3 Designer Manual
3 Designer Manual
User's Guide
Version 2.1
CyberGraphics Maker User's Guide
ii
3Designer User's Guide
Important Notice
This guide is delivered subject to the following conditions and
restrictions:
This guide contains proprietary information belonging to Orad Hi-Tec
Systems Ltd. Such information is supplied solely for the purpose of
assisting explicitly and properly authorized users of 3Designer.
No part of its contents may be used for any other purpose, disclosed to
any person or firm or reproduced by any means, electronic or
mechanical, without the express prior written permission of Orad Hi-Tec
Systems Ltd.
The text and graphics are for the purpose of illustration and reference
only. The specifications on which they are based are subject to change
without notice.
The software described in this guide is furnished under a license. The
software may be used or copied only in accordance with the terms of that
agreement.
Information in this guide is subject to change without notice. Corporate
and individual names and data used in examples herein are fictitious
unless otherwise noted.
Copyright © 2005 Orad Hi-Tec Systems Ltd. All rights reserved.
3Designer and 3Designer Advanced are trademarks of Orad Hi-Tec
Systems Ltd.
Windows is a registered trademark of Microsoft Corporation in the
United States and/or other countries.
MapCube and MapCube Media are registered trademarks of MapCube
VRML: Portions of this software is based in part on the CyberVRML97
package written by Satoshi Konno.
iv 3DESIGNER USER GUIDE
Other company and brand products and service names are trademarks or
registered trademarks of their respective holders.
If you require technical support services, contact Orad Hi-Tec Systems
Ltd. at [email protected]
Contents
CHAPTER 1 INTRODUCING 3DESIGNER .................................................. 7
What is 3Designer? ................................................................................. 7
Introducing 3Designer ............................................................................ 9
Authoring Using 3Designer.................................................................... 9
3Designer Workflow .............................................................................. 11
CHAPTER 8 UTILITIES.............................................................................169
Font Installer.................................................................................................... 170
Controller ......................................................................................................... 171
INDEX............................................................................................................ 223
6 3DESIGNER USER GUIDE
What is 3Designer?
7
Chapter 1
Introducing
3Designer
About This Chapter
This chapter introduces 3Designer. It includes the following sections:
What is 3Designer?, page 7, describes the software modules of the
3Designer system.
3Designer Workflow, page 11, describes the workflow and main tasks
for building a scene.
What is 3Designer?
3Designer is an On-Air Graphics (OAG) package that provides a
complete graphics environment for creating three-dimensional complex
scenes, together with optimal authoring tools and real-time broadcasting
control. 3Designer is designed to provide animated real-time
performance for a wide range of applications, including sports, weather,
news, finance, elections and special events coverage.
8 3DESIGNER USER GUIDE
Introducing 3Designer
The 3Designer module employs a unique and intuitive method of
authoring, providing maximum design flexibility without the need for
programming or professional graphic-design experience. 3Designer
authoring allows you to use a two-dimensional layout that simplifies the
process of constructing your scene, while allowing you alternatively to
switch to a three dimensional display where you can view and edit your
work. By using and manipulating a virtual camera you can provide
alternative displays that allow you to view your work from different
angles.
3Designer Workflow
The following workflow contains the main tasks performed when
creating a scene in 3Designer.
To create your scene, you must first add objects, and then
define their placement in three-dimensional space.
Chapter 2
Getting Started
Using the Window Ribbon: this bar provides icons that display crucial
editor and management windows such as the Object Tree and Property
Editors: Page 53.
Installing 3Designer
Hardware Requirements
The optimum platform for 3Designer uses Orad's DVG-10 with
authoring on Microsoft® Windows®.
Minimum hardware specification for 3Designer:
Windows 2000 SP4
Intel Pentium IV (2.0GHz) with Hyper-Threading
512mb of physical memory
40 GB of UDMA 5/6 HDD (one partition only)
nVidia GeForce 4 (128mb)
Onboard or PCI Intel NIC Ethernet Card 100mps
1280 x 1024 resolution monitor (24/32 bit color)
DVD-ROM
Keyboard and 3-button Mouse, or Mouse with wheel.
Recommended hardware specification for 3Designer:
Windows 2000 SP 4
Intel Pentium IV (3.0GHz) with Hyper-Threading
1GB of physical memory
80GB of UDMA 5/6 HDD (one partition only)
nVidia GeForceFX (128mb)
Onboard or PCI Intel NIC Ethernet Card 100mps
1600x1200 resolution monitor (24/32 bit color)
DVD-ROM/CD-Writer combo or DVD-Writer
Keyboard and 3-button Mouse, or Mouse with wheel.
Installing 3Designer
15
Required Files
The following files are required for the full installation of 3Designer:
• 3Designer and RenderEngine installation package
• TrackingSet (hereafter known as TS) installation.
3Designer Installation
¾ To install 3Designer:
1. Insert the 3Designer CD and double-click the installation package
icon. The Package Contents page appears.
2. Read the Contents page and click Next; the InstallShield Wizard
Welcome screen appears:
16 3DESIGNER USER GUIDE
Options Description
3Designer Core Application used for authoring
CyGRenderEngine for Windows Graphics Engine for Windows machines
CyGRenderEngine for Linux Graphics Engine for Linux machines
SoundService Sound Service that executes commands to load
and play sound files
ClipManagement Set Group of components used in video clip
management. See related manual for details
+ClipQueryService Database client for clip management needs. By
default this should be installed on the same
computer as 3Designer
+MySQL Database engine used for clip description
storage. Separate license for usage required
+DVS Services According to installed DDR hardware, one
corresponding service should be installed
+ClipManagement Main application for video clip management.
By default this should be installed on the same
computer as 3Designer
CyGCom ActiveX Components ActiveX control for users who would like to
develop their own applications for control:
CyGRenderEngine - ReCom; DDR -
DDR_Com (video clip management);
SoundServer - SoundCom
TextGen Service TextGen service is used by CyGRenderEngine
to generate decorated text effects
HASP Drivers Installs drivers for HASP Dongle (required for
licensing of 3Designer, CyGRenderEngine for
Windows, ClipManagement
The rest of this installation procedure will describe the steps for a full
installation, as if all of the components were selected.
18 3DESIGNER USER GUIDE
2. Click Next, then click OK and click Next again to display the
following screen:
Installing 3Designer
19
3. In the location box, specify the location for the license file; the
default is C:\Orad\Common Files\
4. Click Next to display the Setup type screen:
Compact Installation
You will be prompted to enter the remote hostname for the computer
containing the shared data folder.
20 3DESIGNER USER GUIDE
Custom Installation
For a custom installation, you must specify a location on the drive where
you want the installed files to be placed:
1. Use the Browse button to specify the drive and folder location:
Installing 3Designer
21
2 . Click Next and select the components that you want to install:
Option Description
Orad3Designer Core application
Shared Data Data directory with Assets
DIS DIS plugin and data (requires additional hardware)
SceneConverter Scene importer for CyGMaker v1.9
TextEffects TextEffects settings and plugin (licensed separately)
Map Editor MapCube plugin (licensed separately)
Typical Installation
• Click Next; this installs the software with the default options and
continues to the next stage of the installation.
22 3DESIGNER USER GUIDE
3 . Click Next to display the following screen and use the Browse
button to specify an installation location for CyGRenderEngine for
Windows:
2 . Clicking Next will install the service to the designated path and
start the service. The SoundService installation is finished and
proceeds to the next stage.
Installing MySQL
The following screen appears at the beginning of the installation:
3 . Click Next to display the following screen and specify the install
directory for MySQL:
Installing 3Designer
31
4 . Select the installation type and click Next (the default used by
ClipManagement is Typical).
Installing CSPControl
The following screen appears at the start of the installation:
2 . Use the Browse button to specify the directory for the installation
and click Next to display the following screen.
3 . Specify the Start Menu location for the program group and click
Next to display the following:
Installing ClipManager
The installation starts with the following screen:
TextGen Service
1. In the Welcome screen, click OK then Next to start the installation.
You are prompted to define the location for the installation of the
service:
Installing 3Designer
39
2 . Click Next to start the HASP installation. This is the last component
to be installed when installing all components.
4 . Select Yes and click Finish to restart your computer and complete
the installation.
Licensing
After restarting the Control-PC, the HASP ID number should be noted
and sent to Orad support.
Configuration Files
The configuration files for 3Designer are found in this location:
Post-Installation
All installers used during the installation procedure are copied to the
following directory:
Starting 3Designer
To start 3Designer do one of the following:
Loading a Scene
Before you can work with a scene in 3Designer, you must select a project
that will contain the scene (or scenes). You can either open an existing
project, or create a new project.
To load a scene from an existing project:
1. From the File menu, click Open, or click the Open icon in the
toolbar; the Load Scene dialog box appears:
The dialog box displays a list of existing projects and their scenes.
2. Select a project, then select a scene in the Scene window. You can
choose to view the scenes in the window as a list or as icons.
3. Click OK; the selected scene appears in the 3Designer Main Screen.
Creating a New Scene
45
2. In the Create Project dialog, you can either create a completely new
project, or you can use an existing one and associate it with a new scene.
3. To create a scene based on an existing template, simply select a project
and a template and click OK; the new project is displayed in the
3Designer Main Window with the properties and objects of the
associated template.
4. To create a completely new project, click New project; the Create New
Project dialog box appears:
5. Enter the name of the new project and click OK. You are returned to
the Create Scene dialog box. The project now appears in the list of
projects.
6. To create a scene for the new project, click OK.
Deleting a Scene
You can delete scenes from a project.
To delete a scene:
1. Click Open to display a list of projects and scenes, and select the scene
that is to be deleted.
2. Click Delete; the scene is deleted from the list of scenes.
The 3Designer Main Screen
47
Menu bar
Toolbar
Object Tree
Transformation
strip
Asset Strip
Object Editor
Tabs
Animation Strip
48 3DESIGNER USER GUIDE
Note
You control the Main screen display by using the Window Ribbon
explained in more detail on page 53 below. The Ribbon lets you toggle
the display of crucial windows such as the Object tree, Property Editors,
Asset Strip, etc.
The Main screen contains all of the tools and display areas you need to
create sophisticated graphics and animations. Following is a brief
explanation of each of the items on the Main screen; fuller discussions of
how to use them are provided in the chapters indicated.
Menu Bar
The following sections provide information on the 3Designer Menu bar.
Most of the menu options have short-cut keys associated with them;
some actions can also be activated by clicking on the relevant toolbar
button. The different shortcut menu options are described over the next
few pages:
The 3Designer Main Screen
49
File Menu
Menu Keys Button Description
New Ctrl+N Creates a new scene.
Edit Menu
Menu Keys Button Description
Undo Ctrl+Z Undoes the last editing action.
View Menu
Menu Keys Button Description
Front View Ctrl+1 Displays the front view of the
objects in the DesignView, on the
X- and Y-axes.
Top View Ctrl+2 Displays the top view of the objects
in the DesignView , on the X- and
Z-axes.
Left View Ctrl+3 Displays the left view of the objects
in the DesignView , on the Y- and
Z-axes.
DesignView Ctrl+4 Displays the objects in the scene as
three dimensional objects with
shading, texture, lighting, etc.
On-Air Mode Ctrl+L Displays the scene as it would be
displayed on either PAL / NTSC
output (dependent on operators’
Region)
Windows Enables you to display various
toolbars and special areas on the
screen – you can use the toolbar
buttons to do this as well.
52 3DESIGNER USER GUIDE
Tools Menu
Menu Key Description
Asset Manager Ctrl+F5 Opens the Asset manager application.
(3Designer Advanced with DDR only)
Font Installer Enables you to install fonts directly into
the Windows Font folder and then install
them on the DVG. Only lists the fonts that
are not already installed.
Controller Opens a Control window that allows you
to control and test the playback of a scene.
DVG Control Ctrl+F4
Panel
RenderEngine Ctrl+F8 Opens dialog for direct communication
Chat with Render Engine.
Video Mouse Ctrl+M Displays the mouse cursor in the video
output. This mode enables you to navigate
the work camera and to select objects on
the video screen.
Start Render Start Render Engine with current scene.
Engine This option is available for the Local
RenderEngine, and only if the
RenderEngine is currently inactive.
Radial Array Transforms the selected object(s) into a
radial array of identical objects (3Designer
Advanced only).
Rectangular Transforms the selected object(s) into a
Array rectangular array of identical objects
(3Designer Advanced only).
Pie Chart Creates a pie chart object of user defined
segments and animations in current scene.
VRML Imports VRML objects for inclusion in
Importer the scene. These will be created inside a
new layer in the Object Tree
The 3Designer Main Screen
53
Customize Menu
Menu Description
Hotkeys Enables you to define Hotkeys for 3Designer
commands (3Designer Advanced only).
Paste Options Enables you to configure how 3Designer pastes
objects. You can define a different setting for
each kind of object (3Designer Advanced only).
Preferences Lets you configure the way 3Designer performs
a wide range of actions.
Scene Configuration Enables you to control rendering, blending of
transparent objects.
Render Menu
Menu Description
Image Renders a still image of the currently selected
view to a user defined image file.
Help Menu
Menu Description
Contents Opens 3Designer manual contents page
Index Opens 3Designer manual index page
Tutorial Opens 3Designer tutorial
About Displays 3Designer version information
Object Tree
The Object Tree is a hierarchical tree displaying the objects in the scene
together with their properties. You toggle the display of the Object Tree
using the Object Tree button in the Window Ribbon:
Object Tree button
Object Tree
You can change the properties of objects by selecting the appropriate cell
in the appropriate column adjacent to the object name and clicking the
right mouse button. By selecting the object name itself and clicking the
right mouse button, you can rename the object, create new objects and
layers, and perform other actions. For more information about how to use
the Object Tree, refer to Managing Objects Using the Object Tree on
page 112.
56 3DESIGNER USER GUIDE
Property Editors
The Property Editor window contains nine editors, selected by tabs.
These editors are used to change the values of the object parameters
comprising the current scene displayed in the work-area.
By using the Property Editors, you can modify the properties associated
with objects, materials, textures, and other elements. Refer to Modifying
Elements with the Property Editors, page 74.
You display the Editor tabs by clicking the Property Editor button
on the Ribbon.
When the mouse is in video mode (by selecting Video Mouse from the
Tools menu), you can use it to perform the following actions in the video
output of the DVG:
• Select an object; single-click with the left mouse button.
When using the mouse within the orthogonal views it has the following
functions:
• Left mouse button: single click to select objects, single click and
hold to manipulate objects.
• Middle mouse button: click and hold to move the viewing area.
• Right mouse button: single click and hold combined with mouse
movement provides zoom control of the viewing area; double-
clicking resets the view.
• Mousewheel: click and hold to move viewing area; rolling
controls zoom action.
58 3DESIGNER USER GUIDE
3Designer DVG Video Output
59
Chapter 3
Setting Up the
DesignView
About This Chapter
This chapter explains how to set up the DesignView and describes the
functions available from the DesignView window. It includes the
following sections:
Using the DesignView, page 60, describes the DesignView and the
objects that can be placed on it.
Building a Scene with the Asset Strip, page 65, describes the various
objects that 3Designer provides for placement into your scene.
Modifying Elements with the Property Editors, page 74 , describes
how to use the 9 property editors to modify the placement, geometry,
colors, materials, etc. of objects in your scene.
60 3DESIGNER USER GUIDE
DesignViews
The DesignView displays a two-dimensional layout grid in the work-
area. You can use the View menu to display different two-dimensional
views of the work area:
View Display
Front view X- and Y-axes
Top view X- and Z-axes
Left view Y- and Z-axes
Using the DesignView
61
Zoom
You can zoom in and out by pressing the Right mouse button and
moving up / down, or using the mouse wheel.
Once they are added into the scene, the objects can be moved, scaled and
rotated as required. In addition to the primitives, you can place complex
objects in the DesignView, as described in this chapter.
New scenes have a default light activated in them. This light can be
viewed as an object in on the DesignView and its properties can be
modified in the Light tab.
The axis to the right of the work-area represents the third (hidden) axis
(Z for front and Y for top). When an object is selected, arrowheads are
displayed beside the axis, indicating the coordinates for that object on the
hidden axis, and enabling you to manipulate the object on that axis.
Rotating Objects
To rotate an object in the DesignView:
1. Select the object that you want to rotate.
2. Make sure that the Transform strip is displayed (if it is not, click the
Transformation button).
3. In the Transform strip, adjust the rotation values for the X, Y, or Z
coordinates; the object is rotated according to your specifications.
NOTE
To move an element from the Asset strip to the DesignView, simply drag
the element onto the DesignView.
Each of the elements in the Asset strip can be modified using the
Property Editor tabs.
The following sections give a brief description of the elements found in
the Asset strips.
3. Select the object to which you want to apply the texture and click the
green Apply arrow (located above the reserved elements area). The
object displays the applied texture.
Textures can also be applied by dragging from the Asset Strip directly
into the object container in the Object Tree view.
72 3DESIGNER USER GUIDE
Current Frame Selects the frame for display – you can then set a
keyframe or an out connection.
The Path element allows you to quickly add a path object to the scene.
The path can be then attached to animation run for an object, so that the
object moves along the path (3Designer Advanced only). The sound
object lets you add a sound file to the scene (3Designer Advanced only).
The three shadow objects are simply convenient shadow effects that can
be modified in the Shadow editor tab (see Modifying Elements with the
Property Tabs on the following page). FastShadow and FastGlow effects
are applicable only to fast text objects in the scene.
The editor tabs and how you use them are described in more detail
below.
Action Buttons
Many of the parameters in the Editor tabs have Action buttons next to
them that appear like this:
Action Buttons
2. Select an option:
Option Description
Create Enables you to create a new animation channel on the
Channel fly which afterwards you can use to create a keyframe
associated with the parameter.
Edit Displays the animation channel associated with the
Channel parameter.
Remove Removes an animation channel associated with the
Channel parameter.
Set Key Sets a keyframe in the animation timeline for the
currently selected parameter
Edit Key Opens the Key Editor dialog box
Remove Removes keyframe from the animation timeline for the
Key currently selected parameter
Create Brings up the Connections dialog box enabling you to
Export associate the parameter with outside input so that you
can control the parameter’s values in realtime.
Out Brings up the Connections dialog box enabling you to
Connection define the dependent parameter value (out connection)
associated with the parameter.
Modifying Elements with the Property Editors
77
Option Description
In Brings up the Connections dialog box enabling you to
Connection define the independent variable value (in connection)
associated with the parameter.
Function Brings up the Connections dialog box enabling you to
define a function expression that regulates the parameter
value.
Reset to Resets the parameter values to their default setting.
Defaults
See Chapter 6, Working with Data, page 135 for detailed explanations
as to how to use the Connections dialog box.
Editor Tabs
This section covers each of the Editor tabs. The Editor tabs are context
sensitive, and the fields change and become active according to the type
of object selected.
Object Tab
The Object tab looks like this:
You use the Object tab to define the Visibility and Bounding Box
78 3DESIGNER USER GUIDE
Visibility
You can define the visibility of the object in the scene under various
conditions by using the following parameters:
Parameter Description
Visible You can make an object invisible by deselecting the
Visible checkbox.
Fade in/out Creates special fade effects for an object or group of
objects in an animation timeline.
Transparency OnKey - When this mode is selected, the object is
blended with the background but not with other
objects, and the transparency value of the object is
transferred to the key output signal. This mode
should only be used when the background is fully
opaque.
OnFillLockKey - When this mode is selected, the
object is not blended and the transparency value of
the object is transferred to the key output signal.
This mode should be applied to transparent objects
if the background is not fully opaque.
OnFillAndKey - When this mode is selected, the
transparency value of the object is used to blend it
with other objects, and is also transferred to the key
output signal.
OnTransparencyKey - When this mode is selected,
the object is blended with the background but not
with other objects, and the transparency value of the
object is transferred to the key output signal. This
mode should only be used when the background is
fully opaque.
Lock Prevents the object from being edited.
Modifying Elements with the Property Editors
79
Parameter Description
Draw in Color Draws the image in color on the DVG output.
Draw in Key Specifies that the key be drawn on the DVG output.
Anti-aliasing Specifies DVG anti-aliasing.
Allow Marks objects to which a depth key mask will be
Hierarchical applied from Maestro.
mask
Bounding Box
This set of parameters allows you to perform some action on a side of a
bounding box surrounding the selected object. By clicking on the action
button next to the bounding box side listed here, you display the Action
dialog box that lists the possible actions that you can perform. In
particular, the Out connection option can be used to set the relative edges
of objects in the scene; for example the text objects contained within a
Ticker.
Please note that the bounding box parameters are applicable only for fast
text objects.
Using the action button by the combo box, keyframes can be set for the
flipbook, to control which child is visible.
Transformation Tab
The Transformation tab is used to define the transformation parameters:
position, rotation and scale parameters of the selected objects with
respect to the X, Y, and Z-axes:
Modifying Elements with the Property Editors
81
The values that are entered here are also displayed in the Transformation
strip (and vice versa).
Using the Scale Lock you can lock the scale along a particular
combination of axes to scale the object more precisely.
The Run parameter is used to assign a path animation to an object.
The Axis button displays the Align group as shown here:
By clicking on an Align button you can align the selected object along a
particular side of its X, Y, or Z-axis. For example, by clicking the Center
button in the Along X axis row the following object was centered about
its’ X axis as shown here:
82 3DESIGNER USER GUIDE
Geometry Tab
The Geometry tab displays “No Reference” when there is no relevant
data to display. The tabs are context sensitive, so the fields displayed
vary according to the object selected.
To display the Geometry parameters, select an object in the Object
gallery at the right of the tab panel:
In the Geometry tab you can edit the unique characteristics of each
primitive object. The fields displayed vary for each object type.
NOTE
Editing a Sphere
The Geometry tab for a sphere contains the following fields:
Draw Style
Filled Select the checkbox for the object to appear as
a full, filled object.
Line Select the checkbox for only the outline of the
object to be drawn (as a wire frame).
Resolution Enables you to edit the resolution of the
sphere.
Segments Specifies the number of latitudinal segments
that the sphere consists of.
Sides Specify the longitudinal resolution of the
sphere.
Editing a Cube
The Geometry tab for a cube contains the following fields:
84 3DESIGNER USER GUIDE
Draw Style
Filled Select the checkbox for the object to appear as a
full, filled object.
Outline Select the checkbox for the object to appear as an
outline (as a wire frame).
Solid Select the checkbox for the object to appear solid,
so that you cannot see through the object.
Shape Deselect the checkboxes of the object parts that
you do not want drawn.
Resolution Enables you to edit the resolution of the cube
sides, on each axis. Increasing the subdivisions
gives a smoother, lighter effect when using spot or
local lights.
Modifying Elements with the Property Editors
85
Draw Style
Filled Select the checkbox for the object to appear as a full,
filled object.
Outline Select the checkbox for the object to appear as an
outline (as a wire frame).
Solid Select the checkbox for the object to appear solid, so
that you cannot see through the object.
Shape Deselect the checkboxes of the object parts that you do
not want drawn.
Resolution Enables you to edit the resolution of the torus/cylinder
by altering the number of polygons that comprise the
cross-section/height of the torus/cylinder.
Cut Angle Enables you to define the start and stop angle
coordinates for the removed section, if you do not want
the torus/cylinder to appear as a complete circle. Size
defines the percentage of the inner radius to be removed
if you want to create a torus.
86 3DESIGNER USER GUIDE
Editing a Cone
The Geometry tab for a cone contains the same fields as described for a
torus/cylinder, above, with the following exception: The Size parameter
is replaced with Top Radius, which enables you to define the radius of
the top circle, to create the shape of the cone tip.
Editing a Disk
The Geometry tab for a disk looks like this:
The Draw Style and Cut angle parameters are the same as those for the
Cylinder (see above).
The Shape parameter, Slices, allows you to specify the resolution of the
circumference.
The Shape parameter, InnerRadius, allows you to create a hole in the disk
and determine its size – a value of 0 makes the disk solid.
Cutout Editor
The cutout editor enables the re-designing of the spline cross-section.
You can select a previously designed line cut from the dropdown list, or
create a new shape by clicking the New button. The small graphics
window displays a cross-section of the current shape.
Parameter Description
Input Enables you to enter the required text. When you
press Enter, the text appears in the Text object.
Text Style Allows you to select from a list of Text styles (that
were already defined). You can add your own style
to the list by clicking New.
Alignment Enables you to align the text within the text box
frame by selecting Left, Right or Center
justification from the dropdown list.
BiDi Algorithm Specifies the text direction (Standard or Right To
Left).
Style Definition
Font Lists available fonts for the text object.
Encoding Specifies the type of text coding (Unicode, etc.)
Min Filter Changes texture mipmapping setting between the
following settings: Nearest, Linear,
NearestMipMapNearest, LinearMipMapNearest,
NearestMipMapLinear and LinearMipMapLinear
90 3DESIGNER USER GUIDE
Parameter Description
Type Draws the object in one of the following modes:
Fast Texture, Fast Geometry, Fast 3D, Decorated.
Fast Geometry and Fast 3D enable you specify
Filled our Outline styles for object, as well as to
specify its complexity.
Script When working with Decorated text, it is possible to
additionally specify Standard Script or Arabic script
Parameter Description
Opacity Defines the opacity of the Text, Border or Glow
effects.
Size Defines the size of the Bevel, Border, Glow and
Shadow effects.
Smoothness Defines the smoothness of the Glow or Shadow
effects.
Shadows Defines the degree of shadow for the Shadow or
Bevel effects.
Distance Defines the distance from the text of the Shadow
effect.
Direction Defines the direction of the Bevel or Shadows
effects in relation to the text. You can also set the
direction using the Direction graphic display.
NOTE
Editing a Ticker
Refer to Editing a Ticker Object on page 131.
Editing a Gradient
The Gradient’s Geometry tab provides parameters for determining
drawing style (as described for Cube above) as well as for controlling the
color of the gradient.
92 3DESIGNER USER GUIDE
Vertex Colors This determines the base color for the edges of the
gradient. You must check Enable first to use these
parameters.
Selected Use the Selected Color parameters to determine the exact
Color color, hue, saturation, and value for the vertex.
Alpha Determines the alpha value for the color.
Modifying Elements with the Property Editors
93
Color Tab
The Color tab enables you to create and edit two kinds of colors: plain
and material. Plain colors simply let you determine a particular blend of
colors using the standard parameters for color, hue, saturation, etc.
Material colors provide a richer set of definitions that allow you to
determine colors for 4 separate color characteristics (ambient, diffuse,
emission, specular) as well as lighting that can be applied to an object to
create a kind of “material”. Once you create the color, whether plain or
material, you can apply it to selected objects.
¾ To create a Color:
1. In the Color gallery at the right of the Color tab, Click New and
select either Plain or Material. A new material or plain color icon
appears in the gallery.
2. Select the color icon and edit its name (if desired), then proceed to
modify its parameters.
Current Material
For Materials, the color of each of the Ambient, Diffuse, Specular and
Emission buttons represents the current RGB settings for that aspect. To
change the RGB settings, click the appropriate button and change the
values for that aspect in the RGB fields.
Lighting
For Materials, you can add lighting to the material definition. In the
lighting gallery at the right of the color panel, use the yellow arrows to
move Infinite, Spot, or Point light into the Excluded or Included areas as
per your definition. Lights can also be moved from one field to another
by double-clicking with the left mouse button upon the appropriate light.
Field Description
color changes distinctly so that the human eye
perceives them differently from one another. If
similar colors blend together or if colors appear
dark, they are over-saturated. Colors that appear
washed-out and faded are under-saturated
Ambient Ambient light is an overall light on the surface of the
object that gives a general illumination. There is an
"ambient" parameter that simulates this light.
Diffuse Enables you to define diffusion of light on the
material. The diffusion-parameter determines the
relation between direct and indirect light on an
object gets illuminated with. Higher values result in
a brighter appearance of the object.
Specular Enables you to define the surface reflected color.
Emission Enables you to define the self-lit color for the
material.
Shininess Enables you to set the degree of light reflection for
the material. Shininess is a combination of specular
level and glossiness.
Lighting Enables you to attach lights to the selected material.
See the Lighting section above for details.
Value Light intensity.
Alpha Enables you to define the (alpha) transparency for
the material.
96 3DESIGNER USER GUIDE
Texture Tab
The Texture tab enables you to import texture images and keys for both
texture properties and animated texture properties, and to define how the
texture is mapped onto an object.
Field Description
channel on the image.
Component as Relevant only for textures with one [intensity]
component.
Enables you to define an option from the dropdown
list for using the texture, as follows:
Alpha - The texture is used as an alpha texture to set
object opacity.
Luminance - The texture is used as a black-and-white
texture to set the intensity of the object material color.
Intensity - The texture sets both the opacity and color
intensity of the object.
Realtime
Allow Resize Enables the DVG to automatically scale the texture
resolution to the nearest power of 2 to increase system
performance.
Allow When checked, this enables the DVG to load textures
Realtime Load in the background. When unchecked, the images are
loaded during realtime operation. Important: if you
are planning to update any exported texture during
production, you must enable this setting for that
texture.
Texture
Properties
Scale Enables you to scale the image on the object.
Translation Enables you to translate the UV mapping of the
texture on the object, without moving the object.
Rotation Enables you to define the texture rotation center.
Center
Angle Enables you to define the texture angle of rotation.
Mapping
Properties
98 3DESIGNER USER GUIDE
Field Description
Wrap Enables you to define the wrap by selecting an option
from the dropdown list. The options are Repeat and
Clamp.
Min Filter Enables you to define the type of image filter used to
convert the texture to fit a smaller viewing area. The
available options in the dropdown list are Nearest,
Linear, Nearest MipMap and Linear MipMap.
Mag Filter Enables you to define the type of image filter used to
convert the texture to fit a larger viewing area. The
available options in the dropdown list are Nearest and
Linear.
Map Type Enables you to define how the texture is mapped on
an object by selecting an option from the dropdown
list. The options are None, Object Linear, Eye
Linear and Sphere Map.
Anisotropy Enables Anisotopic filtering (see below)
NOTE
Mipmapping
Mipmaps are pre-calculated, optimized collections of bitmap images
(textures), which accompany a main texture in a scene, that are intended
to increase rendering speed and reduce artifacts. This technique is known
as mipmapping.
Each bitmap image of the mipmap set is a version of the main texture,
but at a certain reduced level of detail. Although the main texture would
still be rendered when the view is sufficient to render it in full detail, the
renderer will switch to a suitable mipmap image (or interpolate between
the two nearest) when the texture is viewed from a distance, or at a small
size. Artifacts are reduced since the mipmap images are effectively
already anti-aliased.
If the texture has a basic size of 1024 by 1024, then the associated
mipmap contains a series of 10 images, each of half the size of the
previous one: 512x512 pixels, 256x256, 128x128, 64x64, 32x32, 16x16,
8x8, 4x4, 2x2, 1x1 (a single pixel).
Nearest - the renderer takes the closest of the two mipmaps to the current
image size, and renders an interpolation based on that; e.g. If a scene is
rendering a 256x256 texture in a space no larger than 40 pixels, it would
take the interpolation closest to the 40 pixels – 32x32.
100 3DESIGNER USER GUIDE
Linear - the renderer takes the two textures either side of the current
texture size and renders a mix of the two; e.g. If a scene is rendering this
texture in a space no larger that 40 pixels, then an interpolation of the
64x64 and the 32x32 mipmaps would be used.
NearestMipMapNearest - the nearest neighboring texture will be used
and applied with bilinear filtering; this approximates the gaps between
textures by sampling the color of the four closest (above, below, left and
right) texels (texture pixels).
LinearMipMapNearest - Linear interpolation takes place and is applied
with bilinear filtering (see above)
NearestMipMapLinear – Nearest interpolation takes places and is
applied with trilinear filtering. Trilinear filtering is a high quality bilinear
filter, which uses the four closest pixels in the second most suitable
mipmap to produce smoother transitions between mipmap levels.
Trilinear filtering samples eight pixels and interpolates these before
rendering, twice as much as bi-linear does. Trilinear filtering always uses
mipmapping. Trilinear filtering eliminates the banding effect that appears
between adjacent MIP map levels.
LinearMipMapLinear – Linear interpolation takes place and is applied
with trilinear filtering (see above).
Anisotropy
Mipmapping is an isotropic filter, ie the filtering is applied equally along
both axis of the texture. This can sometimes create excessive blurring if
the texture is being viewed at a very oblique angle to the camera; for
instance an object with dimensions of 1:1 is being viewed at an angle that
results in it appearing 2x1; the mipmap filter that is applied will not take
this into account, and will apply filtering equally to both axis. The
resulting image could look something like the image overleaf
Modifying Elements with the Property Editors
101
Light Tab
The Light tab enables you add lights to your scene and to define the light
parameters. Lights may be positioned to affect the overall lighting in the
scene, or one or more lights may be attached to material properties to be
used for specific objects. The first light is the default when any object is
used.
You can create a light and add it to the gallery in the Light tab the same
way that you create new materials or colors: simply click New in the
gallery; a new light object is added to the gallery. The light gallery’s
objects also show up in the Color tab where they can be included in the
definition of Color materials.
102 3DESIGNER USER GUIDE
Global Tabs
3Designer provides three tabs, Layer, Camera, and Environment, for
defining properties that apply to your entire layer, rather than to a
specific object. These tabs are displayed in the Property Editor tabs area
by selecting a Layer object in the Object tree.
Global Tabs
103
Layer tab
This tab enables you to determine whether the layer is visible (the layer’s
objects are displayed) or not. You can also lock the layer for editing.
Camera tab
Cameras provide a view of the scene according to the way the camera is
positioned. This tab allows you to create a camera for the layer and edit
its properties. There are three kinds of cameras that you can create:
Orthogonal, Free Perspective. Tracked Perspective.
Orthogonal cameras are the same as the Flat Layer cameras created in the
Primitive Objects strip. They are used to provide a two dimensional view
of a scene. Free Perspective camera provide a full three dimensional view
of a scene and can be manipulated by the user directly. Tracked
Perspective cameras also have a full three-dimensional view of the scene,
but tracking data from an external tracking device controls their
properties. Tracked cameras can only be used in 3Designer Advanced.
A camera icon represents the camera in a scene – by dragging the icon to
various positions within the scene, you can alter the view.
A camera’s parameters vary according to the type of camera. The
parameters for cameras are shown below.
104 3DESIGNER USER GUIDE
Environment Tab
The Environment tab enables you to control the scene’s background. You
can add a background color, image, or texture. Some of the tab’s
parameters change depending on which type of background you select.
Parameter Description
Color Enables you to specify a color for the background.
When you select a color, you can use the color strips to
adjust the color to your specifications.
Image When the Mode is specified as Image, you can specify
the filename of the image. You can also use the browse
box at the right to select an image file. When you
select Enable, additional parameter settings appear so
that you can adjust the latitude, longitude, and offset
of the background image.
Texture When you specify the Mode as Texture, a list arrow
appears enabling you to select a texture. You can also
create a new texture to add to the list.
Global Tabs
107
6. The path can then be connected to an object using the Run function
in the Transformation tab.
Shadow Tab
The Shadow tab lets you define and apply a shadow to the selected object
– its parameters are similar to those on the Color tab, with the addition of
Smoothness which allows you to define the shadow’s gradient along the
X and Y axes, and Position which allows you to place the shadow
precisely.
Global Tabs
109
NOTE
NOTE
¾ To create an event:
1. Drag and drop the sound item from the asset strip into the tree and
select the event tab.
2. In the Event tab, specify an event (sound, loop sound, or other event)
and then click the Browse button to find and select the file that
contains the event that you want to trigger.
3. Select the Trigger checkbox.
4. Select the Action button to the right of the Trigger checkbox; the
Action submenu is displayed:
110 3DESIGNER USER GUIDE
5. To animate a sound event you must first create a keyframe for the
trigger in the OFF position. Then, in a later part of the sequence when the
animation should be played, you must create a keyframe for the trigger in
the ON position.
Global Tabs
111
Chapter 4
Managing
Objects
About This Chapter
The display mode of the object tree can be controlled from the Heading
strip. Right-clicking here open the following menu:
114 3DESIGNER USER GUIDE
From this window, you can manage the object hierarchy by manipulating
the relative location of objects in the tree. This may be required if, for
example, you want an object to be seen through another (translucent)
object: You must define the "rear" object to be behind the translucent
object by positioning the translucent object relatively lower down in the
branches of the tree.
Objects can be moved throughout the object tree (including form one
layer to another), by left clicking on the object and dragging it to a new
position. When moving objects within the Hierarchy, visual feedback
will be given to indicate where the object will be placed.
Indicates that the currently held object will be placed above the
highlighted object in the hierarchy
Indicates that the currently held object will be placed inside the
highlighted container
Indicates that the currently held object will be placed below the
highlighted object in the hierarchy
The tree view table also displays general property information and
visibility status for each object. You can also change the object
visibility status by selecting the to toggle the visibility/invisibility of
that object or group invisible. Object visibility can also be defined in the
Object tab.
Objects and elements from the property tree also have indicators next to
them to represent exports, animation, connection and functions. Left
clicking on any of these indicators will open the appropriate editor for
that indicator.
The key is as follows:
Pink – this attribute has a keyframe assigned to it. Clicking
on the pink square will open the animation editor.
Green – this attribute has an exported connection assigned.
Clicking on the green square will open the Internal
Connections tab in the Connections window.
116 3DESIGNER USER GUIDE
3. The Property Editor tab for the selected property is displayed; use
this tab to edit the properties for the object.
Managing Objects Using the Object Tree
117
3. Use the right column to change the values for each of the properties
displayed in the box. Some properties, like scale or rotation, take
numerical values, while others are Boolean and take True or False.
Option Description
Refer Creates a copy of the object that always reflects any
change to the referenced property in both objects. b
Clone Creates an identical instance of the object allowing
both to be modified without affecting the copied
property in either object.
Copy Data When dragging one object property onto the same
property type of a different object, this option to copy
the original objects’ attributes becomes available.
This does not reference the original object.
Insert Used for inserting references, e.g. it is active when
you drag a cut object from the rotary editor and drop
it on another rotary object in the object tree.
¾ To create a group:
1. In the Primitives Asset strip, drag the Group icon onto your scene.
2. Click the Object tree icon to display the Object tree and locate the
Group object in the tree.
3. Drag existing objects in the tree to the Group object listed in the tree
(or first create new objects using the Asset strip and then drag them
in the Object tree to the Group object in the tree):
For example, in the figure below, the Cone and Cube objects have been
dragged from somewhere else in the tree to the Group3 object and now
appear underneath it like this:
Once you include objects in a group, you can apply properties to the
entire group to affect all of the objects simultaneously. For example, you
can specify Transformation parameters for the group that apply to all of
the objects in the group. Or, you can resize or rotate the group. Similarly,
you can specify a texture for the entire group so that each of the objects
takes on the texture.
However, certain properties assigned to the group will not overwrite
properties assigned to individual objects. For example, in the figure
above, each of the objects has a specific color – assigning a color to the
entire group assigns a default color, but does not cancel out colors
already assigned to the group’s individual objects.
Individual objects can also function as groups – simply use the object
tree to transfer objects to the object that you want to act as a group. This
creates an object with sub-objects like this:
124 3DESIGNER USER GUIDE
In this example, the objects are nested so that the earth_and_moon object
contains earth_object which in turn includes the moon_object and
moon_orbit objects. Properties assigned to the higher group will be
applied to the lower level objects (according to the rules that were spelled
out above).
You can expand and contract the groups in the Object tree by simply
double clicking on the expand (+ sign) or shrink (- sign) next to the
group name. Alternatively you can use the right mouse button to display
a menu that allows you to edit the group by expanding, shrinking,
removing objects and other functions as shown here:
From this menu multi-selection of objects from the object tree can be
made.
Chapter 5
Working with
Text
About This Chapter
This chapter describes how to work with text in your scene. It covers the
following topics:
Creating text objects, page 127.
Creating and Editing Decorative text, page 128.
Creating Ticker text, page 130.
128 3DESIGNER USER GUIDE
Decorative Text
Decorative text provides a very wide range of effects that can enhance
the look of the text. Most of these are discussed in connection with the
fields in the Decorative Text area of the Text Property Editor tab on page
89.
In defining Decorative Text Effects, you can also define a color or
texture for the effect. When you define a color, you use the Color Square
in the Effects area, which is provided to specify the exact color that you
want. On the other hand, if you choose to define a texture for the effect,
you must perform the following procedure:
Working with Text
129
3. Browse for the desire Texture file and click Open. The Texture is
applied to the selected Effect.
Text Styles
3Designer enables you to apply text styles to your text object in two
ways:
• Using the Text Style Asset strip, simply drag a style onto your text
object or into the Object tree row associated with the text object.
The Asset strip gives you the advantage of browsing through all of
your style displays.
130 3DESIGNER USER GUIDE
• You can also simply use the text object’s Geometry Property Editor
tab and define the Font as well as other properties for your text
object. Managing Text Styles.
Ticker Objects
A ticker object presents data in a horizontally or vertically moving
display. You can update this data continuously within the framework of
ticker templates, which are the repeatable elements of the ticker object.
The ticker object is a group object, and the different objects that it
contains constitute the ticker template. For example, a typical ticker
object is a horizontal running bar of stock quotes. The ticker template for
this object may include two text objects and a cone object:
Text1 - Name of a company whose stock is traded on the stock
exchange.
Text2 - Updated stock quote for this company.
Cone1 - A cone object, upright and colored green represents an increase
in the stock quote, or inverted and red to represent a decrease in the stock
quote.
This template can then be cloned any number of times and each template
clone can be used to display the name and stock quote of a different
company. Typically, the data variables are exported parameters that are
derived from an external database. The controller application supplies the
data to the RenderEngine and issues the Clone command.
Each time the Clone command is issued; a new template clone is
generated and positioned outside the visible area of the ticker object in
the template clone queue.
The RenderEngine issues a prompt command, sent as the “EmptyIn”
event, when the template clone queue is almost empty, (according to the
configuration of the EmptyInOffset parameter).
When the visible area of the ticker object is completely empty, the
RenderEngine issues a prompt command, sent as the “EmptyOut” event.
Ticker Objects
131
Name Description
On When selected, the ticker object is in operational
mode and only template clones are visible. When
cleared, the ticker object is in design mode and the
ticker template is displayed in the visible area.
Run When selected, invoked template clones move
through the visible area. When cleared, invoked
template clones do not move through the visible
area and are positioned in the template clone
queue.
Clone When selected, clones the defined ticker template.
When Run is selected, selecting Template Clone
132 3DESIGNER USER GUIDE
Name Description
also moves the template clone through the visible
area. When Run is cleared, selecting Template
Clone positions the template clone in the template
clone queue.
AutoClone When selected, template clones are invoked
automatically and continuously. When Run is
selected also, the template clones move through the
visible area in a continuous loop cycle.
Speed Displays the defined speed of movement of the
template clone through the visible area.
Movement Displays the selected direction and orientation of
Direction the ticker object (LeftToRight, RightToLeft,
BottomToTop, TopToBottom).
Area Width Displays the defined width of the visible area of
the ticker object.
Area Height Displays the defined height of the visible area of
the ticker object.
Clone Offset Displays the defined offset (spacing) between the
template clones. The CloneOffset parameter is
relevant only when AutoClone is selected.
EmptyInOffset Displays the defined offset to the visible area at
which the EmptyIn event is sent, prompting the
controller application to invoke the next template
clone. Increasing the EmptyInOffset parameter
sends the EmptyIn event earlier, thus reducing the
gap between template clones.
StartOffset Displays the defined offset to the visible area at
which the first template clone in the template clone
queue is positioned. Defining a negative value for
the StartOffset parameter causes the first template
clone in the template clone queue to appear
immediately in the visible area.
Ticker Objects
133
NOTE
Chapter 6
Working with
Data
About This Chapter
This chapter describes how to control data exported from 3Designer to
3Designer Control, and how to make internal connections between data.
It includes the following sections:
¾ To export a parameter:
1. In the Property Editor window, click the Action button next to the
parameter and select Create Export; the following dialog box is
displayed:
Exporting Parameters for Real-time Manipulation
137
2. In the value box, specify a value for the parameter and click Set. The
value box can be changed to String, Value, or File.
3. In the Target property column, select the property that you want to
export and click Attach. The exported property is listed below in the
From-To table.
4. If you want to export more than one property, click New to create a
new export row, and repeat step 3.
5. When you are through defining the exports, close the dialog box.
Multiple Exports can be connected to a single property, and an Export
can also be connected to multiple properties
¾ To create a connection:
1. Select the object whose properties you want to connect.
2. Select the appropriate Property Editor tab and click one of the Action
buttons on the tab; the following menu appears:
3. Click the kind of connection that you want to make (Out Connection
or In Connection); the Connections dialog box appears with the Internal
Connections tab displayed:
Making Internal Connections
139
Function Operators
Operator Description
* Product of two values
+ Sum of two values
- Difference between two values
/ One value divided by another value
^ One value powered by another value
max The maximum of two values
min The minimum of two values
exp The exponential of a value
cosh Hyperbolic cosine of a value in radians
cos Cosine of a value in radians
log Base-10 logarithm of a value
ln Natural logarithm of a value
tanh Hyperbolic tangent of a value in radians
tan Tangent of a value in radians
sqrt Square root of a value
sinh Hyperbolic sine of a value in radians
sin Sine of a value in radians
abs The absolute (positive) value of a value
acos Arc cosine of a value
asin Arc sine of a value
atan Arc tangent of a value
(...) Bracketing in order to define the order of execution
Two expressions can be compared and a reaction defined for the result of
the comparison, using comparison operators:
Using Functions (3Designer Advanced)
143
Comparison Description
Operators
< Smaller
> Greater
<= Smaller or equal
>= Greater or equal
= Equal
!= Not equal
Valid Description
Variables
A The value calculated from the animation
E The value provided externally (via an exported
parameter)
I The value provided internally (via a connection to
another parameter)
144 3DESIGNER USER GUIDE
the value of the animation, when the animation is played. When you add
an export to a parameter that already has an animation, it automatically
receives a maths function of A*E; because it receives two values at once
they are combined in this way.
Examples
1. An (external) float value is connected to the string. It should be
shown with a ‘.’ as a comma, and with two digits after the comma.
Math function is: E + “\F.2”
2. Same as the example above but the external input is divided by 100
and ‘%’ sign is shown
146 3DESIGNER USER GUIDE
NOTE
Chapter 7
Animations
Creating Animations
An animated sequence is created by defining changes in the parameters
of an object in order to produce an animated action. For example, you
may define the movement of an object along the X-axis. The animated
sequence consists of a series of frames across time, with the first and
final frames of the animation identified by keyframes. Animated
sequences may run concurrently or may begin at different points in time
during the course of the scene. Animated sequences can be defined in all
main screens when using the relevant editor tabs containing the
parameter being animated. The animations are made using the timeline
shown at the bottom of each window.
Animation Timeline
The timeline displays keyframe markers (tick lines) for each animated
sequence, to indicate the points of change on the timeline.
Creating Animations
149
To previous keyframe
To next keyframe
Create Keys
Remove Keys
Keyframe Fields
The Animation time line displays the frame number at the current cursor
position in the timeline. If you manually enter a value in this field, the
cursor will jump to that position.
150 3DESIGNER USER GUIDE
The timeline also displays the start and end frame numbers of the section
of the timeline that is currently in view. By entering new values in these
fields, you can rescale and move the timeline. You can also drag the
timeline, to enable you to view the hidden sections, by clicking the
timeline and sliding the mouse left or right while holding down the
middle mouse button. The values in the first and last keyframe in view
fields are automatically updated to reflect the new section now in view.
Current Keyframe
Start of Range End of Range
Animation Group
6. Click the REC button to end the recording. The button turns back to
gray.
A small pink square appears in the Object tree near the property that
was animated (usually the Transformation column); clicking the
square displays the Animation window.
7. Use the control buttons in the animation timeline to position the
animation and play it back.
Animations can also be defined using the action button to set a
keyframe:
A keyframe will be recorded for this attribute at the current point on the
animation timeline.
2. Click Edit Key; a list of the recorded channels is displayed for the
selected keyframe (see over).
Creating Animations
153
NOTE
The channel defines the type of animation. Channels are only displayed
for those parameters that changed status during the defined animation,
meaning that if an animated sequence involved change only on the X-
and Y-axes, no channel will be displayed in the Animation window for
the Z-axis. Parameter channels display more than one keyframe when
there are different animations on the same parameter, for example, if an
object moves one way on the X-axis and then moves back on the X-axis.
Red lines indicate the full range of keyframes for a channel. Blue lines
indicate the keyframes for a parameter type, such as Transformation,
whose values are changing in the animation. Green lines indicate
keyframes for parts of the parameter such as Position. Grey diamonds
indicate the individual keyframes.
You can perform any of the editing activities detailed below on a
channel, parameter type, parameter, or individual keyframe. When you
perform an activity on a higher-level entity, such as a channel, all of the
lower level entities (parameters, etc.) included in it are affected.
Option Description
New Animation Group Creates a New Animation group.
Remove Animation Group Removes the selected animation group.
Clone Animation Group Creates a duplicate of the animation group.
Edit Animation Group Displays the Animation Group Editor dialog box so
that you can add a DDR clip.
Remove Channels Removes the selected channel.
Mirror Channels Reverses the order of the animation keyframes.
Delete Keys Deletes the selected keyframes.
Select Keys Selects all the Keyframes in the selected channel.
Clone Keys Creates a duplicate of the selected keyframes. To
clone keys, first select the target channel, hold down
Control and select the source channel. Right click and
choose Select keys, then right click again and choose
Clone keys. The cloned keys appear in the target
channel.
Expand/Shrink Enables you to control the display of the Animation
tree objects with a submenu:
Expand to Selected When you have selection of items in the tree, but
some items are not expanded, this action will
expand the tree to show all selected items. If the
selected item has children, but they are not in
selection they will not be expanded.
Selection Enables you to control the selection of Animation tree
objects with a sub-menu (see over):
160 3DESIGNER USER GUIDE
Option Description
Create a Keyframe
Double-click in a blank area in a channel for the parameter that you want
to animate – a gray diamond indicating a new keyframe appears. You can
slide the diamond along the channel line to place it where you want in the
animation timeline. Double-clicking on a higher-level entity represented
by a red, blue or green line adds keyframes for all the lower level entities
simultaneously.
Parameter Description
sequence.
Acceleration Enables you to enter the percentage of the total
keyframe time during which the object is accelerating.
The acceleration is relevant from the beginning of the
keyframe action, so that entering a value of 25%
accelerates the object animation for the first 25% of the
keyframe playback.
Deceleration Enables you to enter the percentage of the total
keyframe time during which the object is decelerating.
The deceleration percentage is applied backwards from
the end of the keyframe action, so entering a value of
25% decelerates the object animation during the last
25% of the keyframe playback.
Stop Select the checkbox to enable the pause/continue field,
located under the Stop checkbox.
Pause/Continue - The pause/continue field enables you
to stop the selected keyframe animation for a certain
amount of time by selecting an option from the
dropdown list. The options are:
Pause - Pauses during animation playback at the
current cursor position in the keyframe, and then jumps
to the value you enter in the adjacent field and
continues playback from that frame.
Continue - Stops during animation playback at the
current keyframe, until the continue button is pressed.
Using the Animation Window (3Designer Advanced)
163
Parameter Description
Loop Select the checkbox to enable the count/infinite field,
located under the Loop checkbox, and the loop length
field, located to the right of the Loop checkbox.
The count/infinite field enables you to loop the selected
keyframe animation by selecting an option from the
dropdown list in the field. The options are:
Count - Loops the animation a specific number of
times, according to the value you enter in the adjacent
field.
Infinite - Loops the animation loops infinitely.
The loop length field enables you to define the length
of the loop by entering a number in the field. Each
repetition goes back that number of frames, counting
from the end keyframe marker, and plays the animation
from that point.
2. Change the values for that frame. For some parameters you can
specify Acceleration/Deceleration, pauses, and loops. A loop
specifies that a particular range of keyframes repeat a set number of
times as indicated in the Key Editor window above. See the section
on Editing Animation parameters for details.
3. Click Close; the animation sequence changes to reflect your
specifications.
Delete a keyframe
On the timeline the keyframe and press <Delete> on the keyboard.
Alternatively, you can
Delete a channel
Right-click the name of the channel in the tree and select Delete
Channel from the displayed popup menu.
164 3DESIGNER USER GUIDE
Delete and change operations can also be carried out for multi-selections
of keyframes; keys can be lassoed directly from the timeline, or from the
list of channels:
6. Select the path which you wish to animate the object along
8. Now that the object is linked to the path by the run, its’ position can
be animated along the path by changing the ‘run value’. This value
ranges from 0 (start of the path) to 1 (end of the path). Objects can
be animated along the path by creating keyframes at the desired
position.
Using the Digital Disk Recorder / DDR (3Designer Advanced)
167
2 . In the Animation Group dialog box, either specify the name of the
DDR animation sequence, or drag the clip from the
ClipManagement software into the DDR box. Define the Play Mode
168 3DESIGNER USER GUIDE
(Once, Loop, Bounce), and the Start and End animation keyframes
for the video sequence. Click Enabled and then Close. You can
specify two separate DDR sequences.
3. To test the DDR sequence, click the Play button in the Animation
bar. The animation sequence and the video sequence begin playback
simultaneously. Each sequence terminates at its defined stop frame
position.
NOTES
Chapter 8
Utilities
Font Installer
The Font installer enables you to import fonts into the Windows Font
folder and then install them into the DVG.
¾ To install a font:
1. In the Tools menu, select Font Installer; the following screen
appears:
2. Use the Browse button to select the folder that contains the fonts
that you want to install.
3. In the left pane, select the fonts that you want to install and click the
Install button; the installed fonts appear in the right pane.
Using the Digital Disk Recorder / DDR (3Designer Advanced)
171
Controller
The Controller lets you playback scenes and test them through a user
friendly GUI.
1. To control scenes with the Controller:
2. In the Tools menu, select Controller; the following window opens:
3. In the Host box, type the name of the host that contains the project
and scenes that you want to work with, and click the
Connect/Disconnect button.
NOTE
4. Use the Project and Scene boxes to specify the project and scene
that you want to work with and click Load; the scene name appears
in the Loaded Scenes list:
Chapter 9
Customization
The left window indicates the actions that can have short-cut keys
assigned to them. The right window displays a list of short-cut keys and
their assigned actions.
¾ To assign a key:
1. Select an action in the left window and a short-cut key in the right
window to which you want the action to be assigned.
2. Click the Connect button.
Paste Options (3Designer Advanced)
175
To break the assignment between an action and its hot key, select the
action and click Disconnect.
For customizing the way of pasting references, simply select the icon that
corresponds to the Editor tab whose paste options you want to change,
and select the appropriate option in the right column.
Similarly, select the appropriate Paste options for Animations and
Exports.
Preferences
This dialog box lets you configure folders, icons, and other elements of
the 3Designer system:
178 3DESIGNER USER GUIDE
Option Description
Action Lets you specify Hot keys for Actions that appear in the
Buttons Action buttons in the Property Editor tabs. (3Designer
shortcuts Advanced only)
Asset Strip Lets you change the icons for the asset accelerators.
(3Designer Advanced only)
Directories Lets you specify the directories and files for Resources,
and Files Render Engine, Log file, etc.
Layouts and Lets you specify the palette used by the system, as well
Styles as configuring the size of thumbnails that appear in the
various gallery areas.
Log View Lets you configure the filters for log view as well as the
font.
Misc. Specifies several parameters such as animation, history,
and auto-save.
Object Specifies the way references are handled. (3Designer
Operations Advanced only)
Paste Same as Paste Options (see previous section).
Options 3Designer Advanced only)
Render Specifies the type of connection between 3Designer and
Engine the Render engine. You can specify Remote or local, as
well as control certain display functions such as Frame
rate.
Shortcuts Hot key assignments (see previous section). (3Designer
Advanced only)
Preferences
179
Scene Configuration
This dialog box lets you specify settings for the way scenes are displayed
on the screen:
Culling
Activating culling will result in RenderEngine optimizing the rendering
process for objects not currently on-screen; this option may not improve
performance for all scene types.
Internal Mixer
The internal mixer option can be activated here; this allows you to use
the internal linear keyer of the DVG platform.
Switching on pre-multiplied mixing causes the DVG board to properly
represent half transparent pixels on the video background. Using it
requires the background to be set to black.
This results in the borders of objects that are on top of the mixed picture
becoming brighter.
Chapter 10
CyGMaker Scene
Converter
Run Converter 2.1, either from the desktop icon or from Start >
Program Files > Orad > Converter 2.1
The Converter application will now open
Conversion process will start, a progress indicator will be displayed until all
steps are completed.
During the conversion some dialogs may appear warning about overwriting
textures (select option according to the requirements).
After the scene will be processed converter will ask about the target scene
filename (in this case don't use the unconverted name - always change it).
184 3DESIGNER USER GUIDE
The log window with some warnings may appear, read it carefully and keep
it with converted scene, as it may contain important information needed for
adjusting scene after conversion)
Now the scene is converted but still need to be resaved in the 3Designer
- Start 3Designer
- Open converted scene, the warning will appear on the screen that you are
opening unsynchronized scene; confirm that scene should be resaved.
- Wait until the scene will be resaved
- Now the scene is converted and ready for use
Some issues that may appear after conversion:
- In CyGMaker camera the same camera can be defined as 'Target' or 'Free'
(by changing parameter 'AdjustLookAt' in the advanced editor). It may
appear that in the original scene camera is of the one type and parameters
related to another camera type are animated. In this case change type of the
camera in the original scene and try to convert it once again.
- Camera with animation along a spline will need to be reworked after
conversion.
- In some scenes, the background image will not be converted
automatically; in such cases please reassign the correct texture in the
Environment editor (Image tab)
Using the Scene Converter
185
Chapter 11
VRML Object
Importing
Use the tool Motion (1) > Trajectory (2) > Collapse (3) to convert
animation (see over)
186 3DESIGNER USER GUIDE
The Sample Range should be equal to the End Time - Start Time + 1.
For example, if the Start Time = 0, and the End Time = 100, the Samples
should be equal to 101.
The playback frame rate for the animation should then be set to PAL or
NTSC according to the region that you are working in. Use the time
configuration menu (1) to change the frame rate (2):
When the model is ready for exporting, go to File > Export (or Export
Selected), and a file browser will open where you can specify the
location where the VRML model will be saved.
188 3DESIGNER USER GUIDE
After a filename has been entered, a new menu will open with export
options:
Here you should change the Transform Controllers FPS (frames per
second) to custom, and set the amount according to the region you are
working in (50 for Pal, 60 for NTSC). The model can then be exported.
After selecting the model and clicking on ‘Open’, the import options
dialog box will open:
Option Description
Use Lights Enables the importing of the lights used in the VRML
model.
Double Sided In the event that some triangles are oriented incorrectly,
Mesh and you have no tools available to reorient them (such
as 3dsMax), then check this option to correct the
problem.
Reverse All In the event that all of the triangles have incorrect
Normals orientation, then check this option to invert all of the
objects’ normals.
Using the Scene Converter
191
Chapter 12
Tracking
Calibration
This chapter describes how to use the Tracking Calibration hardware and
software to coordinate camera tracking with 3Designer.
Topics include:
How to use ‘TSPositioning’ (an application supplied by Orad), to
calibrate tracking.
194 3DESIGNER USER GUIDE
• Hardware preparations
• Measurements with TSPositioning
Hardware preparations
This is a Pre-Event procedure, to be performed prior to an event. Before
the camera pose is determined with the TSPositioning software, the
tracking and camera hardware must be set up properly. Only the
broadcast camera is used for this method.
In case of a multi camera installation, with several broadcast cameras
present, the Camera pose determination process must be performed for
all cameras in use. Once all the cameras have been configured in the
TrackingSet.cfg file, any camera can be easily selected by choosing its
number in the tracker section of the TSPositioning GUI.
Important
4 Ensure you can read the pan and tilt values of the head with
TrackingSet. Using DispCamera Raw, change camera pan, tilt,
zoom and focus and check that the displayed raw data changes
accordingly.
5 Do not move the tripod during or after measurements, as a
recalibration will be required.
• Starting TSPositioning
• Measuring mounting shifts
• Measurements
196 3DESIGNER USER GUIDE
Starting TSPositioning
¾ To start TSPositioning
1 Double click on the TSPositioning icon on your windows desktop. If
the TrackingSet software is running correctly, the camera number,
name, and type displayed in the Tracker region of the window are
active and not grayed out. In addition, the indicator bar in the
window title rotates, which indicates that tracking data is receiveded
from the encoders. The Tracking Set window appears, as shown
below:
Parameter Description
Channel The IP address of the Linux platform
where TrackingSet is running.
Number Tracker channel number.
Name Tracker name.
Type The Tracker type.
Calculated Position Calculated position of the camera with
respect to the field.
Pan Axis Twist This parameter describes the tilt and roll
(rotation) position of the camera.
Reset Communication This feature reinitializes communication
with the tracker.
Video Preview Not supported
Save Settings Save the configured settings.
This box describes the X Y Z positioning
Orientation Box of the camera view. There are two
positions you can select by clicking on
the image.
2 The Reset communication button is used to re-establish
communication with the ASR unit.
198 3DESIGNER USER GUIDE
Notes:
• The height offset is measured from the tilt axis to the optical axis
of the camera.
• The offset to the front/back is measured from the pan axis to the
flange of the camera (where the lens is mounted to the camera).
• The offset to the left/right is measured from the pan axis to the
optical axis.
Measurements
The following topics are discussed in this section:
• Processing
• Adjustments and Controlling the Results
All measurements are controlled from the Reference Points tab; see
Figure 12-3 Tracking Set Window, Reference Points Tab Selected.
200 3DESIGNER USER GUIDE
Parameter Description
Reference points Field measurements
Projection
Add Add a landmark
Clear all Clears all entered landmark values
Edit Edit an existing landmark
Reset all Resets all entered landmark values
Calculate Calculate the landmark values entered
Update Model Updates the current model
Load Load a saved model
Save Save model
After entering the reference points, you use the Project Area of the
Reference Point tab to define the projection method for the points as
explained below.
• Auto
Plane
Two coordinate axes, and an offset from this plane on the third axis define the used
plane. An example of this is in soccer where the landmarks are usually placed at the
XZ plane, the grass level, where the height is 0.
Closest
Chooses the closest point of intersection between the optical axis of camera and the
field model, for calculations. This method is employed if the landmarks are outside
a field plane (if there is one) and is building a three-dimensional terrain. The height
co-ordinates of the landmarks are not equal to zero. This option would be used, for
example, for ski race hills, golf courses, etc.
Auto
This mode automatically selects between both Plane and Closest options. This mode
detects the landmarks at the FieldModel_measured.xml file that have a height
coordinate equal to, or very close to, zero, and uses the Plane mode for them. Other
re-projected points outside this plane are treated the same as with Closest mode.
In most cases, Closest gives the best results especially if not all points are on the
same plane.
¾ To Acquire data:
1 Aim at a landmark with the camera, and completely zoom in using
the center cross (view finder marker) as a reference point.
2 Lock pan-tilt-brakes if necessary.
3 Click Set for the corresponding landmark in the tracking Set
Window.
4 Repeat this process for each landmark.
Camera Pose Determination with TSPositioning
203
• If the Set option was clicked by mistake, the Reset button deletes the current
pan and tilt measurement. The Set option can be used again for a new
measurement.
• If further points are be added and their coordinates are known, click the
Add button, and enter the coordinates manually.
• The Edit option enables you to edit existing points and labels.
• The Reset all option resets the current measurements for all landmarks.
• The Clear all option deletes all entries.
• The check box at the right hand side of the landmark coordinates determines
if this point is used for the pose determination. While running the final
calculation without a specific landmark, you can test if this landmark and/or
the measurement for it was properly done. A reprojected point is calculated
for this landmark.
Processing
After all measurements have been completed, click Calculate to
calculate the results for the pose determination and the coordinates of the
re-projected points (see the following figure).
Camera Pose Determination with TSPositioning
205
The results for the pose determination are immediately displayed in the
TSPositioning application. However, the results for the re-projection are
not displayed.
Making Adjustments
After the camera position and orientation has been calculated several
adjustments need to be done. These adjustments are all done in the
Adjustment tab of the Tspositioning GUI. They should normally be done
by the following order:
• CCD centring
• Focal scale
• Pixel Aspect Ratio
You use the Adjustments tab in the Tracking Set GUI to make the
necessary adjustments:
Camera Pose Determination with TSPositioning
209
CCD Centering
4 Repeat stages 1 –3 for different zoom values. If you find that for
different zoom values you need to use substantially different focal
scale values it means that the lens calibration file is not accurate for
this specific lens.
Use the Adjusting tab to adjust the camera and lens parameters and to test the
quality of the measurement.
This procedure must be repeated with each cameras used. As every camera is
configured at the TrackingSet.cfg file, each camera is easily selected by choosing
it’s number at the tracker section of TSPositioning.
MapCube Integration
211
Chapter 13
MapCube
Integration
Example Workflow
In this example we will take a simple map from MapCube, save it in
3Designer format, and then import as an asset.
1. Define mapped area in MapCube
212 3DESIGNER USER GUIDE
Use the Inquire Box tool to define the area that is to be exported.
Define additional layers and place labels if required.
2. From the File Menu, select Export, then Export Map…
3. Inside the dialog box (see overleaf), you can take the mapping
coordinates from the Inquire Box (1), define the image size (2),
select the 3Designer export format (3) and export the map (4).
It is recommended that for texture size, you use a resolution that is
to a power of two, i.e. 1024 x 2048, 128 x 512, as this will be loaded
more efficiently by the renderer.
MapCube Integration
213
8. The asset file (which has an extension .cgc) can be used directly in
3Designer, simply by dragging the asset into the hierarchy, the
DesignView, or the Asset Strip.
MapCube Integration
215
2. You can then enable the elevation from the Properties menu
4. Select the area of map that you wish to export using the Inquire tool.
5. Select File > Export > Export Map, then enter the settings that you
wish to use for the map.
218 3DESIGNER USER GUIDE
To take the map coordinates from the Inquire tool, select (1), enter
the size of the image to be exported (2), enable the export settings
for “Make World File(s)”, “Export Terrain Model” and “Export to
3Designer” (3), and finally export he model (4).
6. Import the model in the same manner as before, but now when you
rotate the model, you will be able to see the elevation data
incorporated into the map
MapCube Integration
219
Also, you can make a new bookmark for the MapCube directory, so that
all MapCube assets are automatically available from with the 3designer
GUI.
1. Open the Preferences for the Asset Strip; in the Bookmarks window,
right click, and select “New Bookmark”
Field Description
Complexity Specifies the resolution of the rectangle that
contains the map texture
Elevation File Specifies the elevation data file to be used
Ground Base As the imported maps can contain elevation
data, it is possible to set the position of the
objects’ normal accordingly
Normal - means that 0 level will be set to sea
level
FitToMin – the 0 level will be the lowest point
of the map
FitToMax – the 0 level will be the highest point
of the map
FitToMid – the 0 level will be in the middle
position, between lowest and highest points of
the map
Upper Left Displays the lngitude and latitude of the top left
point of the imported map
Lower Right Diplays the longitude and latitude of the lower
left point of the imported map
Max / Min Altitude Displays the maximum and minimum altitudes
used in the map
222 3DESIGNER USER GUIDE
Index
223
INDEX
G P
Groups .........................................................122 Parameters
creating..............................................122 animation................................... 154, 167
color .................................................... 92
I geometry ............................................. 82
Internal data light.................................................... 100
in math functions................................144 math functions ........................... 141, 144
Internal reference...........................................10 texture ................................................. 95
creating..............................................138 Pinboard ........................................................ 60
placing objects on................................ 62
L tools..................................................... 67
Light parameters ..........................................100 Primitives
object bar............................................. 66
M using.................................................... 67
Main screen ...................................................47
Managing T
object hierarchy .................................112 Text Generator ............................................ 128
Math functions................................................10 Text Styles
definitions list .....................................141 managing........................................... 130
examples ...........................................144 Texture parameters ....................................... 95
Menu Ticker Objects.............................................. 130
edit.......................................................50 Tickers
file49 editing the ticker ................................ 131
tools .....................................................52 Timeline
view .....................................................51 animation........................................... 148
Multiple Animation Timelines .......................156 Tools
Pinboard window ................................. 67
O primitives ............................................. 67
Object hierarchy
managing...........................................112
Index
225
U Geometry tab.......................................82
Using the editors Light tab.............................................100
Color tab ..............................................92 Texture tab ..........................................95
editing a cone.......................................85
editing a cube.......................................83 V
editing a disk ........................................85 Video output...................................................56
editing a line/tube.................................85 Visibility status .............................................115
editing a sphere ...................................82
editing a text object ..............................88 W
editing a torus/cylinder .........................84 Workflow ........................................................11
editing the ticker.................................131