AE 4.0 Invig. Manual TOC.03z.indd
Transcription
AE 4.0 Invig. Manual TOC.03z.indd
The Zaxwerks 3D Invigorator™ for After Effects® User Guide Covering Classic and PRO v.4 Zaxwerks 3D Invigorator for AE - User Guide 1 Zaxwerks Inc. 5724 Camellia Ave. Temple City, CA 91780 (626) 309-9102 phone (626) 309-9142 fax http://www.zaxwerks.com Sales: [email protected] Tech Support: [email protected] © 1996 - 2005 Zaxwerks Inc. All rights reserved. This manual, as well as the software described in it, is furnished under license and may only be used or copied in accordance with the terms of such license. The information in this manual is furnished for informational use only, is subject to change without notice, and does not represent product specifications or commitment on the part of Zaxwerks. Zaxwerks assumes no responsibility or liability for any error or inaccuracies that may appear in this document. The Zaxwerks 3D Invigorator is a trademark of Zaxwerks Inc. After Effects, Illustrator and Photoshop are trademarks of Adobe Systems Inc. FreeHand is a trademark of Macromedia Inc. Apple and Macintosh are registered trademarks of Apple Computer, Inc. Windows, Windows 2000, and Windows XP are registered trademarks of Microsoft, Inc. OpenGL is a trademark of Silicon Graphics Inc. All other product names or trademarks are the property of their respective owners. 2 Zaxwerks 3D Invigorator for AE - User Guide Table of Contents A Word From Zax . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 INSTALLATION INSTRUCTIONS Macintosh installation . . . . . . . . . . . . . . . . . . . . . . . . . 14 Windows installation . . . . . . . . . . . . . . . . . . . . . . . . . . 17 BASIC CONCEPTS Modeling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Surface Set Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Scene Set Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Rendering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 QUICK START . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Think Like A Photographer . . . . . . . . . . . . . . . . . . . . 28 EXPANDED QUICK START Create The Beginning 2D Shapes . . . . . . . . . . . . . . . 29 Adding The Shapes To The 3D Invigorator . . . . . . . . 30 Adjusting The Camera, Lights, or Objects . . . . . . . . 31 Creating The Animation . . . . . . . . . . . . . . . . . . . . . . . 33 Rendering The 3D Graphic . . . . . . . . . . . . . . . . . . . . . 34 Saving Your Work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Zaxwerks 3D Invigorator for AE - User Guide TUTORIALS Tutorial 1 A Camera Animation . . . . . . . . . . . . . . . . . . . . . . 39 Tutorial 2 A Walk-About Through The Set-Up Window . . . 51 Tutorial 3 Selecting, Renaming & Manipulating Objects . . 60 SELECT ARTWORK Show All Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73 Open By Layers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73 Use Illustrator Colors . . . . . . . . . . . . . . . . . . . . . . . . . 74 Dismantle Incoming Groups . . . . . . . . . . . . . . . . . . . 74 Move Objects To Center . . . . . . . . . . . . . . . . . . . . . . . 75 The EFFECT CONTROLS WINDOW Scene Preview Window . . . . . . . . . . . . . . . . . . . . . . . . 78 Toolbar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 Mode Buttons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 Display Textured/Shaded/Wireframe . . . . . . . . . . . . 80 Manipulator Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Tumble Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Roll Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81 Track Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81 Dolly Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82 Scale Tool For Sets . . . . . . . . . . . . . . . . . . . . . . . . 83 Selection Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84 3 Zoom Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84 Create Button . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85 Views Popup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85 Lights Popup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 Sets Popup. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 Help Button . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 Update Camera Button . . . . . . . . . . . . . . . . . . . . . . . . 87 Update Lights Button . . . . . . . . . . . . . . . . . . . . . . . . . 87 Set-Up Window Button . . . . . . . . . . . . . . . . . . . . . . . . 88 Linking To The AE 3D Cameras and 3D Lights . . . . 89 Limitations Of The Comp Camera Option . . . . . . . . 94 The ANIMATABLE PARAMETERS Animatable Camera Parameters . . . . . . . . . . . . . . . . 96 Camera Type . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97 Which Camera To Use . . . . . . . . . . . . . . . . . . . . 102 Animatable Lighting Parameters . . . . . . . . . . . . . . . 103 Light Color . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104 Light Intensity . . . . . . . . . . . . . . . . . . . . . . . . . . . 105 Light Direction . . . . . . . . . . . . . . . . . . . . . . . . . . 105 Animatable Set Parameters . . . . . . . . . . . . . . . . . . . 106 Set Position . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107 Set Rotation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108 Set Depth Scale . . . . . . . . . . . . . . . . . . . . . . . . . . 110 Layer Map Parameters . . . . . . . . . . . . . . . . . . . . . . . . 110 Layer Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111 4 Composite On Original . . . . . . . . . . . . . . . . . . . . . . . 113 AE Reset Button . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114 Caps Lock Key . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114 The SET-UP WINDOW . . . . . . . . . . . . . . . . . . . . . . . . 117 Scene Preview Window . . . . . . . . . . . . . . . . . . . . . . 119 Toolbar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119 The CAMERA CONTROLS Camera Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120 Camera Manipulation . . . . . . . . . . . . . . . . . . . . . . . . 121 Camera Tumble . . . . . . . . . . . . . . . . . . . . . . . . . . 121 Camera Roll . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124 Camera Track . . . . . . . . . . . . . . . . . . . . . . . . . . . 124 Camera Dolly . . . . . . . . . . . . . . . . . . . . . . . . . . . 125 Camera Manipulation Shortcut Keys . . . . . . . . 126 Zoom Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127 The Camera Tab Camera Views Presets . . . . . . . . . . . . . . . . . . . . 128 Camera Lenses . . . . . . . . . . . . . . . . . . . . . . . . . . 129 Super Fast Rendering (PRO Feature) . . . . . . . 130 Antialiasing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131 Alpha Channels . . . . . . . . . . . . . . . . . . . . . . . . . . 132 Background Color . . . . . . . . . . . . . . . . . . . . . . . 133 Zaxwerks 3D Invigorator for AE - User Guide The LIGHTING CONTROLS Light Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134 Light Manipulation In The Scene Window . . . . . . . . . . . . . . . . . . . . . 134 Light Manipulator Ball . . . . . . . . . . . . . . . . . . . . 135 Spot Lights And Point Lights . . . . . . . . . . . . . . 136 Creating and Using . . . . . . . . . . . . . . . . . . . 137 Lights List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139 Turn On This Light . . . . . . . . . . . . . . . . . . . . . . . . . . . 139 Disable All Shadows . . . . . . . . . . . . . . . . . . . . . . . . . 140 Light Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140 Light Name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141 Light Color Picker . . . . . . . . . . . . . . . . . . . . . . . . . . . 141 Light Color Eyedropper . . . . . . . . . . . . . . . . . . . . . . 142 Light Intensity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 142 Shadow Casting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143 Shadow Darkness . . . . . . . . . . . . . . . . . . . . . . . . . . . 144 Shadow Softness . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145 Light Preview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145 Light Commands Popup . . . . . . . . . . . . . . . . . . . . . . . . . . 146 Save Light To Bin . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146 Lights Bin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147 Lights Swatch Commands . . . . . . . . . . . . . . . . . . . . . . . . 148 Apply Swatch To Light . . . . . . . . . . . . . . . . . . . . . . . 148 Duplicate Light Swatch . . . . . . . . . . . . . . . . . . . . . . . 148 Delete Selected Swatches . . . . . . . . . . . . . . . . . . . . 149 Clear Bin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149 Zaxwerks 3D Invigorator for AE - User Guide Lighting Styles Bin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150 Lighting Styles Swatch Commands . . . . . . . . . . . . . . . . 151 Save Lighting Style . . . . . . . . . . . . . . . . . . . . . . . . . . 151 Apply Lighting Style . . . . . . . . . . . . . . . . . . . . . . . . . 151 Duplicate Lighting Style . . . . . . . . . . . . . . . . . . . . . . 152 Delete Selected Lighting Styles . . . . . . . . . . . . . . . . 152 Clear Bin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 152 OBJECT CONTROLS Object Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153 Object Manipulation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153 Object Nudging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154 Object Tumble . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155 Object Roll . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156 Object Track . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157 Object Dolly . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158 Drag Using Object’s Axes . . . . . . . . . . . . . . . . . . . . . 159 Object Scale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162 Selecting Objects Selection Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 163 Primary And Secondary Selections . . . . . . . . . . . . . 163 Adding To And Removing From Selections . . . . . . 164 Drag Selecting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165 Select All . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165 Deselect All . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165 Select Invisible . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165 Using Manipulation Tools For Selecting . . . . . . . . 166 5 Small Object Tab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166 Object List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 167 Bold Object Names . . . . . . . . . . . . . . . . . . . . . . 167 Italic Object Names . . . . . . . . . . . . . . . . . . . . . . 168 Bullets In The Object List . . . . . . . . . . . . . . . . . 168 Set Assignment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 169 Make Invisible . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170 Reset . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 171 Delete . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172 Duplicate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172 Move To Center . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173 Create Object . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174 User Prefs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175 Clear Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175 Clear Scene . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175 Large Object Tab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 176 Object Name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 177 Object Stats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 178 Reload Layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 180 Replace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 182 File Name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 184 Object Faceting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 184 Draft Quality vs. Best Quality . . . . . . . . . . . . . . . . . . 185 Generate Model Parts . . . . . . . . . . . . . . . . . . . . . . . . . . . 186 Front Faces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 186 Back Faces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 186 6 Outside Edges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187 Hole Edges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187 Depth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187 Spike Buster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 188 New Looks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 189 Spike Buster and Edge Offsets . . . . . . . . . . . . . . . . 189 Unbustable Spikes . . . . . . . . . . . . . . . . . . . . . . . . . . . 190 Edge Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191 Outside Edges vs. Hole Edges . . . . . . . . . . . . . . . . . 192 Edge Profiles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 193 Edge Scale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 194 Use Same Profile for Hole Edges . . . . . . . . . . . . . . 195 Use Same Material for Hole Edges . . . . . . . . . . . . . 196 Use Same Scale for Hole Edges . . . . . . . . . . . . . . . . 196 The MATERIAL CONTROLS The Classic Materials Tab . . . . . . . . . . . . . . . . . . . . . 197 The PRO Materials Tab . . . . . . . . . . . . . . . . . . . . . . . 198 Materials Bin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 199 Moving And Rearranging Swatches . . . . . . . . . . . . 200 Selecting Swatches . . . . . . . . . . . . . . . . . . . . . . . . . . 200 Duplicate Selected Materials . . . . . . . . . . . . . . . . . . 200 Select All Unused . . . . . . . . . . . . . . . . . . . . . . . . . . . . 201 Delete Selected Materials . . . . . . . . . . . . . . . . . . . . . 201 Clear Bin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 201 Zaxwerks 3D Invigorator for AE - User Guide Material Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 202 Loading A Material Into The Editor . . . . . . . . . . . . . . . . 203 Loading By Drag and Drop . . . . . . . . . . . . . . . . . . . . 203 Loading By Double Clicking . . . . . . . . . . . . . . . . . . . 204 Material Name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 204 Material Color . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 204 Eyedropper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 205 TEXTURE MAPPING . . . . . . . . . . . . . . . . . . . . . . . . . . 206 Picking A Texture Map . . . . . . . . . . . . . . . . . . . . . . . 206 Sizing and Positioning The Maps . . . . . . . . . . . . . . 207 How Auto-Sizing Works . . . . . . . . . . . . . . . . . . . . . . 208 Map Enabler Checkbox . . . . . . . . . . . . . . . . . . . . . . 210 Layer Map Selector . . . . . . . . . . . . . . . . . . . . . . . . . . 211 Image Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 212 Decal Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 213 Highlight Sharpness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 214 Highlight Brightness . . . . . . . . . . . . . . . . . . . . . . . . . . . . 216 Bumpiness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 217 Making Better Bump Maps . . . . . . . . . . . . . . . . . . . . . . . 218 Transparency . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219 Transparency Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219 Reflectivity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 221 Reflection Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 222 Zaxwerks 3D Invigorator for AE - User Guide Highlights And Reflections By Surface Type Polished Jewelry and Stone . . . . . . . . . . . . . . . . . . . 223 Glass and Vinyl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 223 Chrome . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 224 Plastics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 224 Polished Wood . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 225 Satins/Metals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 225 Paper/Cloth/Rough Cut Stone/Unfinished Wood . . 226 How The Color Channels In A Map Are Used . . . . . . . 226 Channel Usage by Map Type . . . . . . . . . . . . . . . . . . . . . . 227 Material Commands New Material . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 228 Duplicate Material . . . . . . . . . . . . . . . . . . . . . . . . . . . 228 Save Material To Bin . . . . . . . . . . . . . . . . . . . . . . . . . 229 Clear Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 229 Seeing Textures And Reflections In Draft Mode . . . . . . 230 OBJECT STYLES Object Styles Tab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 232 Applying Object Styles . . . . . . . . . . . . . . . . . . . . . . . 233 Linking Objects To Object Styles . . . . . . . . . . . . . . 233 Renaming Object Styles . . . . . . . . . . . . . . . . . . . . . . 234 Adding Notes To An Object Style . . . . . . . . . . . . . . . 234 Object Styles Swatch Popup . . . . . . . . . . . . . . . . . . . . . . 234 7 Save Object Style . . . . . . . . . . . . . . . . . . . . . . . . . . . . 235 Unlink Object Style . . . . . . . . . . . . . . . . . . . . . . . . . . 235 Remove Object Style . . . . . . . . . . . . . . . . . . . . . . . . . 236 Duplicate Object Style . . . . . . . . . . . . . . . . . . . . . . . . 236 Select All Unused . . . . . . . . . . . . . . . . . . . . . . . . . . . . 237 Delete Selected Object Styles . . . . . . . . . . . . . . . . . . 237 Clear Bin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 238 Moving Object Style Swatches. . . . . . . . . . . . . . . . . . . . . 238 Regenerating Deleted Object Styles . . . . . . . . . . . . . . . . 239 USER PREFERENCES Default Set Number . . . . . . . . . . . . . . . . . . . . . . . . . . 250 Shadow Quality. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 251 Duplication Offset . . . . . . . . . . . . . . . . . . . . . . . . . . . 252 Hard Shading Angle . . . . . . . . . . . . . . . . . . . . . . . . . . 253 Save Project Data As . . . . . . . . . . . . . . . . . . . . . . . . . 254 Show Ground Plane In Preview Windows. . . . . . . . 255 Ground Plane Y Offset . . . . . . . . . . . . . . . . . . . . . . . . 255 MATERIAL SET-UP & ASSIGNMENT Material Set-Up Button . . . . . . . . . . . . . . . . . . . . . . . 240 Material Assignment Window . . . . . . . . . . . . . . . . . . . . . 240 Material Set-Up Toolbar Display Splits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 242 Split Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 242 Grabber Hand . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 244 Dolly Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245 Zoom Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245 Palette Commands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245 Clear All Splits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 246 Fit Edge Style . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 246 Swap Materials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 246 Delete Selected Materials . . . . . . . . . . . . . . . . . . . . . 247 Materials Palette . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 248 Palette checkbox . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 249 8 ADDITIONAL PRO FEATURES EDGE OFFSET . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 258 CUSTOM EDGE PROFILES How To Create A Custom Edge . . . . . . . . . . . . . . . . 260 Each Layer Becomes A Single Edge . . . . . . . . . . . . 261 Where Do Custom Edges Appear In The Menu? . . 261 Setting The Scale Of A Custom Edge. . . . . . . . . . . . 262 What Types Of Paths Can Edges Be? . . . . . . . . . . . . 263 Crossing The Y Axis . . . . . . . . . . . . . . . . . . . . . . . . . . 264 Crossing The X Axis. . . . . . . . . . . . . . . . . . . . . . . . . . 265 Editing A Profile While The Project Is Open. . . . . . 265 Zaxwerks 3D Invigorator for AE - User Guide Importance Of The Starting Point For Mapping. . . 266 How To Tell Where The Seam Will Be . . . . . . . . . . . 268 Edge Profile Examples. . . . . . . . . . . . . . . . . . . . . . . . 269 LAYER CYCLING What Is A Layer Cycling Object? . . . . . . . . . . . . . . . 272 Understanding Layer Cycling . . . . . . . . . . . . . . . . . . 273 Example Uses For This Technique. . . . . . . . . . . . . . 273 How To Prep The Vector File . . . . . . . . . . . . . . . . . . 277 How To Make A Layer Cycling Object . . . . . . . . . . . 278 The Layer Cycling Controls. . . . . . . . . . . . . . . . . . . . 279 The Frame Controls . . . . . . . . . . . . . . . . . . . . . . . . . . 279 Total Frames Field . . . . . . . . . . . . . . . . . . . . . . . 280 Frame Counter. . . . . . . . . . . . . . . . . . . . . . . . . . . 280 The Playback Controls. . . . . . . . . . . . . . . . . . . . . . . . 281 Start Frame . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 281 Show Before Start Frame. . . . . . . . . . . . . . . . . . 281 Change Every. . . . . . . . . . . . . . . . . . . . . . . . . . . . 282 Sequence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 283 Play Once . . . . . . . . . . . . . . . . . . . . . . . . . . . 283 Play Once And Hold. . . . . . . . . . . . . . . . . . . 283 Loop . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 283 Ping-Pong . . . . . . . . . . . . . . . . . . . . . . . . . . . 283 Reverse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 284 Randomize . . . . . . . . . . . . . . . . . . . . . . . . . . 284 Random Seed . . . . . . . . . . . . . . . . . . . . . . . . . . . . 284 Exporting Layer Cycling Objects . . . . . . . . . . . . . . . 285 Zaxwerks 3D Invigorator for AE - User Guide Combining Sequences . . . . . . . . . . . . . . . . . . . . . . . . 286 Using Cycling Objects Inside ElectricImage. . . . . . 286 Using Cycling Objects Inside Other Programs . . . . 289 IMPORTING 3D MODELS . . . . . . . . . . . . . . . . . 290 EXPORTING 3D MODELS . . . . . . . . . . . . . . . . . . . . 292 Exporting All, Selected Or Visible Objects . . . . . . . 293 Baking Transformations . . . . . . . . . . . . . . . . . . . . . . 293 MESHING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 294 WHAT’S NEW IN 4.0 PRO? . . . . . . . . . . . . . . . . . . . . 296 CREATING TEXT OBJECTS . . . . . . . . . . . . . . . . . . 300 Text Entry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 300 Setting The Block Size . . . . . . . . . . . . . . . . . . . . . . . . 300 Font Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 301 Size . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 301 Leading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 302 Spacing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 302 Kerning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 302 Width Scale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 302 Height Scale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 303 Baseline Shift . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 303 Justification . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 303 9 Cleaning Up Problems With Font Models . . . . . . . . 304 3D Text Editing Tips. . . . . . . . . . . . . . . . . . . . . . . . . . 305 3D PRIMITIVES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 307 Making a Primitive Object. . . . . . . . . . . . . . . . . . . . . 307 Changing A Primitive’s Shape . . . . . . . . . . . . . . . . . . 308 Coloring A Primitive Object . . . . . . . . . . . . . . . . . . . 308 Animating A Primitive Object . . . . . . . . . . . . . . . . . . 308 Making A Primitive Look Faceted . . . . . . . . . . . . . . 309 How To Squash Or Skew A Primitive. . . . . . . . . . . . 309 THE .ZXO IMPORT / EXPORT FORMAT . . . . . . . 310 How To Save A .ZXO Object . . . . . . . . . . . . . . . . . . . 310 Adding .ZXO Objects To Other Projects . . . . . . . . . 311 Making .ZXO Objects Larger or Smaller . . . . . . . . . 312 MOTION BLUR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 313 LAYER MAP ANIMATION . . . . . . . . . . . . . . . . . . . . . 314 How To Animate A Layer Map . . . . . . . . . . . . . . . . . 314 Finding The Perfect Reflection. . . . . . . . . . . . . . . . . 316 HIGHLIGHT MAPPING . . . . . . . . . . . . . . . . . . . . . . . 317 How To Make A Highlight Map . . . . . . . . . . . . . . . . . 317 How To Give A Material A Highlight Map . . . . . . . . 318 Creative Uses for Highlight Mapping . . . . . . . . . . . . 319 10 RENDER FARMING . . . . . . . . . . . . . . . . . . . . . . . . . . 321 ADDITIONAL MATERIAL TYPES . . . . . . . . . . . . . . 322 Wireframe And Hiddenline Rendering. . . . . . . . . . . 322 How To Give Objects A Wireframe or Hiddenline Look . . . . . . . . . . . . . . . . . . . 323 Making The Lines Thicker or Thinner . . . . . . . 325 Setting The Color Between The Lines . . . . . . . 326 Making The Lines React To Lights . . . . . . . . . . 327 Making Lines Shine With Reflections . . . . . . . . 328 Applying Grids Across Object Faces . . . . . . . . 329 Cartoon Coloring . . . . . . . . . . . . . . . . . . . . . . . . . . . . 330 How To Give Objects Cartoon Coloring. . . . . . 330 Absolute Coloring. . . . . . . . . . . . . . . . . . . . . . . . . . . . 332 How To Give Objects Absolute Coloring . . . . . 332 2D Graphics In A 3D World . . . . . . . . . . . . . . . . 333 Absolute Coloring For Pop Art Looks . . . . . . . 334 The Stroked Pop Art Look . . . . . . . . . . . . . . . . . 335 The Modified Pop Art Look . . . . . . . . . . . . . . . . 336 Making TV Screens . . . . . . . . . . . . . . . . . . . . . . . 337 Making 3D Environments. . . . . . . . . . . . . . . . . . 337 The Matte Color Material . . . . . . . . . . . . . . . . . . . . . 338 Making Transition Effects . . . . . . . . . . . . . . . . . 338 Masking Out Unwanted Objects . . . . . . . . . . . . 339 Making Objects Circle Around 2D Elements . . 340 Zaxwerks 3D Invigorator for AE - User Guide The Shadow Catcher Material . . . . . . . . . . . . . . . . . . . . . 341 Setting Up The Camera For A Shadow Catcher Project . . . . . . . . . . . . . . . . . . . . 343 TRACKING AE’S 3D OBJECTS . . . . . . . . . . . . . . . 344 What Kinds Of Objects Can Track An AE Plane? . . . . . . . . . . . . . . . . . . . . . . 345 How To Make A Set Track A 3D Plane. . . . . . . . . . . 346 Animating With A Controller Plane . . . . . . . . . . . . . 349 Adding Objects To The Tracking Set . . . . . . . . . . . . 350 What To Do If Objects Are Rotating Off Center . . . 351 Troubleshooting Tracking Problems . . . . . . . . . . . . 353 Using 3D Tracking To Scale In All 3 Dimensions . . 355 SPECIAL TOPICS Changes To Swatch Handling . . . . . . . . . . . . . . . . . 358 What Is A Set? What is An Object?. . . . . . . . . . . . . . 360 How To Place The Center of Rotation For A Set . . 362 How Do Materials Work?. . . . . . . . . . . . . . . . . . . . . . 365 Understanding Vector Shape & Text Objects . . . . . 369 Creating Spheres And Other Primitives. . . . . . . . . . 373 Creating Grids. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 376 Working With Objects Outside The View Of The Camera. . . . . . . . . . . . . . . . . . . . . . . . . . . 378 Preparing Your Vector Files . . . . . . . . . . . . . . . . . . . 379 How To Edit An Illustrator File And Get The Invigorator To Use The Changes . . . . . . . . . . . . 384 Zaxwerks 3D Invigorator for AE - User Guide Using Clip Art . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 387 Overlapping Objects. . . . . . . . . . . . . . . . . . . . . . . . . . 388 The Holes In Objects Are Filling In . . . . . . . . . . . . . 389 Spikes On Smooth Curves. . . . . . . . . . . . . . . . . . . . . 390 Spikes On Points. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 391 Using Scanned Artwork. . . . . . . . . . . . . . . . . . . . . . . 392 The Tiny Camera And Light Buttons . . . . . . . . . . . . 394 Making Projects Render Faster . . . . . . . . . . . . . . . . 396 TROUBLESHOOTING . . . . . . . . . . . . . . . . . . . . . . . . 398 KEYBOARD SHORTCUTS . . . . . . . . . . . . . . . . . . . . 403 APPENDIX: The Edge Profiles Bevels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 407 Inset Faces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 409 Pipes & Half Pipes . . . . . . . . . . . . . . . . . . . . . . . . . . . 411 Sharp . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 412 Stacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 414 Chiseled . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 415 Special Purpose . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 416 Woodwork . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 418 INDEX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 419 11 A Word From Zax Welcome my friends to the world of the 3D Invigorator. Like its name implies, the Invigorator will help bring energy and life to your graphics. The 3D Invigorator is the first 3D tool ever designed from the ground up for the needs of the graphic artist on a deadline. Like the best ideas, it was born from the nursery of experience, and the school of hard knocks. Too much labor, too many sleepless nights, there had to be a better way! Current 3D tools have not been designed for the fast paced world of everyday graphics production. They are too difficult to use, take too long to learn and produce modest results until you have “mastered” them. The Invigorator changes all that. If you are brand new to the world of 3D you will find the Invigorator to be very inviting. You can play and experiment with your designs as you go, refining your work in “passes” rather than working along a constricting series of steps. You can get beautiful images right out of the box. These are concepts almost unheard of in 3D work. If you are already familiar with 3D applications you’ll find tools in the Invigorator that you won’t find anywhere else. We have broken new ground in 3D modeling technology enabling you to add details to text and logo models that are extraordinarily difficult to create in any other modeler. We have also created some exciting new techniques for texturing and antialiasing that enable you to easily get images of beauty and depth. As rookie or veteran, the 3D Invigorator will be an experience you won’t find elsewhere. Merging your 3D application into your 2D compositor raises your creative work to new heights. It unlocks the restrictions of working in different environments and enables you to mix 3D and 2D at will. So, welcome to a whole new way of looking at 3D graphics. The Invigorator makes working in 3D such a fun and fast experience I’m sure you will feel, like many of our users, that you have just stepped into the 21st Century! All my best! Zax Dow, President 12 Zaxwerks 3D Invigorator for AE - User Guide Installation Instructions Zaxwerks 3D Invigorator for AE - User Guide 13 INSTALLATION INSTRUCTIONS System Requirements - MACINTOSH - A PowerPC Macintosh running Mac OS 9.2.2 or 10.2.8 or 10.3.8. - Apple’s OpenGL 1.2.1 system extension. - A High Rez color monitor set to Millions of Colors. - Adobe After Effects version 6.0 or 6.5 - 128 MB of RAM allocated to After Effects, plus 36 MB of “Largest Unused Block” RAM once all applications are open. - 50 MB of unused hard disk space. Installation Instructions - MACINTOSH The 3D Invigorator software consists of a plug-in, several folders of support files, and the OpenGL system extension. All of these files are required for the software to run correctly. Fortunately it’s easy to put the right things in the right places, so follow the directions and you’ll be up and running quickly. 1 - Insert the application CD and open it, or decompress the archive you downloaded. Drag the Zaxwerks folder into the AE Plug-ins folder. 14 The disk or download archive you received contains a main folder with the words 3D Invig in the title. Double click on this folder to open it. Zaxwerks 3D Invigorator for AE - User Guide Inside the window that opens you will find a folder called Zaxwerks. Inside this folder is the 3D Invigorator AE plug-in, the Zaxwerks Invigorator Startup file, the Zaxwerks Swatches folder and several other support files and folders. Locate the Zaxwerks folder. It will be used in the next step. 2 - Find and open the Adobe After Effects folder, then find the Plug-ins folder inside of it. Drag the Zaxwerks folder from the CD or downloaded archive into the Plug-ins folder. WARNING: Do not move the folders inside the Zaxwerks folder! Drag ONLY the Zaxwerks folder into the After Effects > Plug-ins folder. This will copy all the required files into the appropriate location on your hard drive. If you drag individual files you may end up missing the swatch libraries and other support files. The Invigorator requires Apple’s OpenGL system extension. If you have OpenGL already installed on your Mac, then make sure it is turned on. If you don’t have OpenGL then you must either install it from your system CD, or download it from the Apple website at http://www.apple.com/opengl/. You are now ready to launch After Effects and create your first Invigorator project. Zaxwerks 3D Invigorator for AE - User Guide The Invigorator, OpenGL and RAM Usage The Invigorator is not an ordinary plug-in. It’s a full 3D application that runs inside After Effects. Because of this there are some important things you need to keep in mind when using it. 1. Every Invigorator effect you add to a project will use from 5 to 10 megs of RAM. It doesn’t matter whether a particular Invigorator is visible, invisible, in the current Comp or in a Pre-Comp sitting off to the side. If it’s in the open AE project, it’s using RAM. So if you have lots of Invigorator effects in your project you may run out of RAM and crash. 2. OpenGL uses its own RAM. (Mac OS9 only) If you have After Effects set to use too much RAM, or have other programs open that are using the available RAM you may crash. OpenGL is a system extension so it allocates more RAM as it needs it. You can’t set aside RAM for it, you just have to make sure free RAM is available when OpenGL wants it. Continued in sidebar on next page. 15 The Invigorator, OpenGL and RAM Usage (continued) 3. The Invigorator uses additional system RAM. The Invigorator uses a special type of memory handling, similar to a system extension, that will allocate system RAM on the fly. As you add more Invigorator effects to the same project, or work with high resolution renderings, you may find that there is no free RAM available and you may get a crash. Authorization You will find the Invigorator plug-in under the Zaxwerks menu. (Effect > Zaxwerks > 3D Invigorator.) The first time you add the plug-in to a project it will ask you to enter your Authorization code. Enter your Name and Organization, and type the code exactly as it was given to you, then press the OK button. If you click the Demo or Cancel buttons you will have to relaunch After Effects before it will give you the authorization window again. Solution: If you are experiencing crashes try setting the amount of RAM allocated to After Effects either up or down, and make sure you don’t have other programs open that are taking up additional RAM If After Effects is set to use nearly all of the available RAM (i.e. you are running with a “largest unused block” of less than 30 megs) then turn the amount of RAM allocated to AE down. NOTE: If you are on Windows or OSX you cannot set RAM sizes so you most likely won’t experience out of RAM conditions, unless you’re running less than minimum system requirements. 16 System Requirements - WINDOWS - Intel Pentium III or 4 processor. - Microsoft Windows 2000 or Windows XP. - The OpenGL system .dll file. - A High Rez color monitor set to True Color. (OpenGL accelerator card recommended.) - 256 MB of RAM, 50 MB free disk space. - Adobe After Effects version 6.0 or 6.5 Zaxwerks 3D Invigorator for AE - User Guide Installation Instructions - WINDOWS The 3D Invigorator software consists of a plug-in and several folders of support files. All of these files are required for the software to run correctly. Fortunately it’s easy to put the right things in the right places, so follow the directions and you’ll be up and running quickly. 1 - Insert the application CD and open it, or decompress the archive you downloaded. The disk or download archive you received contains a main folder with the words 3D Invig in the title. Double click this folder to open it. Inside the window that opens you will find the main Zaxwerks folder. Inside this folder is the 3D Invigorator AE plug-in, the Zaxwerks Invigorator Startup file, the Zaxwerks Swatches folder and several folders of support files. Locate the Zaxwerks folder. It will be used in the next step. 2 - Find and open the Adobe After Effects folder, then find the Plug-ins folder inside of it. Drag the Zaxwerks folder from the CD or downloaded archive into the Plug-ins folder. (See the Warning sidebar.) You are now ready to launch After Effects and create your first Invigorator project. Zaxwerks 3D Invigorator for AE - User Guide WARNING Do not move the folders inside the Zaxwerks folder! Drag ONLY the Zaxwerks folder into the After Effects > Plug-ins folder. This will copy all the required files into the appropriate location on your hard drive. If you drag individual files you may end up missing the swatch libraries and other support files. 17 NOTE: The Invigorator requires OpenGL 1.1 to run. OpenGL is a system extension (opengl32.dll) that comes with your Windows operating system. If you try to run the Invigorator and get an error saying OpenGL is missing, reinstall it from your System CD or download it from the Microsoft website Downloads Center (http://www.microsoft.com/downloads) Authorization You will find the Invigorator plug-in under the Zaxwerks menu. (Effect > Zaxwerks > 3D Invigorator.) The first time you add the plug-in to a project it will ask you to enter your Authorization code. Enter your Name and Organization, and type the code exactly as it was given to you, then press the OK button. If you click the Demo or Cancel buttons you will have to relaunch After Effects before it will give you the authorization window again. TROUBLESHOOTING TIP On some systems running Windows XP, you will not be able to type any more than 2 or 3 characters per field. If this happens to you, type the information into NotePad then copy each line and paste it into the appropriate field. 18 Zaxwerks 3D Invigorator for AE - User Guide Basic Concepts Zaxwerks 3D Invigorator for AE - User Guide 19 20 Zaxwerks 3D Invigorator for AE - User Guide BASIC CONCEPTS The 3D Invigorator creates its own images. It does not process existing footage to give it a “3D effect”. Instead, you create a Solid and apply the 3D Invigorator filter to it. The 3D Invigorator is more like a full application than it is a plug-in. Like After Effects it has a workflow style that is straightforward and quick to understand. Like most other plug-ins it can be used within minutes of opening it up. Unlike most plug-ins however, it has the depth of a full application. There is a tremendous amount of technology and workflow design packed into this program. The reason it was made as a plug-in is because a tight integration of a plug-in with its host speeds up the workflow, increases flexibility and raises the overall quality of the final work. To aid in getting the most from the 3D Invigorator, here is a short overview of the steps for creating a 3D graphic. Modeling The 3D Invigorator creates its own models out of Adobe Illustrator files and Vector Clip art. Models can be modified using the controls in the Object Tab. A selection of over 100 preset edge “bevels” come built into the program. The PRO version of the 3D Invigorator can also import models that were created in other 3D programs, build basic shapes of its Zaxwerks 3D Invigorator for AE - User Guide Modeling The creation of an object’s shape. Surface Set Up The “paint job” that is applied to the surface of the models. Scene Set Up The positioning of the objects and lights within the 3D scene. Also the positioning of the camera which views the scene and films the animation footage. Animation The moving of the camera, objects or the lights within the 3D scene. Rendering Processing the animation into the final movie footage. 21 own, and create models out of fonts. There are thousands of 3D models that can be purchased or downloaded for free from websites around the world. Look on the goodies page of our website for links to other websites that offer 3D models. (www. zaxwerks.com/goodies.html) Surface Set Up The Invigorator has a completely unique way of handling surfaces. Up to six different materials can be applied to each object and that object may use those six materials in a variety of ways. Once you use it you will see how the Invigorator has finally given to 3D artists the tools to create a new generation of 3D title and logo graphics. Graphics like you have never seen before. Scene Set Up Setting up a 3D scene has been streamlined to make it easier for 2D motion graphic artists to make the jump to 3D. A scene can have as many objects as you need and objects or groups of objects can be rotated and positioned independently. Up to six lights can be used, and once you get your lights perfect they can be saved and reused in future projects. Object manipulation within the 3D scene is being done in a way that’s completely new. Single and multiple objects can be manipulated with speed and fluidity. There are a full compliment of short cut keys. Even nudge keys are supported. 22 Zaxwerks 3D Invigorator for AE - User Guide Animation The animation is handled completely from inside the AE Effect Controls window and the AE Timeline. All your familiar methods for handling Keyframes, Ease In/Out, Expressions and Animation Assistants can be used. When animating, only the animation tools are presented, so there is less to worry about and the workflow is once again faster. Rendering The rendering engine is designed for the rigors of professional production. It creates beautiful images with excellent antialiasing, image mapping, bump mapping, reflection mapping, soft shadows, transparencies for glass effects, chrome effects, flythroughs, fly-bys and can even place After Effects movie footage onto any object in the 3D scene. The rest of the manual is divided into the following sections: The Quick Start section will give you a quick overview of the 3D Invigorator process. It uses standard 3D terminology and is geared toward users with previous 3D experience. The Tutorials section will walk you through the process of creating many different kinds of 3D Invigorator projects. It’s best to follow the tutorials in order since each builds on material presented in earlier tutorials. The Feature Reference section presents indepth explanations of what each tool and setting does and how to apply them. The Special Topics section addresses common questions and their solutions. Zaxwerks 3D Invigorator for AE - User Guide 23 24 Zaxwerks 3D Invigorator for AE - User Guide Quick Start Zaxwerks 3D Invigorator for AE - User Guide 25 26 Zaxwerks 3D Invigorator for AE - User Guide Quick Start (Also see the Expanded Quick Start section) These are the most basic steps required to create a 3D graphic. Use vector artwork made in Illustrator or FreeHand. 1. Draw some 2D shapes in a vector drawing program or select them from a vector-based clip art library. Save the file in Illustrator CS or earlier format. 2. Add a 3D Invigorator effect to a Solid and bring the shapes into it by opening the Illustrator file made in Step 1. The shapes will automatically become 3D objects. NOTE: Do not turn on the 3D switch for this solid. (For the PRO version, first click the “Open Illustrator File” button, then open the file made in step 1.) Find the 3D Invigorator under the Effect menu. A box will open for you to pick a vector file. 3. Open the 3D Invigorator’s Set-Up window (click the Red Ball button) to enhance the object shapes, set surface materials, set lights and position the camera. Use the Effect Controls window to set keyframes for animating the camera, lights and objects. The Set-Up window is where you do everything except setting animation keyframes. Click the tiny Red Ball button to open it. 4. Create the final 3D image by setting the Solid to Best Quality. The Invigorator contains dozens of presets you can use to make your objects look like gold, chrome and glass, in a variety of shapes and sizes. These can all be dropped onto your objects from inside the Set-Up window. Zaxwerks 3D Invigorator for AE - User Guide Turn on the Best Quality switch to see exactly how the final rendering will look. 27 We highly recommend you read the Expanded Quick Start and the Tutorials section. The Expanded Quick Start is short, and contains information that will dramatically affect the quality of your work. Think Like A Photographer It’s important to remember that when you work with the 3D Invigorator you are using a real 3D program. 3D programs simulate a photographer’s studio. You can move objects, set lights, and reposition the camera. You are always looking at the scene through the lens of the camera. The Preview window shows you what the camera sees. What you see through the Camera lens (the Preview window) is what you will get in the final rendering. Thinking like a Photographer helps you figure out what to do. For instance, moving one object closer to the camera will make that object bigger. On the other hand, moving the camera closer to the objects will make all the objects bigger. If you are taking a picture of a group of people and you can’t see them all in the camera’s viewfinder, what do you do? Have everyone move back? Or move the camera back? Both would work, but one is easier. Once you start to think like a person shooting a picture with a camera, things start to make more sense. 28 Zaxwerks 3D Invigorator for AE - User Guide Expanded Quick Start Step 1 - Create The Beginning 2D Shapes Draw some shapes in a bezier-based vector drawing program such as Illustrator, FreeHand or Corel Draw and save them in Illustrator format (CS version or lower) or select vector clip art from a vector-based clip art library. Use Vector Outlines Raster images won’t work The shapes must be vector outlines. Pixel images or scans won’t work unless you turn them into vector outlines by tracing them. (See the section called Using Scanned Artwork in the Special Topics section.) Stroked paths become hollow objects. Don’t over build. Keep the line art simple. Most of the pizzazz comes from the Edge Styles and shading applied to the models inside the 3D Invigorator. When the vector paths are filled they create solid 3D objects. Paths that only have a stroke create hollow 3D objects. Stroke widths are ignored. To create text in the Classic version, layout the text in your vector drawing program, then convert the text to outlines before saving the file. If you have the PRO version you can type text directly into the text window and make unlimited changes at any time. Filled paths become solid objects. A Text Object Vector Outlines Convert Text to Outlines before saving. Zaxwerks 3D Invigorator for AE - User Guide 29 Expanded Quick Start Step 2 - Adding The Shapes To The 3D Invigorator Add the 3D Invigorator to a Solid. Pick a vector file when you see this dialogue box. In After Effects create a Solid that you want the size of your 3D rendering to be. The 3D Invigorator uses the size of the Solid as the size of the final rendering. There is no limit on the size of the Solid, however most times the solid is the same size as the comp. NOTE: Do not turn on the 3D switch for this Solid. It must remain a 2D layer. Select the Solid and add the 3D Invigorator from the Effect menu. (Effect > Zaxwerks > 3D Invigorator) A dialogue box will open asking you to open the vector file you created in Step 1. (If you are using the PRO version you will first see a window with several buttons on it. Click the button that says “Open Illustrator File”.) Select the file containing the vector shapes you want to invigorate and click Open. The shapes will automatically be turned into 3D models using the default Object Style. Comp window The Effect Controls window will open and you will see a Preview window of the objects in the 3D scene. A Draft mode rendering will be done and placed into the Comp window. Draft mode has no textures, shadows or antialiasing. However it renders in nearreal time so it’s perfect for motion tests. Effect Controls window 30 Zaxwerks 3D Invigorator for AE - User Guide If you want to create more objects click the Create... button and open another file. In the PRO version this button is actually a menu of creation options and is called the Object menu. A file may be added more than once to create multiple 3D objects which all look the same. When you do this though, the 3D shapes will be in exactly the same place making it look like you have only one 3D object. Go into the Set-Up window, click on the Object tab, then use the tools to move them apart. Expanded Quick Start Step 3a - Adjust The Camera, Lights or Objects Click this button to add more objects. Click this button to open the Set-Up window. Under the Scene Preview window in the Effect Controls, click the little button with the Red Ball on it to open the Set-Up window. The Effect Controls contains everything that is animatable. The Set-Up window contains everything non-animatable. Change the shape of the objects, their Depth and the Edge Profile applied to them by selecting the objects, then changing the sliders and popup menu choices in the large Object Tab on the right half of the Set-Up window. Zaxwerks 3D Invigorator for AE - User Guide Object shape and depth is controlled here. 31 Color the objects by dragging and dropping material swatches on them from the bin of swatches in the large Materials Tab. Change the direction, color and intensity of the lights by clicking on the Light mode button in the toolbar to reveal the direction manipulator and other lighting controls. Change the position and rotation of each Object by clicking on the Object mode button in the toolbar, then selecting and manipulating single or multiple objects using the manipulator tools. Hold down the Shift key and click on objects to add them to the current selection. Assign objects to animatable Sets by choosing a Set number from the Sets popup menu. A Set is a parent which can move multiple children at one time. After Effects can animate eight parent Sets. The Set assignment is done in the Set-Up window, but the animation is done in the Effect Controls window. Assigning Object 1 to Set 1. 32 Zaxwerks 3D Invigorator for AE - User Guide Expanded Quick Start Step 3b - Creating The Animation Animation is done by dragging in the Scene Preview window seen in the Effect Controls. Setting keyframes is handled inside the After Effects Timeline with the standard keyframing techniques. The Camera, three Lights and eight Sets can be animated. To create keyframes enable the animation stopwatches for the parameters you want to animate. Then move the Time Marker and drag in the Scene Preview window. Do not drag in the Comp window. (NOTE: Both the Classic & PRO versions can use the AE camera. See the section called: Linking to the AE 3D Camera) Drag in the Effect Controls window to set keyframes. Mode buttons Manipulation tools The three mode buttons (Camera, Light, Set) located below the preview window, tell the program which type of object will be affected when you use the manipulation tools. To rotate or move the Camera, click on the Camera tab, then use the manipulation tools. (Tumble, Roll, Track, Dolly) Click the Camera Mode button to manipulate the camera. Lights are handled the same way, except you can only tumble lights, you cannot Track or Dolly them. (NOTE: To create Spot Lights or Point lights see the see the section called: Linking to the AE 3D Camera and 3D Lights) Click the Light Mode button to manipulate the lights. Zaxwerks 3D Invigorator for AE - User Guide 33 To rotate or move a Set, first click on the Sets button (3 cubes), then use the manipulation tools. Remember, animating a Set will affect all the objects that have been assigned to that Set. Click on the Sets Mode button to manipulate sets of objects. When objects are first loaded into the 3D Invigorator, they are assigned to Set 1 by default. This can be changed in the Invigorator’s User Prefs. When you select a Set (click on it) you will see bounding boxes around each object within that Set. Objects can be freely moved from one Set to another when you are inside the Set-Up window. Expanded Quick Start Step 4 - Rendering The 3D Graphic The rendering quality is controlled by the Draft/Best quality switch on the Solid that the 3D Invigorator effect is applied to. Draft mode produces OpenGL renderings which have no shadows or antialiasing, but render in nearly real time which makes doing motion tests incredibly fast. The layer quality switch on Draft Mode. 34 Full 3D rendering takes quite a bit of time and is not interactive, so you should leave the solid on Draft mode unless you are working on the final look of the 3D scene. When setting up the Render Queue, adjust the settings for Best Quality and the layer will then render with all textures, shadows, reflections and antialiasing. Zaxwerks 3D Invigorator for AE - User Guide What goes into a Best quality rendering is controlled from inside the Set-Up window. You can adjust the antialiasing level from a popup seen below the toolbar when the Camera mode button is clicked. Shadows, textures, reflections and layer maps are all set up inside the Set-Up window and don’t appear until a Best quality rendering is done. Inside the Set-Up window, holding down the Command key (Mac) or Alt key (Windows) turns the OK button into the Test button which will do a Best quality rendering at small size. This is very useful for testing the look of the lighting and textures without having to go back to the AE comp window to see the results of your changes. Antialiasing popup menu Do a test render to get a Best Quality rendering while inside the Set-Up window. Back in After Effects, the Caps Lock key is used to abort renderings in progress. Turning on the Caps Lock key will stop any rendering within seconds so you can make adjustments. Zaxwerks 3D Invigorator for AE - User Guide 35 Saving Your Work Your work is saved as part of the After Effects project file. When you next open your AE project the data is reloaded and the 3D scene is recreated, ready to be edited or rendered. Each Invigorator effect you add to the project carries its own 3D scene data, as well as all of the settings needed to recreate the materials, lights, and objects styles. The swatches in the bins are not saved into the project file, they are saved into the Zaxwerks Swatches folder which is located on your hard drive in the same folder as the 3D Invigorator plug-in. By saving them into this central database any material or object style you create is available to be used by any other 3D Invigorator project. All swatches that appear in the Invigorator are saved into the central library called Zaxwerks Swatches. One thing to remember however, is if you delete swatches from the bins they will be deleted permanently from the hard drive. Deleting swatches does not hurt your current projects, it just means that the swatch disappears from the bin. Once cleared from the bins, swatches can be regenerated by selecting an object and clicking the Material Set-Up button. The swatches will appear at the bottom of the window in the Materials Palette. Once regenerated they can be dragged to the bin and used in other projects. 36 Zaxwerks 3D Invigorator for AE - User Guide Tutorials Zaxwerks 3D Invigorator for AE - User Guide 37 38 Zaxwerks 3D Invigorator for AE - User Guide These tutorials are designed to get you acquainted with the 3D Invigorator by walking you through simple projects. Before You Start Please follow the installation instructions to make sure you have the plug-in and all supporting files installed on your machine in the correct locations before you start the tutorials. This manual assumes you have an understanding of After Effects. If the tutorial says “Make a new Comp” or “Open the Effect Controls window”, and you don’t know how to do that, please go back to the After Effects manual, do the tutorials there and get familiar with how After Effects works. TUTORIAL 1 A Camera Animation Title animations that introduce a show, tell you what’s coming up next or identify a presenter can be brought to life by the use of a simple camera animation. In this tutorial we will import a graphic, turn it into 3D models, then animate the camera around the models to lend a very simple but effective 3D feel to the graphic making it much more inviting and attractive to look at. Zaxwerks 3D Invigorator for AE - User Guide 39 Add The Invigorator To Your After Effects Project Every 3D Invigorator animation starts the same way. You must create a Solid and then apply the 3D Invigorator to it by selecting the effect from the Effects menu. 1. Open After Effects. 2. If you’re starting from scratch create a new Comp and a new Solid. The size of the Solid determines the size of the 3D rendering. Most times you’ll make the size of the Solid the same size as the Comp. NOTE: Do not turn on the 3D switch for this Solid. It must remain a 2D layer. 3. Select the Solid, apply the 3D Invigorator to it which is located in the Effect menu. (Effect > Zaxwerks > 3D Invigorator) 4. The Select Artwork dialogue will open which lets you pick an Adobe Illustrator type of file containing vector artwork. The file must have vectors in it and saved in Illustrator CS or earlier format. Bitmaps and scans will not create 3D models. Macromedia FreeHand and Corel Draw both have options to export their files in Illustrator format. The Select Artwork dialogue 40 If you are using the PRO version you will first see a window with several buttons on it. Click the button that says “Open Illustrator File.” Zaxwerks 3D Invigorator for AE - User Guide 5. Find the Gold Rush.ai file which is located in the Invigorator Tutorials folder. 6. Double click on the Illustrator file or click Open. This will put you back into the main After Effects interface and open the Effect Controls window. Here you will see a 3D Scene Preview window, a toolbar and the animation controls. A Draft mode rendering of the image will also appear in the Comp window. 7. The right side of the 3D Scene Preview window will be clipped off by the edge of the Effect Controls window. Drag the bottom right corner of the Effect Controls window to make it larger so the Preview window doesn’t get clipped off. Drag here to make the Effect Controls window wider. 8. In the Effect Controls window, click on the Views popup and select High Left. This will move the camera closer to the words. Notice how the Illustrator graphic has already been turned into 3D objects, (called models in 3Dspeak.) The Invigorator creates the models based on default settings but you can change the settings to change the look of the models. Zaxwerks 3D Invigorator for AE - User Guide 41 Looking Over The Effect Controls Take a moment to familiarize yourself with the layout of the controls. The animation control center for the Invigorator is the Effect Controls window. Here you can see a 3D Scene Preview window which shows you your 3D scene. This window shows you solid 3D objects but it does not show you shadows, reflections or image maps. Rendering those things takes extra time and the Scene Preview window is designed for speed. It’s a preview of the rendering. To see the final full quality rendering set the layer to Best quality and look in the Comp window. The Scene Preview window is also where you drag the cursor to affect the camera, lights or objects. Select a tool from the Toolbar, pick which scene element you want to adjust, and then drag the cursor in the window to see the effect. Dragging things with these tools is how you set keyframes to create an animation. Drag in the Scene Preview window to manipulate scene elements. 42 You get to the part of the Invigorator that handles object set up, surface set up and all the other non-animatable aspects of a 3D scene by clicking the Set-Up button which is the red ball, located just below the Scene Preview window. Do not click it at this time, we’ll be getting to it in a moment. Zaxwerks 3D Invigorator for AE - User Guide Keyframing and animation editing is controlled from the Timeline window, where all the other After Effects animation editing is done. The Comp window shows you the current composite. The Invigorator will render a frame and show it to you in the Comp window respecting whether you have Draft or Best mode turned on. The Timeline window is where all keyframes are set. Be aware that unless you are linking to the AE Comp camera or lights, you cannot drag anything in the Comp window that will affect the 3D scene. You can drag the rendered 2D image just like any other layer, but interacting with the 3D scene is done from the Scene Preview window in the Effect Controls. Going back to the Effect Controls then, you will notice that in the toolbar directly under the Scene Preview window the first icon on the left, the Camera, is highlighted in blue. This means it is turned ON and you are in Camera mode. Any dragging you do inside the Scene Preview window will affect only the Camera. Take a moment and do this. Make sure the Camera icon is blue, then click on one of the four manipulator tools on the right: Tumble, Roll, Track and Dolly. Try out each tool and see what it does. If you get lost you can always use Undo to get back to where you started. Zaxwerks 3D Invigorator for AE - User Guide Camera Mode Button The Cameraʼs Manipulator Tools The Effect Controls Toolbar 43 1. Click on the Camera mode icon, then click on the Tumble tool and drag in the Scene Preview window. Drag up/down/left/right and watch what happens to the scene. 2. Select each of the other tools and drag them in the Scene Preview to see their effect. Remember you are looking through the lens of a camera. As you drag you are moving the camera around the objects. It may feel like you are moving the objects in front of the camera, but if the Camera button is blue, you are really moving the camera. Watch the floor grid as you drag. Notice that the floor is moving too. This lets you know you are moving the camera. If you were moving objects the floor would stay in place. 3. When you’re done experimenting select the High Left option in the Views popup menu located just under the Tool bar. This will set you back to the default view. Select High Left in the Views popup menu. 44 Zaxwerks 3D Invigorator for AE - User Guide Adding Color To The 3D Scene Since you are working in a full 3D program you get to play with the lighting! Let’s add a little color to the scene by changing the color of the lights. Below the Scene Preview window is a list of animation channels. They are organized by Camera controls first, then Lighting controls, then Set controls, then Layer Maps. 1. Click on the arrow next to Lights to reveal the three animatable lights, then click on the arrow next to Light 1 to see the animation channels. The 3D Invigorator has six possible lights but only three of them can be animated. These animatable lights are set to have a direction only. There is no position to worry about so you won’t accidentally find yourself placing a light behind the objects or pointing them away from the objects. You set the direction you want the light to shine in and the program will automatically place it so that all the objects will receive the light. See the section called: “Linking to the AE 3D Camera & 3D Lights” for information on how to create Spot lights and Point lights. Click the color chip to change a light’s color. Next you will change the color of the lights by changing the color chip for Light 1. Zaxwerks 3D Invigorator for AE - User Guide 45 2. Click on the Light 1 color chip and pick a saturated yellow color. If you have an image on your screen with a strong yellow in it you may use the Eyedropper tool to pick the color from that image. Once you do this you will notice how there is a strong yellow cast shining on the left side of the objects. These objects all started out white so you see the full effect of the lighting. As object colors get darker and more saturated you will see less effect from colored lights. Now change the color of the second light. 3. Click on the Light 2 color chip and pick a strong red color that’s not too dark. Click on the Light Color Chip and pick from the color picker. 46 Now you will see the right sides of the objects lit up in Red. Where the two lights shine on the same surfaces they mix to a nice golden color. Light 3 is turned off so we won’t do anything with it. Zaxwerks 3D Invigorator for AE - User Guide Animating The Camera Now that the lighting is set, it’s time to create our first animation. Go back to the toolbar and switch to Camera mode. There are three types of cameras in the Invigorator. These are selected from the Camera Type popup: Orbit, Look At and Hand Held. The Orbit camera is what we will use for this animation because it’s the perfect camera for doing table-top-style shots. The Look At camera is best for fly-bys and fly-throughs. The Hand Held camera is best for animations where you need to “wander” through a scene frequently changing what you’re looking at. It’s more flexible but takes more control. These camera types are covered in detail in the camera section. 1. Under the Scene Preview window, click on the Camera icon to activate the camera controls. Below the toolbar are several popups and buttons. Find the popup that says Views. The contents of this popup changes based on whether the Camera, Lights, or Sets icon is blue. When the Camera icon is blue the Views popup displays a list of preset camera views and also lets you save your own views. 2. From the Views popup, select the Low Right view preset. This will move your camera so you are looking up at the objects from a little off to the right side making the objects look large and grand. This will be the position of your first keyframe. Zaxwerks 3D Invigorator for AE - User Guide 47 In order to set a keyframe we need to enable the animation channels for the Camera. 3. In the Effect Controls window turn down the arrow in front of “Camera” and find the two channels labeled Camera Tumble. Click on the little stopwatches in front of the two tumble channels to enable animation for these parameters. This is the fastest way to turn on animation for a channel. The other way is to go to the Timeline window, turn down the arrows until you find the Tumble parameters for the camera then click on the animation stopwatch icons. 4. In the Timeline window move the Time Marker to the 4 second mark. Now you are ready to set your second keyframe. Click on the animation stop watches for both Camera Tumble channels to turn on animation for these channels. 48 5. Return to the 3D Invigorator Scene Preview window and select the Tumble tool. Click in the window and drag to the right. This will orbit the camera around the objects. Drag until you have a viewing angle that is similar to the Low Right view you started with but is now looking from the left. Release the mouse to set the keyframe. Zaxwerks 3D Invigorator for AE - User Guide If you now drag again without moving the Time Marker the Invigorator will simply update the existing keyframe. There is no need to remove the old keyframe in order to change it. Be careful, however, not to drag with any other tool besides the tumble tool. In Step 3 only the animation channels for the Tumble tool were enabled, so using any other tools will affect the entire animation, not just the current time. Previewing Your Animation You can now preview the animation by clicking the Play button in the After Effects Time Controls palette. If you like you can click the RAM Preview button and watch your animation play back in real time! If you want the viewing angle to change more, stop the preview and go to the keyframe you want to change. Then, in the Invigorator Scene Preview window, drag to change the view, then Preview again. You are never locked into one view or one animation. Everything can always be changed. Experiment with setting the second keyframe to end with a high view instead of a low view. Zaxwerks 3D Invigorator for AE - User Guide Drag with the Tumble tool active to orbit the Camera. Click the RAM Preview button in the AE Time Controls palette to watch animation playback in real time. 49 Drag up with the Dolly tool to move the Camera closer to your objects. If you’d like to experiment with coming closer to the objects as you orbit around them, go back to the first keyframe. Find the channel in the list titled Camera Distance, enable animation for this channel, then go to the second keyframe, select the Dolly tool (the one that looks like an arrow pointing in and out of the screen) and drag up and down to move the camera closer to or farther away from the objects. Rendering The Final Animation To render the final version of your animation all you need to do is set the layer to Best quality instead of Draft quality and pick Make Movie, from the Composition menu. At this point however, you will not see much difference between the Draft version and the Best version with the exception that the images are now antialiased. This is because the surfaces of your objects are simply colored white. There are no shadows, reflections or images covering your objects which are the things that come out during the final Best quality rendering pass. To change the surfaces you must click the Red Ball button to enter the Invigorator’s Set-Up interface. This is where most of the controls are and a 3D program has a lot of controls. However, we’ve organized things to be easy to get to and the next tutorial will walk you through the highlights of the Set-Up interface. 50 Zaxwerks 3D Invigorator for AE - User Guide TUTORIAL 2 A Walk-About Through The Set-Up Window The part of the Invigorator program that lets you set up everything prior to the final animation stages is opened by clicking the Set-Up (red ball) button below the Scene Preview window. This is called the 3D Invigorator Set-Up window. If you are starting fresh with Tutorial 2 and don’t have any objects in your scene, do Step 1. Otherwise proceed to Step 2. 1. Open After Effects. Create a New Comp. Create a New Solid. Select the Solid and apply the Invigorator (Effect > Zaxwerks > 3D Invigorator). Find the Gold Rush.ai file in the Tutorial Files folder. Double click the Gold Rush.ai file to open it. This will return you to After Effects and open the Effect Controls where you will see the Invigorator’s Scene Preview window. Below the Scene Preview window is the Set-Up (red ball) button. 2. Click the Set-Up button to open the 3D Invigorator Set-Up window. The Set-Up window can be divided into a left half and a right half. The left half has the 3D Scene Preview at the top, the toolbar below that and a small tab area that changes at the bottom. Zaxwerks 3D Invigorator for AE - User Guide Click on the Set-Up (red ball) button in the Effect Controls window to open the Set-Up window, 51 3. Click on the Camera mode button to see some settings and controls for the camera. Camera Mode button Views... menu Here you see the Views... popup like you saw below the toolbar in the Effect Controls window. There is also another popup menu which lets you change the lens the camera uses. Using a shorter lens (one with a lower mm value) emphasizes the perspective, making near objects appear much larger than distant objects. Lens popup Light Swatch Bin Light Editor 52 4. Click on the Light mode button. When you do this two things happen at once. First the small tab area at the bottom of the left half of the interface changes to show you the lighting controller and the lights list where you can select different lights to work with. The second thing that happens is the whole right half of the interface changes to show you the Light Editor at the bottom and a bin of light swatches at the top. This bin of swatches contains preset lights which can be applied by clicking and dragging one of the swatches and dropping it onto the current light’s swatch located in the Light Editor. Zaxwerks 3D Invigorator for AE - User Guide These light swatches contain information for only a single light, letting you fine tune one light at a time. To apply a whole scene’s worth of lights in one action you can use the Lighting Styles swatches. 5. Click on the Lighting Styles tab located at the top of the right half of the lighting interface. This tab contains swatches of Lighting Styles. A Lighting Style is a complete set of lights, including their positions, directions, colors, intensities, shadows and every other setting used to arrange the lights in exactly the same way as when the swatch was saved. Click the Lighting Styles tab. Lighting Styles is a very powerful feature. It enables you to design a particular lighting set up and then save it for future use. The Lighting Styles swatches can be exchanged with other artists so a Creative Director can design a particular look for the project and have all the other artists working on the project use the same lighting. A Lighting Style swatch is applied by dragging it from it’s location in the swatch bin, and dropping it into the Scene Preview window. When you do this you will replace all other lights currently in the scene. Zaxwerks 3D Invigorator for AE - User Guide Drag a Lighting Style swatch from the swatch bin and drop into the Scene Preview window. 53 6. Back at the toolbar, click on the Object Mode button. Object Mode button Set Assignment popup Object List When you were working in the Effect Controls window this button had three cubes on it and was called the Set Mode button. This is because you can only animate Sets in After Effects not individual objects. Inside the Set-Up window however, you get to work with individual objects and the Object Mode button has only a single cube on it to show you this. When you clicked on the Object Mode button two things happened. First the area under the toolbar changed to show you the Create Object button which you use to create new objects. It also shows you the Object List popup where you select individual objects, and the Set Assignment popup which you use to assign an object to one of the animatable Sets. The second thing that happened is the entire right half of the interface changed from the Lighting controls to the Object controls. You’ll notice up at the top there are three tabs. There’s a tab for Objects, a tab for Materials and a tab for Object Styles. The Object tab controls the shape of the models. 54 The Object tab controls the shape of the models. The Materials tab controls the color and appearance of the surface of each model. The Object Styles tab contains customizable presets for the complete look of a model, both shape and surface settings. Zaxwerks 3D Invigorator for AE - User Guide 7. Click on the Object tab, if it’s not already the front-most tab. This tab is where you control the shape of your objects. The controls in it will change based on which object is selected. Select an object in the Scene Preview window. If more than one object is selected (shift click), it will show you the controls for the Primary selection which was the object selected first. Object, Materials & Object Styles Tabs Primary Selection Secondary Selections The Primary selection is given a red bounding box in the Scene Preview window, whereas the other selected objects have green bounding boxes. 8. Click on the Materials tab. This is where you create materials that will be applied to the surface of an object. At the top of this tab is a storage bin of material swatches similar to the storage bin of light swatches you saw in the Lights tab. Zaxwerks 3D Invigorator for AE - User Guide 55 Materials Swatch Bin Material Editor Current Material being edited PRO Features Texture Map Thumbnails Enable Texture appear here Check Box 56 Layer Map Selector Material swatches are saved into a central library on disk and loaded in the bins each time the Set-Up window is opened. Each swatch contains all the settings needed to create a material, including pointers to the texture maps used. Texture maps are scans or pictures applied to objects to make their surface color and texture more interesting. At the bottom of the Materials tab is an area containing the material controls. This area is called the Material Editor. The swatch ball shows you the current material that is loaded into the Material Editor. The sliders control various settings, and the boxes show any texture maps used. The little checkboxes turn the texture maps on or off. You load a swatch into the Material Editor by either double clicking on it, or by dragging it from the bin and dropping it onto the swatch in the Editor. Zaxwerks 3D Invigorator for AE - User Guide 9. Click on the red material swatch in the Materials bin , drag it into the Scene Preview window, and drop it onto one of the selected objects. This is the fastest way to apply materials to objects. 10. Click on the Object Styles tab. This tab contains swatches of Object Styles. An Object Style is a complete set of every material and every shape setting used to create and color an object. Apply a material by dropping a swatch onto an object. This is a very powerful feature! It enables you to design a look for an object, save it and then apply it to something else with one action. Object Styles swatches are saved into a central library, so they can be exchanged with other artists and reused on future projects. They enable you to design a look and then reuse that look over and over. Applying an Object Style takes nothing more than dragging it from its location in the bin and dropping it onto a selected object in the Scene Preview window. If more than one object is selected, the swatch gets applied to all of them at once! Zaxwerks 3D Invigorator for AE - User Guide Apply an Object Style by dropping a swatch onto an object. 57 11. Above the Scene Preview window is a button titled Material Set-Up. Click it. (Make sure an object is selected or else the Material Set-Up button will be dimmed.) When you click the Material Set-Up button you do two things at once. You reveal the Material Set-up window, and you reveal the Materials Palette which is the set of six square docks where material swatches can be placed. The palette can also be hidden and revealed on its own by using the Palette checkbox. Edge Profile of selected object The Material Set-up window shows you a drawing of the Edge Profile applied to the currently selected object. If more than one object is selected you will see the Edge Profile applied to the Primary selection, which is the object with the red bounding box in the Scene Preview window. Material Chips The Material Set-up window also shows you the materials assigned to the Edges and Faces of your objects. You can apply up to six different materials to each object. By default the material in dock #1 is applied to everything. You can see this by spotting the green material chip, with the number 1 in it, sitting next to the Front Faces, Outside Edges and Back Faces in the window. Materials Palette Docks The Materials Palette for Vector and Text objects has six docks. The Materials Palette for Imported objects has only one dock. The Materials Palette for Primitives changes based on the number of sides. 58 You can change the material applied to an object by simply dragging a swatch from the Materials bin on the right, and dropping it into dock #1 in the Palette. (Click on the Scene Preview button to see what the color looks like applied to your object.) Zaxwerks 3D Invigorator for AE - User Guide To assign more than one material to an edge profile, drag another swatch from the Materials bin down and into an empty dock in the Materials Palette. Select the Split Point tool and click on the black line of the edge profile at the point where you want the color to change from one material to another. Then drag the new swatch from the palette and drop it onto one of the green chips. (See more on assigning materials in the Material Set-Up Window section of the manual.) 12. Click on the Scene Preview button to return to the main 3D window and see what your model color looks like. Split Points Split Point tool - – —————————— – - Drag the swatch from the Materials Palette and drop it onto one of the material chips. Zaxwerks 3D Invigorator for AE - User Guide 59 TUTORIAL 3 Selecting, Renaming And Manipulating Objects Let’s look at the basics of how we work with individual objects. Clearing An Old Scene And Creating New Objects 1a. If you are continuing from the end of Tutorial 2: Open the Set-Up window and click on the Clear Scene button, which is located to the left of the Objects List once you’ve made the Object mode button active (blue). This will delete all objects from your scene and set everything back to its default state. Next do Step 2. 1b. If you are starting fresh with this tutorial: Add a 3D Invigorator effect to a Solid. When the file picker appears open the Stars. ai file and once the Effect Controls window appears find the Invigorator’s Scene Preview window and click the Set-Up (red ball) button just below it. Now skip Step 2 and continue with the next section. 2. Click on the Create Object button. (If you are using the PRO version click on the “Object...” popup menu and pick “Open Illustrator File”) When you see the Select Artwork window find the Stars.ai file located in the Invigorator Tutorials folder, and click the Open button. This will open an Illustrator file containing some stars. 60 Zaxwerks 3D Invigorator for AE - User Guide Examining The Object List 1. Click on the Object Mode button, if it’s not already blue, and then click and hold down on the Object list. The Object List is a pop up menu containing a list of all objects in the Invigorator. You will notice that there are four items in the list: Object 1, 2, 3 and Group 1. These are the default names given to the objects as they were imported from the Illustrator file. Notice that all the objects have 3D boxes around them made of lines. These are called wireframe bounding boxes. You can see that the bounding box of the first star is red while the others are green. The red object is called the Primary selection and its settings are displayed in the Object tab. If you look in the Object list you will see that the item called Object 1 has a bullet in front of its name. That’s because Object 1 is the Primary selection. The other objects are called Secondary selections and their settings are not shown in the Object tab. We can change which object is the Primary selection by choosing a different object from the Object list. Zaxwerks 3D Invigorator for AE - User Guide 61 2. Click on the Object list and release the mouse on Object 2. Now the red bounding box is surrounding the second star. This star looks hollow. That’s because when it was created in Illustrator, this object was given a stroke color, but no Fill color. When it comes into the Invigorator you see the edges but no centers. The first star, Object 1, had a fill color so it appears solid when it is turned into a 3D object. 3. Click on the Object List and release the mouse on Object 3. You will see that the third star now has a red bounding box and its name is displayed in the Object list when this popup is in its closed state. This object was created as a compound path inside Illustrator by using one of the Pathfinder tools. A compound path is two or more vector shapes that make up a single object. In most cases the extra shapes are holes. The Invigorator knows when you have holes in your Illustrator shapes and creates the models accordingly. There are even special controls for giving holes extra attention. Selecting Object 2 from the Object list. 62 Zaxwerks 3D Invigorator for AE - User Guide 4. Click on the Object list and release the mouse on Group 1. A Group is a set of shapes which have been combined into one locked multi-part object by selecting them all in Illustrator and using Illustrator’s “Group” command on them. When objects are grouped together they all move as one unit. Anything that appears as a single item in this object list is always referred to as an object. This is because even though there are several individual stars in Group 1, all those stars are locked together and can only move as a single unit. Important Point To Remember Anything that is grouped in Illustrator will come into the Invigorator locked together. If you need to rotate, position or color objects individually you must remember to ungroup them in Illustrator before saving the Illustrator file. 5. At the top of the Object List is a menu item called Select None. Pick this command. All the bounding boxes will disappear signifying that no objects are selected. Zaxwerks 3D Invigorator for AE - User Guide Use the Select None command to deselect all objects. 63 Selecting And Renaming Objects There are four tools located in the toolbar under the Scene Preview window that are used to manipulate objects. These are the Tumble tool, the Roll tool, the Track tool and the Dolly tool. These Manipulator tools can also be used to select objects. 1. Click on the Tumble tool to select it, (making it blue), then click once on the first star. Be sure not to drag when you click. If you drag, the program will think you are trying to tumble something, however if you click without dragging the program knows to select the object that was under the mouse. If you cannot hold the mouse still enough during the click to select the first star you can use the Selection tool instead. The Selection tool isn’t particular about whether you click or drag during a selection, so it’s easier to make selections with it. The Selection tool is the icon of an arrow with a little “click” at its end. It’s right next to the magnifying glass. Click one of the Manipulator tools to make it active, then click once on an Object in the Scene Preview window to select it. 64 When selected you can see how the bounding box is red. This again means that this object’s settings are being displayed in the Object tab. Zaxwerks 3D Invigorator for AE - User Guide 2. Take a look at the Object tab. At the top is an edit box containing the name Object 1. This is where you can change the name of the object to something more meaningful. 3. Click and drag over the name Object 1 in the edit box. Type in the words: First Star. When you hit the enter key, or the tab key, or click on another popup or edit box, the Invigorator will accept the name and you will see the new name in the Object list. Change the name of an Object in the Object Name field. Manipulating Objects With the first star selected, you can now tumble it around its center point. 1. Check to be sure the Object button and the Tumble tool are still selected. Select them if they’re not. Then click and drag the mouse in the Scene Preview window to tumble the first star. Play with the star for a little bit. See what happens when you drag left and right and then up and down. Release the mouse and then click and drag again, observing what happens this time. Notice that if you get the object upside down, left and right seems to be reversed. Of course it’s not, its just because the object is upside down. Zaxwerks 3D Invigorator for AE - User Guide Click the Object button and the Tumble tool button, then click and drag in the 3D window to tumble the selected object(s). 65 Troubleshooting Tip If you click and let up on the mouse without dragging, then click again to start the drag, chances are nothing is happening. That’s because you deselected the star with the first click so the Tumble tool doesn’t have anything to tumble. If this is what happened, click on the star until you see the wireframe bounding box. Then you can click and start dragging all in one motion and you will see your star tumbling in space. 2. Select the second tool, the Roll tool. Click on the second star to select it, then change the star’s name to Second Star. 3. Once you’ve done Step 2, drag the mouse in the Scene Preview window to Roll the second star. Play with the second star a little bit. See what happens when you drag left and right and then up and down. Notice that you don’t move your mouse in circles around the star, you just drag left and right. Dragging up and down doesn’t do anything. Release your mouse and then drag again. See how the star continues to spin from where you left off. Select the Roll tool, click and drag an Object. 66 Also notice how the rotation of the second star is a little off. This is because the camera is viewing the scene from an angle. If the camera was viewing the scene from the front the star would spin more like a propeller. (See section on Drag Using Objects Axis.) Zaxwerks 3D Invigorator for AE - User Guide 4. Release the mouse but leave the Second Star selected. Click the right arrow key on your keyboard several times. Watch the Star as you do this. Then hit the left arrow key several times. What you are doing is nudging the star. Each click of the arrow key rotates the star five degrees. If you hold the Shift key and click an arrow key you nudge 15 degrees at a time. If you want to rotate an object a perfect 90 degrees, hold down Shift and hit the arrow key six times. Nudging works for all the manipulator tools. 5. Select the third tool, the Track tool. Click once on the third star to select it. Then rename it Third Star. 6. Drag in the Scene Preview window to see what the Track tool does. Hit the arrow keys to see what Track tool nudging does. Notice that the Track tool doesn’t actually move objects in the X and Y directions, it moves the objects parallel to the computer screen. This means the direction changes based on the viewing direction of the camera. Now, just for fun, select two objects at the same time. 7. Hold the Shift key down and click on the First Star. This will leave the Third Star as the Primary Selection, but then add the First Star to the current selection, so both stars will be selected. Zaxwerks 3D Invigorator for AE - User Guide When two objects are selected, tracking moves then both. 67 8. Drag with the Track tool to see both objects moving. Change to the Tumble tool and drag again. You will now see both objects tumbling. But notice something different. They are both rotating around a common center! Important Point When two objects are selected, tumbling rotates them both around a common center. Whenever you have multiple objects selected they will all rotate around a common center. If you add objects to the selection, the center of the rotation will change so the pivot point remains at the common center of all the currently selected objects. 9. Shift click to add the Second Star to the current selection, then experiment Tumbling, Rolling and Tracking all three objects at once. Once you’re done playing, leave all three objects selected and find the Reset button. It’s located below the Scene Preview window. 10. Click the Reset button. This will move all currently selected objects back to their starting points. It does not however, remove keyframes. All keyframe issues are handled inside the main After Effects interface, not inside the Invigorator’s Set-Up window. 68 Zaxwerks 3D Invigorator for AE - User Guide 11. Click on one of the little stars without holding the Shift key down. This will deselect the other objects and select only the object you clicked on. Since these three stars were grouped together in Illustrator, clicking on one of them selects the whole group. 12. Rename Group 1 to Star Cluster. 13. Select the fourth tool, the Dolly tool, and experiment with using it on the Star Cluster object. Notice that this tool only works when you drag it up and down. Pulling down pulls the object toward you and pushing up pushes the object away from you. This is opposite to how the Dolly tool works on the Camera. By clicking on one of the tiny stars, you select the whole group. They were grouped together in Illustrator. 14. Click on the Camera button. This will now make the Dolly tool operate on the Camera instead of on any objects. Zaxwerks 3D Invigorator for AE - User Guide 69 15. Drag up and down with the Dolly tool. Notice how pushing up now makes the objects bigger, and pulling down makes them smaller. That’s because what you’re pushing and pulling is the camera, you’re no longer pulling the objects. When you’re in Camera mode you’re pushing and pulling the camera. So when you drag up you are pushing the camera toward the objects which makes them get bigger because the camera is getting closer to them. In Camera Mode, by using the Dolly tool you push and pull the Camera closer to or further away from the objects . When you drag down you’re pulling the camera away from the objects which makes them look smaller because the camera is getting further away from them. Got that? It acts just like a real camera. So whenever you’re in doubt about what to do, just say to yourself “What would I do if I were holding a real camera?” That’ll usually keep things straight in your head. That’s it for how to manipulate, rename and select objects. You should be quite a pro at it now. 16. Click the Clear Scene button. That will erase all Objects and reset the Camera. 17. Take a break. 70 Zaxwerks 3D Invigorator for AE - User Guide Feature Reference Zaxwerks 3D Invigorator for AE - User Guide 71 Select Artwork This is the window that opens when you first add an Invigorator to your project, or when you click the Create Object button. (If you are using the PRO version this is the window you get when you choose the Open Illustrator File button from the Start window.) This window tells you to Select an Illustrator format vector file to open. This window is where you find the Illustrator file that will be turned into 3D models. It does not create a link to the file. When you open an Illustrator file the Invigorator stores all of the vector information it needs, so you don’t have to worry about hurting your project by moving or losing the original Illustrator file. Any Illustrator file from version 88 to CS can be used to create Invigorator models. If you use FreeHand to create your vector files, use the “Export As Illustrator 5.5” export option and the files will work without a hitch. If you are creating text, be sure to convert the text to bezier curves before saving the final file. Use the Create Outlines command in Illustrator to do this. Following are explanations of the options available from this window. 72 Zaxwerks 3D Invigorator for AE - User Guide Show All Files The Show: menu lets you pick which files are displayed in the Select Artwork window. The All Files option makes the file window show all files present. This is useful for the times when the Illustrator file you are attempting to open comes from a PC or a Mac, or doesn’t have the correct .ai extension. Open By Layers At the bottom of the Select Artwork dialogue is a checkbox labeled Open By Layers. If this option is checked, when the Illustrator file is opened each layer in the Illustrator file becomes one object in the Invigorator. This feature lets you do two things. First it enables you to name the objects while you are still inside Illustrator. The name of the layer will become the name of the object. It doesn’t matter how many vector paths are on each layer, everything on a single layer will become a single, locked together, 3D object. Opening a file by layer also enables you to use the Reload Layer feature. This lets you make changes to the Illustrator file, and then exchange the new vector paths for the old paths with one click. (See the Reload layer section.) Zaxwerks 3D Invigorator for AE - User Guide 73 Use Illustrator Colors If this option is checked when you open the Illustrator file, the colors you have applied to each vector path will be converted into an Invigorator material and applied to the 3D object. If a vector object has a fill color but no stroke color, the fill color will be applied to the whole 3D object. If a vector object has both a fill color and a stroke color, the front and back faces will be given the fill color and the edges will be given the stroke color. Once inside the Invigorator colors can be changed just like any other color. Dismantle Incoming Groups If this option is checked when you open the Illustrator file, any bunch of vector objects that have been grouped together in the vector file will be separated into their individual pieces. Normally the Invigorator respects the grouping structure in the Illustrator file, meaning any objects that have been grouped together will come into the Invigorator grouped into one big object. This makes it very easy to move and color objects that are to be treated the same, such as all of the stars on a flag. 74 Zaxwerks 3D Invigorator for AE - User Guide However, sometimes you will open a piece of clip art only to find that every single path in the file has been grouped together so it’s impossible to do anything with the resulting 3D objects. This command will separate the individual pieces of that vector file so you can animate or color them individually. If you group together objects that overlap, you may get strange holes or flashing polygons where the 3D model geometry lies on top of itself. If you have overlapping shapes it is better to combine them into one shape using Illustrator’s Pathfinder tools or FreeHand’s Path Operation tools. Move Objects To Center When you open an Illustrator file with this option turned on, all of the objects created from this Illustrator file will be moved to the center of the 3D world as one big group. Inside the program there is also a Move to Center button. The one difference between using Move To Center when you open a file compared to when you use it from inside the Invigorator’s Object tab, is that with the first way it doesn’t center the objects on the Z-axis. The front faces are left at Z = 0. This is done so that 3D slabs created in the Invigorator will register perfectly with 3D planes created in After Effects. Zaxwerks 3D Invigorator for AE - User Guide 75 76 Zaxwerks 3D Invigorator for AE - User Guide The Effect Controls Window Zaxwerks 3D Invigorator for AE - User Guide 77 The Effect Controls Window The 3D Invigorator has two main interfaces. One for creating animation keyframes, and the other for handling all of the set up tasks that are non-animatable, such as working with the shapes and colors of the objects. The Effect Controls window contains the part of the interface for creating animation keyframes. Scene Preview Window The Scene Preview window is where you do the interactive dragging to create Camera, Light, and Set keyframes. This window shows you the 3D scene as the camera sees it. Since it’s a preview it does not show textures, shadows, transparency or antialiasing. However it’s perfect for interactive dragging, and navigating from shot to shot. There are three types of scene elements that you can drag around inside this window. The camera, the lights, and the objects which have been grouped into Sets. Scene elements are moved by first selecting the appropriate mode button, then selecting one of the manipulator tools, and then clicking down and dragging inside the Scene Preview window. Dragging must start with the cursor inside the preview window. 78 Zaxwerks 3D Invigorator for AE - User Guide Toolbar Mode Buttons Manipulation Tools The toolbar is located directly below the Scene Preview window and contains buttons and popup menus for activating tools and issuing commands. Mode Buttons When the Camera Mode button is active (blue), the manipulator tools will affect only the Camera. Dragging in the Scene Preview window with one of the manipulator tools selected will change what the camera is looking at. When the Light Mode button is active, the manipulator tools will affect only the selected light . Which Light is currently selected is picked from the Lights popup menu. When the Sets Mode button is active, the manipulator tools will affect only the selected Set . Which Set is currently selected is picked from the Sets popup menu, or by clicking on it in the Scene Preview window with the Selection tool or one of the manipulator tools. Zaxwerks 3D Invigorator for AE - User Guide 79 Display Textured/Shaded/Wireframe Clicking this button toggles between Wireframe, Solid, and Textured display modes. This button only affects Draft mode rendering. It has no effect on Best quality rendering. Manipulator Tools These are the tools that let you move and rotate the scene elements inside the 3D world of the Invigorator. The manipulator tools will work on the Camera or the Lights or a selected Set of objects, depending on which one of the Mode buttons is active. It’s important to note that Set manipulations occur with respect to the camera axes, not the axes of the Set. This means that manipulating a Set will yield a different result if the Camera is viewing the object from different directions. Try looking at an object from the front and comparing a roll manipulation to what happens when you view the same object from the side. Tumble Tool The Tumble tool works by placing the cursor inside the Scene Preview window, and then dragging left to right or up and down. The selected Set (or light or camera) will rotate in the direction of the drag. In 3D terminology a left to right drag rotates around the and Y axis, and an up and down drag rotates around the X axis. 80 Zaxwerks 3D Invigorator for AE - User Guide When dragging you can hold down the Shift key to constrain the drag to only left-right or only up-down. Nudging with the arrow keys on the keyboard does not work here in the Effect Controls window. Nudging only works inside the Set-Up window. Roll Tool The Roll tool will work on either the camera or the current selected Set. It does not work on lights. This tool only responds to a left-right drag. When rolling the camera, the view will spin around the center of the camera lens. When rolling a Set, the Set will spin around the camera’s Z axis. Again, remember that the Z axis is based on the direction the camera is pointing, so the direction of the roll will change as the direction of the camera changes. Track Tool The Track tool responds to left-right or up-down drags, and can move the Camera or Sets. The movement is parallel to your computer monitor’s screen. Like the other manipulator tools, the effect of a drag will change based upon the current viewing direction of the camera. Zaxwerks 3D Invigorator for AE - User Guide 81 Dolly Tool The Dolly tool responds to up-down drags only. When manipulating the camera, the Dolly tool will push the camera in closer to the objects or pull it out away from the objects. It does this directly along its line of sight. The Dolly tool acts slightly different depending on which Camera Type you have selected. When the camera is in Orbit mode, there is an invisible Target point which the camera orbits around. Dollying-in while in Orbit mode will move the camera closer and closer to this target point but it won’t let it go past. When in Look At mode, the camera and its Target point move together at the same time. This is so you get a smoother motion when doing fly-throughs and fly-bys. It also lets you go right through an object if that’s what you want to do. When in Hand Held mode, there is no target point, so the Dolly tool simply moves the camera forward or backward along its line of sight. When using the Dolly tool on a Set, the Set will be pulled closer toward the camera or pushed back away from the camera along the camera’s line of sight. This is also how the Dolly tool works inside the Set-Up window, however there is an extra option inside the Set-Up window called Drag Using Object’s Axes which makes the Dolly tool act differently. (See the Object’s Axes section.) 82 Zaxwerks 3D Invigorator for AE - User Guide There’s one other important point about the Dolly tool that will help you use it. This may sound obvious, but when you’re in Camera mode you’re dollying the Camera. When you’re in Sets mode you’re dollying a Set. When you’re dollying the Camera, a drag up with the mouse pushes the camera closer to the objects making them appear larger, while a drag down with the mouse pulls the Camera back away from the objects, making them appear smaller. On the other hand when you’re dollying Sets, dragging up with the mouse pushes the Set away from the Camera. The further something is from the camera the smaller it looks. Dragging down with the mouse pulls the Set closer to the Camera making it appear larger. Object What the camera sees Object What the camera sees Camera Camera Dollying the camera pushes the camera closer to the objects. Dollying objects or Sets pushes them away from the camera. Try this out and you’ll understand why this makes sense. Set Scale Tool The Scale tool works only on the currently selected Set. It does not affect lights or the camera. This tool only responds to an up/down drag of the mouse. The Set Scale tool makes objects larger or smaller, only in the Z direction. Sets scale only in the Z direction. Their scaling center is set by the position of the Set’s pivot point. By setting the pivot point to the back of the Set, you are able to animate the scale of a Set to make it enlongate toward the camera. Zaxwerks 3D Invigorator for AE - User Guide 83 Selection Tool With the Selection tool you can click on Sets in the Scene Preview window to select them. You can do the same thing with any of the manipulator tools too, as long as you are careful to click without dragging the mouse. However, with the Selection tool you can also drag a box around many objects to select them all at once. You can hold down the Shift key and click on other Sets to add them to the Selection, or you can click on already selected Sets to remove them from the current Selection. Shift-clicking can also be done with the manipulator tools. When a Set is selected all objects within the Set are given blue wireframe bounding boxes. This is different than the red and green wireframe bounding boxes that appear when objects are selected inside the Set-Up window. Zoom Tool When the Zoom tool is selected, clicking the cursor in the Scene Preview window will move the camera forward. This has the effect of magnifying the view. Holding down the Option (Alt) key while clicking the mouse moves the camera back instead of forward causing the view to shrink. Double clicking on the Zoom tool is a shortcut for the Fit All command. 84 Zaxwerks 3D Invigorator for AE - User Guide Create Button Clicking on the Create button opens the Select Artwork dialogue box. This is the same window that opens when you first add an Invigorator effect to your project. It lets you open an Illustrator format vector file which will then turn into a 3D model. You can add as many 3D models to an Invigorator project as you want. The Classic “Create” button. PRO NOTE: If you are running the PRO version this button will say “Object”. Views Popup The PRO “Object” popup menu. The Views popup appears whenever the Camera button is highlighted. It contains preset camera views as well as the command to Fit All Sets within the current view, or to fit whatever is selected into the current view. It does this by repositioning the Camera while preserving the general direction that the Camera is pointing in. It does not move the Sets themselves. The Save View command at the bottom of this popup lets you save the current Camera position and direction information as a custom view. Custom Views appear at the bottom of the popup, and are shared between the Effect Controls window and the Set-Up window, so a Custom View saved in one window will also appear in the Views menu in the other window. Zaxwerks 3D Invigorator for AE - User Guide Use the Save View command to store important camera views. 85 Lights Popup The Lights popup appears whenever the Light mode button is highlighted. You use it to select one of the animatable Lights. When a Light has been selected, dragging your cursor in the Scene Preview window will change the direction of the light. As the light direction is being changed you will see its effect on the objects in the scene . Sets Popup The Sets popup appears whenever the Sets mode button is highlighted. You can select one of the eight animatable Sets by picking it from this list. You can also deselect all Sets by picking the Select None command. At the bottom of this popup is the Recenter Pivot command. This command is used by first selecting the Set whose center of rotation needs to be recentered, and then picking this command from the popup. The Invigorator will examine the current position of all objects within the Set, and move the pivot point to the common center of all those objects. Help Button Clicking the Help button opens the Invigorator Help window. This window contains a variety of tips including some advice on how to choose when to use each of the three camera types. Once the Help window is open click anywhere on it to close it. 86 Zaxwerks 3D Invigorator for AE - User Guide Update Camera Button The tiny camera button below the right corner of the Scene Preview is called the Update Camera button. It enables you to change the view in the Effect Controls window to match the last Camera view seen inside the Set-Up window. This is useful for the times when you have created a camera animation and you don’t want the act of entering the Set-Up window to accidentally add a keyframe or change an existing keyframe. You can enter and exit the Set-Up window as often as you like, and as long as you don’t click the Update Camera button your camera animation will be left untouched. When the Invigorator effect is first added to the project, clicking the Update Camera button acts as a shortcut for picking the High Left Camera View preset. Update Lights Button The tiny light button below the right corner of the Scene Preview window is called the Update Lights button. It works similarly to the Update Camera button, in that changes made to the Lights inside the Set-Up window will not affect the Effect Controls part of the interface unless you click the Update Lights button. If you make changes to the lights while inside the Set-Up window, and those changes don’t “stick” when you exit the Set-Up window, then what you need to do is click the Update Lights button. Zaxwerks 3D Invigorator for AE - User Guide 87 This includes making changes by using the Lighting Style presets and doing things like turning shadows on or off. Even though a new lighting style might change every one of your lights inside the Set-Up window, you still need to click the Update Lights button to see those changes in the rendering that appears in the Comp window. Set-Up Window Button Click the Set-Up (red ball) button to open the Set-Up window. Clicking this button opens the Invigorator’s Set-Up area which controls all of the non-animatable parts of a project. This includes adjusting the shape of the objects, their color and set assignment, as well as adjusting the shadows, texture maps and rendering quality. The Set-Up window can also be opened by clicking the Options button above the Scene Preview window. You can also open the Set-Up window by clicking the Options button. 88 Zaxwerks 3D Invigorator for AE - User Guide Linking To The After Effects 3D Cameras And 3D Lights Much has been done to closely integrate the Invigorator with After Effects. One of the big results of this integration is the ability to link together the Invigorator’s and AE’s cameras and lights. There are two checkboxes below the Invigorator’s toolbar in the Effect Controls window. One says Use Comp Camera, and the other says Use Comp Lights. When these options are checked the Invigorator’s camera and lighting controls are dimmed and control is passed over to the AE camera and lights. This means that when you move the AE camera you will also be moving the Invigorator’s camera, and when you reposition one of AE’s 3D lights you will also reposition the Invigorator’s lights. This is an excellent feature because it merges the two programs very tightly. You can seamlessly mix 3D AE layers and 3D Invigorator objects in the same Comp. Although the two programs are rendering images in different “spaces” those spaces use the same camera angle and lighting so objects in the two spaces look as though they are in the same space. Zaxwerks 3D Invigorator for AE - User Guide 89 It’s best to be in Draft mode during interactive dragging. To use this feature just turn on the Use Comp Camera or Use Comp Light checkboxes. Now you can drag the AE camera in the Comp window, and as you do you will see the Invigorator scene moving at the same time. It’s best to have your Invigorator layer set to Draft mode while dragging otherwise the drag speed will drop to only a frame or two per second. On the other hand if you are trying to set your lights so the shadows fall in the correct position, getting a frame a second is a pretty nice way to go! Sometimes you will want to use the Comp Camera, but not use the Comp Lights. This would happen when you wanted to apply different lighting to the Invigorator objects. For instance you could have dark and moody lighting on the AE layers, but bright lighting on your Invigorator 3D logo. The two elements will move together as the camera moves around them, but the lighting will be entirely different. Here is some important information you need to know to work effectively with AE’s cameras and lights: 1- To get the Invigorator to use the AE camera and lights turn on the checkboxes in the Effect Controls window. These checkboxes are located below the Invigorator’s toolbar. One says “Use Comp Camera” and the other says “Use Comp Lights”. 90 Zaxwerks 3D Invigorator for AE - User Guide 2- For the Invigorator’s camera and the AE camera to match properly, you must have the size of the Invigorator’s Solid be the same size as the composition. For example, if your Comp size is 640 x 480, then you must use a Solid that is 640 x 480 too. If you change the size of your Composition, you must remember to also change the size of the Solid. 3- The Invigorator camera follows what After Effects calls the “Active Camera”. This is the camera view seen when the 3D Views popup is set to Active Camera. It’s also the camera used when rendering a movie. Because the Active Camera can change during the course of an animation, the Invigorator’s camera can also change from position to position during an animation. This means you can animate the objects in a scene and then have several cameras positioned at different spots to record the action from different angles. By animating from camera to camera you will be cutting from one camera to the next, as though you were switching between video feeds during a live event! Switching between cameras during a rendering Zaxwerks 3D Invigorator for AE - User Guide 91 4- When you turn on the Use Comp Camera button the camera will shift positions making it look like your objects jumped. To keep the jump to a minimum we have a special feature called “Move To Center”. This option is found in the window where you pick an Illustrator file and is turned on by default. (See more about this feature in the “Move To Center” section of this guide.) 5- In the sample files folder there is a file called “640x480 plane. ai”. This is a rectangle that will perfectly match a 640 x 480 pixel solid created in After Effects. The Move To Center option puts the Illustrator artwork at the center of AE’s 3D world. If you open this file in the Invigorator and turn on the Use Comp Camera, the slab it creates will register perfectly with a 3D Solid that is 640x480 pixels in size. As you move the AE camera around, the 3D Solid will look like it is stuck to the front face of the Invigorator’s 3D slab. This allows you to use the Invigorator’s Edge Profiles to put fancy edges around any AE 3D layer. Now AE layers can have thickness and nice frames! When you use this technique it is important that you do NOT move or animate the position or rotation of the Solid or Invigorator object. If you do, the two elements will not align anymore. Only animate the After Effects camera. By animating only the camera, you can make the slab fly on and off the screen, and the two elements will remain locked together. 92 Zaxwerks 3D Invigorator for AE - User Guide Another way of making an After Effects layer have depth and fancy edges is by using the Layer Mapping technique. This technique has none of the limitations of the technique described above. In a nutshell what you do is to make the AE layer a Layer Map, then apply the layer map to the front of an Invigorator slab. Then you can animate the slab in any way you want and can even mix slabs and other 3D objects together. By turning on the option to show textures in the Comp window you will have no trouble at all setting up exactly the animation you are looking for. (See the section in this User Guide called “Seeing Textures and Reflections in Draft Mode” for more about this technique.) 6- In example number 5 above, you were told that a 640x480 point Illustrator rectangle brought into the Invigorator will register with a 640x480 pixel After Effects Solid. Thus “points” in Illustrator become “pixels” in After Effects. This is how you set the size for everything you do. When working inside of Illustrator, preparing text and logos to bring into the Invigorator, it is a great idea to make a rectangle that is the same size as the After Effects Comp. That way you can see whether you are creating objects that are generally too big or too small for your After Effects project. Zaxwerks 3D Invigorator for AE - User Guide An AE 3D plane and an Invigorator 3D slab perfectly registered. The AE plane creates the front face and the Invigorator creates the beveled edges and sides. 93 For instance, text that is only 12 points tall in Illustrator will be teeny when brought into AE. When you are creating text to turn into 3D objects with the Invigorator you should keep it around 72 to 100 points tall. A little larger or smaller is OK, but if you go too far away from this range the presets may not create the desired effect and it will take more fine tuning of the settings to get everything to look right. 12 point text appears bloated when the Invigorator’s default settings are applied. Limitations Of The Comp Camera Option When you start to use the Comp Camera option you will find that in some situations one of the images is always in front of the other. Here’s an explanation of why this happens... Text in the 72 to 100 point range looks great when the Invigorator’s default settings are used. 94 AE and the Invigorator each have their own “3D space”. Think of them like two different photo studios. Each photo studio is a separate room, and each has their own camera, lights and objects inside the room. When you turn on Use Comp Camera you are not merging the two rooms together, you are making one camera control the position of the other camera. Think of this as if the Invigorator’s camera becomes a robot, and as you move the AE camera, the robot camera follows along matching the moves of the AE camera every step of the way. Zaxwerks 3D Invigorator for AE - User Guide The cameras are moving in perfect sync, but you still have two different cameras in two different rooms. Got it? The pictures created by these two different cameras are each on their own layer in the AE Project Timeline, and whichever one is on top in the list of layers will always be shown in front of the other one. This causes an “always in front” problem as you orbit the AE camera around to the back. The top AE layer always stays in front, because these are two separate movies created by two separate cameras. The useful range of motion to prevent this problem is about +/- 45 to 60 degrees off center. Much further than this and the AE planes flatten too much and the images will start to skid past each other. HOT TIP! The perfect workaround for the “always in front” problem, is to create a rectangle in Illustrator that is the size of your AE layer. Then open this rectangle in the Invigorator, set its Depth to 0, and apply the AE layer to the rectangle as a Layer Map. When you do this the AE layer is now inside of the Invigorator’s 3D space so it will interact perfectly with any other Invigorator object. Shadows work, perspective works, camera moves work. It’s a beautiful thing. Zaxwerks 3D Invigorator for AE - User Guide 95 Animatable Parameters Below the Scene Preview window and Toolbar menu, are all the Invigorator parameters that you can animate. They are divided into four groups: Camera parameters, Light parameters, Sets parameters and Layer Maps. Animatable Camera Parameters If you turn down the arrow next to the word Camera , you will see all of the parameters you can animate for the camera. At first glance there seems like an awful lot of them, but once you get used to it you realize that only a few are used at a time. The Camera Type popup menu lets you select one of three styles of camera (See the section on Camera Type). The other ten camera parameters all work together to position the camera in space and point it in the right direction. The three Camera Eye parameters position the eyepiece of the camera in XYZ space. The three Camera Target parameters are used to position an invisible target point which the camera always looks at as it moves around. The Camera Distance parameter is used to measure the distance from the Camera Target to the Camera eyepiece. The two Camera Tumble parameters are used to control left-right and up-down camera rotations The Camera Roll parameter is used to spin the camera clockwise or counterclockwise around its line of sight. 96 Zaxwerks 3D Invigorator for AE - User Guide You’ll notice that the name of each parameter has some letters at the beginning. There are three letters used, O, L, and H. These letters stand for the names of each of the Camera Types. O stands for Orbit, L stands for Look At, and H stands for Hand Held. The letters help you to see which parameters are used by each of the three Camera Types. The ones with the O in front of their names are used by the Orbit camera. The ones with the L in front of their names are used by the Look At camera. The ones with the H in front of their names are used by the Hand Held camera. Fortunately you don’t need to know much about what all of these parameters do. When it’s time to animate the Camera, turn on the animation stopwatches for all ten parameters. Then as you drag in the Scene Preview window, using the manipulation tools, keyframes will be set for only the parameters that are affected. Camera Type The Invigorator has three different types of camera. Each camera is designed for a certain type of animation project. The three types are Orbit, Look At and Hand Held. Orbit Camera is designed to move the camera in curved arcs. It always keeps the Camera’s Eye Point the same distance away from its center point. This makes it very easy to create an animation which smoothly moves around a set of objects. Zaxwerks 3D Invigorator for AE - User Guide 97 Top View B A The Orbit camera always keeps the same distance away from its center target point. You can create an orbiting animation with only two keyframes whereas creating a smooth orbit with the Look At or Hand Held types of Camera takes at least five keyframes. The Orbit camera is made to keep the same distance between the Camera Eye and center points. However, you can animate this distance value to get smooth spiral-type motions. An Orbit camera will never go past the center point of the orbit, meaning the distance will get smaller and smaller and then stop when it reaches zero. The distance won’t go negative which would put the camera on the other side of the object. The Look At camera is designed for fly-throughs and fly-bys. Top View A B The Look At camera will take the shortest distance between two keyframes rather than creating an arc. 98 The Eye and the Target are tracked based on their independent positions in space. This means the camera will take the shortest distance between two keyframes rather than create an arc from keyframe to keyframe, like the Orbit camera does. Because of this, if you try to do Orbiting animations with the Look At camera, the objects will appear to grow and shrink as the camera goes by. However, the Look At camera is perfect for animations where you want to fly past objects (fly-bys), or travel through a scene in a forward (depth) direction (fly-throughs). Above, we said that the Orbit camera would stop when the distance between the Eye and the Target reached zero, but with the Look At camera the Eye and Target are tracked only by their positions in space and the distance between them is ignored. Zaxwerks 3D Invigorator for AE - User Guide As you move the Eye forward to do a fly-through, the Target also moves forward. This makes it easy to travel down tunnel-type objects or pass objects arranged like billboards along the road. The Look At Camera also has a special horizon stabilizer feature that the other two Cameras don’t have. For instance, if you use the Tumble tool with the Orbit camera and you drag up/down, you will see that you can rotate the Camera right over the top of your Objects. If you keep dragging, the scene will appear upside down. This won’t happen with the Look At camera. With the Look At camera, the up direction will always appear at the top of the image. So taking the same example as above, if you drag up/down with the Tumble tool while the camera is in Look At mode, you will see the camera automatically roll-over as it goes over the top of the objects. If the camera Eye goes directly over the top of its Target point, the roll-over happens very quickly and is disturbing to look at when the animation plays back. However by staying a little off to the side you can create a fantastic “helicopter shot” . The roll happens much more slowly and lends a great feeling of flying to your animation. The Look At camera automatically rolls over as it goes over the top of objects. 1 2 3 The Hand Held Camera handles multiple-points-of-interest shots. An animation that has multiple points of interest is one where the camera first looks at one thing then moves and looks at another. This type of camera creates shots that feel like you are moving through a scene with a camera on your shoulder. It’s the type of camera that most closely simulates how a person moves their head. Zaxwerks 3D Invigorator for AE - User Guide 4 99 The Hand Held camera does not have a Target point that controls the center of what it looks at. It only has an Eye point. Because of this the Tumble manipulator tool works very differently with the Hand Held camera versus the other cameras. With the Hand Held camera, the Tumble tool rotates the Eye point left and right like you do when you rotate your head left and right. This motion is called panning and is the type of motion that occurs when you have a camera mounted on a tripod and you swing the camera left and right. The Camera Eye point stays in the same position in space while it rotates. When you use the Tumble manipulator with the Orbit and Look At cameras, the Eye point moves and rotates at the same time, in an attempt to keep the central objects in view. With the Hand Held camera, tumbling rotates the camera in the direction of the drag. So, just like real life, if you rotate your head to the right, the objects you were just looking at will end up at the left side of your view. Panning a Hand Held camera to the right is like rotating your head to the right. 100 Once you go through a few exercises and get used to how the various cameras work you’ll find that the Hand Held camera really does the trick when there is more than one thing to look at. It enables you to look at one object, turn your head to spot another object, move in to look at it closer, and so on. Doing the same type of animation with the other cameras is cumbersome and difficult. Zaxwerks 3D Invigorator for AE - User Guide TUMBLE ROLL TRACK DOLLY View through camera lense O R B I T L O O K A T H A N D H E L D Top View drag left Camera Eye point always looks toward Target point, preserving the distance between Target and Eye. drag right Camera Eye rolls around the center of its lens. Target and Eye positions are not affected. 1 2 1 Camera Eye and Target move together. 2 Camera Eye moves, but the Target point stays still. Top View Roll is identical for all three Camera types. Eye point looks toward Target point, but the distance between Target and Eye is not preserved 1 2 1 Camera Eye and Target move together. 2 Camera Eye and Target move together. Top View Roll is identical for all three Camera types. Camera Eye pans in the direction of the drag, like turning your head. There is no Target point. Zaxwerks 3D Invigorator for AE - User Guide 1 2 Camera Eye moves. There is no Target point. 1 2 Camera Eye moves. There is no Target point. 101 Which Camera To Use? Here are some rules of thumb you can use when deciding which camera to use. You will find exceptions to these rules but until you gain the firsthand experience to know which camera works best with your animation style, these rules will help you nicely. First decide if you have only one thing to look at, or if there are several points of interest. If there are several, use the Hand Held type of camera. If there is only one main point of interest you will need to decide between the Orbit or the Look At cameras. Sometimes you may have two things to look at, but the amount of change between the two is fairly small. Choose the Hand Held camera only if the change is large. If you are flying into the depths of a 3D scene you must use the Look At or the Hand Held camera. If the fly-through is complex, where you turn and look this way or that while you are flying, then you should use the Hand Held camera. If you are flying around a single thing that is the main center of interest, always keeping it centered in the view, then use the Orbit type of camera. 102 Zaxwerks 3D Invigorator for AE - User Guide By the way, it’s best not to change the Camera Type once you’ve set keyframes. If you do your animation won’t appear as expected because each Camera Type uses different parameters. With that said it’s important to not hesitate to switch cameras if you get part way through an animation and realize that it might work better using a different one. You will find that throwing out your work and redoing the animation from scratch will take only a fraction of the time as your first pass, and the quality will always turn out better. If you stick with a camera just because you’ve labored with it for so long, you may find the going pretty rough and frustrating. Animatable Lighting Parameters There are six lights you can use to illuminate your 3D scene. Three of them are animatable. The lights are of the directional variety. This means they have a direction only. You do not set their position in space, nor do you set a “cone angle” that describes the central area inside of which objects are illuminated. All you have to do is set the direction the light is shining in, and the rest is taken care of for you. In other 3D programs these type of lights are called Sun lights or Parallel lights. The lighting controls that you can animate are Color, Intensity, and Direction. Zaxwerks 3D Invigorator for AE - User Guide NOTE: To get Spot lights and Point lights you need to link up to the 3D lights in After Effects. (See the section called “Linking to the AE 3D Cameras and 3D Lights”) 103 Light Color The color of a light can be animated. Coloring lights works well for setting moods. Most artists use straight white lights and then apply color to their models, but white models are very good for picking up color changes that occur with the lights. Colored lights are also good for adding an extra level of color that helps to make your animation look especially nice. An extra light shining from the side, with a strong color, provides a rim light and highlights that add a nice touch to the final image. When setting light color be careful not to use a dark color. This will only decrease the intensity of the light. It’s better to use the Light Intensity control to darken the light. That way you can always brighten it up when you need it. In case you’re wondering, setting the Light Color to black has the same effect as setting the Intensity to zero. It turns off the light. 104 Zaxwerks 3D Invigorator for AE - User Guide Light Intensity The intensity of a light can be increased or decreased during an animation. This can be used to create some interesting effects like where pulsating the light intensity makes it look like there are emergency lights off screen, or also to simulate the light coming from a flickering light that is burning out and leaves the Objects lit only by the rim light. The intensity of the light is at full value when it is at 100%. But the possible range goes up to 300%. A 300% light intensity creates an overly bright light that will bleach out the side of the object that the light is facing. This type of effect is useful for creating the feeling of an overpowering presence off-screen. The sort of light that you have to squint to look into. Light Direction The direction of a light is controlled by two parameters one for the up/down direction and one for the side to side direction. However, the two work together and are controlled by the same Tumble manipulation. The big Set-Up window has a Lighting Ball Manipulator which shows you direction arrows for the lights in the scene. The Lighting Ball Manipulator is not available in the AE Effect Controls window so light direction animation is set only by dragging in the Scene Preview window and observing the effect of the light direction change. Zaxwerks 3D Invigorator for AE - User Guide The Lighting Ball Manipulator inside the Set-Up window. 105 Keyframes can be set with the Lighting Ball Manipulator, in a two step method, by opening the Set-Up window and moving the lights with the lighting ball, then closing the Set-Up window and clicking the Update Lights button. Click the “Update Lights” button to bring the changes you’ve made in the Set-Up window into the Effect Controls window. Animatable Set Parameters These controls allow you to animate objects inside the Invigorator. If you want to move objects independently from other objects, you assign them to one of the eight animatable Sets and then animate the Set. The nice thing about Sets is that they can contain any number of objects so animating a single object or multiple objects is exactly the same process. You can change the Set an object is in by simply picking a different Set from the Set Assignment popup, located in the Set-Up window. (See the section on the Set Assignment popup.) There is a section in the Special Topics part of this User Guide that contains a complete discussion about what a Set is. 106 Zaxwerks 3D Invigorator for AE - User Guide There are eight possible Sets that you can animate in an Invigorator effect. If you need to animate more than eight objects, you can add a second Invigorator from the Effects menu. If you click the arrow in front of the Sets parameter you will see Sets 1 through 8 listed underneath it. Opening the arrow for one of the Sets will reveal the animatable parameters. X, Y & Z Position, X, Y & Z Rotation and Depth Scale. Set Position Set Position controls the location of the objects in the Invigorator’s 3D space. Working with objects in 3D is a little harder than working with them in 2D as the distance of the object away from the camera determines the object’s visibility and its size. There is no such thing as layers or stacking order. If one object is closer to the camera than another object, the closer one is going to be visible. Just like real life. After Effects doesn’t have a parameter type that holds all X, Y and Z values at the same time, so we have to have separate controls for each one. They all work together, however, so when you turn on animation for a Set you should enable all three position or rotation parameters. Otherwise you may get some unexpected results. Zaxwerks 3D Invigorator for AE - User Guide 107 The positioning of Sets should be done by dragging with a manipulator tool inside the Scene Preview window. You should not attempt to set position keyframes directly with the sliders, unless you know what you are doing. All objects come into the Invigorator standing up and facing forward. This is different than some other 3D programs where Illustrator files come in laying down as if they were drawn on a table top. The Invigorator treats Illustrator files as though they have been drawn on the wall which is how people work with Illustrator files on their computer screen. Because of this convention, the X direction is left/right; the Y direction is up/down; and the Z direction is forward/backward. The Z direction can also be thought of as in/out, as in into the computer screen and out of the computer screen. Set Rotation The X, Y and Z Set rotation controls determine an object’s orientation in 3D space. X rotation is a forward/backward motion. If you held a broomstick horizontally out in front of you and rotated your hand around the broomstick you would be doing an X rotation. This is the rotation of a car tire or a rocking chair. X rotation for Set 1. 108 Zaxwerks 3D Invigorator for AE - User Guide Y rotation is a spinning rotation. If you spun a basketball and balanced it on your finger, it would be doing a Y rotation. This is the rotation you get when unscrewing the lid of a jar, the beaters of a mixer, a Hoola-Hoop or driving around a corner in a car. Z rotation is a whirling rotation. The propeller of an airplane spins with a Z rotation. This is also the rotation of a clothes dryer, and the steering wheel of a car. Most often things in real life are combinations of all three rotations. Sets rotate around a central point called the pivot point. (There is a section in the Special Topics part of the User Guide that contains a complete discussion about how to set and control pivot points.) Y rotation for Set 1. Zaxwerks 3D Invigorator for AE - User Guide 109 Set Depth Scale The Depth scale parameter lets you grow or shrink objects only in the Z direction. This enables you to animate the depth of objects for various effects. A Depth Scale of 100 retains the original size of the objects within the Set. Higher values stretch the objects and lower ones squash them. Layer Map Parameters Layer Mapping is texture mapping where the texture comes from an After Effects layer. The layer map can be used for the color of an object, the bumpiness of an object, or to control which parts of the object are transparent, or what image appears in the reflection bouncing off the surface of an object. In other words any part of a material that can be controlled with a standard texture map, can be controlled with an After Effects layer. This means you can have moving images in your texture maps. As the animation progresses, each new frame of the 3D animation receives the appropriate frame pulled from the layer map. You can use a Pre-Comp as a Layer map. This means you can use any number of movies or effects to create a composite texture map that is calculated on the fly and requires no pre-rendering. This greatly speeds up the production process, especially when clients ask for changes that affect texture maps. 110 Zaxwerks 3D Invigorator for AE - User Guide Layer Maps If you turn down the twirly arrow next to Layer Maps in the AE Effect Controls window, it will reveal ten popup menus labeled Layer Map 1 through Layer Map 10. To make Layer Maps work, there are two steps to follow. First, you click on one of these popups and pick any layer inside the current After Effects project. That assigns the layer to the Layer Map you clicked on. For instance clicking on Layer Map 1 and picking a layer in your project called Fire Footage, assigns the Fire Footage to Layer Map 1. Second you must go to the Material Editor inside the Set-Up window. There, next to each texture map thumbnail box is a little popup menu. This menu is usually empty and says No Maps if you click on it. However, when you have assigned a layer to one of the Layer Map popups, like you did in Step 1, the mini popup menu will display the Map number. For instance, if you did Step 1 and picked a layer for Layer Map 1, then this little popup will have a line item in it saying Layer Map 1. It will only display maps that have a layer assigned to them, so if this popup says No Maps, then you need to go back to AE and assign a map to one of the Layer Map popups in the AE Effect Controls window. Zaxwerks 3D Invigorator for AE - User Guide 111 Once you’ve picked a Layer Map from this mini popup menu you will see a picture in the texture map thumbnail box which says From Layer. We can’t show you what the map is, so this indicates you are using a layer as a map. If you look over the Material Editor you’ll notice that there is a mini Layer Map popup next to every texture map thumbnail box. This means you can use a Layer Map for the color of your objects, the bump map on your objects, the transparency map and the reflection map too. Moving images can be used for any of these attributes. And again, since Layer Maps can be Pre-Comps, any effect or adjustment can be used in the creation of your texture maps. The reason why we stress the word Pre-Comp here is because any effect that you apply to a layer must be Pre-Comped with that layer in order for you to see its effect in the texture map. Pre-Comping bakes the effects into the layer footage so you can use the output for further purposes. Many users make the mistake of applying some effect (such as blur) to a piece of footage, use the footage as a Layer Map, and then don’t understand why the effect doesn’t appear in the final rendering. In order for the effects applied to a layer to show up in a Layer Map, the layer must be Pre-Comped and the Pre-Comp then used as the Layer Map. The same Layer Map can be picked from each of the mini popups. This means you could use the same Layer Map to control the transparency and the color, and the other texture mappable attributes, all by the same AE layer. 112 Zaxwerks 3D Invigorator for AE - User Guide It also means you could use the same Layer Map on several different Materials. This can come in very handy . For instance, say you had the same moving cloud movie being used as a reflection in some Gold, Silver and Chrome materials. Making changes to the clouds layer back in AE will affect all three materials, and it will affect every single place those three materials have been applied to objects. No matter how many times those materials have been used in the scene. Composite On Original This feature is used when you want more than one Invigorator per layer. When this checkbox is turned off (the default), the Invigorator will use only its own pixels. This causes the underlying footage to be completely ignored. When this checkbox is turned on, the underlying footage shows and the Invigorator’s image is composited over the top of it. This feature can also be used when you want more than one Invigorator per layer. When you apply two or more Invigorator effects the second one down the list in the Effect Controls window replaces the image produced by the one above it. But with the Composite On Original checkbox turned on, the second Invigorator’s image is composited over the top of the first, so you see them both. Zaxwerks 3D Invigorator for AE - User Guide 113 AE Reset Button This is the word button found at the top of the AE Effect Controls window. If you click it, all parameters will reset back to their default values. These are the same values that are set when you first add an Invigorator effect to a layer. The AE Reset button only resets the animatable parameters. This button does not, however, reset anything that you’ve done inside the Set-Up window. So if you have rotated or moved individual objects you must enter the Set-Up window, select all, and then use the Reset button found below the Object List. Caps Lock Key If you find you are having to leave the Caps Lock key down all the time, it’s possible that you are leaving the Best quality switch turned on for the layer the Invigorator is applied to. Best quality does full renderings with all the bells and whistles. Draft quality does fast rendering where there are no shadows, no antialiasing and no textures but the objects still look solid. It’s best to be in Draft mode during interactive dragging. 114 Draft quality can render in near-real time and is sufficient for motion tests, whereas Best quality takes much longer but gives you much nicer pictures. So it’s better to leave the layer on Draft and turn it up to Best only during the rendering of the final movie. Zaxwerks 3D Invigorator for AE - User Guide The Set-Up Window Zaxwerks 3D Invigorator for AE - User Guide 115 116 Zaxwerks 3D Invigorator for AE - User Guide Zaxwerks 3D Invigorator for AE - User Guide 117 Set-Up Window The Set-Up window contains everything that is not animatable within the Invigorator. It is the main control interface for setting up the 3D scene and handles all shape and material settings, the lighting controls, the camera lens and rendering controls. The user gains access to the Set-Up window by clicking either the red ball button at the right end of the toolbar, or by clicking the Options button just above the Scene Preview window. Click this button to open the Set-Up Window. The Update Camera & Update Lights buttons. The Set-Up window and the Effect Controls window each have different lights and cameras. When you exit the Set-Up window, you are able to bring the last camera view or lighting arrangement from the Set-Up window into the Effect Controls window. This is done by clicking the Update Camera or Update Lights button. Updating the camera or lights will either change the current keyframe, or add one if one isn’t present. 118 Zaxwerks 3D Invigorator for AE - User Guide Scene Preview Window This is the area in the interface which shows you the actual 3D scene. When in draft mode it shows you an OpenGL draft mode rendering of the 3D scene where all objects are solid, but there will be no shadows, transparency, textures or reflections. If you hold down the Command key (Mac) or Control key (Win) and then click the OK button (which will now say “Test”) a Best quality rendering will be done and displayed in this window. The size of the Scene Preview window cannot be changed. Hold down the Command key (Mac) or Control key (Win) to turn the OK button into the Test Render button. Toolbar The toolbar is directly below the Scene Preview window. It has tools for manipulating the scene elements and mode buttons for switching between different types of scene elements. Mode buttons Manipulator tools There will always be two buttons on the toolbar that are blue. The three buttons on the left tell the program which type of scene element you want to manipulate, the buttons in the center choose a manipulation tool. When a button is highlighted in blue it means that that tool or mode is turned on or selected. Following are descriptions of each Mode and Tool button. Zaxwerks 3D Invigorator for AE - User Guide 119 Camera Controls Camera Mode When this button is made active (blue) the camera controls will be revealed and the manipulator tools will affect the 3D camera. Camera Mode button You will know that the camera is the thing that’s moving because all objects will move as if they’re stuck together. You’ll also notice that the floor grid moves too. You can’t directly move the floor grid so if you see it moving, you are moving the camera. Sometimes it’s difficult to get used to the idea that you are moving a camera because there is no other feedback except for the image in the scene preview window. However, with a little experience you’ll get the hang of it. Just remember that moving the camera will make it look like you are moving everything in the 3D scene. If you want to move certain objects independently from the rest, you have to have Object mode enabled, not Camera mode. 120 Zaxwerks 3D Invigorator for AE - User Guide Camera Manipulation When the Camera mode button is blue and one of the four manipulation tools is selected, clicking and dragging in the Scene Preview window will move the camera. You must start the manipulation drag by clicking down inside the scene window. Don’t start dragging while clicking on a button. Also note that if you click on an object, then let up on the mouse button without dragging, you may change which object is selected. Clicking without dragging, makes the manipulator tools, act like the selection tool. When you do a camera manipulation, verify that Camera mode is active, select a tool, then click and immediately drag in the Scene Preview window. Camera Tumble This tool responds to mouse movement in any direction. Tumbling the camera makes it orbit around a central target point. This point is placed at the center of the objects by default. When in Orbit mode, most of the manipulation tools will leave the target point in its same position, however the target point will be moved out of position if you use the Track tool. This means that once you use the Track tool the camera may start to orbit off-center. Zaxwerks 3D Invigorator for AE - User Guide Camera Tumble Tool Nudging with the Tumble tool Each click of an arrow key on your keyboard, will tumble the camera 5 degrees in the direction of the click. (left / right / up /down) Holding the Shift key down and clicking an arrow key will tumble the camera 15 degrees. 121 If the camera starts to tumble off center you can recenter the target point by using any of the camera presets (Front, High Right, etc.) from the Views popup menu, or by using the Fit All command. Using the Fit Selected command will place the target point at the center of the selected object(s). The Dolly tool will move the camera’s eye point closer and closer to the target point but won’t go past it. This is to prevent the camera from going through an object. Views popup menu When in Look At mode, instead of Orbit mode, the target point can be moved by using the Track tool and the Dolly tool. With the Look At camera, the Dolly tool will move the target point forward at the same time it moves the eye point forward. This makes the Look At camera ideally suited for fly-through animation where the camera keeps going and going and going forward. Camera tumbling will work for both the Orbit and Look At types of camera. When the Hand Held type of camera is in use, the tumble tool makes the camera pan and tilt instead of orbit. Camera Type popup in the Effect Controls window 122 Zaxwerks 3D Invigorator for AE - User Guide Pan and tilt is what a camera does when it’s sitting on a tripod. The eye point of the camera doesn’t move from its spot on the tripod, it’s the camera’s viewing direction that changes. Pan swings the camera’s view from side to side, and tilt angles the camera’s view to point up or down. Also be aware that when using a Look At type of camera, using the camera tumble tool in the interactive scene preview window preserves the distance between the eye and target points. This is done as an aid in setting keyframes. However when the keyframes are interpolated during an animation, a Look At camera pays no attention to the distance between the camera’s eye and target points. Preserving the distance between the camera’s eye and target points during an animation is only done with the Orbit style of camera. This makes the Orbit camera ideally suited for arcing types of camera moves. Two keyframes with an Orbit camera will create a perfectly smooth arc all the way around an object, whereas the same two keyframes with a Look At camera will make the camera pass right through the object. Top View The Look At camera moves directly from one keyframe to the next. Top View The Orbit camera moves in smooth arcs between keyframes. (In the above illustrations, the black cameras are keyframes and the grey cameras are the in-between positions.) Holding the Shift key down will constrain the Tumble tool to only one axis. Up/down drags will tumble around the X axis only. Right/left drags will tumble only around the Y axis. Zaxwerks 3D Invigorator for AE - User Guide 123 Camera Roll The Roll tool spins the Camera’s Eye Point, tilting the horizon left or right. Nudging with the Roll tool Each click of an arrow key on your computer keyboard, will roll the camera 5 degrees in the direction of the click. (left/right only) Holding the Shift key down and clicking an arrow key will roll the camera 15 degrees. Nudging with the Track tool Each click of an arrow key on your computer keyboard, will track the camera 1 point in the direction of the click. (left/right/up/down) Holding the Shift key down and clicking an arrow key will track the camera 10 points. 124 This tool responds to mouse movement only in the left/right direction. The Roll tool will spin the Camera’s Eye Point making the horizon tilt left or right. You don’t drag the mouse in a circle around the center of the picture, you just drag left or right. When working with the Roll tool imagine that you are grabbing a wheel at the top (12 o’ clock position) so when you drag to the right you are spinning the wheel to the right and when you drag to the left you spin the wheel to the left. The Shift key has no effect on this tool. Camera Track This tool responds to mouse movement in any direction. The Track tool moves the camera’s eye and target points to the left/right or up/down without rotating the camera. It changes the position of the camera, not it’s rotation. The movement is always parallel to your computer monitor’s screen, so left/right/up/down are based on the direction that the camera is currently facing. Holding the Shift key down will constrain the Track tool to only one axis. Up/down drags will track in the Y direction only. Right/ left drags will track only along the X axis. Remember that these axes are based on the camera’s current viewing direction. Zaxwerks 3D Invigorator for AE - User Guide Camera Dolly What the camera sees. What the camera sees. This tool responds to mouse movement only in the up/down direction. The Dolly tool pushes the camera closer to the objects and pulls it away from the objects. This is similar to holding a camera and walking toward your subject or backing up away from your subject. As mentioned in the Camera Tumble section, when using an Orbit type camera the camera won’t dolly through the target point. However, when using the Look At type of camera the Dolly tool will move both the eye point and target point equally so the camera will continue moving forward as long as you are dragging up. With the Hand Held type of camera there is no target point so the Dolly tool will move the camera forward even if it goes right through an object. The Shift key has no affect on this tool. Dollying the Camera Dollying the Object Nudging with the Dolly tool Each click of an arrow key on your computer keyboard, will dolly the object 1 point forward or back in the direction of the click. (up/down only) Holding the Shift key down and clicking an arrow key will doll the camera 10 points. Zaxwerks 3D Invigorator for AE - User Guide 125 Camera Manipulation Shortcut Keys Camera Track is activated by holding down the Spacebar only (Mac and Win). Camera Tumble is activated by holding down the Spacebar + Command (Mac) or Spacebar + Alt (Win). Camera Dolly is activated by holding down the Spacebar + Control (Mac and Win). The shortcut keys for camera manipulation are only available inside the Set-Up window. They are extremely useful and should be learned at once. No matter which mode you are in these shortcuts will activate the camera and let you manipulate it. This makes it very fast to do things such as moving the camera to a different angle while you are still working on an object. Notice that there is a pattern to the keyboard shortcuts. They all use the Spacebar and sometimes one or two other keys. The Shift key is always reserved for constraining the drag. Camera Roll is activated by holding down the Spacebar + Option (Mac) or Spacebar + Alt+ Control (Win). Note: If you also hold down the Shift key during any of the above keyboard shortcuts, you will enable constrained dragging. 126 Also notice that the keyboard finger positions are identical between the Mac and Windows versions. This is to make it seamless for the user to switch between Mac and Windows systems. Zaxwerks 3D Invigorator for AE - User Guide Zoom Tool The Zoom tool looks like a magnifying glass and is found at the right end of the toolbar. It combines the actions of the Dolly and Track tools into a single tool. Because of this, using the Zoom tool will change or add keyframes. When you select the Zoom tool and do not have any other key held down, each click with the tool will zoom in a certain amount. You must click inside the Scene Preview window to execute the zoom. Clicking on the Zoom button will only select the tool. Zoom Tool Double clicking on the Zoom tool is a very useful shortcut for issuing the Fit All command. When you do a zoom, the spot that you clicked on will pretty much stay under the point of the cursor. If you hold down the Option key (Mac) or Alt key (Win) and then click, the Zoom tool will zoom out instead of zooming in. The shortcut for selecting the Zoom tool is to press the Z key on your keyboard. (This works inside the Set-Up window only.) Zaxwerks 3D Invigorator for AE - User Guide 127 The Camera Tab Camera View Presets The Views popup menu contains a list of preset camera views, such as Front, High Right and Low Left. It also contains the Fit All, Fit Selected, and the Save View... commands. Fit All moves the camera back along its line of sight until all objects are within the view of the camera. If needed it will also track the camera side to side or up and down so the objects fit with the least amount of extra space on the sides. The Views popup menu Fit Selected does the same thing as Fit All except it fits only the currently selected objects into the 3D window. More than one object can be selected and they don’t have to be next to each other. As with Fit All, the camera won’t change the direction it is pointing in, it will just move backward / forward, and left / right until the objects are on screen. During either of the Fit commands the length of the lens doesn’t change. It’s as if you had used only the Track and Dolly tools to reposition the camera until the objects fit into the window. 128 Zaxwerks 3D Invigorator for AE - User Guide Save View... will create a preset out of the current camera view and save it under a name you can specify. The named view will appear at the bottom of the Views popup menu. You can return to the view at any time by picking it from the menu the same way you can pick any of the factory preset views. Camera presets are saved only inside the project. They won’t appear in the views menu of any other project. Camera Lenses This menu lets you switch between lenses of various lengths. All lens lengths are based on the viewing angle of a 35 mm single lens reflex camera. So with this as the film base, a 50mm lens is considered a Normal view, 28 mm is a wide angle view and 200 mm is a telephoto view. At the top of this popup is a special type of lens called Orthographic. This lens removes all the perspective from the image, so parallel lines won’t converge. This means objects that are the same size will stay the same size no matter how far away from the camera they are. The Orthographic lens is a good choice when you want to see 3D edge effects on lettering, but don’t want the letters at the end of the word to get smaller as they go off in the distance. With the Ortho lens the letters will stay the same size. Zaxwerks 3D Invigorator for AE - User Guide Lens popup menu 129 Super Fast Final Rendering (PRO Feature) PRO NOTE - Super Fast Final Rendering is part of the PRO version. You must have the PRO version to use this feature. The Invigorator PRO has the ability to use an OpenGL accelerator card to do Broadcast quality final rendering with antialiasing, reflections and textures. OpenGL is not made to do final quality antialiasing so there were some interesting tricks involved in getting this to work. However, the outcome was that you can render very nice images very very quickly. In many cases at less than one second per frame! Interactive Tip To turn on this option, open the Invigorator’s Set-Up window and change the renderer popup from Invigorator renderer to Hi-Quality OpenGL renderer. That’s all you have to do. To see a frame rendered with the Hi-Quality OpenGL renderer, close the Set-Up window and turn the quality switch for the Invigorator’s layer to Best quality. If you leave the Invigorator’s layer set to Best quality and then try to drag a 3D object or camera, the OpenGL Render Buffer may pop open while you are in the middle of the drag. To keep this from happening set the layer to Draft mode quality. It’s best to be in Draft mode during interactive dragging. 130 When you do this you will most likely see a window appear that says “OpenGL Render Buffer” at the top. Do not be alarmed. This window is where OpenGL is doing its magic. When it disappears the final image will be handed off to After Effects and then displayed in the Comp window. The Hi-Quality OpenGL renderer is perfect when you need antialiased images with color texture maps and reflections. However, it does not render shadows, transparencies or bump maps, so you can’t do glass effects, but there is a lot of bread and butter work that makes this one feature very worthwhile. Zaxwerks 3D Invigorator for AE - User Guide Antialiasing The Antialiasing popup menu lets you select between various levels of antialiasing. (3x3 is roughly twice as smooth as 2x2, and 4x4 is roughly twice as smooth as 3x3.) The nice thing about the Invigorator renderer is that it only applies antialiasing where it’s needed so you can change antialiasing levels without severely impacting your rendering times. PRO Note: The High Quality OpenGL rendering option slows down quite a bit as antialiasing levels are increased. You will see other numbers in the antialiasing popup such as +0.6, +1.0, and +1.5. These extra values are anti-crawl filtering for video playback purposes. Each level of anti-crawl filtering makes the image a little more fuzzy. This fuzziness is visible on your computer screen, but when played back on a television helps to prevent jitter around the edges of your images. If you are used to setting the antialiasing using the pre3.0 menu here are the conversions to the new settings... Zaxwerks 3D Invigorator for AE - User Guide Antialiasing popup menu. No antialiasing Web sharp Web smooth Video sharp Video smooth Video smooth+ Film sharp Film smooth Print sharp Print smooth AA Level=1x1 AA Level=2x2 AA Level=4x4 AA Level=3x3 plus crawl filtering of 1x0.6 AA Level=5x5 plus crawl filtering of 1x1.0 AA Level=5x5 plus crawl filtering of 1x1.5 AA Level=5x5 AA Level=5x5 plus crawl filtering of 1x1.0 AA Level=3x3 AA Level=5x5 plus crawl filtering of 1x0.6 131 Alpha Channels The Alpha Channel checkbox enables the creation of an alpha channel during the Invigorator rendering. When this option is turned on, which it is by default, the background color of the Invigorator scene drops out and only the pixels making up the 3D image will remain. If this option is turned off, you will see the 3D image as well as the Invigorator’s background color which will fill in the rest of the Solid it is applied to. The alpha channel also contains the antialiasing information. This is used to make the 3D rendering composite perfectly with the underlying layers. NOTE: The alpha channel option applies to both Draft and Best quality rendering modes. In Best mode renderings the alpha channel contains the edge antialiasing. In Draft mode renderings, however, there is no antialiasing so the alpha channel will be jagged and non-antialiased. 132 Zaxwerks 3D Invigorator for AE - User Guide Background Color The Background Color swatch shows the color of the background used in the Invigorator’s scene preview window, and used in the rendered image if the Alpha Channel option is turned off. The color can be changed by clicking on the color swatch itself. This will open up a color picker where you can pick any color. NOTE: The Background color is independent from the color of the Solid, or the Background color of the Comp that the Invigorator is applied to. Changing the color of the Solid or the Comp will do nothing to change the Invigorator’s background color. Background Color swatch Zaxwerks 3D Invigorator for AE - User Guide 133 Lighting Controls Light Mode button The Invigorator has three kinds of lights, but two of them are only available if you link to the 3D lights in After Effects. If you don’t link to AE’s lights the only type of light available is the kind that has a direction but no position. After Effects calls this a Parallel light. Parallel lights are perfect for beginners because you can’t accidentally place the light in the wrong position. Once a light is turned on it has an effect on every object in the scene. However, the other light types are very useful and create different looks. Light Mode When the “Use Comp Lights” checkbox is NOT turned on, the Invigorator has control over its own lights. When the light mode button is made active (blue) the Lighting Controls are revealed, and the manipulator tools will affect the lights. Manipulating lights is done in two ways, by dragging directly in the 3D Scene Preview window, or by dragging on the light manipulator ball found below the Scene Preview window. Light Manipulation In The Scene Window The lighting direction changes by dragging in the Scene Preview window. 134 When the Light mode icon is activated you will notice that all of the manipulator tools turn gray except for the Tumble tool. This is because lights in the Invigorator have a direction but no position. Lights of this type are much easier and faster to work with. Zaxwerks 3D Invigorator for AE - User Guide You don’t have to worry about objects going outside the cone of a spotlight or accidentally placing an object behind a light pointing in the wrong direction. By simply dragging with the Tumble tool in the 3D Scene Preview window you will rotate the currently selected light to change the direction it is pointing. As you drag you will see the lighting change as it illuminates the objects. Dragging up will raise the light until it stops directly overhead. Dragging down will lower the light until it stops directly underneath the objects. Dragging left and right will roll the light around the objects. If you keep dragging, the light will circle around the objects and come back to where it started. Select the light you want to manipulate by picking it from the Lights List popup. Lighting Manipulator Ball The Lighting Manipulator looks like a ball and is revealed when the Light mode icon is selected (blue). Clicking and dragging on this ball will manipulate the currently selected light. You will see the light pointer move as you drag. The pointer indicates the direction of the selected light. Select a light by picking it from the Lights List, not by clicking on the pointer inside the Lighting Manipulator window. Once you have dragged the light pointer to a new location, releasing the mouse button will make the 3D Scene Preview window re-render and show you the effect of the new light direction. Zaxwerks 3D Invigorator for AE - User Guide Clicking and dragging on the Lighting Manipulator ball moves the currently selected light. 135 Spot Lights and Point Lights The other two light types are Spot lights and Point lights. You create these type of lights by linking to the AE lights (See the next section for more on this.) As the name suggests, Spot lights shine light in a circular spot of light. If the source is very close to the object, the circle of light is small so not much is illuminated. As the light and objects get further away from each other, the circle gets bigger and bigger so more and more area is illuminated. Three AE spot lights pointing in different directions with varying sizes of cone angle. 136 Spot lights have controls for how the circle of light spreads, (called Cone Angle because the circle is the bottom of an imaginary cone), and the softness of the illuminated area near the edges (called Cone Feather). You place Spot lights at a position in space and then point them in the direction you want them to illuminate. Since the Cone Angle, position, direction, and distance from light to subject all affect the final look of the illuminated areas, it takes practice to learn how to set up a Spot light. Sometimes you will try and try and the light just doesn’t seem to be turned on, but finally you discover that you’ve placed the light behind the object you are trying to light up or you have it pointing in the wrong direction. So you need some patience when learning how to control Spot lights. Still, the time you spend is well worth the investment. Spot lights can add a great deal of interest to the lighting of a scene. Zaxwerks 3D Invigorator for AE - User Guide Point lights are like uncovered light bulbs. They have a position in space and cast light in all directions. You can’t point a Point light in the wrong direction, but you can accidentally put it behind the object you are trying to illuminate so you need to be careful. Always switch to a Top or Side view to make sure you are setting the light at the correct depth in the Scene. Using that extra Zdimension in 3D space can be a little tricky on a flat 2D computer monitor. Creating And Using Spot Lights and Point Lights You make a light into a Spot light or a Point light by changing its Light Type inside of After Effects. Double click on the name of the light in the After Effects Timeline and the Light Settings window will open. Using Spotlights can make a scene look much nicer, but takes extra time and practice to set up. To make the Invigorator use Spot lights and Point lights, turn on the Use Comp Lights checkbox located below the Invigorator’s toolbar in the Effect Controls Window. You cannot make an Invigorator light be a Spot light or a Point light while inside the Invigorator’s Set-Up window. You can only get spot or point lights by linking to the lights in the After Effects composition. Zaxwerks 3D Invigorator for AE - User Guide 137 Once you have linked to the AE Comp lights, you can no longer use the Invigorator’s lighting controls. Now you adjust the position and direction of your lights by using the regular After Effects light manipulators. Do this by selecting the light you want to move and then dragging the light’s manipulator handles in the Comp window. Special Note: Whenever you turn on Use Comp Lights you should also turn on Use Comp Camera. Otherwise it will be very difficult to move the lights properly. You’ll notice that when you turn on Use Comp Lights the look of a Spot light while in Draft quality mode is jaggy and very different from the look of a Spot light when in Best quality mode. This is because Draft mode uses OpenGL rendering and that’s just the way OpenGL Spot lights look. There are fancy things you can do to make the lights look better but those tricks require extra hardware and are part of the Invigorator PRO version. Once you set the layer to Best quality, Spot lights are rendered using our Invigorator’s internal renderer which makes them look nearly identical to what they look like inside of After Effects. This enables you to mix Invigorator 3D objects with After Effects 3D layers and it will look like the same light sources are lighting all objects. Draft Spotlights have jagged edges. 138 Best Spotlights have smooth edges. Zaxwerks 3D Invigorator for AE - User Guide Lights List The Lights List popup menu contains a list of all lights in the Invigorator. The currently selected light is the one whose name shows when the popup is collapsed. Selecting a different light is done by clicking on the popup, dragging down to highlight the light you want to select, then releasing the mouse. The text style used for the names of the lights tells you information about the lights. If a light’s name is written in Bold, then you know the light has shadow casting turned on. If the name is written in Italics, then the light has been turned off. In this way you can quickly scan down the list and see how many lights are bold, meaning they’re casting shadows, or if a light is turned off (italics) that should really be turned on. Turn On This Light This checkbox lets you turn a light on or off. The Invigorator comes with six lights, some are turned on by default and some are turned off. This checkbox acts like a light switch. When you turn a light on, its name will change from italics to plain text in the Lights List. You will also see a new light pointer appear in the Lighting Manipulator window. Zaxwerks 3D Invigorator for AE - User Guide 139 Disable All Shadows The Disable All Shadows checkbox turns off shadow casting for all lights in the 3D scene. The lights will still have their Shadow Casting checkboxes turned on, and the Shadow Darkness and Softness settings will remain, but the shadows won’t be rendered in a Best quality rendering. This feature lets you temporarily disable all shadows to speed up Best quality rendering while you are working on the look of other things in the scene. Shadows take extra time to render so keep this feature in mind. It greatly speeds up the creation process when you flip one switch and turn off the shadows, work out the textures, then flip the switch back on and have all the shadows set up the way you left them. The Light Editor The settings for lights are located on the right side of the interface below the lighting swatches. This area is called the Light Editor, all the settings for a light are contained in this one spot. As you select different lights, their settings will be shown by the controls in the Light Editor. Only the settings of the currently selected light are shown, (the light whose name is displayed in the Lights List.) When you select a different light the controls update to show you the settings of the new light. The Light Editor. 140 Zaxwerks 3D Invigorator for AE - User Guide Light Name This is an editable text field where you can change the name of the current light. Click in this field and type something new. When you hit the Return or Enter keys, or click on a different control, the new name will be accepted and the Light List will change to show you the new name. You cannot name two lights the same name. Light Color Picker The Light Name field. The little box next to the word “Color” shows you the color of the currently selected light. To change a light’s color click once in the color box. This will open your computer’s color picker where you can pick a different color and click OK to get back to the lighting controls. When picking a color for a light, remember that picking a darker color has the same effect as lowering the intensity of the light. So picking a dark blue has the same effect as picking a bright blue and lowering its intensity. Sometimes you will find yourself having to raise the light intensity above a value of 100 in order to get the light bright enough. If you do this you should check to see if your light color is working against you and perhaps you should lighten the color instead of increasing the intensity. Zaxwerks 3D Invigorator for AE - User Guide Click once in this box to open the Color Picker. The color of a light can be animated, but the keyframes must be set inside the AE Timeline. 141 Light Color Eyedropper The color eyedropper is located next to the color box. You use it by clicking on it once, moving the eyedropper cursor over an area you want to sample the color from, then click the mouse again. The Light Color Eyedropper. If you want, you can hold the mouse button down during the sampling process and drag it around. As it passes over new colors you will see the color box changing. When you’ve sampled the color you want, stop dragging and release the mouse button. Light Intensity The light intensity slider controls how bright or dark a light is. An intensity of 100 means the light is “full on”. An intensity of 0 means the light is turned off. Changing between 0 and 100 acts like a dimmer switch that increases or decreases the electricity applied to the light. Notice that above the slider is a text field where the numbers appear. This text field can be typed into directly. This is useful when you want a value that is greater than 100 or less than 0. The Light Intensity slider. 142 A light intensity greater than 100 will start to bleach out the scene. It makes the objects very white wherever the light hits. Zaxwerks 3D Invigorator for AE - User Guide A light intensity less than 0 creates a “negative” light. This is a light that removes light wherever it hits. A negative white light makes the objects darker wherever it shines on them. A negative red light removes red making the objects more cyan. Shadow Casting Lights in the Invigorator do not cast shadows by default. Shadow casting takes extra rendering time and isn’t always desired. Shadows do however, add to the realism of a scene making the images look very nice. Shadows are turned on by first selecting the light you want to have shadows come from, then putting a checkmark in the Shadow Casting checkbox. When you do this you’ll see the sliders become active so you can change them if you want. It’s good to know that the Invigorator creates 3D shadows. This is where shadows are cast from one 3D object onto other 3D objects in the same Invigorator scene. Shadows are not cast from 3D objects onto other layers in an AE project. Many times you may be wanting to create a “drop-shadow” effect where the shadow from a 3D object falls onto another AE layer. Zaxwerks 3D Invigorator for AE - User Guide Turn on the Shadow Casting checkbox to enable shadows. 143 If this is what you are looking for, then don’t do it by having the Invigorator create 3D shadows, just apply AE’s drop shadow effect to the same layer the Invigorator is on. This will make a drop shadow out of the alpha channel the Invigorator creates. The drop shadow effect renders much faster than full 3D shadows. The quality of a shadow is determined by the size of the shadow map it creates. Sometimes, depending on how spread out your objects are in the scene, your shadows will look a little ragged around the edges. When this happens click the User Prefs button and increase the Shadow Quality setting. Increase the Shadow Quality setting in the User Prefs. Shadow Darkness The Shadow Darkness setting controls how contrasty the shadow is. A setting of 100% creates a very dark shadow. A setting of 0% makes the shadow so light you can’t see it. Use higher settings for Shadow Darkness when shadows fall onto dark colored objects. 144 Most of the time you will use lower settings when the shadows fall on light colored objects and higher settings when they fall onto dark colored objects. Zaxwerks 3D Invigorator for AE - User Guide Shadow Softness The Shadow Softness setting lets you control how fuzzy and diffuse a shadow is. The default value gives you a fairly soft shadow. Move the slider to the right to get a softer shadow and move it to the left to get a crisper shadow. Note: Softer shadows increase rendering time. Move the Shadow Softness slider to the right to get softer shadows. Shadow Quality See the section on Shadow Quality under User Preferences. Light Preview The Light Preview is the picture in the top right corner of the light Editor area. It shows you an example of what the currently selected light looks like when shining on a white sphere. This includes the color and intensity of the light as well as its direction. The Light Preview always shows the ball from a front view, so for lights that shine on the backs of objects the Light Preview will show the current light as a rim of color on one edge of the ball. If the light is far enough behind the sphere, the Light Preview won’t show the light at all. Zaxwerks 3D Invigorator for AE - User Guide The Light Preview shows what the selected light looks like applied to an object. 145 To save a light swatch, click on the sphere and drag it from the light editor up into the Lights bin, releasing it over an empty dock. To apply a light swatch to a light, select the light you want to color, then drag the swatch from the bin down into the light editor and drop it onto the Light Preview. Light Commands Popup Drag a swatch from the bin on to the Light Preview to apply the swatch to the selected light. The Light Commands popup menu is seen just above the Light Preview ball. Clicking on it reveals the commands available to use. Drag down to highlight a command and release the mouse to execute it. Save Light To Bin Using this command will save the settings for the light currently seen in the light editor as a reusable swatch. The swatch will be placed in the first available dock in the lights bin, directly above the light editor. Using this command saves the current light’s settings as a swatch in the Lights Bin. 146 Saving the current light’s settings as a swatch can also be done by clicking on the Light Preview ball and dragging it up into the lights bin. Zaxwerks 3D Invigorator for AE - User Guide Lights Bin The Lights Bin is found at the top of the Lights tab. It is an array of docks which can each contain a Light swatch. Each Light swatch contains the settings for intensity, color, shadow and direction. When a Light swatch is dragged from the bin down to the Light Editor area and dropped onto the Light Preview the currently selected light will receive the settings contained in the Light swatch. In this way Lights that have been created at other times can be used over and over again, by simply dragging the swatch onto the Preview image in the light editor. When swatches are saved to the bin they are immediately saved to disk. This way they are available to reuse in any other Invigorator project. The Lights Bin is located at the top of the Lights tab. Important Note The swatches in the Lights Bin are not linked to the lights currently in use. They are simply a convenient way to encapsulate a group of settings. If you drag a swatch from the bin to the light editor this will apply its settings to the current light. If you then edit the settings you will not change the swatch in the bin. You will only be changing the current light. Zaxwerks 3D Invigorator for AE - User Guide 147 Lights Swatch Commands The Swatch popup menu for lights is seen at the top right corner of the Lights tab. Clicking on it reveals commands which deal with the organization and management of the swatches in the Lights bin. Drag down to highlight a command and release the mouse to execute it. Explanations of the commands follow. Apply Swatch To Light This command applies the selected Light Swatch to the currently selected light. It takes all of the settings in the Light Swatch and applies them to the light seen in the Light Editor. The same thing can be done by dragging a Light Swatch from the bin and dropping it onto the preview picture in the Light Editor. If more than one Light Swatch is selected, only the first selected will be used. The first selected light is displayed with a red selection rectangle around the swatch. Duplicate Light Swatch This command will duplicate the selected light swatch and place it at the first available dock in the bin. If more than one swatch is selected, then all selected swatches will be duplicated. 148 Zaxwerks 3D Invigorator for AE - User Guide Delete Selected Swatches This command will delete all light swatches that are currently selected. Selected swatches have red or green selection rectangles around them. When you delete swatches from bins, you are deleting them from your hard drive too. Deleting swatches does not hurt the project. It only removes the pictures from the bins. Clear Bin Clearing the bin will delete all of the swatches from the bin. It will also delete them from your hard drive so they won’t be available to use in any other project. Deleting swatches will not change the lights in the current project. It only removes the pictures from the bins. Zaxwerks 3D Invigorator for AE - User Guide 149 Lighting Styles Bin The Lighting Styles bin is where entire lighting set ups are stored. A Lighting Style is a recording of the settings for all of the lights used in a 3D scene. Saving a Lighting Style uses the current lights to light a proxy scene and then makes an icon out of it. The icon appears in the Lighting Styles bin ready to drag and drop into the 3D scene window. Each Lighting Style has two editable fields next to the picture. The top one is only one line long and is for the name of the Lighting Style. The lower one can have multiple lines and is where the user can type in notes, such as which project the Lighting Style came from, or anything else. Type a name into the top text field. Type notes into the bottom text field. Lighting Styles are applied to the current project by dragging the picture icon from the bin and dropping it into the 3D window. When you drag over the window you will see a red highlight around the window indicating that this target is ready to receive the drop. You cannot name two Lighting Styles the same name. 150 Zaxwerks 3D Invigorator for AE - User Guide Lighting Styles Swatch Commands The Swatch popup menu for Lighting Styles is seen at the top right corner of the Lighting Styles tab. Clicking on it reveals commands which deal with the organization and management of the swatches in the bin. Drag down to highlight a command and release the mouse to execute it. The Lighting Styles Swatch popup menu Save Lighting Style This command is how Lighting Styles are created. Set up the scene lighting, then pick this command. A small image of the scene window will be rendered and placed into the first available dock in the Lighting Styles bin. Changing the scene’s lights after you have saved the Lighting Style will not automatically update it. If you change the scene’s lights, delete the old Lighting Style and save the new one. Apply Lighting Style The Apply Lighting Style command will take the currently selected Lighting Style and apply it to the 3D scene. An alternative way to do this is to drag the Lighting Style swatch from the bin and drop it into the 3D window. Zaxwerks 3D Invigorator for AE - User Guide 151 Duplicate Lighting Style This command will duplicate the selected Lighting Style and place it in the first available dock. Delete Selected Lighting Styles Selecting one or more Lighting Styles and then using this command will delete them from the bin and from the hard drive. This will not change the lighting in the current 3D scene. Clear Bin Clearing the bin will remove all of the swatches from the bin and from the hard drive. This will not change the lights in the current project. 152 Zaxwerks 3D Invigorator for AE - User Guide Object Controls Object Mode When this button is made active (blue) the Object controls and tabs are revealed and the manipulator tools will affect the objects in the 3D scene. Sometimes you may want to manipulate individual objects, but all of the objects act like they are stuck together. This usually means you are in Camera mode, not in Object mode. Look to see if the Camera button is blue or if the Object button is blue. Another clue is that if you are manipulating the camera, the floor grid will move as you drag. When you manipulate objects, the floor stays in the same place. Objects need to be selected before they can be manipulated. If you drag and nothing is moving, check to see if you have selected the objects you are trying to move. Also notice that inside the Set-Up window the Object button has only one cube on it, whereas in the Effect Controls window the Sets button has three cubes. This is to help you remember that in the Effect Controls you are manipulating sets of objects, while in the Set-Up window you can manipulate individual objects Object Manipulation To drag objects in the Scene Preview window you have to do the following three things: 1- Click on the Object mode button so it appears blue; 2- select one of the five manipulation tools; and 3- select one or more objects. If you miss one of the three parts, you won’t be able to manipulate objects. Zaxwerks 3D Invigorator for AE - User Guide 153 When manipulating objects select the tool then start the drag inside the 3D scene window. Don’t start dragging while clicking on a manipulator tool button. 3 1 If you click the mouse button, then let up without dragging, you may change which objects are selected. Clicking without dragging, makes the manipulator tools act like the selection tool. 2 When you do an object manipulation, verify that Object mode is active, select a tool, then click and immediately drag in the Scene Preview window. Object Nudging Do three things to drag objects: 1- Click the Object mode button. 2- Select a manipulation tool. 3- Select an object. Now you can drag in the window and the object will move. When you’re manipulating objects and you need to make small adjustments to an object’s rotation or position, the nudge keys come in very handy. All of the manipulation tools respond to clicks on your keyboard’s arrow keys. The Camera, Light and Object manipulators all respond to nudging, so be sure you are in the correct mode with the desired manipulation tool active. If nudging doesn’t appear to be working, click on the manipulation tool again to put the keyboard’s focus on that tool. (See the side-bars on the next few pages for specifics about how nudging affects each tool.) 154 Zaxwerks 3D Invigorator for AE - User Guide Object Tumble This tool responds to mouse movement in any direction. Tumbling objects makes them rotate around a common rotational center. When only one object is selected, this central pivot point is located at the center of the object. When more than one object is selected the pivot point is at the center of all selected objects. When inside the Set-Up window, the pivot point will change based on the size of the objects and which objects are selected at the time of the tumble. On the other hand, the pivot point for each Set stays in the same position unless changed. (See the section on Set Rotation.) The axes which objects rotate around are relative to the current view direction of the camera, so a rotation around the X axis means the camera’s current X axis. If you want to rotate the object around its own X axis you must turn on the “Drag Using Object’s Axes” option found just below the manipulator tools. (See the section on Drag Using Object’s Axes.) Keyboard shortcut: inside the Set-Up window, tap the T key to activate the Tumble tool. Nudging with the Tumble tool Each click of an arrow key on your computer keyboard, will tumble the object 5 degrees in the direction of the click. (left/right/up/down) Holding the Shift key down and clicking an arrow key will tumble the object 15 degrees. Holding the Shift key down will constrain the Tumble tool to only one axis. Up/down drags will tumble only around the X axis. Right/left drags will tumble only around the Y axis. When the Tumble tool is active, holding the Control key (Mac & Win) will temporarily activate the Roll tool. This enables you to get X, Y and Z rotations without changing tools. Zaxwerks 3D Invigorator for AE - User Guide 155 Object Roll This tool responds to mouse movement only in the left/right direction. The Roll tool will spin the object(s) like the propeller of an airplane. You don’t drag the mouse in a circle around the center of the picture, you just drag more to the left or to the right. Keyboard shortcut: inside the Set-Up window, tap the R key to activate the Roll tool. Nudging with the Roll tool Each click of an arrow key on your computer keyboard, will roll the object 5 degrees in the direction of the click. (left/right only) Holding the Shift key down and clicking an arrow key will roll the object 15 degrees. When working with the Roll tool imagine that you are grabbing a wheel at the top (12 o’ clock position) so when you drag to the right you are spinning the wheel (objects) to the right and when you drag to the left you spin the wheel to the left. Like the Tumble tool, the Roll tool will rotate a single object around its center point, and if more than one object is selected when the roll starts they will all be rotated around their common center point. The roll axis is relative to the current viewing direction of the camera, meaning that the roll will happen around the camera’s current Z axis. If you want to rotate the object around its own Z axis you must turn on the “Drag Using Object’s Axes” option found just below the manipulator tools. (See the section on Drag Using Object’s Axes.) The Shift key has no effect on this tool. When the Roll tool is active, holding the Control key (Mac & Win) will temporarily activate the Tumble tool. This enables you to get X, Y and Z rotations without changing tools. 156 Zaxwerks 3D Invigorator for AE - User Guide Object Track This tool responds to mouse movement in any direction. The Track tool moves objects left/right or up/down without rotating them. The movement is always parallel to your computer monitor’s screen, so left/right/up/down are based on the direction that the camera is currently facing. Holding the Shift key down will constrain the Track tool to only one axis. Up/down drags will track along the Y axis. Right/left drags will track along the X axis. Remember that these axes are based on the camera’s current viewing direction. (See the section on Drag Using Object’s Axes for how to move objects along their own axes.) When the Track tool is active, holding down the Control key (Mac & Win) will temporarily activate the Dolly tool. This enables you to move in the X, Y or Z directions without changing tools. Zaxwerks 3D Invigorator for AE - User Guide Keyboard shortcut: inside the Set-Up window, tap the M key to activate the Move (Track) tool. Nudging with the Track tool Each click of an arrow key on your computer keyboard, will track the object 1 point in the direction of the click. (left/right/up/down) Holding the Shift key down and clicking an arrow key will track the object 10 points. 157 Object Dolly Keyboard shortcut: inside the Set-Up window, tap the D key to activate the Dolly tool. Nudging with the Dolly tool Each click of an arrow key on your computer, will dolly the object 1 point forward or back in the direction of the click. (up/down only) Holding the Shift key down and clicking an arrow key will dolly the object 10 points. This tool responds to mouse movement only in the up/down direction. The Dolly tool pushes objects away from the camera or pulls them in closer toward the camera. Notice that the up/down response is reversed when dollying the camera vs. dollying objects. This is because you are operating on two different types of thing. Remember that you are always looking at the scene through the lens of the camera, so dragging up pushes an object away from the camera making it smaller in the window, whereas if you’re in camera mode, the same drag up pushes the camera closer to the objects making them appear larger in the window. Once you understand when you are moving objects and when you are moving the camera, the drag motion makes sense. The Shift key has no effect on this tool. When the Dolly tool is active, holding down the Control key (Mac & Win) will temporarily activate the Track tool. This enables you to move in the X, Y or Z directions without changing tools. Dollying the Camera pushes the camera closer to the objects. 158 Dollying objects pushes objects away from the camera. Zaxwerks 3D Invigorator for AE - User Guide Drag Using Object’s Axes This option is found just below the toolbar when the Object Mode button is highlighted. When this option is enabled it makes the manipulator tools work differently. Usually objects will move or rotate relative to the direction the camera is viewing them in. However, when the Drag Using Object’s Axes option is turned on, the manipulation happens relative to the direction the object is currently facing. For instance if you highlight Object mode, uncheck Drag Using Object’s Axes, select an object and pick the Dolly tool, dragging up and down will move the object closer or further away from the camera. But if you check Drag Using Object’s Axes you will see that the object moves in the direction its front and back faces are pointing in. (This is most easily seen when you are viewing the scene from a high right or high left angle.) Even if the object has been rotated at some odd angle you will see that the Dolly tool still moves the object in the direction that its front and back faces are pointing. Zaxwerks 3D Invigorator for AE - User Guide With Drag Using Objects Axes option turned on, the Object moves in the direction it is facing. Keyboard Shortcut When dragging with a manipulator tool, holding down the Command key (Mac) or Alt key (Win) will temporarily activate Drag Using Object’s Axes mode. This enables you to quickly switch between drag modes without having to stop and click checkboxes on and off. 159 With Drag Using Object’s Axes turned on, the Track tool will move the object in the direction its sides are pointing in. Dragging up/down will move the object towards its top/bottom. Dragging left/right will move the object toward its left/right sides. If an object has been rotated upside down, and “Drag Using Object’s Axes” is turned on, dragging up will make it move down and dragging down will make it move up. This is one of those things that looks so funny when you see it happen it should trigger in your mind that you must have “Drag Using Object’s Axes” turned on. The rotation tools work in Object Axes mode too. The Roll tool will always spin the object like a propeller, directly around the center of its front face. With Drag Using Object’s Axes option turned on, the Track tool will move the object in the direction its sides are pointing in. The Tumble tool will rotate the object as if it has had a broomstick pushed through it from top to bottom or from left to right. This feature is very useful when you are first spacing out your objects in the Z dimension. The Invigorator does not have the traditional Top-Front-Side views found in some 3D programs. Moving objects straight back to space them out would usually be done by selecting an object in the Front view, then moving it in the side or top view. 160 Zaxwerks 3D Invigorator for AE - User Guide However, with Drag Using Object’s Axes turned on, Dollying the object back will move it only in the Z direction, preserving the X and Y positions of the original artwork. The artwork will move properly no matter which direction you are viewing it from. Experiment with this option on and off to get a feel for when you might use it. You’ll find that it is very useful when you need to rotate or move an object and you don’t want to reposition the camera to do it. Dragging With Multiple Objects Selected When multiple objects are selected and Drag Using Object’s Axes mode is turned on, the axis of the Primary Selection is used as the drag axis. This makes all the selected objects move along the axis of the Primary Selection. This will keep the selected objects together, otherwise objects that are facing different directions would spread apart in an unpredictable way. Zaxwerks 3D Invigorator for AE - User Guide 161 Object Scale Keyboard Shortcut: Inside the Set-Up window, tap the S key to activate the Scale tool. Nudging with the Scale Tool Each click of an arrow key on your computer keyboard, will increase or decrease the object’s scale by 1% , based on the arrow key clicked. (Y scale = up/down, X scale = left/ right, hold the Control key down (Mac & Win) and click the up/down arrows to get Z scale.) Holding the Shift key down and clicking an arrow key will increase or decrease an object’s scale by 10%. This tool responds to mouse movement in any direction. The Scale tool makes objects bigger or smaller along one or more axes. Dragging to the right increases the object’s X scale. Dragging to the left decreases the object’s X scale. Dragging up or down affects the object’s Y scale. Holding down the Shift key will constrain the scaling to only the X or Y axis or it will scale both the same amount if you drag at a 45 degree angle away from the point where you started the drag. To make an object Scale along its Z axis, hold down the Control key (Mac & Win) before dragging. Holding down the Shift and the Control keys at the same time will make the object scale proportionally along all three axes. Scaling is always based on an object’s original axes, which is the way the object appeared when it first came into the Invigorator. If you’ve rotated the object to some odd angle, the scale may not look like it’s acting right. (This is similar to how Drag Using Object’s Axes works, so see that section if you are uncertain what this means.) If you have multiple objects selected, using the scale tool will scale each object individually along its own original axis. This prevents objects from distorting, or “skewing.” If you want to distort the objects, scale the Set the objects are assigned to. 162 Zaxwerks 3D Invigorator for AE - User Guide Selection Tool There is a rule that the Invigorator follows that says, “if a change is made, then whatever is selected gets the change.” Knowing this, it’s important to be able to select and deselect objects at will. Primary selection Secondary selections The Selection Tool is the arrow cursor with a “click” at its point. It is used to select objects in the 3D scene. Click on the tool to highlight it, then click on objects in the Scene Preview window. When an object is selected a wireframe bounding box appears around it. Objects can also be selected by dragging with the Selection tool and by picking them from the Object List. (See the sections on Drag Selecting and the Object List.) Primary And Secondary Selections When objects are selected, wireframe bounding boxes are drawn around them. Sometimes the bounding box around an object is red and sometimes it is green. When the bounding box is red it means it was the first object selected and is called the Primary selection. Its settings are the ones shown in the Object tab. Zaxwerks 3D Invigorator for AE - User Guide Selection tool Keyboard Shortcut: Inside the Set-Up window, tap the V key to activate the Selection tool. 163 If the bounding box is green it means the object was selected after the Primary object had already been selected. The green selections are called Secondary selections. The settings for a Secondary selection are not shown, you must make an object the Primary selection for its settings to be shown. The name of the Primary Selection is shown on the Object List popup when this popup is collapsed. It also has a bullet in front of its name in the Object List. Adding To And Removing From Selections A single click on an object will select that object. If you don’t hold down any other key, then clicking on another object will deselect what is currently selected and select the new object. Holding down the Shift key when you click will add other objects to the current selection when you click on them. If an object is already selected, holding down Shift and clicking on it will remove it from the current selection. If you Shift-click on the Primary selection it will be deselected and a different object will become the Primary selection. Hold down the Shift key and click on other objects to add to the current selection. 164 Zaxwerks 3D Invigorator for AE - User Guide Drag Selecting You can drag with the Selection tool to select multiple objects in one motion. Any object that is partially contained inside the drag rectangle will be selected. You do not have to drag around the entire object to select it. Select All Double clicking the selection tool is the shortcut for the Select All command. Using a menu command you can select everything by picking Select All from the top of the Object List. Deselect All If you click in the 3D scene window on a spot where there are no objects, you will deselect all objects that are currently selected. You can also deselect everything by picking the Deselect All command from the top of the Object List. Select Invisible The Select Invisible command is used to quickly select all invisible objects so you can make them visible again. Zaxwerks 3D Invigorator for AE - User Guide 165 Using The Manipulation Tools For Selecting You can use the manipulation tools to select objects. This is a very useful technique and prevents you from having to switch back and forth between the selection and manipulation tools. To make this work all you have to do is select any manipulation tool and click on an object without dragging the mouse. This will make the tool temporarily act like the selection tool and select your object. If you drag, the tool won’t make a selection. Instead, the tool’s main function will kick in and whatever is already selected will get manipulated. Click without dragging to make selections while using the manipulator tools. Small Object Tab When you click on the Object mode button you reveal a group of object controls below the Scene Preview window. We call this the small object tab to distinguish it from the large object tab on the right half of the Set-Up window. The small object tab. 166 Zaxwerks 3D Invigorator for AE - User Guide Object List The popup menu called the Object List contains a listing of all 3D objects that are inside your scene. If it’s not in this list, it’s not inside the Invigorator. Click on the popup and hold down to see the list. Drag down to highlight one of the items and let go to select it. If you hold down the Shift key when selecting objects from the object list you can add or remove objects from the current selection, the same way Shift-clicking works when selecting objects in the 3D scene preview window. If it’s not in this list, it’s not in the project. The text style, in which the object names are written, tells you information about them. Following are explanations of what each text style means. Bold Object Names When objects are selected their names in the Object List are written in Bold. If you click and hold down on the Object List you can quickly scan down the list and see which objects are selected because all of the selected object names will be written in Bold. Zaxwerks 3D Invigorator for AE - User Guide Selected objects are indicated by a Bold text style. 167 Italic Object Names There is a checkbox located just below the Object List that says “Make Invisible” next to it. Objects that have been made invisible will have their names written in Italics. This makes it very easy to see which objects are invisible. You simply open the Object List and scan down it to see which object names are written in italics. Invisible objects are indicated by Italics. Bullets In The Object List When objects are selected you will notice that one of them will have a bullet (a good sized dot) in front of its name inside the Object List. The bullet is in front of the object that is the Primary Selection. As discussed in the section on Primary and Secondary selections, only one group of object settings are displayed at a time, and the Primary Selection is the object whose settings get this honor. The Primary Selection has the bullet. Release the mouse on another object to make it the Primary Selection. 168 You can change which object is the Primary Selection by clicking on the Object List, highlighting the object that you want to be the Primary Selection and releasing the mouse on the new object’s name. It will now become the Primary selection and the various object controls will update to show you the settings for the new primary object. Zaxwerks 3D Invigorator for AE - User Guide Set Assignment Next to the Object List is a tiny popup menu called the Set Assignment popup. This popup is what you use to assign objects to one of the animatable Sets. After Effects has a limit on the number of objects you can animate so we have pre-configured the Invigorator to have eight animatable sets of objects. We call it a Set because each Set can contain any number of objects. When it’s animated, a Set moves the objects assigned to it as though they were all locked together. Assigning Object 1 to Set 1 Any number of objects can be assigned to a Set at one time. Select all objects you want to assign to a Set, then pick the Set number from the Sets Assignment popup. Since they were all selected they will all receive the same Set number. Objects can be moved from one Set to another by first selecting the object, then picking a different Set from the Set Assignment popup. Zaxwerks 3D Invigorator for AE - User Guide Understanding Sets Imagine you had a house with furniture in it. The house would be the Set and the furniture would be the objects. Now imagine that you could see the furniture but the house was invisible. And finally, imagine what would happen if you took ahold of the house and lifted it up, and moved it, and rotated it. What would happen? Since the furniture objects are sitting on the floors of the house they would be carried along with the house as it was moved. That’s how a Set moves its objects. 169 If the Set is empty when the objects are assigned to it, the rotational center for the Set is placed at the common center of all the objects. Once objects have been assigned to a Set the rotational center (also called the “pivot point”) is not moved until either the Set gets emptied out, or the Recenter Pivot command is used. This command is found in the Sets popup menu inside the Effect Controls window. The Recenter Pivot command is located in the Sets popup menu inside the Effect Controls window. Moving objects inside the Set-Up window will move them inside their Set but will not recenter the pivot point. So if you assign a single object to a Set, then move that object when inside the Set-Up window it will no longer be centered on the pivot point. You will have to use the Recenter Pivot command to put the pivot point at the new center of the objects. Make Invisible The Make Invisible checkbox turns off the visibility of an object. All of the settings needed to rebuild the object will be preserved, but the modeling process will be turned off. To generate the model again, select it from the Object List and uncheck the Make Invisible checkbox. Note that there is a Select Invisible command in the object list which can be used to quickly select all invisible objects. 170 Zaxwerks 3D Invigorator for AE - User Guide Reset The Reset button will remove the position and rotation changes, also called object manipulations, that you have applied to an object while inside the Set-Up window. (It will not remove the manipulations applied to Sets. See below.) When this button is clicked, the selected objects will be returned to the positions where they first appeared inside the Invigorator. Nothing will happen to the materials or shape settings applied to the objects, only the manipulations will be removed. If you click the Reset button and the objects don’t go back to their starting position it may be because the Set that the object is inside of has also been manipulated. To Reset a Set, go to the Effect Controls window and click the Reset button that appears next to the effect’s name. This will reset all the animatable parameters for the whole Invigorator. Sets, Camera and Lights. If you only want to reset a single Set, open the twirly arrows for that Set and return the position and rotation settings to zero. DOUBLE CHECK FOR SELECTIONS! Of course there’s another reason why clicking the Reset button inside the Set-Up window may not make an object return to its original position. That’s if the object you are trying to reset is not selected. If a button or a command doesn’t work, always be sure to double check that the objects you are trying to apply the command to are selected. Zaxwerks 3D Invigorator for AE - User Guide If you have rotated or repositioned the Set that an object is assigned to, clicking the Reset button inside the Set-Up window will not remove the Set manipulations, it will only remove the Object manipulations. Remember this and tuck it away in the back of your mind, so that if you ever click the Reset button and the objects do not go back to their original position, realize that the Set the object is assigned to, must also be rotated or moved. 171 Delete Selecting an object and clicking the Delete button will remove the object from the 3D scene. If more than one object is selected, all selected objects will be deleted. You cannot delete a Set. You can only delete objects. Clicking the Delete button inside the Effect Controls window will delete the whole 3D Invigorator effect. While inside the Invigorator’s Set-Up window, you can also hit the Delete key on your keyboard to delete the selected objects. Duplicate The Duplicate function will make an exact copy of the selected objects and place them in a new position that is slightly offset from the original. The default offset position is 50 points down and 50 points to the right of the original object, but this offset can be changed inside the User Prefs window. By changing the amount of the offset you can quickly make rows of objects such as grid lines, roof arches, and patterns of stars. Duplicated objects are given the same Object Style as the original object, so changing the material or edge settings for one of the objects will affect all of them. To gain control over each object 172 Zaxwerks 3D Invigorator for AE - User Guide independently you have to give each object its own Object Style or use the Unlink Object Style command from the Swatch popup in the Object Styles tab. Using Move To Center From The Small Objects Tab Objects can be moved to the center of the world at any time during a project. Inside the Invigorator’s Set-Up window is a Move To Center button located on the small object tab directly below the Object List. When you click this button, all selected objects will be moved to the world origin as a big group. If you only have one object selected, only that object will be centered. If you have many objects selected, all of them will be moved to the origin in one unit. Zaxwerks 3D Invigorator for AE - User Guide 173 Create Object This is the button you click when you want to bring objects into the Invigorator’s 3D world. Clicking it will open the same “Open Illustrator File” window that you see when you first add an Invigorator effect to an After Effects project. Take a moment to familiarize yourself with the location of this button. Notice that it is on the small object tab. So when you want to create a new object, you click on the Object Mode button which reveals the small object tab, and there you will see the Create Object button. Click this button to add objects to the Invigorator. PRO NOTE In the Pro version, the Create Object button is replaced by the Object... popup. Inside the Object... popup, the “Open Illustrator File” command does the same thing as the Create Object button. 174 Something good to know is that when you open an Illustrator vector file, the vector paths are extracted from the file and stored inside the Invigorator effect. This data is stored inside the After Effects project It does not create a link to it. The original Illustrator file is not needed to reopen an existing project. The Invigorator doesn’t re-read the file every time it opens, so you don’t have to worry about keeping the original Illustrator file around. (Texture maps, however, are not stored inside the AE project so you do have to keep them with the rest of your source files.) Zaxwerks 3D Invigorator for AE - User Guide User Prefs Clicking the User Prefs button will open the User Prefs window. This window contains various settings such as the default Set number that new objects are automatically assigned to, and whether or not the floor grid is shown in the preview window. This is also where you tell the Invigorator to save the settings you want to use for your default material, default bevel settings, and default Object Style. (See the User Prefs Window section.) Clear Objects Clicking this button will remove all of the objects from your 3D scene. Whether they are selected or not doesn’t matter, every object will be deleted. Everything else will be left as it is. The materials bin, custom camera views, etc. will not be touched. Only the objects will be deleted. Clear Scene Clicking this button will erase everything and reset the entire scene to its default state. All objects and camera views will be deleted. The scene will look as it does when a brand new Invigorator effect is created. To add objects to a cleared Invigorator scene click the Create Object button or, if you are using the PRO version, use the Object... popup. Zaxwerks 3D Invigorator for AE - User Guide 175 The Large Object Tab Click this to reveal the large Object Tab. The right side of the Set-Up window contains the main controls for objects, lights and the bins of material and light swatches. As you click between the Camera, Light and Object buttons the right half of the Set-Up window changes to reveal the controls that are relevant for the mode you are in. When you click on the Object Mode button the right half of the Set-Up window displays three tabs, the Object tab, the Materials tab and the Object Styles tab. We call the Object tab contained here the “large Object tab” to distinguish it from the “small Object tab” seen below the Scene Preview on the left half of the Set-Up window. The large Object tab contains the settings that control the shape of the objects. At the top of the large Object tab you will see a title that says Vector Shape Object. This means the object was created using Illustrator vector shapes for the input. The controls in this Object tab will change to show you their current state for the selected object. If more than one object is selected the controls will show you the settings for the primary (red) selection. The small Object Tab. 176 The large Object Tab. Zaxwerks 3D Invigorator for AE - User Guide Object Name When objects are first created they are simply called Object 1, Object 2, Group 1, etc. The Object Name field is where you can change these default names to something more memorable. No two objects inside the Invigorator can have the same names. The Object Name Field. Inside an Illustrator file you cannot give names to individual paths, however you can give names to layers. So when you open Illustrator files and use the Open By Layers option, the name of each object will be the same as the layer it came from. Once you have loaded the objects by layers you can change the name inside the Invigorator by editing it inside the Object Name field. Even if you change the name here the Invigorator will still be able to find the original layer inside the vector file it came from so the Reload Layer feature will still work. Once you have use the Open By Layers option, do not change the name of the layer inside the original Illustrator file, as the Invigorator will no longer be able to find the layer and the Reload Layer operation will fail. Zaxwerks 3D Invigorator for AE - User Guide WARNING Do not name two layers the same name inside of Illustrator. If you do, the Invigorator won’t be able to tell one from the other when you use the Reload Layer operation, and will simply reload the first one it comes to. 177 Object Stats If you’re the kind of person who likes to work with numbers, then the Object Stats window is for you. The Stats button opens the Object Stats window. You open this window by clicking the Stats button located underneath the object’s name on the Object tab. An object must be selected for this button to be active. If you have more than one object selected the information for only the primary selection will be shown. When the Object Stats window opens, the name of the object is displayed at the top of the dialogue. This helps you know for certain which object you are working with. Inside this window you will find the numerical readouts for the Position, Rotation and the Scale of the object. If you are running the PRO version you will also see the Meshing controls. To change a value, type a new number into one of the edit fields. Clicking one of the Reset buttons will set the values to 0,0,0 for Position and Rotation, and 1,1,1 for Scale. The Object Stats window for the Classic version. 178 Click the OK button to close the dialogue or click the Apply button to watch the change take effect without closing the dialogue. You can drag the Object Stats window to get a better view of the scene window. Zaxwerks 3D Invigorator for AE - User Guide If you are using the PRO version of the Invigorator the Object Stats window will have extra controls for Meshing. Meshing is used to prep an object so that it can be deformed. (Read more about Meshing in the section called “Meshing” elsewhere in this User Guide.) The Object Stats window for the PRO version. Zaxwerks 3D Invigorator for AE - User Guide 179 Reload Layer The Reload Layer button, in combination with the Open By Layers option, are the keys to a great work saver. What this button enables you to do is to change the shape of your 3D models by changing the vector paths being used to create those shapes. It does this by reloading the original Illustrator file you used to create the models and then switching the old vector shapes for the new vector shapes. If you have changed the vector shapes in the Illustrator file, the result is that the 3D models change shape to reflect those changes. For example say you had the words Monday Night Sports and you wanted it to become Tuesday Night Sports. By replacing the word Tuesday for the word Monday in the original Illustrator file and then clicking the Reload Layer button, you will switch them out. The layer will be “re-loaded”. The model will be rebuilt using all the same settings as were used to build the original model. But now it will say Tuesday instead of Monday. Opening an Illustrator file using the ‘Open By Layers’ option. 180 In order for this feature to work, you must have prepared for it by splitting your vector paths among several different layers. Then when opening the Illustrator file for the first time, check the Open By Layers checkbox in the Select Artwork window. Each layer will become a separate item in the Object List. Zaxwerks 3D Invigorator for AE - User Guide Once that is done you are ready to make changes to the Illustrator file, then update the models made from them by reloading the layers they are on. Position things on the Illustration page the way you want them to appear in the final project, otherwise they may jump after reloading. In steps that’s: - Change the vector paths in the original Illustrator file. - Save your changes. - Select the object inside the Invigorator that you will be updating. - Click the Reload Layer button. (See the section above on the Object Name Field for more information about using the Reload Layer feature.) If you haven’t prepared for using this feature, you can still update existing models by using the Replace feature. (See next page.) Before using Reload Layer. IMPORTANT POINT Whenever you edit Illustrator files remember that the position of the vector shapes on the Illustrator page determines where the 3D objects end up inside the Invigorator. For instance when you erase the word Monday and insert the word Tuesday, be sure to position the new word in the same spot as the old word. Otherwise the new word will shift positions during Reload or Replace operations. (See pictures on this page.) Zaxwerks 3D Invigorator for AE - User Guide After using Reload Layer, when the new objects were placed out of position. 181 Replace Like the Reload Layer button, the Replace button will let you update the 3D models by switching the vector artwork. With Reload Layer however, you have to plan ahead by separating the vector paths onto different layers and turning on the Open By Layers checkbox when you first load the Illustrator file. With the Replace function you do not have to pre-plan anything. You can update any 3D model by loading in a new Illustrator file to replace the old vector paths. However since Illustrator does not attach names to individual vector paths there is a rule you have to follow to get this function to work properly. The rule is: During the Replace operation the Invigorator will use all visible vector paths in the Illustrator file and switch them for the vector paths of the Primary Selection only. When we say “visible vector paths,” what we mean is, paths which are on a layer and that layer’s visibility is turned ON. Everything you do not want to become part of the new 3D object should be put on a different layer, and that layer’s visibility eyeball should be turned OFF. When that is done the invisible layer will be ignored when the file is opened. (Continued next page) 182 Zaxwerks 3D Invigorator for AE - User Guide Visibility does not mean “hidden”. As in how you can show/hide paths inside Illustrator. To make paths invisible to the Invigorator, they must be on their own layer and that layer’s visibility eyeball must be turned OFF. Let’s use the same example of Monday Night Sports becoming Tuesday Night Sports. We’ll assume that each word had been grouped together in Illustrator so there are only three items in the Object List. (If they weren’t grouped together see the Special Note side-bar.) Inside Illustrator create a new layer and put the word Tuesday on it. Position it directly on top of the word Monday. Then turn off the visibility of the other layers leaving only the word Tuesday visible on its own layer. Save the file. Back in the Invigorator, select the Monday object and click the Replace button. This will open a file picker. Find the Illustrator file you just saved and click Open. The Invigorator will load in the visible paths in the file and switch them out for the paths used to make the selected object. The model will then rebuild itself using all the same settings as were used for the Monday object, except now the model says Tuesday. Special Note If the word Monday wasn’t grouped together but instead was six individual letters there are two things you can do with it. First, if each letter is being animated on its own you will have to do the Replace function six times, one for each letter. If on the other hand the whole word is in the same Set but it just wasn’t grouped together inside Illustrator, what you do is delete all the letters except for the M in Monday. Then you use the Replace operation to switch out the M for the whole word Tuesday. This will keep you from having to do the Replace operation more than once and you’ll still get the same result. When you replace vector paths, the Invigorator doesn’t care how you change the vector file. You could replace a single letter for an entire alphabet, or you could replace a letter for a logo. It doesn’t matter. Zaxwerks 3D Invigorator for AE - User Guide 183 File Name Below the Object Name field is an area that displays the name of the file the vector paths came from. This file name is not editable. It is there to help you remember which file was used to create the objects. Object Faceting Low Object Faceting High Antialiasing Low Object Faceting Low Antialiasing The Object Faceting settings control how many polygons are created for the 3D models. Polygons are little flat surfaces that are connected together to build the whole model. The smaller they are, the smoother the curves in a model. However, the smaller they are, the more of them it takes to build the model, and the longer it takes to render the 3D image, so there’s a speed trade-off to take into account. The Object Faceting sliders range from .1 to 10. As you move the slider to the left it means that the polygons become smaller so the curves become smoother. High Object Faceting High Antialiasing 184 High Object Faceting Low Antialiasing Think of a circle. If you use a hundred short line segments to draw a circle the circle will look very smooth. On the other hand, if you use only eight line segments to draw a circle, the circle will look “chunky” or “faceted.” In fact it will look like an octagon, which you don’t usually think of as being a circle at all. Zaxwerks 3D Invigorator for AE - User Guide Note that the faceting of an object is a different setting than the antialiasing of the pixels. Decreasing Object Faceting smooths out the curves in an object, but it does not increase the antialiasing. Antialiasing is a camera rendering control. Object Faceting is an object modeling control. Object Faceting: Draft Quality vs. Best Quality You’ll notice that there are two sliders for Object Faceting. One slider controls the smoothness of the 3D models during Draft Quality renderings. The other controls how smooth the 3D models are during final, Best Quality renderings. The reason there are two sliders is that the smoother the objects, the more polygons created. More polygons take more time to render. When setting up animations using Draft Quality rendering you don’t need completely smooth objects. You can tell perfectly well an object’s shape and location without having completely smooth models. Since the models aren’t so complicated they render very quickly. This keeps the creation and animation phase very fast and interactive. It also lets you render motion tests at Draft Quality very very quickly. When it’s time to do the final rendering, switch the Invigorator’s After Effects layer to Best mode and the model is automatically rebuilt using the Best Quality setting. Zaxwerks 3D Invigorator for AE - User Guide Setting Best Quality TIP When figuring out what setting the Best Quality slider should be set to, there’s a trick you can use. Since you can’t see the effect of the Best Quality slider inside the Set-Up window, use the Draft Quality slider. Adjust the Draft slider until the 3D model looks smooth, then slide the Best Quality slider until it matches. Finally, set the Draft Quality slider back to what it was before, (the default setting is 3). 185 NOTE: You may notice that when you adjust the Best Quality slider nothing appears to happen, whereas when you adjust the Draft Quality slider the model rebuilds in the Scene Preview window. This is correct. The Scene Preview window shows the draft quality model. The best quality 3D model won’t be created until you switch the After Effects layer to Best Quality mode and render the Comp window. Generate Model Parts This little area contains four checkboxes. Each checkbox enables or disables the generation of one of the four parts of a model. Front Faces - Putting a checkmark in this checkbox enables the creation of the front faces of a Vector model. The front faces are the part of the model taken directly from the vector shapes in the Illustrator file. Disabling the front faces lets you look into the 3D model creating a “bowl” type of effect. Back Faces - The back face of an object is a copy of the Front Face placed behind the front face at a distance set by the Depth control. Texture maps applied to the back faces are automatically flipped so they are right reading when viewed from behind. All Model Parts turned on 186 Front Faces only Turning off the front and back faces creates a tube effect where you can look right through the object. Zaxwerks 3D Invigorator for AE - User Guide Outside Edges - The outside edges of a model are the sides around the outside perimeter. These have separate controls from the edges that are built inside holes. The outside edges include the bevels, corners, sides and indentations; everything that is not a front or back face. Hole Edges - The hole edges of a model are the sides built around the insides of holes. For instance a T, C, S or U doesn’t have holes so they won’t have any hole edges. On the other hand a B, D, P and O all have holes so extra edges need to be created around the inside of the holes. Outside Edges Hole Edges Turning off the Hole Edges checkbox will prevent the generation of the sides built around the inside of the holes, Depth The Depth slider controls the distance between the front and back faces. The units the Depth slider works in is points. A 100 x 100 point rectangle made in Illustrator and brought into the Invigorator will become a perfect cube if its Depth is set to 100. As you increase the Depth of an object you will notice that the object also gets fatter. This is because object edges are applied proportionally. As you increase the Depth (which increases the distance between the front and back faces) the edges will get proportionally bigger which makes them taller, wider, thicker and fatter all at the same time. Zaxwerks 3D Invigorator for AE - User Guide 187 To thin down objects that get too fat without changing their depth, adjust the Edge Scale. There is no limit as to how deep you can make an object. If you want a value that is outside the range of the slider, all you have to do is to type it into the edit box. Spike Buster Before using Spike Buster. Spike Buster helps you clean up problem vector shapes. Sometimes you will see long spikes jutting out of an object. These spikes are caused by very sharp points in the vector file. The points could be so small they can hardly be seen, but when used to create a 3D model they cause big problems such as spikes. To remove the spikes, slide the Spike Buster slider to the right. The amount of “busting” is based on the angle between the sides of the sharp points. For instance, a value of 10 will clip off the end of any spike whose two sides meet at an angle of ten degrees or less. After using Spike Buster. 188 Zaxwerks 3D Invigorator for AE - User Guide New Looks Spike Buster can also be used to clip the corners of objects even if they don’t have spikes. Clipped corners have an intriguing beveled look to them and may be just the thing you’re looking for to add an extra bit of detail to a design. The slider goes up to 110 degrees so it’s easy to clip the corners off of right-angled objects. Like everything else in the Invigorator you are never stuck in a decision. Try it to see if you like it. If you don’t like it, just set the slider back to zero. Clipping the corners of objects for a new look. 1 2 If you need an angle greater than 110 degrees type it into Spike Buster’s edit field. Before Edge Offset. Spike Buster And Edge Offsets When using the Edge Offset feature, part of the PRO version, to make your object’s faces smaller, you may pinch the object into two or more parts. When a pinch occurs a spike will jump out because of the sharp angle at the point of the pinch. When you see this happen, turn on Spike Buster and the spikes will disappear. Zaxwerks 3D Invigorator for AE - User Guide 3 The pinched points become spikes when the edges are applied. Edge Offset can pinch the object into two parts. 4 Spike Buster cleans up the spikes. 189 Unbustable Spikes Sometimes a spike won’t bust. When this happens there is something about your vector file that is preventing Spike Buster from working. If you find a case like this you will need to trace the spike to the area on the object that is causing the problem, then go back to your vector drawing program and clean up the vectors by hand. Usually a quick drag with Illustrator’s Smoothing tool will do it, but sometimes there is a difficult area and you have to do some major work. You may also find that some spikes are caused by vectors in your file that can be called nothing else but “junk.” This junk could be partial paths, duplicated pieces, or templates left over from the construction process. Whatever the case, these types of problems are simple to repair once you know what they are. Problems of this kind happen mostly when you inherit a vector file from another artist. One user found that his problem file had 30 copies of various parts of the artwork all stacked on top of each other and grouped together. To clean up the file he dragged each piece off of the main group, one at a time, to see if it was needed. If not needed, the part was deleted. When the clean up was done the file worked perfectly. Another thing that can influence the success of spike busting is the Object Faceting setting. By changing the Object Faceting level higher or lower you may get a pesky spike to bust cleanly. 190 Zaxwerks 3D Invigorator for AE - User Guide Edge Controls The edge applied to a Vector Shape object is one of the main design features that changes the look of your 3D models. Edges can be thick or thin, simple or complex. If you know from woodworking what a router is, think of the edge as a fancy router bit. You can also think of an edge as a flexible picture frame. It’s a decorative edge treatment that perfectly follows the curves of your original vector paths. The Edges Controls contain the settings that let you decide which edge to apply to your text and vector shape objects, as well as the scaling for that edge and whether or not to use a different edge style for the holes. PRO NOTE If you are using the PRO version of the Invigorator you will see more edge controls than are shown in the following pictures. These additional controls, such as Edge Offset, are explained in the PRO section of the user guide. Zaxwerks 3D Invigorator for AE - User Guide 191 Outside Edges vs. Hole Edges Outside Edge controls Hole Edge controls As was discussed in the Generate Model Parts section, the edges applied to holes in objects are treated separately from the edges applied to the outside perimeter of an object. This puts the Invigorator in the unique position of letting you apply different edges, or scaling values, to the holes. The value in this feature is in the following situation. Oftentimes putting a nice looking edge around the outside of an object will end up plugging the holes inside an object. By having separate controls for the holes you are able to leave the outside edges the way they are, and make adjustments to only the holes, which will make the text and logos more readable. If you look at the interface you will see that there is a bar separating the controls for the Outside Edges from the controls for Hole Edges. The Outside Edge controls will affect the whole model unless specifically told to treat the holes differently. This is done by disabling the checkboxes in the Hole Edges area. The edge controls for the Classic version. 192 Zaxwerks 3D Invigorator for AE - User Guide Edge Profiles The Edge Profile popup is where you pick the shape that is applied to the edges of an object. Each object can use a different Edge Profile. The Classic version of the Invigorator comes with over one hundred edge profiles built in as presets. The Profiles are divided into groups of similar profiles. The Appendix of this manual contains pictures of them all. You can see the profiles one by one, by clicking on the Material Set-Up button. This will reveal the Material Set-Up window and a picture of the profile currently selected. As you change the profile the picture changes. Once you’ve picked an edge profile you can use your keyboard’s up/down arrow keys to step through the popup menu. With each click you will step to a different profile. This will cause the model will rebuild itself so you can see what it looks like with that edge profile applied to it. When you click down on the popup you will see that the menu has two levels. The first level lists the the profiles by group. The second level contains the actual profiles. Zaxwerks 3D Invigorator for AE - User Guide The Edge Profile Popup. Once you’ve selected a profile you can use the up/ down arrow keys to step through the profile list. 193 To pick an Edge Profile, click on the popup and drag down to one of the main groups. When the second level opens, drag over to the sub-menu and highlight the Edge Profile you want to apply. When you let go of the mouse name of the Edge Profile you just picked will appear on the closed popup menu. Once an Edge Profile has been selected a bullet is placed in front of its name in the menu so you can find it quickly again. An arrow is put in front of the first level menu item so you can tell which sub-menu the chosen profile is inside of. Edge Scale The Edge Scale slider makes the edges of an object thinner or thicker without affecting its depth. The Depth control also makes edges thinner or thicker so these two features have to be adjusted together. The best way to work is to set the Depth first, then adjust the Edge Scale if you need to. Sometimes when you make an object very thick the object puffs up like a balloon. This “puffiness” can be fixed by reducing the Edge Scale. Be careful though not to reduce the Edge Scale so much that the slider goes negative, unless you want that look. Half Pipe @ 50% 194 Half Pipe @ 100% Half Pipe @ 200% Zaxwerks 3D Invigorator for AE - User Guide Edge Scale does not affect the width of the original vector artwork. Making the scale negative will not “cut into” the vector paths thinning them down. It only affects the width of the edge profile itself. If you want the edges to cut into the original artwork you need to use the Edge Offset feature. Use Same Profile For Hole Edges When this checkbox is checked, the same profile is applied to both the perimeter and the holes of the object. When this checkbox is turned off, the Edge Profile popup menu for holes becomes active and you are then able to pick a different edge profile for the holes. The second Edge Profile popup menu works the same way as the first one. Click down, drag to highlight one of the main groups, drag to highlight a profile, release on the one you want. Once you’ve made a selection, the up/down arrows will blink indicating you can use the arrow keys on the keyboard to step through the edge list. To make the arrow keys work on the first Edge Profile popup again, you must click on that popup. To switch to the second, click on the second. If you ever wonder why the arrow keys aren’t working, just click on the popup with your mouse because you probably clicked on something else. Zaxwerks 3D Invigorator for AE - User Guide 195 Use Same Material For Hole Edges With this checkbox turned on the arrangement of surface colors, texture maps, split points, and where they appear along the edge is the same for both outside and hole edges. The effect of turning this option off is seen in the Material SetUp window. If you look in this window you’ll notice how the profile used for holes is normally drawn with a dotted line. This indicates that the hole edges are being controlled by the same settings as the outside edges and you can’t do anything to them. But when you uncheck the “Same Material” checkbox the hole profile becomes solid and it gets its own green material chip. With its own material chip, you can set split points and material chips on the holes side independently from the outside. (See the section on the Material Set-Up window.) Use Same Scale for Hole Edges This is the hole control you’ll use most often. When this option is on, the scale of the holes is the same as the scale of the edges applied to the outsides. But when this option is unchecked you can adjust the hole scale on its own. When the holes in letters fill in because the edges are too large, this is the feature that enables you to open them back up. 196 Zaxwerks 3D Invigorator for AE - User Guide Material Controls The Classic Materials Tab When the Object mode button is highlighted, the right side of the Set-Up window displays three tabs at the top. One tab for Objects, one for Materials and one for Object Styles. Clicking on the Materials Tab reveals the controls for setting up, editing and storing the materials used to color your objects. The Materials Bin Think of a material as the paint job applied to the models. The Object Tab controls the shape of the models and the Materials Tab controls the appearance of a model’s surface. A Material is much more than just the color of the paint, however. It defines what the object is made of, the “feel” of the surface and whether or not the object is new or old, weathered and beaten, or new and polished. The Material Editor The Materials Tab is divided into two halves. The bottom half is called the Material Editor. This is where materials are created and changed. The top half is called the Materials Bin. This is where materials are stored as swatches for easy access. Note: If you don’t see any material swatches in the bin then the software hasn’t been installed correctly. Go to the Troubleshooting section or reread the Installation Instructions. Zaxwerks 3D Invigorator for AE - User Guide 197 The PRO Materials Tab The Materials Tab of the Invigorator PRO version looks very much like the Classic version. The main differences are that the Classic version can only render in what is called “photo-real” style. The PRO version also does photo-real rendering, and supports many other rendering styles too, such as absolute rendering, wireframe rendering, hidden line rendering, cartoon coloring, shadow catching and matte coloring. Each of these additional styles gives you a better tool palette for creating unique and eye-catching graphics. Find out all about each of these additional PRO features in the PRO section of this user guide. 198 Zaxwerks 3D Invigorator for AE - User Guide Materials Bin The top half of the Materials Tab is called the Materials Bin. It is an array of docks that can each hold one material swatch. When you first add an Invigorator effect, swatches are loaded into the bin from the swatches folders. Once loaded they are ready to be used. The Invigorator supports “drag and drop” of materials as the main method of moving them around and applying them to objects. Materials can be dragged and dropped in the following ways: Drag from the Materials Bin, then drop: Gives the Result: onto unselected objects ———————————— (with no other objects selected) onto groups of selected objects ————————— onto an object with splits defined ———————— onto the Material Editor dock —————————— onto an empty dock in the Materials bin ————— onto an empty dock in the Materials bin ————— (while holding down the Option/Alt key) onto an empty dock in the Materials Palette ——— onto a occupied dock in the Materials Palette —— Drag from the Materials Palette, then Drop: applies material to all selected objects applies material to only the split part loads material for editing moves the swatch duplicates the material readies the material for use replaces last material Gives the Result: onto a little green material chip ————————— onto an empty dock in the Materials bin ————— onto the Material Editor dock —————————— onto an empty dock in the Materials Palette ——— onto an empty dock in the Materials Palette ——— (while holding down the Option/Alt key) Zaxwerks 3D Invigorator for AE - User Guide applies material to a single object applies material to a split section saves the material swatch to the bin loads material for editing moves the material applies the same material to the second dock 199 Moving And Rearranging Swatches Swatches can be freely moved to different docks by dragging them from one dock to another. This enables you to put swatches that work together next to each other. Selecting Swatches Drag swatches from one dock to another to organize materials. Swatches are selected by clicking on them once. If you double click on a swatch you will load it into the Material Editor. You can select more than one swatch at a time by Shift-clicking on them. (Holding down the Shift key and clicking with the mouse.) You will need to select swatches in order to use the Swatch commands on them. Duplicate Selected Materials Double click on a swatch in the bin to load it into the Material Editor. This command duplicates all material swatches that are currently selected and places the duplicates at the bottom of the bin. You select a swatch by clicking once on it. Hold down the Shift key and click on other swatches to add them to the selection. You can also duplicate a material by holding down the Option key (Mac) or Alt key (Win) then drag the swatch to an empty dock. Be sure to let up the mouse key before letting up the modifier key. 200 Zaxwerks 3D Invigorator for AE - User Guide Select All Unused The Select All Unused command inspects the swatches in the Materials Bin and selects those that are not being used by any Object or Object Style. Once selected you can use the Delete Selected Materials command to remove them from the bin. Delete Selected Materials Regenerating Swatches This command will remove from the Materials Bin any materials that are currently selected. Removing materials from the bin will not hurt or affect any objects in the 3D scene. However, deleting Materials from the bin will also delete them from the main library until they are regenerated. Sometimes swatches will get deleted accidentally. Or sometimes they get deleted from one project but then you open a different project and wish you had something back. Clear Bin Using the Clear Bin command will remove all of the swatches from the bin. This will not delete or change the materials being used on objects in this scene, or any other existing scene. However, clearing the bin will remove all swatches from the main library on disk, which means that the swatches will be removed from all other projects too. Zaxwerks 3D Invigorator for AE - User Guide No worries, mate. Swatches that have been applied to objects can always be regenerated. Just do the following... 1- Select the object that has the Material applied to it. 2- Click the Palette checkbox to show the Material Palette. All Materials used on that object will regenerate and be displayed in the docks. 3- Drag the swatches from the docks into the Materials Bin. This will save the swatches to disk and they will hereafter appear in the bin. 201 The Material Editor The Material Editor Area is the bottom half of the Materials Tab. This is where materials are created and changed. All controls for materials are in this one spot. You’ll notice that a material is composed of several attributes. Each of the attributes work together to create a final “look”. Since that look is more than just the color, we call the combination of attributes a “Material.” (PRO NOTE: If you are using the Invigorator PRO version, the Material Editor will have additional controls. See the section on PRO features at the end of this user guide.) All controls for materials are located in the Material Editor area. The Material Preview contains all settings of a material. 202 A Material is applied to an object or to part of an object. You can use up to six different materials on a single object. Applying materials is done by either dragging and dropping a material swatch directly onto an object, or by splitting the object into sections and then dropping a material onto each section. This last method is done in the Material Set-Up window. The Material Editor shows you a preview of what your material looks like, on the little ball sitting in the editor’s single dock. This dock is at the top right corner of the editor area and is called the Material Preview. This picture contains all the settings of the material and can be dragged from its position and dropped onto objects or into the Materials Bin for saving. Zaxwerks 3D Invigorator for AE - User Guide The material attributes in the Editor are arranged into little groups. The name of each attribute is just above the slider that controls it. If an attribute can be affected by a texture map (a picture that controls the attribute on a pixel by pixel basis lending much variation to the image), the thumbnail of the map is displayed in the box to the right of the slider. If no thumbnail is available a placeholder image appears in the thumbnail box to let you know that a texture map is being used. The texture map thumbnail for color. Loading A Material Into The Editor There are two methods for loading a material swatch into the Material Editor. Drag and drop, and double clicking. A material can only be loaded once you see its swatch. If you can’t see the swatch you can’t double click on it, or drag it. Loading By Drag and Drop Click directly on a swatch, hold down the mouse, drag the swatch from its current location, and position it over the swatch in the Material Editor. Once in position, let go of the mouse button to drop the swatch, and it will load into the editor. The sliders, text fields and image map thumbnails will update to show you the settings used to create this material. You can now change the settings to change the material. Zaxwerks 3D Invigorator for AE - User Guide Drag on a swatch in the bin and drop it on the Material Preview (ball) to load it into the Material Editor. 203 Materials used in a project are only found in two places. The Materials Bin which is the top half of the Materials Tab, and the Materials Palette which is the six dock area seen at the bottom left of the interface when you click the Material Set-Up button. To find which materials have been applied to an object, make the object the Primary selection and then click the Material Set-Up button to see the Materials Palette. The materials applied to the object will be shown in the six docks at the bottom of the area revealed. Drag and drop of a material swatch will work from either the Materials Bin to the editor, or from the Materials Palette to the editor. Loading By Double Clicking Double clicking any swatch will load it into the Material Editor. This works from inside the Materials Bin and also from inside the Materials Palette. Material Name This is an editable text field where you can change the name of the material loaded into the editor. Click in this field and type something new. When you click Return, Enter or click on a different control, the new name will be accepted. You cannot name two materials the same name. Material Color The colored rectangle with the word “Color” next to it, shows you the base color of the object. We call it the “base” color instead of just “the color” because there are several other things that can 204 Zaxwerks 3D Invigorator for AE - User Guide influence the color of an object. Reflections, bumps and texture maps all add to the look of the material. However, the base color is what will be used by an object during Draft mode renderings when texture maps and other things are not factored into the object’s color. To change the color, click once on the color box itself. This will open your computer’s color picker. Pick a color and click OK. This will return you to the Invigorator and set the new color as the object’s base color. When a texture map is applied to an object, often times the base color of an object is never seen. However, it’s a good idea to make the base color of an object something besides the default light gray because then it’s easier to tell when a material has been applied to an object. Another reason we call this an object’s “base” color is because, if a texture map has an alpha channel, wherever the alpha channel is black you will not see the texture map, but will see the underlying base color of the object. (See Decal Maps for more info.) Eyedropper The eyedropper tool is located just to the right of the color box. Clicking once on this tool will activate it so you can pick a color from anywhere on your computer screen. Move the eyedropper cursor so its point is over the color you want to “sample” and click the mouse button. This will load the color into the Material Color rectangle. Zaxwerks 3D Invigorator for AE - User Guide 205 Texture Mapping There is a word in 3D terminology called “texture mapping” which means “the application of a picture to an object’s surface”. A “texture map” is the picture being applied. When you’re new to 3D, the word “texture” makes you think of the feel of an object or surface. While the feel of a surface is one of the things you can control with texture mapping, the term is used more generally to take into account the application of a picture to control any of the surface attributes. The phrase “texture mapping” can be considered a catch-all which refers to different techniques. The Invigorator supports five different texture mapping techniques. Image Mapping, Decal Mapping, Bump, Transparency, and Reflection Mapping. Highlight Mapping is also supported in the PRO version. Picking A Texture Map Double-click on a thumbnail box to open a file picker, then choose an image for a texture map. 206 Each one of the dark gray boxes next to the material attribute sliders is where a small thumbnail version of a chosen texture map appears. The thumbnail box is also a button. By doubleclicking on it you will open a file picker to choose a texture map. When you click Open, the picture will be loaded and you will see a thumbnail of the image in the thumbnail box. Zaxwerks 3D Invigorator for AE - User Guide You can load a single PICT, JPG or TARGA image as a texture map. If you want to use a movie or any other type of image for your texture map you can bring them into After Effects, and then use the Layer Map feature. (See the Layer Map section.) To change the image used for the texture map, double click on the thumbnail image and the file picker will open again. At the top of the file picker you will see the name of the image currently being used for the texture map. Find a new image and open it. The new image will be loaded, replacing the old one. Double click on the thumbnail box to change the image used for a texture map. Sizing And Positioning The Maps In Invigorator Classic, maps are applied and sized automatically. This makes it very easy to get up and running quickly. Once you know how the auto-sizing works it’s easy to get specific parts of a map to appear where you want them. First off, all maps are applied the same way with one exception. Images used for the Color, Bump, and Transparency attributes stick to the surface they are applied to. As the object moves the part of the image that appears on the front surface will stay on the front surface and the part that appears on the sides will stay on the sides. However, reflections don’t stick to the surface of an object. As the object moves the reflections will change, just like how the image that appears in a mirror changes as you turn the mirror. Zaxwerks 3D Invigorator for AE - User Guide 207 How Texture Map Auto-Sizing Works 1 When a map is applied to the front or back faces, the height of the map will be scaled until it fits the height of the object. The width of the map is scaled until it fits the width of the object. This means that the map may be stretched more in one direction than the other in order to make it fit the proportions of the object. For instance applying the same map to a circle and applying it to a thin rectangle looks fine on the circle but very compressed on the rectangle. 1 The original picture (texture map). 1 0.5 1 1 Picture and object have the same proportions. Picture and object have different proportions. Texture maps are applied to the edges (sides) of objects using a different method than is used on the front and back faces of objects. Maps applied to the edges are wrapped around the object in a counter-clockwise direction. The wrapping follows the curves and corners of an object. Think of how you would wrap wallpaper around a room that was shaped like an L. At one corner you would be wrapping the paper around the corner and at the other you would be tucking it into the corner. Now think of wrapping wallpaper around a room that was shaped like an S. It’s slightly more complicated, but the idea is the same. The paper would wrap around the inside of some curves and then wrap around the outside of other curves. In both of these cases, you would start wrapping at one spot, work your way around the letter and end up back at the point where you started. 208 Zaxwerks 3D Invigorator for AE - User Guide The starting point for a texture map is determined by the “Lowest-Leftest” rule. Mapping begins at the lowest-leftest point on the object. For instance if the object is a circle the lowest point would be at the center of the bottom curve. It doesn’t matter if you rotate the object upside down, the lowest point will always be based on how the object originally came into the Invigorator. In other words, the lowest point on the object as it appears in the Illustrator file. Maps wrap around an object in a counter-clockwise direction. The wrapping follows the curves and corners of an object. If there is any question about what the lowest point is, the Invigorator will select the left-most of all the equally low points. If we use the letter E for example, there are two points that are equally at the bottom of the E. One on each side of the bottom leg. In fact if you also include the distance between the ends of the leg there could be a great number of spots where you could start the texture map. What the Invigorator does is to look at all of the points that are equally low and then picks the one that is furthest to the left. It applies the left edge of the texture map to this point, wraps the texture counter clock-wise around the edge of the object, and ends with the right side of the texture map meeting the left side back at the starting point. Zaxwerks 3D Invigorator for AE - User Guide Lowest point Multiple points equally low Wrapping starts at the lowest point farthest to the left. 209 Map Enable Checkbox There is a checkbox located next to each of the texture map thumbnail boxes. This checkbox turns the texture map or the layer map ON or OFF. The Map Enable checkbox turned on. If turned OFF, a map will be ignored. The map isn’t removed from the object, it’s just temporarily disabled so it isn’t used during the final rendering. To get the map to be used again, just turn the checkbox back ON. For some attributes a texture map is required to get an effect. For instance, no matter how high you set the bump slider, a bump map is needed before you will see an effect. Likewise the reflectivity setting doesn’t do anything unless it has an image to reflect. Turning OFF the checkbox for the color map will remove the picture from the object. It will appear in its base surface color. When the Map Enable checkbox is turned off, the texture map is not applied to the object. 210 Zaxwerks 3D Invigorator for AE - User Guide Layer Map Selector If you want to use a movie instead of just a still image as a texture map, you need to load it directly into After Effects and drag it into the Comp window so that the movie becomes a layer. Then you can assign the movie to a Layer Map in the Effect Controls window. (See the Layer Map Popup section earlier in this manual.) The Layer Map Selector Popup menu, inside the Set-Up window, is the little mini popup menu next to each texture map thumbnail where you select which Layer Map will be used as the texture for this attribute. A texture map can be either a still image or a movie. Still images are loaded by double clicking on the dark gray thumbnail box. Movies are loaded by picking them from the Layer Map Selector. The Layer Map Selector Popup. Notice that there is a Layer Map Popup next to each of the texture map thumbnail boxes. Each of these popups can be set to use the same layer or a different layer. For instance you could use some moving clouds footage for the image map and the reflection map in a material. The same layer map can also be used on different materials and different objects. For instance, you could use the same layer map for the reflection in two different materials. You are not limited to using a Layer Map only once. Zaxwerks 3D Invigorator for AE - User Guide 211 Layer mapping becomes especially powerful when you have many variations on the same material and they all use the same layer map. By simply changing the footage being used as the layer map you can update all of the materials with one click. Choosing Snow as the footage used for the Reflection Map Changing the footage changes every use of Layer Map 1 For instance, say you had to make a weather announcement and needed a snow advisory graphic where the titles use five different colors (light blue, medium blue, dark blue, white and yellow) and all of these materials used the same snow footage as the reflections that appeared in the titles. Each of these materials would have used Layer Map 1 for the reflection map. Now say you had to create the same graphics for a rain advisory. Well, instead of recreating the graphics from scratch all you have to do is to load the new rain footage into After Effects and change Layer Map 1 from the snow footage to the rain footage. That’s it. When Invigorator renders the image, all of the materials that used Layer Map 1 will now use the rain footage for their reflections. Image Maps The Image Map control. 212 The Image Map control is the dark gray box to the right of the Material Color box. Image mapping is the process of applying a picture to an object’s surface so the color of the picture becomes the color of the object. This is similar to how wallpaper can be applied to a wall so the color of the wallpaper becomes the surface of the wall. If the wall turns a corner the wallpaper follows along. In the same way a picture applied to an object will follow the curves and corners of the object’s shape. Zaxwerks 3D Invigorator for AE - User Guide The main thing to remember is that if you want the object to look like the picture has been painted on it, then you want to use the Image Map technique. Decal Maps + Image Map (RGB) = 3D Object Mapped 3D Object Decal Maps are Image Maps where not all of the image shows. When you think of a real-life decal you think of something like a sticker that you apply to models, cars, boats, windshields, things like that. Wherever the decal is opaque you see the decal and wherever the decal is transparent you see the underlying surface color of the object you are applying it to. Decal Maps work the same way. Wherever a Decal Map is opaque you see the decal image, and wherever it’s transparent you see the surface color of the object you are applying it to. So the question then is, how do you make a Decal Map so that some parts are opaque and some are transparent? The answer lies in the Alpha channel. The white pixels in the alpha channel tell the Invigorator to use the image map, whereas black pixels in the alpha channel tell the Invigorator that the image map is transparent and to let the underlying surface colors show through. Wherever the alpha channel has gray pixels you will get a mix of the two. Zaxwerks 3D Invigorator for AE - User Guide Image Map (RGB) + = 3D Object Mapped 3D Object with base color showing where the alpha was black. Decal Map (Alpha) 213 So for instance if you had a picture of a star that you wanted to apply to the face of an object you would put the color version of the star in the RGB channels of the Image Map and then you would put a white star on a black background in the alpha channel. Wherever the alpha channel was white the star would show and where the alpha channel was black the underlying surface color would show. Remember to antialias the star in the alpha channel otherwise it will look like a bad composite. Antialiased star Non antialiased star Decal Maps are applied exactly the same way as Image Maps, by loading the picture into the same thumbnail box. The only difference between the two is that an Image Map has no alpha channel and a Decal Map has an alpha channel. Highlight Sharpness The Highlight Sharpness setting controls the size of the highlights that appear on your objects. Highlights are reflections of the light sources in the scene. Highlights look different based on the “polish” of their surface. If an object is polished the highlights will appear small and focused. If the object is not so polished the highlights will be more spread out. If the object is not polished at all there will be no highlights. 214 Zaxwerks 3D Invigorator for AE - User Guide The Sharpness control ranges from 2 - 200. As you move the slider to the right the highlight becomes smaller and smaller indicating a more polished surface. As you move it to the left the highlight gets bigger and bigger indicating that the surface is getting rougher. Remember that to the right is “more sharp” and to the left is “less sharp.” Usually, in real life, as the highlight spreads out the brightness dims. So whenever you adjust one control you should also adjust the other one too. Notice that Highlight Sharpness and Brightness are material settings. This means that different materials can have different settings. It’s not like you get one highlight setting per object. Each material that you apply to your objects can have a different “polish”. Keep this in mind as you design the shapes of your model: Curved surfaces and curved Edge Profiles will show highlights very easily. Flat surfaces are difficult to get highlights to appear on. The flatter the surface the more a highlight will spread. For instance a highlight that appears on the curved edge of an S will usually be fairly small because curved surfaces condense reflections. On the other hand the same highlight appearing on the front face of the same S might smear across the entire face, because flat surfaces spread reflections. Highlights on curved surfaces are small. Zaxwerks 3D Invigorator for AE - User Guide Highlights on flat surfaces are large. 215 Highlight Brightness The Highlight Brightness setting controls the intensity of the highlights that appear on the surfaces of your objects. As mentioned above, highlights are reflections of the light sources in your scene, so the Highlight Brightness setting controls the intensity of the hot spots caused by the light sources. When the surface of an object is highly polished the highlights are small and bright. As the surface becomes rougher the highlights become dimmer and more spread out. The range of the brightness slider goes from 0 to 100 % where 0 means the highlight is turned off, and 100 is full brightness. When using high brightness values you should be careful about highlight “washout”. This is what happens when the highlights are too bright creating big white spots that look very bad. If you see this happening you should lower the brightness value so the highlight will still look bright but it just doesn’t turn into a big white blob. Washout occurs most often on lightly colored objects. 216 Zaxwerks 3D Invigorator for AE - User Guide Bumpiness The Bumpiness slider is used in conjunction with a Bump Map. A Bump Map is a picture (usually grayscale) that is used to give the surface of an object a rough feel. Creating roughness takes a long time to render if done by sculpting the geometry of the object, but can be done with Bump mapping in a very short time. The trade off is that the “bumps” can’t be too high or too deep, or else the effect starts to break down. The Bumpiness slider and the Bump Map work together. Once a picture is loaded into the Bump map thumbnail, the Bumpiness slider is used to set the height of the bumps. On a Bump Map white pixels are considered to be hills above the object’s surface and black pixels are the valleys below an object’s surface. The Bumpiness slider sets the maximum height of the hills. The Bumpiness slider and Bump Map thumbnail. Notice that the slider also goes negative. Setting the bumpiness value to a negative number will reverse the effect so that the white pixels go down into the object and the black pixels push out from the object’s surface. Zaxwerks 3D Invigorator for AE - User Guide 217 Making Better Bump Maps The effect of a Bump Map comes from the gray pixels in the map, not the white or black ones. If you have a picture that is made of only black and white pixels you won’t get a very nice effect. The crossover between white and black will be very short and you will get buzzy, nasty highlights where the white and black pixels meet. No Blur in the Bump Map ... creates bad looking bumps. However if you blur the bump map a little in Photoshop before you use it in the Invigorator, it will look very nice. The transition between the white and black pixels will smooth out and you will be able to increase the Bumpiness value without getting artifacts during the rendering. You will never, ever get sharp edges with a bump map. Bump maps work best for adding small detail and surface texture. For instance, orange peel, stucco, sand paper, tire imprints, embossed lettering, burlap, dents, scratches and other fine details work great as bump maps. Blurring the Bump Map ... 218 makes better looking bumps. Remember, if your renderings “sparkle” or you see what looks like ants crawling along the edges of your objects, just give your bump map a little blur and everything will look a lot better. Zaxwerks 3D Invigorator for AE - User Guide Transparency The transparency setting can be used by itself or along with a texture map. When used by itself the transparency slider makes the whole object transparent. The object is not more transparent in one area than another. When a transparency map is used however, the level of transparency changes wherever the map is lighter or darker. Something you will notice is that when the transparency slider is at 100% you may still see the object. That’s because the transparency slider is fine tuned for glass effects. Even though the object is completely transparent you will still see highlights and bright reflections on the surface, just like glass and water. If you want the object to be completely invisible you must use a Transparency Map to do it. Transparency Maps are tuned for visibility. Transparency Maps Transparency slider and Transparency Map thumbnail. Transparency maps, like Bump maps are usually grayscale images. The white pixels in a transparency map make an object opaque and the black pixels make an object completely transparent. The gray pixels are partially transparent. When we say the black pixels make an object “completely transparent” we mean just that. Black areas in a Transparency map will make that part of the object completely invisible. You won’t see highlights or bright reflections on those areas. Zaxwerks 3D Invigorator for AE - User Guide 219 Why does it do this? Because transparency maps are usually used to punch holes in objects, or to drop out parts of objects that you don’t want to see. + Transparency Map 3D objects You can combine Transparency Maps along with the Transparency slider. When you do that, the Transparency slider sets the maximum level of opacity. = 3D objects take new form with Transparency Maps applied 220 For instance if you had a picture of a leaf you could apply the colored picture to a 3D plane as an image map and then apply a silhouette of the leaf to the same object as a Transparency Map. If the silhouette was made with the leaf area white and the non-leaf area black, the 3D plane would look like a leaf and not look like a plane. You wouldn’t even see the part of the plane that wasn’t part of the leaf. Continuing the leaf example, as the Transparency slider is moved to the right, the leaf gets more and more transparent. So the white parts of the map, which are usually opaque, get more and more transparent. The black parts of the Transparency Map start invisible and stay invisible. They are not affected by the Transparency slider. Zaxwerks 3D Invigorator for AE - User Guide Reflectivity The reflections that appear on Invigorator objects are based on pictures called Reflection Maps. The actual objects in the 3D scene do not reflect each other. This is possible with a process called Raytracing, but Raytracing is very slow. Instead of Raytracing reflections the Invigorator uses a process called Reflection Mapping which is very fast and often times produces better results than Raytracing anyway. To do Reflection Mapping you need two things, a slider to tell the Invigorator how reflective to make the surface, and a picture to reflect into the object. Thus we have the Reflectivity slider to tell the Invigorator how reflective to make a material, and the Reflection Map is the picture you load into the thumbnail that will reflect back onto the object’s surface. The amount of reflectivity you use for a material depends on the type of material you are trying to simulate and the brightness of the picture you are using as the Reflection Map. If the picture is dark you will need to set the Reflectivity pretty high just to see it. However, if the picture is bright with areas of full white, you’ll find that a little Reflectivity goes a long way. Zaxwerks 3D Invigorator for AE - User Guide The Reflectivity slider and Reflection Map thumbnail. 221 Reflection Maps Reflection Map thumbnail. The pictures that reflect in the surfaces of 3D objects are called Reflection Maps. They are different than other types of texture maps because they don’t stick to the surface of an object. An object will reflect different parts of its environment based on the angle and tilt of the object, and the angle that the camera is viewing the object. As the angle of the object changes, the reflected environment will sweep across the object’s surface. Because reflections dance and move across a surface they bring objects to life and add tremendous impact to your animations. Reflection maps can be full color or grayscale. Some pictures work better than others on different types of objects. For instance, in order to see reflections on the flat front faces of text and logos, you need a busy, high contrast reflection map such as the Punchy Reflections image that comes with the Invigorator. However, when applied to smoothly curved surfaces, a busy reflection looks strange. So curved surfaces need simpler reflection maps such as the Graphic SkyGround image that also comes with the Invigorator. As objects move, reflections move across their surfaces. 222 Just loading an image into the Reflection Map thumbnail does not make a material reflective. You also have to set how reflective the surface is with the Reflectivity slider. Zaxwerks 3D Invigorator for AE - User Guide Highlights And Reflections By Surface Type There are a few basic object types that have distinct highlight responses. Using these settings will get you quickly into the ballpark but feel free to alter the settings slightly to get the exact look you’re after. To get pictures that look even more real, don’t forget about the reflectivity settings. By using a reflection image and matching the reflectivity slider to about the same value as the Highlight Brightness slider, you will get some incredibly beautiful pictures. Polished Jewelry and Stone Very polished objects have small highlights that are very bright and crisp. So a Sharpness setting of 200 and a brightness setting of 70 usually works well for these types of surfaces. A reflectivity level of 30 - 40 gives a nice impression of surface reflections without drawing too much attention to them. Glass and Vinyl Although you’d think of glass as being highly polished, by reducing the highlight sharpness value for glass materials it is easier to get the glare that often appears on glass. Sharpness = 80 Brightness = 80 Reflectivity = 40 - 60 Reflections are usually bright and focuses in glass, and especially bright in vinyl. Zaxwerks 3D Invigorator for AE - User Guide 223 Also remember to use a dark surface color with glass otherwise the surface color will bleach out other objects seen through the transparent glass material. Chrome When using the Chrome-style materials, it’s a great time to try your hand at adding colored rim lights. Strong colors show up as colored highlights on your objects adding an extra level of detail and making your images that much richer. Chrome is very similar to glass, although the reflectivity level is set to 90 - 100 and the surface color must be set to black. With a reflectivity of 100 the Chrome surface reflects the Reflection Map image exactly. With it set to 90 the reflection is darkened slightly indicating that some of the brightness of the image is being lost during the reflection. The surface color must be set to black, otherwise the surface color will contaminate the reflection. The black areas in the reflection map will come out as the surface color and the bright areas will be overexposed causing bleaching and washouts. Plastics Plastics come in a range of finishes in real life. The kind of plastic we’re talking about here is the kind that kids toys are made out of. Bright shiny highlights. Be careful to lower the Highlight Brightness as the base color gets brighter, otherwise you may get the “washout” effect discussed earlier. Sharpness = 50 Brightness = 70 224 Zaxwerks 3D Invigorator for AE - User Guide Polished Wood Finished furniture has a bit of a spread to the highlights, similar to plastics since the coatings used to finish wood are a type of plastic. The brightness of polished wood is much dimmer than plastics however, since the wood absorbs much of the light. You want just a touch of reflection since even highly polished wood isn’t too reflective. Sharpness = 50 Brightness = 40 Reflectivity = 10 Satins/Metals Metals also come in a range of finishes. The more polished the metal the smaller and brighter the highlights. If you are making polished metals use the same settings as for polished stone. Anodized metals, however are a different story. They have a much softer appearance with big soft highlights. The highlights look more like glows on the surface rather than bright spots. Satin also has this same type of feel. When you start working with Sharpness settings this low, a little change can make a lot of difference. Use these values to get in the ballpark then tweak them to taste. Sharpness = 12 Brightness = 40 Zaxwerks 3D Invigorator for AE - User Guide 225 Paper/Cloth/Rough Cut Stone/ Unfinished Wood Into this category falls all the things that have no highlights. Remember, not having a specular highlight does not mean the object doesn’t get brighter on the side closest to the light. A wooden ball, when illuminated by a single light, will still be brighter on one side and darker on the other. The specular highlight is the reflection of the light source, keyword “reflection.” Meaning anything that is non-reflective will not have a specular highlight. Sharpness = Doesn’t have an effect when Brightness is at 0. Brightness = 0 How The Color Channels In A Map Are Used The color depth of a picture is how many channels of information the picture contains. Pictures used for texture mapping can be one of three possible color depths. Either Grayscale (8 bit), RGB (24 bit), or RGB+Alpha (32 bit). These three image types are used in different ways depending on which material attribute is using them. On the next page is a table showing how each of the color channels is used. 226 Zaxwerks 3D Invigorator for AE - User Guide — Channel Usage by Map Type — Transparency Maps Ignores RGB. Uses the Alpha channel as the Bump Map. Ignores RGB. Uses the Alpha channel to control transparency. Reflection Maps Bump Maps Image/ Decal Maps RGB + ALPHA Uses the RGB channel as the surface color. The Alpha channel is used as a Decal control which lets the underlying surface color show through the map wherever the Alpha is black. Uses the RGB colors as the reflection. Ignores the Alpha channel. Zaxwerks 3D Invigorator for AE - User Guide RGB Uses the RGB channel as the surface color. Since there is no Alpha channel the whole picture will be used. Uses the luminance value of all color channels as the Bump Map. (Meaning, a grayscale version of the RGB color is created and then used as the Bump Map image.) Uses the luminance value of all color channels to control transparency. (Meaning, a grayscale version of the RGB color is created and then used to control transparency.) Uses the RGB colors as the reflection. GRAYSCALE LAYER MAPS Applies the image, like a black and white photo, to the object. Uses the RGB channel as the surface color. The Mask channel is used as a Decal control which lets the underlying surface color show through the map wherever the Mask is black. The Grayscale channel is used for the Bump Map. If the Mask channel has black pixels, the Mask channel will be used as the Bump Map. Otherwise the Layer Map is used like the RGB case. Uses the Grayscale channel to control transparency. If the Mask channel has black pixels, the Mask channel will be used as the Transparency Map. Otherwise the Layer Map is used like the RGB case. Uses the Grayscale channel as the reflection, as though you were reflecting a black and white photo. This often times works very nicely for reflective metallic objects. Uses the RGB colors as the reflection. Ignores the Mask channel. 227 Material Commands The Material Commands popup menu is found just above the Material Editor’s dock. Clicking on it reveals the available commands. Drag down to highlight a command and release the mouse to execute it. New Material The New Material command will create a new instance of the default material and give it a unique name. This new material is not applied to anything and is not linked to anything. It is completely fresh and unused. The factory default material is light gray, but the default can be set to anything you want inside the User Prefs dialogue. If the material sitting in the Material Editor’s dock has not been used on any objects, or hasn’t been saved to the Material’s bin, you will get an alert message asking if you want to save this material or permanently discard it. Duplicate Material The Duplicate Material command creates a copy of the material sitting in the Material Editor’s dock and gives it a new unique name. Although this new material will be exactly like the material it was duplicated from, it is not linked to the original material and is not applied to any objects in the scene. 228 Zaxwerks 3D Invigorator for AE - User Guide Once duplicated the new material exists on its own, and can be edited, stored in the bin and applied to objects. Editing the duplicate material will not change the original material it was duplicated from. Save Material To Bin When you want to move a material from the Editor’s dock up into the Materials Bin. You can use the Save Material To Bin command. This will put the material into the first available dock in the bin. You can also drag the swatch from the dock up into the bin. If the material already exists in the bin this command does nothing. Clear Map The Clear Map command deletes a texture map. You must click on a texture thumbnail first, which will put a red highlight around the thumbnail. Then you can use the Clear Map command which will uncheck the Enable Map checkbox and remove the texture from the material it was a part of. Zaxwerks 3D Invigorator for AE - User Guide 229 Seeing Textures And Reflections In Draft Mode This is a very exciting feature. Once you apply materials to your objects, and those materials have texture maps and reflections, you can see those textures and reflections in the Invigorator’s preview windows and in the After Effects Comp window while in Draft mode. Click the User Prefs button to turn on Draft Textures. This feature takes extra computer horsepower so it is not turned on by default. To turn it on, go into the Invigorator’s Set-Up window and open the User Prefs dialogue. Inside the User Prefs dialogue you will see a section called “Show OpenGL textures in:” followed by three different options. “The Set-Up Window” option will display textures and reflections on objects when you are working inside the large Invigorator SetUp window. This is the window you get to when you click the Red Ball button. “The Effect Controls Window” option will display textures and reflections inside the draggable Scene Preview window that is in the main After Effects window. This is the window with the Red Ball button. You can show the OpenGL textures in three different windows. 230 Zaxwerks 3D Invigorator for AE - User Guide “The Comp Window when in Draft Mode” option displays textures and reflections on objects seen in the main After Effects Comp window. This is by far the most useful option since it makes the 3D scene appear in nearly its final form, composited with the rest of your AE layers. You can turn on all three checkboxes or only the ones you want. We give you three choices so you can use your computer to its best ability. If you have a fast computer you may not even notice a slow down with all three options turned on. One thing to know is that since the Comp window is the largest, it will take the longest to render and cause the biggest slow down. Zaxwerks 3D Invigorator for AE - User Guide 231 Object Styles The Object Styles Tab Next to the Objects and Materials tabs is the Object Styles tab. When you click on this tab you see the Object Styles bin which contains docks for holding pictures of various Object Styles. The popup menu changes to the commands used for managing and saving Object Style libraries. An Object Style is similar in concept to a text style, something that you would work with in a word processor or page layout program. An Object Style is the encapsulation of all the settings needed to create a Text or Illustrator model. Every material, every split point, edge profile, edge scale and all the rest of the settings are wrapped up into one picture. The one thing an Object Style doesn’t have is the vector artwork that comes from an artist’s Illustrator file. The power of an Object Style is that once the artist loads in that vector artwork, a single drag and drop will apply the Object Style to it. This sets up everything. The whole model is built, colored and ready to animate in the time it takes for you to get your finger off the mouse button. Object Styles are created by first setting up your model so it is exactly the way you want it, then picking the Save Object Style command from the Swatch popup menu. (See the Save Object Style section.) 232 Zaxwerks 3D Invigorator for AE - User Guide Applying Object Styles Object Styles can be applied in two ways. First you can drag and drop the Object Style picture from the bin on the right into the 3D scene preview window on the left. All selected objects will receive the Object Style. If you want to apply a style to only one or two objects, deselect all objects in the scene and drop the swatch directly onto the object you want to receive the style. The second way of applying Object Styles is to select the objects you want to give a style to, then click once on an Object Style swatch in the bin and use the Apply Object Style command from the Swatch popup menu. Linking Objects to Object Styles If you hold down the Option (Alt) key when you apply an Object Style to several objects you will create a link from all of those objects to the Object Style. Thereafter a change to any of those objects will result in a change to all of them. For instance, if you change the color of one of the linked objects, all of them will receive the same color change. Even changing the depth or bevel of one will change all of the linked objects in the same way. Zaxwerks 3D Invigorator for AE - User Guide 233 Renaming Object Styles To rename an Object Style, open the Swatch menu and pick the “Show Names and Notes” command. You can now change the name of the Object Style by clicking in the top text field and typing something else. Adding Notes To An Object Style When Names and Notes are being shown, the large text field below the name field is where you can enter notes about the Object Style. Useful information you can enter would include how to use the style, what project it came from or what client it was created for. Any notes entered here will get saved as part of the Object Style. When the style gets saved into a library and then reloaded into other projects, the notes will still be there. Object Styles Swatch Popup The Object Styles Swatch popup menu is seen at the top right corner of the Object Styles tab. Clicking on it reveals the commands available to use. Drag down to highlight a command and release the mouse to execute it. 234 Zaxwerks 3D Invigorator for AE - User Guide Save Object Style The Save Object Style command is the command used to create your own custom Object Styles. To use it, set up an object so it looks the way you want it to look. Then make that object the primary selection and pick the Save Object Style command. A small rendering will be created, and placed into the first available dock in the Object Styles bin as a drag-able picture icon. The picture icon can then be dragged and dropped onto other objects and those objects will then have the Object Style applied to them. Unlink Object Style Select the objects you want to make changes to, then choose the Unlink Object Style command. Once you do this you will be able to make changes to the selected objects without changing any other object in the scene. If you have more than one object selected these objects will all be unlinked in one step. Use Unlink Object Style to modify a single object. Zaxwerks 3D Invigorator for AE - User Guide 235 Remove Object Style The Remove Object Style command removes all colors, splits and shape settings so the objects end up looking exactly the same as they did when you first added them to your 3D scene. Duplicate Object Style Use Remove Object Style to return an object to its defaults. Duplicating an Object Style enables you to create variations on the Object Style without disturbing the original. Select the Object Style in the bin by clicking on it once. You will see a red highlight around the picture icon. Then select the Duplicate Object Style command from the Swatch popup. This will create a duplicate version of the Object Style and place it in the first available dock in the bin. When you duplicate an Object Style, any objects with that Object Style applied to them will not be changed. Those objects will still have the original Object Style applied to them. The new Object Style will exist on its own and will not share any of the materials of the original. This last sentence is important to understand. When you duplicate an Object Style the Invigorator also duplicates the materials used in the Object Style. That way you can make changes to the materials and the other Object Styles won’t be affected. 236 Zaxwerks 3D Invigorator for AE - User Guide Select All Unused The Select All Unused command selects all of the Object Styles that are not being used by any objects in the scene. When selected you will see red or green highlight lines surrounding the picture icons. Once selected you can use the Delete Selected command on them. Delete Selected Object Styles The Delete Selected Object Styles command deletes any Object Styles that are selected when the command is executed. The Object Styles are deleted from the bin, however doing this will not hurt any objects in the scene that may be using them. It does not remove the Object Style from any objects, it only removes the Object Style from the bin. In deleting them from the bin it will also delete them from the Zaxwerks Swatches folder on your hard drive. So these Object Styles will no longer be available to use in any other project. Zaxwerks 3D Invigorator for AE - User Guide 237 Clear Bin Using the Clear Bin command will remove all of the swatches from the bin. This will not delete or change the Object Styles used on objects in the scene. It only removes the pictures from the bin. To regenerate an Object Style swatch, select an object that has the Object Style you want to recover, then choose the Save Object Style command from the Swatch popup menu. The swatch will be regenerated and will appear in the first available dock in the Object Style bin. Moving Object Style Swatches Swatches can be freely moved to different docks by dragging them from one dock to another. This enables you to put swatches that work together right next to each other. Drag swatches to organize Object Styles. 238 Zaxwerks 3D Invigorator for AE - User Guide Regenerating Object Style Swatches That Have Been Deleted Sometimes you will delete an Object Style and then decide you want it back. If this happens you are in luck as long as that Object Style was applied to some object in an Invigorator project. Object Style swatches that have been applied to objects can be regenerated, just do the following... 1- Select an object that has the Object Style applied to it. 2- In the Object Style tab, find the Swatch menu and use the “Save Object Style” command. The Object Style used on that object will regenerate. The swatch will be displayed at the bottom of the bin. This process will save the swatch to disk and it will hereafter appear in the bin. Select an object and use the Save Object Style command to regenerate its Object Style. Since the bin is shared between projects you can regenerate swatches that were used in other projects by opening up the old project, regenerating the swatch and saving it to the bin. Now you can open up the new project and the Object Style will be waiting in the bin ready to use. Zaxwerks 3D Invigorator for AE - User Guide 239 Material Set-Up & Assignment Material Set-Up Button The Material Set-Up radio button is found above the 3D Scene Preview window. It will be grayed out unless an object is selected. When an object is selected, clicking this button will change the left half of the Set-Up window to display the Material Assignment window at the top, a toolbar, the Palette Commands popup menu and the docking palette of active materials at the bottom. Material Assignment Window The Material Assignment window is the window that replaces the Scene Preview window when the Material Set-Up radio button is clicked. If the Primary selection is a text object, vector object or layer cycling object, this window shows you the edge profile used by that object as well as the materials applied. If the Primary selection is an imported model or primitive, only the materials applied are shown. 240 Zaxwerks 3D Invigorator for AE - User Guide Materials are readied for application by dragging them from the Materials bin and dropping them into one of the docks in the Materials Palette. Each text or vector object can have up to six different materials applied to it at one time. A material can be applied to an object by dragging a material swatch from the palette up into the Material Assignment window and dropping it onto one of the little green material chips. When working with text or vector objects each Edge Profile is given three green material chips to start. One for the color of the front face, one for the color of the back face, and one for the color of the edges. Each of these three chips has the number “1” on it, which means the material in dock number one is used to color the whole object. The Edge Profile has three green material chips by default. If you want to give the hole edges a different color than the outside edges, uncheck the “Use Same Material for Hole Edges” checkbox in the Holes section of the Objects tab. When you do that you will see a fourth green material chip appear next to the part of the diagram marked “Holes.” If you want to apply a separate material to the bevels of an edge or to some other part of an edge, you must split the edge into multiple parts with the Split Tool. When you do this other green material chips will be added which you can then drag swatches onto. (See the Split Tool section on the next page.) Zaxwerks 3D Invigorator for AE - User Guide To give the Hole Edge its own green material chip, uncheck the “Use Same Material for Hole Edges” in the Object tab. 241 Material Set-Up Toolbar The Material Set-Up toolbar contains several different types of tools. It is located just below the Material Assignment window. Display Splits The Display Splits button turns on/off the display of the red split point arrows, the green material chips and the blue anchor point dots. When the Display Splits button is turned off these items are not removed, they just aren’t shown so you can have a clearer view of the Edge Profile. Splits and Chips show when button turned ON. Splits and Chips are hidden when button turned OFF Keyboard Shortcut When inside the Material Set-Up area, tap the S key to activate the Split tool. 242 Split Tool The Split Tool is the button with the single red arrow on it. The Split Tool is what you use to split the edge of a vector object into multiple parts, such as splitting the bevel to be separate from the sides. There is no limit to how many parts you can split an edge into. Splits are created by making this tool blue, then single-clicking in the Material Assignment window. If you click near an edge line on the profile a red arrow will be placed where you clicked. Zaxwerks 3D Invigorator for AE - User Guide The blue dots show where the anchor points were in the vector file the curves came from. However, you do not have to click on one of the blue dots. You can place a Split Point anywhere along the line. If an arrow is close to one of the blue dots, it will snap to it and turn hollow so you know that the Split Point is exactly on an anchor point. If you want to reposition a Split Point arrow, just click and drag it from its current position to a new position. Usually you can click in the middle of the arrow to grab the Split Point, however sometimes an arrow is nestled into a corner so it’s difficult to grab and the Invigorator keeps wanting to add another Split Point instead of grabbing the existing one. When this happens, just grab the arrow at its tip, by clicking where the arrow and the line meet, and you will find you’re then able to move it. If you are still having trouble grabbing the arrow, you may need to zoom in on the arrow using the Dolly or Zoom tool, then try grabbing it again. If you want to delete a Split Point, grab the arrow and pull it off the line. When the arrow is off the line it lightens, indicating that if you let up on the mouse button it will disappear. If you want to delete all the Split Points on an object there is a special command for that in the Palette Commands popup menu. If you pull an arrow off the line accidentally, just keep your mouse button down and move the arrow back over the line. Zaxwerks 3D Invigorator for AE - User Guide The Split Point arrow will turn hollow when the split point is placed exactly on an anchor point. Click here to grab tough split arrows Zoom in on tough split arrows. Delete a Split Point by selecting the arrow and pulling it off the line. 243 When the arrow snaps back onto the line you can let go of the mouse button without deleting the arrow. If you do delete the arrow you can also click the Undo button to get it back. Whenever you add a split point you’ll notice that you add another green material chip too. The purpose of a split point arrow is to split a single section of the model into two sections so you can color them separately. The extra material chip is added so you can color the new section you’ve just created. Use the Split Point arrow to divide a profile into two or more sections, so they can be colored separately. Split sections can be as small as you want. If a split arrow keeps snapping to a position where you don’t want it, use the Dolly tool to enlarge the edge profile. You will then be able to move the arrow very close to a blue dot without snapping onto it. You cannot split the front or back faces. They are one color only. Grabber Hand Keyboard Shortcut When inside the Material Set-Up area, tap the G key to activate the Grabber Hand tool. This tool can be temporarily activated by holding down the Spacebar. (Mac and Win) When the Spacebar is released you will switch back to the tool that was last selected. 244 The Grabber Hand tool is used to slide the image in the Material Assignment window. When the Dolly or Zoom tools have been used to make the image larger you sometimes need the Grabber Hand to slide the image left or right in order to see the parts of the image that are outside the area shown in the window. To operate the Grabber Hand, click on the tool to make it blue. Then click and drag in the Material Assignment window. Zaxwerks 3D Invigorator for AE - User Guide Dolly Tool The Dolly tool is used to enlarge or reduce the size of the image in the Material Assignment window. Sometimes you need to enlarge the image to better set Split Points. By clicking on this tool to select it, you can then drag up in the window to make the image bigger. Dragging down makes the image smaller. Zoom Tool The Zoom tool is another way to make the image in the Material Assignment window bigger or smaller. Select the tool and then click in the window. Each click magnifies the window by about 25%. Holding down the Option key (Mac) or Alt key (Win) zooms out, making the image smaller. Double-clicking on the Zoom tool is a shortcut for the Fit All command. This will recenter the image and size it so that everything is visible. Keyboard Shortcut When inside the Material Set-Up area, tap the D key to activate the Dolly tool. This tool can be temporarily activated by holding down the Spacebar + Control keys together. (Mac and Win) When the keys are released you will switch back to the tool that was last selected. Keyboard Shortcut When inside the Material Set-Up area, tap the Z key to activate the Zoom tool. Palette Commands Popup The Palette Commands popup menu is seen to the left of the toolbar. Clicking on it reveals the available commands. Drag down to highlight a command and release the mouse to execute it. Zaxwerks 3D Invigorator for AE - User Guide 245 The Palette Commands popup is unusual in that the commands above the line affect the Materials Assignment area above it and the commands below the line affect the Materials Palette area below it. Clear All Splits The Clear All Splits command removes the split points from an edge profile and resets the green material chips back to number “1”. This command is used when you want to erase all material assignments and start over from scratch. Fit All The Fit All command will resize the edge profile image so the whole profile is visible in the Material Assignment window. This command is used when the image is either too big or too small to be fit into the window and you want to see the whole thing again. A shortcut for this command is to double-click on the Zoom tool button. Swap Materials The Swap Materials command enables you to exchange the dock positions of two materials in the Materials Palette. Sometimes you realize that if two colors were reversed the objects would look better. Swapping the Material swatches does this in one step, 246 Zaxwerks 3D Invigorator for AE - User Guide otherwise you would have to manually drag the green material assignment chips into the correct spots for however many split areas would be affected. In order to make this command work you need to first select two material swatches in the Materials Palette. Do this by first singleclicking on one of them (double-clicking will load the material into the Materials Editor). This will put a red selection highlight around the swatch. Then hold down the Shift key and single-click on the second material. You will see a green selection highlight around this one. Then execute the Swap Materials command by choosing it from the popup menu. The two swatches will be switched and the model will reflect the changes. If you select more than two materials only the first two selected will be swapped. Delete Selected Materials This command removes swatches from the Materials Palette. Select the swatches you want to delete by clicking on the first, and shift-clicking on the rest. Then pick the Delete Selected Materials command and the swatches will disappear leaving the docks empty. In using this command, if there are any green material assignment chips whose palette docks are now empty, those chips will be given the color of the default material until a new material is placed into the dock. Zaxwerks 3D Invigorator for AE - User Guide 247 Materials Palette The Materials Palette for Text and Vector objects contains six gray boxes called “docks”. (Imported objects only have a single dock. Primitives have as many docks as they have sides.) These are where materials are dragged so they can be assigned to objects. The Materials Bin at the top right of the Materials Tab is the holding station for materials, but the Materials Palette contains the materials that are active and being applied to objects. Material Swatches are placed into the Palette by dragging them from the Materials bin or the Materials Editor and dropping them into one of the docks. The Materials Palette If you ever forget what materials have been applied to an object, just select the object, open the Materials Set-Up area and look in the Materials Palette. For a material to be applied to an object, it must first be loaded into the Materials Palette, or else dropped directly onto the object. Showing the Materials Palette will show you all the materials that are applied to an object. 248 Material swatches can be moved and rearranged by dragging them from one dock to the next. You can also Option-drag a material in the palette to assign the same material to a different dock. The main difference between Option-dragging in the Materials Palette versus the Materials Bin is that Option-dragging in the Materials Bin creates a duplicate material with a different name. The duplicate material can then be edited without affecting the original material. However, Option-dragging in the Materials Palette does not duplicate the material, rather it acts like a short cut for assigning the same material to two different docks. Zaxwerks 3D Invigorator for AE - User Guide Palette Checkbox The Palette Checkbox is found at the top right corner of the 3D Scene Preview window. Turning it on will show the Materials Palette without opening the Materials Assignment window. The reason the palette has its own checkbox is because on occasion you will want to see the 3D Scene Preview window and the Materials Palette at the same time. For instance if you want to compare the palettes for two different objects you can display the palette, then click on one object, and then on the other. As you click on each object the palette will update to show you what materials are used by each. On other occasions you may want to check the splits and edge profiles applied to different objects in the scene. To do this, first click on the Object mode button so that the Object List is showing, then click the Materials Set-Up button to show the edge profiles and split points. Finally turn the Palette Checkbox OFF. This will leave the top window showing, but turns off the palette so you can see the Object controls again. Now you can select from the Object List. As you make selections the edge profiles and split points will be displayed in the window. Zaxwerks 3D Invigorator for AE - User Guide 249 User Preferences The User Preferences window contains various settings that affect how the current project acts. It also has the ability to affect how every future project acts, as well as what materials appear in the bins when a new project is created, and what the default profile and material will be for newly created objects. You get to the User Prefs window by clicking on the Object Mode button and then clicking the User Prefs button directly below the Object Mode button. Default Set Number The Default Set Number is the Set that objects are assigned to when they are first created. You’ll remember that a “Set” is what is animated by After Effects so in order to animate objects the objects must be assigned to a Set. By default, all objects are assigned to Set 1. You may have noticed that when you first add an Invigorator effect, clicking on an object while in the Effect Controls window makes bounding boxes appear around all objects in your 3D scene. This means that all of those objects are part of the same Set. (To change their Set assignment pick a new Set number from the Set Assignment popup next to the Object List inside the Set-Up window.) 250 Zaxwerks 3D Invigorator for AE - User Guide You can change the default Set number to any of the numbers in the popup menu. Select the number you want and the next time you add objects to the Invigorator, the new objects will be assigned to the Set you chose. Shadow Quality The Shadow Quality popup lets you set the size of the shadow map created for each light that casts a shadow. The larger the shadow map the better the quality of the shadows. Larger shadow maps are sometimes needed when the shadows start to look grainy around the edges. This happens when the objects in your scene are too far apart. Since the shadow map is made to fit all the objects in the scene, when objects are spaced far away from each other (even if they are not seen in the camera view) they cause the shadow map to get spread too thin. This causes the quality of the shadows to go down and you need to increase the size of the map to compensate for it. Knowing that shadows take all visible objects into account, you can help keep shadows looking their best by making objects invisible that are out of view of the camera, or by keeping them close to the camera, and just barely outside the camera’s viewing area. Changing the Shadow Quality setting will also change the softness of the shadows. Zaxwerks 3D Invigorator for AE - User Guide 251 Duplication Offset Objects are duplicated by selecting them in the Set-Up window, and then clicking the Duplicate button below the Object list. The Duplication Offset values control how far the duplicated object is moved away from the original. The default values are 50, -50, 0 which means the object is moved 50 points to the right and 50 points down. These values, however can be set to anything and are very useful when putting a scene together. For instance if you want to make a row of stars you can start with one star, set the Duplication Offset to 100, 0, 0, then click the Duplicate button ten times. You will get ten duplicate stars spaced 100 points apart in a horizontal row. 252 Zaxwerks 3D Invigorator for AE - User Guide Hard Shading Angle The Hard Shading Angle makes the corners of objects look smooth or sharp. During the rendering process, the shading calculations will look at each polygon to see if the polygons next to it are pointed in the same direction. If they aren’t it will look to see how much of a difference there is. If the difference is less than the Hard Shading Angle value, the edges between the polygons will be smoothed to look like a curve. However, if the difference is greater than the Hard Shading Angle, the edges will be drawn sharp like a corner. The Hard Shading Angle value is in degrees so for instance, if two polygons meet at a 45 degree angle and the Hard Shading Angle is set to 30, the edge between the two polygons will look like a sharp corner. However, if the Hard Shading Angle is changed to 50, the edge will be smoothed and the two polygons will look like part of a curve. Two polygons meeting at a 45 degree angle (seen from the edge) When the Hard Shading angle is set low, hard edges appear easily. Zaxwerks 3D Invigorator for AE - User Guide When the Hard Shading angle is set high, even chunky models are smoothed. 253 Save Project Data As The Save Project Data As user preference has two options. It will save the project data in Binary form or in ASCII (text) form. Binary data is smaller which will give you smaller AE files. Opening and saving files will be faster especially if you have multiple Invigorator effects applied to the same project. ASCII data is larger, but it’s cross-platform, meaning you can take your project files from Macintosh to Windows and back without compatibility problems. 254 Zaxwerks 3D Invigorator for AE - User Guide Show Ground Plane In Preview Windows The two Scene Preview windows, one in the Set-Up window and one in the Effect Controls window, each have a ground plane made of grid lines. This option turns it on or off. The Ground Plane helps orient you in 3D space. It also helps you recognize when you are moving the camera or moving individual objects. When you move the camera, the objects and the Ground Plane all move like they are locked together. Whereas when you are moving objects, the Ground Plane stays still. Ground Plane Y Offset The Ground Plane starts at the Y = 0 level which corresponds to the bottom of the page in Illustrator. If your vector paths are drawn at the bottom of the Illustrator page they will come into the Invigorator sitting on the Ground Plane. If on the other hand, you draw the paths up at the top of the page, they come into the Invigorator floating up in the air high above the Ground Plane. The Y Offset enables you to move the Ground Plane up or down so it is closer to your objects. This value is in points. A standard 8 1/2 x 11 inch page is 792 points tall so when you change the Offset value, use large values to start. Setting the Y Offset value from 0 to 10 won’t be very noticeable. Zaxwerks 3D Invigorator for AE - User Guide 255 256 Zaxwerks 3D Invigorator for AE - User Guide Additional PRO Features Zaxwerks 3D Invigorator for AE - User Guide 257 The PRO Features ProAnimator NOTE As great as the Classic and PRO versions are, don’t forget to take a look at the ProAnimator which is another product from Zaxwerks. The ProAnimator has a new method for creating animations that does not use keyframes. It is very easy to learn and can create animations in minutes that look like they took you days. The PRO version of the Invigorator for After Effects contains many other features that greatly improve production speed, and enhance the look of your graphics. Some of the PRO features, such as super fast final rendering, are covered in the earlier part of this user guide. However, the rest of the PRO features have been gathered in this one place to make them easier to find. The features explained within this PRO section are only available when you run the PRO version. If you have the Classic version you can upgrade to the PRO version for a small fee. It is truly an amazing program. Edge Offset The Edge Offset feature is a very powerful tool that expands or contracts the bezier paths that your model is based on. This makes the faces of your model smaller or larger to compensate for the thickness of the edges. The Edge Scale slider helps to minimize the bloating effect, but some amount of thickness is always added to the model. Edge Offset allows the edges to cut into a model to any amount The Edge Offset feature changes the size of the faces. If you drag the slider to the left the faces will shrink. Dragging to the right makes the faces grow. 258 Zaxwerks 3D Invigorator for AE - User Guide As with all sliders in the Invigorator, holding down the Shift key while dragging the slider will put the Invigorator into “continuous update” mode. This lets you watch the model grow or shrink as you drag the slider. This is an extremely useful tool in the design process. As you drag the slider back and forth objects will join together, holes will disappear and reappear, and objects will pinch into multiple parts. The scale of the slider is in points. If you have a box that is 24 points wide, setting the Edge Offset to -5 will make the box shrink by 5 points all the way around. Setting the slider to +5 will make the box grow by 5 points on all sides. If you thin down an object too far, parts of it will start to pinch in two. Think of an hourglass shape. As you thin down an hourglass the center will touch before the ends, pinching the object into two pieces. Sometimes this causes no ill-effect, but other times this will cause long spikes to jut out from the object. If this happens use the Spike Buster feature to clip off the spikes. (See the section on Spike Buster) If the Edge Offset slider doesn’t go high or low enough for you, you can type any number into the edit field. Zaxwerks 3D Invigorator for AE - User Guide The Model with no Edge Offset Edge Offset = +7 Edge Offset = -4 Edge Offset = -7 259 Custom Edge Profiles The ability to design your own edge profiles is a very powerful feature. With this ability you can create edges that fulfill the requirements of nearly any typographic design task, such as creating multiple outlines around text or insetting the text faces so they appear sunken into the 3D model. Custom edges also enable you to create special moldings for architectural work or user interface designs. How To Create A Custom Edge Profile To make your own edge profile you draw the edge in a vector drawing program (Illustrator, FreeHand, etc.) and then put the vector file into the Custom Edges folder. This folder is located at the same level as the Zaxwerks Maps and Zaxwerks Environments folders. Put your custom vector files into the Custom Edges folder. 260 When you next launch the Invigorator it will find this file, read the paths contained in the file and display their names in the Profile Popup menu. Once Custom Edges are loaded you can make changes to them by editing the vector file they came from and then using the Reload Custom Edges command to get the Invigorator to use the edited version. You do not have to quit the program and launch it again. Zaxwerks 3D Invigorator for AE - User Guide Each Layer Becomes A Single Edge Profile Each layer in the vector file will become a separate Edge Profile. This is an important point. Each layer becomes a profile. Not each path, nor the entire file. This means by placing each custom profile on a different layer, you can have many custom profiles inside a single Illustrator file. Since each layer becomes a profile you can use several shapes at once to create multipart edges that go far beyond what you would normally think of as an edge. For instance, very interesting models can be made by putting three circles in a diagonal line. When applied to an object as a Custom Profile these circles become parallel neon tubes. Where Do Custom Edges Appear In The Menu? When Custom Edges are present you will see a “Custom Edges” menu item at the top of the Edge Profiles popup. Selecting this menu item will display a sub menu of all the Custom Edges currently loaded into the Invigorator. Picking a Custom Edge Profile’s name from the list applies it to the currently selected object. If many objects are selected the same profile will be applied to all of them. The arrow keys on your keyboard let you step through Custom Edges the same way you can step through the list of preset edges. Zaxwerks 3D Invigorator for AE - User Guide Each layer will become a separate edge profile. When all three circles are on one layer they will become a single edge profile. Custom Edges appear at the top of the Profile menu. 261 Setting The Scale Of A Custom Edge Profile The 0, 100 point The Back Face of the model registers with this line. Edge profiles are based on a 100 point grid. Use the bottom left corner of the vector drawing program’s page as the 0, 0 point, (origin.) When you look at the drawing page, imagine you are looking down on the model from above, exactly like how you see the edge profile in the Invigorator’s Material Set-Up window. The Y axis of the page becomes the depth of the model. The front face of the model is at the bottom of the page and the back face of the model is where Y equals 100 points. The Front Face of the model registers with this line. The 0, 0 point The bottom left corner of the Illustrator page. Just because we are setting the back face at the 0, 100 point do not think that all models will come out with a depth of 100. A model’s final depth is controlled by the Depth slider in the Invigorator’s object tab. The 100 point grid is used as a registration reference so that any custom profile can be drawn. Using this grid as a guideline, the 0 point of the grid will register with the front face and the 100 point of the grid will register with the back face. The Edge Examples.ai file that comes with the program has a layer called Guidelines. The guides in this file can be used to align your custom edges. Most times the best way to work is to draw the edge; then drag the starting point of the edge to the 0,0 point; then scale the edge until the end point is aligned with the 0, 100 point. 262 Zaxwerks 3D Invigorator for AE - User Guide What Types Of Paths Can Edges Be? Profiles can be open or closed paths; single or multiple parts. They can be straight lines, curved lines, a single closed shape, several closed shapes or a compound shape with holes. You cannot however, use text objects, placed EPS images or raster based images. But you can convert the text to vector outlines, break the EPS art into editable shapes and trace the raster images to create vector paths that will work as Custom Edge Profiles. DO use profiles like these for custom edges Live Text Raster Images Placed EPS artwork DO NOT use profiles like these for custom edges A Custom Edge does not have to start or end at the 0, 0 and the 0, 100 points. However if it doesn’t, the faces may not touch the sides leaving gaps in the model. If gaps are intentional then no problem, but if they ruin the model you need to be more careful when drawing your custom edges. When the path of the custom edge crosses the main axes special conditions occur. Learn more about crossing the Y and X axes in the next sections. Zaxwerks 3D Invigorator for AE - User Guide An edge that doesn’t start at the 0,0 point Gap between face and side A custom edge that doesn’t start on the 0, 0 point leaves a gap where the face and sides don’t meet 263 Crossing The Y Axis + The Y axis When an Edge Profile is applied to the Illustrator artwork, the Y axis of the Profile aligns with the perimeter of the vector shape. This means that if you drew a vertical line that was directly on the Y axis and applied that as the Edge Profile, you would get a straight extrusion in the final model. = Depth runs this direction The Y axis in Illustrator becomes the depth of the 3D model This part will tuck behind the front face These parts will add thickness to the model The front face seen from above If the profile goes to the right of the Y axis the profile will enlarge the perimeter of the Illustrator artwork. This will make the 3D model get “fatter”. If the profile goes to the left of the Y axis, the edge of the model will extend toward the center of the 3D model. It is important to note, however, that the front and back faces themselves will not be affected. Making the profile cross to the left of the Y axis will not thin the front or back faces. Thinning the faces is accomplished with the Edge Offset control. The 3D model seen from above The above profile applied to a star 264 Zaxwerks 3D Invigorator for AE - User Guide Crossing The X Axis When the Edge Profile is set into position for the modeling process, the X axis is aligned with the front face of the model. This means that if the Edge Profile starts somewhere along the X axis, the edge of the model will start at the same depth as the object’s front face. Most of the time the Edge Profile starts at the X axis and extends up above it. However, if any part of the edge extends down below the X axis, the edge of the model will extend in front of the object’s front face. This is how you can create a model whose front faces appear to be inset down into the model. This section crosses below the X axis Now the front face looks inset into the 3D object Editing A Custom Profile While The Project Is Open Many times while working with Custom Edges you will want to edit the shape of an edge applied to your model. To do this go to your vector drawing program and open the vector file that the Custom Edge came from. This file will be inside the Custom Edges folder/directory. Make the changes to your edge shapes and resave the file. Be certain that you don’t rename the layer because this is what the Invigorator will be looking for when you update the edge. Zaxwerks 3D Invigorator for AE - User Guide 265 Go back to the Invigorator and open the Set-Up window. AE can still be running. There is no need to Quit or Exit or otherwise relaunch the program. Use the Reload Custom Edges command to update the files used for edge profiles without having to Quit the Invigorator. A Warning About The Reload Custom Edges Command This command will reload ALL the custom edges in your menu. If you remove some of the vector files inside the Custom Edges folder, or turn off their layer visibility inside Illustrator, they will no longer be seen in the menu after using this command. Click and hold on the Profile menu. Find the menu item called Custom Edges and move the mouse to it. A submenu will pop out to the side. Find the menu item called Reload Custom Edges. Pick it and the Invigorator will flush the old custom edges and reload the ones now inside the Custom Edges folder/directory. The Importance Of The Edge’s Starting Point For Texture Mapping When creating your own custom edge, it’s important for you to understand that the way you create the edge will affect how a texture map is applied to it. When the edge is an open path and starts at or near the 0, 0 point, the map will be oriented so that the top of the map is near the front face and the bottom of the map is near the back face of the model. 266 Zaxwerks 3D Invigorator for AE - User Guide You can see this by looking at how a map is applied to one of the factory preset Edge Profiles. When an open path doesn’t start or end near the 0, 0 point the map is aligned so that the top of the map is applied to the first point on the path and the bottom of the map is applied to the last point. The first point is the end of the path that you started drawing first and the last point is where you stopped drawing. When you make your own profiles you should keep this in mind. The Invigorator has built-in smarts that will fix open paths that start or end near to the 0, 0 point. But when an end doesn’t come near enough to the 0, 0 point, there is no way of telling what the user has intended. A similar thing is true with closed paths, such as circles, that are being used as edge profiles. The top of the texture map will be placed at the first point on the circle. The map will then wrap around the circle and come back to the first point so that the top and bottom of the map touch each other. Zaxwerks 3D Invigorator for AE - User Guide Back Front Texture map Texture map applied to model. Notice how the map is applied so that the top of the map is next to the front of the object and the bottom of the map is next to the back. A custom edge where the first point was drawn at the back of the model causing the map to be reversed. 267 How To Tell Where The Seam Will Be Some programs offer a feature where you can see the location of the first point in a path. However, neither Illustrator or FreeHand have this feature. The Invigorator does have this feature, so you have to bring the custom edge into the Invigorator and look at it in the Material Set-Up window to see it. When you look at a custom edge inside the Material Set-Up window, any path that is closed will have a little diamond icon (similar to a push-pin) pointing to the first point in the path. The first point is at the front of the object. The first point after the path was cut and joined back together. This is the point where the edges of a texture map will start/stop. The push-pin marker shows the location of the first point. 268 Zaxwerks 3D Invigorator for AE - User Guide Edge Profile Examples Here are some examples of vector paths used for custom edges and the models they produce. Single Open Path These are single vector paths that may or may not start at the 0,0 point or end at the 0, 100 point. Single Closed Path Edges can be closed shapes. Notice that they can cross the Y axis. In these examples you would use the Depth control to set the size of the tubes created. The visibility of the faces has also been turned off, otherwise the centers would be filled in. Zaxwerks 3D Invigorator for AE - User Guide 269 Multiple Open Paths More than one vector path can be used to create an edge profile. The use of short line segments leaves gaps in the model which lets you see the inside and the outside at the same time. Multiple Closed Paths When several closed paths are used you get some interesting concentric tube effects. 270 Zaxwerks 3D Invigorator for AE - User Guide Mixing Open And Closed Paths Open and closed paths may both be used in the same edge. Zaxwerks 3D Invigorator for AE - User Guide 271 Layer Cycling What is a Layer Cycling Object? PRO NOTE- Layer Cycling is a part of the PRO version. If you are using the Classic version this feature will not be available. Layer Cycling is a special feature that lets you create a new model for every frame of an animation. It cycles through the layers inside a vector file and builds the model using the shapes found on each layer. This ability gives you the power to create 3D animations that have rarely if ever been seen because they were too difficult or time consuming to execute. In the old days, before newer animation techniques were developed, the only way of getting a 3D object to change shape was to create a different model for every frame or two and then animate the visibility of each model to appear for the frames it was needed. This is similar to how the Layer Cycling technique works. The models produced from only a single layer are visible at any one time. To make things more flexible, we’ve given you several settings to control how these models are “played back”. Using the Invigorator’s Layer Cycling feature, each layer in the Illustrator file is used to create a different model for each frame of an animation. 272 Even today with all of the fancy tools available in 3D programs, there are still many design ideas that have to be thrown out because they are too time consuming to do. Layer Cycling not only lets you do them, but do them quickly and easily. Zaxwerks 3D Invigorator for AE - User Guide Example Uses For This Technique Layer Cycling is an extraordinarily powerful technique and you shouldn’t overlook it. So before we get into the technical details lets take a look at what this technique can do for you. Animated Arrows - This is the kind of effect that started it all. Think of the arrows that airline movies use to show you the escape routes out of an airplane. They aren’t straight. They have bends, they get longer and the head of the arrow leads the way. You can’t do this effect by revealing more and more of the arrow, and you can’t do it by simply animating the head of the arrow. You have to create a new model for every frame of the animation. Understanding Layer Cycling As an added bonus, when it’s in full 3D you can do camera moves on it too. For instance start up close, watch the arrow appear, then pull out to see the entire exit path as the arrow grows. The way Layer Cycling works is that each layer in an Illustrator or FreeHand file becomes a single frame of a model sequence. The first layer in the vector file becomes frame one. The second layer becomes frame two. There are several options that control how layers are “played” but this is the basic idea. Animated Map Tracers - Similar to the animated arrows, these types of effects start from one point on a map and animate in an arc to land at a different part of the map, or bounce off of a satellite. Since you’re not limited to the number of vector shapes per layer you can show the tracers breaking up after a bounce, or traveling down radio antennas. If you drew a circle, a square and a triangle, and put each shape on a different layer. Turning this file into a Layer Cycling object would only show you one object at a time. First, the circle, then the square and then the triangle. Got it? Number Countdowns - Ever see a number countdown sequence that was in full 3D? The vector paths can be completely unrelated so each layer can be a totally different number or letter. Zaxwerks 3D Invigorator for AE - User Guide 273 3D Write-Ons - These effects are always magical to look at. Doing them in 3D however is usually not worth the hassle of making all the models. Nearly everyone tries it but there is no good way of “eating away” a full 3D model and having it look very nice. On the other hand, setting up a 2D write-on sequence is pretty easy and the Invigorator automates the modeling, so now you’ll be able to do full 3D write-ons whenever you want. 3D Wipes - Similar to the write-on technique, but used for objects that don’t follow pen-type lines. Use Illustrator’s knife tool to cut the object away a little at a time. Use a ragged cut or use a shape like a block or a circle to cut the object so it has an advancing edge like a wipe. If you want to get fancy, do a two part wipe where you use something like advancing bar shapes to cut the object into strips, then a second set of bars to erase the strips completely. Morphing Logos - Your client wants you to graphically show two companies that merged and got a new logo? Do the “merge sequence” to the vector art and watch it become 3D in the Invigorator. If you really want to spruce this up start to distort the logos as they get near to each other so they look like they are magnetically snapping together. Both Illustrator and FreeHand have good tools for doing this. In FreeHand use the Reshape tool and in Illustrator use the pencil tool. 274 Zaxwerks 3D Invigorator for AE - User Guide The Reload button works for Layer Cycling objects too, so you can work out the look of the animation in passes. Rough in the movement, then add the little touches as the project progresses. Shape Blends - Every vector drawing program has a shape blending tool that will blend between two vector shapes. Use this tool to set up morphing shape sequences, then ungroup and paste each step of the blend onto a different layer. Some programs have a “Release To Layers” command that will do this for you. Vector Deformations - Use the 2D tools provided in your vector drawing program to create new 3D effects. For instance the Distortion tools like Twirl and Zig Zag can be used to set up a logo distortion where the model twirls from the client’s logo into the name of the company’s top salesman or some other effect. The extra special touch is that the name is spinning in 3D while the “un-twirling” is going on! 3D Deformations - Most 3D programs have the ability to do a basic set of deformations, like bending an object. However, doing an art-directed deformation like bending an object so it takes on the shape of a smile, or a heart is still a very difficult operation. In 2D it is much easier to set up. Once you have it in vector form, the Invigorator turns it into 3D in a snap. Zaxwerks 3D Invigorator for AE - User Guide 275 Ultra Deformations - Ever tried to do a 3D animation of a wave traveling along a rope once it was flicked? Good luck. Or how about a rope that wiggles itself into cursive lettering? Forget it. This type of effect is easy when using Layer Cycling. Since Layer Cycling lets you draw anything you want for each frame, you have no limitations about how you can make objects change shape. Drips, Sags and Melts - Ever seen a 3D object dripping? Me neither, but now you can. Draw a little drip sequence and add it to the bottoms of your shapes. Presto, 3D dripping objects! Melting an object is a fun thing to do too. Only problem is that most computer “melts” always look the same. The Layer Cycling technique puts the melt into your hands. Illustrator’s pencil tool is great for mushing and melting a shape very quickly. It also gives you great control for making the vector shapes sag in the middle as they’re melting, or bloat at the bottom like they are squashing under their own weight. Remember! Often times the simpler it is, the better it is. There might not be a need to morph your client’s whole logo. Perhaps morphing one letter will get the point across without the extra work. 276 Next The World ! - Once you get used to the idea that anything can become anything you’ll find that many ideas you used to throw out as too difficult or impossible, can now be done quite easily. Vector clip art libraries are ready sources for artwork that can be used in the Invigorator. Turn your client’s name into a money symbol, a sports figure, or the Statue of Liberty. Zaxwerks 3D Invigorator for AE - User Guide How To Prep The Vector File A single vector file will become one Layer Cycling object. Each layer in the file will become one model. There is no limit to the complexity of the vector data on each layer. Layer one could have a single circle, Layer two could have a hundred circles and Layer three could have the word “Hello.” Just like any regular vector file, the position on the page will determine where objects appear inside the Invigorator’s world. If you take the letters of the alphabet and line them up next to each other, the letters will change position as you cycle through them. On the other hand if you stack the letters on top of each other, the letters won’t change position and will look more like one is turning into another. Put the layers in the order that you want the models to appear. The first layer will become the first model, the second layer becomes the second model. Based on the playback options the models may appear in forward, reverse or random order. Zaxwerks 3D Invigorator for AE - User Guide Each layer becomes one model in the animation. Notice how the bottom layer in Illustrator becomes the first model in the sequence. 277 How To Make A Layer Cycling Object A Layer Cycling object is made by selecting the “Create Layer Cycling Object” command from the Object popup menu or the Startup dialogue. This gives you the “Select Artwork” dialogue with the “As Layer Cycling Object” option turned on. If this option is OFF you will see all of your models at one time and the top of the Object tab will say “Vector Shape Object”. If you have successfully turned this option ON, you will only see one model and the Object tab will say “Layer Cycling Object.” You’ll also notice extra controls in the Object tab for controlling the playback options. The type of object is identified at the top of the Object tab 278 Zaxwerks 3D Invigorator for AE - User Guide The Layer Cycling Controls The controls for a Layer Cycling object will appear in the Object tab once this type of object has been selected. The only differences between a regular Vector Object and a Layer Cycling object are the controls for playing back the models. All other controls are the same. Edge Profiles, Depth, Object Faceting and Material application are all the same. It’s important to note that a Layer Cycling object uses the same group of settings for every model in the cycling object. For instance, each object will appear with the same Depth, same Edge Profile and the same Materials. You can, of course, have many Layer Cycling objects in the same Invigorator scene, and each one can have its own Depth, Edge and Material settings. It’s just that all of the models that are part of the same Layer Cycling object will share the same Shape and Material settings. Changing the Shape or Material settings on the model used in frame two will change all the other models in all the other frames as well - for that one particular Layer Cycling Object. These are the only controls that are different between a regular Vector Shape Object and a Layer Cycling Object The Frame Controls These are the controls that let you adjust which frame of the animation you are looking at when you are inside the Set-Up window. Zaxwerks 3D Invigorator for AE - User Guide The Frame Controls 279 Total Frames Field The length of time that an Invigorator effect will last is based on the duration of the layer it is applied to. This field shows you the duration of the layer (in frames). The Total Frames field If you export the models of a layer cycling sequence you will get one model for each frame, for the duration of the effect. So if you have a sequence that loops every 10 frames but the duration of the layer is set to 300 frames you will export 300 models. By setting the duration to 10 frames and then exporting the models you will then only export the 10 models needed. Frame Counter This edit field lets you change the current frame while you are inside the Set-Up window. This way you can inspect each model that will be created and make sure the cycling sequence is working properly without having to exit back to the main part of After Effects. You can type numbers into this field to skip to a particular frame or you can click on the forward / backward buttons to step your way through the sequence of models. The Frame Counter 280 The Frame Counter is a global counter. As you advance through frames every Layer Cycling object in your scene will advance too. For instance, going to frame 10 will show you the state of all Layer Cycling objects at frame 10. Zaxwerks 3D Invigorator for AE - User Guide The Playback Controls The rest of the controls specific to a Layer Cycling object let you decide how a sequence of models is “played”. Start Frame This determines when the sequence of layers is to begin cycling. If it is set to 1, the model sequence will begin to cycle at frame 1. If set to 10 the model sequence will wait until frame 10 before it starts to play. The Start Frame is relative to the beginning of a layer’s duration. Setting the Start Frame to 10 will start the sequence 10 frames after the layer begins, not 10 frames after the Comp begins. The Start Frame field Show Before Start Frame This ON/OFF option either shows the first model of the cycling sequence prior to the starting frame or keeps it hidden until the counter reaches the starting frame. For instance, if the start frame is set to 5 and this option is OFF the model won’t be shown (created) until frame 5. The model won’t exist for frames 1, 2, 3 or 4, then on frame 5 the model will appear and the sequence will start “playing”. On the other hand if this option is ON, the model will appear in the scene from the first frame, but it will hold on the first model until it’s time to begin “playing”. So the same model seen at frame 5 will also be seen in frames 1-4. Zaxwerks 3D Invigorator for AE - User Guide The Show Before Start frame checkbox Show Before Start - OFF - - - - - - - 1 2 3 4 1 2 3 4 Show Before Start - ON 1 1 1 1 1 1 1 1 2 3 4 1 2 3 4 The playback order with Start Frame set to 8 281 Change Every The Change Every setting controls how many frames each model will be held during the animation. This is similar to cell animation where only 10 or 15 actual pictures are drawn and then each picture is photographed 2 or 3 times when the film is shot. With cell animation this is done as a way to keep from having to draw a picture for every single frame. The same applies here. This keeps you from having to create a layer for every single frame of an animation. However, it also has creative implications too. The Change Every popup 1 2 3 4 Original layers 1 1 1 2 2 2 3 3 3 4 4 4 1 1 1 2 2 2 ... The playback order, with Change Every set to 3 By setting the Change Every setting to higher values you can get an interesting stuttering look. Stuttering looks are almost never seen in 3D. If anything, 3D has a problem with being overly smooth and too controlled, so stuttering, strobic animations can lend a new quality to 3D animation that may make your work stand out. Another use for the Change Every setting is for timing purposes. If you want the model to change once each second, there is no reason to create a layer for every frame of the animation when you can simply change the layer once every 25 or 30 frames, (depending on the frame rate of your final output.) This makes number countdowns a snap to set up. There is an interesting cell animator’s trick where you take two or three frames and alternate between them over and over. This 282 Zaxwerks 3D Invigorator for AE - User Guide technique keeps things alive that otherwise go dead when all motion stops. This same trick can be done with a simple file of two or three layers where the vectors are similar but slightly different. Create a Layer Cycling object out of the file and set the Change Every rate to hold for 5 or 10 frames. With the Sequence set to loop, the models will cycle over and over giving you the same effect, but now in 3D! Sequence The Sequence options let you pick the order that the models appear when they are played. The Sequence Options Play once - Starts at the first layer in the file and plays through all the layers in order once. After the last layer, no other models are created 1 2 3 4- - - - - - - - - - Play once and Hold - Starts at the first layer in the file and plays through all the layers in order once, then holds the last model until the Total Frames number is reached. 1 2 3 4 4 4 4 4 4 4 4 4 ... Loop - Starts at the first layer in the file and plays through the layers in order. Once it reaches the last layer it goes back to the beginning and plays from the beginning again. This pattern repeats until the Total Frames number is reached. Ping Pong - Starts at the first layer in the file and plays through the layers in order. Once it reaches the last layer it Zaxwerks 3D Invigorator for AE - User Guide Play once Play once and Hold 1 2 3 4 1 2 3 4 1 2 3 4 ... Loop 1 2 3 4 3 2 1 2 3 4 3 2 1 ... Ping Pong 283 4 3 2 1 1 1 1 1 1 1 1 1... Reverse Play and Hold 3 1 2 4 1 3 2 4 3 4 1 2 2 4 3 1 Randomize 1 2 3 4 2 1 4 3 4 1 3 2 Original layers All four layers are used every four frames reverses the direction and plays the layers from last to first until it reaches the beginning. It then reverses and plays the layers in forward order again. This pattern repeats until the Total Frames number is reached. Reverse - The Reverse sequence options work the same as their non-reversed counterparts except that playback begins from the last layer in the file and proceeds to the first. Randomize - This playback option picks a layer at random, then picks another layer at random, then another, etc. It will continue to do this until the Total Frames number is reached. The order of the random picking can be changed with the Random Seed value. The Invigorator’s Random function works in multiples of the number of layers in the file. This means that if you have four layers in the file, each model will be shown every four frames. If you have eight layers in the file, each model will be shown every eight frames. This insures an even distribution of the models throughout the animation. The Random Seed field 284 Random Seed This value changes the random pattern. It’s useful if you want to use the same layer file more than once in an animation. This way the squiggles, or numbers, or other elements in the file are the same, but the same layers don’t appear at the same time. Zaxwerks 3D Invigorator for AE - User Guide Example 1: To create a 00-99 random number generator without having to make 100 separate layers in the Illustrator file, use a sequence of the numbers 0-9 and create a Layer Cycling Object. Next duplicate the 0-9 layer cycling object and place the two Layer Cycling objects side by side. By using a different Random Seed for the two Layer Cycling objects you will get random numbers between 00 and 99. Example 2: Pick a specific starting model by changing the seed value. Try different seed values until you find one that picks the layer you want to use as your starting object. Then set the Start Frame, turn on the Show Before Start checkbox, and you will see that the starting object is held at the beginning of the animation before the random sequence starts to cycle. 1 2 3 4 2 4 3 1 3 2 1 4 Original layers Random Seed = 1 Random Seed = 2 To pick the starting layer, choose different Random Seeds until the layer you want to start with appears first. Exporting Layer Cycling Objects If you export models for use in another 3D program, the other 3D program may have its own controls for model sequence playback, so you may only need to export one loop’s-worth of models, or you may not need to export any extra models that will be shown before the Start Frame. 1.- Make sure the Total Frames field is set to the number of models you want to export. To change the Total Frames, change the duration of the layer. 2.- Pick the objects you want to export. Zaxwerks 3D Invigorator for AE - User Guide Set Total Frames field to desired number of models to Export. The above example will create 12 complete models. 285 3.- Invoke the Export 3D Object... command from the Object menu. 4.- Choose the file format you will export the models in. 5.- Choose any other options you desire. 6.- Name the file and click Export. Use the Export command to save your Invigorator models to a file. Sequence #1 Sequence #2 Combining sequences When you want one sequence of models to change into a second sequence you can combine two separate Layer Cycling objects. Play one cycling object first and delay the start of the second one by setting the Start Frame value to when you want the change to occur. Using Layer Cycling Objects Inside ElectricImage Sequence two will start playing after sequence one is done because its Start Frame is one frame higher than Sequence #1’s Total Frames. Also note that Sequence #2’s “Show Before Start” option is turned OFF so that the first model in Sequence #2 won’t be visible until frame 13 is reached. Once a Layer Cycling Object has been exported as a FACT file, it will open in ElectricImage as a standard model. To make the layers cycle you will need to duplicate one of the objects and link the rest of the models to this duplicated object so it becomes the parent and all the others are children. You cannot use an Effector as the parent. The parent must be an object. Which object to duplicate is up to you. This object will never be shown in the final animation. Only the children will be cycled, which is why ElectricImage calls it Child Cycling. 286 Zaxwerks 3D Invigorator for AE - User Guide The next step is to put two tildes (~~) at the beginning of the Parent object’s name. This will make ElectricImage cycle through all of the children in order with one child model being used for each frame in the animation. After the last child, ElectricImage goes back to the first child and continues the cycling. The Parent is not used in the cycling sequence. Since ElectricImage has no controls for Ping-Pong-style cycling, Random cycling or using a single model for multiple frames, these effects must be set up inside the Invigorator and the total frame count adjusted so that ElectricImage’s standard looping won’t interrupt the cycling. Example 1: If you had a sequence of four models and you wanted the sequence to Ping Pong so the models would be played back 1-2-3-4-3-2-1, you would set the Invigorator to have a total of seven frames and you would then see seven models inside ElectricImage. If you only exported the four original models, ElectricImage would play back 1-2-3-4-1-2-3-4 so you would loose the Ping Pong sequence. A Layer Cycling object ready to go in ElectricImage Note the two tildes (~~) in front of the parent’s name. Example 2: Inside the Invigorator you set the “Play Every” popup to 2, so the Invigorator sequence is 1-1-2-2-3-3-44. Total frames should be set to eight during the export. If total frames is only set to four you will get 1-1-2-2 inside ElectricImage, missing the last four models. Zaxwerks 3D Invigorator for AE - User Guide 287 Example 3: Inside the Invigorator you have four layers set to the Random sequence. ElectricImage doesn’t have a Random sequence of it’s own, so you need to set the Invigorator’s total frames to a number that is large enough that a loop in the random sequence won’t be noticed. Remember, the Invigorator’s Random sequence works in multiples of the number of models in the cycling object, so if you have four layers in the Illustrator file, set the Total frames to a multiple of four for the best result. Example 4: You want the model to remain the same for the first eight frames, before the cycling begins. Inside the Invigorator you set the Start Frame to 8 and turn on the Show Before Start checkbox. When you export the models the first eight models will all be the same so as ElectricImage uses a new model for each frame, it looks like the model is not changing. Note: If ElectricImage gets to the last child model before the animation ends it will go back to the first child and start the cycling over from the top. If the first model is duplicated to act as a hold, you will get another hold. For these types of animations it is better to export the entire model sequence from the Invigorator. One model for each frame of the entire animation. This will make for a large FACT file, but it’s very easy to do and making changes is nothing more than exporting a new FACT file. 288 Zaxwerks 3D Invigorator for AE - User Guide Using Layer Cycling Objects Inside Other Programs If your program supports object replacement either through a plug-in or as a host feature, this will be how to get the Invigorator’s Layer Cycling models into the host. If your program doesn’t support object replacement on a frame by frame basis, perhaps it supports expressions or scripts, and you can write a script that will only show one object at a time. If your program doesn’t support scripts you can still animate the visibility of each object so only one model is shown at a time. In either case you should link all of the child objects to a main parent. That way you can animate the parent and it will carry the children along with it. Zaxwerks 3D Invigorator for AE - User Guide 289 Importing 3D Models The Invigorator PRO will let you open 3D models created in other programs. There are three ways to open the Import dialogue. Either click on the Import 3D Object button when the program first opens, or select the Import 3D Object option under the Object creation popup, in the Effect Controls Window or the Set-Up window. Many popular file formats are supported such as LightWave, Cinema 4D, ElectricImage, Wavefront OBJ, 3D Studio and the ubiquitous DXF. The Invigorator will attempt to determine which file type you are choosing and set the Format popup automatically for you. However, sometimes it can’t guess correctly and you will have to pick the format by hand in order to get the model to import properly. If the model still doesn’t import, the file format may have changed from what the Invigorator can read, or else it contains unknown data. If this occurs try resaving the file in an older version of the format, or try using a different format. 290 Zaxwerks 3D Invigorator for AE - User Guide Once Imported, the objects will appear in the Object List along with the rest of the objects in your scene. Imported models respond to the same drag and drop procedures for applying materials as regular Invigorator objects do. An Imported model however, cannot be split into sub-sections so only one material can be applied to each 3D object. Once a material is applied to an imported model it acts the same as any other material in the Invigorator. So, for instance, if you applied the same material to all the parts making up the body of a car, changing the color of the material itself will update all models that have used this same material. In other words, a single color change can change the color of a whole car! (See more about how materials work by reading the section called “How Do Materials Work?” in the Special Topics section.) 3D Model courtesy of Viewpoint Zaxwerks 3D Invigorator for AE - User Guide 291 Exporting 3D Models Models can be exported in several different 3D file formats. ElectricImage, Cinema 4D, LightWave, 3D Studio, DXF, and MayaOBJ formats are supported. Use the Export command to save your Invigorator models for use in other 3D programs. The way the Invigorator creates its models is unique and most general purpose 3D modelers don’t support the way it applies multiple materials to a single object. When the models are exported they have to be split into something that the target 3D program can accept. Usually the best way to split an Invigorator object is by material. So a single object in the Invigorator that has three materials assigned to it will become three separate objects when exported to the destination 3D program. If the same material is used by more than one part of the model, all of the geometry that uses the same material will be put into the same destination group of polygons. This object will be exported in five sections since five materials were used to color it. 292 For example, if the front and back bevels are each assigned the same material, the geometry for both bevels will be in the same group of polygons when the model is exported. If the two bevels each have their own material, each will become a separate model once exported. If the front, front bevel, side, back bevel and back are each assigned a different material, the exported model will contain five separate models each with a piece of the whole. Zaxwerks 3D Invigorator for AE - User Guide If the file format supports it, these extra model parts are made children of a main model part. The main model is usually the geometry colored by dock #1 in the Material Palette. The geometry colored by docks #2 through #6 are made children of the dock #1 geometry. This helps organize the file. If a dock isn’t used to color any objects, it will be skipped. Exporting All, Selected or Visible Objects The Export window has an option to export all of the models in the current scene, or only some of the objects in the scene. To export only some of the objects you must select them before you use the Export command, then choose the “Selected Objects” option in the Export dialogue before you save the file. Alternatively you can decide to export only the objects that are visible in the scene. Baking Transformations Some file formats, such as DXF, OBJ, and LWO, don’t support object transformations such as rotations and scaling. This means that if you have moved or rotated your objects inside the Invigorator, they will be in different positions when you open them in another 3D program. “Baking” the transformations insures that the models will look exactly the same in the other 3D program as they did inside the Invigorator. The “All Objects” option will export every single object in the scene, whether visible or not. Zaxwerks 3D Invigorator for AE - User Guide 293 Meshing The meshing controls are seen inside the Object Stats window when you are running the PRO version of the Invigorator. Meshing adds extra polygons across the flat faces of objects so the model can be deformed (bend, twist, shear etc.). The Invigorator doesn’t yet have the ability to deform objects, but many other 3D programs do have this ability. We have given you meshing controls so that the model may be properly prepared for deformations in the event that you will be exporting the models for use in other 3D programs. The Meshing controls The units of the meshing controls are in points, just like the original vector file the object came from. Think of the Meshing value as a distance between mesh divisions. If you have a square that’s 100 points across and you set Meshing to 10, you will see the object chopped up into little 10x10 point squares. So the smaller the number, the more polygons produced. Notice that there are separate controls for the X, Y and Z directions. Quite often you’ll need a much finer chop (a smaller mesh division) in the Z direction than in X and Y because of the deformation being performed on the object. There are also separate controls for the models created for Draft and Best renderings. Like the Object Faceting control, two separate models are built. One model is used for Draft quality 294 Zaxwerks 3D Invigorator for AE - User Guide renderings which are what you see in the Scene Preview window, and in the Comp window when in Draft mode. The other model is used for Best quality renderings which are what you get when you switch the layer quality to Best or make a movie using the Best quality setting. Meshing turned OFF The idea behind Draft and Best quality models is that the Draft model can have much fewer polygons (set the Meshing to a larger number) which makes the drag interaction speed stay fast. But then when you do the final, Best quality, rendering the model is rebuilt with many more polygons so the edges of the model are completely smooth. When you mesh a model you will see no difference in what it looks like, except when you look at it in Wireframe mode. Turn on Wireframe display by clicking on the Solid/Wireframe display button in the middle of the toolbar. Meshing using Draft settings Meshing using Best settings Zaxwerks 3D Invigorator for AE - User Guide 295 What’s New In 4.0 PRO? Version 4.0 PRO of the 3D Invigorator for After Effects contains many new features that will appeal to the designer and the fast paced production artist alike. Following is a short overview of the new additions. Be sure to read the rest of the manual as each chapter explains the feature in detail and includes many creative ideas and suggestions. 3D Text Creation Version 4.0 PRO contains a full-featured text editor. Each letter can have its own font, size, kerning, tracking, baseline shift, horizontal and vertical scale, color, bevel, position and depth. Building editable text into the plug-in means that changes to the spelling of a title, adding words or creating multiple versions can be done without ever leaving After Effects. Motion Blur Version 4.0 PRO brings 3D motion blur to After Effects. Anything that can be created or imported into the Invigorator PRO can be motion blurred. This includes models made in other programs such as Maya, 3D Studio and LightWave. 296 Zaxwerks 3D Invigorator for AE - User Guide 3D Primitives Spheres, cubes, planes and cylinders can be created without leaving After Effects and images can be mapped onto their surfaces to create effects like spinning globes, and video boxes. The Zaxwerks Object Import/Export Format The addition of this new file format enables you to create 3D design elements which can be reused over and over in new projects. Layer Map Animation There is a new Layer Map Offset control that enables you to keep reflection maps moving even once the objects have come to rest. This keep graphics “alive” and interesting. Render Farming Version 4.0 PRO supports render farming using the standard After Effects render engine. This gives you unlimited rendering power without having to buy additional licenses. Highlight Mapping Highlight (or Specular) mapping is a professional level feature that brings enhanced photo-realism to the final rendering. High- Zaxwerks 3D Invigorator for AE - User Guide 297 light mapping shows surface texture in the glare and hot spots that appear on objects. Wireframe And Hidden Line Coloring These new types of materials make objects look like they are drawn by lines rather than solid 3D objects. The lines can be single-colored or they can be affected by the lights and reflections in the scene. You can even texture map them if you want multicolored lines. The Wireframe style shows all of the lines in an object. The Hidden Line style only shows the lines that are facing the viewer. Cartoon Coloring This new material type paints objects with a bold graphic look similar to how cell animators paint their artwork. Absolute Coloring This new material type paints objects a single color that is unaffected by light or shadow. It is very useful for creating 2D-colored graphics out of 3D models. Also good for giving a corporate client the company’s colors exactly per spec. 298 Zaxwerks 3D Invigorator for AE - User Guide Matte Coloring Matte Coloring makes a 3D object act like a mask. This is useful for creating 3D transitions, and 3D traveling mattes. The Shadow Catcher Material The Shadow Catcher material option makes the shadows from your 3D objects appear to fall onto the objects in a piece of background video. It is very useful for merging 3D imagery with existing footage. Tracking AE’s 3D Objects Invigorator objects can now track, or mimic, what an AE 3D plane is doing. This enables all of AE’s manipulation tools, velocity graphs, animation assistants and expression scripts to be used to control Invigorator objects. Changes To Swatch Handling Version 4.0 has made significant changes to the way swatches are handled. Swatches are now based on a global library system which keeps the file size down and speeds up the save process. It also means that once a material or object style is saved it is immediately available to use in all other Invigorator plug-ins, which is great for keeping projects consistent and speeding up work. Zaxwerks 3D Invigorator for AE - User Guide 299 Creating Text Objects 3D models can be created completely inside the software by using PostScript or True Type fonts installed on your computer. 3D Text objects are created either by clicking the “Create 3D Text” button on the StartUp screen or by using the “Create 3D Text...” menu item from the Object menu. After that the Text window opens. NOTE: The delay you experience before opening the Text window is because the Invigorator is building the font list. By removing fonts you do not use regularly, the Text window will open much faster. The Block Size Arrow Text Entry The large white area is where you type your text. Letters can be selected by dragging with your mouse. Once selected, letters can then be edited. Each letter can have its own font, size, scale, kerning, and other attributes. Setting The Block Size The text entry area 300 The inactive area The size of the text block is controlled with the arrow at the right side of the Text window. You can see that to the left of this arrow is the white text entry area. To the right of this arrow is the dark inactive area. The Block Size arrow sets where the letters will wrap, and the alignment point for the justification options. You will see the text wrap change as you drag the arrow. Zaxwerks 3D Invigorator for AE - User Guide It is usually a good idea to adjust the Block Size arrow so the Block Size is as small as possible. Extra white space on the right side of the block may force your models off center. Font Menu The Invigorator can use almost any font that is installed and recognized by your system. Both True Type and Type 1 Postscript fonts can be used. To change the font, first select the characters that you want to change, then select the new font from the font menu. Each character can use a different font. Move the Block Size Arrow to the edge of the letters for the best fit. After a new font is selected you can use the up and down arrow keys on your keyboard to step through the font list. Each click down will apply the next font down on the list to the selected characters. This is an extremely useful feature! It means you don’t have to know what a font looks like to use it. Just type the text, and step through the font list until you find a typeface that looks good to you. Size This sets the size of the text objects. It is best to make the text large, like you would if you were setting type for large displays. The default size is 72 points. 72 is the smallest we recommend that you make the type. Sizes smaller than 72 can be used but the models may require extra fussing to make them look right. Each letter can have a different size. Zaxwerks 3D Invigorator for AE - User Guide Click the large arrow to the right of the Size field to select from a list of popular presets. 301 Leading Leading is the amount of space between the baseline of one line of text and the baseline of the line of text above it. If you set the leading for a single character it will influence the whole line that that character is on. When Leading is set to “Automatic”, the leading value is written with parentheses around the numbers. Automatic Leading will set the leading to 120% of the Size value. Spacing The little up/down arrows next to the edit fields can help you fine tune the values. Each click on one of these arrows will increase or decrease the value by one. If you hold the Shift key down each click changes the value by a larger amount. Kerning and Leading can be done from the keyboard. Click the cursor between two letters, then hold down the Option (ALT) key and press your keyboard’s left/right arrow keys to adjust Kerning, and the Up/Down arrow keys to adjust Leading. 302 Letter Spacing is also known as Tracking. It is extra space that is inserted between the letters. The letter spacing applied in the text window does not animate. If you want to animate letters getting closer together or spreading apart, use the Spread/Bunch slider in the Transition controls of the ProAnimator. Kerning Kerning is letter spacing that is applied between individual characters. Negative values move letters closer to each other. Positive values move them away from each other. Width Scale The Width Scale enables you to make a character fatter or thinner without changing its height. The value is in percentage, so a scale of 100% keeps the character its original size. A scale of 50% makes the letter half the width that it normally is, and 200% makes it twice as wide. Zaxwerks 3D Invigorator for AE - User Guide Height Scale The Height Scale enables you to make a character taller or shorter without changing its width. The value is in percentage, so a scale of 100% keeps the character its original height. A scale of 50% makes the letter half the height that it normally is, and 200% makes it twice as tall. Baseline Shift This feature lets you raise a character above its baseline, or lower it below its baseline. The value is in points so a shift of 10 will raise the character above the baseline 10 points. A value of -10 will lower it below the baseline 10 points. Justification The Justification option works on a paragraph basis. The characters in each line can be made to align with the left or right edges of the text block, or each line can be horizontally centered within the text block, or can be distributed so that the first and last characters of each line will both align with the left and right edges of the text block. Zaxwerks 3D Invigorator for AE - User Guide The 102 has been baseline shifted. 303 Cleaning Up Problems With Font Models Sometimes fonts can create problems when turned into 3D models. For example here is a letter “k” from the font New York. You can see that part of the letter looks goofed up. This is because some paths were left open when the font was created. The Invigorator has a way to fix this that works automatically most of the time. Poorly created fonts can cause this type of problem. When you see this type of problem all you have to do is to set the Edge Offset slider to a small positive value, such as +0.1. This will cause the internal boolean engine to clean up the overlaps, loops and missing parts of the vector paths. Sometimes a different value will do the trick, such as -0.5, or -0.1. Depending on the size of the font you will find a range of values that don’t appear to have much affect on the font but may help clean up the problem of a poorly created font. If the Edge Offset technique doesn’t fix the problem, try changing the setting for Object Faceting. This same technique can be used to clean up problems with poorly created Illustrator artwork too. The Edge Offset slider often fixes problems automatically. 304 Zaxwerks 3D Invigorator for AE - User Guide 3D Text Editing Tips You can change text at any time and the new text will take on all the colors and shape settings of the existing letters. Usually this is a simple matter of just typing new text. However when there is more than one Object Style being used in the same text block, you need to know the way the Invigorator applies Object Styles to new objects. Say we have the words “Coming Up Next...”, colored as you see in the picture, and we want to change the words to “Appearing Tuesday...” We want the look of the new title to match the look of the old title; meaning we want the first “A” to be black, the rest of the word pink, and the word “Tuesday” to be gold and silver. If we open the Text Window and erase all the letters, when we type in the new ones they will all be colored the same as the “C” because the “C” was the first letter in the text block. Double click on a letter to open the Text window.., When only some of the letters are selected at a time, the Invigorator uses the first letter in the selection as the “Master” and all the new text is made to match the master. So by selecting the letters in three groups, it will keep all three of the Object Styles used in this title. Here’s how to do it... 1- In the 3D window, double click on one of the letters. This will open the Text Window. You can also click the “Edit Text” button in the Object tab. Zaxwerks 3D Invigorator for AE - User Guide ...or click the Edit Text button. 305 2- Select only the letter “C” in the word “Coming”. 3- Type an “A”, which is the first letter in the word “Appearing”. 4- Select the letters, “oming Up”, which are the rest of the letters on the top line. 5- Type “ppearing”, which are the rest of the letters in the word “Appearing”. TROUBLESHOOTING TIP! If you make a selection then hit the delete or backspace key before typing the new text, the attribute matching won’t work as described in this section. All you have to do is to make a selection and start typing. 6- Select the whole bottom line. (“Next...”) 7- Type “Tuesday...” Do not drag the Block Size arrow. If you change the position of the block size arrow, it will change where the text is inserted into the scene. This may push the text off the screen. 8- Click OK. You will see the new title in the 3D window with the same “look” as the old title. 306 Zaxwerks 3D Invigorator for AE - User Guide 3D Primitives Primitives are simple geometric shapes such as spheres, cubes, planes and cylinders. The Invigorator PRO can create these shapes all by itself. Images can be mapped onto primitives to create things like spinning globes, and video boxes. You can also create planes to be used for shadow catcher objects which help to merge 3D objects into live video footage. (See the section on The Shadow Catcher Material for more on this.) Making A Primitive Object Primitive objects are created by using the Create 3D Primitive button, or the Create 3D Primitive menu item. When you use this feature a sphere is created at the center of the scene. Cubes, Spheres, Cylinders and Planes are all 3D Primitives. Materials can be drag and dropped onto Primitive objects, but Object Styles cannot be used as they are only for text objects and objects created from Illustrator files. The dimensions of the Primitive can be adjusted in the Object Tab. The dimension sliders will appear below the Primitive Type popup and change based on which Primitive is selected. Creating a Primitive. Zaxwerks 3D Invigorator for AE - User Guide Adjusting a Primitive’s dimensions. 307 Changing The Primitive’s Shape You can change from one Primitive to another by selecting a different type from the popup menu. You don’t need to delete the old Primitive first, then add a new one. Materials and settings are transferred to the new Primitive, when appropriate. Coloring A Primitive Object Primitives are colored by dragging material swatches from the Material Bin or Material Editor and dropping them onto the Primitive. Because each Primitive object has a different number of faces, the number of docks in the palette will change depending on which Primitive is selected. Apply a Material to a Primitive by dragging a swatch and dropping it onto the Primitive. For instance, planes and spheres are colored with only a single material. Cylinders are colored with three materials; one for each end, and one for the curved surface. Cubes are colored with six materials; one for each face. Animating A Primitive Object Primitives are animated just like any other object. From inside the Set-Up window assign the Primitive to a Set, and then animate the Set using the controls in the Effect Controls Window. A Set can contain any mix of objects, whether they are Primitives, text objects or objects created from Illustrator files. 308 Zaxwerks 3D Invigorator for AE - User Guide Making A Primitive Look Faceted One of the cool things you can do to change the look of your objects is to make them look faceted rather than smooth. For instance, usually a sphere is smooth. By making a sphere faceted it will look like it was carved with a knife. To do this select the sphere and then press the Stats button on the Object Tab. In the Object Stats window you will see a field called Hard Shading Angle. Enter a small number such as 5 and hit the Apply button. You should see the sphere become faceted. Click the OK button to exit the Stats dialogue. Click the Stats button. Enter a 5 in the Hard Shading Angle field. Now you can play with the Draft Faceting slider to add or remove facets. Once you have it the way you like it, set the Best Faceting slider to match the Preview slider so that the final rendering looks the same as what you are seeing in preview window. How To Squash Or Skew A Primitive The way the Invigorator works with After Effects enables some interesting uses. For instance if you want to squash or skew one of your Primitives all you have to do is to assign it to its own Set, rotate it off axis and then use the Depth Scale feature, located in the AE Effect Controls Window, to scale the objects. Since the Primitive has been rotated off axis the scale function will skew a cube, or squash a sphere into an ovoid shape. (See the section on Tracking AE’s 3D Objects for information on squash and stretch and multi-axis scaling.) Zaxwerks 3D Invigorator for AE - User Guide When a low value is used for Hard Shading, the facets appear on an object. 309 The .ZXO Import/Export Format Version 4.0 PRO adds a new file format for importing and exporting 3D objects. The “Zaxwerks Object.zxo” format enables you to save model files containing 3D logos, live text and other 3D objects, complete with all colors, materials and object settings. These model files can be reused over and over in all your other Zaxwerks projects. This is a huge time saver for repetitive work. How To Save A .ZXO Object Start with everything in its final form. To save Zaxwerks Object files do the following. 1- Set up your 3D objects exactly the way you want them to be saved. Colors, textures, and positions will all be saved into the file. 2- Select the objects you want to save. 3- Choose the Export 3D Object command, and choose the .zxo file format in the Export window. 4- Name and save the file. 310 Zaxwerks 3D Invigorator for AE - User Guide Adding .ZXO Objects To Other Projects Add a Zaxwerks 3D object to a project the same way that you would Import any other 3D object. 1- Open the project that you want to add the Zaxwerks Object to. 2- Choose the Import 3D Object command. 3- Select the file you want to import. Click the Import button. The 3D objects will come into the scene in the exact same position as they were when saved. TIP: If maps are missing, the program will ask you to locate them. That’s why it’s important to keep your maps in a central folder, such as the “Zaxwerks Maps” folder, or a central project folder, such as “Client Project Maps.” Zaxwerks 3D Invigorator for AE - User Guide 311 Making .ZXO Objects Larger Or Smaller When you combine objects from different scenes sometimes their sizes don’t match. You have to scale one set of objects to match the size of the other objects. To do this... To scale objects, switch to Object mode and select the Scale tool. 1- Open the Invigorator’s Set-Up window. 2- Import the objects. When objects are imported they will all be selected. Leave them selected. (If they are no longer selected you will need to select them before going to step 3.) 3- Switch to Object Mode, and select the Scale tool. 4- Click in the preview window and drag to scale the objects. Hold the Shift key and drag along a 45 degree angle to scale in the X and Y directions proportionally. Hold the Shift+Control keys and drag along a 45 degree angle to scale in the X, Y and Z directions proportionally. Dragging close to the horizontal or vertical directions will constrain the scaling to horizontal or vertical. 312 Zaxwerks 3D Invigorator for AE - User Guide Motion Blur When objects are moving fast, motion blur is used to fill in the gaps between successive frames in an animation. In After Effects, 2D motion blur looks like the pixels have been smeared, but 3D motion blur looks like eight in-between images. This isn’t really a blur but it does a great job of smoothing out the motion anyway. The Invigorator creates motion blur the same way as After Effects. There are no buttons in the Invigorator to turn motion blur on. The Invigorator looks at the After Effects settings for Motion Blur and if they are turned on in After Effects then the Invigorator turns them on too. The amount of blur is taken from the After Effects settings. To make the blur longer go to the Composition Settings > Advanced Tab and increase the Shutter Angle. Choose the smoothness of the Motion Blur from this menu. The smoothness of the blur is controlled from inside the Invigorator’s Set-Up window. The Motion Blur popup, located on the Camera Tab, lets you choose how many “passes” or steps are used to create the blurred image. The more passes, the longer the rendering will take, but the smoother the blur will be. Zaxwerks 3D Invigorator for AE - User Guide 313 Layer Map Animation Version 4.0 PRO adds a new control for texture maps that will let you animate the wrap of a texture as it is applied to an object. This feature is especially useful for reflection maps. 1 2 3 For example, once a 3D title comes to rest, the reflections stop moving too. This can make the graphic look “dead” and uninteresting. By animating this new parameter the map will continue to move so the graphics will remain alive and visually appealing. A reflection moves across the face of a star. How To Animate A Layer Map To use this feature do the following. 1- Click the Layer Maps arrow to reveal the eight possible layer maps. Select the layer you want to use as the Layer Map. 2- From the Layer Map 1 popup menu, select the After Effects layer you want to be the layer map. 3- Below the Layer Map 1 parameter is a setting called Offset. Animate this setting to animate the movement of the layer map. Animate the Layer Map Offset to make the map move. 314 4- Use the Layer Map as part of a Material and apply the Material to an object. If you don’t know how to do these things see the two sections called Layer Map Popups and Layer Map Selector Popups in the regular manual. Zaxwerks 3D Invigorator for AE - User Guide NOTE 1: The Offset parameter only moves the layer map horizontally. NOTE 2: The Offset parameter is a percentage of the map being used. A value of 25 will offset the map 25% of its width, not 25 pixels. Doing offsets by percentage enables you to change maps at any time during the production process and not have to change the animation values of the map Offset, even when the dimensions of the maps change. NOTE 3: The Offset feature can only be done to Layer Maps 1 and 2. So if you plan on using this feature be sure to leave these slots available. It’s perfectly fine to skip Layer Maps 1 and 2 and use other Layer Maps for general purpose mapping. That way you always have 1 and 2 available when you need them. Zaxwerks 3D Invigorator for AE - User Guide 315 Finding The Perfect Reflection Another great use for this feature is to help you find the perfect reflection. When you apply a reflection map it doesn’t always create highlights where you want them. For instance, perhaps you would like the highlights to fall across the center of some letters right at the 2 second mark in the animation. Normally this is a hit or miss operation. You pretty much end up using whatever you can get because it’s so difficult to get a highlight to land in just the right place at the right time. However, the Offset parameter enables you to slide the reflection back and forth until you see exactly the part you want at the time you want it. To do this... 1- Set up Layer Map 1 to be a reflection map. 2- Move the After Effects time marker to the point in time where you want the reflection map to highlight the letters. In the above example this means move the time marker to the two second mark. NOTE: You must have Dynamic Previewing turned ON in the After Effects Preferences to see the highlights move as you scrub. 316 3- Scrub the Offset parameter back and forth until you see the highlights of the map appear on your objects where you want them. Value scrubbing is done in After Effects by clicking down on the numerical edit field, holding down the mouse button, and then dragging the mouse left and right. Zaxwerks 3D Invigorator for AE - User Guide Highlight Mapping Highlight Mapping, or Specular Mapping as it is known to the 3D savvy, is a type of texture mapping that only affects the highlights on an object. Much of the textural feel of a surface is contained in the highlights. The base paint job on an object may be fine, but over the top of the paint job the surface may be worn or dirty, and this type of surface detail isn’t seen until you line your eye up with the glare from a light. Adding a highlight map gives your work a subtle touch that can make it look much more professional. Without a Highlight Map With a Highlight Map How To Make A Highlight Map Highlight Maps are made like any other texture map. They are pixel-based images made in Photoshop or some other paint program. The image should be grayscale. A color Highlight Map can be used but only the luminance of the colors will be used. If the map is four-channel, the RGB channels will be ignored and only the alpha channel will be used for the highlights. In a Highlight Map the dark pixels reduce the highlight and the white pixels keep the highlight. The Highlight Brightness slider sets the maximum brightness of the highlight, and the map only reduces it. The map does not increase the brightness of the highlight. Zaxwerks 3D Invigorator for AE - User Guide 317 How To Give A Material A Highlight Map An image is applied as a Highlight Map in the same way that all other surface attributes are assigned a map. 1- Find the Highlight Map thumbnail box, located next to the Highlight Brightness and Highlight Sharpness sliders. 2- Click on the thumbnail box to open a file picker. 3- Find the image you want to use as the Highlight Map and click Open. 4- Adjust the Highlight Brightness and Sharpness sliders. The lower the Sharpness value the wider and more obvious the highlight will be. 5- Apply the Material to the object. NOTE: Since Highlights are dependent on the angle that the light is bouncing off of an object’s surface, you may have to move the lights around to find the best effect. By turning on the Use Comp Lights feature you can keyframe the positions of After Effects lights, and make the highlights sweep across your objects at just the right time. Highlight maps only affect the highlights. 318 Zaxwerks 3D Invigorator for AE - User Guide Creative Uses For Highlight Mapping • Mixed Surface Types. If the surface is constructed of two different materials, such as Tile and Grout, one surface may be very shiny and the other may not catch highlights at all. In the above case the highlight map is white for the tile and black for the grout. Another case of mixed surfaces is where there are rivets and welds on metal. Rivets and welds don’t show highlights the same way the base metal does because the surface is uneven. In this case if you don’t use a highlight map, the shine will slide right across the rivets making it look like a glossy clear coat was poured over the rivets and polished to a smooth finish. • Hidden Messages. By starting with a black background and writing a message in white letters, the message won’t be seen until the highlight passes over the object. • Wear And Tear. Chips, dings, scratches, scuff marks and dents do not show highlights. By putting these details into the highlight map a surface will show wear and tear. • Fingerprints, Hand prints And Smudges. Start with a white background, then add fingerprints and smudges in black. When the highlight passes over the object the highlight won’t appear where the surface is smudged or printed. Zaxwerks 3D Invigorator for AE - User Guide 319 • Streaks. The surface paint job may be fine, but a streaky highlight map gives the surface a rained-on appearance. • Unfinished Patches. If there is a “repair” area on a picture of some metal plating, the patch is usually done with a darker highlight map so the highlights don’t shine off of it. This is popular for spacecraft surfaces. • Wood Grain. Another example of mixed surface type is the dark and light areas of a wood grain. Usually the dark lines shine more than the lighter ones. 320 Zaxwerks 3D Invigorator for AE - User Guide Render Farming Version 4.0 PRO supports render farming using the standard After Effects render engine. To use this feature refer to the instructions in your After Effects manual about installing and rendering on remote computers. Then install the Zaxwerks folder on the remote machines the same way you installed it on your main machine. That is, copy the Zaxwerks folder from the CD into the Plug-ins folder. The Zaxwerks folder contains the plug-in and all of the factory preset support files. One extra bit of information you need to know is that After Effects does not automatically copy source files, that the Invigorator plug-in may be using, onto the remote machines during farm rendering. This means that if you have used a picture or a movie as part of a material, and that picture or movie is not one of the factory presets or is a layer map, then you will need to copy that picture or movie to the Zaxwerks folder prior to rendering the final movie. Pictures and movies are the only source files you need to remember to copy to the farm computers. The data used to create the models such as Illustrator files, fonts and imported 3D models is carried inside of the project. Zaxwerks 3D Invigorator for AE - User Guide 321 Additional Material Types For the visual designer, Version 4.0 PRO has many new ways to paint the final picture and broaden your options for being visually creative. The new types of materials include the ability to draw your objects out of lines or paint them like cartoons in addition to the traditional photo-real rendering styles. Other material options include features for advanced compositing effects such as making the shadows from 3D objects appear to fall onto the objects in another piece of footage, and the ability to create traveling mattes out of 3D objects in your scene. The new material types. Wireframe And Hidden Line Rendering Wireframe rendering is that “Techno-looking” style where 3D objects are rendered only as the lines that define their shape. This has a unique appeal because objects look like 2D drawings rather than big clunky 3D objects. A Wireframe Sphere. 322 A Hidden Line Sphere. Hidden Line rendering is a special kind of wireframe where you only see the lines that define the visible parts of the objects. In standard Wireframe you see all of the lines no matter if they are on the front or the back of the objects. But with Hidden Line the back lines are hidden and you only see the lines that fall on the part of the object facing you. Zaxwerks 3D Invigorator for AE - User Guide Something very exciting about the way Zaxwerks has implemented line rendering is that our lines respond to lighting! This means that the lines will get brighter or darker depending on the placement and intensity of the lights. This gives shading and highlights to the lines rather than having plain solid-colored lines. Another unique ability is that the lines can be texture mapped. This lets you do things like see reflections dance across your line-objects, or apply texture maps such as brushed metal to the lines. All of the standard maps (color, reflections, bump, etc.) can be used. Line weights can be controlled to the tenth of a pixel and are fully antialiased for professional results. You can even use the Meshing controls to create a grid of lines across your objects for a really cool look. Lines not affected by lights. How To Give Objects A Wireframe or Hidden Line Look To give an object a Wireframe look do the following: 1- Create a new Invigorator effect. Click the Create 3D text button and type the word “Wireframe”. Use Arial Black as the font or some other thick typeface. Zaxwerks 3D Invigorator for AE - User Guide Lines affected by lights. 323 2- In the Material Editor, use the New Material command. Then click the color box and use the color picker to pick a medium red. Close the color picker. 3- Still in the Material Editor, click the radio button in front of the word Wireframe. 4- Drag the material onto the objects. The object will still look solid. It will not appear Wireframe until you do a Best Quality rendering. 5- Hold down the Command (Control) key and click the Test button. This will do a Test rendering in Best quality while you are inside the Set-Up window. You will now see the objects drawn in Wireframe. Wireframe lettering is often difficult to read. Notice that Wireframe shows you all of the object’s lines, even the ones on the back side of the object. This can sometimes clutter up the image making the object confusing to look at. To simplify the drawing, use the Hidden Line style of rendering. 6- In the Material Editor, click the radio button in front of the word Hidden Line. Then do a Test rendering. Changing the material to Hidden Line improves the legibility. 324 Now you will see only the lines on the front side of the object. The lines on the back are no longer there, so the drawing is easier to read. Zaxwerks 3D Invigorator for AE - User Guide Making The Lines Thicker Or Thinner The lines of a Wireframe or Hidden Line material can be drawn very thick or very thin. (continuing from the last step) 7- At the bottom of the Material Editor click the Options button. This will open the Hidden Line Options window. 8- Find the Line Width slider and drag it to a value of 0.5. Click OK. Then do another Test rendering. See that the lines are half the width as they used to be. This is how you make very delicate line work. 9- Reopen the Options window and set the Line Width value to 2.0. Click OK. Then do another Test rendering. See that the lines are now very thick. When the lines get too thick they will start to fill in the object and loose the “drawn” quality. Very thin lines Zaxwerks 3D Invigorator for AE - User Guide Thicker lines 325 Setting The Color Between The Lines By default you will see “between the lines” when you use Hidden Line materials. In other words the space between the lines is not filled-in so you will see the other layers behind the Invigorator’s layer. However, there is an option to fill in the space between the lines. Turn on the Fill With Color option to fill in the space between the lines. 1- In the Material Editor click the Options button to open the Hidden Line Options window. 2- Put a check in the Fill With Color box. 3- Click on the color box to open the color picker and change the color to black. Then click OK to exit out of the color picker. 4- Click OK to close the Hidden Line Options window. 5- Do a Test rendering. This material creates red lines with a black fill, in the Hidden Line style. 326 See how the object is now rendered as colored lines with black between the lines. Zaxwerks 3D Invigorator for AE - User Guide Making The Lines React To Lights In the Invigorator, lines can respond to lighting. This means that the lines facing a light will be lighter and the lines facing away from a light will be darker. 1- In the Material Editor click the Options button to open the Hidden Line Options window. 2- Put a check in the Respond To Lighting box. Then OK out of the Options window. Turn on Respond To Lighting to make the lines brighter or darker based on the lighting. 3- Do a Test rendering. See how the lines are no longer flat colored but have a very interesting 3-D look to them? Zaxwerks 3D Invigorator for AE - User Guide 327 Making Lines Shine With Reflections Another unique aspect of the Invigorator’s line rendering is the ability to give the lines a reflective quality. This is done the same way regular materials are made reflective; with reflection maps. In fact you can turn a regular material into a wire rendering very very easily. 1- In the Material Bin, drag the Punchy Gold swatch into the editing area. Drag Punchy Gold down to the Materials Editor. 2- Click on the Hidden Line radio button. 3- Click the Options window and turn on the Fill With Color option, then make the fill color black. OK out of the Options window. 4- Select the objects and drag the Hidden Line Gold material onto the objects. 5- Do a Test rendering. See how the lines have bright and dark streaks in them? Those are the highlights. When you create an animation, those highlights will pass across the lines making them look really nice. To see the difference, do the following: The Map Enable Button. 328 Line rendering with reflections turned off. 6- Turn off the reflection map enable switch, then do another Test rendering. See that the lines now look flat and less interesting. Zaxwerks 3D Invigorator for AE - User Guide Applying Grid Lines Across Object Faces You may have noticed that lines are drawn around the front faces but no lines appear on the front faces themselves. It does not have to be this way. To create a grid of lines that appear on the front faces, use the Meshing controls. 1- Select the objects and click the Stats button on the Object tab. 2- Turn ON the meshing option, then set Meshing for Best to 5 for all three directions. OK out of the Stats window. 3- Make a blue, hidden line Material and apply it to the objects. 4- Do a Test rendering. See that there is now a grid pattern of lines across the faces of all the objects. However, since the lines of the faces are the same color as the lines of the sides it is a bit hard to read. We can fix that by giving the faces a different color. 5- Make a red, hidden line Material and apply it only to the faces of the objects. Do this the standard way, by clicking on the Material Set-Up button, loading the red material into dock 2 and then dragging the red swatch up to the color chip next to the front face. When all wires are one color it can be difficult to read. 6- Do a Test rendering. Now the grid lines across the faces are red and the bevels and sides are blue. This makes it much easier to read the words. Zaxwerks 3D Invigorator for AE - User Guide Making the front face wires a different color adds to the legibility. 329 Cartoon Coloring The Cartoon Color type of Material renders 3D objects as though they were drawn by a poster artist or an animator painting animation cells. Standard 3D rendering has a smooth, photo-real look. Smooth shading paints the objects in continuous tones so curved objects gradually get brighter or darker. But Cartoon Coloring shades the objects in bands of color. The bands block-in the color of the highlights, shadows and base, giving you a big bold look with lots of punch. How To Give Objects Cartoon Coloring Cartoon Coloring gives objects a punchy, graphic look. To give objects a Cartoon Colored look do the following: 1- In the Material Editor, create a new material. Then click the color box and use the color picker to pick a medium blue. Close the color picker. 2- Click the radio button in front of the words Cartoon Color. 3- Drag the Material onto the objects. Cartoon colored objects in draft mode have three colors. 330 The objects will immediately change to Cartoon Colored shading. Draft mode Cartoon Coloring has only three levels of shading. During Best quality rendering, a fourth is added where highlights appear. Zaxwerks 3D Invigorator for AE - User Guide 4- Hold down the Command (Control) key and click the Test button. This will do a Test rendering in Best quality while you are inside the Set-Up window. You will now see the objects drawn with full quality Cartoon Coloring. Notice how there is a dominant base color, which is the medium blue you chose earlier, then there is a light, highlight shade of blue and a darker shadow shade of blue. This is the basic cartoon coloring look. It gives the final images a very graphic punch. If you don’t want the extra highlight shade just set the Highlight Brightness slider to 0. Cartoon Color responds to lighting so multiple lights can create multiple highlights. Too many lights can also wash out the image so if an image looks overly bright and washed out, turn off some of the lights in the scene. Cartoon Coloring also supports all levels of texture mapping so you can do bump mapping, and reflection mapping to create cartoon versions of your regular photo-real renderings. TIP When using Cartoon Coloring it is recommended that you only use one light source in the scene. It is so easy to turn your regular materials into cartoon versions (just click the Cartoon Color button) that you can try it out just to see if the design would look better using the more graphic look of the cartoon style of rendering. Zaxwerks 3D Invigorator for AE - User Guide 331 Absolute Coloring The Absolute Color material type is useful when you want a color to be absolutely what you specify. For instance use Absolute Coloring when you are doing a job for a corporate client who demands that their exact corporate colors be used. The colors can’t get lighter as the objects turn toward the lights and they can’t get darker when the objects turn away from the lights. They can’t have highlights, shadows or reflections on them. The colors are absolutely, 100%, the exact color specified. Got it? How To Give Objects Absolute Coloring Creating an Absolute Color material is very easy. Make a material render with Absolute Coloring by turning on the proper option. 1- In the Material Editor, use the New Material command. Then click the color box and use the color picker to pick a medium green. Close the color picker. 2- Click the radio button in front of the words Absolute Color. 3- Drag the material onto the objects. Notice that when you apply Absolute Coloring to 3D objects, they will look flat, as though you cut paper in the shape of the silhouette of the 3D objects. For instance a sphere will stop looking like a sphere and just look like a circle of color. By itself, Absolute Color is pretty boring. The treat comes in how you use it. 332 Zaxwerks 3D Invigorator for AE - User Guide 2D Graphics In A 3D World The first creative use for Absolute Coloring is for making 2D graphics out of your 3D elements. 1- Select the objects, then give them an Absolute Color material. 2- Set the Depth for all objects to zero, (0). Set the Depth to 0 to get flat, 2D text in a 3D world. Setting the depth to zero removes the sides and bevels from your objects. This creates flat 2D cutouts that will look exactly the same as After Effects text on a 3D layer. The difference however, is that text done in the Invigorator can interact with other 3D elements in the same Invigorator scene. This lets you mix 2D text and 3D elements. The 2D text can appear in front, in back, or go right through the middle of any other 3D element. The design implications for this ability are huge. Zaxwerks 3D Invigorator for AE - User Guide 333 Absolute Coloring For Pop Art Looks You can use Absolute Color materials to create cool Pop Art looks. 1- Create a new project. The Pop Art look with bevels. 2- Create a text object and type the word “Pop Art”. Use Arial Bold Italic as the font. If you don’t have Arial, any San Serif font will work. Click OK. 3- Create bright yellow and medium orange materials and set them to Absolute Color. 4- Apply the yellow to the faces of the letters and the orange to the sides. The Pop Art look without bevels. Examine what you’ve created. The bevels no longer look like bevels. they make the letters get fatter and thinner in some places but they loose some of their effect. 5- Set the bevel for all objects to Bevels > Basic, Flat Sides. Use a wide angle lens to push the perspective. 334 Now you have the traditional Pop Art 3D look. Orbit the camera around the objects to get a feel for this very graphic look. Notice that although there is no shading you really get a sense of the 3D nature because of the perspective. Use a wide angle camera lens to really push the perspective. Zaxwerks 3D Invigorator for AE - User Guide The Stroked Pop Art Look Continuing from the last project. Do the following... 6- Set the bevel for all objects to Inset Face > Outline. Now you have Pop Art text with a block background. By using the Edge Scale and Depth sliders you can control the size of the block background outline around the letters. The next step is to create a stroke around the letters. The Pop Art look with a parallel outline. 7- Duplicate the orange material swatch and slightly brighten the color of the duplicate. 8- Go to the Material Set-Up window and drop a split point on the front corner of the Outline bevel. Then drag the new brighter orange material into dock 3 and apply this material to the sides of the bevel. Split the Outline bevel at the front corner so a different material can be applied to the sides. Going back to the Scene Preview you will see that you now have a medium orange stroke around yellow letters with bright orange sides. Again by adjusting the Edge Scale slider you can make this stroke very thin or very thick. Once you get your pop art look just right, save it as an Object Style so you can use it again. Zaxwerks 3D Invigorator for AE - User Guide The Pop Art look with a darker stroke. 335 The Modified Pop Art Look The Modified Pop Art look combines absolute coloring and regular photo-real shading. Continuing from the last project... 9- In the Material Set-Up window, double click on the darker of the two orange materials to load it into the Material Editor. 10- Click the Standard Color button. This will make the darker orange respond to the lighting. 11- Change the bevel to Bevels > Medium Front. Then adjust the Edge Scale so you can easily see the bevel. 12- Do a Test rendering. What you have now is a combination effect. The front and sides are absolute colored, but the bevels are shaded with highlights and shadows. This can be a very interesting alternative to the standard Pop Art look. The Modified Pop Art look has Absolute Colored front and sides, but Standard Colored bevels. 336 Zaxwerks 3D Invigorator for AE - User Guide Making TV Screens The Absolute Color material type is also useful when making TV screens. Since the color of the pixels are exactly the same after rendering as they were before, texture maps end up looking like they are creating their own light. For example: build the TV cabinet and screen then apply a Layer Map of an AE movie to the screen and give it the absolute color option. The TV cabinet will be shaded realistically by the lights in the scene but the screen will render the movie at full brightness. The “pre-lit” texture map. Making 3D Environments The really cool moody lighting seen in video games isn’t done with lights at all. Rather, it is painted into the texture maps used on the walls, and then absolute color rendering is used to render the scene. To do the same thing in the Invigorator PRO, start with a picture you want to use as your wall, take it into Photoshop and put lighting effects onto the image. Darken up the corners and part near the floor. Paint shadows around the edges of doors and wall hangings. Zaxwerks 3D Invigorator for AE - User Guide Paint lighting right into the texture maps, then use Absolute Coloring to render them exactly as you made them. 337 Then in the Invigorator create a plane and create a new material. Use the wall image as the color map for the material and turn on the Absolute Color option. Then apply the material to the wall. What you’ll get is the exact colors of the wall image in the final rendering. Moody lighting and all! The Matte Color Material The Matte Color material option makes a 3D object act like a mask. When an object with this material is visible it blocks out other 3D objects that you don’t want to see. It can also be used to create transition effects, such as creating a hole in the movie that lets other background video show through. Making Transition Effects This example shows how to use a 3D object as a device for a transition. 1- Apply an Invigorator effect to your foreground image and turn on the Composite On Original option. 2- Inside the Invigorator, create a 3D star. 3- Color the star gold. Then apply the Matte Color material only to the back face of the star. Apply the Matte Color material to the back face of the star. 338 4- Finally create an animation where the star flies to the center of the screen, flips over and then flies straight at the camera. Zaxwerks 3D Invigorator for AE - User Guide When the star flips over it reveals the back side that has been given the Matte Color material. This will create a “hole” in the 3D animation which will reveal a background layer behind the layer containing the Invigorator effect. As the star flies toward the camera the hole gets bigger and bigger revealing more and more of the background image. Once the star has covered the camera the transition is complete. Masking Out Unwanted Objects On more of a problem solving level, an object colored by the Matte Material can be used to cover up objects that you don’t want to see. For instance say you have some bars that you are using to cast shadows onto other objects in the scene. You want the shadows to be seen but you don’t want the bars to be seen. Unfortunately, at one point in the animation, the camera moves and you end up seeing the bars. Rather than moving the bars and goofing up the shadows, you can simply create a plane using the Primitives feature, color the plane with a Matte Color material, and then position the plane so it will block the bars from view. When the movie is rendered the shadows from the bars will be seen but the bars themselves have been masked out. Zaxwerks 3D Invigorator for AE - User Guide Using Matte Coloring as a Transition device. Visible bars Place a Matte plane in front of the bars. The final movie masks out the bars. 339 Making 3D Objects Circle Around 2D Elements A wooden mask plus a background image. Another use for 3D masking is when you want a 3D element to interact with a 2D element. For instance, say you have a picture of a wooden mask and you want to make some 3D stars tumble onto the screen and circle around it. Since the wooden mask is a 2D element, and the stars are on a separate layer, there is no 2D compositing trick to make the 3D stars appear to circle around the mask. To do this effect, just make a 3D cylinder and place it in register with the wooden mask. Then give the cylinder the Matte Color material. Finally animate the stars to circle around the cylinder. When the movie is rendered the stars will disappear as they go behind the cylinder, and reappear when they come out the other side. 3D stars plus a 3D cylinder in register with the wooden mask. This technique enables you to put 3D elements both in front of and behind another layer at the same time. When the layers are composited together the 3D stars appear to be circling the wooden mask. 340 Zaxwerks 3D Invigorator for AE - User Guide The Shadow Catcher Material The Shadow Catcher material option enables you to create visual magic. It makes the shadows from your 3D objects appear to fall onto the objects in a piece of background video. The magic here is that the background footage has already been shot and the objects in it are only pictures, so how can the shadows fall onto those objects in a realistic manner? The way you do this is to build 3D objects that mimic the shapes of the objects in the background footage then give those objects the Shadow Catcher material. For instance say you have a video of a package on a table, and you want to animate a title that flies in and lands on the table next to the package. As the title comes near the table, you want the shadows to fall onto both the package and the table top. The original image in need of titles. Normally this is an impossible problem. If the title, the table and the package were actually in the same space at the same time, the shadows from the title would bend as they crossed over the edges of the package. If the shadows landed only on the table you could fake a fairly realistic shadow, but when the shadow has to bend there is no way to stretch and warp it that will look realistic. There is a solution, however, and that is to use the Invigorator’s Shadow Catcher Material. Zaxwerks 3D Invigorator for AE - User Guide A flat shadow doesn’t take the package into consideration and looks “pasted-on”. 341 Start by building objects that mimic the shapes of the package and table top. The Primitives modeler built into PRO 4.0 works well for this example, but you can always build fancier objects out of Illustrator objects. Create a rectangular shape out of the cube primitive. Adjust the cube to match the size of the package. Create a plane as a placeholder for the table top. Then position the placeholders in register with the background image of the real package and table. Position placeholder objects in register with the objects in the picture. The last step is to give these placeholder objects the Shadow Catcher material. Now when you render the animation, the shadows from the title will fall onto the placeholder objects which will “catch” their shadows. The placeholders themselves won’t be seen. Only the shadows that fall onto them will be seen. When composited with the background video, the shadows of the 3D objects will look as though they are falling onto the objects in the video, merging the two images into one very realistic image! Important Note: Read the next section on Setting Up The Camera For A Shadow Catching Project. The final shadow flows over the package making the two elements look like they are part of the same scene. 342 Zaxwerks 3D Invigorator for AE - User Guide Setting Up The Camera For A Shadow-Catching Project When doing a shadow-catching project the position, angle and lens of the camera are very important. These two edges are aligned... ...but these edges don’t match. The first placeholder object you put into position should match to the largest rectangular object in the background. Position the rectangle so it is close to matching the background image, then adjust the camera angle and position until the placeholder object registers with the rectangular object in the background. Sometimes the largest rectangular object in the background image isn’t going to catch shadows. This is fine. Create a placeholder to use for the registration phase, then delete it once the camera has been positioned. This image is close but the perspective of the camera needs to be changed so the edges will match better. Oftentimes the perspective of the camera needs to be changed to match with the background image. A wider angle lens (shorter focal length) increases the perspective and a telephoto lens (longer focal length) reduces the perspective. Examples of large rectangular things in the background image would include: table tops, picture frames, books, doors, windows, rugs and even whole walls. Here, the placeholder and image are perfectly registered. Once the camera has been positioned and the lens set correctly, all other objects you add to the scene will fall perfectly into place. Zaxwerks 3D Invigorator for AE - User Guide 343 Tracking AE’s 3D Objects Another great new feature in Invigorator PRO 4.0 is the ability for Invigorator objects to track, or mimic, what an AE 3D plane is doing. On the surface this feature might not seem that significant, however for the advanced After Effects user this feature opens the doors to incredible new abilities. Invigorator 3D objects can track an After Effects 3D plane. 344 By tracking AE’s 3D planes an AE user is now able to use the standard 3D manipulation tools within AE to create motion paths and keyframes for the Invigorator’s objects. This means that everything you can do to an AE 3D plane can now be done to Invigorator objects. You get visible 3D paths, function curve control, animation assistants and even expression-based control over your 3D animations! Zaxwerks 3D Invigorator for AE - User Guide What Kinds Of 3D Objects Can Track An AE Plane? Any 3D object that you can get into the Invigorator can track an AE 3D plane. If you use the Primitives generator to create cubes, spheres, or cylinders, they will perfectly track along with an AE plane. You can also make regular Invigorator objects out of fonts or Illustrator files, or you can import 3D models and track them too. When you look closely at it, the tracking is being done by Sets not individual objects, and since a Set can have any number of objects in it you can have more than one thing tracking the same plane. This enables you to do things like set up an entire logo, put the whole logo into a Set, and then track the Set to an AE plane. This will make the whole logo move around as one big group. Another use would be to put a sphere in Set 1, and the words Universal Pictures in Set 2 and have the letters all orbit around the sphere in the middle. Tracking - Illustrator logos Tracking - 3D text Many many uses will come to mind once you get a handle on how tracking works. Tracking - Imported objects Zaxwerks 3D Invigorator for AE - User Guide 345 How To Make A Set Track A 3D Plane It is important for you to understand how this works before you try to use it in a real project. The first time you try this, start with a new AE project containing the following: - A camera - A Solid that is Comp size. Name it “Zaxwerks Objects” - A Solid that is 150 pixels by 100 pixels. Name it “Controller”. Create a Primitive. The small plane, named “Controller”, is going to be the thing that gets animated. The Invigorator objects are going to track the motion of the small plane. 1- Add an Invigorator PRO effect to the “Zaxwerks Objects” solid. Choose to Create a 3D Primitive. Change the default sphere to a plane. A sphere will be created and placed into Set 1 at the center of the world. Let’s change the sphere into a cube. 2- Click on the red ball button in the Effect Controls window to open the Invigorator’s Set-Up window. Select the sphere and on the object tab change the Primitive type to Plane. The plane is centered on the origin (the 0,0,0 point). This is important. Moving a 3D object in this window will move it off center from the Set causing it to not track the Controller plane correctly. Leave the plane centered on the origin. 346 3- Click OK to close the Set-Up window. Zaxwerks 3D Invigorator for AE - User Guide 4- In the Effect Controls Window, click the triangle in front of “Sets”, then click the triangle in front of “Set 1”. 5- The first parameter under Set 1 is called “Set 1 Track 3D Layer”. Click on the popup menu next to this parameter and select the “Controller” layer. Tell Set 1 to track the Controller layer. 6- Also in the Effect Controls window you will see the checkbox called “Use Comp Camera”. Turn it ON. This is also important. If you don’t do this, the objects won’t look like they are tracking each other because each object is being viewed from a different camera. 7- Turn on the 3D switch for the Controller solid. At this point, if you look in the Comp window, the Invigorator plane and the AE controller plane should be centered on each other. Turn on the Use Comp Camera option. 8- Select the Controller plane and use the tools to drag it around in the Comp window. Rotate it. Move it. The two planes will be locked together! Notice that the Zaxwerks objects don’t update until you release the mouse button. Once you’ve released the mouse you sometimes have to click on the Effect Controls window, or even flip the visibility switch OFF and back ON again to get the Comp window to update. This can get annoying but it is a limitation of the interaction between After Effects and plug-ins. Zaxwerks 3D Invigorator for AE - User Guide Turn on the 3D switch to make the Controller a 3D layer. 347 9- Open the Invigorator’s Set-Up window and change the plane to a cube. (Be sure not to drag the object while you are inside of the Set-Up area!) Click the OK button to close the Set-Up window. Change the Plane to a Cube. 10- Drag the Controller object to manipulate the cube. Since the Invigorator’s layer is always in front of the Controller’s layer it will look a little strange at times. The cube has thickness and the Controller plane doesn’t. Moving the plane will move the cube. One thing that you can do is to make the Controller layer 20 x 20 pixels rather than 150 x 100. Then only pay attention to the XYZ crosshairs because the image of the Controller is mostly hidden behind any Zaxwerks objects. Once you’ve done a few projects you’ll find your own best working method. By the way, we suggest that you do NOT use a Null as the Controller. With a Null it is very easy to accidentally drag on a scale handle which will also scale the Zaxwerks objects. If you have After Effects 6.5 or higher you can use the Guide Layer feature which will keep the Controller object visible when setting keyframes in Draft mode, but prevent it from rendering in the final movie. Turn the Controller layer into a Guide Layer (in AE 6.5) so it won’t render in the final movie. 348 Zaxwerks 3D Invigorator for AE - User Guide Animating With A Controller Plane Creating an animation using a controller plane is done exactly the same way as animating any After Effects layer. 1- Move the Controller layer to its starting position/orientation. 2- Set the Time marker to time 0. 3- Turn on the animation stop watches for the Transform parameters. Setting keyframes for the Controller. 4- Move the Time marker to a new time, (such as 2 seconds). 5- Move the Controller layer to a new position/orientation. This causes a keyframe to be set at the new time. Now when you play the animation, the Zaxwerks Cube will move along with the Controller plane. 6- Adjust the bezier control handles of the Controller plane to make the path curvy, and add some 3D rotation. When you play the animation the cube still tracks the Controller plane. The cube will track the controller plane no matter what you do to it. You can apply animation assistants and expressions to the Controller and the cube will track it nice as you please. Zaxwerks 3D Invigorator for AE - User Guide The animation path of the controller becomes the path of the tracking object, 349 Adding Objects To The Tracking Set If you have to add objects to a Set that is tracking a controller plane there are a few steps you should do to ensure success. Move the Time Marker to a time where there are no keyframes. 1- Move the Time marker to a time where there are no keyframes set for the controller plane. 2- Click the Reset button for the controller plane’s Transform parameters. This will move the controller back to the origin and add keyframes for all parameters. The Zaxwerks objects will also move to the origin. (Remember that you may have to flip the visibility switch OFF/ON to get the Comp window to update.) Click the Reset button to move the Controller back to the origin. 3- Open the Invigorator’s Set-Up window and add the objects. Remember not to drag or otherwise move the existing objects while in this window. You may have to drag the new objects to get them into proper position, but you will be fine as long as you remember that the origin will be the rotation point. 4- If needed you can select all objects and use the Move To Center command. Doing this step is only to insure that the objects will rotate around a pivot that looks normal. You might want to play the animation, to check how it looks with the new pieces, before doing this step. The origin will be the center of rotation. 350 5- Click OK to close the Set-Up window. Zaxwerks 3D Invigorator for AE - User Guide 6- Select the keyframes that were created during Step 2 (when you clicked Reset) and delete them. The objects will snap back to their proper positions in the animation. Play the animation to make sure that nothing got goofed up and that the objects are rotating around the correct center point. What To Do If Objects Are Rotating Off Center There are three places that the pivot point can be moved. By putting the objects at the origin and resetting the three pivots, everything will re-align and rotation will be predictable. For the following example let’s assume that we have Set 1 tracking the motion of an AE 3D plane called Controller. 1- Move the AE time marker to a time where there are no keyframes set for the Controller plane. Move the Time Marker to a time where there are no keyframes. 2- Click the Reset button for the Controller plane’s Transform parameters. This will move the Controller back to the origin and add keyframes for all parameters. The Zaxwerks objects will also move, although they may not move to the origin. (Remember that you may have to flip the visibility switch OFF/ON to get the Comp window to update.) Click the Reset button to move the Controller back to the origin. Zaxwerks 3D Invigorator for AE - User Guide 351 3- Open the Invigorator’s Set-Up window. Choose the FRONT view from the Camera Views menu. Select all objects that are assigned to Set 1, change to Object mode and click the Move To Center button. This will center all of the objects on the origin. If everything looks fine at this point go to step 5. If the objects are not facing front, but are rotated at some odd angle, go to step 4A. 4A- If you are only trying to fix a single object, click the Reset button, then click Move To Center again. This will fix the odd rotation and you can skip to step 5. If you have several objects that had to be hand positioned to make the starting position, like for a 3D logo, you can’t use the Reset button because the hand positioning will be erased. The Reset button Object Mode The Move To Center button The Manipulation tools 4B- If you are trying to fix a logo made of several objects, or some other multi-object group, you have to use the object manipulation tools in the Set-Up window to make the group of objects face front. Do this by switching between front and side views and using the manipulation tools while in Object Mode. Rotate the group of objects little by little until they are facing straight forward. Then select them all and click the Move To Center button one last time. 5- Click OK to close the Set-Up window. 352 Zaxwerks 3D Invigorator for AE - User Guide 6- In the Effect Controls window select Set 1, then choose the Recenter Pivot command at the bottom of the Set popup menu. This will place the pivot point at the center of the objects in case it had been moved to a different location. 7- In the AE Timeline select the keyframes that were created during Step 2 (when you clicked Reset) and delete them. The objects will snap back to their proper positions in the animation, and the Zaxwerks objects should now be in register with the Controller plane. NOTE: You MUST do the steps in the proper order to get the desired results. Troubleshooting Tracking Problems Here is a list of tips and possible problems that you may run into when tracking. • Be sure that the transforms for the Controller layer are all Reset to zeros when you begin to set up the tracking. If not then the center of the Set won’t match the center of the Controller causing the objects to rotate off center. Zaxwerks 3D Invigorator for AE - User Guide The Reset button The Move To Center button 353 • Be sure to have all Zaxwerks Objects set up and sitting in their beginning positions, centered around the Invigorator’s origin, before you tell the Set to track a controller plane. If you move objects inside the Set-Up window once tracking has begun, objects can start to rotate off center. The Reset button The Move To Center button • The workflow to insure the best results is this... 1- Start the project and immediately set up all colors, bevels, depths, etc. inside the Invigorator’s Set-Up window. 2- Also inside the Set-Up window, position all Zaxwerks Objects relative to each other. In other words if you need to move objects forward or back to make a nice looking starting position, do it before you turn on tracking. 3- Select all objects and use the Move To Center command. 4- Keep the objects selected and assign them to the same Set. This will center the objects on the Invigorator’s origin, which is going to be the rotational pivot for the Set. You are still in the SetUp window when doing steps 3 and 4. The objects should now be in their starting positions. 5- In the Effect Controls window, choose the Controller layer from the tracking popup menu. 354 Zaxwerks 3D Invigorator for AE - User Guide If you followed the above steps the objects will rotate around the center of the controller plane. If they don’t then perhaps the Controller plane was not Reset before tracking was enabled. • If the Invigorator’s image is not updating in the Comp window check for the following: 1- The Invigorator’s Preview in the Effect Controls Window must be open. 2- You may have to flip the visibility switch OFF/ON for the Invigorator’s layer. 3- The Set-Up window must be closed. 4- Tracking must be turned ON, and the proper controller layer must be used. In other words, if you are moving Controller Layer A and the Invigorator is set to track Controller Layer B, then it’s no wonder why the Invigorator’s objects are not moving. Using 3D Tracking To Scale In All 3 Dimensions There is a nice by-product of the 3D tracking feature. You can use 3D tracking to animate object scale as well as position and orientation. Using the base Invigorator parameters you can only animate the Depth Scale. But when you tell a Set to track an AE plane, you can use the scale parameters of that controller plane to animate the scale of the Invigorator objects. This enables you to do things like animate the width over time, make objects bounce, or even do squash and stretch effects. Any direction, X, Y or Z can be animated. Zaxwerks 3D Invigorator for AE - User Guide When Tracking is turned ON you can scale Invigorator objects by scaling the Controller plane. 355 356 Zaxwerks 3D Invigorator for AE - User Guide Special Topics Zaxwerks 3D Invigorator for AE - User Guide 357 Special Topic - Changes To Swatch Handling As of version 4.0 PRO and 3.1.0 Classic, of the Invigorator for After Effect, we have made some significant changes to the way swatches are handled. Since these changes may affect your work you should be aware of them. The main change is that swatches are now handled as a global library system. Previously, swatches were held inside of each instance of an Invigorator effect, this caused file size to get huge and Save times to get very slow, especially when several Invigorator effects were being used in the same project. For instance, prior to 4.0 it was not uncommon for the AE project size to inflate to 20+ MB and take nearly a minute to save. All of this time and file space was being taken up by the swatches. The new global swatch handling keeps the file size down to a few K per Invigorator effect and project saves are now extremely fast. The Zaxwerks Swatches folder is now the central storehouse for all swatches. How Swatch Handling Now Works Swatches are now stored in a central folder called Zaxwerks Swatches. Inside the Zaxwerks Swatches folder are other folders, one for each of the swatch types. This central collection of swatches is used for every Invigorator effect added to an After Effects project. Each time you open the Set-Up window the swatches are read from the central library and loaded into the bins. This keeps all projects up to date. 358 Zaxwerks 3D Invigorator for AE - User Guide Every time you save or delete a swatch it affects this central library of files. For instance, if you save a new Object Style it gets added to the Object Styles folder. This makes that Object Style available for every other Invigorator. Likewise, if you delete an Object Style swatch it is deleted from the Object Styles folder, meaning that that swatch is not just deleted from one project, it is deleted from all Invigorator projects. This last statement sounds dangerous. However, you don’t have to worry about deleting swatches and hurting your existing projects. Materials and Object Styles that are actually used by objects in a project, not just sitting in the swatch bins, are always carried as part of the project’s data. Think of a swatch bin like an artist’s palette full of paint waiting to be applied... and think of the 3D objects in a scene as the artist’s canvas. Once the paint has been applied to the canvas, throwing the palette into the trash does nothing to hurt the picture. For more information see the section on Regenerating Deleted Material Swatches. Benefits Of The New Swatch Handling System So all of this “behind the scenes” information is nice, but what does it mean for YOU? Well there are some signifi359 cant benefits. The first ones we’ve already discussed: AE file sizes are much smaller, and the time to save a project is much faster. Here are others... 1- When swatches are saved, they are immediately available to all other Invigorator effects. This is probably the best benefit. In the past if you saved an Object Style in one Invigorator effect you had to go through a process of saving it to a library, and then appending the new library to all other Invigorator effects. Now all you do is save the Object Style and you’re done. As soon as you open the Set-Up window in another Invigorator effect, even if it is in a different AE project, that Object Style is sitting in the bin waiting for you to use. 2- Swatches can be easily shared between users and computers. Each swatch is a single file, and those files are located in the appropriate swatch folders. All you need to do to share a swatch with a friend is to find the swatch, attach it to an email or copy it to disk, and give the copy to your friend. If you have used maps as part of the swatch, you will have to give those maps to your friend too. Special Topic - What is A Set? What Is An Object? Here’s a little info that may help you understand the difference between a Set and an Object. What is a Set? (Industry Jargon Version) A Set is a Parent object which can contain any number of Child objects. The parent is called the Set, the children are called Objects. The parent has no surface geometry and no material attributes of its own. Children will inherit position, rotation and Z scale from their parent but nothing else. Think of a Set like it’s a big house. Think of Objects like they are furniture within the house. You can arrange the furniture any way you like inside the house. You can place them on any floor, rotate them any way, even stack them on top of each other. The one thing you cannot do is animate them. You cannot animate individual Objects. You can however, animate the house. Objects can be independently placed and rotated inside their parent Set and when the parent is animated all the children come along for the ride. When you move the house around, all the furniture inside the house moves too. If you rotate the house all of the furniture rotates as one big locked together group of Objects. They won’t rotate individually, they’ll all rotate around a single pivot point, the house’s pivot point. Each child object can have its own materials, shapes and texture maps. 360 If you have 3D experience, scan quickly through the next section and then read the Industry Jargon sidebar. If you are new to 3D continue on. So, a Set is a container for Objects. You can put as many Objects into a Set as you want. This is done by selecting them inside the Set-Up window, and picking a Set number from the Set’s popup menu, (the tiny popup with the numbers 0-8 in it.) Zaxwerks 3D Invigorator for AE - User Guide Each Object can be positioned and rotated inside the Set, but they won’t animate inside of their Set. If you go into the Set-Up window, and change the position of an Object at the end of an animation, the Object will stay in the same position (relative to the other Objects in the Set) throughout the whole animation. This is because you just did what amounts to rearranging the furniture in the house. If you move a chair into a new room it will stay there for the whole animation. How do you animate a single object? Assign that one object to its own Set. How many Sets can be animated? Eight per Invigorator effect. Assigning Object 2 to Set 2. Two Invigorators added to the same AE project can animate sixteen total Sets, however they will not interact with each other. For instance they won’t cast shadows on each other, or intersect each other. Be careful when adding multiple Invigorators. Each one is like opening a whole 3D animation program inside of AE’s RAM, so more Invigorators = more RAM. We’ve added 100 to a single AE project, but we’re sure there’s a limit somewhere. Set 0 is a non-animating Set where you can put all the Objects that are scenery. The stuff that doesn’t move. Zaxwerks 3D Invigorator for AE - User Guide Set 0 is a non-animating Set. 361 Special Topic - How To Place The Center Of Rotation For A Set You can see a Set’s pivot point as a red crosshair when the Set is selected. However, you cannot drag it. Even though you cannot drag it you can put the pivot anywhere you want if you know how the program sets the position of the pivot point. First off, if you want the pivot to be at the center of all objects within a Set, use the Recenter Pivot command which is located at the bottom of the Sets menu in the Effect Controls window. This command will move the pivot to the average center of all objects in the Set. If you want to choose a pivot point that is not at the center of the objects, then you need to understand how and when the program sets the pivot. The program sets the pivot point whenever : 1. There is nothing inside the Set, and then 2. Object(s) are assigned to the empty Set. This means is that if a Set is empty and you assign objects to it one by one, the pivot will be set at the center of the first object assigned and then it won’t move as the other objects are added. On the other hand, if you select several objects and assign them to an empty Set all at once, then the pivot is placed at the average center of all those objects. Following are two examples to help make this more clear. 362 Zaxwerks 3D Invigorator for AE - User Guide Example 1 Say you had the word Hello and you wanted all the letters to rotate around the letter H. What you would do is select the H, then pick Set 2 from the Set Assignment popup. This will assign the H to Set 2, and as long as Set 2 had nothing else already assigned to it, the pivot would be moved to the center of the H. Then you would select the rest of the letters, assign them to Set 2, and the pivot will stay at the center of the H, because once the pivot has been assigned it won’t move anymore. Example 2 Say you had the word Hello and you wanted everything to stay still except for the “o” and you wanted the o to rotate around the H. This is a little trickier, but see if you can follow the process. Step 1 - Make sure that Set 2 has nothing in it. Step 2 - Assign the H to Set 2 (as in Example 1). This will put the pivot at the center of the H. Step 3 - Assign the o to Set 2. The pivot won’t move because it has already been set. Step 4 - Select the H and assign it to Set 0 (zero). This will Step 2: Assign the H to Set 2 remove the H, but leave the pivot for Set 2 at the center of the H because the Set didn’t get emptied out. Zaxwerks 3D Invigorator for AE - User Guide 363 Now the o will rotate around the H but the rest of the letters will stay where they are because they’re in a different Set. Caution: If you remove the H before you assign the o, then the Set is empty when the o is assigned and the pivot will then move to the center of the o. The key thing is to make sure that once the pivot is where you want it, do not empty the Set. NOTE: Set 0 is a non-animatable Set. It is used as a place to put objects that you aren’t animating. This way you don’t waste one of the animatable ones. Step 3: Assign the o to Set 2 This whole idea of assigning a temporary object to a Set just so the pivot point ends up in the right spot can be used whenever you want the pivot to be in an exact spot. For instance, if you want the word Hello to rotate around the left edge of the H instead of its center you could make a little rectangle in the same Illustrator file as the H and place it at the left edge of the H. Then when you bring the file into the Invigorator, you assign the little rectangle to Set 2 first, then assign the other letters, then delete the little rectangle, or at least make it invisible. Step 4: Assign H to Set 0 (zero). 364 Zaxwerks 3D Invigorator for AE - User Guide Special Topic - How Do Materials Work? The 3D Invigorator takes a completely different approach with materials than is usually taken by most 3D programs. This different approach is what enables you to make such speedy changes. However, if you don’t understand what’s going on you can accidentally change things you might not have wanted to change. With most 3D programs the material settings applied to each object are part of the object’s own personal settings. For instance, each object has a color setting, each object has a highlight setting, each object has a setting for every material attribute there is. When a program is set up in this way, making a change to one object won’t affect any other object. Unfortunately, this means that if you are using a particular color on a hundred different objects, and you want to change that color, then you will have to make the change a hundred different times. The Invigorator however, considers a Material Swatch to be an entity in itself. It’s a scene element the same way that a light, a camera or an object are scene elements. With the Invigorator, when you set up the color and highlights on a Material Swatch you are, in a way, mixing the paint in a “paint can”. The “paint can” exists as a holder of the paint settings and can then be applied to objects over and over again. Zaxwerks 3D Invigorator for AE - User Guide Most 3D programs keep separate material settings for each object. A Material Swatch is like a paint can that holds material settings. 365 With most 3D programs there is no “paint can”. You mix the paint right on the object by adjusting the object’s various material settings. If you need to make changes you have to edit the material settings for every object that has to be changed. With the Invigorator, on the other hand, changing the material settings means only re-mixing the paint in a single paint can, (the “paint can” remember, is a Material Swatch). Once the change is made, every object that is using paint from that paint can inherits the changes automatically. In the Invigorator, when you apply a Material Swatch to an object you are making a link between the object and the paint can. You are telling the program to apply the paint in this paint can to any object it is linked to. The object doesn’t carry the material settings which created the paint, all it carries is one bit of information which is the name of the paint can. During rendering the paint in the paint can is applied to the object and that’s what colors your object. When you make changes to the paint in the paint can, (Material Swatch), it affects every object that is being colored by that Material Swatch. So if you’ve used this Material Swatch on a hundred different objects, changing the color of the Swatch automatically updates every object that uses that Swatch. Got it? 366 Zaxwerks 3D Invigorator for AE - User Guide This is a very important point. One change updates all uses of that material no matter how many times that material was used. This is of huge benefit when making changes during production deadlines. So, now that you understand how Materials are applied to Objects, there is one possible problem you might run into. It’s the case where you have applied the same material to many different objects, but then you decide you want to change the material on only one of those objects without it affecting any other object. If you need to change the material on only one of those objects you will need to unlink the object style which links all of the materials together. 1. Select the object you want to change. 2. Show the Object Styles tab. 3. From the Swatches menu select the Unlink Object Style command. 4. Show the Material Palette so you can see all of the Material Swatches applied to that object. Zaxwerks 3D Invigorator for AE - User Guide 367 5. Drag the swatch you want to change from the palette into the Material Editor. 6. Now you can edit the new material without the changes affecting any other material or object. WARNING: You cannot simply change the name of the Material Swatch, by typing a new name or number into the Material’s Name field. That will just change the Material’s name and all objects that have been using that material will keep on using it. What you have to do is to Unlink the Object Style. This will create new materials that aren’t being used by any other objects. Then assign this new material to the object you want to make the change to. 368 Zaxwerks 3D Invigorator for AE - User Guide Special Topic Understanding Vector Shape & Text Objects The shape of a vector shape or text object can be thought of in two parts: 1 - The front and back and 2 - The sides. The front and back faces of an Invigorator object are determined by the shapes of the vector artwork drawn in your vector drawing program such as Illustrator, FreeHand or Corel Draw. The sides of a vector or text object are determined by the shape of the Edge Profile. This is the part that gives an object thickness, and makes the 2D shape into a 3D shape. The Vector Artwork The simpler the shapes of your vector artwork the nicer they appear in 3D. The Invigorator does not care whether you use long curves or short curves, but generally speaking the fewer the number of vector points used to make your shapes the more graceful the resulting models. The Edge Profile In the Classic version, the Edge Profiles are all presets. They are designed to cover a wide range of possible looks and uses. There are about one hundred Edge Profiles. They cannot be edited, but you can adjust their thickness with the Edge Scale slider, and their size with the Depth slider. (With the PRO version you can design your own profiles, which really unlocks the door to 3D fontography.) Zaxwerks 3D Invigorator for AE - User Guide 369 What Is An Edge Profile? The bevels along the edge of your object can range from simple to complex. Since most of them don’t resemble what you would consider a classic “Bevel” we call them “Profiles” instead. An Edge Profile creates the sides of your model. It is what connects the Front face to the Back face. Seeing Which Profile Is Applied If you looked at your model from above, the front and back faces would look like straight lines and the Edge Profile would be the shape connecting the ends of those lines. The Material Set-Up window shows you what the Edge Profile looks like. Reveal the Material Set-Up window by clicking on the Material Set-Up radio button above the preview window. From the illustration you can see how the front face is at the bottom, and the back face is at the top. This is because we are looking at the model from the top as though it were a cross section. Notice that the Front and Back faces are between the dotted lines. The Edge Profile starts at the dotted lines and extends out to the sides. The Front and Back faces will always be the same size as the original vector artwork. The Profiles add to the width of the vector shapes. The Material Set-Up window 370 Zaxwerks 3D Invigorator for AE - User Guide The Profile that is applied to an object around that object’s outside perimeter is called the Outside Profile and is shown on the left side of the Material Set-Up window. The Profile applied to the insides of Holes is called the Hole Profile and is shown on the right side of the diagram. Outside Profiles go here. Hole Profiles go here. Most of the time the Hole Profile is drawn as a dotted line because it’s being controlled by the Outside Profile. If you want to give the Holes their own Profile, then you need to uncheck the “Use Same Profile for Hole Edges” checkbox. When you do this the Hole Profile will be drawn as a solid line, indicating that it’s active. Changing The Edge Profile The 3D Invigorator has about one hundred different Edge Profiles to choose from. The styles range from simple to extreme. Refer to the Appendix of this manual for a picture of each one. Edge Profiles are selected from the popup menu at the right side of the large Object tab. Experiment with them. Some are made for special purposes and might not work for your current project, but may look terrific on your next project. To apply a different Edge Profile to an object… 1. Select the object you want to apply the new Profile to. Zaxwerks 3D Invigorator for AE - User Guide 371 2. Click on the Outside Edges popup menu and drag up or down until you’ve highlighted the profile you want to use. 3. Release the mouse. If the Material Set-Up window is showing, you’ll see the Profile you’ve just selected. If the Scene Preview is showing, you will see the objects rebuild using the selected style. Browsing The Edge Profile List Once you have selected an Edge Profile from the menu, you can browse through the list by pressing the up or down arrows on your computer keyboard. Doing this will step you through the Profiles list. Once you’ve selected a profile you can use the up/down arrow keys to step through this menu. If the Material Set-Up window is active, you will see each profile as you click. If the Scene Preview window is active, you will see the selected objects rebuild using each new Edge Profile. In this way you can browse through the various profiles, experimenting with design ideas, and observing the effect on the look of the object. When you find a look you like, simply stop browsing and you’re done. 372 Zaxwerks 3D Invigorator for AE - User Guide Special Topic - Creating Spheres And Other Primitives You can make spheres, cones, cubes, truncated cones, doughnuts (torii), and pyramids inside the Invigorator. If you have the PRO version it has a primitives modeler built into it. But some of the following shapes have to be built by hand. . Cube: Make a square and apply the Basic, Flat Sides edge to it. You’ll have to tweak the Depth to get it right but remember that the Depth is in points just like Illustrator. So if you have a Square that’s 100 points to a side, then make the Depth 100 and you’ll have a perfect cube. Cube Rounded Edge Cube Sphere Prism Rounded Edge Cube: Start with a rounded rectangle shape and apply the Round Edges, Small to it to make a perfectly rounded cube. A 150 x 150 square with a 12 point round radius and an Invigorator Depth of 150 seems to work well. Since the round edges take up space you have to compensate with extra depth. Prism: Same as cubes but start with a Triangle and apply Basic, Flat Sides. Sphere: Start with a circle. A very small circle like in the 12 point (or 1/8 inch, or 3 millimeter) range. Apply the Half Pipe edge to it and Presto! you get a Sphere. Use the Depth control to adjust the size of the Sphere. Use the Object Faceting control to increase the polygons, making the sphere smoother. Zaxwerks 3D Invigorator for AE - User Guide 373 If the circle you start with is too big you will get a peppermint candy shape. Cone: Start with a tiny circle and apply the Flare, Straight edge to it. Use the Depth control to adjust the height of the cone. Use the Edge Scale to adjust the size of the base. Note that this won’t be a perfect cone as the tip is nipped off a little, but if the circle you start with is small enough, you won’t be able to see it. Use the Object Faceting control to increase the polygons and make the cone smoother. Cone Truncated Cone Truncated Cone: Start with a bigger circle. The Illustrator circle becomes the top of the cone. Pyramid: Start with a tiny triangle or a square or a pentagon. Apply the Flare, Straight edge to it. Use the Depth control to adjust the height. Use the Edge Scale to adjust the size of the base. Torus (doughnuts): This one has a few steps to it. Pyramid 374 Torus (doughnut) Step 1 - Make a circle (~200 points) in Illustrator. Step 2 - Give it a 1 point stroke and NO fill. Step 3 - Use the Object >Path >Outline Path command to turn the stroke into a tiny fill. Step 4 - Open this file in the Invigorator and apply the Half Pipe edge to it. Use the Depth control to adjust the thickness of the ring. The diameter of the ring is set in Illustrator by the original circle. Zaxwerks 3D Invigorator for AE - User Guide Cylinder: Start with a circle and apply the Basic, Flat Sides edge to it. Plane (Floor/Walls): Make a large rectangle the size you want the Plane to be. Then either set the Depth to zero or turn off the Generate Model Parts for the Edges and Back Face, leaving only the Front Face showing. Pill: Start with a circle and apply the Round Edges, Large Cylinder Plane Pill (capsule) Pill (tablet) Light Bulb Holiday Light Bulb to it. Use the Depth control to adjust the length of the pill. Small circles give you capsules. Large circles give you tablets. Light Bulbs: Ever think there would be something like a light bulb primitive? Start with a small circle and apply the Bulb, Light edge profile. The idea is to spell out words using small circles and then turn the circles into light bulbs. Use the Material Set-Up window to split the edge into the glass areas and the chrome screw base. Apply a lens flare (separate AE plug-in effect) to each light bulb and animate the intensity up and down to make the lights “turn on.” Caution: This creates lots of polygons so render times can be several minutes a frame. If you’re in the holiday spirit there is also a Holiday Bulb edge profile which makes Christmas tree-type lights. Zaxwerks 3D Invigorator for AE - User Guide 375 Special Topic - Creating Grids The Invigorator considers that Filled paths are solid (meaning they have front and back faces) and Stroked paths are hollow (with no front/back faces, although you can always give them faces by clicking the Generate Model parts checkboxes.) If you make a stroked path that is left open the Invigorator will automatically join the beginning and end points for you. The problem with a grid line is that you have a straight line which, when closed, overlaps back on itself causing bogus geometry. So the best way to make grid lines is to give the lines a 1 point stroke, no fill. Then use the Outline Stroke command (Object> Path > Outline Stroke) to turn the stroke into thin filled rectangles. These thin rectangles will then Invigorate nicely. COOL TIP 1 If you start with the above technique of turning strokes into paths, then apply the Half Pipe edge profile to the lines, you will turn the grid line into tubes! Use the Depth control to adjust the diameter of the tube. 376 Zaxwerks 3D Invigorator for AE - User Guide If you want to do something like floating the horizontal lines above the vertical lines, you can do this very easily by grouping all of the horizontal lines in Illustrator before bringing them into the Invigorator. That way they are all one object so it’s easy to select them all with one click, and then use the nudge keys to lift them directly up, away from the others. Other types of objects can be treated this same way. Group them in Illustrator so you can color and animate them as one object instead of 40 or 50 separate objects. If you want just flat grid lines, set the Depth to zero. The Butt End Cap will create squared-off ends SUPER COOL TIP 2 Sometimes you’ll want the ends of the grid lines to be rounded instead of flat. This is done by giving the stroked line Rounded End Caps in Illustrator before doing the Outline Stroke command. When you do this the semicircle at the end is very very small so you have to increase the Object Faceting for Render to a much lower value to get rid of the chunky look. The Round End Cap will create rounded ends. Convert stroked paths to outlines to make a shape the Invigorator will be able to use. The Edge Profile used for the example was the Clipped Heart. And the material was the default Chrome. Zaxwerks 3D Invigorator for AE - User Guide 377 Special Topic - Working With Objects Outside The View Of The Camera Here’s a little tip on how to work with objects that are outside the view of the camera. Remember, you can always Dolly the camera back farther so you can see the objects, however that will goof up your Camera position, so here’s what you do. When the Camera button is active (blue), there is a popup menu in the toolbar that says Views... This popup has several presets for Top, Front, High Right, etc. and it also has a menu item that lets you save your own views. A view is a group of settings for camera position, camera direction, and lens angle. Before you Dolly the camera back, pick Save View from that popup and name the current view. Then you can move the camera freely to animate the off screen objects. When you’re done, simply pick the saved view from the Views... popup and presto! you’re back to where you started. If you forget to save the view before you move the camera you need to use AE’s Undo feature to back up to where the camera was in the correct position, save the view, then continue on. 378 Zaxwerks 3D Invigorator for AE - User Guide Special Topic - Preparing Your Vector Files As you prepare your Illustrator/FreeHand files for use in the Invigorator, here are a few things to take into consideration to make the process more successful. Convert Text To Outlines Any text objects in your Illustrator files will be ignored unless you convert the text to vector outlines. In Illustrator use the Text > Create Outlines command. In FreeHand use the Text > Convert to Paths command. A Text Object Vector Outlines Convert Text to Outlines Use Large Type All of the presets for modeling and surfacing are based on objects that start out at about 100 points in size. You can work with text and objects larger or smaller than that, but you will have to fuss with the settings a little more. Whenever you are laying out type always remember to make it 100-120 points in size. Position On Page Is Important The Invigorator uses the position of the 2D objects on the Illustrator/FreeHand as the position of the 3D objects when they come into the 3D world. The bottom left corner of the page is the 0,0 point in the Invigorator’s 3D world. This means if you lay out your artwork so that it’s at the top of the page, it will come into the Invigorator high off the floor. Zaxwerks 3D Invigorator for AE - User Guide The lower left corner of the page becomes the 0,0 point in the Invigorator 379 Prepping For Object Replacement When preparing for using the Replace or Reload Layer features, the position of vector objects on the page is doubly important. If the vector objects in the replacement file are in different positions than the objects in the original file, then the 3D objects will jump from the old position to the new position during the replacement. Object positions are very important when replacing or reloading vector artwork. Always put vector objects that are to replace other objects in exactly the same spot on the Illustrator/FreeHand page. Spikes Sharp corners in the vector paths will cause long spikes in the 3D objects. If you see spikes sticking out of your 3D objects you will need to repair the vector paths the object was built from and then use the Replace or Reload Layer commands to fix it. (See the Special Topic on Spikes for more on this.) Prepping for Opening By Layers When preparing a file for Open By Layers, each layer will become a single object. No matter how many vector paths are on a layer, they will all be locked together into one big object when they come into the Invigorator. This means they will move as one group and can only be given one set of materials or edge shapes. 380 Zaxwerks 3D Invigorator for AE - User Guide Every object that will have its own colors or shape settings needs to be on its own layer inside the Illustrator or FreeHand file when the Open By Layers option is used. If Open By Layers is not used then each vector path will become its own 3D object unless it has been grouped with other paths inside Illustrator/FreeHand, or is a hole inside of another path. Another very important point when prepping for the Open By Layers option is to name every layer a different name. If you name two layers the same thing the Invigorator won’t be able to tell the difference between them and the Reload Layer command will simply pick the first layer it finds that has that name. Never name two layers the same thing. No Overlapping Vector Paths In The Same Layer When Opening By Layers if you make objects that overlap be sure to use a Pathfinder command to unite them into one object. Otherwise you will get overlapping geometry that may flicker when animated. If you aren’t using the Open By Layer option this won’t matter because the paths will become independent objects and can be moved apart once inside the 3D world. If you don’t move them apart, however, their faces will be on the same plane and will flicker when animated. Zaxwerks 3D Invigorator for AE - User Guide Turn this... into this. 381 Do Not Use Blends In Your Objects Each step of a blend will become a separate 3D object which creates the problem of overlapping geometry. Using Illustrator Colors You can assign colors to your vector shapes and use the “Use Illustrator Colors” option to bring those colors into the Invigorator. When you do this the stroke color becomes the color of the Edge Profiles and the Fill color becomes the color of the front and back faces. Postscript patterns and gradients are not supported. Grouped Vector Objects Will Be Locked Together When several vector shapes are grouped together in the vector drawing program they will come into the Invigorator as one locked-together clump of objects. You will not be able to color them separately, or move them separately. There is an option in the Select Artwork window called Dismantle Groups that will break grouped objects down into separate parts, but use this only as a last resort. It’s better to ungroup in your vector drawing program and then group together the things that should be grouped together, such as letters of a word or the pieces of a background element. 382 Zaxwerks 3D Invigorator for AE - User Guide Using Clip Art If you like you can use clip art, as long as it is vector based not pixel based, and it has been saved in native Adobe Illustrator format, version CS or lower. If it is not in Illustrator format you must open it in a vector drawing program and re-save it as such. If you start with a complex piece of clip art, you should remove the blends and simplify it. Silhouette style artwork works the best. (See the Special Topic on Using Clip Art for more information.) A piece of clip art turned into 3D Generic EPS Files Do Not Work Raw Postscript, EPS or PDF format files do not work. The file must be in native Adobe Illustrator format, version CS or lower. You must be able to open the file in Illustrator and edit the individual points in the vector artwork. If you can’t select and change the position of single points within the graphic then you are trying to use a placed EPS graphic, and that won’t work. You may be able to get it to work by saving the file in native Illustrator format and trying it anyway. Sometimes the correct data is locked up inside the file and you just have to figure out a way to get it out. Zaxwerks 3D Invigorator for AE - User Guide 383 Special Topic - How To Edit An Illustrator File And Get The Invigorator To Use The Changes When you load an Illustrator file the Invigorator holds the vector shapes internally so you don’t have to keep track of the file anymore. It would be a bad thing to save over the top of the original Illustrator file and have your 3D scene suddenly change when you didn’t want it to. But when you do want to change the vector shapes, how do you do it? Since there is no way inside of Illustrator to name a vector shape, it’s impossible for us to tell which shape is which in the Illustrator file. Illustrator doesn’t keep the vectors in any particular order, and any time you modify a path with a pathfinder operation the order gets changed. As much as we tried, and we tried pretty hard, there is no magic way to edit a whole Illustrator file and tell the Invigorator to rebuild everything using the new vectors. So, working with the hand we’d been dealt, we figured out two ways to swap the old vectors for the new ones. The Replace feature, and the Reload Layer feature. The difference is in how you load the original Illustrator file. 384 Zaxwerks 3D Invigorator for AE - User Guide Replace Replace works on one Vector Shape object at a time. It takes any vector object and swaps the paths used to create it with all the visible vectors in an Illustrator file. This means you can replace a letter for a letter, a letter for a word, or a word for a single letter. By Visible, what we mean is, on a layer with visibility turned ON. Anything on an Illustrator layer with the visibility eyeball turned OFF will be ignored when the file is read. Visibility does not mean “hidden”. As in how you can show/hide paths inside Illustrator. Visible/Invisible is a Layer property. Reload Layer Reload Layer only works if the Illustrator file had the Open By Layers checkbox turned ON when the file was first added to the Invigorator. (See this checkbox at the bottom of the Select Artwork window.) What this option does is very cool. It turns everything on an Illustrator layer into a single object and names it the same thing as the layer. This lets you name all your objects while you’re still inside of Illustrator. You would put each object on a different Layer, name the layer and when you opened it in the Invigorator everything is organized the same way you set it up in Illustrator. Turn on the Open By Layers checkbox when first opening a file in order to use the Reload Layer feature. Zaxwerks 3D Invigorator for AE - User Guide 385 Examples: the “Headlines” layer, the “Outer ring” layer, “Anchor’s name” layer, etc... More importantly this gives the Invigorator a name to look for in the Illustrator file. So what you do is edit the paths in the original Illustrator file and save the file. Then go back to the Invigorator, select the object you want to update and click the Reload Layer button. The Invigorator then finds the original Illustrator file, (by name so you have to keep the name the same), looks through it for the layer that the object came from, pulls all the vectors out of that layer and swaps them for the vectors in the object that you are updating. In terms of process, Reloading a Layer takes one click only, but it takes more effort up front to place each object on a different layer. The Replace feature takes no up front planning, but when you do the updating you have to remember to put everything except the target vectors on an invisible layer. IMPORTANT POINT Whenever you edit Illustrator files remember that the position of the vector shapes on the Illustrator page determines where the objects end up inside the Invigorator’s 3D space. If you had the word Hello and you wanted to do a fancy H, remember to position the fancy H in the same spot as the old H. Otherwise the H will shift positions during the Replace or Reload operations. 386 Zaxwerks 3D Invigorator for AE - User Guide Special Topic - Using Clip Art Not every piece of clip art you have will make good Invigorator models. For best results the clip art should be relatively simple. Much of the pizzazz of an Invigorator scene comes from the Edge Profiles used, the application of textures and reflections and the interplay of shadows. Silhouette style artwork works the best. The clip art must be in vector form. Scanned and raster based clip art doesn’t have the vector information in it so the Invigorator can create 3D models. You can, however, use raster based artwork as texture maps. Save them in PICT or TARGA format and bring them into the Invigorator through the Materials Editor. Click on the thumbnail box to use scans and raster based clip art as texture maps. Some clip art is created with dozens and dozens of shapes. This type of artwork should be simplified in a vector drawing program before being used in the Invigorator. If you don’t have a vector drawing program, you can sometimes get acceptable results by disabling or deleting the pieces that are causing the clutter. Blends must be removed from clip art. Do this by clicking on the shape with the selection tool, in the Scene Preview window. This will select it, put a bounding box around it, and make its name active in the Objects List popup menu. Disable it by clicking on the “Make Invisible” checkbox located under the Objects popup menu. Delete it by clicking the Delete button or hitting the Delete key on your keyboard. Zaxwerks 3D Invigorator for AE - User Guide 387 Since much clip art is delivered in very old formats, you may find that some of your objects have been split in half. A “Q”, for instance, may be made in two pieces, a top half and a bottom half. This ends up eliminating the hole so the Invigorator doesn’t know that this object is supposed to have a hole. If this happens, there is no way to make it work unless you repair the artwork in a vector drawing program. (Illustrator, FreeHand, Corel Draw) Repair the breaks to make a clean vector shape. Other times you may find that a hole in a piece of clip art was made by laying a white object over the top of a black object. While this method “appears” to create a hole when printed on paper, it isn’t giving the Invigorator the proper information to construct a hole. If this is the case, it must be turned into a real hole inside a vector drawing program. Special Topic - Overlapping Objects If you are using clip art, you may have picked an image which uses separate shapes to simulate gradients, blends and color changes. Each one of these shapes will become a separate object in the Invigorator forming a stack of dozens if not hundreds of overlapping objects, all sharing the same space. Turn this... 388 into this. This causes the Invigorator to get confused about which object should be showing and can cause rendering errors such as flickering surfaces, or surfaces with what looks like cob-webs wrapped around them. Zaxwerks 3D Invigorator for AE - User Guide To clean up this problem you must open the clip art in a vector drawing program and delete all of the pieces except for the ones you want, which are usually the outside edges. You can also delete them from inside the Invigorator but it takes more time. (See the Special Topic on Using Clip Art for more information.) Special Topic - The Holes In Objects Are Filling In If the holes in your object are covered over, it is most likely because you do not really have a hole. Even if you look at the model in Wireframe and can see the inside part of the hole, it’s really just that the vector path for the hole has been left as a separate object, and needs to be made into a hole inside your vector drawing program. To fix this problem you must have access to a vector drawing program. Open the vector artwork in your drawing program. Click on the outside path, then shift-click so the path for the hole is selected at the same time. Then use the command that will turn the inside path into a hole. This object looks OK, but it does not really have holes... ... so the 3D model looks wrong. FreeHand: Modify > Combine > Punch. Illustrator: Object > Pathfinder > Minus Front or Minus Back. This will create a real hole that the Invigorator will create a proper 3D model from. Zaxwerks 3D Invigorator for AE - User Guide 389 After doing this operation, always check to see that you really do have a hole. To do this, draw a red box and send it to the back, so it’s behind all other objects in the stack, and drag it so it can be seen through the hole. If it is a hole, you’ll be able to see the red of the box. If it’s not a hole you won’t be able to see the red. The holes in this object are not really holes. The holes in this object are constructed properly. Clip art supplied in Illustrator 88 format will not have true holes. This format does not support holes. Holes were simulated in the 88 format by placing a white object over the top of a black object. You must use clip art in Illustrator 3.0 or later format for true holes to appear in your Invigorated objects. Special Topic - Spikes On Smooth Curves Sometimes a vector object is created that has a sharp point in it. When this object is brought into the Invigorator you will see what appears to be a spike sticking out from your model. This is because the Invigorator is trying to apply an Edge Profile to a point, and if the two edges of the point come together at too sharp of an angle it takes a long distance for the outside edges of the profile to meet. (This is called mitering, like the miter joint on a picture frame. Postscript has the same problem when you apply a fat stroke to a sharp miter. This is why there is a miter limit setting which will chop off the mitered point if it gets too long.) 390 Zaxwerks 3D Invigorator for AE - User Guide There are two ways to fix this. (1) Open the vector file in a vector drawing program and adjust the control handles of the point so they aren’t so close together. This will minimize or fix the problem. (2) Use the Invigorator’s Spike Buster feature which will clip the ends of sharp points for you. Auto-trace programs are notorious for creating many small sharp points. Often times these points will end up as spikes. They will need to be cleaned-up or “Busted”, or you can trace the artwork by hand instead of using the auto-trace feature. Remove the spike by straightening out the control handles. Blending between shapes inside the vector program is also another source for spike points, and so are some fonts. Special Topic - Spikes On Points Another case where you’ll get spikes is at the end of pointed objects. This is the same problem as above where the mitering of the Edges Profiles creates a very long point. The only difference is that in this case you really do want a point, you just don’t want it to be so long. Add a small curve to the end to remove a spike. There are two ways to fix this problem. One way is to open the vector file in a drawing program and make the corner point into a smooth point with small control handles. This will add a little curve to the end which will reduce the length of the spike. Zaxwerks 3D Invigorator for AE - User Guide 391 You can also add another point very close to the end point and join them together with a straight line segment. This will clip off the end in a blunt cut instead of a curve. Adding points to clip spikes. The last way is to use the Spike Buster feature which will clip the ends for you. Using Spike Buster, however, you will clip every point on the object whereas you might only want to clip one or two. Sometimes spikes are being caused by a part of the file you don’t even want, or wouldn’t notice was gone if it were deleted. Select the object with the spike and disable all other objects except this one. Then look at it and decide if deleting this object would ruin the scene. If not, then just delete it. Special Topic - Using Scanned Artwork A scanned photo is only made of pixels. There are no vector outlines to make a 3D model from. 392 A scanned photograph or scanned piece of line art is only a bitmap. It is made up of pixels and does not have any vector outlines in it. Because of this it cannot be used to make models inside the 3D Invigorator. Even if you open it in Photoshop and save it as an EPS, it still will not have any vector outlines. In order for you to make the scan usable, you must convert it to vector outlines. There are several ways of doing this. Zaxwerks 3D Invigorator for AE - User Guide One way is to use an autotrace operation to convert the scanned image to vector outlines. Adobe Streamline and Macromedia FreeHand are two programs with fairly good autotrace functions. Autotrace programs work well enough for straight 2D print work, but they can cause problems when you turn the vectors into 3D models. The vectors produced by an autotrace program usually have many small points scattered throughout the image which turn into spikes when Invigorated. This is especially true when the tolerance on the autotrace is set low. However it is possible to clean up the sharp points, and once cleaned up the spikes go away and you’re all set. (See the Special Topic on Spikes for more about what they are and how to fix them.) Another way to convert the scan is to trace it by hand. This takes more skill but it produces vector outlines that will Invigorate with fewer problems. Also, because the clean up of an autotraced piece of artwork can take a long time, hand tracing is sometimes the better idea. Usually, if a client has a stat or other piece of artwork that they want you to use, chances are they will also have a FreeHand or Illustrator file too. Remember to ask for the vector file. You will save yourself a lot of time and frustration. Zaxwerks 3D Invigorator for AE - User Guide 393 Special Topic - The Tiny Camera And Light Buttons Inside the AE Effect Controls window, next to the red ball icon, are two tiny buttons. One with a Camera on it and one with a Light on it. These are called the Update Camera and Update Lights buttons. What these buttons do is to let you bring a Camera view or a Lighting set up from the Set-Up window interface, into the AE Effect Controls window. Inside the AE Effect Controls, pick the High Left view from the Views popup. Then click the Set-Up button. Regarding the tiny Update Camera button: When you enter the Set-Up window (red ball button) you can freely move the camera and move the lights. However, when you click OK to get back to the AE Effect Controls you will notice that the camera view is back to the same position as it was before you entered the Set-Up window. In other words the view from inside the Set-Up window did not “stick” when you left that window. Do a quick test: Inside the Set-Up window select the High Right view from the Views popup. 394 Step 1 Inside the AE Effect Controls, pick the High Left view from the Views... popup. Step 2 Click the red ball icon to enter the Set-Up window. Step 3 Pick the High Right view from the Views... popup inside the Set-Up window. Step 4 Click the OK button to exit the Set-Up area. Step 5 You will see that the view is the same High Left view that was last seen in this window. The High Right view did not stick. Zaxwerks 3D Invigorator for AE - User Guide Now click the tiny Update Camera button. What happened? The view changed to High Right! So what this button does is it takes the view that’s inside the Set-Up window and puts into the AE Effect Controls window. Got it? The reason we made this a separate step is because if you’re doing a camera animation you might not want the Set-Up view to mess up your beautiful animation. This feature allows you to use or discard the Set-Up view at will. There’s one other little trick that the Update Camera button does. When you first load an Illustrator file you will notice that the view is a bit off. The objects are usually small and off center. When first loading an Invigorator like this, you have not yet entered the Set-Up window so the Update Camera button acts as a shortcut for the High Left camera view preset. Click on the Update Camera button in the AE Effect Controls window. Remember to hit the Update Camera button when you first start a project. Now regarding the tiny Update Light button: Same deal. If you set the position of a light or change its color while inside the Set-Up area you will return to the AE Effect Controls window to find all of your changes are gone. But they’re not really gone, they’re just in “storage”. All you do is click the Update Light button and the lighting changes will be brought into the Effect Controls window. Click the Update Light button to bring the lighting changes made in the Set-Up window into the AE Effect Controls window. This includes using the Lighting Styles feature. You will not see the changes made by a Lighting Style until you click the Update Light button. Zaxwerks 3D Invigorator for AE - User Guide 395 Special Topic - Making Projects Render Faster Classic & PRO Versions - Don’t over smooth the objects. Set the Object Faceting slider to the highest number possible. The faceting number is too large when you can see chunkiness around the edges of the model. (See the section on Object Faceting for details.) - Shadows make the scene look really really good, but they add significantly to the rendering time. Shadow softness is especially good at increasing the rendering time. Keep the softness as low as possible. - Transparent objects also look really good but, likewise add to the rendering time. - If you are using very large texture maps or lots of small ones, you should turn on the User Preference called “Keep textures in memory between renders”. This will use more RAM but increase rendering speed. - Turn off the backfaces of objects as a way of decreasing the number of polygons. - You may have some problem vector objects. Check the Illustrator file you used to make the 3D models you may find that you have extra junk grouped to the main paths causing the Invigorator to do thousands of unnecessary calculations. 396 Zaxwerks 3D Invigorator for AE - User Guide Special Topic - Making Projects Render Faster PRO Version Only PRO- Change the Renderer popup from “Invigorator Render” to “High Quality OpenGL” this will disable some rendering features but give you a huge increase in rendering speed. The faster the OpenGL accelerator on your computer the faster the rendering. Typical rendering time using this option is 1 second per frame or better at 3x3 antialiasing. PRO- When using the Hi-Quality OpenGL renderer, increasing the antialiasing level seriously affects rendering time. A 3x3 antialiasing level will take twice as long to render as 2x2 antialiasing. On the other hand, increasing the antialiasing level when using the Invigorator Renderer causes only a small increase in rendering time. This is due to special algorithms we use that only antialias the areas that need it. Setting the Hi-Quality OpenGL renderer to anything higher than 3x3 will start to slow it down. If you need higher than 3x3 antialiasing then you should use the Invigorator Renderer. PRO- Keep the text objects simple. Don’t create paragraphs worth of text. Limit your 3D text to only what’s necessary. Zaxwerks 3D Invigorator for AE - User Guide 397 TROUBLESHOOTING IMPORTANT! Use “Save As” often. Changes in the host, the operating system, and your personal computer configuration can cause quirks in how the Invigorator operates. If you find problems you MUST tell us in order for them to get fixed. We WANT to fix them. We want the program to be completely stable when in production. Call or write when you find something, and send us the file that demonstrates the problem. Check our website for the latest updates to the Invigorator software and updates to this Troubleshooting document. Some of the following issues may no longer be problems, and sometimes new ones come up. Q- My Materials aren’t showing up in the Materials Bin. A- The Invigorator is not just the plug-in but several support files as well. You are missing the support files. The default Material libraries are loaded from the Zaxwerks Swatches folder. This folder is inside the main Zaxwerks folder which is inside of the AE 398 Plug-ins folder. This main Zaxwerks folder should contain the Startup file, the Swatch folders and the Plug-in itself, plus two other folders one called Zaxwerks Maps and one called Zaxwerks Environments. These two folders contain pictures used in the default material libraries. Most likely what’s happened is that when you installed the plug-in you dragged only the plug-in into the AE plug-in’s folder. What you should have done was dragged the main Zaxwerks folder into the plug-ins folder which would have copied the plug-in and all the supporting files. (See the installation instructions.) Q- I get the error message: Invalid Authorization Code. A- The Invigorator is authorized to run on only one copy of After Effects. Check to see if you are installing the Invigorator on the copy of After Effects it was authorized to run on. Make sure you are entering the code exactly as given to you. A2- If you’ve upgraded recently, make sure you are using the Authorization code for the version you are trying to install. (e.g. PRO vs. Classic) Zaxwerks 3D Invigorator for AE - User Guide Q- When I open a saved project it takes a long time A2- It’s also possible that you have a very compli- before the image in the Comp window appears. cated project and AE is running out of RAM. (See the “Invigorator and RAM usage” section.) A- You left the Quality switch for the Invigorator’s layer set to Best. Change it to Draft mode and the Comp window will update quickly. Q- The Comp window image looks like video noise Q- When I open a saved project the Invigorator image that appears in the Comp window is different than the one that appears in the Effects Controls window. A1- The driver for your video card is out of date. A2- Leave more RAM for OpenGL. (See the “OpenGL and RAM usage” sections.) A- Move the Time Thumb to a new position and the two windows will get back in sync. Q- The 3D Scene Preview is blank Q- When I render a movie out of the Render Queue I A1- You may have the Caps Lock key on or the visibil- get a “Rendering Failed” message from After Effects. ity eyeball for the layer is turned off. A1- Take off the Caps Lock key. The Caps Lock Key means “Abort Rendering” to the Invigorator. A2- Leave more RAM for OpenGL (See the OpenGL and RAM usage section.) If you want to stop the Comp window from redrawing during a Render Queue rendering, just close the Comp window before you hit the Render button. Zaxwerks 3D Invigorator for AE - User Guide 399 OpenGL And RAM Usage (Mac OS9 only) OpenGL is a system extension and needs its own RAM to run. You can’t manually assign it RAM, it will grab RAM as it needs it, and if it doesn’t have enough RAM you will see problems with your images. The amount of RAM needed, changes based on the size of your rendered image and the complexity of your 3D scene, but a good rule of thumb is to leave at least 20 megs of RAM free once After Effects and all other programs have been opened. You can check for this by looking for the “Largest Unused Block” size in the “About This Computer” message window. (First item under the Apple menu.) The RAM OpenGL uses must be in a contiguous block so when you are opening and closing applications the RAM can fragment and you will start having trouble with your Scene Preview window and the Draft mode image. If this happens save your AE project, quit AE and all other programs and launch AE again. 400 The Invigorator And RAM Usage The Invigorator is a full 3D application that runs inside After Effects. It’s not an ordinary plug-in. Because of this there are a few things you must keep in mind when using it. Every Invigorator you add to a project takes from 5 to 10 megs of RAM. This RAM is allocated for every Invigorator effect in the entire project. It doesn’t matter that all of your Comps in your AE project may be closed. The memory is set aside as soon as the project is opened. If you have added 10 Invigorators to a project you are eating up 50 to 100 megs of RAM. Additionally every Comp you have open will allocate its own OpenGL RAM which takes up even more RAM. This may seem a high price to pay, but remember you are trying to run 10 full 3D programs all at the same time! It’s better for you to break your projects up into a few Invigs per project. That keeps things faster and more stable. Zaxwerks 3D Invigorator for AE - User Guide Q- If I close the twirly arrow in front of the 3D Scene Preview window, it won’t reopen. Q- My rendered images get clipped off. Usually at A- Follow these steps to get it open again: A- You are rendering to a codec that doesn’t support - Save the AE project - Open the same project you just saved. Don’t click on anything. - Pause and let all rendering and redraws stop. - Click on the twirly. It will open. You can open and close the twirly for the entire effect with no problem, just not the twirly for the Scene Preview. the top and bottom. image sizes larger than standard video sizes (such as 648x486). Switch to the QT Animation compressor to render the full, oversized, movie. Codecs known to have this problem are: *ImMIX video codec Q- My objects are all named the same thing and the Invig is getting confused about which one is which. Q- The three tabs on the right side of the Set-Up window that say “Objects, Materials, and Object Styles” are appearing as video noise. A- You have a video card driver that is incompatible A- You have used the Open By Layers option and have named your Illustrator layers the same name. Change the names of the Layers in the Illustrator file and start over. with the current version of OpenGL. Get the latest version from your manufacturer’s website. Video drivers with known problems are: *Twin Turbo Acceleration *9600 graphics accelerator Zaxwerks 3D Invigorator for AE - User Guide 401 Q- When I open a saved AE project I see an error that says, “Unknown Scene Command for ...” I click OK and my Invigorator scene is empty. A1- Do not use slashes (/), backslashes (\) or double quotes (“) in the name of any Invigorator-related item. This includes texture maps, layer maps, Illustrator files, Object names, Object Style names, Light names, Lighting Style names, and Material names. Version 2.2 traps for these special characters so update to 2.2. A2- The file has gotten corrupted. Version 2.2 will open the scene. Q- The Invig crashes when I try to save the project. A- Upgrade to the latest version and send this project to Zaxwerks. Q- The Invigorator crashes when I use the Replace command. A- You have guides visible inside the Illustrator file you are picking during the Replace operation. Either delete the guides or place them on a different layer and turn off the visibility of that layer. 402 If you have a crashing problem carefully step through the following sequence to help Zaxwerks Tech Support figure out what’s wrong. 1. Open AE and set up a new comp. 2. Add a New Solid. Select it. 3. Add Effect > Zaxwerks > 3D Invigorator. 4. When you get the dialogue asking you to “Select an Illustrator format vector file”, hit CANCEL. 5. Now you are in the Effect Controls with a blank scene preview. 6. Click the red ball icon to open the Set-Up window. 7. Now you’re in the Set-Up window with a blank scene preview. 8. Click on Object mode button, (the cube button.) then click the Create Object button. (If you have the PRO version click the Object popup and pick Open Illustrator File.) 9. The “Select a file...” window will open again. 10. Double click on an Illustrator native file. (Not an EPS file, not a FreeHand file.) 11. This puts you back in the Set-Up window with a model in the Scene Preview. Let Zaxwerks Tech Support know which step you successfully completed. Zaxwerks 3D Invigorator for AE - User Guide Keyboard Shortcuts The following keyboard shortcuts operate only inside the AE Effect Controls window. Shift = Constrains dragging to X or Y axis only. Double-clicking the Zoom tool is a shortcut for the camera’s Fit All command. The rest of the keyboard shortcuts operate only inside the Invigorator’s Set-Up window. Camera Shortcuts (Temporary overrides. Only active while the keys are held down. These enable you to manipulate the Camera while in Object mode. Very useful.) Macintosh Spacebar = Track Camera parallel to screen Spacebar + Command = Tumble Camera Spacebar + Option = Roll Camera Spacebar + Control = Dolly in/out Windows Spacebar = Track Camera parallel to screen Spacebar + Alt = Tumble Camera Spacebar + Alt + Control = Roll Camera Spacebar + Control = Dolly in/out Zaxwerks 3D Invigorator for AE - User Guide Mode Selector Shortcuts (Mac/Win) C = Activate Camera Mode L = Activate Lights Mode O = Activate Object Mode Tool Selector Shortcuts (Mac/Win) T = Tumble Tool R = Roll Tool M = Track Tool D = Dolly Tool S = Scale Tool V = Selection Tool (Double-clicking the Selection tool is a shortcut for the Select All command) Z = Zoom Tool (hold down Option/Alt key for Zoom Out) Command/Control Key Shortcuts Use Command key for Macintosh Use Control key for Windows Command + A = select All objects Command + N = New scene (dumps current scene) Command + O = Open scene file Command + S = Save scene file Command + Z = Undo Command + Z + Shift = Redo Command + OK button = Test Render 403 Nudging Nudging is applied to the selected Camera, Object or Light based on which mode is currently active and which tool is currently selected. Tumble/ Roll Track/ Dolly Scale Arrow Keys Shift+Arrow Keys Rotate 5 degrees per click Rotate 15 degrees per click Slide 1 point per click Scale up/down 1% Slide 10 points per click Scale up/down 10% Inside the Material Set-Up Window Temporary overrides: only active while these keys are held down. Enables you to leave the Split tool selected, then temporarily turn on the Grabber or Dolly tool to change the view in the window. Spacebar = Grabber hand Spacebar + Control = Dolly in/out Click a key to activate this tool: S = Split tool G = Grabber Hand tool D = Dolly tool Z = Zoom tool (hold Option key for Zoom Out) 404 Object Axis Mode Shortcut Holding down the Command key (Mac) or Alt key (Win) with any tool selected while in Object mode will temporarily turn on Drag Using Object Axis mode. This enables you to switch back and forth between Object Axis manipulations and World Axis manipulations very easily. Complimentary Tool Shortcut You’ll notice that tools are in sets. It takes two tools to manipulate the three axes of a 3D program. For instance the Tumble tool rotates the X and Y axis while the Roll tool rotates the Z axis. The Track tool slides in the X and Y direction while the Dolly tool slides in the Z direction. This shortcut turns on the “other” tool in the set whenever the Control key is held down. (Mac & Win) Say you are manipulating an object with the Tumble tool, when you decide that you want to Roll the object a bit. Instead of clicking on the Roll tool you can hold down the Control key. This will activate the Roll tool letting you do the Roll manipulation. When you let up on the Control key the tool will again become the Tumble tool. There is only one Scale tool which does X and Y scaling, so holding down the Control key makes Scale work in the Z direction. Holding down Control+ Shift, with the Scale tool, gives you proportional scaling where all three axes scale the same amount larger or smaller. Zaxwerks 3D Invigorator for AE - User Guide — The Effect Of Modifier Keys On The Tools — Shift Control Shift+Control Command (Mac) Alt (Win) Constrains to X-only or Y-only rotation Activates the Roll tool Activates the Roll tool Activates “Drag Using Object Axes” mode Shift has no effect on the Roll tool Activates the Tumble tool Constrained tumbling Activates “Drag Using Object Axes” mode Track Constrains to X-only or Y-only tracking Activates the Dolly tool Activates the Dolly tool Activates “Drag Using Object Axes” mode Dolly Shift has no effect on the Dolly tool Activates the Track tool Constrained tracking Activates “Drag Using Object Axes” mode Scale Constrains to X-only, Y-only or XY proportional scaling Activates Z scaling Makes scaling XYZ proportional No difference. Objects always scale on own axes Tumble Roll When inside the Effect Controls window, only the Shift key works. Zaxwerks 3D Invigorator for AE - User Guide The Control key activates the “Complimentary” tool. 405 The Edge Profiles 406 Zaxwerks 3D Invigorator for AE - User Guide Profi l e s - B e v e l s M e n u Basic, Flat Sides Basic, Highlight Edges Bevel, Small Front Bevel, Small Bevel, Medium Front Bevel, Medium Bevel, Large Front Bevel, Large Bevel, Flat Bevel, Flatter Bevel with Point Bevel with In-Point Zaxwerks 3D Invigorator for AE - Appendix - Edge Profiles 407 Profiles - Bevels Menu 408 ( continued ) Bevel with Scoop Round Edges, Small Round Edges, Large Round & Grooved Round, Double Round, Bumper Round Edges + 3 Grooves Zaxwerks 3D Invigorator for AE - Appendix - Edge Profiles Profi l e s - I n s e t F a c e M e n u Bevel, Power Bevel, Power Grooves Circle, Rim Halo Heart Heart, Clipped Outline Outline, Box Outline, Pressed Box Outline, Rounded Box Round, Bubble Rims Round, Butterfly Rims Zaxwerks 3D Invigorator for AE - Appendix - Edge Profiles 409 Prof i l e s - I n s e t F a c e M e n u Round, Mushroom Cap ( continued ) Star, Overhang Steps Wacko Wavey 410 Zaxwerks 3D Invigorator for AE - Appendix - Edge Profiles Profi l e s - P i p e s & H a l f P i p e s Menu Half Pipe, Double Half Pipe, Small Half Pipe, Medium Half Pipe Half Pipe, 3 Stripe Half Pipe, 5 Stripe Half Pipe, Grooved Half Pipe, Scooped Shallow Half Pipe Shallow Half Pipe, Flanged Shallow Half Pipe, Scooped Pipe, Small Zaxwerks 3D Invigorator for AE - Appendix - Edge Profiles 411 Prof i l e s - P i p e s & H a l f P i p e s Menu Pipe, Large ( continued ) Pipe, Full Prof i l e s - S h a r p M e n u Pleats, 2 412 Pleats, 3 Pleats, 4 Pleats, 10 Zaxwerks 3D Invigorator for AE - Appendix - Edge Profiles Profi l e s - S h a r p M e n u ( continued ) Point, Small Point, Medium Point, Wide Point, Full Scallops, 2 Point Scallops, 3 Point Star, Overhanging Star, Shallow Star, Sharp Threads Zaxwerks 3D Invigorator for AE - Appendix - Edge Profiles 413 Prof i l e s - S t a c k s M e n u 414 Fins, Thin Fins, Thin Stepped Fins, Medium Fins, Medium Stepped Fins, Large Fins, Large Stepped Tiers, Beveled Tiers, Rounded Zaxwerks 3D Invigorator for AE - Appendix - Edge Profiles Profi l e s - C h i s e l e d M e n u Chiseled Chiseled, Beveled Chiseled, Double Chiseled, Small Lip Chiseled, Medium Lip Chiseled, Large Lip Chiseled, Rounded Chiseled, Steps Zaxwerks 3D Invigorator for AE - Appendix - Edge Profiles 415 Prof i l e s - S p e c i a l P u r p o s e M enu 416 Bowl, Crescent Bowl, L Bowl, T Bulb, Holiday Bulb, Light Constructionist 1 Constructionist 2 Corrugated Deco 1 Deco 2 Flare, Curved Flare, Straight Zaxwerks 3D Invigorator for AE - Appendix - Edge Profiles Profil e s - S p e c i a l P u r p o s e M enu Shrinkwrap Thrashed Zaxwerks 3D Invigorator for AE - Appendix - Edge Profiles ( continued ) VexCave VexCave, Pouting 417 Prof i l e s - Wo o d w o r k M e n u 418 Grooves, Beveled Grooves, Small Grooves, Large Grooves, 3 Inlaid Round, Half Round, Quarter Scoop, Full Scoop, Half Tongue, Beveled Tongue, Small Tongue, Large Zaxwerks 3D Invigorator for AE - Appendix - Edge Profiles A Adding (see Creating) Animating Animation 23, 32, 33, 43, 45, 78 Camera (see Camera, Animating) Lights (see Lights, Animating) Sets (see Sets, Animating) Alpha Channel 132, 213 Antialiasing of the rendering 131, 184-185 in Decal Maps 214 ASCII (see Saving Project Data) B Background Color 133 Best Quality 35, 43, 50, 114, 185 (See also Draft Quality and Rendering, Test) Bumpiness 217 C Camera Animating 47, 96-103 Changes not sticking 87, 394-395 Controls 52 Lenses 129 Linking to AE’s 89-95 Manipulating 43-48, 121-127 Manipulation Shortcuts 126 Mode 43, 79, 120 Objects outside of View 378 Type of... 96-103 Views popup 41, 44, 47, 85, 128 Zaxwerks 3D Invigorator for AE - User Guide Cartoon Coloring 330 Centering Objects 75, 173 Caps Lock key 114 Clip Art 383, 387-389 Clearing Bins 152, 201 Maps 229 Objects 175 Scene 60, 70, 175 Splits 246 Comp Window 41, 43 Composite On Original 113 Corel Draw 29, 40 Crease Angle (see Hard Shading Angle) Create Object 72, 174 Creating an Invigorator 40 Objects (see Objects, Creating) Materials (see Materials, Creating) Object Styles (see Object Styles, Creating) Light swatches (see Light swatches, Creating) Lighting Styles (see Lighting Styles, Creating) Text (see Text Objcts) Cubes (see Primitives) Custom Edge Profiles 260-271 Changing/Editing 265-266 Examples 269-271 In Menu 261 Layers and ... 261 Reloading 265-266 Setting Proper Size 262 Starting Point 266-268 That cross the X-axis 265 419 (Custom Edge Profiles) That cross the Y-axis 264 Updating 265-266 What can be a ... 263 D Deleting Material Swatches 201, 247 Selected Objects 172 All Objects (see Objects, Clearing) Scenes (see Clearing, Scene) Depth (see Objects, Depth) Dismantle Incoming Groups 74 Docks 199, 248 Dolly tool Camera 82-83, 125 Material Set-Up window 245 Numerical Entry 178 Objects 158 Sets 82-84 Draft Quality 34, 185 (See Best Quality) Drag Using Object’s Axes 155, 159-161 Duplicate 172-173 Duplication Offset 252 E Edges 191-196 Applying Maps to 208-209 Custom, Making your own 260-271 (See Best Quality) Holes 195, 241 Offset 189, 258 420 Outside vs. Holes 192 Profiles 193-194, 195, 241, 369-372, 407-418 Scale 194-195, 196 Splitting 242 Effect Controls window 41, 42-50, 78-114 Export 3D Models 285, 292-293 F Faceted Objects (see Objects, Faceting) File Name 184 Fit All 85, 122, 128, 246 Fit Selected 122, 128 Foloowing AE’s 3D Planes 344-355 FreeHand (Macromedia) 29, 40, 72, 379--383 G Generate Model Parts 186-187 Grabber Hand 244 Grids, Creating 376-377 Ground Plane 255 Groups in the vector file 63, 74 in Invigorator (see Sets) H Hand Held Camera 100-102 Hard Shading Angle 253 Help 86 Hiddenline Rendering 322-329 Highlight Mapping 317-319 Highlights 214-216 Highlight Washout 216 Holes (see Objects, Holes) Zaxwerks 3D Invigorator for AE - User Guide I Illustrator (Adobe) colors (see Use Illustrator Colors) format 29, 40, 72 groups (see Groups, and Dismantle Groups) layers (see Open By Layers) paths 379-383 Import 3D Objects 290-291, 310-312 Installation Mac 14 Windows 17 Invigorator Adding 40 L Layer Cycling Objects Creating 278 Example Uses 273-276 Exporting 285 Frame controls 279-280 Layers in Vector File 277 Playback Sequence 281-285 What they are 272 Layers as Custom Edges 261 Layer Map Animation 314-316 Layer Maps 110-113, 211-212 Lights Animating 45-46, 103, 106 Applying 148 Bin 147 Changes not sticking 87, 106, 394-395 Coloring 46, 104, 141 Controls 52, 103-106 Zaxwerks 3D Invigorator for AE - User Guide Creating (Saving) 146 Delete 149 Direction 105, 134-137 Duplicating 148 Editing 52, 137 Intensity 105, 141, 142-143 Linking to AE’s 89 List 139 Manipulator Ball 135 Mode 52, 79 Naming 141 Point Lights 136-138 Previews 145 Saving 146 Selecting 86, 139 Shadows 140, 143-145 Shadow Quality defaults 251 Spot Lights 136 Swatches 52, 146, 147-150 Turning On 139 Lighting Styles Applying 53, 151 Bin 150 Creating (Saving) 151 Delete 152 Duplicating 152 Saving 151 Swatch bin 53 Local Axes (see Drag Using Object’s Axes) Look At Camera 98-99, 101, 123 M Make Invisible 170 Manipulating objects and sets 65-70, 78, 80 421 Manipulation Tools (see Tumble Tool, Roll Tool, Track Tool, Dolly Tool, Scale Tool, Nudging) Masking in 3D 338-340 Material Set-Up Button 58, 193, 240 Toolbar 242 Window 58, 240-241 Materials Absolute Color 332-337 Applying 32, 57-59, 241 Bin 197-198, 199 Cartoon Color 330 Color 204 Creating 228 Deleting 201 Duplicating 201, 228 Editor/Editing 56, 197-198, 199, 201, 202-205 Eyedropper 205 for Holes 196, 241 Hiddenline 322-329 How Materials Work 365-368 Matte Color 338-340 Moving 200 Naming 204 New 228 Palette 58, 199, 203, 241, 247, 248, 249 Saving 229 Shadow Catcher 341-343 Tab 55-57, 197 Understanding 365-368 Wireframe 322-329 (also see Texture Maps, Bumpiness, Highlights, Reflectivity and Transparency) 422 Meshing 294-295 Modeling 21 Models, 3D (See Objects, Importing) Motion Blur 313 Move To Center 75, 173 N New Solid 30, 40 Nudging 67 (also see specific tools) O Object List 61-63, 165, 167-168 Object Stats 178 Object Styles Applying 233 Creating (Saving) 235 Defined 232, 360-361 Deleting 237, 238 Duplicating 236-237 on duplicated Objects 172 Moving 238 Naming 234 Notes 234 Recreating 254 Removing 236 Saving 235 Select All Unused 237 Swatch bin 232 Unlinking 235 Object Styles Tab 57, 232 Object Tab large Object Tab 54-55, 176 small Object Tab 166 Zaxwerks 3D Invigorator for AE - User Guide Objects Adding (see Creating) Assigning to Sets 169-170 Centering 75, 173 Coloring 32, 57-59, 241 Clearing 175 Creating 29-31, 40, 60, 85, 174 Deleting 172, 175 Depth 187, 194 Duplicating 172, 252 Edges (see Edges) Exporting 285, 292-293 Faceting 184-186 Holes 62, 195-196 Holes Filling In 389-390 Importing 290-291 Layer Cycling (see Layer Cycling Objects) Manipulating 153-162 Mode 54, 153, 176 Naming 64-65, 177 Nudging 154 Primitives (see Primitives) Reloading (see Reload Layer) Replacing 182-183, 380, 384-386 Resetting 68, 171 Shape 369-372 Smooth Shading 253 Stats 178 Visibility 170 Understanding 369-372 Offset 252, 255 Orbit Camera 97, 101, 121-123 Open By Layers 73, 180-181, 380-381 Zaxwerks 3D Invigorator for AE - User Guide OpenGL 15 Enabling Textures & Reflections 230 Hi-Quality 130, 397 P Palette checkbox 249 Palette Commands popup 245 Pivot Point of a Set 109, 170, 362-364 of an Object 155 of multiple Objects 155 Pop Art looks 334-336 Primary selection 55, 61, 163-164, 168-169, 176, 240 Previewing Animation 49 Final render quality (see Rendering, Test) Primitives 307-309, 373-375 Profiles (see Edges, Profiles) R Raster images as input artwork 29, 263, 392-393 (also see Texture maps) Red Ball button 88, 118 Recenter Pivot 86, 155, 362-364 Reflections, Moving 316 Reflectivity 221-222 Reload Custom Edges 265-266 Reload Layer 73, 177, 180-181 Rendering Aborting 35, 114 Final 50 Hi-Quality OpenGL 130, 347 423 (Rendering) RAM Previews 49 Test 35, 119 Size 40 Render Farming 321 Replace (see Object, Replacing) Reset button in AE 114, 171 in Set-Up window 68, 171 Resetting objects to original position 68, 171 animation parameters 114, 171 Roll tool Camera 81, 124 Numeric Entry 178 Objects 156 Sets 81 S Saving Camera Views 85, 129 Project Data ASCII/Binary 254 Projects 36 Light swatches (see Lights, Swatches) Lighting Styles (see Lighting Styles, Saving) Materials (see Materials, Saving) Object Styles (see Object Styles, Saving) Scale Numeric Entry 178 Objects 88, 162, 370, 371 Sets 83 Scans, using 392-393 Scene Preview button 59 Scene Preview window 42, 43, 48, 57, 78, 119 424 Scene Set-Up 22 Secondary selection 61, 163-164 Selecting Deselect/Select All 165 Lights 86 Objects 64, 67 Swatches 200, 201 Sets 84, 86 with the Manipulation tools 166 Set-Up window 42, 51-59, 88, 118, 176 Set Mode 79 Sets Animating 33-34, 106-110 Assigning Objects to 106, 169-170, 250 Default Assignment 250-251 Defined 360-361 Position 107-108 Resetting 114, 171 Rotation 108-109 Scale 110 Selecting 84, 86 Setting Pivot Points 362-364 Shadows (see Lights, Shadows) Show Ground Plane 255 Shortcut keys 403-405 Solid (see New Solid) Spheres (see Primitives) Spikes 390-392 Spike Buster 188-190 Split Point 59, 242-244 Split Tool 241, 242-244 Spot Lights 136-138 Surface Set up 22 Swap Materials 246 Zaxwerks 3D Invigorator for AE - User Guide T Test button (see Rendering, Test) Text Objects 29, 72, 300-305, 379 Texture Maps 202, 205, 206-231 (also see Layer Maps) Bump Maps 217-218 Choosing/Changing 200 Clearing/Deleting 229 Decal Maps 213-214 Enabling 210 How Color Channels Are Used 226-227 Highlight Maps 317-319 Image Maps 212 not stored in project 174 Reflection Maps 221, 222 Seeing in Draft mode 230 Sizing 207-208 Transparency Maps 219-220 Wrapping 219-220 Time Layout Window 48 Toolbar for Scene Preview 43, 119 for Material Set-Up 242 Track tool Camera 124 Numeric Entry 178 Object 156 Sets 81 Tracking AE’s 3D Planes 344-355 Transparency 219-220 Troubleshooting 398-402 Zaxwerks 3D Invigorator for AE - User Guide Tumble Tool Camera 48, 80, 121-123 Lights 134-135 Numeric Entry 178 Objects 155 Sets 80 TV Screens, making 337 U Undo/Redo 43, 244, 378 Use Comp Camera 89-95 Use Comp Lights 89-90 Use Illustrator Colors 74, 382 User Prefs button 175, 250 defaults 251 window 250 V Vector files 379-383 Views... (see Camera, Views popup) W Wireframe 80, 322-329 Z Zoom tool in Scene Preview window 84, 127 in Material Set-Up window 245 425 NOTES 426 NOTES NOTES NOTES 427 NOTES 428 NOTES