Commands and Interface Reference. Avid 3D 3D 4.5, 3D 1.0


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Commands and Interface Reference. Avid 3D 3D 4.5, 3D 1.0 | Manualzz

Chapter 1

Commands and Interface

Reference

Chapter 1 Commands and Interface Reference

Main Window Overview

The Avid 3D interface is made up of control panels and four viewports, many of which can be resized.

Title bar

Displays the name of the open project and scene.

Viewports

Let you view the contents of your scene in different ways. You can resize, hide, and mute viewports in any combination.

Library panel

Contains objects, materials, textures, images, and video clips you can use to create your scene. This panel is also home to the scene explorer.

Menu bar Provides access to primary project and editing commands.

Control bar

Displays buttons for one-click access to camera, transformation, and editing controls.

Lower interface controls

Tools and Options panel

Provides tools for modifying and animating elements in your scene, as well as setting user preferences and display and output options.

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Menu Bar

Menu Bar

The menu bar is the horizontal bar at the top of the main window that displays menus containing commands that are general to Avid 3D. These include general operations such as managing files, editing, and getting help.

Location : At the top of the main window.

File Menu

Create and open projects; create, open, close, and save project scenes; import and export models and scenes, and exit.

Location: Menu bar

Option

New Scene

Open

Save

Save As

New Project

Description

Creates a new scene. Acts as a “delete all” command: The current scene is removed from the workspace and a new empty scene is created. By default, the empty scene is named

“Untitled.” When you select this command, you are prompted to save and close the current scene.

Opens a browser that lets you locate and load an existing scene.

When you select this command, you are prompted to save and close the current scene.

Saves your scene and all rendering properties and options as a scene file using the current scene file name.

If you have not previously saved your scene (“Untitled”), a browser is displayed in which you can specify a scene name. A scene is saved with an .scn extension to the Scenes folder of the current project folder.

Opens a browser that lets you save your scene to a different name. A scene is saved with an .scn extension to the Scenes folder of the current project folder.

Creates a new project. This command opens the New Project dialog box

where you can set a name and location for your project folder. Scenes are always associated with a particular project.

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Chapter 1 Commands and Interface Reference

Option Description

Project Manager

Opens the Project Manager dialog box , which displays a list of

available projects and scenes. You can select an existing project from the list, delete projects, and add projects to the list that may exist elsewhere in your system or network.

If you choose a project to work on, you can either choose a scene you want to load or create a new scene. You are prompted to save and close the current project and scene before the next project and scene are loaded.

Source Paths

Import Model

Opens the Inspect Source Paths property editor , where you can

verify your scene's links to external files and, if necessary, modify them.

Opens a browser that lets you import an exported

SOFTIMAGE|XSI or Avid 3D model. Exported models are identified by their .emdl extensions.

Import dotXSI File Imports elements from a dotXSI (.xsi) file.

Import EPS File Imports curves from an encapsulated PostScript file (.eps).

Export Model Opens a browser for exporting a selected model. Exported models are saved to the Models folder under the project with the

.emdl extension.

Recent Scenes

Recent Models

Exit

Lists scenes you have worked on recently. Select a scene to open it.

Lists models you have imported recently. Select a model to import it into the current scene as a non-referenced model.

Closes the Avid 3D program. You are prompted to save changes to your current scene before exiting.

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Edit Menu

Menu Bar

Perform common editing and organizational tasks on selected elements within your scene.

Location: Menu bar

Option Description

Repeat Repeats the last repeatable command.

The name of the menu item indicates which command will be repeated.

Certain categories of commands cannot be repeated:

• Selection commands. This allows you to apply a command to selected elements, then select other elements and repeat the command.

• Interactive manipulation, for example, using the transform tools (V,

C, X) or the Move Point tool (M). However, transformation values

entered numerically in the Local Transform property editor or on-

screen parameters can be repeated.

• Viewing commands, such as toggling the display type in a viewport.

• Playback and timeline commands, such as changing frames.

• Camera navigation and viewing commands, such as orbiting, zooming, and framing.

When the last command can't be repeated, Edit > Repeat will repeat the previous command instead. n

Note that you can also repeat the last command from a specific menu button by middle-clicking on the menu button.

Cancels the last action that was performed. You can perform multiple undo's.

Undo

Redo

Cut

Reapplies the action you previously canceled with the Undo command.

Removes the current selection and copies it to the Clipboard.

Copy

Paste

Duplicates the current selection and copies it to the Clipboard.

Inserts a copy of the Clipboard contents, replacing the current selection

(if any) with the contents of the Clipboard.

Select All Selects all elements in the current scene.

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Chapter 1 Commands and Interface Reference

Layouts Menu

Switches between a single and dual-screen layout.

Location: Menu bar

Option Description

Avid 3D Main - Single Displays Avid 3D on a single screen.

Avid 3D Main - Autohide Hides the library and tools and options panels when they are not in use. Move the mouse pointer to the right edge of the screen to display a panel.

Avid 3D Main - Dual Displays Avid 3D on two side-by-side screens.

Help Menu

Access to Online Help, which contains information on commands, properties, and the interface; access to the Softimage and Avid web sites, where you can perform web searches and send technical questions to Avid Customer Support by e-mail.

Location: Menu bar

Option

Avid® 3D Help

Softimage Home Page

Avid Home Page

About Avid 3D

Description

Opens the Online Help window's Contents tab, which displays help topics listed by category. This window also has an Index tab for alphabetical topic searches, and a

Search tab for full-text searches.

Opens your web browser to the Softimage home page.

Opens your web browser to the Avid home page.

Provides product information, including version number.

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Control Bar

Control Bar

The control bar gives you quick access to many commands that are in the form of buttons. Many of these buttons have associated menu commands or shortcut keys.

The control bar includes buttons for navigating in the viewports, transforming scene elements, selecting scene elements and their various components, duplicating and deleting scene elements, undoing and redoing edits, and

opening the multi-purpose editor

for editing properties.

Location : Above the viewports at the top of the main window.

Button Tool

Frame Selection

Frame All

Reset Camera

Orbit Camera

Dolly Camera

Pan Camera

Zoom Camera

Scale

Rotate

Translate

Select

Description

Zooms instantly into or out from selected elements in your scene.

Zooms instantly into or out from all elements in your scene.

Resets the view to its original viewpoint and pan

& zoom state.

Pivots a camera, spotlight, or user view around its point of interest.

Dollies toward or away from the center of a viewport.

Moves the camera horizontally or vertically without changing its depth.

Zooms into or out of the scene.

Changes the size of selected elements.

Rotates (changes the orientation) of selected elements.

Moves (positions) selected elements.

Selects objects.

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Chapter 1 Commands and Interface Reference

Button Tool

Select Point

Select Polygon

Description

Selects points on selected objects.

Selects polygons on selected objects.

Create and Manage

Polygon Clusters

Duplicate

Creates, selects, and deletes clusters of polygons on selected objects.

Creates copies of selected objects.

Delete Removes selected elements from the scene.

Undo Cancels the last action that was performed. You can perform multiple undo's.

Redo Reapplies the action you previously canceled with the Undo command.

Multi-Purpose Editor Opens or closes the display of the

multi-purpose editor .

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Lower Interface Controls

Lower Interface Controls

This area of the interface gives you access to the timeline and playback controls; basic keyframe animation controls; and preview and rendering controls, as well as a status line for information.

Timeline

Rendering and

Preview Controls

Let you set up and create rendered output of your scene.

Timeline

Displays the current position of your animation in time and lets you move manually between

Playback controls

Let you play back animated scenes.

Animation controls

Let you set, remove, edit and navigate between keyframes.

Mouse/status line

Displays the current functions of your three mouse buttons as well as status and error messages when applicable.

The timeline comprises a ruler, a playback cursor (vertical red bar), a range control, and start and end frame boxes. The timeline represents the length of an animation scene and is used to display the current playback position, set the current position for keyframing properties, and manually move forward or backward to a different part of the animation.

Start frame Playback cursor Ruler Timeline range End frame

Time is displayed in frames, seconds, or milliseconds, depending on the option you set in the Time Format Options (see

“Options Panel” on page 55

).

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Chapter 1 Commands and Interface Reference

By default, the first and last frame of the scene is displayed in the start and end frame boxes at either end of the timeline. You can view a specific section of time by changing the frame number in either of these boxes. The current frame/time, as indicated by the position of the playback cursor, is displayed in the current framed/time box in the playback controls.

When you click the Loop button in the playback controls , yellow markers

appear in the timeline, showing the frame range of the loop.

Location : Below the viewports at the bottom of the main window.

Playback Cursor

A red vertical bar on the timeline indicating the playback position, it displays the various frames in a scene.

You can drag the playback cursor manually, or you can play back animation using the playback commands. When you play back an animated scene, the cursor moves along the timeline.

• Dragging the playback cursor changes the frame. The current frame box displays the current frame at which the cursor is located.

• Middle-click+dragging the playback cursor moves to the selected frame but does not update the viewports until you release the button. This means you can quickly drag to the required frame while avoiding lengthy refresh time.

• Right-click+dragging the playback cursor also moves to the selected frames without updating the scene. The cursor and frame number in the current frame box turn green. To refresh the scene, click the cursor. This is useful for copying keys from one frame to another.

Location : Timeline

Ruler

Displays the time scale for your animated scene and is used as a guide when setting keyframes or defining rendering tasks.

The time scale can display in frames, seconds, and milliseconds, depending on the option you set in the Time Format Options (see

“Options Panel” on page 55

).

Location : Timeline

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Lower Interface Controls

Start Frame Box

Indicates the beginning of the current animated scene.

You can set the start frame value to begin at any point in your scene's timeline.

This value is used by the playback commands and controls (such as Play and

Go to First Frame).

This value is expressed in frames, seconds, or milliseconds, depending on the settings you set in the Time Format Options (see

“Options Panel” on page 55 ).

Location : Left end of timeline

End Frame Box

Indicates the end of the current animated scene.

You can set the end frame value to end at any point in your scene's timeline.

However, the value in the end frame box must be greater than the value in the start frame box for the animation to play. This value is used by the playback commands and controls (such as play and go to last frame).

This value is expressed in frames, seconds, or milliseconds, depending on the settings you set in the Time Format Options (see

“Options Panel” on page 55 ).

Location : Right end of timeline

Timeline Range

Allows you to see and adjust the range relative to the overall animation.

Click this icon (or Alt+click on the timeline) at the right end of the timeline to display the range control. Then do any of the following:

• Drag on the left, right, or middle handles to adjust the playback's in/out time.

• Click+drag in the range’s middle to slide the time range.

• Click this icon again (or Alt+click on the timeline) to return to the timeline display.

Location : Right end of timeline

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Chapter 1 Commands and Interface Reference

Playback Controls

Controls how the animation and audio in the scene is played back. You can play the scene forward, stop playback, go to the first frame and last frame, go to the previous or next frame, and set real-time playback.

Location : Below the timeline at the bottom of the main window.

Button Tool

Previous Frame

Description

Moves you back in the scene by one frame.

Next Frame Moves you forward in the scene by one frame.

Go to First Frame Returns the playback cursor to the first frame of the scene. The first frame of your scene is set according to the value in the Start frame box at the beginning of the timeline.

Play Backward Toggles between playing the scene animation in reverse and stopping it.

• Left-clicking the Play Backward button plays the animation backward from the last frame on the timeline.

• Middle-clicking the Play Backward button plays the animation backward from the current frame.

Play Forward Toggles between playing the scene animation forward and stopping it.

• Left-clicking the Play button plays the animation forward from the first frame on the timeline.

• Middle-clicking the Play button plays the animation forward from the current frame.

Go to Last Frame Returns the playback cursor to the last frame of the scene. The last frame of your scene is set according to the value in the End frame box at the end of the timeline.

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Lower Interface Controls

Button Tool Description

Loop Animation Continuously repeats the scene animation in one continuous loop. The frame numbers in the start frame and end frame boxes set the range for the loop.

When you click the Loop button, yellow markers appear on the timeline showing the frame range of the loop. To change the range, drag the yellow markers to different frames.

Audio Toggles between playing and muting any audio files.

Audio is active by default (button is gray). When the audio is muted, the button is highlighted.

Current Frame Box Displays the current frame number or time position in the sequence. As you move the playback cursor, the time/frame box displays the frame or time position at which the cursor is located. You can also enter a specific frame number in this box to go to that frame.

All/RT Toggles between playing back the animated scene frame by frame (All) or in real time (RT).

Animation Controls

You can use the various command buttons to animate properties and objects such as lights and cameras. You can set and delete keys, and quickly move through keys.

Autokey button

Key button

Previous and next key buttons

Location : Below the timeline at the lower-right of the main window.

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Chapter 1 Commands and Interface Reference

Autokey (auto) Button

Toggles autokey mode on and off. In autokey mode, keys are generated automatically for individual parameters as you change settings.

When autokey mode is on, the button is highlighted in red.

Location : Animation controls

Previous/Next Key Button

Moves to the previous or next keyframe for a selected object's parameters, marked or not.

• If the selected object has marked parameters, the buttons move between the keys for those parameters.

• If nothing is marked, the buttons move between keys for all parameters of the selected object.

Location : Animation controls

Key Button

Sets or removes keys on the marked parameters at the current frame:

• If there is no key at the current frame, clicking the Key button sets a key.

• If there is a key at the current frame, clicking or middle-clicking the Key button removes that key.

The color of the button shows the status of the marked parameters at the current frame:

• None : There is no fcurve animation on the marked parameters.

• Red : There is a key on the current values at the current frame.

• Green : There is no key at the current frame, but the current values are as determined by the function curve.

• Yellow : The current values are different from those determined by the function curve.

Location : Animation controls

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Lower Interface Controls

Preview and Output Controls

Provides different options for previewing and rendering your work. You can create a render region to preview part of your scene while you work, or render all of your scene at different levels of quality. The higher the quality settings, the longer it takes to render.

Location: Lower interface controls

Button Tool Description

Render Low-Quality Opens the

Render Options dialog box with the

Render Type and Quality parameters set for a lowquality image. These settings are best for previewing your work, and images render quickly.

Render High-Quality Opens the

Render Options dialog box with the

Render Type and Quality parameters set for a highquality image. These settings are best for a final or near-final render.

Preview Render Renders only the current frame, using the Render

High-Quality settings.

Render Region

Open Flipbook

Inspect Render

Options

Activates render region mode and lets you draw a region in any of the displayed viewports. You create the render region by dragging the mouse pointer across the viewport. As soon as you release the mouse button, the region is drawn and whatever is displayed in that region is rendered.

Launches the standalone flipbook, which lets you view and convert still images and video clips.

Opens the

Render Options dialog box .

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Chapter 1 Commands and Interface Reference

Flipbook

The standalone flipbook displays a series of cached images for checking animation sequences or still images. You can load video files (AVI,

QuickTime, or AAF/MXF), a series of images that have been saved as .pic files, or single images (GIF, JPEG, TIFF, etc.). This view provides a set of playback controls.

To display the flipbook:

1. Click the Open Flipbook button in the preview and output controls.

2. In the Open Images dialog box that appears, specify the path and

File name of the images you want to load—click the browser button ( ...

) to open the browser.

3. Set the options in the dialog box, then click OK to load the image sequence and open the flipbook window.

The flipbook window is resized if the loaded image is larger than the current size.

Flipbook Command Bar

These commands let you load, export, and set up how the flipbook is played back.

Option

File

Open Images

Description

Export

Clear Flipbook

Exit

Opens the Open Images dialog box

, where you can specify which image or video file you want to load as well as set up how you want to play it back. You can also press

Ctrl+O to open this dialog box.

Opens the

Export dialog box

, where you can select how to export the currently cached sequence in a number of formats, such as AVI, SOFTIMAGE, QuickTime, etc. You can also press Ctrl+E to open this dialog box.

Clears the flipbook window of the current cached images.

Closes the flipbook window. You can also press Alt+F4.

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Lower Interface Controls

Option Description

View

Channel

Zoom

Displays a menu of channels you can view separately: red, green, blue, or alpha. All Channels are selected by default.

You can also press the R, G, B, A, or C (all channels) keys to display the respective channels.

Displays a menu of zoom factors you can set to view the current images: 50, 100 (default), 200, or 400% of the image size.

Correct Aspect Ratio Stretches the image so that non-square pixels appear correctly on the computer monitor, which has square pixels. For example, NTSC images have a pixel ratio of

0.9, meaning the pixels are not square.

Play Real-Time Plays the image sequence in real time. For example, if you have a 5-second loop, it takes exactly 500 seconds to loop the sequence 100 times. You can also press the T key to activate real time.

Ping-Pong Plays the image sequence in ping-pong style. This reverses the direction of a looped playback at the first and last frames of the sequence.

Background Color Opens the color editor in which you can set the background color of the flipbook.

Disable Redraw

Vertical Sync

Disables synchronizing the redraw to the vertical retrace of the display monitor (if the graphics hardware supports this) so that you can achieve higher frame rates at the expense of visual quality.

Image Format Lets you change the image format for the images loaded in the flipbook: Automatic, RGB, or RGBA. RGBA may give better performance on newer hardware systems.

Tools

Rate

Go to Frame

Opens a dialog box in which you can select a playback rate: NTSC, PAL, film, etc. You can also press Ctrl+R to open this dialog box.

Opens a dialog box in which you can enter the frame you want to display. You can also press Ctrl+G to open this dialog box.

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Chapter 1 Commands and Interface Reference

Option

Increase Rate

Description

Increases the playback rate by one frame per second. You can adjust the playback rate by 1 fps (frame per second) increments within the range of 24 and 30 fps.

Decreases the playback rate by one frame per second. Decrease Rate

Help

Command Line

Options

About

Displays the command line options you can specify when running the flipbook as a standalone program. The basic syntax for running a flipbook is: flip <sequence_name>.<ext> <start> <end> [step] [rate] [options]

Shows the copyright information for the flipbook.

Flipbook Playback Controls

Button Option

Previous Frame

Next Frame

Description

Moves you back in the animation sequence by one frame.

Moves you forward in the animation sequence by one frame.

Goes to the first frame of the animation sequence.

Go to Start

Play Backward/Stop Plays the animation sequence in reverse from the current frame. Click again to stop or press the down-arrow key.

Play Forward/Stop Plays the animation sequence forward from the current frame. Click again to stop. You can also press the up-arrow key to play and the down-arrow key to stop.

Go to End Goes to the last frame of the animation sequence.

Loop Animation Continuously repeats the animation sequence in one continuous loop.

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Lower Interface Controls

Open Images Dialog Box

To display: Choose File > Open Images in the flipbook window.

Option Description

File name File name of the images to load. Click the (...) button to open the browser and search for the images

Type

Images/Movies

Sequence

Loads a single image or the complete image sequence of the file that you are loading.

Loads a specific range of frames in the image file you are loading. Include the Step (frames to be skipped, for example 2 skips every other frame) and the playback Rate

(NTSC, PAL, etc.).

Number Padding Adds numbers to the frame numbers so you can match up image sequences. The default syntax is [fn].#[ext] , where fn is the base file name, ext is the file format extension, and

# is the frame number.

Zoom Factors

Shrink on load Divides the image resolution by a value that you specify.

For example, if you enter 2, the images are loaded at half the original resolution. The values must be integers.

Magnify on display Multiplies the image resolution by a value that you specify.

For example, if you enter 2, the images are loaded at twice the original resolution. The values must be integers.

Keep images in memory Caches the images in memory so that they can be played back in real time.

Preload before playing Loads the entire image sequence into memory instead of loading frames on demand.

Play Real Time Plays the image sequence in real time. For example, if you have a 5-second loop, it takes exactly 500 seconds to loop the sequence 100 times. When you select this option, RT is activated on the playback controls below the timeline and you can see the frame rate displayed.

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Chapter 1 Commands and Interface Reference

Export Dialog Box

To display: Choose File > Export in the flipbook window.

Option Description

File name

File Type

Codec

File name of the images to load. Click the (...) button to open the browser and search for the images

Exports the file in a number of formats, including AVI,

QuickTime, etc.

The codec (compressor/decompressor) to use when creating movie files.

Range of frames to export.

Source Range

Movie Settings

Audio File Exports an accompanying audio file with the images.

Click the (...) button to open the browser and search for the audio file.

Image Settings

Number padding Adds numbers to the frame numbers to allow you to match up image sequences. The default syntax is

[fn].#[ext], where fn is the base file name, ext is the file format extension, and # is the frame number.

Destination Frame Offset Adds the number of frames you specify to the destination images. For example, you can offset the image sequence before using another tool.

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Library Panel

Library Panel

The library panel is where you find objects, textures, image and video clips, camera effects, and more—most of the raw material you will be using to create scenes in Avid 3D.

The library panel is found on the right side of the Avid 3D interface. It is divided into tabs that contain libraries of objects, rigs, clips, particles, and other elements that can be used as building blocks for Avid 3D scenes.

Sample Projects

Object library Model library library

Digimation

Model Bank

Material and Fx library

Still Images library

Scene explorer

Video library

Getting content into your scene is simply a matter of dragging an item from a library into a viewport or onto a node in the

multi-purpose editor . However,

the type of content you want to use and how you want to apply it determines how you should drag and drop. The following is a general guide to Avid 3D’s drag and drop rules:

• To add objects, scenes, rigs, and environment effects, drag an item onto an empty spot in a viewport.

• To add materials and textures to objects, drag an item onto the object.

• To add light or camera effects, do one of the following: t

Drag an item onto a specific light or camera.

t

Drag an item into a viewport. The effect is added to all applicable lights, or to the active camera.

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Chapter 1 Commands and Interface Reference

• Some rigs use placeholder objects intended for objects you can add later.

Drag an item onto the placeholder to replace it.

n

When dragging and dropping items from the library, a status bar appears in the active viewport and provides information appropriate to the location of your mouse pointer.

You can also drag and drop files from a Windows explorer or Web browser into Avid 3D.

Scene Explorer

The scene explorer displays the contents of your scene as a list of nodes. You normally use the explorer as an adjunct while working in Avid 3D to find or select elements. For example, the scene explorer is a useful tool to help you select hidden elements in a scene. You can also rename elements using the scene explorer.

To open the scene explorer, click the Scene Explorer tab in the library panel.

1.

Click the Scene

Explorer tab in the library panel to open the scene explorer.

2.

Click an item to display those types of elements in the tree panel below.

3.

Click an item to select it. Selected items are highlighted.

Rename the selected item by pressing F2 and entering a new name.

Sample Projects Library

Contains a collection of ready-made scenes containing different elements. You can drag and drop these into an empty area of any viewport. These scenes are a good basis from which you can create your own scene by modifying its elements.

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Library Panel

If you load a sample scene onto an existing scene, you are prompted to save or cancel your existing scene. You cannot merge the scenes together.

Object Library

Contains collections of different types of objects that you can drag and drop into an empty area of any viewport. These objects are the building blocks from which you can create a scene. After you have brought these objects into the scene, you can manipulate and modify them as you like.

Many of these objects have areas to which you can map a 2D texture. The areas are indicated by the default rainbow-colored texture.

Button Option

Objects

Description

Displays a collection of 3D primitive objects that you can drag and drop into a viewport.

Objects with Profiles Displays a collection of 3D objects that have a profile; you can drag and drop them into a viewport.

Profile objects are based on one or more profile curves that have been revolved or extruded. You can edit the objects’ shapes by modifying their profile curves in the

profile editor .

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Chapter 1 Commands and Interface Reference

Button Option

Lights

Cameras

Description

Displays a collection of light objects and rigs that you can drag and drop into a viewport.

Displays a collection of camera objects and rigs that you can drag and drop into a viewport.

Object Rigs

Animated Objects

Displays a collection of object rigs that you can drag and drop into a viewport. Object rigs are objects that have been created with control handles for specialized functions. For example, the book rig allows you to set the number of pages in the book, how far its front and back covers open, and how the pages turn.

Displays a collection of animated objects that you can drag and drop into a viewport.

Environments

Particles

Text

Displays a collection of “world spheres” with interior textures that you can drag and drop into a viewport. The spheres are large enough to surround most scenes, and the textures provide the illusion of a surrounding environment.

Displays a collection of particle systems that you can drag and drop into a viewport. These systems include the particle cloud, particle type, particle emitter object, and, in some cases, forces.

Displays a collection of 3D text objects that you can drag and drop into a viewport.

Curves Displays a collection of curves that you can drag and drop into a viewport. These are often used for putting objects on a motion path to animate them.

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Library Panel

Model Library

Contains various ready-made 3D object models that you can drag and drop directly into an empty area in any viewport. Many of these objects already have surfaces and textures applied to them, which you can see using the

Textured or Textured Decal display types in the viewport.

As well, many of them also have areas to which you can map a 2D texture, such as the PC Laptop or TV Flatscreen models. The areas are indicated by the default rainbow-colored grid texture.

Digimation® Model Bank™

Contains various 3D object models from Digimation that you can drag and drop directly into an empty area in any viewport. By clicking Buy More!

in this bank, you can easily contact Digimation to purchase more model banks.

n

The Digimation Model Bank is available only if you selected to install it when you installed Avid 3D.

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Chapter 1 Commands and Interface Reference

Material & Fx Library

Contains preset surface materials and other effects that you can drag and drop onto an appropriate object (objects, particles, lights, or cameras) or into a scene (environment maps). Most presets only work with specific targets. For example, you can drag and drop materials only onto a 3D object in a viewport, or drag and drop particle types only onto particles in a viewport.

n

If a material has reflectivity or transparency, you will need to draw a render region around the object on which it’s applied to see the results.

Button Option

Objects

Lights

Scene

Description

Displays a collection of surface materials that you can drag and drop onto a 3D object to define what the object looks like.

Text surface materials can be dropped only onto text objects.

Particle types can be dropped only onto particles.

These change the look of the particles without changing the particle emission.

Displays a collection of light effects that define how a light object casts light. Dragging a light effect into a viewport applies the effect to all available lights; dragging a light effect onto a light object applies it only to that light.

Displays a collection of environment materials, camera effects, and toon (cartoon-style) camera effects that you can drag and drop into an empty area in the viewport to change what the scene looks like. You can also drag the camera and toon effects onto the active camera.

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Library Panel

Still Images Library

Contains 2D images and textures that you can drag and drop onto a 3D object.

2D images and textures are mapped onto 3D objects, like wrapping paper. If the 3D object has a cluster on it, you can choose to map the image only to that cluster instead of the whole object.

Button Option

Flat Pictures

Surfaces

Reflections

Description

Displays a collection of 2D images that you can drag and drop onto a 3D object or a defined cluster on it.

Sprites let you change the look of the particles

(drag and drop them onto particles in a viewport)—for example, you could replace fireworks sparks with bubbles or stars.

Displays a collection of 2D surface images that you can drag and drop onto a 3D object or a defined cluster on it. Many of these images are meant to be repeated and tiled. As well, there are many black-and-white images that are useful for bump mapping.

Displays a collection of 2D surface images that you can drag and drop onto a 3D object or a defined cluster on it. These images are designed to be used as reflection maps.

Video Library

Contains video and audio clips that you can drag and drop onto a 3D object

(video) or into the scene (audio). You can also apply the video clips as a texture on a 3D object, such as on a TV or computer screen.

Option

Samples

Description

Displays a collection of video and audio samples that you can drag and drop into the background of any viewport.

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Option

Incoming

Outgoing

Description

Displays all video and audio clips exported to the

\Data\AVID3DMEDIA\XPressPro folder within Avid 3D’s install directory. You can drag and drop these into the background of any viewport.

Displays all still images and video clips that you have rendered out to the \Data\AVID3DMEDIA\Render_Pictures folder within Avid 3D’s install directory. You can drag and drop these into the background of any viewport.

Tools and Options Panel

The tools and options panel is where you can access many tools used for different tasks in a scene, such as transforming elements, animating, or deforming objects. As well, you can access a number of options to set up your scene, such as for the display in the viewports or output options to determine how to render your scene.

Animation tools Text tools

Deformation tools

Particle tools

Transform tools Options

Display options

Location : Lower-right area of the main window.

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Tools and Options Panel

Transform Tools Panel

The transform tools panel contains tools that let you translate, rotate, and scale objects in your scene. It also includes a number of buttons that let you specify how objects are transformed.

Location: Inside the tools and options panel, lower-right area of the main window.

Button Option Description

Reset Scaling

Reset Rotation

Reset Translation

Sets the selected object's scaling to (1, 1, 1) in its parent's coordinate system.

Sets the selected object's rotation to (0, 0, 0) in its parent's coordinate system.

Sets the selected object's translation to (0, 0, 0) in its parent's coordinate system.

Reset All Transforms Resets the selected object’s scaling, rotation, and translation.

Center Transform

Mode

Toggles center transform mode, which lets you translate or rotate an object’s center using the transform tools.

Move Center to

Selected Points

Moves the selected object’s center to the averaged coordinate value of the selected points.

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Button Option Description

Move Center to

Object Bounding Box

Moves the selected object’s center to the geometric center of the object’s bounding box.

Align Maximum

Align Middle

Aligns the tops of all selected objects’ bounding boxes with the object whose bounding box bottom has the highest axis value. Select which of the X, Y, or Z axes to use for aligning the objects.

Aligns all selected objects according to the average midpoint of all their bounding boxes. Select which of the X, Y, or Z axes to use for aligning the objects.

Align Minimum Aligns the bottoms of all selected objects’ bounding boxes with the object whose bounding box bottom has the lowest axis value. Select which of the X, Y, or Z axes to use for aligning the objects.

Spotlight Cone Activates the spotlight cone tool that lets you manipulate different aspects of the selected spotlight.

Texture Projection Activates the texture projection tool that lets you manipulate the texture projection control objects on an object.

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Tools and Options Panel

Animation Tools Panel

The animation tools panel contains tools that let you animate objects and edit the animation in different ways, such as by putting objects on paths, constraining them, using math presets, or creating function curves. There are also tools that let you select and key the camera.

Location: Inside the tools and options panel, lower-right area of the main window.

Button Tool

Remove Animation

Description

Removes the animation from all marked parameters.

Remove All Animation Removes animation from all parameters on the selected object.

Decelerating Curve Creates an fcurve for the selected parameter that decreases the speed of the animation.

Accelerating Curve

Ease In Curve

Creates an fcurve for the selected parameter that increases the speed of the animation.

Creates an fcurve for the selected parameter that accelerates and then gradually decelerates as it approaches the parameter’s maximum value.

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Button Tool Description

Ease Out Curve

Linear Curve

Gaussian Curve

Constant Speed

Sine Wave

Creates an fcurve for the selected parameter that accelerates and then gradually decelerates as it approaches the parameter’s minimum value.

Creates an fcurve for the selected parameter that increases its value at a constant (unchanging) rate.

Creates an fcurve for the selected parameter that eases into its maximum value, then eases out to its minimum value.

Applies a math preset to an object that keeps its animation speed at a constant rate.

Applies a math preset to an object that creates an undulating motion.

Jitter

Set Object on Motion

Path

Sets the selected object on a motion path. When you click this button, you are prompted to select the curve you want to use as the path.

Save Path Key

Applies a math preset to an object that creates a random, jittery motion (noise).

Position Constraint

Saves the translation keys of the selected object as a motion path.

Constrains the position of the selected object to another object. When you click this button, you are prompted to select the object to which you want to constrain the selected object.

Direction Constraint Constrains the direction (orientation) of the selected object to another object. When you click this button, you are prompted to select the object to which you want to constrain the selected object.

Save Key on Active

Camera and Interest

Save Key on Active

Camera Position

Sets keys for the position of the camera and its interest in viewport B.

Sets keys for the position of the camera in viewport B.

Save Key on Active

Camera Zoom and Roll

Sets keys for the zoom and roll animation of the active camera in viewport B.

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Tools and Options Panel

Button Tool Description

Select Active Camera Selects the active camera in viewport B.

Select Active Camera

Interest

Selects the active camera interest in viewport B.

Text Tools Panel

The text tools panel provides tools that let you create and modify text.

Location: Inside the tools and options panel, lower-right area of the main window.

Button Tool Description

Create Single-Line

Text Block

Creates a new text object that can span a single line.

Create Multi-Line Text

Block

Creates a new text object that can span multiple lines.

Create Text Rig Breaks the selected text object into separate objects for each character, and sets up an offset rig.

Animate the scaling, rotation, and translation of the first character for “follow-the-leader” animation.

Apply Angle Bevel (30

Degrees)

Applies a bevel with a 30-degree angle profile to the selected text or logo.

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Button Tool Description

Apply Angle Bevel (45

Degrees)

Applies a bevel with a 45-degree angle profile to the selected text or logo.

Apply Angle Bevel (60

Degrees)

Applies a bevel with a 60-degree angle profile to the selected text or logo.

Apply Rounded Bevel Applies a bevel with a rounded edge profile to the selected text or logo.

Apply Rounded Bevel

- Incut

Applies a bevel with a rounded incut profile to the selected text or logo.

Apply Squared Bevel Applies a bevel with a square edge profile to the selected text or logo.

Apply Squared Bevel -

Incut

Applies a bevel with a square incut profile to the selected text or logo.

Apply Early Pulse

Bevel

Toggle Front Bevel

Toggle Back Bevel

Applies a bevel with a pulse (lip) profile to the selected text or logo.

Turns the beveling on the front of the selected text or logo on or off.

Turns the beveling on the back of the selected text or logo on or off.

Deformation Tools Panel

The deformation tools panel is where you apply deformations to change the shape of geometric objects.

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Tools and Options Panel

Location: Inside the tools and options panel, lower-right area of the main window.

Button Tool

Reset Shape

Description

Removes any deformation applied to the selected objects.

Bends the selected objects along one axis.

Bend Deform

Bulge Deform

Push Deform

QuickStretch Deform Makes the selected objects flex, stretch, and yield in response to motion.

Shear Deform Pulls the ends of the selected objects in opposite directions.

Taper Deform

Pushes the points of the selected objects outward along the length of one axis.

Moves the points of the selected objects perpendicularly to the surface.

Twist Deform

Gradually scales the selected objects along one direction.

Progressively rotates the selected objects along one direction.

Vortex Deform

Circular Wave

Planar Wave

Spherical Wave

Rotates the points of the selected object about its center, tapering off along the radius.

Applies an animated wave deformation that radiates outward in a circle to the selected objects.

Applies an animated wave deformation that moves laterally to the selected objects.

Applies an animated wave deformation that radiates outward in a sphere to the selected objects.

Shape Jitter

Deform by Curve

Moves the points of the selected objects randomly over time.

Warps one of the selected object’s axes along a curve. You are prompted to pick a curve.

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Button Tool

Deform by Curve -

Rim

Lattice

Description

A variation of Deform by Curve where the object is rotated around the curve by 90 degrees.

Creates a lattice that you can use to warp the selected objects.

Particle Tools Panel

The particle tools panel is where you create and apply particles, forces, and obstacles in your scene.

Location: Inside the tools and options panel, lower-right area of the main window.

Button Tool Description

Create Particles Creates particles that emit from a selected object. You can use any type of object as a particle emitter, including an animated object.

Gravity Creates a gravity force and applies it to the selected particles.

Wind Creates a wind force and applies it to the selected particles.

Fan Creates a fan force and applies it to the selected particles.

Turbulence Creates a turbulence force and applies it to the selected particles.

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Tools and Options Panel

Button Tool Description

Apply Force Applies an existing force to the selected particles.

Clicking this button starts a picking session: pick the force you want to apply by clicking on its control object in a viewport. Right-click to end the picking session.

Apply Obstacle Applies an obstacle to the selected particles to create collisions. Clicking this button starts a picking session: pick one or more objects in the viewport that will act as obstacles for the particles. Right-click to end the picking session.

Display Options Panel

The Display Options panel contains tools that let you determine what’s displayed or hidden in the viewport.

Location: Inside the tools and options panel, lower-right area of the main window.

Button Tool Description

Show/Hide Safe Area Toggles the display of the safe area in the user or camera views in the viewports.

Show/Hide Grid Toggles the display of the grid in the viewports.

Show/Hide Rulers Toggles the display of rulers in the Front, Top, and

Right views in the viewports.

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Button Tool Description

Show/Hide Ghost

Animation

Show/Hide Lights

Toggles the display of ghosted images for animated objects in the viewports.

Toggles the display of all light objects in the viewports.

Show/Hide Cameras Toggles the display of all camera control objects in the viewports.

Show/Hide Curves and

Motion Paths

Toggles the display of all curves or animation paths in the viewports.

Show/Hide Particles Toggles the display of all particles in the viewports.

Show/Hide Control

Objects and Rig

Handles

Show/Hide Selected

Objects

Show All Objects

Toggles the display of all control objects (such as forces and particle clouds) and rig handles in the viewports.

Toggles the display of selected objects in the viewports. When hidden, the object remains visible in the scene explorer so that you can select it there.

Displays all hidden objects in the viewports.

Set Background Color to Gray

Sets the background color of the viewports to gray

(default).

Set Background Color to Black

Sets the background color of the viewports to black.

Set Background Color to White

Sets the background color of the viewports to white.

Set Small Font Size

Set Medium Font Size Sets the font size to medium (default) for the onscreen parameters displayed in viewport B.

Set Large Font Size

Sets the font size to small for the on-screen parameters displayed in viewport B.

Sets the font size to large for the on-screen parameters displayed in viewport B.

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Tools and Options Panel

Options Panel

The options panel contains tools that let you set up preferences for different aspects of working in Avid 3D, from rendering and time properties to data management and the function curve editor.

Location: Inside the tools and options panel, lower-right area of the main window.

Button Tool Description

Render Region

Options

Lets you set up the render region as you like for

previewing your scene. See “Rendering Property

Editor” on page 187

for information.

Time Format Options Lets you set up the frame rate and format, as well

as other timing options, for your scene. See “Time

Property Editor” on page 160 for information.

Mojo Options

Data Management

Options

Lets you set up Avid 3D to output to an Avid

Mojo while you work. See “Display Property

Editor” on page 80 for information.

Lets you set up the autosave and backup options for your scene. See

“Data Management Property

Editor” on page 79 for information.

Function Curve Editor

Options

Lets you set up the function curve editor as you like for editing your animation. See

“Fcurve Editor

Property Editor” on page 156 for information.

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Viewports

When you open Avid 3D, the four windows you see are the viewports where you view and work on your scene. You can choose different kinds of views:

User, Top, Front, Right, camera views, and display types (shaded, wireframe, textured, etc.). Any viewport can display any type of view.

Views menu

Provides a variety of specialized ways in which to view your scene.

Display Types menu Specifies how visible items in the viewports are displayed.

Letter Identifier button

Identifies the viewport and, when selected, alternates between displaying and hiding

(muting) viewport contents.

Resize button

Resizes viewports to full-screen, horizontal, or vertical layouts.

Letter Identifier Button

Letters (A, B, C, and D) help simplify the way viewports are referenced. The letter A refers to the upper-left viewport, B is the upper-right, C is the lowerleft, and D is the lower-right viewport.

Location : Left end of viewport menu bar

To speed up the refresh rate of a viewport, you can use the letter identifiers to mute (hide/deactivate) displays:

• Mute mode : To mute, or gray out, a viewport, middle-click its letter. Its letter disk turns red. Middle-click again to redisplay the viewport.

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Views Menu

Viewports

• Solo mode : To display only one viewport, left-click its letter; all other viewports become grayed out and their letter disks turn red, while the letter disk you've clicked on turns green. Left-click again to redisplay all viewports.

To switch between mute and solo modes: t

Right-click a letter for a menu.

You can select camera viewpoints and orthographic views, as well as spotlight viewpoints.

If your viewport currently fills the screen, you can display more than one view type simultaneously by setting the viewport window to quarter-view using the resize icon on the right end of the menu bar. You can also toggle between the previous and current view in a viewport by middle-clicking the colored bar.

Location : Colored part of viewport menu bar

Option

Camera

Spotlight

User

Description

Displays your scene in a viewport from the viewpoint of a particular camera and lists the cameras available in the scene.

These cameras are the only "real" cameras in your scene: all other views are orthogonal points of view and are not associated with an actual camera.

Sets the view in the viewport relative to the chosen spot light.

The point of view is set according to the direction of the light cone defined for the chosen spot light. You can look through the spot light at its interest.

The submenu lists the names of all the spot lights defined in your scene.

n

Zooming, panning, dollying, and orbiting will move the viewing spot light.

User-defined view that shows objects in a scene from a virtual camera's point of view. Can be either perspective or orthogonal, and can be placed at any position and at any angle within the global 3D coordinate system. You can orbit, dolly, zoom, and pan in this view.

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Option

Top

Front

Right

Description

An orthogonal view that sets the camera perpendicular to the

XZ plane.

An orthogonal view that sets the camera perpendicular to the

XY plane.

An orthogonal view that sets the camera perpendicular to the

YZ plane.

Display Types Menu

Commands for different display types for viewing your scene within the viewports. Default setting is Wireframe. You can also toggle between the previous and current display type in a viewport by middle-clicking the menu.

Option

Bounding Box

Wireframe

Depth Cue

Hidden Line

Removal

Constant

Description

Reduces all scene objects to simple cubes. This speeds up the redrawing of the scene because fewer details are calculated in the screen refresh.

An image made up of the edges of objects and drawn as lines resembling a model made of wire. Displays tracing features such as edges or contour lines without removing invisible or hidden parts or fill surfaces.

Gradually fades wireframe objects in proportion to their distance from the current point of view, to give a visual indication of depth.

Displays only the edges of objects that are facing the camera.

Lines that are hidden from view by the surface in front of them are not displayed as they would otherwise be in a "see-through" wireframe.

Ignores the orientation of surface normals and instead considers them to be pointing directly toward the infinite light source. All the object's surface triangles are considered to have the same orientation and be the same distance from the light.

Results in an object that appears to have no shading at all. This is particularly useful when you want to work in textures, as there are no attributes to interfere with the texture's definitions.

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Viewports

Option

Shaded

Textured

Textured Decal

OpenGL

Description

Displays a quick-shaded (hardware shaded) view of your scene that closely approximates its realistic "look" but does not show shadows, reflections, or transparency. You can view icons for objects such as the lights and cameras.

Displays textures and special material attributes such as transparency, reflectivity, and refraction.

Textured viewing mode where all textures are displayed in a bright, constant illumination, unaffected by lighting and shadows.

The net effect is a general “brightening” of your textures and an absence of shadow. This allows you to see a texture on any part of an object regardless of how well that part is lit.

Displays all realtime shader attributes for objects that have been textured using realtime shaders. Unshaded objects or objects using mental ray shaders are displayed as they would be in

Textured viewing mode.

Resize Viewport Icon

Click this button to maximize the viewport so that it fills the entire screen (full view). If the viewport is already maximized, clicking this button divides the viewport into quarter views. In full-screen view, the scene appears centered in the viewport on a gray background.

Location : Right end of viewport menu bar

Option Description

Left-click

Middle-click

Toggles between a quarter-view (the four viewports) and full view.

Toggles between a quarter-view and a landscape view

(horizontal).

Ctrl+middle-click Toggles between a quarter-view and a portrait view (vertical)

Right-click Displays a pop-up menu for configuring the viewports.

Maximize Displays the viewport in full view.

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Option

Restore

Horizontal

Vertical

Reset Size

Reset All

Description

Returns the viewport to its previous setting.

Displays the viewports in landscape view.

Displays the viewports in portrait view.

Displays the viewports in quarter view.

Restores the default viewport display.

Multi-Purpose Editor

The multi-purpose editor lets you edit properties of any type of scene element.

You can also open the profile and function curve editors from here. The multipurpose editor appears as a floating window. You can resize the window by dragging its borders, and move it around the interface by clicking and dragging on its title bar.

To open the multi-purpose editor, click the Multi-Purpose Editor button on the control bar.

Material and Fx properties

Geometry and

Deform properties

Texture clip viewer

Profile editor

Function curve editor

Click an element name in the tree to open its property editor in the panel on the right.

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Multi-Purpose Editor

Geometry and Deform Properties

The Geometry and Deform Properties tab provides access to all of an element’s properties, except for its color and surface attributes. You can view, edit, and animate an object’s name, geometry, transformations, constraints, deformations, and much more.

To view an element’s properties:

1. Select the element in the viewport or from the scene explorer.

2. If it is not already visible, open the multi-purpose editor by clicking the

Multi-Purpose Editor button in the control bar.

3. Click the Geometry and Deform Properties tab. The element’s nodes are listed in the tree.

4. Click a property’s node to display its property editor in the panel on the right.

Material and Fx Properties

The Material and Fx Properties tab provides access to all the properties related to an object’s appearance—from materials and textures to effects such as glows and lens flares. You can also access properties related to scene-wide attributes such as ambient color and environment maps. You can view, edit, and animate these properties.

To view an element’s material and fx properties:

1. Select the element in the viewport or from the scene explorer.

2. If it is not already visible, open the multi-purpose editor by clicking the

Multi-Purpose Editor button in the control bar.

3. Click the Material and Fx Properties tab. The element’s nodes are listed in the tree.

4. Click a property’s node to display its property editor in the panel on the right.

Texture Clip Viewer

The Texture Clip Viewer tab lists all of the images and video clips used for the selected element’s textures.

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To view an element’s textures:

1. Select the element in the viewport or from the scene explorer.

2. If it is not already visible, open the multi-purpose editor by clicking the

Multi-Purpose Editor button in the control bar.

3. Click the Texture Clip Viewer tab. All of the element’s 2D textures will be listed in the tree.

4. Click texture node to display the texture image in the panel on the right. If the selected texture is a video clip, the panel will update the image depending on the current frame on the timeline.

Profile Editor

The profile editor allows you to modify the profile curves used to generate revolved and extruded objects.

Displays the selected profile curve.

Use the camera tools in the control bar of the main window to orbit, dolly, pan, zoom, roll, frame, and reset the camera. Press G to toggle the grid on or off.

Lists all profile curves available on the selected object.

Click to select a profile for editing.

Select Object tool

Select Points tool

Add Point tool

Delete Point tool

Move Point tool

Toggle proportional mode

Increase proportional radius

Decrease proportional radius

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Multi-Purpose Editor

Function Curve Editor

Where you can edit the animation of the currently selected element using a number of different editors. You can set preferences for the function curve

editor in the Fcurve Editor property editor .

Toolbar

Contains commands and tools for saving, editing, and viewing animated properties (such as fcurves).

Animation tree

Displays the animatable properties of selected elements.

View area

Displays and allows manipulation of property animation using the graph.

Function Curve Editor Timeline

Shows the current portion of animation in the fcurve graph. Click and drag the playback cursor in the timeline to “scrub” through the animation. When you click in the timeline, a red line (playback cursor) is displayed in the fcurve graph.

As well, you can see and move loop markers in the function curve editor's timeline when you click the Loop button in the playback controls.

Copying Key Values to Another Frame

To copy key values to another frame: t

Right-click+drag the playback cursor in the function curve editor's timeline to copy key values from one frame to another.

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The playback cursor stays green until you set a key. This is the same as you can do in the main Avid 3D timeline.

Function Curve Graph

A function curve (often called an fcurve ) shows the change in a parameter's value over time. In the function curve editor, a function curve is represented as a curve with points on a graph, with each point representing a key.

You can edit keys by adjusting the points on a function curve interactively or typing in the desired values directly. You can also add or remove keys, change the slope at each key by moving the point's handles, and more.

The graph's horizontal axis (X) displays the time scale in frames or milliseconds (as set in the user preferences). The vertical axis (Y) displays the values of the animated property. Curves for X, Y, and Z parameters are red, green, and blue, respectively.

To adjust the graph's view: t

Determine how function curves are displayed and set grid and ruler options, set the options in the

FCurve Editor property editor .

Function Curve Editor Command Bar

Select Key

Select Curve

Select fcurves or keys.

When the function curve view is active, the function curve editor contains all the commands, tools, and options required to create, edit, and view a selected property’s function curve.

Stretch Keys scales keys using a pivot point.

Region selects rectangular area of fcurves.

Add/Remove Key

Edit Key

Unified Slope

Orientation/Handle Length

Pan

Zoom and zoom

Horizontal/Vertical Pan pans and zooms across or up-and-down.

Frame frames selected keys or fcurves.

Linear/Spline

Interpolation of fcurve.

Constant/Gradient Extrapolation and Cycle/Relative Cycle set extrapolated and repeated fcurve segments.

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Multi-Purpose Editor n

You can hide/display certain buttons on the function curve editor's command bar. To do this, right-click in an empty area of the command bar and toggle the appropriate items on or off.

Location : Top of function curve editor

Go to Previous/Next Key

Selects the previous or next key on the selected function curve. You can also press the comma (,) key to select the previous key, and the period (.) key to select the next key.

Frame

The location of selected key points or function curves.

• To move a single key point to another frame, type that frame number and press Enter.

• To offset selected key points or function curves, enter the number followed by a + (addition) or - (subtraction) sign (such as 2+).

• To scale selected key points or function curves, enter the number followed by a * (multiplication) or / (division) sign. For example, to double the length of an fcurve, enter 2*.

Value

The value of the selected key points or function curves.

• To change the value of a single key point, type that value and press Enter.

• To change the value of selected key points or function curves, you can also enter the number followed by a + (addition) or - (subtraction) sign

(such as 2+).

• To scale the value of selected key points or function curves, enter the number followed by a * (multiplication) or / (division) sign (such as 2*).

For example, to divide the value in half, enter 2/.

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Chapter 1 Commands and Interface Reference

Tool Icons

Button Tool

Select

Select Curve

Select Key

Region

Stretch Keys

Edit Key

Description

Selects function curves or keys and allows you to move the keys. To select a curve, click it with the left mouse button. Holding down Shift while clicking other function curves adds them to the selection; holding down Ctrl toggles function-curve selection. To deselect all function curves, click in the empty space in the graph.

Selects only function curves. You cannot move curves with this tool.

Selects only key points. You cannot move keys with this tool.

Selects all the key points on the selected function curves within a defined rectangular region. The region's handles can be used to stretch or compress the selected region; dragging the region moves the keypoints.

Stretches selected keys using a pivot anywhere you like within the keys' range.

Click to select/translate keys, middle-click to add, and right-click to delete keys.

Click to add keys to the selected curve.

Add Key

Remove Key Click to remove a key on the selected curve.

Unified Slope

Orientation

Toggles between keeping the slope handles at a key point together at 180 degrees to each other (when icon is selected) or having the slope handles move freely as you drag each one individually (when icon is not selected).

Unified Slope Length Toggles between keeping the length for the slope handles equal on both sides of the key point (when icon is selected) or breaking the slope handles

(when icon is not selected), meaning that you can change the handles independently.

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Property Editors

Button Tool Description

Zoom

Pan and Zoom

To zoom in, rectangle-select a region to enlarge; to zoom out, Shift+click and drag; to interactively zoom, right-click and drag; to reset the magnification, click in the graph.

To interactively pan the view, drag the mouse pointer in the graph; to reset the pan, click in the graph. Middle-click to zoom in and right-click to zoom out.

Pan and Zoom

Horizontally

Pan and Zoom

Vertically

Frame Selection

Drag to pan only horizontally. Middle-click to zoom in horizontally and right-click to zoom out horizontally.

Drag to pan only vertically. Middle-click to zoom in vertically and right-click to zoom out vertically.

Frames the selected curves by resetting the pan and zoom so that they fit in the graph.

Linear Interpolation Sets the interpolation immediately after the selected key points to linear. If no key points are selected, the entire function curve will be set to linear interpolation. Linear interpolation creates uniform movement, with sudden changes at each key point

Spline Interpolation Sets the interpolation immediately after the selected key points to spline. If no key points are selected, the entire function curve will be set to spline interpolation. Spline interpolation accelerates and decelerates to ease into and out of each key point, resulting in a smooth transition. The degree of acceleration and deceleration near a key point is determined by the orientation and length of the slope handles.

Property Editors

To open an element’s property editor, select an element and click the Multi-

Purpose Editor button in the control bar.

When you select an item in the tree in the left pane of the multi-purpose editor, its property editor appears in the right pane.

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Parameter Set headers

Click the arrow to expand and collapse the property set.

Property-page controls

For viewing and setting parameter values for sets of grouped properties.

Property Page tabs

Switch between sets of grouped parameters within a property set.

Property Page Controls

Color box

Opens color editors from which you can pick or define the colors you want to use.

Text boxes

Let you enter values for the parameters.

Animation button

Shows status of animatable parameters (whether or not the parameter is animated). You can also set and remove keys by clicking this button.

Sliders

Let you change values by dragging the bar or arrow in the slider.

Check box

Toggles the option so that it’s active or inactive. A check mark appears in the box when it’s active.

Drop-down lists

Let you select one option from several. Click the arrow beside the list to open its menu.

n

Not all of the options described above are available in every property editor.

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Property Editors

Color Properties

There are a number of standard ways of defining color properties for textures, materials, particles, and lighting.

To define a color using the color sliders:

1. Select the color model that best suits your needs. Below the color box, you can click on the color model button to toggle between RGB, HLS, and HSV.

2. Do one of the following to set the color: t

Click and drag the sliders to change the strength of each channel independently, or type a numerical value directly in the text box beside the sliders.

Color box Color model

Color sliders t

To move all three sliders at once, hold the Ctrl key down while dragging the color sliders. t

For fine-tuning a single color value, hold down the Shift key while dragging the color sliders.

To select a color using the mini color editor:

1. Click the color box next to the color sliders in a property editor.

Color box

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Chapter 1 Commands and Interface Reference

2. The mini color editor (below) opens:

Color spectrum

Slider bar

Current color box

Color preview box

Color picker copies a color from anywhere on the screen.

Changes color model.

Opens the full color editor.

To fine-tune a color using the full color editor:

1. In a property editor, click the color box beside the color sliders to open the mini color editor.

2. In the mini color editor, click the browse ( ...

) button. The full color editor opens.

Slider bar

Color area

Color picker

Color views

Current and Preview color boxes

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Browser

Browser

The browser is a type of window specifically used to:

• Search (browse) through scene databases, project directories, video and audio clip libraries, and other repositories whose files are required to build a project.

• Import scene files from databases as well as load scene and project files.

• Perform file management tasks such as moving, copying, renaming, and deleting files.

Browser toolbar

Path controls

Tree view Contents view

The Tree View

The browser’s tree view is a hierarchy of folders and subfolders that contain files belonging to the scenes, objects, properties, or presets that you use to build a project. When you select an item from the tree, its contents (if any) are displayed in the list view of the browser.

You can view items in the tree view by expanding or collapsing folders.

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Chapter 1 Commands and Interface Reference

To move up a level in the browser tree view, do one of the following: t

Click the Up button in the browser toolbar.

t Press the Backspace key.

To create a new folder:

1. Click on the New Folder button in the browser toolbar.

2. Type a name in the text box that appears and click OK.

Viewing Folder Contents

The browser’s contents view displays the files of a folder selected in the tree view. You can display these files either as thumbnails or in detail mode, which includes file name, size, and comments.

To view folder files in thumbnail mode:

Click the Thumbnail button to view folder files as thumbnails.

72

To view folder files in detail mode:

Click the Details button to view folder contents in detail mode.

Browser

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Chapter 1 Commands and Interface Reference

To edit the Contents view:

Click this arrow to show/hide the Contents view.

Drag the split bar right or left to resize the browser’s right and left panes.

In detail mode, right-click anywhere in the Contents view...

...to add, move and rearrange columns in the Add/Remove

Columns dialog box (below).

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Browser

Setting Favorites

Favorites give you quick access to a folder without having to remember where the file is located. The Favorites button lets you mark a direct path to a folder of interest on any local, network, or external disk to which your workstation is connected.

To add a favorite to the list:

1. In the browser tree, navigate to the folder that you want to add as a favorite.

2. Click the Favorites button in the browser toolbar.

3. Choose the Add to Favorites command in the menu that appears.

The new favorite is added to the Favorites list at the bottom of the menu, and the browser updates to set the favorite folder at the top of the tree.

To select a favorite:

• Click the Favorites button and select a favorite from the list that appears at the bottom of the menu. Your selection is displayed in the browser.

To delete a favorite:

• Click the Favorites button, choose the Remove Favorite command, and select a favorite from the submenu that you want to delete. The favorite path is deleted from the list. The folders or files are not affected.

Accessing Files from the Browser Path Controls

The browser’s Paths controls let you access files by entering their folder directory path in a text box or by selecting a preset path from a pop-up menu.

To access files from the browser path controls:

Type the folder directory path in the Path text box.

or

Click Paths and choose a preset path from the pop-up menu.

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Chapter 1 Commands and Interface Reference

Once you have made your selection, the browser’s tree updates and displays the path’s folders.

Accessing Computers on a Network

When you want to find a file on a network, but don’t have the path to it set directly, use the Network Neighborhood to navigate directly to the computer where it’s stored.

To locate a computer on the network:

1. Click the Network Neighborhood button in the browser toolbar.

2. In the Browse for Computer dialog box that is displayed, select the computer that you want and click OK .

The path to the computer you selected is entered in the Path text box, and its files and folders are listed in the browser.

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