Click Install to begin the installation
Click Finish
3.3 To install Viz World Classic
Before Viz World Classic is installed, you have To install the Viz World Data.
......................................................................................................................................................................
Note: Exit all Windows programs before running the Setup Program.
......................................................................................................................................................................
1.
2.
3.
4.
5.
Start the Viz World Server installer VizWorld17.0.0.msi
Click Next
Read the End-User license agreement and accept it
Click Next
Select destination directory, and click Next. Default installation directory is:
32 bit: C:\Program Files (x86)\Curious Software\Curious World Maps
64 bit: C:\Program Files\vizrt\Viz World
27
6. Click Install to start the installation
7. Click Finish
8. Optional: Install QuickTime if it is not previously installed.
If a newer version of QuickTime is installed the installation will be stopped.
......................................................................................................................................................................
Tip: If you do not already have QuickTime installed you can download the installer from the Apple
website.
......................................................................................................................................................................
3.4 To add the license file
Once Viz World Classic is installed, drop the supplied license into your license folder:
C:\ProgramData\vizrt\Viz World\Licenses\curiousmaps.lic
3.5 To add the license file using Viz World Classic
When starting Viz World Classic without a license, a window appears telling that no license can be found.
1.
2.
3.
4.
5.
Start the Viz World Classic application
Click the License button to open the Software License window
Click the Edit License File ... button to open the Edit License window
Click the Add License from a File ... button to browse for the License file (*.lic)
Select the License file and click Open
The license becomes visible in the Edit License window
6. Click OK to save the License. The license is saved to the License folder
7. Exit the application and run Viz World Classic.
3.6 Installation on macOS
Viz World must be installed on main hard disk of the Macintosh.
Map Data can be installed on another hard disk. Make sure you have 1-2 GB disk space free
Install Map Data before Viz World.
Viz World and Map Data should be of the same major version (e.g. 15 or 16)
......................................................................................................................................................................
IMPORTANT! Make sure you use a MACINTOSH dongle and not PC dongle!!
......................................................................................................................................................................
28
4 Quick Tour
This section will give you a quick tour of the key features of Viz World Classic, including the components
of the Viz World Classic window, and an explanation of how they are used in the creation of map
animations.
This section contains information about the following topics:
Getting Started
Toolbar
View Options
Viewer
User Interface Font
Layers List
Using the Content Manager
Controlling Layer Compositing
Animation Controls
Move/Pan Tool
Path Tool
Text tool
Zoom Tool
Map Rectangle Tool
Browse Map Tool
Browse Street/Shape Data Tool
Ruler Tool
Pick Color Tool
Navigator
Panels
4.1 Getting Started with Viz World
This section contains information about the following topics:
Creating a New Project
Changing the Project Settings
4.1.1 Creating a New Project
When you run Viz World Classic the following Welcome dialog box is displayed to allow you to open an
existing project, create a new default project, or use a project template:
29
Select Create map project and click the OK button to continue.
4.1.2 Changing the Project Settings
When you create a new project it is created with the frame size, frame rate, and map database you last
used; initially these default to:
Frame size: PAL 768 x 576
Rate: 25 frames per second
Database: World Database.
30
To change the project settings
1. On the File menu, click Project Settings... .
The Project Settings dialog box allows you to specify the frame size, frame rate, and
duration for the animation, in addition to several other more advanced settings associated
with the project:
2. Choose the settings as required and click the OK button to save the changes.
The first time you create or open a project there is a short delay while the map database you
have selected is loaded. The Viz World Classic window will then be displayed, initially
showing a map layer containing the world in a default globe projection, scaled to fit in the
project area.
The following image shows the key features of the Viz World Classic window:
31
Each component is described in greater detail in the following sections.
4.2 Toolbar
The toolbar provides toolbar button equivalents to the most frequently used menu commands.
The toolbar options, from right to left, are:
New, open, and save project
Cut, copy, paste and delete selection
Refresh, load image, load movie, add map, and add text layers.
Auto animate
Styles editor and project Settings
Street data and import map data
32
Symbols
Render project and render preview
Movie player, Windows media player, video player and 3D viewer.
4.3 View Options
Viz World Classic allows you to choose whether or not to display the Layers list, Panels, Navigator, and
Animation controls. You can also turn the Layers list, panels, or Navigator into floating palettes, so you
can position them where you like on the screen. These options are particularly useful if you are working
on a screen with a resolution of less than 1280 x 1024 pixels.
4.3.1 To turn the Layers list, Panels, or Navigator into a floating palette
On the View menu, point to Layers, Panels, or Navigator as appropriate, and then click Floating.
4.3.2 To hide the Layers list, Panels, or Navigator
On the View menu, point to Layers, Panels, or Navigator as appropriate, and then click Hidden.
You can also hide a floating palette by clicking its close box.
4.4 Viewer
Displays the currently selected frame of the animation. You can display Viewer controls to allow you to
scale or scroll the image displayed in the Viewer.
4.4.1 Keyboard shortcuts
The following keyboard shortcuts can be used in the Viewer:
Pan: Hold down Space and drag with mouse.
Zoom In: Press Ctrl + Arrow Up, or hold down Alt + Space or Ctrl + Space and click or drag with
the mouse.
Zoom Out: Press Ctrl + Arrow Down, or hold down Shift + Space and click or drag with the
mouse.
Zoom 1:1: Press Ctrl + Enter.
Next Frame: Press Ctrl + Arrow Right.
Previous Frame: Press Ctrl + Arrow Left.
To show or hide Viewer controls
Click the Viewer controls button to the left of the Viewer.
The following Viewer controls are provided:
33
Viewer Controls: Enables and disables the viewer controls bar and scroll bars.
RGB and Gray: Enables and disables the RGB values and grayscale value.
Scale: Scales the map according to the viewer.
Fit: Fits the map according to the viewer’s available space.
1:1: Fits the map according to the project’s frame size settings (i.e. the defined aspect ratio).
To scale the image in the Viewer
Edit the value in the scale box, or choose a predefined scale from the drop-down menu.
To fit the image to the Viewer
Click the Fit button.
To restore the scale to 100%
Click the 1:1 button.
The scale is also restored to 100% if you hide the Viewer controls.
4.5 User Interface Font
Viz World Classic allows you to select the font used throughout the user interface. You should only need
to do this if you are using international characters, such as accented characters, and they are not displayed
correctly.
4.5.1 To change the user interface font
1. On the View menu, click Options...
34
2. In the Display section select International Font
3. Select the font and size you want to use
4.6 Layers List
Each of the layers in the project is shown in the Layers list to the right of the Viewer. For each layer this
shows whether the layer is visible, the name of the layer, an icon representing the composite mask options,
and a thumbnail image of the layer. For map and image/movie layers, a thumbnail image of the contents
of the layer is shown.
A selected layer is highlighted, and the panels, controls, and tools all operate on the currently selected
layer.
The order of the layers in the Layers list determines the order in which they are composited in the Viewer.
The displayed names for layers are as follows:
Layer type: Name displayed
Map: Map layer
Image/Movie: The filename of the image
Text: The text on the layer
Shape: Shape
For text, image, or shape layers a pin icon to the left of the name shows whether the layer is pinned to the
map layer below it.
For map layers, a lock icon is displayed if the layer is locked to another map layer below it.
This section contains information about the following procedures:
To display the composite of all the layers
To display an individual layer
To hide or show a layer
To create a new layer
To select a layer
To rearrange the order of the layers
To cut or copy a layer
To paste a layer
To delete a layer
To duplicate a layer
To pin a layer to a map
To lock two map layers together
To rename a layer
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4.6.1 To display the composite of all the layers
Select the Composite display option above the Layers list
This displays the result of compositing all the layers in the project, taking into account the layer mask
options for each layer.
4.6.2 To display an individual layer
Select the Single Layer option above the Layers list
The Viewer then shows only the currently selected layer. This is convenient if you want to work on a
single layer without seeing the effect of other layers within the project.
In single-layer mode the Layers list shows an eye-dropper icon to indicate which layer is used as the
background layer, for operations such as onion skinning and the merge brush:
Click the eye-dropper icon to change the background layer.
4.6.3 To hide or show a layer
Click the eye icon to the left of the layer name
4.6.4 To create a new layer
On the Layer menu, point to Add Layer, and then click the appropriate option
See the appropriate chapter Working with Maps, Adding Text to a Project, or Working with Images and
Movies, or Working with Shapes for information about adding a map, text, image, or shape layer
respectively.
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4.6.5 To select a layer
Click the layer in the Layers list.
The currently selected layer is shown highlighted in the Layers list.
4.6.6 To rearrange the order of the layers
Drag the layer to the new position in the Layers list.
4.6.7 To cut or copy a layer
Either:
1. Select the layer.
2. On the Edit menu, click Cut or Copy, or click the Cut Selection or Copy Selection button on the
toolbar.
Or:
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Right-click the layer and from the appearing context menu select Cut Layer or Copy Layer.
4.6.8 To paste a layer
Either:
1. Select the layer.
2. On the Edit menu, click Paste or Paste Insert, or click the Paste button in the toolbar.
Or:
Click the layer with the right mouse button, and click Paste Layer or Paste Insert Layer on the popup menu.
Paste Layer: Adds the layer to the top of the Layers list.
Paste Insert Layer: Adds the layer above the currently selected layer.
4.6.9 To delete a layer
Either:
1. Select the layer.
2. On the Edit menu, click Delete Selection, or click the Delete Selection button in the toolbar.
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Or:
Click the layer with the right mouse button, and click Delete Layer on the pop-up menu.
4.6.10 To duplicate a layer
Hold down Ctrl and drag the layer you want to duplicate to the appropriate position in the Layers
list.
4.6.11 To pin a layer to a map
Click the pin icon to the left of the layer name.
The text or image will then move, and optionally scale, with the map layer below it. To unpin the layer
click the pin icon again.
4.6.12 To lock two map layers together
Click the lock icon to the left of the layer in the Layers list.
Locking a map layer fixes it at the same size, scale, and projection as the base map. This is useful for
drawing selected regions of a map using a different style sheet from the main map. For more information
see the chapter Working with Maps.
4.6.13 To rename a layer
1. Either:
a. Select the layer.
b. On the Layer menu, click Rename.
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2. Or:
a. Right-click the layer and from the appearing context menu click Rename Layer.
The above dialog box allows you to enter a new name for the layer.
3. Then enter the name and click OK.
4.7 Using the Content Manager
The Content Manager displays an entry for each layer in the project, showing the image associated with
the layer, the alpha channel, and the paint mask:
The Animation controls in the lower right corner of the Content Manager allow you to select which
frame is displayed.
4.7.1 To display the Content Manager
Either:
On the Tools menu, click Content Manager.
Or:
Click the Content... button above the Layers list.
4.7.2 To copy content
You can copy any image, alpha channel, or mask within a layer or to another layer, by dragging and
dropping it within the Content Manager.
1. Select Current Frame to affect only the current movie frame, or Multiple Frames to copy
multiple frames.
2. Select the appropriate Destination option to determine how the dragged cell is combined with the
destination cell.
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3. Drag the required cell and drop it onto the required destination cell:
If you selected Multiple Frames the Copy Content dialog box is displayed to allow you to
specify which frames to change.
4. Specify the range you want to change and click the OK button.
5. Click the Close button to close the Content Manager.
You can perform a range of useful functions within the Content Manager simply by dragging a
cell and dropping it onto another cell. The following sections describe some typical operations:
4.7.3 To create a luminance mask
1. Set the Destination option to Replace.
2. Drag an Image cell and drop it onto a Mask cell.
4.7.4 To key an image using a mask
Drag a Mask cell onto the Alpha Channel cell for the image you want to key.
4.7.5 To create a composite
1. Set the Destination option to Composite.
2. Drag an Image cell and drop it onto another Image cell.
The image you dragged will be superimposed on the destination image, using the dragged image’s alpha
channel as a key.
4.8 Controlling Layer Compositing
By default, layers are simply composited one over the other using only their own alpha channel to
determine which parts are visible in the finished composite, and which are not.
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More sophisticated levels of compositing can be achieved using the blend mode, opacity, and composite
mask.
4.8.1 To specify the compositing options
Each layer provides compositing options to allow you to specify how the layer is combined with the other
layers in the project, and its opacity.
1. Select the layer in the Layers list, and click the Properties tab to display the Properties panel for
the layer.
2. Click the right arrow button to the left of the Compositing Options heading to display the
compositing options for the layer:
Blend Mode specifies how the layer is combined with the other layers, and can be one of:
Normal, Add, Subtract, Difference, Multiply, Darken Only, Burn, Color Burn, Screen, Lighten Only,
Dodge, Color Dodge, Hue, Saturation, Value, Color, Overlay, Soft Light, Hard Light, Pin Light,
Exclusion, or Negation.
The Opacity determines the layer opacity, and can be animated.
Use Paint Mask as a Key (image layers only) and Obey Composite Mask are equivalent to the same
options in the Composite Mask dialog box; see below.
4.8.2 To specify the composite mask options
The composite mask allows you to make one layer appear to pass in front of some parts of a layer below,
but behind other parts.
For example, if you want to insert a character into a forest scene, you can make it appear behind some
trees, but in front of others.
The composite mask is generated layer by layer as a composite image is built up, and can be used to
protect parts of a layer from change by layers above in much the same way as the paint mask is used to
protect images from paint operations.
For each layer, you can specify:
Whether the layer’s paint mask is used as a key for the layer.
Whether the layer makes any changes to the composite mask which is passed on for use by layers
above.
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Whether the layer obeys the composite mask (ie whether the composite mask is used to protect the
layers below from change by this layer).
You set options for each layer using the Composite Mask dialog box which is displayed by clicking the
mask icon to the right of the layer name in the Layers list. This will then allow you to set the compositing
options for the layer.
4.8.3 To use the layer’s paint mask as a key
This provides a quick way of cutting out a feature in an image.
1. Use the paint tools to create the mask:
2. In the When Compositing this Layer section select Use the paint mask as a key.
The layer’s paint mask is added to the alpha channel, and used to key the image:
4.8.4 To specify whether the current layer obeys the composite mask
In the When Compositing this Layer section:
Select Obey the Composite Mask
To use the composite mask at least one layer should have this option selected.
This option is irrelevant for the lowest layer in the Layers list.
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4.8.5 To specify whether the current layer affects the composite mask
In the After Compositing this Layer section:
Select Create new Composite mask to update the composite mask with the new composite mask.
To use the composite mask at least one layer should have this option selected. The default action is for the
layer’s paint mask to replace the existing composite mask, making those elements of the layer that are
covered by the mask appear in front of layers above that obey the mask.
Alternatively you can specify that the paint mask is combined with the composite mask as described
below.
This option is irrelevant for the highest layer in the Layers list.
4.8.6 To specify how the current layer affects the composite mask
Click the right arrow button to the left of the Advanced Options to show the advanced options.
Once a layer has been composited, you can use either its alpha channel or, in the case of an image or
movie layer, its paint mask to modify the composite mask. You can also choose to invert the mask or
alpha channel before use:
In the Use this layer’s... section:
Select Paint Mask or Alpha channel.
Select Inverted to invert the paint mask or alpha channel before using it.
The composite mask can also be affected in different ways. You can either replace the existing composite
mask, or combine the composite mask with the mask or alpha channel of the current layer.
In the To... section:
Select Replace the existing mask to create a new composite mask which is a copy or inverted copy
of the layer’s paint mask or alpha channel.
Select Add to the existing mask to add the layer’s paint mask to the existing composite mask.
Select Intersect with the existing mask to create a new composite mask which is an intersection of
the existing mask and the layer’s paint mask or alpha channel If you do not select Create new
Composite mask, the existing mask is left unchanged and may be used to protect the composite
image from change by any number of layers above.
4.8.7 To make an image go behind selected features in a scene
The following example illustrates one of the most powerful uses of layer compositing to control how one
image interacts with components of another image. In this example we will use composite masks to make
a butterfly go behind the front most poppy in an image of several poppies.
In this example both the images have alpha channels, to allow a background image to show through.
The first step is to create a mask defining the foreground image; in this case the front most poppy:
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This can be done using the mask extract tools on the Mask panel, followed by painting on the mask using
the brushes on the Brushes panel.
1. Load the butterfly image, and create a mask for the butterfly.
2. Position the butterfly layer above the poppies image.
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3. Load the clouds image, and move it to the bottom of the Layers list.
The composite image will reflect the order of the individual images in the Layers list:
You can view the components of the project in the Content Manager:
4. Click the mask icon, to the right of the layer name on the poppies image layer in the Layers list,
and select Create new Composite mask:
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5. Likewise, click the mask icon for the butterfly layer and select Obey the Composite Mask:
The composite mask will be a copy of the mask on the poppies layer. This can then be used to
protect the front most poppy from change by layers above. Since the butterfly is composited
obeying the composite mask, the effect is that the area of the butterfly corresponding to the front
most poppy is masked out, so the butterfly appears to go behind the poppy:
The Composite Mask options can be animated, so a butterfly could be made to fly behind the
poppy in one part of the movie, and in front of the poppy in another part of the movie.
4.9 Animation Controls
The Animation controls allow you to select which frame of the animation you are working on in the
Viewer, and preview the animation.
The following animation controls are available:
Start, step back, play, step forward, and end
Show full frame, lower/odd and upper/even fields
Current time, duration, display formats (timecode or frames)
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Slider range
Previous and next key
Time slider and last frame
You can hide the Animation controls to give more space for the Viewer when working on a single frame
of an animation.
This section contains information about the following procedures:
To show or hide the Animation controls
To specify the time display format
To move to a specific frame
To move to the next or previous key
To expand the slider scale
To show the whole project
4.9.1 To show or hide the Animation controls
Click the Animation controls
button to the left of the Animation controls.
4.9.2 To specify the time display format
Choose the format as follows:
Timecode: Hour:Minute:Second:Frame
Frames: Frame number.
4.9.3 To move to a specific frame
Either:
Edit the Current frame field.
Or:
Drag the time slider.
4.9.4 To move to the next or previous key
Click the Next key or Previous key button in the Animation controls.
A key is a frame in which one or more properties have been edited; for more information see the chapter
Controlling Animation.
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4.9.5 To expand the slider scale
1. Click the Slider Range button.
Either select Part of project, and specify the Start time, and the End time or Duration, of
the section of the project you want to work on, or;
Click the Match Movie... button to match the slider range and/or project settings to the
movie in the currently selected layer.
2. Click the OK button.
4.9.6 To show the whole project
1. Click the Slider Range button.
2. Select Whole project and click the OK button.
See Also
Controlling Animation
4.10 Move/Pan Tool
Map layers: Allows you to drag the map layer.
Image, text, and shape layers: Allows you to move, resize, or rotate the image, text, or drawing.
In a map layer clicking the right mouse button displays a pop-up menu that allows you to add a country or
region to the map, fit the map to a country or region, center the map on a country or region, add a new
label to the map, or clear the selection:
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In an image/movie, text, or shape layer clicking the right mouse button displays a pop-up menu:
This section contains information about the following procedures:
To resize an object
To rotate an image, text item, or drawing
To temporarily select the Zoom tool
To move the pin position
4.10.1 To resize an object
1. Drag one of the yellow handles at the corners or midpoints of the image or text item.
The image or text item is resized about the pin position specified in the Transformation
dialog box for the image or text layer.
2. To keep the aspect ratio fixed hold down Ctrl while resizing.
4.10.2 To rotate an image, text item, or drawing
1. Point to the rotation handle, which is a yellow square to the right of the pin position.
The cursor changes to a rotation symbol.
2. Drag the handle to rotate the image, text item, or drawing about its pin position.
4.10.3 To temporarily select the Zoom tool
Hold down Ctrl until the cursor changes to the Zoom cursor to zoom in, or hold down Shift until the
cursor changes to the Zoom cursor, and click to zoom out.
4.10.4 To move the pin position
Hold down Shift + Ctrl and drag the mouse pointer.
See Also
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Working with Maps
Working with Street Maps
4.11 Path Tool
Allows you to edit the animation path along which a map layer, image, text item, or drawing will be
animated.
4.11.1 To change the animation path
1. Point to a point on the animation path.
The cursor changes to a triangle.
2. Drag the point with the mouse pointer.
4.11.2 To change the curvature of the animation path
Hold down Ctrl and drag from a point on the animation path to extend tangent handles from that
point.
4.11.3 To move the tangent handles independently
Hold down Ctrl and drag one tangent handle.
4.11.4 To move the tangent handles symmetrically
Drag one tangent handle.
See Also
Controlling Animation
4.12 Text tool
Map layers: Allows you to move, resize, or rotate the label of a map detail.
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Text layers: Allows you to edit the text in a text item, or resize the box.
Right-clicking the layer displays a context menu that allows you to add a country or region to the
map, fit the map to a country or region, center the map on a country or region, add a new label to the
map, or clear the selection.
See Also
Working with Maps
4.13 Zoom Tool
Map layers: Allows you to change the scale of a map layer.
Right-clicking the layer displays a context menu that allows you to add a country or region to the
map, fit the map to a country or region, center the map on a country or region, add a new label to the
map, or clear the selection.
4.13.1 To zoom in
Either:
Click with the Zoom tool to zoom in by a factor of 2.
Or:
Drag with the Zoom tool to select an area which will be zoomed to fill the map rectangle.
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4.13.2 To zoom out
Hold down Shift and click with the Zoom tool to zoom out by a factor of 2.
4.13.3 To temporarily select the Move/Pan tool
Hold down Ctrl and drag the mouse pointer.
4.13.4 To move the pin position
Hold down Shift + Ctrl and drag the mouse pointer.
See Also
Working with Maps
4.14 Map Rectangle Tool
Map layers: Allows you to move or resize the map rectangle.
Right-clicking a map layer displays a context menu that allows you to move the center of the layer to the
position of the mouse pointer:
See Also
Move/Pan Tool
4.15 Browse Map Tool
Map layers: Allows you to display the names of countries and regions in the map layer by pointing at
them, and optionally add them to the Details list.
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Right-clicking the layer displays a context menu that allows you to add a country or region to the map, fit
the map to a country or region, center the map on a country or region, add a new label to the map, or clear
the selection.
See Also
Working with Maps
4.16 Browse Street/Shape Data Tool
Map layers: Allows you to display the names of features in imported data by pointing at them, and
optionally label them or add them to the Details list.
As you move this over the map the tool tip shows you the name of each imported data feature.
Left-clicking the map layer displays the Street Highlight tool for adding streets in the area you clicked.
You can add whole streets, sections of streets and show direction.
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Right-clicking the map layer displays a context menu that allows you to filter the data, add a new label to
the map, add the feature to the Details list, or label the feature:
If you are labeling a street the label will be drawn aligned with the direction of the street. You can use the
Text tool to move or rotate the label as desired.
4.16.1 To add a section of a street
1.
2.
3.
4.
Click the Browse Street/Shape Data button
Left-click the map layer to display the Street Highlight tool
Select the street and click the Add section button
Left-click the street on the map to set start and end points for your section
The street section will be added to the Details list
5. Close the Street Highlight tool
4.17 Ruler Tool
Map layers: Allows you to measure distances on maps, and displays other useful information.
Image and movie layers: Allows you to measure distances on images and movies.
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4.17.1 To measure a distance
Drag from the start point to the end point of the distance to be measured.
The display shows the location and height above sea level of the end point, and the distance
between points:
4.17.2 To specify the distance units
Right-click the map, point to Measure Distances in or Measure Height in on the context menu,
then click the appropriate units on the submenu.
4.18 Pick Color Tool
Displays a window showing the color of the layer, and composite project, under the mouse pointer:
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Clicking the mouse pointer copies the current color to the palette.
4.19 Navigator
Allows you to select which part of the map is displayed in the map rectangle. The view drop-list contains
all defined preset views and the possibility to add Custom preset views.
See Also
Working with Maps
4.20 Panels
Allow you to control the characteristics of the object on the currently selected layer. The following panels
are provided.
This section contains information about the following topics:
Properties
Contents
Lighting
Layer Fx
Keybars
4.20.1 Properties
Shows settings affecting the entire layer including compositing options, transform options, drop shadow,
frame, and trail.
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4.20.2 Contents
Shows information about the contents of the layer. On a map layer it allows you to locate and select
features from the map database or from imported street data, or add shape overlays. On a text layer it
allows you to add and edit text items. On a shape layer it allows you to draw and edit shapes.
4.20.3 Lighting
Allows you to add lighting effects to a layer. For more information see the chapter Lighting and Effects.
4.20.4 Layer Fx
Allows you to add image effects to a layer. For more information see the chapter Lighting and Effects.
4.20.5 Keybars
Allows you to control the animation of each feature of the currently selected layer that can be animated.
For more information see the chapter Controlling Animation.
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5 Working with Maps
This section explains the options for creating and working with map layers. It describes how to use the
Properties panel to define the projection, with advice on choosing the appropriate projection for specific
applications.
It also explains how to use the Contents panel to select countries and places for incorporation into the
map, and control their appearance using the style settings.
This section contains information on the following topics:
Creating a Map Layer
Map Rectangle
Setting the Map Properties
Locating Features by Country or Region
Locating Features by Name
Adding Map Details
Adding Features to the Map Database
Locating Features in Street Data
Locating Features in Imported Data
Adding Shape Overlays to Map Layers
Adding Satellite Imagery
Adding Symbols
Defining the Style of Details
Setting the Properties for Details
Setting Map Features
Displaying Disputed Regions
Navigator
Measuring Distances on the Map
5.1 Creating a Map Layer
Most Viz World Classic projects will contain at least one map layer, containing the regions, countries, and
other details you want to feature in the animation.
You can include more than one map layer to show two areas of the world, or one area at two different
scales, in the same animation.
You can add a map layer when you create a new project, or using the appropriate option on the Layer
menu.
The map layer will show the region detailed by the map database using the Globe projection.
This section contains information on the following procedures:
To create a new project with a map layer
To add a map layer
To insert a map layer between existing layers
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5.1.1 To create a new project with a map layer
When you start Viz World Classic, or create a new project by clicking New on the File menu, you can
choose to include a map layer:
1. Select Create map project.
2. Choose the map database you want to use from the drop-down menu.
3. Click the OK button to create the project.
The first time you load a new map database there will be a delay while the data is loaded. All
the map layers in one project use the same map database.
Earlier versions of Viz World Classic (i.e. Viz Curious Maps) supported having access to
databases of the World, Europe, and USA, and a Combination database which combines
these into a single database. More recent versions of Viz World Classic are only installed
with the combination database; however, you can change this under View > Options... > Map
Data > Locations.
5.1.2 To add a map layer
On the Layer menu, point to Add Layer, and then click Map.
The new layer will be added above the existing layers.
5.1.3 To insert a map layer between existing layers
1. Select the layer in the Layers list above or below which you want to add the map layer.
2. On the Layer menu, point to Insert Above Selection or Insert Below Selection as appropriate,
and then click Map.
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5.2 Map Rectangle
The map is drawn in a rectangular window called the map rectangle. You can change the size and position
of the map rectangle to create inset maps in larger animations.
5.2.1 To display the map rectangle
Select the Map Rectangle tool: Handles will be displayed on the edges of the map rectangle.
5.2.2 To resize the map rectangle
Drag one of the handles.
5.2.3 To move the map rectangle
Drag anywhere within the map rectangle. The above example uses a second map layer as an inset by
resizing and moving the map rectangle to a corner of the main map.
5.3 Setting the Map Properties
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The options in the Properties panel allow you to specify the position and scale of the map, choose the map
projection, and specify the style sheet.
This section contains information on the following topics:
Compositing Options
Transform Options
Drop Shadow Options
Frame Options
Trail Options
Locator
Map Legend
Projection
Automation
5.3.1 Compositing Options
Blend Mode specifies how the layer is combined with the other layers, and can be one of:
Normal, Add, Subtract, Difference, Multiply, Darken Only, Burn, Color Burn, Screen, Lighten Only,
Dodge, Color Dodge, Hue, Saturation, Value, Color, Overlay, Soft Light, Hard Light, Pin Light,
Exclusion, or Negation.
The Opacity determines the layer opacity, and can be animated.
5.3.2 Transform Options
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Allows you to specify the position, scale, rotation, and origin numerically. The following fields are
provided:
Option
Description
Locked
When selected, this map layer is locked to the position and zoom setting
of the map layer below it; see To lock the map layer to the map layer
below it.
Map Center
The longitude and latitude at the pin position, in degrees.
Revolutions
The number of globe revolutions in each direction, to create an animation
that spins the globe.
Pin Position
The point, relative to the map rectangle, about which the map is centered,
where X=0%, Y=0% corresponds to the bottom left-hand corner of the
map rectangle.
Scale
The zoom ratio, where 1.00 corresponds to showing the entire globe.
Position
The position of the center of the map rectangle, where X=0, Y=0
corresponds to the bottom left-hand corner of the project area.
Size
The size of the map rectangle in pixels.
Curved Paths
When selected, moves the camera in a smooth curve between keys when
panning the map.
Set Using GPS
Displays the GPS Position dialog box to allow you to center the map at a
specific longitude and latitude; see To enter a GPS location.
Longitude and latitude values can either be entered in decimal degrees, such as 20.175, or in degrees,
minutes and seconds, such as 20d10m30s.
This section contains information on the following procedures:
To lock the map layer to the map layer below it
To change the pin position
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To lock the map layer to the map layer below it
Select Locked in the Transform options.
Locking a map layer fixes it at the same size, scale, and projection as the base map. This is useful for
drawing selected regions of a map using a different style from the main map.
In the above example the upper map layer has all styles other than Selected Region set to a Fill color of
None, and no relief. The lower map layer has Relief and Ocean Contours selected.
To change the pin position
The map is centered on the pin position, which is drawn as a ‘+’ symbol on the map when you select one
of the map manipulation tools. Initially, the pin position is centered in the map rectangle, but you can
change it to create an off-center globe in the map rectangle.
Either:
1. Select the Move/Pan or Zoom tool.
2. Hold down Sc (PC) or SA (Mac) and drag in the Viewer.
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Or:
Edit the PinPosition values in the Transform options.
The above example was created using two map layers, each with a different pin position.
5.3.3 Drop Shadow Options
Allows you to add a drop shadow which is cast by the map layer onto other layers.
The following parameters are provided:
Parameter
Description
Offset
The offset of the drop shadow, in pixels.
Opacity
The opacity of the shadow. 0% gives no drop shadow.
Softness
Blurs the drop shadow to smooth the edges. Values in the range 0-5 are
recommended.
Color
The color of the drop shadow.
5.3.4 Frame Options
The following options allow you to define the frame:
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Parameter
Description
Fill Color
The fill color, for areas outside the globe if the edges of the globe are
visible.
Border and Border Color
The frame border color, and its shape: Rectangle or Circle.
Border Width
The width of the frame border in pixels.
For example, the above inset map uses a circular frame with a white 5-pixel border.
5.3.5 Trail Options
Use Trail Width and Trail Color to define the width and color of the trail.
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Choose Behind, Ahead, or Full from the Trail drop-down menu to leave a trail behind, ahead of, or
on both sides of the path.
Select Trail Above to display the trail above the layer.
5.3.6 Locator
The map locator enables you to create a map that can be used to highlight the location of your main map.
To create a locator map
1. From the main menu click Layer, and select Create Pre-rendered Map and then Locator...
2. From the Export Locator Map dialog box you can name the file, set format, image format
/quality options, frame size and alpha options.
3. Click Render to render the locator image to disk
4. In the Locator options select the locator image from the Map drop-list
5. Set the parameters for the locator and save the map project
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5.3.7 Map Legend
Map legend allows you to add a legend to the map, position and customize its design.
Master Opacity: Sets the opacity of the legend.
Units: Defines the legend’s units in kilometers/meters, miles/yards and miles/feet.
Position: Defines the position of the legend. Available options are bottom and top left, right and
center.
BG Offset: Defines the offset of the legend’s background.
BG Color: Defines the legend’s background color.
BG Opacity: Defines the opacity of the legend’s background.
Border Size: Defines the legend‘s border size (in pixels).
Line Length: Defines the legend’s length (in pixels).
Line Thickness: Defines the thickness of the legend’s line (in pixels).
Line Color: Defines the legend’s line color.
Type: Defines the type of line. Alternatives are line up/down, alternate filled and open and staggered
open/filled.
Font: Defines the font and the font parameters.
Text Color: Defines the color of the text.
Default text: Allows you to enable and define the default unit text (e.g. setting Km to km,
kilometers, kilometros etc.).
Units Title: Allows you to manually enter the units title text instead of using the default text.
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Sub-units Title: Same as for Units Title.
Title Alignment: Aligns the unit titles. Available options are Left, Center and Right.
Halo Size: Defines the size of the legend’s halo. Note that the halo only has an affect on the legend
itself and not the legend’s background (use shadow).
Halo Color: Defines the color of the legend’s halo.
Shadow On: Enables the legend’s shadow.
Shadow Position: Defines the (X and Y) position of the legend’s shadow.
Shadow Opacity: Defines the opacity of the legend’s shadow.
Shadow Softness: Defines the softness of the legend’s shadow. The higher the softness the wider the
shadow will spread.
Shadow Color: Defines the color of the legend’s shadow.
To create a map legend
1. Open the Properties panel
2. Enable the Map Legend and set the parameters
3.
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3. Save the map project
5.3.8 Projection
To choose the projection
Choose the projection from the drop-down menu.
Selecting a projection previews it in the window below the drop-down menu.
Click the Apply button to apply the projection to the map layer.
Which map projection you choose will depend on what you are using the map for, the part of the
globe displayed, and the type of animation.
In the majority of cases the Globe projection will be most suitable as it is ideal for ‘zooming in’
animations, and land shapes look familiar when in the middle of the picture. Its chief disadvantages are
that shapes get distorted near the horizon, and only half the world can be seen at any one time.
The other projections are divided into four main groups:
Cylindrical projections have shapes that look familiar for certain latitudes, but will be much distorted
at other parts.
Equal Area projections show the relative size of countries more accurately but the shapes can look
unusual.
The Conical projection is really only useful for maps of the Continental USA.
The Stereographic projections have familiar shapes at the center of the image, but will be very
distorted at the edges. They can be useful for combining with satellite images.
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5.3.9 Automation
To change the style sheet
Choose a style sheet from the Style sheet drop-down menu.
To auto animate the map layer
Click the Auto Animate button:
See Also
Working with Styles
Automatically Animating a Layer
5.4 Locating Features by Country or Region
The Explorer tab on the Contents panel allows you to explore the map database hierarchically, by
country or region:
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The left list displays an alphabetical list of countries, and regions within each country. The right list
displays specified features within a selected country or region, or a message explaining how to narrow the
search to find an item of interest.
This section contains information on the following procedures:
To scroll to any country in the list
To list only countries visible in the current map view
To show/hide regions
To display a list of features contained in a country or region
To display the currently listed features on the map
To scroll directly to a feature
5.4.1 To scroll to any country in the list
Type the first few letters of its name in the Find box above the list.
5.4.2 To list only countries visible in the current map view
Select Visible regions.
5.4.3 To show/hide regions
Countries shown with a + to the left of their name in the list are divided into regions.
Click the + to expand the list and show the regions.
Click the - to collapse the list and hide the regions.
5.4.4 To display a list of features contained in a country or region
1. Select the country or region in the left list.
2. Select the type of features you want to list from the drop-down menu below the list.
By default Towns > 100k is selected, to show towns with a population greater than 100,000, but
you can select from a range of alternative options.
3. Select Visible to show only features visible in the current map view.
5.4.5 To display the currently listed features on the map
1. Click the Locate Features button (see above).
The currently selected features will be labeled on the map:
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2. Click a feature with the right mouse button (PC), or while holding down Ctrl (Mac), point to Add
to map on the pop-up menu, and click the feature:
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5.4.6 To scroll directly to a feature
1. Select United Kingdom as the region.
2. Select Mountain and check the adjacent Visible check-box
3. Type the first few letters of a British mountain (e.g. Snowdon) in the Find box above the list.
......................................................................................................................................................................
Note: Searching for features in any country by selecting The World may give too many
results. Try narrowing down the search by selecting a specific country or region, or by
checking one or both of the Visible check-boxes.
......................................................................................................................................................................
5.5 Locating Features by Name
The Search tab in the Contents panel is used for searching the entire map database for a feature, using a
string or sub string typed in the Named text box. Search results can be filtered by using the radio buttons
and the drop down list.
Searching is instant (after the first three characters) and optimized according to relevance; hence, if you
search for Paris your result will show all places named Paris, but if you search Paris TX you will get Paris,
Lamar County which is in Texas, USA.
1.
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1. Select All or Visible to search all of the features of specified type in the database, or only those
visible in the current map view.
2. Choose the type of feature you want to search for from the Type drop-down menu.
3. Enter the text you want to search for in the Named field.
The text can include the wildcards ? or * to match any single character, or any sequence of
characters, respectively. For example, typing *erest will find all features containing erest:
If you have street data (see Locating Features in Street Data) you can also search for crossroads using
AND or & (e.g. E Tudor RD AND Lake Otis Pky):
5.5.1 Search Parameters
Find All: When selected it displays all matching entries in the database.
Find Visible: When selected it only displays matching entries visible in the current map.
Addr and Cross st.: Enables the user to search for specific addresses.
Type: Limits the result list according to the selected Type. For example region, capitals, tourist
attraction, and so on.
Named: Text box for entering search criteria. Can also use AND or & to search for crossroads
/intersections.
Intersection: Searches for an intersection of the street entered in the Named field. This is an
alternative to the search option described for the Named field.
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Source: Searches a range of sources.
Database: Searches the Viz World database.
Web: Searches Yahoo for online point data.
......................................................................................................................................................................
Note: Searching for addresses requires licensed street data installed on the server.
......................................................................................................................................................................
5.5.2 To display the currently listed features
Click the Locate Features button: The currently selected features will be labeled on the map, and
you can click on one to select it in the Search list.
5.6 Adding Map Details
The Details list on the Contents panel shows a list of all the details currently selected for incorporation in
the current project:
Each entry shows an icon representing the type of feature, the name of the feature, and the name of the
style applied to the feature. The icons are as follows:
Icon
Description
Country
Region
Town
Place
River
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Icon
Description
Mountain
The Details list also includes any area or line shapes drawn on the map layer:
Icon
Description
Area shape
Line shape
This section contains information on the following procedures:
To specify how labels scale with the map
To reorder the map details
To remove a map detail
To add a feature from the Explorer or Search panel to the Details list
To add a country or region from the map to the Details list
To redraw the map to fit a feature
To center the map on a map detail
5.6.1 To specify how labels scale with the map
Select Scale labels with map below the Details list to cause the labels of map details to remain the
same proportion relative to the map’s scale.
If you deselect this option the labels will remain fixed size irrespective of the map scale.
......................................................................................................................................................................
Note: This option affects all labels on the map layer.
......................................................................................................................................................................
5.6.2 To reorder the map details
Entries in the Details list are drawn on the map from the bottom of the list upwards, and you can change
the order to determine how features overlap.
Either:
1. Select the detail you want to move.
2. Click the arrow buttons to move it up or down in the list:
Or:
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Drag the detail to the required position in the list:
Or:
Click the detail with the right mouse button (PC), or while holding down Ctrl (Mac), and click the
appropriate Ordering option on the context menu.
5.6.3 To remove a map detail
Either:
1. Select the detail you want to remove.
2. Press d (PC) or b (Mac).
Or:
Click the detail with the right mouse button (PC), or while holding down Ctrl (Mac), and click
Remove on the context menu.
5.6.4 To add a feature from the Explorer or Search panel to the Details list
Either:
1. Select the feature in the Explorer or Search lists.
2. Click the Add Feature to Details button:
Or:
Click the detail with the right mouse button (PC), or while holding down Ctrl (Mac), and choose
Add to map from the context menu.
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5.6.5 To add a country or region from the map to the Details list
Click the Browse Map tool:
As you move the pointer over the map, the name of each country and region is displayed:
Click the map with the right mouse button (PC), or while holding down Ctrl (Mac), point to Add to map
on the context menu, and click the feature you want to add:
5.6.6 To redraw the map to fit a feature
Click the feature in the Explorer, Search panel, or Details list with the right mouse button (PC), or while
holding down Ctrl (Mac), and click Fit map on the appearing context menu.
5.6.7 To center the map on a map detail
Click the feature in the Explorer, Search panel, or Details list with the right mouse button (PC), or while
holding down Ctrl (Mac), and click Center map on the appearing context menu.
See Also
Working with Shapes
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5.7 Adding Features to the Map Database
Viz World Classic allows you to add user-defined features to the map database. You can share user map
details with other users; see the Sharing Databases section.
This section contains information on the following procedures:
To define a new feature on the map
To define a new feature from the Explorer
5.7.1 To define a new feature on the map
You can define a new feature at a specified map position and add it to the map database, associated with
the country and region you clicked on.
1. Select any tool except the Path tool or the Map Rectangle tool.
2. Click the map where you want to add the feature with the right mouse button (PC), or while
holding down Ctrl (Mac), and click New Label... on the context menu:.
The following dialog box allows you to define the new feature:
3. Enter a name for the feature, and specify the style.
4. Click the OK button to add the new feature to the user map details database and Details list.
5.7.2 To define a new feature from the Explorer
You can define a new feature of any type and add it to the map database associated with a specific county
and region.
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1. Click the New Feature button in the top right corner of the Explorer panel.
The following dialog box allows you to define the new feature:
2. Enter a name for the feature, and specify a category and style.
3. Enter the latitude and longitude, if you know them, or use the Text tool to move the new feature to
the correct position after you have defined it.
The Region list is identical to the left list in the Explorer and you can use the Find box to
scroll to an entry, and the Visibleregions checkbox to show only regions visible in the image
window.
4. Click the OK button to add the new feature.
The feature will be added to the user map details database and to the Details list.
See Also
Reusing Design Elements
5.8 Locating Features in Street Data
The Streets tab on the Contents panel allows you to explore imported street data, and add selected
features to the Details list:
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It works in a similar way to the Explorer.
See Also
Working with Street Maps
5.9 Locating Features in Imported Data
The Imported Data tab on the Contents panel shows imported third-party map data in the widely-used
ESRI Shape File Format, and allows you to explore it by data set, data layer, and subset:
It works in a similar way to the Explorer.
See Also
Working with ESRI Shape Files
5.10 Adding Shape Overlays to Map Layers
The Overlays tab on the Contents panel allows you to add shape overlays to the map layer, either by
drawing them, or by tracing map features:
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See Also
Working with Shapes
5.11 Adding Satellite Imagery
You can add geo-referenced satellite imagery to your base map. Other features like street data will appear
on top of it.
5.11.1 To add satellite imagery to the base map
1.
2.
3.
4.
From the View menu select Options...
Select Locations and click Installed Imagery...
Click the + button and open the CMR files
Click the Fit images to selected map button and close the window
5.
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5. From the Styles menu select Styles Editor...
6. Select the Topography tab
7. Select your style sheet and set it to Natural Earth
All satellite images will appear as part of your map; however, they will only appear if you
use style sheets based on Natural Earth.
8. Optional: From the Contents tab select the Streets tab and load the street data for your region to
see how streets are overlayed.
See Also
Working with Images and Movies
5.12 Adding Symbols
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Symbols can be added to map layers.
5.12.1 To add symbols
1. Click the Symbols button on the toolbar, or click Symbols on the Tools menu.
2. In the Symbols dialog box select the symbol and click the Add to Layer button or Drop Symbols
button.
All symbols are visible in the Details list.
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5.12.2 To manage symbols
1. Click the Symbols button on the toolbar, or click Symbols on the Tools menu.
2. Add a page to categorize symbols
3.
4.
5.
6.
Pages can also be renamed
Click the Replace... button to replace the symbol
Add symbols to the page by clicking the + button
Delete symbols from the page by clicking the Delete button
Set properties by clicking the Properties button
The Properties dialog box allows you to set the scale, fix the aspect ratio, set default text, set
preferred style name, add and set drop shadow properties and set it to loop.
5.13 Defining the Style of Details
The Style,Properties and Shape panels on the Contents panel allow you to define the individual
appearance of each of the map details and shape details you have added to your project.
Each detail is initially drawn using the style defined in the Styles Editor for the corresponding type of
object. These include:
Sea, Unselected Land, Selected Region, Place, and Latitude/Longitude.
You can redefine these styles in the Styles Editor, to change the appearance of all details of the
corresponding type. You can also create your own named styles, and apply these to specific details to
draw them in a specific style.
Finally, you can override the style of any selected detail to modify its appearance from that specified in
the Styles Editor.
This section contains information on the following procedures and topics:
To apply a predefined style to a detail
To redefine the style applied to a map detail
To override the style of a map detail
Color panel
Text panel
Strap panel
Texture CC panel
5.13.1 To apply a predefined style to a detail
1. Select the detail in the Details list.
2. Click the Style tab and choose the style name from the Style list:
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2.
5.13.2 To redefine the style applied to a map detail
1. Click the Style tab and select the style in the Style list.
2. Click the Edit... button
The Styles Editor will be displayed to allow you to edit the style. For more information about using
the Styles Editor see Working with styles, page 27.
5.13.3 To override the style of a map detail
1. Select the detail in the Details list.
2. Click the Override Style
… button.
The Settings dialog box will be displayed to allow you to override the style:
If the style has been overridden a + will be displayed after the style name in the Details list.
1.
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1. After overriding a style you can click the Add to Style Sheet… button to add the new style to the
current style sheet, so you can use it for other details.
The following dialog box will be displayed to allow you to name the new style:
5.13.4 Color panel
Allows you to specify the fill, border and coastline colors for the object, the width and line width limits,
and an optional texture.
For more information see the Color Panel when Working with Styles.
5.13.5 Text panel
Allows you to specify the color, font, size, style, alignment, and opacity of the feature’s label. For point
styles it also allows you to choose the marker which is drawn at the location of the feature.
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1. Select On to apply a default drop shadow.
2. Click the Drop Shadow… button to define the characteristics of the drop shadow:
For more information seeText Panel when Working with Styles.
5.13.6 Strap panel
Allows you to draw a marker at the label position, and a background (strap) for the label with an optional
frame and connector. You can also add a drop shadow to the strap in the same way as for the label.
After defining a strap with a connector you can move the end of the pointer using the Text tool.
For more information see Strap Panel when Working with Styles.
5.13.7 Texture CC panel
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Allows you to color correct textures.
See Also
Texture CC panel when Working with Styles
5.14 Setting the Properties for Details
The Properties panel on the Contents panel allows you to change individual properties of a detail not
defined by its style:
This allows you to specify the color and text opacity for the detail, and edit its label.
If the label for the feature is outside the project area you can make it visible by clicking the Make Label
Visible button:
Set the size and angle of the label using the Scale and Label Rotation fields.
Alternatively you can scale and rotate a label using the Text tool.
Click the Fit Map or Center Map buttons to fit or center the currently select feature to the map.
Click the Auto Animate button to auto animate the feature.
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5.14.1 To create multi-line detail labels
You can include a \ (backslash) character in the label for map details to split the label onto two or more
lines:
This gives greater flexibility in labelling small features on the map:
5.14.2 To select an alternative label
Some features provide alternative labels; e.g. Beijing (Peking).
Select the alternative you want from the Label drop-down menu.
You can also add your own alternative names; these get saved in an alternate names database so they
are always available.
5.14.3 To specify the order of alternative place names
You can specify the order in which alternative place and region names are shown.
1. On the View menu, click Options….
2. In the Display section click Map Labels:
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2.
The 1st Choice, 2nd Choice, and 3rd Choice drop-down menus can each be set to one of the
following options:
Option
Description
Standard
The standard name provided in the map database.
Alternate
The alternate name provided in the map database.
Abbreviation
The abbreviated version of the name in the map database.
User
The user-defined alternate name defined on the Details Properties panel. It
will always use the last entered name.
Map details are listed in the Explorer and Search panel as: 1st Choice (2nd choice). The 1st Choice is
selected by default for new map details.
5.15 Setting Map Features
The style sheet selected for a map layer specifies a number of general settings. You can override these
using the Map Features dialog box.
This section contains information on the following procedure and topics:
To display the Map Features dialog box
Global Map Data
Local Street Data
Scale roads/rail with map and Rivers Master Scale
Physical Feature Animation
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5.15.1 To display the Map Features dialog box
Click the Map Features button in the top right corner of the map layer Contents panel.
This provides the following sections:
5.15.2 Global Map Data
Allows you to specify the following settings for the selected map layer:
Parameter
Description
Lakes, Rivers
Allows you to specify which lakes and rivers are visible.
Roads
Allows you to specify which roads are visible.
Rail
Allows you to specify which railways are visible.
5.15.3 Local Street Data
Allows you to specify which lakes, rivers, roads, and railways are visible in street data, and the opacity of
roads and railways. The options are the same as for Global Map Data opposite.
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Enable allows you to choose whether or not street data is displayed in the map layer.
The Street Data... button displays the Street Data Directory dialog box and is equivalent to the Street
Data... command on the Import menu.
For more information see Working with Street Maps.
5.15.4 Scale roads/rail with map and Rivers Master Scale
Determines how roads, railways, and rivers are scaled as the map is scaled.
The Scale Factor setting is used to scale all line features, such as road, rail, and rivers. You can adjust the
value to achieve particular effects; for example, reduce it below 1.00 to make all line features thinner.
For line features, such as roads and rivers, a minimum and maximum line width is specified in the Styles
Editor dialog box StylesColor panel to ensure that the features have an appropriate appearance at extreme
zoom settings. However, it can look unnatural if a line feature reaches its maximum width before you get
to the closest zoom point as you zoom in to a map.
To solve this problem, choose the closest zoom setting in your animation and click the appropriate Auto
Fix… button. This will automatically set the corresponding scale value to scale the maximum line width
so it only reaches its maximum width at the closest zoom point.
5.15.5 Physical Feature Animation
Allows you to animate the relief height, relief DEM blend, ocean contour opacity, and land drop shadow.
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Relief Height: Typically used to reduce the amount of relief at close zoom settings, when full scale
relief can appear distracting.
Relief DEM Blend: Imported DEM (Digital Elevation Model) relief data does not always match up
exactly with the built-in relief. As a result, seams may be visible where they meet. This control
allows you to hide imported relief data until you are zoomed in far enough for the seams to fall
outside the display window. For more information about importing relief data see howTo import
relief data.
Ocean Contour Opacity: Allows you to animate the intensity of ocean contours.
Land Drop Shadow: Allows you to animate the land drop shadow over time.
5.16 Displaying Disputed Regions
Viz World Classic allows you to choose how several disputed regions in the world are displayed and
assigned to the appropriate countries. Any changes made to this setting apply to all projects.
5.16.1 To change the assignment of disputed regions
......................................................................................................................................................................
Note: You cannot make any changes to the disputed regions if your project contains map layers, so if
necessary delete any map layers in your project.
......................................................................................................................................................................
1. On the View menu, click Options….
2. Click Map Data, then the Database option, then click the Disputed Regions… button to display
the Disputed Regions dialog box.
3. Choose the region you want to configure from the Region drop-down menu.
4. Choose one of the available configurations from the Configuration drop-down menu.
As you select a configuration the map shows how the regions will be displayed.
5.17 Using the Navigator
The Navigator allows you to select which part of the map is displayed in the image area.
This section contains information on the following procedures:
To choose a view
To change the view
To choose a preset view
To define a preset view
To edit the name of a preset
To delete a preset
To enter a GPS location
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5.17.1 To choose a view
Drag across the Navigator to draw a rectangle enclosing the area of the world you want to display.
5.17.2 To change the view
1. Drag a corner of the rectangle to resize it.
2. Hold down Ctrl (PC) or Alt (Mac) and drag the rectangle to move it.
3. Move the scale control, to the right of the Navigator, to enlarge or reduce the size of the rectangle.
5.17.3 To choose a preset view
Choose a preset view from the View context menu.
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5.17.4 To define a preset view
1. Define the view you want to save.
2. Click the … button to the right of the Navigator View menu.
The Presets dialog box will be displayed:
3. Click the + button.
A new preset will be created with a default name, such as Preset0.
5.17.5 To edit the name of a preset
1. Select the preset in the Presets list.
2. Click the Rename... button.
5.17.6 To delete a preset
1. Select the preset in the Presets list.
2. Click the X button.
5.17.7 To enter a GPS location
1. Click the GPS button below the Navigator.
The GPS Position dialog box (depicted above) will be displayed to allow you to specify that
the map should be centered at a particular longitude and latitude.
2. Enter the longitude and latitude in the Long. and Lat. fields.
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2.
Longitude and latitude values can either be entered in decimal degrees, such as 20.175, or in
degrees, minutes and seconds, such as 20d10m30s.
3. Optionally enter the amount of the Earth’s surface you want to display in the Radius field.
For creating animations of a revolving globe you can optionally enter a number of
revolutions in the Revs fields.
5.18 Measuring Distances on the Map
The Ruler tool provides a convenient way of measuring distances on maps, and displaying other
information.
5.18.1 To measure a distance
1. Select the Ruler tool.
2. Drag from the start point to the end point of the distance to be measured.
The display shows the location and height above sea level of the end point, and the distance
between points:
5.18.2 To specify the distance units
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Click with the right mouse button (PC), or while holding Ctrl (Mac), point to Measure Distances in
or Measure Heights in on the context menu, then click the appropriate units.
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6 Working with Styles
This section explains how to use style sheets to make it easy to set up a series of house styles, and convert
projects between house styles with a single click. It also explains how style sheets help you establish
consistency across projects, or between designers.
This section contains information on the following topics:
How Style Sheets Work
Creating, Saving, and Loading Style Sheets
Styles Panel
Topography
Markers Panel
Textures Panel
Lighting Panel
Map Features Panel
Options Panel
Using Imported Relief Data
6.1 How Style Sheets Work
A style sheet defines all the properties and design conventions used to draw a map. Each map layer has a
style sheet associated with it which determines its appearance.
The style sheet defines:
The predefined styles, and any additional user-defined styles.
The markers used to identify map details.
The textures available for use as textures for regions.
One or more default lights for the map layer.
Additional properties of the map including land shadow, relief, and line widths.
Once created, a finished project can be changed to a different set of design conventions simply by loading
in a different style sheet.
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For example, the above project was created using the default style sheet.
The project can then be instantly converted to a totally different house style simply by loading in a
different style sheet.
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For example, one style sheet could include texturing and lighting effects.
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For another project loading a style sheet could create a much simpler appearance with flat lighting and
thick line widths.
6.1.1 Multiple Style Sheets
If your project includes more than one map layer you can apply a different style sheet to each map layer.
For example you might have one house style for the main map in a project and another house style for an
inset map.
See Also
How Style Sheets Work
6.2 Creating, Saving, and Loading Style Sheets
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Styles are created and edited using the Styles Editor. You can leave the Styles Editor open while you
work with the project and any changes you make in the Styles Editor are immediately reflected in the
current map layer.
This section contains information on the following procedures:
To display the styles editor
To create a new style sheet
To rename a style sheet
To delete a style sheet
To copy style sheets from another project
To export an individual style sheet
To import a style sheet
6.2.1 To display the styles editor
On the Styles menu, click Styles Editor... .
When you create a new map layer it initially uses the style sheet defined by the default project template. If
there is no project template the style sheet called Political is used. For more information about creating a
default project template containing your own choice of styles see Reusing Design Elements.
You can create any number of new style sheets, and modify the styles in those style sheets to establish the
design conventions you want to use.
Style sheets are saved with the project, and you can import style sheets from another project. You can also
save individual style sheets in separate files.
6.2.2 To create a new style sheet
1. Select the style sheet you want to base the new style sheet on in the Style Sheet list.
2. Click the + button.
......................................................................................................................................................................
Note: By default the style sheet is called StyleSheet, StyleSheet1, etc.
......................................................................................................................................................................
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6.2.3 To rename a style sheet
1. Select the style sheet you want to rename.
2. Click the Rename... button.
6.2.4 To delete a style sheet
1. Select the style sheet you want to delete.
2. Click the X button.
6.2.5 To copy style sheets from another project
1. On the Import menu, click From Project... .
2. Select the project file you want to import from.
The following dialog box then allows you to specify the features of the project you want to
import:
3. Click the Styles tab.
4. Select the style sheets you want to import from the project, using Shift to select contiguous items,
and Ctrl (PC) or Command (Mac) to select non-contiguous items.
5. Click the Load button to proceed.
1.
The style sheets will be added to the list of style sheets, replacing any existing style sheets of
the same name where appropriate.
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6.2.6 To export an individual style sheet
1. In the Styles Editor click the Export... button.
You will be prompted to give the style sheet a name.
2. Enter a suitable name and click the Save button.
6.2.7 To import a style sheet
1. In the Styles Editor click the Import... button.
An Open dialog box will be displayed to allow you to select a style sheet to open.
2. Select the style sheet and click the Open button.
1.
The style sheet will be added to the list of style sheets in the project. If there is already a
style of the same name the style sheet will be renamed.
6.3 Styles Panel
The Styles panel allows you to edit the styles in the currently selected style sheet.
This section contains information on the following sections:
Predefined Styles
Strap Panel
Texture CC panel
6.3.1 Predefined Styles
Each style is identified by a name, such as Region, and specifies attributes such as fill color, border color,
coastline color, marker color, text color, text typeface, and size. Applying a style to a map detail then sets
its attributes to those defined by the style.
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Viz World Classic provides a set of predefined styles for each of the different types of feature in the map
database. These include: Sea, Unselected Land, Selected Region, Place, Latitude/Longitude, and a
number of default styles for use with street data.
This section contains information on the following procedures:
To edit the attributes of a built-in or user-defined style
To create a new style
To edit the name of a style
To delete a style
To edit the attributes of a built-in or user-defined style
1. Select the style you want to edit in the Styles list.
The attributes of the style are shown on the Color, Text, Strap and Texture CC (color
correction) panels:
2. Edit any attributes you want to change.
All objects in the selected style will be updated to reflect the changes you have made.
Each predefined style is of type Area, Line, or Point as appropriate, and this determines the attributes
displayed in the Color, Text, and Strap panels.
When you create a user-defined style you specify whether it is an Area, Line, or Point style, and this
determines which features you can apply it to.
To create a new style
1. Select the style you want to base the new style on in the Styles list.
2. Click the + button.
A new style will be created with a default name; e.g. Style1.
3. Select Area, Line, or Point to specify what the style applies to.
This determines which options are available in the Color, Text, and Strap panels.
4. Edit the attributes of the style as required.
To edit the name of a style
1. Select the style in the Styles list.
2. Click the Rename... button.
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Note: You cannot edit the names of built-in styles.
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To delete a style
1. Select the style in the Styles list.
2. Click the X button.
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Note: You cannot delete the built-in styles.
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Color Panel
The options available on the Color panel depend on the selected style.
This section contains information on the following topics and procedures:
Area styles
Line styles
To use a texture
To transform a texture
Area styles
Provides some or all of the following options:
Attribute
Description
Fill
The fill color for the object.
Four Color
Cycles between four different colors for the fill color so that adjacent
regions can easily be distinguished. The Auto button automatically sets
the alternative fill colors based on the current Fill color.
Mix with Topography
Moving the slider to the right adds a proportion of the style color to land
colored with topography.
Texture
An optional texture for the object; see Using textures below.
Border
Specifies the border color.
Width
Sets the line width for the borders of imported map features.
Internal Borders
Displays the internal borders of the country in the specified color.
Disputed Borders Dashed
Displays disputed borders dashed.
Coastline
Specifies the coastline color.
Line Width Limits
Restricts the range of line widths when zooming.
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Line styles
Provides the following options:
Attribute
Description
Inner color and Width
Color and width of the body of the line feature.
Outer color and Width
Color and total width of the edges of the line feature.
Line Width Limits
Restricts the range of line widths when zooming.
To use a texture
To fill the area with a texture select an existing texture from the drop-down menu, or use the +
button to load a new texture from a file.
Any image can be used as a texture, including images in the CMR (Curious Multi-Res) format;
this is ideal for using large files, such as satellite images, as textures. For more information see
Working with Images and Movies.
The buttons to the right of the Texture drop-down menu can be used to determine how the
texture is displayed:
Button
Name
Description
Add Texture
Displays the Open dialog box to
allow you to add a texture from a
file.
Position Texture
Click to position the texture on the
map. You can then move or scale
the texture in the same way as for
images.
Position Texture (Arrows)
Allows you to move and scale the
texture by specifying how two
points on the texture should be
aligned with the map; see below.
Tile
Specifies whether the texture
should be tiled.
To transform a texture
1. Click the Position Texture (Arrows) button.
2. Drag the circles to indicate which points on the texture you want to use as the reference points.
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3. Drag the arrow heads to indicate where those points should be positioned on the map:
4. Click with the right mouse button (PC), or while holding down Ctrl (Mac), and click Apply
transformation on the context menu to transform the texture.
5. Click the Position Texture (Arrows) button again to see the transformed texture.
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5.
The Make Handles Visible option on the pop-up menu is useful if the handles are outside
your current view.
See Also
Working with Images and Movies
Text Panel
The text panel provides the following options:
Attribute
Description
Marker
Point styles only: The image file used for the point. Select an existing
marker from the drop-down menu, or click the + button to load a new
marker.
Text
Specifies the text color, font, size, and style (bold, italic) for labels.
Extra spacing
Varies the character spacing to compress or expand the text.
Extra line spacing
Adds extra line spacing.
Alignment
Specifies the position of the label relative to the marker.
Distance
Sets the distance.
All Caps
All letters are written in upper case.
On
Adds a default drop shadow.
Drop Shadow…
Displays the Drop Shadow dialog box to allow you to define the
characteristics of the drop shadow; see opposite.
Drop Shadow
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Provides the following options:
Attribute
Description
On
Turns the drop shadow on.
X,Y
Defines the drop shadow displacement, in pixels.
Opacity
Specifies the drop shadow opacity.
Softness
Allows you to blur the drop shadow.
Color
Specifies the drop shadow color.
6.3.2 Strap Panel
The Strap panel allows you to add a background, frame, and/or connector to the label of a feature.
Provides the following options:
Attribute
Description
Marker
The image file used for the marker. Select an existing marker from the
drop-down list, or click the + button to load a new marker.
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Attribute
Description
Opacity
The opacity of the body of the strap.
Fill, Margin, Margin Height
The fill color, margin and margin height of the strap.
Frame
The type, color, width, and opacity of the frame of the strap.
Connector
The type, color, width and gap (to the marker) of the connector.
Drop Shadow
Adds a drop shadow to the strap.
After defining a strap you can move the end of the pointer with the Text tool.
The following illustrations below show some examples of straps. Fill white and frame black, connector
set to pointed border, and marker to image:
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6.3.3 Texture CC panel
Allows you to color correct textures.
See Also
Texture CC panel when Working with Maps
6.4 Topography
The Topography panel allows you to add relief shading to give a three-dimensional appearance to the
map, and color the land and/or sea using natural colors.
6.4.1 To specify the topography
1. Select Relief Shading to apply relief shading to the land.
2. In the Land section select Land Styles, Relief Color, or Natural Earth to specify how the land
should be colored.
If Relief Color or Natural Earth is selected, you can blend in a proportion of the land style
color using the Mix with Topography slider on the Styles Color panel.
3.
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3. In the Oceans section select Natural Sea and/or Contours to specify how the sea should be
colored.
The options are illustrated in the following examples:
Land Styles, no Relief Shading and Relief Shading:
Relief Color and Ocean Contours, and Natural Earth and Natural Sea:
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The following sections give more information about each of these options:
Shading Panel
Relief Color Panel
Natural Earth Panel
Natural Sea Panel
Ocean Contours Panel
6.4.2 Shading Panel
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The Shading panel allows you to define the scale of the relief effect and the light direction for the relief.
The following image shows the map with and without maximum detail:
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Maximum Detail relief rendering is selected by default, and gives improved sharpness and detail,
especially when zoomed in very close. However, in some situations the Maximum Detail option can
produce images with a noticeable grid pattern, in which case you may prefer to deselect it.
The Highlight Size and Highlight Brightness settings allow you to control the appearance of the relief
texturing on your maps.
The following illustrations give examples of the effect of each setting. Minimum highlight size, normal
settings, and maximum highlight brightness:
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The Disable Imported DEM checkbox allows you to choose whether to use any DEM Relief data you
have loaded in place of the built-in relief data.
6.4.3 Relief Color Panel
The Relief Color panel allows you to define the colors used for different terrain heights:
Click the appropriate Scale button to change the color gradient scale to show heights from 0 to 8000m, 0
to 800m, or 0 to 80m.
To adjust the terrain height corresponding to a color, drag the dividing line next to the color square.
To change a color, click on the corresponding color square and a color chooser will be displayed. To add
or remove colors, click on the color gradient with the right mouse button (PC), or while holding down Ctrl
(Mac), and click Add Point or Delete Point on the context menu:
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You can save a gradient, or load a gradient saved on a previous occasion, using the Save Gradient and
Load Gradient options on the color gradient context menu.
6.4.4 Natural Earth Panel
The Natural Earth panel allows you to control natural earth land coloring, which shows the Earth with
natural coloring determined from high resolution satellite imagery; for example, deserts are colored
yellow, forests green, and ice caps white:
The Database option allows you to select different types of natural earth databases.
The Brightness, Contrast, Gamma, and Saturation controls allow you to adjust the appearance of the
natural earth coloring. Tint Color and Tint Opacity allow you to add a tint, such as to simulate sunset
coloring.
A Natural Earth style sheet is provided with natural earth and natural sea styles already set up.
......................................................................................................................................................................
Note: Natural Earth is an optional feature that requires a separate license; ask your local Vizrt
representative for more details.
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6.4.5 Natural Sea Panel
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The Database option allows you to select different types of natural sea databases (e.g. Digital Globe).
The Natural Sea panel allows you to control the appearance of the sea when colored with the Natural Sea
option, which uses satellite imagery of shallow seas and reefs.
6.4.6 Ocean Contours Panel
The Ocean Contours panel allows you to define the ocean depths corresponding to each color.
The left ramp works in exactly the same way as the ReliefColor ramp. The right scale shows how the
color ramp will be applied to the ocean depth steps.
See Also
Setting Map Features
6.5 Markers Panel
The Text panel allows you to choose a marker to identify each point feature, and the Strap panel allows
you to choose a marker to be drawn alongside the label.
The Markers panel allows you to display and edit the available markers, and specify the scale and
position of each marker.
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6.5.1 To load an image for use as a marker
1. Click the + button and select the image file you want to load.
6.5.2 To edit the name of a marker
1. Select the marker in the Markers list.
2. Click the Rename... button.
6.5.3 To delete or replace a marker
1. Select the marker in the Markers list.
2. Click the X or Replace... button.
6.5.4 To edit a marker
1. Select the marker in the Markers list.
The marker is displayed in the preview window to the right of the Markers list.
2. Specify the scale by editing the X, Y, Width, and Height fields, as required.
3. Select Fix aspect ratio to keep the aspect ratio fixed.
4. Click the + button and click on the preview window to set the origin for the marker.
6.6 Textures Panel
The Color panel allows you to choose a texture to color an area feature.
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The Textures panel allows you to display and edit the available textures.
6.6.1 To load an image for use as a texture
1. Click the + button and select the image file you want to load.
6.6.2 To edit the name of a texture
1. Select the texture in the Textures list.
2. Click the Rename... button.
6.6.3 To delete or replace a texture
1. Select the texture in the Textures list.
2. Click the X or Replace... button.
6.6.4 To display a texture
1. Select the texture in the Textures list.
The texture is displayed in the preview window to the right of the Textures list.
6.7 Lighting Panel
Every style sheet can contain one or more lights, called style lights, which are used in addition to any
lights you have added directly to an individual map layer. Since the lights are in the style sheet itself they
will be applied to any map layer using the style sheet.
The Lighting panel allows you to define style lights, and specify their characteristics:
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You can use the Light tool on the Lighting panel to edit style lights in exactly the same way as lights
within the layer.
See Also
Lighting and Effects
6.8 Map Features Panel
The Map Features panel allows you to define the map and street data to be included in the map layer,
and the scaling of road and rail features.
You can override these for a particular map layer using the Map Features dialog box; see the Setting Map
Features section.
6.8.1 Global Map Data
Allows you to specify which lakes, rivers, roads, and rail features are displayed by choosing the
appropriate option from the corresponding drop-down menu.
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6.8.2 Local Street Data
Allows you to specify which lakes, rivers, roads, and rail features are displayed in street data by choosing
the appropriate options from the corresponding drop-down menu.
The Enable option allows you to specify whether or not street data will be displayed in the map layer.
The Street Data... button displays the Street Data Directory dialog box, and is equivalent to choosing
Street Data… from the Import menu.
For more information about working with street data see the Working with Street Maps section.
6.8.3 Scale roads/rail with map
Determines how roads and railways are scaled as the map is scaled.
The Scale Factor setting is used to scale all line features, such as road, rail, and rivers. You can adjust the
value to achieve particular effects; for example, reduce it below 1.00 to make all line features thinner.
6.9 Options Panel
The Options panel allows you to control the land drop shadow, line widths, and the appearance of
latitude and longitude lines.
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Land Drop Shadow: Allows you to specify whether land is displayed with a drop shadow, and
whether a drop shadow is also displayed for lakes/wide rivers and/or narrow rivers. Click the
Settings… button to define the shadow.
Border Widths: Allows you to specify the line widths for country, region, sub region, and coast
outlines.
River Widths: Allows you to control the width of lines used to draw rivers that are not wide enough
to be drawn as area shapes.
Master Scale affects the width of all rivers drawn as lines.
Smaller Rivers Scale affects the width of rivers which are classified as minor rivers.
Max Width (Pixels) determines the maximum line width at which rivers will be drawn. This is
useful if you wish to prevent rivers being drawn as very thick lines as a map zooms in.
Lat/Long Settings: Allows you to control the appearance of the latitude and longitude lines, drawn
in the Latitude/Longitude style.
To draw lines on both land and sea, select Draw lines on land as well as sea. If unchecked, the
lines are drawn on the sea only.
To prevent longitude lines from drawing at the poles, where they are very close together and
eventually meet, select Prune longitude lines at poles.
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To alter the spacing of the longitude and latitude lines, choose an option from the appropriate
line spacing pop-up menu, or choose Custom and click the Customize Spacings… button to
specify the spacing or number of divisions and origin explicitly:
The color and width of the lines can be changed by choosing the Latitude/Longitude style on
the Styles panel.
6.10 Using Imported Relief Data
Viz World Classic allows you to import additional detailed relief data. A wide range of data is available
directly from Vizrt and from third parties. Supported file formats include:
CDM (Curious DEM) from Vizrt.
Some types of DEM and SDTS from USGS, who provide data for most of the US and a number of
other areas of the world.
Some BIL images from Global Terrain.
Some types of SRTM and DTED format data.
Please contact your local Vizrt representative for a full list of supported file formats and data
products.
This section contains information on the following procedures:
To import CDM relief data
To import relief data
To obtain DEM data
To undo DEM imports
To use multiple DEM databases
6.10.1 To import CDM relief data
1. On the Import menu, select Curious CDM DEM Data ... .
2. Choose where the data is to be installed and click the Copy New Data… button.
For each set of CDM data you want to use you need to add a licence in the usual way. To show a list of
the CDM data you have installed, and its license status, click the Check existing data for bad files or
licences button.
6.10.2 To import relief data
1. On the Import menu, click DEM Digital Elevation Model....
The Import Digital Elevation Model dialog box is displayed
This shows the contents of the relief database, and allows you to add new files to the database.
The Import DEM... button allows you to import DEM files from external sources.
You can undo the most recent imports using the Undo Imports button, or fit the map to the selected
imports using the Fit Map To Imports button.
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Because imported DEM data will not always match exactly with the data provided as standard with Viz
World Classic, seams will sometimes be visible at the edges of imported data. To avoid this, you can
animate the amount of imported relief to be used, so that the imported relief is only visible when zoomed
in enough that no such edges are visible, using the Imported Relief Blend control in the Map Features
dialog box; for more information see the Setting Map Features section.
6.10.3 To obtain DEM data
Because DEM data for the whole world would occupy literally thousands of gigabytes, the data usually
comes in tiles. You will often need to obtain several such tiles to cover the area you require.
For information about obtaining DEM data contact your local Vizrt representative.
6.10.4 To undo DEM imports
Because of the sheer amount of data involved with DEM files, and the unfortunate fact that DEM tiles
need not actually have straight sides, providing a facility for undoing imports requires significant amounts
of disk space.
Viz World Classic allows you to choose how much disk space to be allocated for undo information in the
Options dialog box. You can only undo the most recent imports from the bottom of the import list, and it
may not even be possible to undo these if there was insufficient disk space to hold the required undo
information.
6.10.5 To use multiple DEM databases
You can change the directory that Viz World Classic uses to store DEMs in the Options dialog box. Using
several different directories allows you to have multiple DEM databases, each of which holds detailed
relief data for a particular area. This can be useful if you need high-resolution relief data for a particular
project, but do not want to keep using that imported data in your normal day-to-day work.
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7 Reusing Design Elements
This section explains how you can easily reuse styles, layers, and colors which you have created in earlier
projects. It also describes recommended techniques for setting up and sharing style sheets, templates, and
projects between users.
This section contains information on the following topics:
Importing from a Project
Reusing Style Sheets
Using Templates
Reusing Design Elements
Using Color Palettes
Sharing Databases
7.1 Introduction
From the outset Viz World Classic has been designed to allow you to separate the design of the
appearance and house style of your map animations from the creation of the individual maps themselves:
You can import styles, presets, color palettes, or layers from another project, to allow you to use
them in a new project.
Style sheets record all the essential information describing how a map should look, and can be reused
in different projects.
Templates allow you to set up blank projects containing selected styles, layers, and settings ready to
be used for the creation of new projects.
User map details and alternate names databases allow you to standardize alternative spellings for
place names and user added places.
Each of these features is a powerful tool for standardizing maps developed by a group of users, and they
can be shared between users by saving them into a directory accessible by all users and machines.
7.2 Importing from a Project
The Project Import dialog box allows you to import styles, presets, colors or layers from another project.
7.2.1 To import from a project
1. On the Import menu, click From Project... .
The Open dialog box allows you to select another project to import from:
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2. Select the project you want to use and click the Open button.
The Project Import dialog box shows the reusable features in the project, and allows you to
select which features you want to import:
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3. Click the Styles, Presets, Colors, or Layers tab as appropriate and select the features you want to
import.
4. Hold down Shift to select multiple contiguous items, and Ctrl (PC) or Command (Mac) to select
multiple non-contiguous items.
5. Click the Load button to import the specified features into the current project.
7.3 Reusing Style Sheets
Careful design of the styles you wish to use can greatly increase the speed at which high-quality maps can
be created by a group of users. Users just need to select the correct style, and they can then create maps
without having to be concerned with the design or appearance.
A number of sample style sheets are included with the software. You can import these as described below.
7.3.1 To share a style sheet between projects and other users
Once you have designed a style sheet that you would like to use in other projects, or make available to
other users, you can save it to disk as follows:
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Click the Export... button in the Styles Editor dialog box to save a copy of the style sheet in a
shared directory.
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Note: Each user can then import styles from the style sheet file using Import... in the Styles Editor.
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7.4 Using Templates
When you create a new project you can choose to base it on a project template which defines the default
styles, style sheets, color palettes, and predefined layers and settings to be included. You can save any
project as a template file and then use it as the basis for new projects.
If you create a new project without selecting a template, a default project template is used. A simple
default project template is supplied and automatically used by Viz World Classic, but you can create a
new default template of your own, containing all the settings you want to use on a regular basis.
This section contains information on the following procedures:
To create a project template
To specify a template as the starting point for a project
To set the default project template
To share project templates
7.4.1 To create a project template
1. Create a new blank project.
2. Define or import all the styles, color palettes, Navigator presets, and layers you would like to have
in the template.
3. On the File menu, click Save As... .
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3.
4. In the Save As dialog box choose Project Template from the Save as type (PC) or Format
(Mac) drop-down menu.
5. Enter a name for the template and click the Save button.
Opening the template will then create a new untitled project containing the contents of the
project you saved, and you will be prompted to give it a new name when you save the file.
7.4.2 To specify a template as the starting point for a project
Select Use a project template in the Welcome or New Project dialog box, and select the particular
template you want to use.
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7.4.3 To set the default project template
1. On the View menu, click Options... .
2. Click the Template option to display the Template panel.
3. Click the Browse... button and select the appropriate template file.
The default project template will be used whenever you create a new project by selecting
Create map project in the Welcome or New Project dialog box.
7.4.4 To share project templates
To share project templates put them into a shared directory. All users can then use the same styles,
colors, Navigator presets and layers by default.
7.5 Reuse Design Elements
7.5.1 Reuse of style sheets
Careful design of the styles you wish to use can greatly increase the speed at which high-quality maps can
be created by a group of users. Users just need to select the correct style, and they can then create maps
without having to be concerned with the design or appearance.
7.5.2 Reuse of layers
You can use templates to provide users with an initial set of layers for use in the maps they are creating.
For example, if the users are creating maps, all of which contain the same logo and headline text, you
could create a template containing the appropriate image and text layers.
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7.5.3 Reuse of Navigator presets
Templates include the Navigator presets, which are a quick way of defining a map’s position and scale. If
you frequently use a small number of set map settings you can save these as a preset in a project template
and make them available to all users
7.6 Using Color Palettes
Templates include color palettes, which are selections of user-defined colors in the Color dialog box:
You can create several palettes and select the one you want to use from the pop-up menu above the
palette.
This section contains information on the following procedures:
To edit the color palette
To select a color
To pick a color from the Viewer
To add the current color to the palette
To delete a color from the palette
To create a new palette
To save or load palettes
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7.6.1 To edit the color palette
Click the Edit Palette button in the Color dialog box.
The full Color editor will be displayed (see above).
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Tip: To cancel the operation / close the palette editor click Palette Only.
......................................................................................................................................................................
7.6.2 To select a color
Either:
Click in the color space in the top left corner of the Color chooser.
Or:
Click the color sliders in the top right corner of the Color chooser.
Or:
Enter the color values in the fields to the right of each color slider.
You can change the color space displayed in the Color chooser by choosing an option from the pop-up
menu.
You can change the values shown on the color sliders, and the range of each value, using the two pop-up
menus below the color sliders.
7.6.3 To pick a color from the Viewer
Click the Pick Color
tool.
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Click in the Viewer to select that color.
7.6.4 To add the current color to the palette
Click the Add Color
button.
7.6.5 To delete a color from the palette
Click the color to select it.
Click the Remove Color
button.
7.6.6 To create a new palette
Click the New Palette button below the palette.
The new palette will become the current palette.
7.6.7 To save or load palettes
Use the Save Palette and Load Palette buttons.
This is useful for exchanging palettes between different users, archiving them for future reuse, or
copying them from one style sheet or project to another.
7.7 Sharing Databases
New features, defined using the Add New Label or Add New Feature dialog boxes, are stored in a user
map details database; for more information see how To define a new feature on the map or how To define
a new feature from the Explorer.
Alternate names, defined using the Properties panel on the Contents panel, are stored in the alternate
names database; for more information see the Setting the Properties for Details section.
The user map details, alternate place names and abbreviations databases can be shared between users by
placing them in a shared directory. This allows users to benefit from any user map details and new names
added to the database.
This section contains information on the following procedure and topic:
To share user map details, alternate place names
Editing user map details or alternate place names
7.7.1 To share user map details, alternate place names
User map details and alternate place names are stored in text files, and can be shared among users by
placing them in a shared directory. To modify the location of these files:
1. On the View menu, click Options....
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1.
2. In the Options dialog box select Shared in the Map Data section
3. Click the Browse... button and specify the new location for the appropriate file.
7.7.2 Editing user map details or alternate place names
You can edit the user map details, alternate place name and abbreviations files using a simple text editing
application such as Notepad, Notepad++ or SimpleText. This can be useful if places or names have been
added incorrectly and need to be deleted or modified. You can find the path and filename of each file as
described above.
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8 Configure World
This section describes how to configure Viz World Server, Viz Engine, and Viz Artist, as well as some
useful cache settings.
This section contains information on the following topics:
Configure Cache
Viz Artist and Engine Configuration
8.1 Configure Cache
When working with Viz World in a server/client environment, a cache is used to reduce the load time of
scenes in Viz. The cache is a shared network storage folder, common to all Viz Engines in the system. The
cache is managed by the Viz Engine machines.
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Note: In complex environments, Viz Engine machines can be grouped so a different cache is defined
for each group.
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This section contains information on the following topics:
Map data flow
Cache Location
Defining the Cache
Cache Folder Structure
Caching - Viz Trio
Caching - Viz Pilot
8.1.1 Map data flow
The maps data stored in the cache is produced by the Viz Engine machines, running World Map Editor
applications. When WoC is launched, it connects to the server and enables the user to select a map and
add information to the map. When the user accepts the selected map (by pressing the OK button in the
maps editor (WME)), the map information will be sent to the scene (and to the relevant WoC plugins used
in the scene) from the server. WoC plugins will load the received data and then store it in the cache. Now,
when a scene is initialized, the WoC plugins will look for the data in the cache and load it, without
connecting to the server.
Since the most time-consuming task in this process is generating the maps, using the cache reduces that
time to a minimum and the maps are generated only once.
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Note: Before setting a cache folder in a server/client environment, a shared network drive, mapped on
all Viz Engine client machines should be created. The cache folder is defined on the shared drive, so
all machines will have access to the cache.
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8.1.2 Cache Location
The following are some simple guidelines that will ensure caching is optimized when using one or several
Viz Engines.
One: Set the cache location local to that renderer.
Two or more: Set the cache location to the map server (or other shared network drive) so that one
renderer is not favored over others.
8.1.3 Defining the Cache
The client cache is defined using Viz Engine’s configuration tool (Viz Config). When configuring the
cache environment make sure that the following parameters are identical on all Viz machines:
Cache Directory
On Disk (Days)
......................................................................................................................................................................
Tip: Control clients should have their cache location(s) set to the same location as defined by the
Viz Engine(s).
......................................................................................................................................................................
To configure the cache directory
1. Start Viz Config or open the configuration interface by clicking the Config button on the main
menu in Viz Artist
2. Select the Maps section
3. Set the Cache Directory to the defined shared network drive and the folder used as the cache’s
main folder
......................................................................................................................................................................
Note: The Cache Directory has to be identical on all Viz Engines that share the cache. UNC
paths are also supported.
......................................................................................................................................................................
4. Set the Memory (Images) to the required value (default is 32). This parameter defines the
maximum number of map images stored in Viz memory when initializing a playlist
......................................................................................................................................................................
IMPORTANT! Set the number of images to zero (or a low value) on control machines used
in the system. The control machines are inferior to Viz Engine machines and it makes no
sense to load a large number of images when it is only used for preview.
......................................................................................................................................................................
5. Set the On Disk (days) parameter to the maximum number of days that the images will be stored
in the cache. When Viz is launched, it will clean the cached map images that are older than the
value defined in the On Disk (days) parameter
6. Click Save
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To configure the 2nd cache directory
1. Start Viz Config or open the configuration interface by clicking the Config button on the main
2.
3.
4.
5.
menu in Viz Artist
Select the Maps section
Set the 2nd Cache Directory to your local computer or a defined shared network drive and the
folder used as the cache’s main folder
Optional: Enable network monitoring
Click Save
See Also
Viz Artist Configuration
8.1.4 Cache Folder Structure
When using cache in a client/server configuration, WoC plugins will manage the cache and sort generated
data in several folders under the cache folder. The cache folder hierarchy is created automatically. Only
the cache root directory is configured in Viz. The defined cache folder for all clients is the root cache
folder. Under the root cache folder, a version sub folder is created using the WoC plugins version. Under
each version folder, several sub folders are created, according to the requested data:
3DLine-Cache: Stores lines from the WME as OpenGL vertices.
3DBorder-Plugin-Cache: Stores selected borders based on the Region-Cache data.
3DRegion-Plugin-Cache: Stores selected regions based on the Region-Cache data.
AtlasCacheFolder: Stores Downloaded images from Microsoft to enable a smooth animation and
faster response time during navigation. Images are stored under sub-folders according to the texture
compression used.
BorderManagerFullWorld-Cache: Stores unselected borders based on the Region-Cache data.
CWMClient-Cache: Stores map images and label information that is reused by Viz when loading
the scene.
Region-Cache: Stores region vector data.
Street-Cache: Stores street vector data.
StreetManager-Cache: Stores unselected streets based on the Street-Cache data.
......................................................................................................................................................................
Note: The 3DBorder, 3Dregion and BorderManagerFullWorld cache is based on Region-Cache
data after a projection is set, and converted to an OpenGL format.
......................................................................................................................................................................
......................................................................................................................................................................
Example: The country Norway will only have one cache file under Region-Cache (since there is
only one Norway), but could have many under other folders with different projections.
......................................................................................................................................................................
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General Caching Rules
The CWMClient-Cache folder is cleaned when Viz is launched (any of the Viz Engines using the cache),
according to the On Disk parameter value.
The data in the cache folders (except for the CWMClient cache) are not deleted when cleaning the cache
since it does not change and it can be reused all the time.
See Also
To configure the cache directory
8.1.5 Caching - Viz Trio
This section describes Viz Trio specific commands/actions that influence how map data is cached when
Loading pages, Initializing all pages and performing a Direct Take.
......................................................................................................................................................................
IMPORTANT! Set the same cache directory for the local Viz, and program and preview channels.
......................................................................................................................................................................
Loading pages
Opening a scene for preview generates all cache files needed for the scene in the file cache. Any change to
the page through Viz Trio (CWM location, hop locations, labels, selected regions and so on), immediately
generates all required cache files. When pressing Take, Viz Engine will load to memory all needed map
cacheable elements through the file cache that the preview machine just generated without the need to
connect to the map server.
......................................................................................................................................................................
Note: Applies only if both of them have same cache folder.
......................................................................................................................................................................
Initializing all pages
The Initialize All button/command will load all scenes to memory (program & preview renderers). All
necessary map data will be loaded from the cache files.
......................................................................................................................................................................
Note: It is assumed that each page has been loaded in preview once before, and that cache files have
been created.
......................................................................................................................................................................
Direct Take
The Direct Take button/command will immediately load the scene into Viz Engine. All necessary map
data will be loaded from the cache files that the preview has generated once.
......................................................................................................................................................................
Note: It is assumed that each page has been loaded in preview once before, and that cache files have
been created.
......................................................................................................................................................................
See Also
To configure the cache directory
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8.1.6 Caching - Viz Pilot
Caching of map data can be achieved by running Viz Pilot’s Thumbnail Generator on the same machine as
your Viz Engine.
See the Viz Pilot User’s Guide on how to setup and configure the Thumbnail Generator.
When running Viz Pilot in a non-preview configuration, any change to any map element that requires
caching will not create cache files. This will result in longer loading time of the Viz Engine because data
maps, labels and polygon data has to be requested from the map server. It is important to request at least a
single image preview, such that cache files will be created.
......................................................................................................................................................................
IMPORTANT! If you are running a local Viz, set the same cache directory for the local Viz as for
the program and preview channels.
......................................................................................................................................................................
See Also
To configure the cache directory
8.2 Viz Artist and Engine Configuration
This section contains information on how to configure the Viz Artist render engine.
8.2.1 Maps Configuration
Map Server: Enables or disables Viz World Server (WoS) connection for Viz World Client (WoC).
Server: Sets the Viz World Server host.
144
......................................................................................................................................................................
Note: If a Server Allocator is used, it should point to this location.
Project: Sets the default map project that will be opened with the client application.
Available: Lists all available Viz World Server projects.
Map size: Sets the default map size that will be used with the client application.
Cache: Enables caching of maps for faster preview and fetching of maps. Especially useful for
journalists and operators using Newsroom Component and Viz Trio respectively.
Cache Directory: Sets the cache directory for cached maps which can be a local drive, mapped
drive or a Universal Naming Convention (UNC) path.
......................................................................................................................................................................
IMPORTANT! Make sure the Cache Directory folder is configured with read and write access
rights.
......................................................................................................................................................................
Memory (Images): Sets the number of images to keep in memory.
On disk (Days): Sets the number of days to save images on disk.
2nd Cache Directory: Enables a second cache (see Cache above). The main purpose of the second
cache is to enable redundancy in those cases where a main cache directory is on a different computer
and for some reason fails. Another use case is to use it as a local cache to save loading time (e.g. if
you load all borders for the entire world you would have 100MB+ of cached files). In order to
shorten load time you can copy large static files to the correct local cache folder. In the 3D Map
Setting Plugin plugin you will also find a Sync Local Cache Folder button which will copy all the
needed files to your local cache. Note that the second cache directory settings can only be used by
Viz World version 12.0 and later.
Priority: Sets the machine’s connection priority to the Viz World Server (WoS). Setting a number,
where 1 is the lowest and 100 is the highest you may override connection priorities set by other
machines. The configuration interface will allow you to prioritize client connections from Viz Artist
and On Air Viz Engine’s used for preview and program output. Viz Engines must be in On Air mode
for them to be prioritized. For Viz World’s Map Editor you can set it from the context menu. To
enable this behavior on the server side you need to enable WoS to prioritize its connections/logins. If
the configuration option is not visible, please read how To add the VizWorld.ini file and set the
priority.
Network Monitor: Enables you to monitor relevant network connections (server and cache folders).
If you do not monitor the network and you try to connect over a “disconnected network”, connecting
to a server or a UNC path, it will take time before the system reports back (e.g. 30 seconds or more).
Enabling network monitoring will avoid such connection issues. Note that the network monitor will
only monitor a cache folder that use a UNC path (not mounted/mapped drives). If the configuration
option is not visible, please read how To add the VizWorld.ini file.
Languages: Sets the current language to be used on labels fetched from Viz World Server. For more
information, see the Display section.
Attributions: Adds an attribution to the map. Alternatives are; Static and Dynamic.
Dynamic: Displays the attribution when a licensed imagery is in view and disappears when the
image is out of view.
Static: Displays the attribution as long as there is a licensed imagery in the scene.
Attribution Font: Sets the font for the attribution.
Bold: Sets the attribution font to bold.
Italic: Sets the attribution font to italic.
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On Top: Places the attribution image to the top in the screen. Default is bottom.
On Right: Places the attribution image to the right in the screen. Default is left.
8.2.2 To add the VizWorld.ini file
1. Create a and save a VizWorld.ini file to the following location:
C:\ProgramData\vizrt\Viz3\plugin\data\maps
2. Open the file and enter the following:
Monitor=1
Priority=1
Language=[my Language ID]
3. Save the file and start e.g. Viz Config to see the configurable parameters
Monitor enables network monitoring. See the Network Monitor setting, listed above.
Priority sets Viz’ connection priority to the Viz World Server. See the Priority setting, listed above,
on how to enable prioritized connections on the server side.
my Language ID refers to the order of languages in your list of languages (e.g. English = 0, Arabic =
1, Hebrew = 2 and so on). See the Languages setting, listed above.
146
9 Working with Street Maps
Viz World Classic allows you to import street data for towns and cities, to create maps from the whole
world down to a single street corner or building. The Street Data format is supplied and configured with
appropriate labels for each of the features, and so using it is simply a matter of adding it to your map. Viz
World Classic also supports map data in ESRI Shape File format; for more information see the Working
with ESRI Shape Files section.
This section contains information on the following topics:
Using Street Data
Loading Street Data
Tracing Street Data
9.1 Using Street Data
A wide range of street data designed especially for use with Viz World Classic is available for most parts
of the world from Vizrt.
See Also
For more details, and to order, please contact your local Vizrt representative.
9.2 Loading Street Data
To use street data for a particular town or city you first need to install the street data into an appropriate
directory on your disk, and then add a license for the data. For more information about adding a license
see the Installing Viz World Classic section.
This section contains information on the following procedures:
To specify the location of street data
To load street data
To use street data
To display the street data
To highlight individual features
To label a feature
9.2.1 To specify the location of street data
When you install street data it is copied to the Street Data location specified in the Options dialog box.
This is initially set to a default location, but you can change it as follows:
1. On the View menu, click Options..., then click the Locations tab to display the Locations panel
of the Options dialog box.
The Street Data field shows the directory used for street data files.
2. Click the corresponding Browse... button and select the appropriate location to change the
directory used for street data files.
147
9.2.2 To load street data
1. On the Import menu, click Street Data...
The Street Data Management dialog box shows the street data sets you have available:
2. Click the Install More Data... button to install additional street data sets from disk or CD-ROM,
or by scanning the street data directory for new data.
The following dialog box is displayed:
148
Either select “Copy new data from some other directory or disk”, click the Choose Folder
button, and locate the source of the new data.
Or select “Scan the directory where Street Data is already installed ...” to automatically
locate new data. Then select the data set you want to load and click the Load Now button.
.................................................................................................................................................................
Tip: You can also select Always load at start-up to load the specified street data each
time you run Viz World Classic.
.................................................................................................................................................................
3. Repeat for any other street data sets you want to load.
4. Click the Close button to close the dialog box.
9.2.3 To use street data
1. Click the Streets tab in the map layer Contents panel to display the street data sets you have
loaded.
2. Select the street data set in the left list to show the features it contains:
3. Select which features you want to display from the pop-up menu below the features list.
This includes different road categories, railways, rivers and lakes, and a range of other urban
features.
9.2.4 To display the street data
149
Click the street data set name with the right mouse button (PC), or while holding down Ctrl (Mac),
and click Fit map on the pop-up menu:
The street data will be drawn, scaled to fit within the image window:
......................................................................................................................................................................
Note: The style sheet specified for the map layer determines which lakes, rivers, roads, and railways
are drawn on the map. You can override this for the current map layer by clicking the Map Features
button in the top right corner of the Contents panel.
......................................................................................................................................................................
9.2.5 To highlight individual features
You can add a feature to the Details list so you can modify its appearance, to highlight it on the map.
Either:
Select the feature in the features list and click the Add Feature To Details button.
Or:
Click the feature with the right mouse button (PC), or while holding down Ctrl (Mac), and click
Add to map on the context menu:
150
Area features, such as lakes and parks, are initially drawn with a label. Line features, such as roads
and rivers, are initially drawn unlabeled. You can add a label at a specific position as described in the
next section.
9.2.6 To label a feature
1. Select the Browse Street/Shape Data tool
As you move this over the map a tool-tip shows you the name of each street data feature:
2. Click with the right mouse button (PC), or while holding down Ctrl (Mac), and choose the
appropriate label option from the pop-up menu:
151
Add: Adds the feature without a label, so you can highlight it by editing its style.
Label: Adds the feature with the label positioned at the point you clicked. If you are
labelling a line feature the label will be drawn aligned with the direction of the feature.
3. Use the Text tool to move or rotate the label as desired.
9.3 Tracing Street Data
You can use the shape tools to trace street data in order to add lines and area shapes to your street maps.
For example, you could trace streets to draw a line shape showing the route of a carnival. Alternatively,
you could trace an area of a city to create an area shape showing a proposed traffic-free zone.
See Also
To draw shapes by tracing map features
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10 Working with Images and Movies
This chapter contains information on the following topics:
Importing an Image or Movie
Moving, Resizing, or Rotating an Image
Specifying the Contents of the Image
Using the Keyer
Image Rotoscoping
Setting the Image Properties
Viz World Classic supports a wide range of alternative image and movie formats, summarized in the table
below.
......................................................................................................................................................................
Note: Viz World Classic 64-bit version does not support movies added as layers.
......................................................................................................................................................................
Extension
Format
.avi
Video for Windows movie
.bmp
Windows bitmap
.cin
Kodak Cineon image
.cmr
Curious Multi-Resolution bitmap image
.exr
OpenEXR image
.dpx
DPX image
.gif
Graphic Interchange Format
.iff
Alias/Wavefront Paint Image
.jpg or jp2
JPEG compressed image
.mov
QuickTime movie
.ntf
National Imagery Transmission Format
.sid
MrSID multi-resolution image (PC only)
.psd
Adobe Photoshop image (supports transparency)
.pct
Macintosh PICT
.png
Portable Network Graphics (supports transparency, paletted, grayscale,
and true-color images)
.sgi or .rgb
Silicon Graphics Image (supports transparency)
.tga
Targa bitmap
.tif or .tiff
Tiff bitmap format
.qtif
QuickTime image
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10.1 Curious Multi-Resolution format
Viz World Classic provides the proprietary CMR (Curious Multi-Resolution) image format, which allows
very large images to be included in maps without the memory overhead normally associated with images
in the standard file formats. CMR formatted images can be used in any context where an image file can be
specified, including in image layers and as textures for maps. For example, satellite images and highresolution photographs can be used to fill a region of a map. When you zoom in close an appropriate highresolution tile of the image will be loaded, avoiding the need to have the whole high-resolution image
loaded at all times.
An optional Convert Large Images tool allows you to convert an image into CMR format from any of the
common file formats including Photoshop, TIFF, and BMP.
10.2 Cineon files
Viz World Classic includes support for Cineon files, which use a logarithmic color space to provide a
better representation of dark colors. Because Viz World Classic works in a linear color space, it allows
you to specify how Cineon files are handled on loading and saving.
On the View menu, click Options... .
In the Preferences dialog box select Cineon in the File Formats section.
The following options are provided:
No conversion: The images are left in logarithmic space, so loading them and saving them again
makes no alteration to the pixel values in the files. You can use the Viewer LUT Controls option to
compensate for the darker appearance of Cineon files when working with them in the Viewer.
Convert to/from linear: Converts Cineon files from the logarithmic color space to the linear color
space on load, and back again on save. An allow headroom option varies the conversion so that
overexposed images retain more detail in the very bright overexposed regions.
10.3 Importing an Image or Movie
This section contains information on the following topic and procedures:
To import an image or movie
To convert an image to a CMR format
To convert multiple geo-referenced images to a single CMR image
Using geo-referenced images
To add geo-referenced images
To add satellite images
154
10.3.1 To import an image or movie
1. On the Layer menu, point to Add Layer, and then click Image or Movie.
The following dialog box allows you to select an image to import, and optionally preview it.
.................................................................................................................................................................
Note: Viz World Classic 64-bit version currently do not support movies added as layers
.................................................................................................................................................................
2. Select the image or movie file and click the Open button to import it.
A new image layer will automatically be created for the imported image or movie. Note that
each image or movie is contained in a separate layer.
If you open a project that uses images, or movies, that are no longer available they are
displayed as a red cross.
If you import a movie the Match Time Range to Movie dialog box will appear. This will
allow you to adjust the time slider’s range and/or the project’s frame size, rate and duration
to match the clip you are importing.
If they have moved you can use the Change Image... button on the Contents panel to locate
them.
155
10.3.2 To convert an image to a CMR format
1. On the Tools menu, click Convert Large Images....
The following dialog box allows you to specify the image to convert, and a filename for the
CMR (Curious Multi-Res) image:
2. Browse for and select the input image to be converted.
3. Browse for and select the location for the output image and specify a filename for the CMR
image, which can be the same as the input image.
4. Click the Convert button to convert the image to the CMR format.
You can then select the CMR image just as you would any other image in Viz World Classic.
You can also make a compressed version in the following dialog box.
.................................................................................................................................................................
Note: The Convert Large Images tool makes a copy of the original image; it therefore
requires at least as much available disk space as the size of the original image.
.................................................................................................................................................................
10.3.3 To convert multiple geo-referenced images to a single CMR image
156
The Convert Multiple Images tool allows you to convert a number of adjacent geo-referenced images into
a single large image, in CMR (Curious Multi-Res) format.
On the Tools menu, click Convert Multiple Images. The Combine & Adjust Multiple Images
dialog box allows you to specify the input and output images.
Intermediate Images: Allows you to specify where the intermediate CMR files should be
stored, and whether they should be kept after the conversion is finished.
Adjust, Tint: Provides color correction options to allow you to make the resulting CMR file
match other images you are already using.
Edging: Uses a soft edge when joining the individual tiles to obscure any seams that may arise.
Key: Allows you to key out, or remove from the image, areas of a particular color with a
specified tolerance. For example, this allows you to make the sea transparent in the finished
CMR image by specifying blue as the key color.
10.3.4 Using geo-referenced images
Much satellite and aerial photography is now available in a geo-referenced format, which includes the
precise location of the image on the Earth’s surface. Viz World Classic supports the following georeferenced formats:
GeoTiff – where the data is embedded in a TIFF file.
Tiff World – where the data is in an accompanying text file.
Geo-referenced MrSID.
157
Geo-referenced NITF.
ERDAS images.
Vizrt can supply a wide range of high-resolution geo-referenced satellite images for use with Viz World
Classic. For details contact your local Vizrt representative.
It is recommended that you convert large geo-referenced images to a CMR format before importing them.
10.3.5 To add geo-referenced images
Either:
1. On the Layer menu, point to Add Layer, and then click Image or Movie.
2. Select the geo-referenced image file.
......................................................................................................................................................................
Note: Viz World Classic 64-bit version currently do not support movies added as layers
......................................................................................................................................................................
Or:
Add the image as a texture to an existing style in the Styles Editor
The following dialog box allows you to pin the image to the correct location on the map:
Click the Yes button to pin the image using the georeference information.
158
10.3.6 To add satellite images
1.
2.
3.
4.
5.
6.
Select a map layer
Select the Contents tab and then the Overlays tab
Click the Add Satellite Image button
In the Image Manager click the + button to browse for and add your image/CMR
Click the Add to map button
Close the Image Manager
......................................................................................................................................................................
Note: The imagery will not be a part of the base map (see Working with Maps).
......................................................................................................................................................................
10.4 Moving, Resizing, or Rotating an Image
The Move/Pan tool
allows you to move, scale, or rotate an imported image or movie.
This section contains information on the following topics:
To move an image
To resize an image
To rotate an image
159
10.4.1 To move an image
Position the mouse pointer within the image and drag the image to the required position.
10.4.2 To resize an image
1. Move the mouse pointer to one of the eight handles on the corners or midpoints of the edges.
2. Drag to resize the image.
3. Hold down Ctrl (PC) or Alt (Mac) to constrain the image to its original aspect ratio.
160
10.4.3 To rotate an image
1. Point to the rotation handle, which is a yellow square to the right of the image center. The cursor
changes to a rotation symbol.
2. Drag the handle to rotate the image about its center.
10.5 Specifying the Contents of the Image
The Contents panel displays information about the image or movie, and provides options to allow you to
change the contents.
This section contains information on the following topics:
Controlling the image transparency
To set the start time and looping
161
10.5.1 Controlling the image transparency
Images and movies used in an image layer may contain an alpha channel (or matte) which defines
transparent areas of the image. You can specify how the alpha channel is interpreted to give greater
control over the appearance of matted images.
Click the Alpha... button to display the Alpha Interpretation dialog box.
By default Guess is selected, which automatically selects the best option in most situations. Choosing the
correct option should produce an image without noticeable banding, fringes, or speckling around the
edges.
You can choose one of the other options if Guess does not give the results you expect, or Ignore alpha to
treat the image as if it had no transparency.
The following illustrations show the effect of the options:. Correct (unmatted), incorrect (premultiplied)
and alpha ignored:
162
10.5.2 To set the start time and looping
1. Use the Hold frame options to specify what is displayed before the start time and after the end
time.
2. Select Loop movie to play the movie in a loop.
Auto: Loops the entire movie, between its start and end frames.
Every: Allows you to specify the loop frequency.
3. Edit the Start at time value to determine the start time of a movie.
10.6 Using the Keyer
163
The Keyer creates a matte which is used to cut out the foreground from the background. Mattes created
with the Keyer can be saved and reused in other projects or applications.
10.6.1 To key an image or movie
1.
2.
3.
4.
Click the Contents tab, to display the Contents panel for the image or movie.
Click the Keyer tab, to display the Keyer.
Select Color, Chrominance, or Luminance to determine how keying is performed.
Select the Pick Background or Pick Foreground tool, and click appropriate parts on the image
to add the corresponding colors to the range defined as background or foreground.
You can drag to define a rectangle to average the colors in the rectangle.
The sliders provide an alternative way of adjusting the components you have selected.
Each slider has four handles:
The white handles specify the range of colors treated as background, and the black handles specify the
range of colors treated as foreground. Between each black handle and the corresponding white handle
there is a smooth transition between foreground and background.
Drag the Erode slider to reduce the size of the masked area, to hide edge effects, and add a softness
to blur the edge of the image.
Use the Suppress Amount and Suppress To controls to reduce the amount of the keyed color from
the image.
This is useful for hiding reflections from the blue or green screen.
164
10.6.2 To view the effect of the Keyer
The paint controls to the right of the Keyer allow you to choose whether the Viewer shows the keyed
image, Keyer matte, or both:
10.6.3 To render the Keyer matte
Click the Render Matte... button in the paint controls.
165
This is equivalent to the Render Matte... command on the Layer menu, and displays the Render Layer
Matte dialog box to allow you to render the Keyer matte and/or the roto matte as a separate movie.
10.6.4 To cut out an image from a blue screen
The following example illustrates a typical application of the Keyer, to cut out a subject filmed against a
blue-screen or green-screen background, so it can be superimposed on another background.
1.
2.
3.
4.
5.
Load the image or movie into a new image or movie layer.
Click the Keyer tab to display the Keyer.
Click the Contents tab, to display the Contents panel for the image or movie.
Select Color to key on a specified color range.
Select the Pick Background tool and drag to define a rectangle enclosing the blue-screen
background:
When you release the mouse button the keyed image is displayed.
You can refine the keyed area by clicking or dragging with the Pick Background tool to increase the
areas of background removed, or by clicking or dragging with the Pick Foreground tool to reduce the
areas of background removed.
Alternatively you can adjust the key using the color, chrominance, or luminance sliders.
166
10.6.5 To remove the color cast
Subjects filmed against a blue-screen or green-screen typically have a blue or green cast. The Suppress
option enables you to remove this.
1. Drag the Suppress Amount slider until the cast is removed.
Too high a value will introduce a contrasting cast.
2. Optionally change the Suppress To color to suit the replacement background.
You can then superimpose the subject onto an alternative background:
10.7 Image Rotoscoping
167
The Roto Matte panel on the Contents panel allows you to add one or more shapes to an image or movie
layer to mask dynamically, tracking them as they move in successive frames. This is often referred to as a
roto matte or rotoshape.
For more information about creating and editing shapes see Working with Shapes.
10.7.1 To create an animated shape
1. Move to the first frame of the movie.
2. Create one or more shapes using the shape tools to outline the feature in the movie that you want
to process.
3. Move to the last frame in the movie, and adjust the shape so that it matches the feature.
4. Check the intermediate frames, and make any necessary adjustments to keep the shape tracking
the feature.
10.7.2 To view the effect of the roto matte
Select Apply Roto Matte.
The roto matte will dynamically cut out the image to reveal the background:
168
The paint controls to the right of the Roto Matte panel allow you to choose whether the Viewer
shows the keyed image, roto matte, or both:
10.7.3 To render the roto matte
1. Click the Render Matte... button in the paint controls.
This is equivalent to the Render Matte... command on the Layer menu, and displays the Render Layer
Matte dialog box to allow you to render the Keyer matte and/or the roto matte as a separate movie.
10.8 Setting the Image Properties
The options on the Properties panel allow you to specify the compositing options for the image or movie,
transform it, and add a drop shadow, frame, edging, or animation trail. It also provides several animation
options.
This section contains information on the following topics:
Compositing Options
Transform Options
Drop Shadow Options
Frame Options
Edging Options
Trail Options
Export Producer Options
Instant Maps Export Options
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Automation Options
Mask Options
10.8.1 Compositing Options
Blend Mode specifies how the layer is combined with the other layers, and can be one of.
Normal, Add, Subtract, Difference, Multiply, Darken Only, Burn, Color Burn, Screen, Lighten Only,
Dodge, Color Dodge, Hue, Saturation, Value, Color, Overlay, Soft Light, Hard Light, Pin Light,
Exclusion, or Negation.
The Opacity determines the layer opacity, and can be animated.
Animating the opacity from 0% to 100% can be used to cause the image to fade in smoothly over a
specified period of the animation.
See Also
Controlling Layer Compositing
10.8.2 Transform Options
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These options allow you to specify the position, scale, rotation, and origin numerically.
The Set Using GPS button is used to position the image using UTM coordinates, which are normally
supplied with aerial photographs and satellite imagery, or using latitude/longitude coordinates.
Latitude and longitude coordinates can either be entered in decimal degrees, such as 20.175, or in degrees,
minutes and seconds, such as 20d10m30s.
For images provided by Global Terrain Inc., the Use Metafile... button will read the UTM coordinates
directly from the metafile provided with the image.
The Pinned on Map, Wrap on Map, and Scale with Map options duplicate the options in the Map Usage
section of the Properties panel; for more information see how To choose how the image moves relative to
the map.
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To change the origin of the image
The origin determines the point about which the image is rotated or scaled, and defaults to the center of
the image.
Either:
Edit the Origin values to specify the position in pixels relative to the lower left corner (south-west)
of the image.
Or:
Choose one of the predefined options from the Origin drop-down menu.
10.8.3 Drop Shadow Options
Select Drop Shadow to turn on a drop shadow for the layer. The following parameters are provided:
Parameter
Description
Offset
The offset of the drop shadow, in pixels.
Opacity
The opacity of the drop shadow. 0% gives no drop shadow.
Softness
Blurs the drop shadow to smooth the edges. Values in the range 0–5 are
recommended.
Color
The color of the drop shadow.
The following example shows a drop shadow with offset X=3, Y=3, and Softness=2:
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10.8.4 Frame Options
Allows you to add a colored fill, and/or border to the layer. Border Width specifies the width of the
border in pixels.
10.8.5 Edging Options
The Edging options allow you to add a vignette to the image or movie.
Choose Rectangle or Circle from the Type pop-up menu to vignette the image with a soft border of
the corresponding shape.
Use the Size control to adjust the size of the shape.
This option is especially useful when superimposing one image on another, to hide the edges of the top
image.
The following example shows a circular vignette with a size of 100:
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10.8.6 Trail Options
The Trail options allow you to leave a trail as the image animates. For more information see the Leaving
an Animation Trail section.
10.8.7 Export Producer Options
......................................................................................................................................................................
Note: No longer supported.
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10.8.8 Instant Maps Export Options
Allows you to make maps available to the Viz World Instant Map tool.
10.8.9 Automation Options
The Properties panel includes an Image Placement tool, to help align images accurately to positions on
another image.
Click the Image Placement tool in the Automation section of the Properties panel.
Two arrowhead controls are displayed in the Viewer to allow you to indicate the transformation you want.
Position the circles on two appropriate points on the image.
Position the arrowheads on the background to indicate where the points should be mapped to.
Click the Apply button.
The image will be transformed to align the points on the image with the points on the background you
have specified.
To choose how the image moves relative to the map
Viz World Classic provides several options that allows you to control how the image moves relative to the
map layer.
By default the image position is independent of the map position. Pin on map keeps the image at the same
latitude and longitude as the map moves. Wrap on map projects the image onto the map, according to the
map projection. Only available if Pin on map is selected. Alternatively, Scale with map scales the image
as the map is zoomed. Only available if Pin on map is selected.
These options are selected in the Map Usage section of the Properties panel.
The images below show a map with default, pin, wrap and scale modes:
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See Also
Auto Animate and the Automatically Animating a Layer section.
Match rotation to path and how To align the image, text item, or drawing to the angle of the
animation path.
10.8.10 Mask Options
See Controlling Layer Compositing.
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11 Painting
This section explains how to use the paint and image processing tools on the Paint and Graphics panels to
paint directly onto image/movie layers, for retouching or enhancing an existing image, masking areas of
an image, or creating original freehand artwork.
This section contains information on the following topics:
Paint and Image Processing Tools
Painting Onto an Image
Adding Graphics to Images
11.1 Paint and Image Processing Tools
Viz World Classic provides a wide range of paint and image processing tools divided into eight
categories.
The Paint panel provides a selection of options for each category of paint and image processing tools.
You can select a category by clicking the icon to the left of the Viewer, or by clicking the corresponding
tab on the Paint panel. The following table describes the functions available within each category of paint
and image processing tools:
Brushes: Provides a selection of brushes to allow you to paint directly onto an image or movie,
or its mask.
Graphics: Allows you to paint geometric shapes onto an image or movie, or its mask.
Shapes: Allows you to add drawings to the project by creating editable vector shapes.
Text: Allows you to add text to an image or movie, or to the mask.
Cutouts: Allows you to cut out part of an image to create a oating image overlay called a
cutout.
Fx: Provides a range of paint effects for color correction, filtering, keying, or procedural effects.
Image: Provides image transformations.
Mask: Provides a range of options for extracting a mask from an image based on the parameters
of the image.
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Macros: Allows you to record a series of actions, and then replay them on several frames in a
movie or in different projects.
This section contains information on the following topics:
Paint Controls
Overlays
Undo and Restore Options for Painting
11.1.1 Paint Controls
The paint controls, displayed to the right of each of the Paint panels, allow you to specify how operations
using the brushes, shapes, and text affect the current image and its mask:
The mask can be used to protect the image from changes when painting on the image using the brushes or
graphics tools, and sticking shapes or text on the image.
At any pixel where the mask is at full density, the image will not be affected by any operation. At pixels
where the mask is completely transparent, operations are applied in full. Intermediate values result in a
blend between the original image color and the changes.
To protect the image with the mask
Select Protect with mask.
To specify what is affected by painting operations
Painting operations can be applied either to the image or to the mask or to both simultaneously
Select Paint Image and/or Paint Mask to affect the image and/or mask respectively.
To specify whether the image or mask are displayed in the Viewer
1. Select Display Image and/or Display Mask to display the image and/or mask respectively.
2. Use the slider below the Display Mask checkbox to change the opacity of the mask displayed on
the screen.
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2.
......................................................................................................................................................................
Note: This only affects the screen display, not the actual density of the stored mask.
To use onion skinning
The Onion Skinning control allows you to reduce the displayed opacity of the foreground image in the
Viewer to allow you to see the background while working on the foreground. A typical use is in wire
removal when merging portions of a background image to replace unwanted elements in the foreground.
In Composite display mode the background is the composite of the other layers.
In the Single Layer display mode you can specify which layer to use as the background:
Click the eye-dropper icon in the Layers list to indicate which layer you want to use as a
background.
Selecting Invert allows you to invert the background, which is useful for highlighting the differences
between two very similar frames.
......................................................................................................................................................................
Note: This only affects the display, not the stored image.
......................................................................................................................................................................
To fill or clear the image or mask or invert the mask
The Fill Image and Fill Mask buttons allow you to fill the image or mask with a solid color. You can set
the fill color by selecting a color and then clicking in the square to the right of the Fill Image or Fill Mask
button.
The Clear Image and Clear Mask buttons clear the image or mask to transparent, and the Invert Mask
button inverts the mask level at each point.
11.1.2 Overlays
The Shapes, Text, and Cutouts panels on the Paint panel allow you to create overlays as an intermediate
step in constructing artwork. They are available to any of the image and movie layers in your project, and
at any stage you can paint them onto an image or its mask; this is called sticking the overlays.
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For more information about creating shape overlays see Working with Shapes.
To show or hide an overlay
Click the eye icon to the left of the shape name in the Overlay list.
The icon changes to show whether the shape is hidden:
Shown
Hidden
To rename an overlay
1. Click the Rename... button below the Overlay list
2. Enter a name for the overlay and click the OK button:
To change the order of shapes in the Overlay list
Either:
1. Select the overlay you want to move
2. Click the up or down button below the Overlay list
Or:
Click the overlay you want to move with the right mouse button (PC), or while holding down Ctrl
(Mac), and select one of the Ordering options from the appearing context menu.
Or:
Drag the shape to the new position in the Overlay list
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To delete an overlay
Either:
Select the overlay you want to delete and press the Backspace button
Or:
Click the overlay you want to delete with the right mouse button (PC), or while holding down the
Ctrl (Mac) button, and click Remove from the appearing context menu
To copy an overlay
You can cut, copy, and paste Overlays between layers or between projects.
You can also export one or more shapes, and then import them into another layer or another project, using
the Export... and Import... options from the Overlay list’s context menu.
11.1.3 Undo and Restore Options for Painting
Viz World Classic allows you to undo brush strokes while painting, and you can also restore the image or
its mask to the last saved version or to the original frame.
To restore the image or mask
On the Layer menu, click Restore Image or Restore Mask, then click To Last Saved or To
Original Frame on the submenu
To select the paint undo options
By default, Viz World Classic allows you to undo each brush stroke while painting, to a limited undo
depth, to minimize the amount of work you need to redo in the case of a mistake. However this level of
undo control is memory intensive, and may cause noticeable delays when painting complex images.
Viz World Classic therefore gives you the option of reducing the degree of undo control for greater
performance.
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On the View menu, click Options...
In the Preferences dialog box select Undo in the Paint section
The Undo drop-down menu lets you specify the degree of undo control provided. The options are
explained as follows:
Every Stroke: Undo affects the previous painted stroke.
Similar Strokes: Undo affects all strokes made with the same brush and color settings.
Explicit: A Backup for Undo button appears in the paint controls, and Viz World Classic stores a
snapshot of the painting each time you click it. Selecting Undo restores the previous snapshot.
The Memory setting allows you to allocate more memory to undo, which will allow you to increase
performance if you have sufficient memory available on your computer.
11.2 Painting Onto an Image
The brushes on the Brushes panel allow you to paint directly onto an image or movie layer. You can
paint onto the image, mask, or simultaneously onto both. Alternatively you can protect the image with the
mask while you are painting onto the image.
In the case of a movie, painting affects the current frame of the movie, and the mask associated with the
current frame, only. Painting can be applied automatically to multiple frames of a movie by recording and
playing back a macro; see Automating with Macros.
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A brush applies color, an image, or a filter directly onto the image or movie through a profile, which
defines its shape.
11.2.1 To paint the image or mask
1. Select the Paint brushes tool
This tool is automatically selected when you display the Brushes panel.
2. Select the brush you want to use in the Brush list
3. Select a color for painting from the palette on the right of the Brushes panel
4. Click on the image and drag to paint:
You can adjust the opacity of the paint with the Opacity slider. If you are using a pressure-sensitive input
device, such as a tablet, the brush strokes will respond to the pressure of your pen.
11.2.2 To choose how the mouse cursor is displayed while painting
You can choose to hide the mouse cursor while painting, or display a colored circle or ellipse indicating
the size of the brush:
The images above depicts a normal cursor, hidden cursor and outlined cursor.
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1. On the View menu, select Options...
2. In the Preferences dialog box select Brush Display in the Paint section:
You can set separate options for the Clone brush.
You can also turn the outline on or off, and specify its color, by clicking the buttons on the Brushes panel:
This section contains information on the following topics:
Specifying the Brush Settings
Creating and Editing Brushes
Defining the Brush Source
Defining Brush Filter Effects
Defining Brush Profiles
Managing Painted Materials
11.2.3 Specifying the Brush Settings
The Profile, Size, Opacity, and Settings will be set to default values specified for the brush, but you can
adjust them in the controls to the right of the Brush list.
To define the brush profile
The brush profile defines the shape of the brush stamp. It is either a circle or an ellipse, with a falloff
defined by a graph, or an arbitrary shaped cutout.
There are also the special options: Texture, which creates a brush with a random fill pattern, and OnePixel
, a one pixel solid brush.
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Select a profile from the Profile list.
This gives a list of profiles defined in the Brush Editor.
To define the brush size
Either:
Drag the Size slider.
Or:
Enter the size in the Size box:
Or:
Hold down Ctrl (PC) or Alt (Mac) and drag in the Viewer, or in the brush preview on the Brushes
panel, to draw a circle defining the brush size.
To define an offset
Brushes that take paint from the image or background, such as the Clone and Drag brushes, allow you to
define an offset.
Either:
In the Clone Offset section enter appropriate values in the X and Y fields:
Or:
1. Hold down Shift and drag in the Viewer to draw a line from the source to the destination to define
the offset interactively.
2. Click the Reset button to reset the offset to zero.
To define the background transformation
Brushes that take paint from the background, such as the Merge brush, allow you to transform the
background before using it for painting.
1. Set the Display option to Single Layer.
2. Select the image layer from the Layers list
3. Click the image layer’s eye-dropper icon
4.
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4. Click the Background Transformation Tool button in the Background Offset section to display
an outline of the background image in the Viewer with handles so you can move, scale, or rotate
it:
Once you have transformed the background close the Edit Merge Transformation to continue painting.
You can store up to four transformations by clicking one of the > buttons and restore the transformation
by clicking the 1, 2, 3, or 4 button.
To reset the transformation click the Reset button.
To define other brush settings
Click the Settings... button to display more advanced settings for the brush:
The brush settings are described in greater detail in the later sections of this chapter.
To reset the brush settings to their defaults
Click the Restore Defaults button.
Built in brushes
The following pre-defined brushes supplied with Viz World Classic:
Color: Paints in a selected color.
Clone: Picks up paint from one area of the image and paints it to another position on the image, as
defined by the offset.
Merge: Copies paint from a background image on to the current image.
Drag: Drags paint on the image, causing a smudge effect.
Repair: Picks up color from the image and paints with it; useful for painting over scratches and
blemishes in an image.
Eraser: Erases pixels from the image, making them transparent. Equivalent to painting with the noncolor.
Chalk: Paints with a textured brush.
Blur: Blurs the image.
Oil Effect: Creates the effect of layered color in an oil painting.
Posterise: Similar to Oil Effect, but more severe.
Smooth: Similar to Blur but more dramatic.
Marble: Mixes up the pixels giving a marbling effect.
Black And White: Convert pixels to monochrome.
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To use the Clone brush
1. Hold down Shift and drag in the Viewer to draw a line from the source point to the destination
point:
The X Offset and Y Offset fields will be set to the appropriate values.
2. Paint to create a clone of the image:
To use the Merge brush
The Merge brush allows you to copy paint from a background image onto the current image. For example,
it can be used to paint out unwanted features of a scene by using a photograph of the background from the
same position, called a clean plate.
1. Load the background image onto one layer:
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2.
3.
4.
5.
Load the foreground image onto the current layer.
Set the Display option to Single Layer.
Click the eye-dropper icon in the Layers list to indicate which layer you want to merge from
Use the Onion Skinning control in the paint controls to reduce the opacity of the foreground, if
desired:
6. Use the Merge brush to paint the background over the unwanted feature:
The Merge brush also allows you to scale or rotate the background image you are merging from.
7. Click the Background Transformation Tool button to transform the background.
8. Click the Reset button to reset the background to the original scale and position.
To protect artwork with a mask
1. You can use a mask to protect parts of an image while painting.
For example, you could use a mask to protect the buttery in the following image while painting
over its shadow:
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2. Create the mask by using a brush tool.
Alternatively you could mask the butterfly by drawing shape overlays and then sticking them onto
the mask; for more information about creating shape overlays see Working with Shapes:
3. Set the paint controls to Protect with mask, Paint Image, and Display Image:
4. Paint the image as required; for example, use the Clone brush to paint over the shadow on the leaf
by copying texture from the other side of the leaf:
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5. Deselect Display Mask to show the final result:
11.2.4 Creating and Editing Brushes
Viz World Classic is supplied with a range of pre-defined brushes. You can edit some aspects of these
brushes, or you can create your own completely editable brushes using the Brush Editor.
A Brush Test window allows you to try out the effect of the brush you are designing as you edit its
parameters.
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How brushes work
Brushes work by performing the sequence of operations:
Pickup > Filter > Stamp
These steps can be customized to determine the precise behavior of the brush, and are explained in greater
detail in the following sections:
Pickup
The brush picks up paint from the specified source, which can be the current color defined in the Color
Chooser, the image or background, or an image cutout.
When picking up paint from the image or background, an offset can be added to the current brush position
to clone one part of the image to another part.
The paint is picked up through the selected profile, which determines the size of the brush, and the
softness of its edges.
Filter
The paint is optionally filtered by a specified filter, such as to add noise or soften the image.
Stamp
The paint is stamped onto the image according to the decay and spacing parameters. If Protect with mask
is selected, painting takes into account the density of the mask.
To display the Brush Editor
Either:
On the Tools menu, click Brush Editor.
Or:
Click the Editor... button on the Brushes panel.
The Brushes list shows a list of the currently loaded brushes. Selecting any brush in the list shows its
definition on the Source, Profiles, and Filters panels and allows you to edit it.
To create a new brush
1. Select the brush in the Brushes list that you want to base the new brush on.
2. Click the + button.
The new brush appears under the User heading and by default has Copy appended to its name, but you
can rename it using the Rename... button below the Brushes list.
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To assign keyboard shortcut to a brush
You can assign up to 10 keyboard shortcuts to the brushes you use most frequently so that you can select
them with a single keypress.
1. On the View menu, click Options... .
2. In the Options dialog box select Shortcuts in the Keyboard section.
3. In the Paint section of the Keyboard Shortcuts list select one of the entries labelled Brush
Named, enter the name of the brush in the Brush field, and enter the keyboard shortcut you want
to use or click the Type Key... button and press the key combination on the keyboard:
If you assigned a keyboard shortcut to a brush it is displayed on the bottom line of the Brush Editor
window.
To test a brush
While you are editing a brush in the Brush Editor you can test it in the Viewer, or in the Brush Test
window.
To display the Brush Test window:
Click the Brush Test button in the bottom right corner of the Brush Editor.
The Brush Test window will be displayed. This includes a palette editor, to allow you to change the color
of the brush, and controls to clear or change the image displayed in the brush test window:
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To hide the brush test window:
Click the Brush Test button again.
To save a brush
1. Click the Export... button below the Brushes list.
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1.
The following dialog box allows you to browse a place to export the brush file to and name
the brush file:
2. Enter a suitable name for it and click the Save button.
To load a brush
1. Click the Import... button below the Brushes list.
The following dialog box allows you to select the brush file to import:
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2. Select the brush file and click the Open button.
The brush will be added to the list of brushes in the Brushes list.
11.2.5 Defining the Brush Source
The options on the Source panel in the Brush Editor allow you to define the source of color for the
brush, and associated options.
To define the paint source
Specify the source for the paint by choosing an option from the Source pop-up menu.
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The options are explained in the following table:
Color: The brush paints in the currently selected color.
Clone: The brush takes the color from the image being painted. Useful in conjunction with an offset
for cloning one part of the image to another part.
Background: The brush takes color from the composite background (Composite mode), or specified
background layer (Single layer mode). Useful for copying from one image onto another image.
Image File: The brush paints with an image loaded from disk. Useful for painting with copies of a
small image; eg leaves.
Image Center: Colors the whole brush with the color at the center of the stamp
Eraser: Makes pixels transparent by painting on the alpha channel.
Image: Takes color from the image
The Image and Background Source options allow you to define an offset in the X Offset and Y Offset
fields. This allows you to pick paint up from one position on the image or background and paint it in
another position.
To define the brush profile
Choose an option from the Profile pop-up menu.
The profile determines how the paint fades away from the center of the brush to the edge of the brush, as
defined by the Size parameter.
You can define new profiles using the Profiles tab of the Brush Editor.
To specify the image pickup
You can specify how the image is picked up by the brush using the Pickup options:
Normal: The image is picked up before each stamp.
Once: The brush is loaded once on the first stamp.
After Stamp: The image is picked up after the previous stamp.
To define the opacity and decay
The Opacity and Decay define the density of the paint stamped by the brush, and the rate at which it
decays as you drag. A Decay of 0 gives a brush that never dries out; larger values dry out faster.
To define the mode
The Mode pop-up menu allows you to specify how the paint is combined with the image; it provides the
same options as the Blend Mode compositing option for layers.
To define the spacing
The Spacing determines the spacing between brush stamps as a percentage of stamp size. A large Spacing
will give visible gaps between stamps. A small Spacing will give a smooth stroke.
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Choose Fixed from the pop-up menu to make the spacing independent of your stroke speed, Constant
Density to increase the spacing as you drag faster, and Maximum Detail to ignore the spacing and paint
with full detail.
To paint with an image
Any image file, preferably with an alpha channel, can be used as a brush; for example:
1.
2.
3.
4.
Choose Image File from the Source context menu.
Click the Browse... button and select the image file you want to use.
Select Match Path to automatically rotate the image to match the angle of your stroke.
Set the Spacing to an appropriate value to determine the distance between stamps. Choose Fixed
for a fixed spacing irrespective of your speed of stroke:
5. Drag the brush to paint with the image you have loaded:
6. Use the Jitter filter to add variations to each stamp.
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To load a cutout for use as a brush or profile
You can use a cutout as a brush; this works in exactly the same way as painting with an image.
Alternatively you can use a cutout as the profile for painting; the cutout defines the outline of the brush.
1. On the Cutouts panel click the Layout tab to display the Layout panel.
2. Select the cutout you want to use in the Overlay list.
For more information about creating a cutout see Working with Cutouts.
3. Click the Use for Brush or Use for Profile button:
Use for Brush saves the cutout as a TIFF image which you can load in using the Image File option in the
Brush Editor.
Use for Profile saves the alpha channel of the cutout as an image file which you can load in using the
Create from Image button in the Profiles panel of the Brush Editor.
11.2.6 Defining Brush Filter Effects
The options on the Filters panel allow you to create brushes that selectively color correct, filter, or add an
effect to the image as you paint:
The filters are divided into the following categories:
Blurs: Soften or blur the image.
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Color Correctors: Allow you to do local color correction to parts of an image.
Distort: Apply marble, jitter, or turbulence effects to the image.
Effects: Provide image effects, including noise and emboss.
Filters: Process the image according to the values of the pixels.
Multiple: effects are applied in the order they are specified in the list. To change the order:
Select an effect, and click the Up or Down arrow buttons to change its position in the list.
To create a brush that applies a filter
1. On the Source panel, set the Source to Image, the X Offset and Y Offset to 0 and the Pickup to
Normal.
2. On the Filters panel, add the effects you want to include in the brush, and for each effect set the
parameters.
11.2.7 Defining Brush Profiles
The Brush Editor Profiles panel allows you to define a number of preset profiles, and then select these
when you are using or defining a brush:
The profile determines how the paint dies away from the center of the brush to the edge of the brush, as
defined by the brush size parameter.
The horizontal axis defines the radius of the brush (center on the right), and the vertical axis is the opacity
of the brush stamp.
The following table shows some sample profiles together with the corresponding spread of paint they
create:
Description
Profile
Effect
Linear
Soft
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Description
Profile
Effect
Solid
Neon
The Create from Image... button allows you to load in an image and use its alpha channel as the profile.
You can also create a profile from a cutout; for more information see Moving and Transforming Cutouts.
To create a new profile
1. Click the + button below the Profiles list.
2.
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2. Edit the profile curve as required.
The profile you have defined will be displayed in the Profile list on the Brushes panel, and the Profile popup menu on the Brush Editor Source panel.
To adjust the profile graph
1.
2.
3.
4.
Drag the point from the profile curve.
Click on the curve to add a new point to the curve.
Hold down Ctrl (PC) or Alt (Mac) and drag to extend tangent handles from a point on the curve.
Hold down Ctrl (PC) or Alt (Mac) to adjust one tangent handle independently of the other one.
To rename a profile
1. Select the profile in the Profiles list.
2. Click the Rename... button.
11.2.8 Managing Painted Materials
Working on a project often involves importing a number of images or movies and then making changes to
the images, or to one or more frames in the movies, before rendering out a composite of the resulting
project.
Changes you make to images or movies never affect the original source materials. Instead, a copy of every
image is saved, and every modified movie frame, in a painted materials folder on your hard disk. Actions
that cause painted materials to be saved include: painting on an image or its mask using the tools on the
Brushes panel, drawing shapes using the tools on the Graphics panel, sticking shapes, text, or cutouts
from the Overlay list, and applying image effects from the Image panel.
You can conform an image or movie layer, or its mask, to incorporate all the changes painted onto that
layer and create a new image or movie that reflects those changes. You can then incorporate the
conformed image or movie, or the mask, into another project without requiring the saved painted
materials.
You can also export, as an image sequence, just those frames of a layer that have been painted on. By
default painted materials are stored in a PaintedMaterial folder, but you can change this to any desired
location.
To conform an image or movie layer
Viz World Classic never changes original files on disk as they are painted. You can conform a layer to
produce a new complete movie or sequence incorporating all the painted frames. The layer is then updated
to use the conformed material.
1. Select the layer you want to conform.
2. On the Layer menu, click Conform Layer... .
A warning confirms the Conform Layer... action.
3. Click the OK button to continue.
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3.
The Conform Layer dialog box then allows you to give a name to the movie and specify the
format:
4. Check Render RGBA (Millions of Colors+) if supported by format to include the alpha channel
in the conformed layer.
5. Click the Render button to render the layer.
The movie layer will be updated to use the new conformed movie, eliminating the need for the painted
materials.
To conform a mask
You can also conform the paint mask of an image or movie layer to create a movie or sequence on disk
containing the paint masks for the layer. The mask is output at the size of the original material for the
layer, without transformations or filters applied to the layer.
1. Select the layer whose paint mask you want to conform.
2. On the Layer menu, click Conform Mask... .
A warning confirms the Conform Mask... action.
1.
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1. Click the OK button to continue.
2. Proceed as described for conforming a layer.
To export the painted frames from a layer or its mask
1. On the Layer menu, click Export Painted Frames... or Export Painted Masks... .
The Export Painted Frames dialog box then allows you to specify the filename for the image
sequence, and the file format:
2. In the Render Range section specify the range of the project that you want to render.
3. Click the Render button to continue.
An image will be created for each of the painted frames, numbered with the frame number.
To specify the location of the painted material
1. On the View menu, click Options... .
2. In the Preferences dialog box select Material in the Paint section.
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This allows you to change the location of the PaintedMaterial folder, and allows you to display the
Painted Material Manager by clicking the Manage painted Material... button:
To display the painted materials
The Painted Material Manager displays all the material saved for the different projects you have worked
on, and allows you to delete material you no longer need. It also allows you to rescue material, in the
event that the original project has been accidently deleted.
On the View menu, click Paint Material Management... :
The Projects list displays a list of the projects with saved painted material.
To display the materials for a project
Select the project name in the Projects list.
The Painted Material Manager will show the full path name of the project file, together with a list of the
painted materials used by the project. Material that is no longer referenced by a layer in the project is
drawn in red to indicate that it is in the trash.
To delete specific material
Select the material in the Painted material list and click the Delete Selected button.
To rescue material from a lost project
If a project file is lost the material it referenced will not be available until it has been copied into a new
project.
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Select the material in the Painted material list and click the Rescue Selected button.
The original source material and any painted frames will be copied into the current project.
To remove material from a project that is no longer referenced by a layer
Click the Empty Trash button.
To delete all the material in a project
Click the Delete All button.
You will not be allowed to delete material in use by the current project.
......................................................................................................................................................................
Warning: Do not delete materials in any project you still need, or you will not be able to load the
project in its last saved version.
......................................................................................................................................................................
11.3 Adding Graphics to Images
The Graphics panel allows you to draw simple geometric shapes directly onto an image, or a frame of a
movie. These tools provide a convenient way of creating a solid area of color in an image or a simple
mask, where you do not need the flexibility and editability provided by the options on the Shapes panel.
Like the tools on the Brushes panel, the tools on the Graphics panel affect the image immediately,
without needing to be stuck to the image. If you want to create editable shape overlays use the options on
the Shapes panel instead.
11.3.1 To draw a quick shape
1. Use the paint controls to specify whether the shape is drawn into the image and/or mask, and
whether it is protected by the mask.
2. Use the Color Chooser to specify the shape color.
3. Select the Circle, Ellipse, or Rectangle tool in the Quick Shapes section:
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4. Drag to draw the shape.
You can hold down Ctrl (PC) or Alt (Mac) to constrain the shape to a circle or square
respectively.
5. Release the mouse button to draw the shape.
11.3.2 To define the drop shadow
1. Click the ellipse (...) button to the right of the Drop Shadow checkbox.
The following dialog box allows you to define the drop shadow:
.................................................................................................................................................................
Note: This only affects shapes you subsequently draw.
.................................................................................................................................................................
11.3.3 To flood fill areas of the image or mask
The Flood Fill tools allow you to fill a contiguous area of pixels with the current color:
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1. Use the Color Chooser to specify the color to fill with.
The tools are described as follows:
Flood Fill: Flood fills areas of uniform color in the image.
Fill to Color: Flood fills the image up to the color specified by the Fill to Color box.
Magic Wand: Flood fills the paint mask based on areas of uniform color in the image.
2. After selecting the appropriate tool: click on a color to start filling from that color.
3. Move the Tolerance slider to the right to flood a larger range of colors around the color you first
clicked on.
4. Select Antialias to blur the edges of the filled area.
With the Magic Wand tool you can click additional areas to add to the mask, or click with Shift to
remove areas from the mask.
The Magic Wand tool is particularly useful for making cutouts; see Creating Cutouts.
Transforming Images
The options on the Image panel on the Paint panel allow you to transform an image or movie. The Roll
operation is designed to assist in creating textures that tile seamlessly.
To flip the image about a vertical or horizontal axis
Click the Flip Vertical or Flip Horizontal button.
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To create a seamlessly tiling image
The following example shows how to create a seamlessly tiling texture from an image.
1. Load the image into a new layer:
2. Click the Roll button.
This exchanges opposite quadrants of the image:
3. Use the painting tools, such as Blur and Clone, to make the joins look invisible:
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4. Click the Roll button again to create the image:
5. This image can then be used to tile seamlessly, without any visible joins:
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211
12 Adding Image Effects
Viz World Classic provides a wide range of image effects, including color correctors, filters, and
procedural effects. You can apply effects to any layer using the options on the Layer Fx panel, and these
effects can be animated. Alternatively, the Fx options on the Paint panel allow you to apply fixed paint
effects to an image or movie layer.
This section contains information on the following topics:
Adding Image Effects to a Layer
Adding Paint Effects
Image Effects
12.1 Adding Image Effects to a Layer
12.1.1 To apply one or more image effects to a layer
1. Select the layer.
2. Click the Layer Fx tab to display the Layer Fx panel for the layer.
Every parameter of an effect can be animated. For more information see Using the Keybars Panel.
12.1.2 To add an effect to a layer
1. Click the arrow symbol to the left of a heading in the effects list to expand the list, and show the
effects under that heading.
2. Select the filter and click the > button to add it to the right-hand list of effects to be applied to the
layer.
Each effect displays a set of controls to allow you to adjust its parameters.
12.1.3 To determine the order in which the effects are applied
The order of effects in the list determines the order in which they are applied.
Select an effect in the right-hand list and click the up or down arrow buttons to move it up or down
in the list.
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12.2 Adding Paint Effects
12.2.1 To preview a paint effect
1. Click the Fx tab on the Paint panel to display the paint effects.
2. Select the effect in the list.
Each paint effect displays a set of controls to allow you to adjust its parameters, and these are
displayed to the right of the effects list.
The effect is previewed in the Viewer as you change the parameters.
12.2.2 To apply the paint effect permanently to the image layer
Click the Apply button.
To apply one or more paint effects to every frame of a movie you can record a macro; see
Automating with Macros.
12.2.3 To restore the image to its previous state
Click the Cancel button.
12.2.4 To reset the paint effect parameters to their default settings
Click the Reset button.
12.3 Image Effects
The image effects are divided into the following sections:
12.3.1 Backgrounds
Provides options for creating textured and patterned background images such as gradients or clouds.
12.3.2 Blurs
Allows you to blur or soften an image.
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12.3.3 Color Correctors
Provides controls for adjusting the color balance of the image, adding/subtracting colors, or correcting the
image in any of the alternative color models.
12.3.4 Distort
Provides options for transforming or distorting an image.
12.3.5 Effects
Provides artistic effects including emboss, crystallize, motion blur, ripple, solarize, and stained glass.
12.3.6 Filters
Provides image effects such as edge detection, erode, and threshold.
12.3.7 Grain
Provides filters for removing or simulating film grain.
12.3.8 Sharpen
Provides options for sharpening images.
12.3.9 Transition
Provides wipes which can be animated to give a transition between two images or movies.
12.3.10 Video
Provides filters for broadcast video use.
12.3.11 Adobe After Effects plug-ins
If you have Adobe After Effects-compatible plug-ins installed on your system, some of these can be used
and will be listed in the effects list.
For details on which plug-ins can be used with Viz World Classic please contact your local Vizrt
representative.
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13 Extracting Masks
This chapter describes the options in Viz World Classic for extracting a mask automatically from an
image based on its colors. With certain images, where the foreground is very distinct from the
background, this can provide an extremely quick way of creating a finished mask. With more difficult
material it can often provide a useful starting point for painting a mask manually.
This section contains information on the following topics:
Introduction
Mask Extract Tools
13.1 Introduction
The mask extract tools are provided on the Mask panel on the Paint panel. Each tool includes its own set
of controls to allow you to adjust its parameters, and these are displayed to the right of the mask extract
tools list.
13.1.1 To extract a mask
The following image contains yellow poppies against a predominately blue background, and so is an ideal
candidate for extracting a mask:
1. Select Component Extract, and choose Yellow from the Component drop-down menu to mask
yellow areas of the image
2. Adjust the LUT graph to achieve an optimum mask:
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2.
The masked areas will be displayed in the mask color:
3. Click the Apply button to apply the mask permanently.
See Also
Painting
13.2 Mask Extract Tools
13.2.1 Component Extract
Extracts a mask based on the level of a specified component: Red, Green, Blue, Cyan, Magenta, Yellow,
Alpha, or Max:
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13.2.2 Luma Extract
Extracts a mask based on the luminance value of each pixel. The graph allows you to define the mapping
between the luminance value and the output mask value.
13.2.3 Chroma Extract
Extracts a mask based on the minimum and maximum chroma levels.
13.2.4 Foreground Extract
Extracts a mask based on the predominance of the chosen component, red, green, or blue, in the
foreground. The graph allows you to define the mapping between the raw values extracted and the output
mask value.
13.2.5 Background Extract
Extracts a mask based on the predominance of the chosen component, red, green, or blue, in the
background. The graph allows you to define the mapping between the raw values extracted and the output
mask value.
13.2.6 Color Extract
Extracts a mask based on a specified color level.
13.2.7 Hue Extract
Extracts a mask based on the proximity of the color at each pixel to a specified source color:
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14 Automating with Macros
Macros provide a convenient way of recording actions, such as painting or image processing, and then
applying them to several frames of a movie. They also allow you to repeat the same sequence of actions in
a series of different projects.
14.1 Using Macros
Macros allow you to record any of the painting or image manipulation actions, including painting with
brushes, and then replay them on another image or each frame of a movie.
Features of the movie that should not be affected can first be masked using rotosplines.
14.2 To record a macro
The following example illustrates recording a macro, applying an image processing operation to one frame
of the movie, and then replaying it on all frames.
1. Select Protect with mask in the paint controls, to use the mask to protect the image.
2. On the Macros panel click the Start Recording button.
The panel displays RECORDING.
3.
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3. On the Image panel select the image processing function, such as Black and White, and click the
Apply button.
The current frame will be converted to black and white outside the masked area:
4. On the Macros panel click the Stop Recording button.
14.3 To replay a macro
1. Click the Play On Range... button.
The following dialog box allows you to specify which frames are affected:
2. Select Part of Project, enter the range omitting the first frame, and click the OK button.
You can now preview the movie to confirm that the operation has succeeded.
Any number of different paint and image processing operations can be recorded into a single macro.
14.4 To save a macro
After creating a macro you can save it, and then reload it for use in another project.
1. Click the Save Macro... button.
2. Enter an appropriate name and click the Save button.
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14.5 To load a macro
1. Click the Load Macro... button.
2. Select the macro you want to load and click the Open button.
3. Click the Play Macro or Play on Range... button to replay the macro.
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15 Working with Shapes
This section explains how to add drawings to your map by creating vector shapes, either using separate
shape layers or by adding shape overlays to map layers. It explains how you can create and edit shapes,
and change their appearance to achieve exactly the effect you want.
This section contains information on the following topics:
Introduction
Creating Shapes on a Shape Layer
Creating Shape Overlays
Shape tools
Cutting/Pasting and Exporting/Importing Shapes
Editing Shapes
Editing Points
Defining the Appearance of Shapes
Animating Shapes
Specifying How Shapes are Displayed
Setting the Shape Layer Properties
Animating Shape Layers
Adding Shape Overlays to a Map Layer
15.1 Introduction to Shapes
Each shape consists of a number of points joined by straight lines or smooth curves. A range of shape
tools is provided to enable you to draw shapes point by point, by drawing a freehand curve, or by drawing
a precise rectangle or ellipse.
Each shape has a start point and an end point, displayed as circles; the intermediate points are displayed as
squares. In a closed shape the start and end points are joined:
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You can control the appearance of shapes by changing the border and fill colors, border thickness,
opacity, and blur. Shapes can be edited or transformed after you have created them, and a series of tools
are provided to allow you to move, edit, divide, or join shapes. You can also use a shape to cut a hole in
the currently selected layer.
You can animate the entire drawing on the shape layer, the individual shapes in the drawing, and the
individual points of each shape. So for example, a shape could be used to show the path of a hurricane,
with the shape changing in size as it moves across the land.
15.1.1 Shape Layers
You can create shapes in one or more shape layers. Each shape layer can be animated as a single unit,
pinned to a map layer, wrapped to the map, and scaled to the map. Typically you would create a new
shape layer for each drawing consisting of several shapes. This makes it easy to transform the complete
drawing as a unit, such as animating its position or fading it in by changing the opacity. Shapes can also
be used to create holes in other shapes.
15.1.2 Shape Overlays in Map Layers
You can also add shape overlays to a map layer. Shape overlays are always wrapped to the map, and can
be displayed in the same style as other map details. Shape overlays in map layers can be constructed by
automatically tracing an existing map detail.
15.2 Creating Shapes on a Shape Layer
This section contains information on the following products:
To create shapes on a shape layer
To show or hide a shape on a shape layer
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To edit a shape on a shape layer
To rename a shape on a shape layer
15.2.1 To create shapes on a shape layer
1. On the Layer menu, point to Add Layer, and then click Shape.
A new empty shape layer will be created at the top of the Layers list:
2. Click the Contents tab to display the shape tools.
The New Polygon tool is selected to allow you to create a shape.
3. As you add shapes to the shape layer they will be shown in the Shapes list on the Contents panel
for the layer.
15.2.2 To show or hide a shape on a shape layer
Click the eye icon to the left of the shape name in the Shapes list.
15.2.3 To edit a shape on a shape layer
1. Select the shape you want to edit in the Shapes list.
2. Use the options on the Shape, Points, Properties, Animation, and Display panels to edit the
characteristics of the shape as required.
15.2.4 To rename a shape on a shape layer
1. Select the shape layer in the Layers list
2. Click the Rename… button below the Shapes list.
3. Enter a name for the shape and click the OK button:
15.3 Creating Shape Overlays
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This section contains information on the following products:
To create shape overlays
To rename a shape
To change the order of shapes
To delete a shape
To copy a shape
To edit a shape overlay
15.3.1 To create shape overlays
1. Select a map layer in the Layers list.
2. Click the Overlays tab on the Contents panel to display the shape tools.
As you add shape overlays they are shown in the Details list on the Contents panel.
15.3.2 To rename a shape
1. Select a layer (not a shape layer) in the Layers list
2. Select a shape from the Details list
3. Click the Properties tab and edit the Label field
15.3.3 To change the order of shapes
Either:
1. Select the shape you want to move from the Details list
2. Click the up or down arrow button below the Shapes list or Details list
Or:
Right-click (PC) the shape you want to move, or click while holding down Ctrl (Mac), and click
one of the Ordering options on the pop-up menu:
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Or:
Drag the shape to the new position in the Details list
15.3.4 To delete a shape
Either:
Select the shape you want to delete and press the Backspace key
Or:
Right-click (PC) the shape you want to delete, or click while holding down Ctrl (Mac), and click
Remove from the appearing context menu
15.3.5 To copy a shape
You can cut, copy, and paste shapes between layers or between projects using the Cut, Copy, and Paste
options on the Edit menu or the Shapes list or Details list context menu.
You can also export one or more shapes, and then import them into another layer or another project, using
the Export... and Import... options on the Shapes list or Details list context menu.
15.3.6 To edit a shape overlay
Select the shape you want to edit in the Details list and then use the options on the Shape panel to
edit the characteristics of the shape as required.
15.4 Shape tools
The following shape tools are provided for drawing shapes on shape layers, and overlays on map layers:
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New Polygon: Straight lines and polygons.
New Bezier: Smooth Bezier.
New B-Spline: Smooth B-Spline.
New Freehand: Freehand shapes.
New Circle: Circles.
New Ellipse: Ellipses and circles.
New Rectangle: Rectangles and squares.
......................................................................................................................................................................
Note: All shape tools are available to map layers; however, not all features of all tools are (e.g. Points
editor)
......................................................................................................................................................................
As you are drawing a shape a floating palette gives you options for completing the shape:
Alternatively, to cancel drawing a shape press the Esc key.
For more information about using each of these shape tools see the following procedures:
To draw a polygon, Bezier, or B-Spline shape
To complete the shape to make an area shape
To complete the shape to make a line shape
To draw a freehand shape
To draw a geometric shape
15.4.1 To draw a polygon, Bezier, or B-Spline shape
1. Select the New Polygon, New Bezier, or New B-Spline tool:
2.
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2. Click at the appropriate position to draw each point.
As you draw the points, the shape will be shown as straight line segments (New Polygon
tool), smooth Bezier curves (New Bezier tool), or B-Spline curves (New B-Spline tool)
determined by the point positions:
The points are drawn in red with the two endpoints highlighted in yellow by default.
15.4.2 To complete the shape to make an area shape
Either:
Click the Area button in the floating Shape palette.
Or:
Right-click (PC) the point, or click while holding down Ctrl (Mac), and click Make Area Shape
from the appearing context menu:
The shape will be closed and displayed, drawn with the current area style:
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15.4.3 To complete the shape to make a line shape
Either:
Click again on the last point you drew.
Or:
Click the Closed Line or Open Line button in the floating Shape palette.
Or:
Right-click (PC) the shape, or click while holding down Ctrl (Mac), and click Make Open Line
Shape or Make Closed Line Shape from the appearing context menu.
The shape will be drawn with the current line style:
15.4.4 To draw a freehand shape
1. Select the New Freehand tool
2. Hold down the mouse button and drag to create the shape you want to draw:
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3. Click Points tab and select Move Points. As you drag, points will be added as necessary to create
the shape you are drawing.
4. Complete the shape as for drawing a point shape.
The freehand shape will be converted to an equivalent Bezier curve that uses as few points as
possible.
......................................................................................................................................................................
Note: The Points tab is not available when drawing shapes on map layers.
......................................................................................................................................................................
15.4.5 To draw a geometric shape
1. Select the New Circle, New Ellipse, or New Rectangle tool
2. When using the New Ellipse or New Rectangle tool, hold down Ctrl (PC) or Alt (Mac) to
constrain the shape to a circle or square:
When you release the mouse button the shape will be filled with the current area style.
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15.5 Cutting/Pasting and Exporting/Importing Shapes
Several options are available to help you reuse shapes within a project, or between projects. You can cut,
copy and paste shapes within a shape layer, between shape layers, or between shape layers and shape
overlays, to make multiple copies of a shape or use one shape as the starting point for another shape.
You can also export shapes to a file and then import them into a different project, to reuse artwork you
have created on a previous occasion.
15.5.1 To cut or copy a shape
Either:
Click the shape in the Shapes list or Details list with the right mouse button (PC), or while holding
down Ctrl (Mac), and select Cut or Copy from the appearing context menu.
Or:
1. Select the shape in the Shapes list or Details list.
2. On the Edit menu, click Cut or Copy.
Cut deletes the original and puts it onto the clipboard.
Copy makes a copy of the original on the clipboard leaving the original unaffected.
15.5.2 To paste a shape
1. Select the shape layer or image/movie layer on which you want to paste the copy.
2. On the Edit menu, click Paste.
If you pasted onto a shape layer the shape will be added at the top of the Shapes list for the
layer.
If you pasted onto an image or movie layer the shape will be added to the top of the Shapes
list or Details list for the layer.
15.5.3 To export a shape
1. Right-click (PC) to select the shape in the Shapes list or Details list, or click while holding down
Ctrl (Mac), and click Export... from the appearing context menu.
The following dialog box allows you to give a name to the shape file:
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2. Enter an appropriate name and click the Save button to save the shape.
15.5.4 To import a shape
1. Right-click (PC) in the Shapes list or Details list, or click while holding down Ctrl (Mac), and
click Import... from the appearing context menu.
The following dialog box allows you to select the shape you want to import:
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2. Select the shape file and click the Open button to import it.
15.6 Editing Shapes
The options on the Shape panel allow you to edit the entire shape:
It provides the following options:
Move Shape: Allows you to move, stretch, or rotate a shape.
Open Shape: Opens a shape at a selected segment or point.
Divide Shape: Divides a shape into two shapes.
Join Shapes: Joins two shapes.
Smooth: Converts all the points on a shape from corner points to curve points.
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Sharpen: Converts all the points on a shape from curve points to corner points.
Filled/Outline: Specifies whether the shape will be filled.
Open/Closed: Specifies whether the segment between the endpoints should be drawn.
Use To Cut Hole: Makes the shape cut a hole in shapes below it in the Shapes list.
Fix Shape: Adds a keyframe (e.g. to an animated path).
Remove Keys: Removes a keyframe. Use Next and Prev Shape Key to jump between the keyframes.
These options are described in greater detail in the following procedures:
To move a shape
To resize a shape
To rotate a shape
To move the pin position
To open a shape
To divide a shape
To join two shapes into one shape
15.6.1 To move a shape
1. Select a shape from the Layers list
2. Select the Contents tab, and then the Shape tab
3. Select the Move Shape tool.
The shape is shown with a dotted bounding rectangle.
Either:
Drag the shape by a point within the rectangle to move it to a new position
Or:
Right-click (PC) at the destination, or click while holding down Ctrl (Mac), and click Move here
from the appearing context menu:
15.6.2 To resize a shape
1. Select a shape from the Layers list
2. Select the Contents tab, and then the Shape tab
3.
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3. Select the Move Shape tool.
4. Move the mouse pointer to one of the eight handles on the corners or midpoints of the bounding
rectangle.
5. Drag to resize the shape:
6. Hold down Ctrl (PC) or Alt (Mac) to constrain the shape to its original aspect ratio.
15.6.3 To rotate a shape
1. Select a shape from the Layers list
2. Select the Contents tab, and then the Shape tab
3. Select the Move Shape tool.
4. Point to the rotation handle, which is a yellow circle to the right of the pin position.
The cursor changes to a rotation symbol.
5. Drag the handle to rotate the shape about its pin position:
15.6.4 To move the pin position
1.
2.
3.
4.
Select a shape from the Layers list
Select the Contents tab, and then the Shape tab
Select the Move Shape tool.
Point to the pin position, which is initially at the center of the shape.
The cursor changes to a pin symbol.
5.
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5. Drag the pin position to move it.
15.6.5 To open a shape
1. Select a shape from the Layers list
2. Select the Contents tab and then the Shape tab
3. Select the Open Shape tool:
Either:
Click the border of the shape to open the shape with the start and end points either side of the
corresponding segment:
Or:
1. Click a point to open the shape using that point as the start point.
2. Click the point a second time to use that point as the end point.
15.6.6 To divide a shape
1.
2.
3.
4.
Select a shape from the Layers list
Select the Contents tab and then the Shape tab
Select the Divide Shape tool:
Drag between two non-adjacent points on the border of the shape.
The shape will be split into two shapes along the line joining the points.
15.6.7 To join two shapes into one shape
1. Select a shape from the Layers list
2. Select the Contents tab and then the Shape tab
3. Select the Join Shapes tool:
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3.
The start and end points of each shape will be displayed.
4. Click the start or end point on the first shape.
A line will extend to the cursor.
5. Click the start or end point on the second shape.
The selected endpoints will be joined to combine the two shapes into a single shape.
15.7 Editing Points
The options on the Points panel allow you to adjust individual points on a shape, and provides the
following options:
Move Points: Allows you to move points, or adjust their tangent handles.
Transform Points: Lets you rotate one or more selected points as a unit.
Add Points: Allows you to add points to a shape outline.
Delete Points: Click a point to delete it from the shape outline.
Sharpen Points: Click a point to convert a curve point to an angle point.
Smooth Points: Click a point to convert an angle point to a smooth curve point.
Align Between Points: Click two points to align intermediate points into a straight line.
Shape Edge: Allows you to soften the edge of a shape.
Adjust Pulls: Allows you to adjust each point by pulling each point’s handle.
Fix Shape: Adds a keyframe (e.g. to an animated path).
Remove Keys: Removes a keyframe. Use Next and Prev Shape Key to jump between the keyframes.
When any of the tools on the Points panel are selected you can also right-click (PC), or click while
holding down Ctrl (Mac), and select an option from the appearing context menu:
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15.7.1 To deactivate or activate a point
1.
2.
3.
4.
Select a shape from the Layers list
Select the Contents tab and then the Points tab
Select the Move Points tool
Right-click (PC), or click while holding down Ctrl (Mac), and from the appearing context menu
click Deactivate or Activate on the pop-up menu
A deactivated point is stored with the shape, but does not affect the shape.
15.7.2 To move one or more points on the shape outline
1.
2.
3.
4.
Select a shape from the Layers list
Select the Contents tab and then the Points tab
Select the Move Points tool
Click the point you want to move
The point turns yellow to show it is selected.
5. Drag the point to the new position:
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To move several points at once, first select them by holding down Shift and clicking them, or drag to
enclose them.
You can also move points with the Add Points tool selected by holding down Alt (PC) or Ctrl (Mac).
15.7.3 To adjust the curvature at a point on a Bezier curve
Every point on a Bezier curve has a pair of tangent handles. The angle of the tangent handles determines
the angle of the curve through the point, and the length of the tangent handles determines the curvature.
1.
2.
3.
4.
Select a shape from the Layers list
Select the Contents tab and then the Points tab
Select the Move Points tool
Hold down Ctrl (PC) or Alt (Mac), and drag a point up/down/left/right to adjust the smoothness at
that point:
5. Drag one of the tangent handles to adjust the curvature at the point.
6. Hold down Ctrl (PC) or Alt (Mac) while dragging a tangent handle to make it independent of the
other one.
7. Hold down Shift+Ctrl (PC) or Shift+Alt (Mac) to align both tangent handles.
15.7.4 To adjust the curvature at a point on a B-Spline curve
Every point has a pull factor which determines how close the curve gets to the point.
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1.
2.
3.
4.
Select a shape from the Layers list
Select the Contents tab and then the Points tab
Select the Move Points tool.
Hold down Ctrl (PC) or Alt (Mac), and drag a point up/down/left/right to adjust the pull factor at
that point.
15.7.5 To add points
1.
2.
3.
4.
5.
Select a shape from the Layers list
Select the Contents tab and then the Points tab
Select the Add Points tool
Click on the shape outline to add a point
Hold down Ctrl (PC) or Alt (Mac) to insert the new point equidistant from its neighbors.
After clicking you can drag the new point to position it.
You can also add points with the Move Points tool selected by holding down Alt (PC) or
Ctrl (Mac).
15.7.6 To delete points
1.
2.
3.
4.
Select a shape from the Layers list
Select the Contents tab and then the Points tab
Select the Delete Points tool
Click a point to delete it
15.7.7 To soften the edge of a shape
1.
2.
3.
4.
Select a shape from the Layers list
Select the Contents tab and then the Points tab
Select the Shape Edge tool
Drag to extend a second outline around the section of the shape you want to soften.
The edge of the shape will fade smoothly between the two boundaries:
15.8 Defining the Appearance of Shapes
The options on the Properties panel allow you to adjust the fill and outline styles of the shape, apply a
texture to a shape, change its opacity and softness, transform it numerically, or add a drop shadow:
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This section contains information on the following topics:
Appearance options
Transform options
Drop shadow options (not rotoshapes)
Motion blur options
Producer Export options
15.8.1 Appearance options
The Style pop-up menu lets you select a style for the shape.
Use the Opacity and Softness controls to adjust the opacity of the shape and the softness of its edge.
The Write On Amount allows you to animate the appearance of a line shape, such as to indicate the route
of a journey. The line is animated from the starting point to the ending point with precise interpolation
between points.
To define a shape style
Click the Settings button.
The Settings dialog box is displayed.
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To draw a shape with a brushed outline
1. Choose Brushed from the Style pop-up menu.
2. Click the Settings button to select the brush to use.
To fill a shape with the background image
Choose Merge from the Style context menu.
To add a texture to a shape
1. Click the + button in the Settings dialog box to display an Open dialog box, and select a texture.
2. Select the texture from the Texture context menu.
3. Use the buttons to the right of the Texture context menu on the Settings dialog box to move or
scale the texture.
The texture will be used as a fill for the shape.
15.8.2 Transform options
Allows you to transform the shape numerically.
15.8.3 Drop shadow options (not rotoshapes)
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Select Drop Shadow to turn on a drop shadow for the shape.
The following parameters are provided:
Offset: The offset of the drop shadow, in pixels.
Opacity: The opacity of the drop shadow. 0% gives no drop shadow.
Softness: Blurs the drop shadow to smooth the edges. Values in the range 0–5 are recommended.
Color: The color of the drop shadow.
15.8.4 Motion blur options
Adds motion blur before and/or after a shape.
15.8.5 Producer Export options
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Note: No longer supported.
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15.9 Animating Shapes
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The options on the Animation panel allow you to animate individual shapes on a shape layer. This panel
is not available for shape overlays.
Edit Shape Path: Enables you to edit the shape’s path by adjusting the points on the path (e.g. the
start and end points).
Edit Points Path: Enables you to edit the shape’s points (e.g. giving the shape another shape during
the animation).
Next Shape Key: Jumps to the shape’s next keyframe.
Prev Shape Key: Jumps to the shape’s previous keyframe.
Apply Track Data: Applies a tracking path to a layer in your project
Auto Animate: Enables you to set animation properties like slide in/out and fade on/off.
Match rotation to path: Enables the object’s rotation to follow the direction of the path.
Smooth New Points on Shape Path: Converts an angle point to a smooth curve point on a shape
path.
Automatically Fix Shapes: Automatically makes the current frame a key frame for every point on
the shape.
Fix Shape: Adds a keyframe (e.g. to an animated path).
Remove Keys: Removes a keyframe. Use Next and Prev Shape Key to jump between the keyframes.
Show Keybars: Opens the Shape Keybars editor. This will allow you to edit the shape’s animation
properties (e.g. transformation) on its timeline.
This section contains information on the following procedures:
To fix a shape
To remove the keys
To animate an individual shape
To animate individual points on a shape
To show the keybars for a shape
15.9.1 To fix a shape
1. Select a shape from the Layers list
2. Select the Contents tab and then the Animation tab
3. Click the Fix Shape button
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3.
This makes the current frame a key frame for every point on the shape.
15.9.2 To remove the keys
1. Select a shape from the Layers list
2. Select the Contents tab and then the Animation tab
3. Click the Remove Keys button
This removes all keys for the current frame.
15.9.3 To animate an individual shape
1.
2.
3.
4.
5.
6.
7.
Select a shape from the Layers list
Select the Contents tab and then the Animation tab
Select the shape in the Shapes list
Select the Edit Shape Path tool
Open the Animation Controls and set the marker where the animation should end (e.g. 50 fps)
Drag the center of the shape to define its path throughout the animation
Hold down Ctrl (PC) or Alt (Mac) and drag from a point on the animation path to extend tangent
handles from that point and create a curved animation path.
15.9.4 To animate individual points on a shape
1.
2.
3.
4.
5.
Select a shape from the Layers list
Select the Contents tab and then the Animation tab
Select a shape in the Shapes list
Select the Edit Points Path tool
Drag the points to the positions you want them to have at each frame of the animation.
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6. Hold down Ctrl (PC) or Alt (Mac) and drag from a point on the animation path to extend tangent
handles from that point and create a curved animation path:
The keys for individual points are not displayed in the Keybars panel.
15.9.5 To show the keybars for a shape
1. Select the shape in the Shapes list.
2. Click the Show Keybars... button on the Animation panel.
The Shape Keybars window shows a keybar for each shape in the Shapes list. You can click
the arrow to the right of each shape to show a Transform bar showing the transformations
applied to the entire shape, followed by a keybar for each point on the shape:
3. Select All Points to include a keybar for every point in the Shapes list, or Selected Points to show
only selected points on those shapes.
The Shape Keybars window works in the same way as the Keybars panel; for more
information see the Using the Keybars Panel section.
15.10 Specifying How Shapes are Displayed
The options on the Display panel allow you to specify how shapes are displayed while they are edited:
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Use the Editor Display options to specify which features of a shape are displayed during editing.
The Fill Points & Handles at Key Frames option displays each point filled if the frame is a key frame
for that point, and is only available for shape layers.
Use the Shape Display options to specify how shapes are normally displayed.
Click the Tool Colors... button to define the colors for the editing features:
15.11 Setting the Shape Layer Properties
The options on the Properties panel allow you to specify the compositing options for the shape layer,
transform it, and add a drop shadow, or animation trail. It also provides several animation options.
This section contains information on the following topics:
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Compositing options
Transform options
Drop Shadow options
Trail options
15.11.1 Compositing options
Blend Mode specifies how the layer is combined with the other layers, and can be one of:
Normal, Add, Subtract, Difference, Multiply, Darken Only, Burn, Color Burn, Screen, Lighten Only,
Dodge, Color Dodge, Hue, Saturation, Value, Color, Overlay, Soft Light, Hard Light, Pin Light,
Exclusion, or Negation.
The Opacity determines the layer opacity, and can be animated.
The Obey Composite Mask specifies whether the current layer should obey the composite mask.
For more information see Controlling Layer Compositing.
15.11.2 Transform options
These allow you to specify the position, rotation, scale, and origin of the entire shape layer numerically.
These options behave in exactly the same way as for image layers.
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15.11.3 Drop Shadow options
Select Drop Shadow to turn on a drop shadow for the layer.
The following parameters are provided:
Offset: The offset of the drop shadow, in pixels.
Opacity: The opacity of the drop shadow. 0% gives no drop shadow.
Softness: Blurs the drop shadow to smooth the edges. Values in the range 0–5 are recommended.
Color: The color of the drop shadow.
15.11.4 Trail options
The Trail options allow you to leave a trail as the shape layer animates. For more information see
Leaving an Animation Trail.
15.12 Animating Shape Layers
In addition to being able to animate individual shapes, you can animate the complete set of shapes on the
shape layer as a single entity.
This is useful if you have constructed a complex illustration from a number of separate shapes and want to
animate it as if it were a single object.
Each shape can be given its own animation path with control over the following features:
Opacity, drop shadow opacity, offset color and softness, position, rotation, scale, write on amount,
and softness.
15.12.1 To auto-animate the entire shape layer
Either:
Click the Auto Animate button on the Properties panel for the shape layer.
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Or:
Select the shape layer in the Layers list and click Auto-Animate... on the Layer menu.
The Automatic Animation dialog box allows you to automatically slide in, slide out, fade on, and/or fade
off the shape layer with specified timings.
For more information about using the automatic animation dialog box see section Automatically
Animating a Layer.
15.12.2 To animate the entire shape layer
1. Select the Path tool:
2. Drag the shape layer to the position you want it to have at each frame of the animation.
3. Hold down Ctrl (PC) or Alt (Mac) and drag from a point on the animation path to extend tangent
handles from that point and create a curved animation path:
......................................................................................................................................................................
Tip: If you are creating a small graphic draw it in the center of the shape layer, as this will
make its position correspond to the points on the animation path.
......................................................................................................................................................................
15.13 Adding Shape Overlays to a Map Layer
As well as constructing drawings out of shapes in separate shape layers, you can also add shape overlays
to map layers. Shapes drawn on a map layer appear in the Details list on the layer’s Contents panel and
are referred to as shape overlays. They include all the same features as shapes drawn in shape layers with
some extra features that make them particularly useful for highlighting areas on maps:
You can draw shape overlays by automatically tracing borders, coastlines, built-in roads and
railways, or imported lines on the map.
You can clip shape overlays to the land, so that any areas overlapping the sea are effectively
transparent.
You can choose to draw shape overlays as land, water, relief, road, rail, or imported data to give the
shape exactly the same scale and appearance as the corresponding features.
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This section contains information on the following procedures:
To define the properties of shape overlays
To draw shape overlays as land, water, etc
To clip a shape overlay to land
To draw shapes by tracing map features
To zoom or pan while you trace
15.13.1 To define the properties of shape overlays
1. Select the shape in the Details list.
2. Click the Shape tab to display the properties for the selected shape:
The options are the same as for shapes in shape layers, with the addition of Draw using style, Clip to land
, and the edit tools of Shape, Points and Animation. All are described in the following sections.
15.13.2 To draw shape overlays as land, water, etc
Choose the appropriate option from the drop-down menu:
Treat as Land: Colors the land and relief.
Treat as Water: Colors the sea and depth contours.
Draw with Border line width: Scales with region borders.
Draw with Road/ Rail line width: Scales with built-in roads/railways.
Draw with Imported Data line width: Scales with imported data.
For example you can use a shape set to Treat as Land to mark out an area of a particular terrain type,
such as desert:
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15.13.3 To clip a shape overlay to land
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Select the shape detail in the Details list and select Clip to land in the Shape panel.
15.13.4 To draw shapes by tracing map features
......................................................................................................................................................................
Note: You can only trace features on the map once the high quality rendering of the map layer has
completed.
......................................................................................................................................................................
1. Select the map layer on which you want to create the shape.
2. Select the Add Point Shape tool and click the arrow to the right of the tool to display a submenu
of options for the tool:
Press Esc (PC) or the Cancel button on the submenu (Mac) if you want to cancel the
submenu without making a selection.
3. Select Trace borders & coastline, Trace global roads & rail, Trace river lines, or Trace
streets/imported data according to which features on the map you want to trace.
......................................................................................................................................................................
Note: River tracing cannot be used on rivers that are wide enough to be drawn as area shapes
rather than simple lines.
......................................................................................................................................................................
4. Move the mouse pointer near the feature you are tracing; for example, the coastline or border
between regions.
The mouse pointer changes shape (cuts the tail) to show that the border has been detected:
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4.
5. Click to create a point, and then move to the next point along the border you are tracing.
A line indicates the outline of the shape being traced. If the line being traced follows the
wrong path, take smaller steps between points.
As you are drawing the shape you can use the Add Point Shape tool to turn tracing on or off,
or change the feature being traced, to achieve exactly the effect you want.
6. Finally complete the shape in the usual way, by clicking on the starting point to create an area
shape, or clicking (e.g. double-click) again on the previous point to create an open shape:
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Once you have traced the shape you can edit it or transform it in exactly the same way as for
other shapes you draw.
15.13.5 To zoom or pan while you trace
You can only trace areas of the map that are actually visible on the screen, but if necessary you can zoom
or pan the map while you are tracing to change the part of the map that is in view
1. Type Z to temporarily select the Zoom tool or P to temporarily select the Pan tool while you are
tracing.
2. Press either key again to switch back to the Add Point Shape tool.
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16 Working with ESRI Shape Files
This section explains how to import map data in ESRI Shape File format and configure it for use with
your maps.
Although the Street Data format provides a more convenient way of creating street maps, a wide range of
published data is available in ESRI Shape File format, and Viz World Classic allows you to import this
data and configure it for use with your maps.
Viz World Classic supports ESRI Shape File format data in which the text and field data are encoded in an
extended range of formats, including UTF-16 and various language-specific encodings including some
Japanese, Hebrew, and Arabic encodings.
You can specify the encoding for each field of imported shape file data, allowing maps to be created in
many different languages.
This section contains information on the following topics:
Setting up ESRI Shape File data
Using ESRI Shape File data
See Also
Working with Street Maps
16.1 Setting up ESRI Shape File data
Data in ESRI Shape File format may contain a large number of different attributes and values which
describe the data contained in the file. In order for Viz World Classic to understand how to draw the data,
you first need to create a data set definition that describes which features are to be drawn and in which
style.
This section contains information on the following procedures:
To create a data set definition
To edit the data set
To add subsets to a data layer
To define the style for data layers or subsets
16.1.1 To create a data set definition
1. On the Import menu, click Map Data (Shape Files)... to display the Imported Data Sets dialog
box.
2. Click the Create a Data Set Definition button:
The following dialog box allows you to select an existing data set definition as the basis for the
new one:
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3. Click the Browse... button to specify the filename for the new data set definition.
If you want to base the data set definition on an existing one:
1. Click Base on the following data set definition and select a definition in the list.
2. Click the OK button to create the new data set definition.
It will be displayed in the Imported Data Sets dialog box.
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16.1.2 To edit the data set
1. Select the data set definition in the Data Sets list.
2. Click the Edit Data Set Definition button.
The Edit Data Set dialog box allows you to edit the data set definition.
3. Click the Add Data Layer button.
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4. Select the data file you want to add.
Supported file formats are .shp (Shape File) and .csf (Curious Shape File).
The Data File Properties dialog box then allows you to specify how the features in the data
file you have loaded will be labeled on the map.
5.
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5. Choose up to three fields from the Fields used to label features drop-down menus.
Each street will be labeled with the specified field values.
6. Click the Field Settings... button to display the following dialog box, which allows you to specify
the encodings for each field in the file:
7. Select one or more fields in the Fields list, then choose the relevant encodings from the Name
Encoding and Data Encoding pop-up menus.
You can preview the effect of the encodings by clicking the View field… button.
8. Click the Close button to save the data layer in the data set definition.
16.1.3 To add subsets to a data layer
You can create subsets of a database file based on the contents of a specified field. This allows you to
filter the database, and display each subset in a different style.
1. Open the Data File Properties dialog box and choose the field you want to use to divide the
database into subsets from the Field used to split features into subsets drop-down menu. For
example, to divide states according to east and west coast states.
2. Click the Close button to close the Data File Properties dialog box.
3. Select the appropriate data layer in the Edit Data Set dialog box.
4. Click the Add Subset button.
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5.
6.
7.
8.
The following dialog box displays a list of the available values for the specified field in the
data file and allows you to select values to create the subset.
Select the values you want to use in the upper list and click the + button to add them to the lower
list.
Hold down Shift to select multiple contiguous items, and Ctrl (PC) or Command (Mac) to select
multiple non-contiguous items.
For example to create a subset containing only the East Coast states you could select and add
those.
Enter a name for the subset in the Subset Name field.
Click the OK button to save the subset definition.
16.1.4 To define the style for data layers or subsets
You can define a separate style for each data layer or subset you have created, to distinguish them on the
final map.
1. Select the data layer or subset in the Edit Data Set dialog box.
2. Select Draw layer with selected style from the How to draw selected layer or subset dropdown menu.
3. Select the styles for drawing the selected layer or subset, and the style for drawing individual
features, in the lists on the right side of the Edit Data Set dialog box:
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3.
Appropriate styles are listed in the Style lists depending on whether the type of the layer is
Area, Line, or Point.
Alternatively, select Draw polygons/areas as Land, Draw polygons/area/lines as Rivers,
Draw polygons/areas as Lakes or Draw polygons/areas as Sea from the How to draw
selected layer or subset drop-down menu to treat the selected layer in the same way as the
built-in land, rivers, lakes or sea respectively.
The Scale by box allows you to scale the line thickness defined by the style. For example,
you can identify different types of roads by using the same Primary Roads style but
different Scale by settings for the line thickness.
4. Enter a value to scale the line thickness and press the Return key.
5. Repeat for any other data layer or subsets.
See Also
How to edit any of the styles using the Styles Editor in the Working with Styles section
16.2 Using ESRI Shape File data
Once you have created a data set definition, you can use this to load the ESRI Shape File data with the
attributes you have specified.
This section contains information on the following procedures:
To load a data set definition
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To load the data
To use imported map data
To add labels to imported data features
16.2.1 To load a data set definition
1. On the Import menu, click Map Data (Shape files)... and click the Add a Data Set button.
2. Select the data set definition file and click the Open button to load it.
The data set will be displayed in the Data Sets list.
3. Click the Close button to close the dialog box.
Once you have added a data set it will be remembered for future uses of Viz World Classic, so there is no
need to add the data set to the list every time you start the software.
If you want the data for the data set to be loaded automatically on start-up you can select the Always load
the data for this set on startup box.
16.2.2 To load the data
Adding a data set to Viz World Classic does not load the map data by default. This prevents very large
data sets being loaded before you are ready to use them. You can instruct Viz World Classic to
automatically load the data for a set, in the Import Data Sets dialog box (see how To load a data set
definition), or you can load the data manually when you need it as follows:
1. Click the Imported Data tab in the map layer’s Contents panel to display the data sets you have
imported.
The data set definitions are shown in the left list.
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2. Click the data set you want to import with the right mouse button (PC), or while holding down
Ctrl (Mac), and select Load Data from the appearing context menu.
You can unload a data set (for example to free up some memory to load a different set) at any time by
clicking the set with the right mouse button (PC), or while holding down Ctrl (Mac), and choosing
UnLoad Data from the appearing context menu.
16.2.3 To use imported map data
You can expand the tree to show the data layers and subsets for each data set.
1. Select the data layer or subset in the Imported Data list to show the features it contains.
2. Click each data layer, subset, or feature with the right mouse button (PC), or while holding down
Ctrl (Mac), and select Add to map from the appearing context menu, or click the Add To Map
button to add it to the map layer.
You can also search for imported features in the Search panel, in exactly the same way as for
built-in map data.
16.2.4 To add labels to imported data features
Initially the features in imported data are drawn unlabeled, but you can add labels to selected features to
label them on the map just as you would with other map details.
1. Select the Browse Imported Data tool.
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As you move this over the map the tool tip shows you the name of each imported data feature.
2. Right-click (PC), or hold down Ctrl (Mac), and from the appearing context menu click the
appropriate label option.
If you are labeling a street the label will be drawn aligned with the direction of the street. You can
then use the Text tool to move or rotate the label as desired.
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17 Adding Text to a Project
Each map detail you select in your project is automatically provided with a text label, pinned to the map.
Viz World Classic also allows you to add independent text layers to the project, each containing one or
more separate text items, with precise control over the appearance of each item and the way in which they
are animated.
For example, you could use a text object to add a title to the animation, add legends to graphics
incorporated in the animation, or label map features not provided in the map database.
You could also use a text label to label a map detail instead of the default label provided with the detail,
for greater control over its appearance and the way it is animated.
Viz World Classic allows you to use any of the TrueType fonts installed on your computer and supports
text in many international character sets.
You can change the font used in the Viz World Classic user interface to ensure that the international
character set you are using is displayed correctly.
This section contains information on the following topics:
Creating Text on a Text Layer
Manipulating Text Items
Editing Text
Defining the Text Layout
Defining the Appearance of Text Items
Animating Text Items
Defining the Properties of the Entire Text Layer
17.1 Creating Text on a Text Layer
This section contains information on the following procedures:
To create text on a text layer
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To create additional text items
To define the default text properties
17.1.1 To create text on a text layer
1. On the Layer menu, point to Add Layer, and then click Text.
2. Click in the Viewer to define the position of the text item.
Alternatively you can drag to define the width of the text item.
3. Type the text you want to add:
17.1.2 To create additional text items
1. Select the New Text Item tool on the Contents panel
2. Click or drag in the Viewer and type the text
The text items will be displayed in the text items list.
To enter international characters not shown on the keyboard, such as accented characters, use the standard
procedure for your computer system.
Once you have created one or more text items on a text layer you can edit them or change their appearance
using the panels on the Contents panel.
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17.1.3 To define the default text properties
On the Styles menu, click Default Text Properties.
The above dialog box allows you to specify the default font, size, style, spacing and color for
new text layers.
17.2 Manipulating Text Items
This section contains information on the following items.
17.2.1 To move text
1. Select the Text tool in the toolbar
This tool is automatically selected when you create a new text item.
2. Drag the text by the position handle:
17.2.2 To resize a text item
Drag one of the handles on each side of the text item.
The text will be wrapped to fit in the text item.
17.3 Editing Text
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The options on the Edit panel (depicted above) allow you to edit the font, size, style, and color of selected
characters, change the alignment of the text, and edit the stroke and keyline widths.
This section contains information on the following procedures:
To edit the text
To specify the text alignment
To create outlined characters
To add a keyline around the characters
17.3.1 To edit the text
Either:
Select by marking the characters you want to edit in the Viewer
Or:
Select the characters in the Edit panel
Or:
Select the entire text by clicking the Select All
button in the Edit panel
Select the font, size, style, fill color, and outline color using the controls at the top of the Edit panel
17.3.2 To specify the text alignment
Click the appropriate button to the top right of the Edit panel.
17.3.3 To create outlined characters
1. Select the Outline option
2. Choose the stroke width from the Stroke Width pop-up menu
The character outlines will be drawn with the specified stroke width in the fill/outline color.
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You can specify the fill and keyline colors individually for each character in a text item. Alternatively
selecting Uniform Color makes all the letters have the same color. When Uniform Color is selected the
text color can be animated.
17.3.4 To add a keyline around the characters
1. Choose the keyline width from the Keyline Width pop-up menu.
2. Select the characters you want to edit in the Viewer, or on the Edit panel, and click the keyline
color box to specify the keyline color for the selected characters.
With filled characters the keyline is drawn as an outline around the characters:
With outlined characters the keyline is drawn as a double line around the outlines.
17.4 Defining the Text Layout
The options on the Layout panel (depicted above) allow you to move, scale, or rotate a text item, adjust
the kerning, or align or space evenly multiple text items.
This section contains information on the following procedures:
To move a text item
To scale text
To rotate text
To adjust the letter spacing
To align several text items
To space several text items evenly
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17.4.1 To move a text item
1. Select the Move Text tool
2. Position the mouse pointer within the text item.
3. Drag the text item to the new position:
This allows you to move a text item even if the position handle is out of view.
17.4.2 To scale text
1. Select the Move Text tool
2. Drag one of the handles on the border of the text item:
3. Drag while holding down Ctrl (PC) or Alt (Mac) to scale the text proportionally.
17.4.3 To rotate text
1. Select the Move Text tool
2. Point to the rotation handle, the yellow circle to the right of the centre of the text item.
3. Drag the handle to rotate the text item about its center:
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3.
17.4.4 To adjust the letter spacing
1. Select the Text Kerning tool.
The Viewer indicates the position of each character by a marker on the baseline:
2. Drag a marker to the left or right to adjust the spacing between the corresponding characters.
3. When you have finished kerning the text, click the Text Kerning tool again.
......................................................................................................................................................................
Tip: You can reset the default kerning of the text by clicking the Reset button.
......................................................................................................................................................................
17.4.5 To align several text items
1. Select at least two text items in the list, using Shift to select multiple items.
2. Choose the appropriate alignment option from the Align context menu (see above).
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17.4.6 To space several text items evenly
1. Select at least three text items in the list, using Shift to select multiple items.
2. Choose the appropriate alignment option from the Space Evenly context menu.
17.5 Defining the Appearance of Text Items
The options on the Properties panel allow you to specify, the appearance of individual text items,
including the compositing options, spacing, transformation, drop shadow, frame, or animation trail:
This section contains information on the following topics:
Appearance Options
Spacing Options
Transform Options
Drop Shadow Options
Frame Options
Trail Options
Instant Maps Export
17.5.1 Appearance Options
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The Appearance options allow you to specify the rendering style of the text, apply a texture to the text,
and animate its writing.
To fill the text with a texture choose Solid from the Style pop-up menu, and click the + button to select an
image file for use as the texture:
Use the Opacity and Softness controls to adjust the opacity of the text, and blur the edges of the text.
The Write On options (text layers only) allow you to animate the way in which the text appears, to cause
it to appear to be typed on as the animation progresses.
Choose Characters from the Write On Style pop-up menu to make the text appear character by
character, or Words to make it appear word by word.
Set the Write On Amount to 0 at the frame where you want the animation to begin, and to 100 at
the frame where you want the animation to end.
17.5.2 Spacing Options
The Spacing options allow you to adjust the character and line spacing for the text item.
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17.5.3 Transform Options
The transform options allow you to specify the position, scale, rotation, and origin numerically.
The Origin determines the point about which the text item is rotated or scaled, and defaults to North, or
the top center of the text item.
Either:
Choose one of the predefined options from the Origin pop-up menu.
Or:
Edit the X and Y origin values to specify the origin in pixels relative to the lower left corner of the
text item.
17.5.4 Drop Shadow Options
Select Drop Shadow to turn on a drop shadow for the text item. The following parameters are provided:
Parameter
Description
Offset
The offset of the drop shadow, in pixels.
Opacity
The opacity of the drop shadow. 0% gives no drop shadow.
Softness
Blurs the drop shadow to smooth the edges. Values in the range 0–5 are
recommended.
Color
The color of the drop shadow.
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17.5.5 Frame Options
Allows you to add a colored fill, and/or border to the text item.
Border Width specifies the width of the border in pixels.
17.5.6 Trail Options
The Trail options allow you to leave a trail as the text item animates.
See Also
Leaving an Animation Trail
17.5.7 Instant Maps Export
Allows you to make maps available to the Viz World Instant Map tool.
17.6 Animating Text Items
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The options on the Animation panel allow you to animate text items on text layers.
See Also
Match rotation to path and how To align the image, text item, or drawing to the angle of the
animation path
Auto Animate and Automatically Animating a Layer
Edit Text Path and Animating an Image, Movie, Text Item, or Drawing Along a Path
Creating Tracking Paths
17.7 Defining the Properties of the Entire Text Layer
In addition to being able to define the properties of individual text items, the Properties panel allows you
to edit properties for an entire text layer.
17.7.1 Compositing Options
Blend Mode specifies how the layer is combined with the other layers, and can be one of:
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Normal, Add, Subtract, Difference, Multiply, Darken Only, Burn, Color Burn, Screen, Lighten Only,
Dodge, Color Dodge, Hue, Saturation, Value, Color, Overlay, Soft Light, Hard Light, Pin Light,
Exclusion, or Negation.
The Opacity determines the layer opacity, and can be animated.
17.7.2 Animation Options
Allows you to animate the entire text layer. The options are the same as for individual text items.
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18 Working with Cutouts
Viz World Classic allows you to cut out a selected area from the Viewer to create an image overlay called
a cutout. You can use a cutout to paint onto an image or its mask, or you can convert one or more cutouts
to a new image/movie layer.
This chapter contains information on the following topic(s):
Creating Cutouts
Moving and Transforming Cutouts
Defining the Appearance of Cutouts
18.1 Creating Cutouts
18.1.1 To cut out a section of an image
1. Select Cut: Image
2. Select the New Cutout tool (button)
3. Select From: Layer to create a cutout from just the current layer, or From: Composite to create a
cutout from the composited layers.
4. Drag to draw a rectangle defining the size of the cutout you want to create:
The cutout will be displayed in the Overlay list on the Cutouts panel:
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5. You can then drag the cutout to displace it from the original image, or display it on another layer:
18.1.2 To cut out an object defined by a mask
1. Draw a mask over the part of the image you want to cut out:
For more information see Specifying the Brush Settings.
2. Select Cut: Image and Cut: Mask
3. Select the New Cutout tool
Selecting Cut: Mask uses the image’s mask to cut out the image from its background.
4. Drag to draw a rectangle defining the size of the cutout you want to create, enclosing the image:
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4.
The Move Cutout tool is automatically selected so you can drag the cutout to see it independently
of the original image:
The cutout will be available to any other layers in the project:
When using Cut: Mask, the Background removal options can be used to remove edge effects around the
mask.
Assume Color allows you to specify a color to be removed from the edge of the mask, and Automatic
uses the average color within the cutout rectangle, but outside the mask.
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18.1.3 To create a cutout using the Magic Wand tool
If the feature you want to cut out is clearly distinguished from its background, you can use the Magic
Wand tool to mask the feature, and then create a cutout using the mask.
1. On the Graphics panel click the Magic Wand tool:
Display Mask will automatically be selected in the paint controls to show the mask when you
create it.
2. Click the feature you want to mask.
If necessary, adjust the Tolerance control and click again with the Magic Wand tool until the
feature is completely masked:
3. On the Cutouts panel select Cut: Image and Cut: Mask.
4. Select the New Cutout tool.
5. Drag to draw a rectangle enclosing the feature:
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6. Drag the cutout to see it independently of the original image:
18.1.4 To stick a cutout to an image/movie layer
1. Select the cutout in the Overlay list.
2. Click the Stick button.
18.2 Moving and Transforming Cutouts
The options on the Layout panel allow you to move, scale, or rotate cutouts, or use them in other ways:
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18.2.1 To move a cutout
Select the Move Cutout tool.
You can then move, scale, or rotate the cutout in exactly the same way as for images; see Moving,
Resizing, or Rotating an Image.
18.2.2 To flip a cutout about the vertical or horizontal axis
Click the Flip Vertical or Flip Horizontal button.
18.2.3 To convert a cutout to a layer
1. Select the cutout in the Overlay list.
2. Click the Convert to Layer button.
A new image/movie layer will be created, above the current layer, containing the cutout.
18.2.4 To use a cutout for a brush or profile
Click the Use for Brush or Use for Profile button.
The cutout will appear in the Brushes or Profile list on the Brushes panel.
18.2.5 To save a cutout as an image
Click the Save Image... button.
You can save it in any of the standard image formats.
See Also
Moving, Resizing, or Rotating an Image
To load a cutout for use as a brush or profile
18.3 Defining the Appearance of Cutouts
The options on the Properties panel allow you to define the style, opacity, and softness of cutouts, add a
drop shadow, and specify a transformation numerically:
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18.3.1 Appearance options
The Appearance options allow you to specify the style of the cutout, and change its opacity or softness.
Set the Style to Color to convert the cutout to a solid color, and use Fill Color to define the color. This is
useful for creating shadows.
18.3.2 Transform options
These allow you to specify the position, scale, rotation, and origin numerically. The Origin determines
the point about which the cutout is rotated or scaled, and defaults to Center.
Either:
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Choose one of the predefined options from the Origin context menu.
Or:
Edit the X and Y origin values to specify the origin in pixels relative to the lower left corner of the
cutout.
18.3.3 Drop Shadow options
Select Drop Shadow to turn on a drop shadow for the cutout.
The following parameters are provided:
Offset: The offset of the drop shadow, in pixels.
Opacity: The opacity of the drop shadow. 0% gives no drop shadow.
Softness: Blurs the drop shadow to smooth the edges. Values in the range 0–5 are recommended.
Color: The color of the drop shadow.
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19 Lighting and Effects
Viz World Classic includes sophisticated lighting features and effects, to enable you to add shading and
depth to your map animations, and give them a unique and distinctive appearance.
This section contains information on the following topics:
Using Lighting
Setting the Lighting Options
Changing the Position, Size, or Angle of the Light
Animating a Light
Using Style Lights
Adding Image Effects to a Layer
19.1 Using Lighting
Each of the map, image, text or shape layers in your project can include one or more lights which you can
use to focus the viewer’s attention, or add depth and perspective to the animation. Three different types of
light are provided, and you can use these either individually or in combination to achieve a wide range of
different effects.
Highlight: Gives the appearance of a light reflecting from a shiny surface.
Spotlight: Casts a concentrated disc of light, with areas outside the beam remaining dark.
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Diffuse light: Casts a diffuse disc of light, falling away gradually to the edges. For each type of light
you can adjust the size and shape of the beam, the position, brightness, and color of the light.
Combining lights: Impressive effects can be achieved by combining two or more lights on a single
layer. For example, the image above uses a highlight combined with a diffuse light.
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19.2 Setting the Lighting Options
The Lighting panel allows you to create and edit the lights on each layer.
19.2.1 To add a light to a layer
1. Select the layer and click the Lighting tab to display the lighting options for the layer.
2.
3.
4.
5.
6.
Initially lighting is turned off, and no lights are defined.
Select Lighting on to turn lighting on for the layer.
Click the Add button to add a light to the layer.
A new light will be created with a default name, such as Light1.
Choose Highlight, Spotlight, or Diffuse from the Type drop-down menu to specify the type of
light.
Use the Brightness control to adjust the brightness of the light.
Use the Ambient Level control to adjust the background light level.
This determines the brightness of parts of the layer that are not directly illuminated by one of
the lights.
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For map layers:
Click the Pin on map or Scale with map buttons to move and/or scale the light as the map layer is
moved or zoomed.
19.3 Changing the Position, Size, or Angle of the Light
When you add a light the Light tool is selected in the Lighting panel to allow you to move, scale, or rotate
the light:
The extent of the light will be shown as a circle:
19.3.1 To move the light
Position the mouse pointer anywhere within the circle and drag the light to the required position.
19.3.2 To change the size of the beam
Drag the outline of the surrounding circle.
19.3.3 To stretch the beam in one direction
Drag the light by one of the four handles on the surrounding circle:
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19.3.4 To change the angle of the light
Drag the handle extending from the center of the circle:
19.3.5 To specify the parameters of a light numerically
Edit the X, Y, Width, Height, and Angle values in the Lighting panel.
19.4 Animating a Light
The Light Path tool allows you to manipulate the animation path along which a light will be animated:
See Also
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Animating an Image, Movie, Text Item, or Drawing Along a Path
19.5 Using Style Lights
You can make a particular combination of lights part of your house style by defining the lights in the
Lighting panel of the Styles Editor. Any lights you define there will then automatically be applied to
each map layer, with the names Style light 1, Style light 2, etc.
You can modify the characteristics of each style light within a particular layer to override the settings
defined in the style sheet.
19.5.1 To revert one or all style lights to the settings defined in the style sheet
Click the Revert to Style or Revert All to Style buttons in the Lighting panel for the layer.
19.6 Add Image Effects to a Layer
19.6.1 To apply one or more image effects to a layer
1. Select the layer.
2. Click the Layer Fx tab to display the Layer Fx panel for the layer.
Every parameter of an effect can be animated. For more information see the Using the Keybars Panel
section.
19.6.2 To add an effect to a layer
1. Click the arrow symbol to the left of a heading in the effects list to expand the list, and show the
effects under that heading.
2. Select the filter and click the right arrow button to add it to the right-hand list of effects to be
applied to the layer.
Each effect displays a set of controls to allow you to adjust its parameters.
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19.6.3 To determine the order in which the effects are applied
The order of effects in the list determines the order in which they are applied.
Select an effect in the right-hand list and click the up arrow or down arrow buttons to move it up or
down in the list.
19.6.4 Layer Fx
The following layer effects are available:
Blur
Softness softens the layer, giving it an out-of-focus appearance.
Brightness/Contrast
Brightness adjusts the brightness, where 0.00 corresponds to normal brightness.
Contrast adjusts the contrast of the layer with 0.00 corresponding to normal contrast.
Gamma adjusts the gamma of the layer with 0.00 corresponding to normal gamma.
Saturation adjusts the color saturation of the layer where 0.00 corresponds to normal saturation.
Tint
Applies a tint color to the layer. The Tint Amount control allows you to adjust the degree of the tint.
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20 Controlling Animation
This section explains how to use the time slider to control the progress of an animation. It also describes
how to use the Automatic Animation tool to set up impressive animations with a few simple clicks, and
the Keybars panel to provide individual control over each component of a project.
This section contains information on the following topics:
Using the Animation Controls
Automatically Animating a Layer
Using the Keybars Panel
Getting Natural Motion
Displaying Detailed Information About a Feature
Animating an Image, Movie, Text Item, or Drawing Along a Path
Leaving an Animation Trail
20.1 Using the Animation Controls
The Animation controls allow you to choose which frame of the animation you are editing, and let you
preview the finished project.
This section contains information on the following procedures:
To specify the time display format
To move to a specific frame
To move back or forward frame by frame
To move to the start or end of the animation
To move to the next or previous key
To expand the slider scale
To show the whole project
To select continuous playback
20.1.1 To specify the time display format
Choose the format as follows:
Format: Description
Timecode: Hour:Minute:Second:Frame.
Frames: Frame number.
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20.1.2 To move to a specific frame
Either:
Edit the Current frame field.
Or:
Drag the time slider until the appropriate frame is displayed in the Current frame field.
20.1.3 To move back or forward frame by frame
Click the Step back or Step forward buttons.
20.1.4 To move to the start or end of the animation
Click the Start or End buttons.
20.1.5 To move to the next or previous key
Click the Next Key or Previous Key button in the Animation controls.
......................................................................................................................................................................
Tip: A key is a frame in which one or more properties have been edited.
......................................................................................................................................................................
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20.1.6 To expand the slider scale
1. Click the Range... button.
2. Select Part of project, and specify the Start time, and the End time or Duration, of the section of
the project you want to work on:
3. Click the OK button.
20.1.7 To show the whole project
Click the Slider Range button.
Select Whole project and click the OK button.
20.1.8 To select continuous playback
Click the Loop Play button to play repeatedly, restarting at frame 0 after the last frame.
Click the Bounce Play button to play continuously, alternately forward and backwards.
20.2 Automatically Animating a Layer
Viz World Classic includes an automatic animation tool, to make it easy for you to add animation to any
layer of your project.
It provides the following animations:
Slide: Allows you to slide the layer on and/or off in any direction horizontally, vertically, or
diagonally.
Fade: Allows you to fade the layer on and/or off.
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Write on: In addition, for text layers, you can animate the text so that it writes on, in characters or
words.
This section contains information on the following procedures:
To auto animate a layer
To animate the position of the layer
To animate the opacity of the layer
To animate the writing on of text
20.2.1 To auto animate a layer
Select the layer you want to animate.
Either:
On the Layer menu, click Auto Animate.
Or:
1. Click the Properties tab to display the Properties panel for the layer.
2. In the Automation section click the Auto Animate button:
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The Automatic Animation dialog box will be displayed to allow you to specify how you want the layer to
be animated:
20.2.2 To animate the position of the layer
1. Select Layer from the main menu and then Add Layer > Map
2. Select the Properties tab and click the Auto Animate button
3. In the Slide frame select Slide to current position and/or Slide from current position and
choose the direction of the slide from the From and/or To drop-down menus.
4. Drag the keys on the time scale to adjust the extent of the slide.
In the central white section, the layer will be static at its current position, and in the black
sections to the left of the first key or to right of the last key the entire contents of the layer
will be outside the image layer.
5.
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5. Select Cushion movement to include a smooth run-in and run-out.
20.2.3 To animate the opacity of the layer
1.
2.
3.
4.
Select Layer from the main menu and then Add Layer > Map
Select the Properties tab and click the Auto Animate button
Select Fade on and/or Fade off
Drag the keys on the time scale to change the rate the fade occurs.
The white central area corresponds to 100% opacity and the black regions to the left of the
first key and to the right of the last key correspond to 0% opacity.
5. Select Cushion fade to include a smooth run-in and run-out.
20.2.4 To animate the writing on of text
1.
2.
3.
4.
Select Layer from the main menu and then Add Layer > Text
Select the Contents tab and enable the New Text Item button and add a text to the layer
Click the Animation tab and click the Auto Animate button
Select Write on, and choose Characters or Words from the drop-down menu to specify how the
text should be written.
5. Drag the keys on the time scale to determine the rate at which the text is written on:
The white section to the right of the right most key corresponds to all the text written on, and the
black section to the left of the left most key corresponds to 0%.
6. Click the OK button to set up the animations you have specified for the layer.
Auto animate automatically sets up the Opacity, Position, and Write on amount (text layers only).
20.3 Using the Keybars Panel
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For each layer in a project, the Keybars panel shows a keybar for each of the features that can be
animated, grouped into categories such as Compositing Options, Transform, Drop Shadow, and Trail.
You can click the arrow to the right of each layer or category heading to collapse it into a single bar, or
expand it to show the keybar for each feature.
The animations in each layer are summarized in an overview bar, and this allows you to move or scale the
whole layer’s animation in a single operation.
Each category also provides an overview bar, and you can use this to scale or move all the animations in
that category.
In image layers containing a movie the overview bar also shows the extent of the movie, and you can drag
this to change the start time of the movie.
This section contains information on the following procedures:
To display the keybars list
To collapse or expand the keybars list
To move the animation for a layer or category
To scale the animation for a layer or category
To add a key
To change the position of a key
To cut, copy, paste, or delete a key
To delete all the keys on a keybar
To delete all the keys for a layer
20.3.1 To display the keybars list
Click the Keybars tab.
20.3.2 To collapse or expand the keybars list
Click the triangle to the right of the layer name or category name.
Selecting a layer automatically collapses the keybars for the other layers.
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20.3.3 To move the animation for a layer or category
Drag the layer or category overview bar.
20.3.4 To scale the animation for a layer or category
Drag the yellow triangle at either end of the layer or category overview bar.
20.3.5 To add a key
Either:
Click the keybar with the right mouse button (PC), or while holding down Ctrl (Mac), and click Add
Key on the pop-up menu:
Or:
1. Click to position the marker where you want to add the key.
2. Click the Add Key button:
A key is also added automatically at the current frame position, when you change the setting of any
feature that can be animated.
20.3.6 To change the position of a key
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Drag it along the keybar with the mouse pointer.
The cushion bars on either side of the key will be scaled in proportion to the distance to the key and the
keys on either side.
20.3.7 To cut, copy, paste, or delete a key
Either:
Click on the key with the right mouse button (PC), or while holding down Ctrl (Mac), and click the
appropriate command on the pop-up menu:
Or:
1. Click the key to select it. The key will turn red.
2. Click the appropriate button:
The cushion bars for the keys on either side will be reset to their default positions.
20.3.8 To delete all the keys on a keybar
Either:
Click the keybar with the right mouse button (PC), or while holding down Ctrl (Mac), and click
Clear Bar on the pop-up menu.
Or:
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1. Click to position the marker in the keybar you want to clear.
2. Click the Clear Bar button.
20.3.9 To delete all the keys for a layer
Click any keybar with the right mouse button (PC), or while holding down Ctrl (Mac), and click
Clear Layer on the pop-up menu.
20.4 Getting Natural Motion
By default, Viz World Classic causes objects to move with a smoothly varying speed between keyframes.
You can apply Smooth In/Out or Ease In/Out animation options to any key to achieve a more gradual
acceleration or deceleration.
The following table summarizes the differences between the options:
Smooth In/Out: The rate of change of the property is constant through the key.
Ease In/Out:The rate of change of the property is stationary through the key.
For example, if the property being animated is an object’s position, with Ease In/Out the object will
slow down to a halt at the key but with Smooth In/Out the object will be moving with constant
velocity through the key.
You can extend the cushion bars to increase the time either side of the key during which the object moves
with constant velocity (Smooth In/Out) or decelerates and accelerates (Ease In/Out).
20.4.1 To cushion animation
Either:
Click in the Keybars panel with the right mouse button (PC), or while holding down Ctrl (Mac), and
click the appropriate Smooth or Ease option on the pop-up menu:
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Or:
1. Click the key to select it. The key will turn red.
2. Click the appropriate button in the toolbar:
If you click on a key you can smooth or ease either or both handles for the key.
If you click between two keys you can smooth or ease the appropriate handles for both keys.
20.4.2 To adjust the cushion bars
1. Point at the cushion bar with the mouse pointer, until the mouse pointer turns to a single-headed
arrow.
2. Drag the cushion bar to the appropriate position between the two keys:
Each cushion bar can be dragged as far as the adjacent key.
20.5 Displaying Detailed Information About a Feature
You can display a graph showing the change in the value of any feature throughout the animation. You
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can manipulate the graph to change keys, cushion the animation, or add keys, as an alternative to working
in the keybar.
20.5.1 To display the detail graph
Click the detail icon to the right of the feature name.
The keybar will expand to show the detail graph.
20.5.2 To return to keybar view
Click the keybar icon to the right of the feature name.
20.6 Animating an Image, Movie, Text Item, or Drawing Along a Path
Viz World Classic allows you to draw a smooth path, using Bezier curves, and animate an imported
image, movie, text item, or drawing on a shape layer along the path.
This section contains information on the following topics:
To create an animation path
To convert the path to a curve
To adjust the path
To align the image, text item, or drawing to the angle of the animation path
20.6.1 To create an animation path
1. Move to the first frame of the animation.
2. Select the Path tool and drag the image, text item, or drawing to the initial location:
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3. Move to the last frame of the animation.
4. Drag the image, text item, or drawing to the ending position.
A line will be drawn to show the animation path, with dots indicating the position in each frame:
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20.6.2 To convert the path to a curve
1. Move to an intermediate frame of the animation.
2. Drag the image, text item, or drawing.
The path will curve through the new position.
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20.6.3 To adjust the path
1. Drag one end of the tangent handles extending from a point on the curve:
2. Hold down Ctrl (PC) or Alt (Mac) to drag a tangent handle independently of the other one.
20.6.4 To align the image, text item, or drawing to the angle of the animation path
1. Click the Match rotation to path button on the Properties panel for the image, text, or shape
layer:
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20.7 Leaving an Animation Trail
You can cause the map layer, text item on a text layer, image on an image/movie layer, or drawing on a
shape layer to leave a trail as it animates by choosing the appropriate option from the Trail drop-down
menu in the Trail section of the Properties panel for the layer.
For example, you could leave a trail behind an image of a plane to show the route of a journey:
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20.7.1 To leave an animation trail
Choose Behind, Ahead or Full from the Trail pop-up menu to leave a trail behind, ahead of, or on
both sides of the path.
Use the Trail Width and Trail Color options to define the width and color of the trail, and select
Trail Above to display the trail above the layer.
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21 Creating Tracking Paths
Viz World Classic includes a powerful tracking tool, which allows you to track features in a movie to
create one or more tracking paths. These can then be used to automatically stabilize the tracked feature, or
to match the tracking of another movie or image to that feature in creating a composite.
This section contains information on the following topics:
Creating a Track
Applying Tracking
The tracking tool lets you identify a distinctive feature in one frame of a movie, and then automatically
track the feature throughout the movie to create a tracking path.
21.1 Creating tracking paths
You can create any number of tracking paths in a single movie, or across multiple movies. One track is
needed to adjust for position. With two independent tracks the tracking tool can also adjust for scaling and
rotation.
Additional tracks can be used to track independently moving objects. For example, if your video sequence
shows two cars driving towards each other you can create a separate tracking path for each car, and then
use these to superimpose a logo onto the side of each car.
You can also change the feature you are tracking mid-way through the movie. For example, if the feature
goes out of view or behind an obstacle you can select an alternative feature, and then continue tracking
from that point.
21.2 Applying tracking paths
Having created a tracking path you can apply it in several ways:
To the original movie to stabilize the image, keeping the tracked feature with the same position,
scale, and rotation on the frame. For example this can be used to stabilize an interview filmed with a
hand-held camera.
To a different image or movie to animate it, matching the movement, scaling, and rotation of the
selected feature so that when the two sequences are composited they appear as a single, natural
image.
To the points and shapes in a rotomatte, to match their movement, scaling, and rotation to the
original movie.
To the position parameters of filters and effects; for example, to make a wipe follow a feature in a
movie.
21.3 Creating a Track
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On the Tools menu, click Tracker or click the Tracking button in the toolbar. The Tracker dialog box is
displayed to allow you to create one or more tracks.
21.3.1 To create a track
1. Click the + button to create a new track, and select it in the Tracks list.
2. Click the Edit Tracks button to indicate which feature of the image you want to track:
Two concentric squares are drawn in the Viewer with a + at their center.
3. Move the mouse pointer over the center square until it changes to a move symbol and drag the
squares over the feature you want to track.
4. The center square acts as a magnifying glass to help you locate the feature accurately:
5.
If necessary move the central + to the precise position you want to track.
This is the pin position that determines the precise offset generated by the track. Usually you will
leave this at the center of the inner square.
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The outer square determines the search area that the tracking tool will scan at each frame when
looking for the feature you have specified. Its size should be sufficient to cover the maximum
movement in any direction from any frame in the sequence to the next frame. It does not need to
cover the area occupied by the feature of interest throughout the whole sequence.
6. Adjust the Presoften value to blur the image before matching the target; this helps tracking if the
image is noisy, or includes a random feature such the rain.
21.3.2 To start tracking
1. Click the Track Next Frame
2. Click the Track Forward
button to step forward a frame at a time, tracking the feature.
button to start automatically tracking the feature from the current
frame.
As tracking proceeds the Tracker dialog box plots a graph showing the quality of the track:
Higher values indicate a good match.
The tracking paths will be shown in the Viewer as a white line with red dots at each track position:
21.3.3 To correct a tracking path
The automatic tracking procedure may occasionally lose the feature being tracked. To correct for this:
1. Go to the last frame where the track was correct (or another earlier frame).
2.
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2. Hold down Shift and drag the tracking box.
This leaves the tracking point itself unchanged, so that the points added to the motion path
continue on the same track, but it uses a different area for subsequent detection. It is important to
choose a different area which is moving in the same way.
3. Click the Track Forward
button to continue tracking from that point.
For example, if the feature being tracked goes out of sight or behind another object, you will need
to select another feature to track. When tracking an actor’s eye it may be necessary to manually
position the tracking tool if the actor blinks.
You can also track backwards or track the previous frame using the appropriate controls.
21.3.4 To lock a track
Click the lock icon to the left of the track name in the Tracks list:
This is useful once you are satisfied with a track, to protect it from changes during subsequent tracking
actions.
21.4 Applying Tracking
After creating one or more tracking paths you can apply these to any layer in your project. In addition, in a
shape layer you can apply a tracking path to individual shapes in the layer.
21.4.1 To stabilize a movie
One application of tracking is to stabilize the movie that was used to generate the tracking path.
1. Select the movie layer in the Layers list, and click the Properties tab to display the Properties
panel for the movie.
2. In the Automation section click the Apply Track Data button:
The Apply Track Data Wizard is displayed to lead you through the steps needed to apply
the track data to the image layer.
The first panel lets you specify the transformations you want to track:
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3. Select Position, Rotation, and/or Scaling as required, and click the Next button to continue.
If you have only recorded one track Rotation and Scaling will not be available.
The next panels let you select the tracks to use.
4. Select the first track and click the Next button to continue.
If you are adjusting rotation and/or scaling you will be prompted to select a second track.
5. Select the track and click the Next button to continue.
The next panel lets you choose how the transformations are applied.
Absolute aligns the pin position of the object with the current track position.
Relative displaces the object by the track position.
Stabilize applies the recorded tracks to the layer to stabilize it:
6. Finally click the OK button to apply the track information to the current image layer.
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22 Rendering a Project
This section explains how to render your project as a preview image or movie, or as a finished image or
movie. It also describes the options for exporting an image or a 3D model from a project.
This section contains information on the following topics:
Rendering the project
Displaying a live video output
Exporting 3D models
Creating GIF images
22.1 Rendering the project
Viz World Classic allows you to render your project as a movie or as a sequence of still images, one per
frame, as separate sequentially numbered files.
Alternatively you can render a single layer, or its layer mask.
The following output formats are available:
Movie formats
Image sequence formats
This section also contains information on the following procedures:
To render the animation
To specify the output format
22.1.1 Movie formats
The movie formats provide all the frames of the animation in a single file, optionally using compression to
make the file smaller and improve playback rates. A number of different movie formats are supported,
some of which are designed for playback on specific video output boards. The range of output formats
available on your system will depend on the operating system, the version of Viz World Classic you are
using, and the presence of any optional video hardware.
Viz World Classic requires a QuickTime player for playing QuickTime movies on your computer monitor,
and a Video Output player which can play QuickTime movies on the video output of compatible
QuickTime video boards. Other video devices may be supplied with their own playback applications for
movies rendered in their own native formats.
22.1.2 Image sequence formats
The image sequence formats provide a sequence of numbered files, one frame per file - e.g.
myanim0001.bmp, myanim0002.bmp etc. The files can be in any of the formats supported by Viz
World Classic. This can be a very useful format for exchanging images with other applications, many of
which will support single frame per file sequences.
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When you first choose a file to render you are presented with a name untitled0000. This will render a
sequence with four digits for the frame number as above. If you want to change the number of digits
simply edit the name – e.g. untitled000 would use three digits for the frame number.
You can change the default filename format using the Numbering option in the File Formats section of
the Options dialog box:
22.1.3 To render the animation
On the File menu, click Render Project... or Render Project Preview... .
Render Project Preview: Renders a low-quality version without anti-aliasing, and with no
lighting effects.
Render Project: Produces a finished, high-quality version of the animation.
The Render dialog box is displayed to allow you to specify the output format and filename for the
rendered movie, and specify the output settings:
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22.1.4 To specify the output format
1. Choose the appropriate format from the Output dropdown menu.
2. Select Whole Project to render the whole project, or Part of the Project to render the range of
frames specified in the Start, End and Dur fields.
3. Click the Frame Size..., Timing..., Format Options..., or Field Render... buttons to set up the
corresponding options.
To render with an alpha (mask) channel select Render RGBA Movie (Millions of Colors+)
and specify how the alpha channel should be treated by selecting one of the options from the
drop-down menu.
Premultiplied alpha effectively superimposes the image on a black background; transparent
areas of the image appear black, and semi-transparent areas of the image are mixed with
black in proportion with their transparency.
Straight Alpha leaves the image unchanged.
4. Click the Render button to render the animation with the settings you have specified. While the
animation is being rendered the progress bar in Viz World Classic’s status bar shows the progress
of each frame, and the viewer shows the frame currently being rendered.
See Also
Frame Size
Timing
Format Options
Field Render
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Frame Size
Allows you to set the frame size for the rendered movie:
The default project sizes in Viz World Classic are square pixel versions of the popular PAL and NTSC
video formats, suitable for displaying on a computer screen. When rendering final output Viz World
Classic will automatically scale the output images to the corresponding video formats (PAL video, NTSC
video) to ensure that the images continue to look correct (video pixels are a different shape to computer
pixels) on a video monitor. If you are outputting for further manipulation or use on a computer (eg in
another software package) you should deselect Scale correctly for PAL (Video) output.
Timing
Allows you to set the frame rate for the rendered movie:
Note that changing the frame rate does not change the total time of the animation. For example, rendering
a 25fps animation at 30fps simply generates more intermediate frames to ensure the animation plays out
at the same speed.
Format Options
Allows you to change the compression and quality settings for the movie. The options available depend on
the output format you have selected.
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Field Render
Field rendering is a technique used to create smoother looking animations when creating output for video
or broadcast. It takes advantage of the fact that most video is interlaced – each frame consisting of two
fields displayed in turn:
Enabling field rendering can produce a considerable improvement for certain types of animations, when
played back on suitable video equipment such as a video output board or video tape. Rendering times are
significantly increased however, as every frame requires two separate fields to be rendered and then
combined. Animations for playback on a computer are generally rendered without field rendering.
The Upper field first and Lower field first options determine the field ordering for the rendered output.
Animations rendered with incorrect field ordering can appear jumpy and distorted. The correct setting can
vary with your desired output type (PAL or NTSC) and the video equipment you are using.
The Flicker Filter option applies a small amount of softness to the rendered output. This can help to
prevent slight flickering which can sometimes be a side-effect of field rendering.
To render a single layer
Rendering a layer outputs the layer as it appears in the project at project size, including the layer’s
transformation and any filters.
1. Select the layer you want to render.
2. On the Layer menu, click Render Layer... or Render Layer Preview... .
3. Proceed as described in To render the animation.
22.2 Displaying a live video output
The image displayed in the Viewer can be transferred directly to the video outputs of supported video
cards, for previewing images on a broadcast monitor, or transferring single frame images directly to video.
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22.2.1 To select live video output
1. On the Video menu, click Video Device setup... .
The Video Board option in the Video section of the Options dialog box is displayed:
2. Choose the video board from the drop-down menu.
3. Select Show live video output.
The Apply flicker filter option adds a slight vertical blur to the image, to prevent flickering of very fine
horizontal images such as roads and rivers.
22.3 Exporting 3D models
An option is available to allow you to output a 3D model of the land relief in a specified 3D object file
format to allow you to import it into a suitable 3D package such as Maya, Softimage XSI, 3D Studio Max,
ORAD CyberGraphics, or Discreet Frost. Alternatively you can export the 3D model to Viz Artist.
The texture can be output at the same time, to color the relief, and this can optionally be scaled up to
provide more detail on the resulting 3D model:
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This section contains information on the following procedures:
To export the currently selected map layer as a 3D model
To preview the 3D model
22.3.1 To export the currently selected map layer as a 3D model
1. On the File menu, click Export 3D Model.
The 3D Export dialog box allows you to specify the filenames for the model and texture,
and optionally preview the result in the 3D Viewer:
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2. Select the 3D object file format from the Export 3D Model to drop-down menu.
3. In the 3D Model Export section, click the Browse... button, and specify a name for the 3D model.
4. If required, edit the Grid Resolution and Smoothing, to determine the mesh used for the 3D
5.
6.
7.
8.
9.
model.
In the Texture Export section leave Export Texture for Model selected if you want to export a
texture bitmap, and select Export Material File if you also want to export the texture as a
material file.
Choose the format from the Format drop-down menu.
Click the Browse... button, and specify a name for the texture file.
The Frame Size... button gives you the option of scaling the image to a different frame size;
for example to provide greater detail on the resulting model. Note that this produces a true
optical scaling of the image, whereas changing the project size leaves features, such as road
and river line thicknesses, unchanged.
For certain formats the Format Options... button gives you control over of the parameters of
the format.
Select Preview Result in 3D Viewer to preview the exported files in a 3D viewer.
Click the Export button to export the model.
22.3.2 To preview the 3D model
If you checked Preview Result in 3D Viewer in the 3D Export dialog box, the 3D model will be
displayed in the 3D Viewer to allow you to preview it.
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1.
2.
3.
4.
Drag the model to change the viewpoint.
Hold down Ctrl (PC) or Alt (Mac) and drag up and down to zoom in and out respectively.
Hold down Shift and drag up and down to increase or decrease the scale of the relief.
Hold down Alt (PC) or Command (Mac) and drag left and right to rotate the model about the
viewpoint.
5. Click the Play button in the toolbar, or choose Play from the File menu, to rotate the model
continuously.
22.4 Creating GIF images
Viz World Classic cannot create or render GIF format images by default. It will, however, work with
some commercially available third-party GIF creation applications to allow creation of GIF images.
Supported applications are as follows:
Platform Application
PC FCoder 2GIF
Mac Lemke Software Graphic Converter
22.4.1 To set up Viz World Classic for GIF image creation
1. Purchase and install one of the supported GIF creation applications.
If you are running Viz World Classic on Windows, then you must specify the location of the
2GIF application.
2. On the View menu, click Options... .
3. In the File formats section click Gif.
4. Click the Browse... button and select the path of the 2GIF application:
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The GIF file format and associated options will then be available in image save, export, and
render windows.
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