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Freeform 2 Manual PDF

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0% found this document useful (0 votes)
143 views14 pages

Freeform 2 Manual PDF

Uploaded by

Sundhar Rao
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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FreeForm 2

User Manual
FOR ADOBE AFTER EFFECTS 4.0 ®

FORGE T E C H N O L O G Y

Forge Technology B.B. Inc


438 McGill Street, 2nd Floor, Montreal Quebec, Canada H2Y 2G1
Tel: (514) 861-9613 Fax: (514) 861-1109

www.forge.net



















User Manual



F O R G E F R E E F O R M

V 2.0





Table of Contents


Installing Forge FreeForm Page 3


Before you start Page 4


Working with Forge FreeForm Page 5



Number of Control Points Page 5


Control Point Values Page 6



Input Size Controls Page 7


Output Size Controls Page 7


3D Views (Presets) Page 8



Object Controls Page 8


Anchor Point Controls Page 9


Camera Controls Page 9



Spotlight(s) Controls Page 10-11


Mapping Controls Page 12


Mesh Subdivision Page 12



Displacement Mapping Page 12-13


Preview and Antialiasing Page 13




FreeForm Forum Page 14





























FORGE FREEFORM V 2.0


USER MANUAL
2
Installing Forge FreeForm 2.0 for Adobe After Effects®




Along with your purchase you should have received a file named Forge FreeForm Registra-


tion. Simply copy this onto your computer’s Desktop and double click on the file. You will



then be prompted to enter your Serial Number. Once you have completed this step, simply


copy FreeForm 2 into the After Effects Plug-ins folder and you are up and running :)




Mac System Requirements:


Power Macintosh or Compatible


Minimum 64 mb RAM,


Figure 1 - Simply copy FreeForm 2.0 into the Plug-


ins folder located in the After Effects folder on Recommended 128 mb RAM and higher


your System. Adobe After Effects 4.0








Macintosh RAM Allocation + Management:


Forge FreeForm’s powerful rendering engine requires sufficient amounts



of RAM. The bigger your composition setting that you work in, the more
RAM you will need.


RAM management for Forge FreeForm 2.0 on a Macintosh is handled


through After Effects. Therefore, to allocate Memory to Forge FreeForm



2.0 you simply assign more to After Effects. You can do this by simply

selecting the After Effects application icon and pressing command i on


your keyboard. Then go to the Preferred Size field and key in the

amount of RAM you would like, and that your system can accommo-

date.


I.E. 128 mb of Ram would be 131,072. The calculation goes as follows


128 x 1024 = 131,072 (Note: one MB is not exactly 1000K. It is



actually 1024K, so your calculation should take this into consideration.)




Figure 2 - RAM management for Forge FreeForm 2.0


on a Macintosh is handled through After Effects.


Therefore to allocate more memory to Forge


FreeForm 2.0 you simply assign it to After Effects.

































TIP Forge FreeForm 2.0 will warn you if you are running low on memory. A quick

way to clear memory for FreeForm 2.0 is to Purge Undo, Cache or All, via the

new controls in After Effects 4.0.



FORGE FREEFORM V 2.0


USER MANUAL
3
Before you start




Patch, Mesh, World Space and X, Y + Z Axis explained.


For those of you comfortable with the notion of 3D space, these terms should already be



familiar to you. For those who are not, an explanation follows.




NURBS Patch



A NURBS (Non Uniform Rational B Splines) Patch is simply a surface that you can


0 Point on


X, Y + Z Axis manipulate on height, width and depth. This manipulation is done with the control


points and handles (tangents) that are displayed (see Figures 3, 3.1 + 3.2 in side panel).



Figure 3 - This illustration depicts a NURBS Patch in A NURBS patch is generated upon launch of Forge FreeForm.


Wireframe mode. Please note that the center point


for the patch is exactly in the middle. This can later


be changed via the Anchor Position controls in Forge FreeForm 2.0 allows you full manipulation control with up to 400 control points.


Forge FreeForm. Upon launch FreeForm will display one at each corner (with Bezier like control handles/

tangents).

y+

• To control Points and Tangents, go the effects window and look for Number of Control

Points. There, you will that FreeForm 2.0 allows up to 20 (Horizontal) x 20 (Vertical)

NURBS patch Subdivision.


• To manipulate, simply click and hold mouse over any of the points or handles and drag

x- them to the desired position.


z-

World Space or X,Y + Z



z+ X Axis = width, Y Axis = height and Z axis = depth.


x+

See Figures 3, 3.1 + 3.2 to the left side of this page.




Anchors


0 Point on Movement/rotation of your object position will be relative to the Anchor position. Upon

y- launch Forge FreeForm will place the NURBS patch in the 0 position on all axis. The

X, Y + Z Axis

NURBS patch’s inherent 0 Point is in the middle of the image/patch.



Figure 3.1 - Note that the solid lines depict a


positive direction and that outlined arrows depict a Z (or depth) refers to the object’s position or orientation on the depth. If you would like the

negative direction. This will relate directly to all object to move towards you, key in a positive value in the numeric controls or move your

numeric input + slider adjustments in FreeForm GUI. slider to the right in the Forge FreeForm GUI. The same applies for Y and Z movement.


In Forge FreeForm there are Seven areas where you can use the X, Y and/or the Z axis

y+ • Object Position Z (see page 4 in this manual)



• Object Rotation X, Y + Z

• Anchor Point X, Y + Z

• Light Position X, Y + Z

• Light Rotation X, Y + Z

x- z- • Camera Position X, Y

• Control points and tangents



z+ x+

Acceptable File Formats



Forge FreeForm will work with many file formats including:




• Footage (Quicktime, pict sequence etc).


y- 0 Point on • Photoshop files, pict, tiff etc. This with or without Alpha Channels

X, Y + Z Axis
• Solids, Basic Text, Path Text, Numbers etc. generated in After Effects

• On layers containing Particle effects or just about any other Filter/Effect


that will work in After Effects


Figure 3.2 - Upon launch Forge FreeForm will


• Imported vectors files

automatically place the Patch at the midpoint


i.e. X=0, Y=0, Z=0


Alpha bits...

Forge FreeForm is Alpha aware and treats Alpha Channels in the usual After Effects

protocol. There are places where you can use Alpha Channels:


• The image/footage to which you will be applying Forge FreeForm can carry an Alpha

Channel.

• When selecting a layer for use as a displacement map, if that layer carries an Alpha

Channel, Forge FreeForm 2.0 will use it (see page 9 for more info on Displacement).

FORGE FREEFORM V 2.0


USER MANUAL
4
Working with Forge FreeForm




Similar to other plug-ins or filters for After Effects, Forge FreeForm resides in the effects


control menu under it’s own name. Effect > Forge > FreeForm 2.0




To launch Forge FreeForm 2.0, simply import:


• Footage (Quicktime, pict sequence etc.)



• Photoshop files, pict, tiff etc. This with or without Alpha Channels


• Imported vectors files


or



Pick a layer that already has a:


• Solid, Basic Text, Path Text, Numbers etc. — generated in After Effects



• A layer containing Particle effects or just about any other Filter/Effect


that will work in After Effects.




Select the layer in the After Effects Timeline then choose Effect > Forge > FreeForm 2.0.


Forge FreeForm 2.0 will automatically read the size of the image, footage or layer and


create a NURBS patch to that size. Forge FreeForm will then Map (apply) this image,



footage or layer information right onto the NURBS patch. So that no matter which way
you manipulate the NURBS patch, the image, footage or layer will adhere to the NURBS

Patch’s surface.
















Forge FreeForm 2.0 features an extensive set of


controls over 3D deformation in the After Effects


comp window as well as convenient Custom U.I.



controls for Object, Light(s) and Camera controls.












• Control Points

• Tangents


Number of Control Points.


The first feature you will find in the Forge FreeForm 2.0 GUI is

Number of Control Points. Here you can set up as many as 400


Control Points (+ corresponding tangents) on the NURBS surface.



Upon launch FreeForm 2.0 will start you off with 4 Control Points -

one at each corner.




N.B. Number of Control Points should be determined in advance


of sequencing as any change in the number of C.P’s over time will


have the C.P.’s snap back to flat positions.












FORGE FREEFORM V 2.0


USER MANUAL
5
CP Values (Control Point Values)



Click on ‘‘Get‘‘ to access numeric data for your Control Point + Tangent coordinates. This


feature can prove very useful when you need numerous/various Control Points and


tangents to land in very specific points in space. You can key in the necessary data and



then click on ‘‘Set‘‘ and FreeForm 2.0 will do the rest.

































To copy coordinate values simply select the


Control Point in the Comp Window and



click ‘‘Copy‘‘, then select another Control


Point and click ‘‘Set‘‘. The second control point chosen will align perfectly with coordinates

you copied. You will also notice that FreeForm carries ‘‘Reset‘‘ Buttons at various levels.

This can prove to be very useful if you only wish to reset certain aspects of FreeForm 2.0

and not others. Or if, for instance you wish for all of your control points to go back to a

‘‘Flat‘‘ position at any point in your sequence.































○ ○ ○ ○ ○
N.B. To keyframe all Control Points and Tangents in FreeForm 2.0, simply go the Time Line

Window in A.E and look for CP Values. A single Keyframe will now activate all Control

Points and Tangents.






FORGE FREEFORM V 2.0


USER MANUAL
6
Input Size Controls



In this feature you tell FreeForm 2.0 what size you want your NURBS Patch to take.


FreeForm 2 will then Map or conform the image contained in the layer to the size of the


NURBS Patch. The best way to work with this is to set the Height + Width controls to the



precise size of the image, footage, solid etc. in the layer you wish to apply FreeForm 2.


















OutPut Size Controls



This feature will force the FreeForm 2.0 rendering engine to render only within the
parameters you set here. Quite simply, the idea is to limit the rendering area to your comp

size parameter so that FreeForm 2 is not rendering unecessary data, including excess

Alpha information. The default settings have been set at 640 x 480 or if the imported file

is larger than this then FreeForm will take the source file size as default - The best way to

work with this is to set these controls at the precise size of your Composition parameters.






















































FORGE FREEFORM V 2.0


USER MANUAL
7
3D Views (Presets)



To manipulate the object/patch simply select (click and drag with the


mouse) the desired control point or tangent and move it along the screen


for the desired deformation. This is wonderful, you say, but how do I move



it on the Z axis (depth)?



Quite simple. Go to the FreeForm G.U.I. located in the ‘’Effect Controls’’



window and look for ‘‘3D View Presets‘‘, select the necessary view and click


on your choice - then simply select (click and drag with the mouse) the



desired control point or tangent in the ‘‘Comp Window‘‘ and move it along


the screen for the desired deformation. Or go to the ‘‘Object Controls’’ window and rotate


the object on the X (width), Y (height) or Z (depth) axis.




The 3D View presets will only record differences in your sequence once you keyframe the



appropriate settings in the ‘‘Time Line Window‘‘ in After Effects. These Presets can be very
useful for quickly animating the NURBS patch position + rotation over time. Here again

we offer a convenient Reset button at this level.



Object Controls

Both Custom UI controls and Numeric


controls are available for controlling the


NURBS patch.


Object X Rot or Object X axis (width) Rotation will Position X, Y will move the object on

the width or the height.


tilt the object/Patch back or forth. A positive value


will tilt the top towards you and a negative value


will tilt the top back and vice versa for the bottom. Position Z moves the object in depth.


Rotation X, Y will rotate the object on


the width or the height and will also



swivel and tilt the object on Z.



Rotation Z rotates the object.




See Diagrams to the left.




At the bottom of this section in the GUI you will find convenient Reset Buttons for both

Position and Rotation.




Manipulating Control Points and Tangents in 3D space


FreeForm 2.0 offers several ways to re-position your NURBS patch to allow for access to

manipulation from every point of view. Again all information is stored, but nothing is keyframed

Object Y Rot or Object X axis (height) Rotation will


until you decide to do so. When you do keyframe the data in your Time line, simply move forward

swivel the object’s/Patch’s right side back or forth.


or back on the Time Line, manipulate the NURBS patch and A.E. will automatically generate a

A positive value will swivel the right side towards


you and a negative value will swivel the right side keyframe at that point in time storing all the changes you made to the patch over time.

back. Vice versa for the left side.




















Object Z Rot or Object Z axis (depth) Rotation will Rotate object/patch using Object Controls, then

Rotate object/patch i.e. 90 degrees using Object Y


turn the object/Patch clockwise or counter

select a control point or handle and move it to the Rot. Or by clicking right view in 3D Views. In this
clockwise. A positive value will turn the object/

desired position to achieve the deformation example, we selected the middle control point and
patch in a clockwise fashion and a negative value

on the patch. moved it to the left to achieve a bulge in the middle


will turn it counter clockwise. of the patch.


FORGE FREEFORM V 2.0


USER MANUAL
8
Anchor Pos (X,Y) or Anchor Position on the X Anchor Position X, Y + Z


(width), and Y (height).


To reposition your Anchor point on X (width) or the Y (height) select the cross hair icon in


the FreeForm 2.0 G.U.I., then go to the comp window and simply click on the position you


would like. To reposition the Anchor Point on Z (depth), use the numeric control or the



slider in the Forge FreeForm 2.0 G.U.I.


Remember that a positive value will


move the Anchor Point towards you and



a negative value will move the Anchor



Point further back in space.








Anchor Point repositioned


to the far left of the object/ Camera Controls


patch via Anchor Pos (X,Y). For the Camera controls, FreeForm offers both Custom UI work as well as access to sliders



This will cause the object/ and Numeric Input. To move the camera via the Custom User Interface, simply go the


patch to swing forward or
Position X,Y or Position Z Icon in the Effect Controls Window. Click on the icon and move


backward (like a door).
the camera to the desired position.


Camera Position X, Y will move the camera on the width or the height.


Camera Position Z will move the camera on the depth toward and away from the

NURBS patch or Object.








Anchor Point repositioned



to the Top of the object/


patch via Anchor Pos (X,Y)


This will cause the object/


patch to swing up or down


(like a garage door).




















Focal Length Control



Similar to camera lenses, setting the slider to the left simulates a wide angle type of lens

and setting to the right simulates a Telephoto-like lens. Upon launch the default setting

Anchor Pos (Z) or


simulates a normal or 50mm-like lens. The Wide angle settings are great for creating a

Anchor Position on the


Z (depth). Anchor Point foreshortened feel to your deformations, while the Telephoto should render little to no

repositioned further/
camera distortion in the deformation.

behind of the object/patch


via Anchor Pos (Z). This will


cause the object/patch to


rotate around the anchor



point (like a carousel).




For an even better understanding


of Lighting Controls and Anchor Position


Controls see FreeForm Tutorial 2



included with the CD purchase. You TIP Forge FreeForm will work on all imported file formats from Photoshop, or

can also download it off of our website by Illustrator files through to Quicktime footage etc. (with or without Alpha

going to the Download Section at Channels). It will even work on Solids containing Particle effects etc. or Basic

www.forge.net Text, Numbers and Path Text (inherent in After Effects).



FORGE FREEFORM V 2.0


USER MANUAL
9
SpotLight 1 Controls



To reposition the spotlight on X (width) or Y (height), select the


cross hair icon in the FreeForm G.U.I., then go to the comp


window and simply click on the position you would like. To



reposition the spotlight on Z (depth), use the numeric control or


the slider in the Forge FreeForm G.U.I. Remember that a positive


value will move the spotlight towards you and a negative value



will move the spotlight further back in space.




Light Position X, Y


To reposition the spotlight on X (width) or Y (height), select the


cross hair icon in the FreeForm G.U.I., then go to the comp



window and simply click on the position you would like. To


reposition the spotlight on Z (depth), use the numeric control or



the slider in the Forge FreeForm G.U.I. Remember that a positive
value will move the spotlight towards you and a negative value

will move the spotlight further back in space.




Light Position Z

The spotlight(s) will not follow the object/patch automatically if



the object/patch is moved in space. To have the spot light track


the object/patch simply keyframe the position of the spotlight


relative to the object/patch position in space, i.e. if you move your



object/patch negative 2 degrees in Z, you do the same for the


spotlight. If you want the same lighting throughout the move-


ment. Also, keep in mind that if the spotlight is positioned behind



the object/patch it will not light the object/patch and vice versa

with object/patch.


Upon launch of FreeForm 2.0 FreeForm 2.0




FreeForm 2.0 allows you to also allows you


reposition the to angle the

the Spotlight is


○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○

Spotlight via spotlight via



positioned in


X,Y, and Z

Rotation X,Y

the center of


controls in the


the object/

Effects window


patch.

GUI.






Light Rotation X,Y Z


The spotlight(s) angle can also be adjusted via the Rotation X,Y controls, both in the

Custom U.I. as well as the Slider and Numeric Controls in FreeForm 2.0


Light Intensity

Forge FreeForm 2.0 features control over the Light Intensity (Spotlight strength) via Slider

or Numeric Control in the FreeForm 2.0 G.U.I.




Specular Intensity + Roughness


Specular reflections create highlights on the surface of an object. Shiny objects have a

smaller intense highlight area. Duller objects, such as a rubber ball, have a larger range of

values within the highlight, over a larger area. This variation in specular intensity is called

roughness. Specular Intensity (or the highlight’s strength) is controlled via the slider or

numerically. The higher the numeric value, the larger the highlight will be. The angle at

which the light hits the surface of an object also influences the specular intensity.


Inner and Outer Cone Radius


You can also control the hardness or softness of your highlight using inner and outer cone

radius. You can set an inner cone or “circle of light”, and a larger outer circle of light,

which surrounds the smaller inner circle. The distance between these two circles deter-

mines how soft or hard the light is. The greater the difference between the two cones, the

softer the highlight, as there is a greater distance for the light to fall and gradate. If the

two cones are close together, there are fewer steps, and therefore a harsher light.

FORGE FREEFORM V 2.0


USER MANUAL
10
Ambient light Ambient Light


○ ○ ○

or environmental


Think of Ambient light as environmental lighting outside of the Spotlight(s). For example,


lighting. In this
when Ambient light is set at 0 it will not affect the area outside of the spotlight and


case it is set
render as black, if however it is set higher it will lighten the whole area.


at 0.



Falloff


Controls the softness of the edge of your spotlight(s)




SpotLight Color


Forge FreeForm also features the ability to ‘‘Gel‘‘ the spotlight via a color picker or by



using the eye-dropper tool, you can go into any part of your work area and simply click to


select that color for use. This feature is variable over time and in itself can make for very


interesting color blending effects.














Specular Intensity


here is set higher

than what you



will see upon


launch of Forge

FreeForm.



To better illustrate Specular Intensity


and Roughness controls, this image ’s


Middle control point has been pulled


out to give the object/patch volume.



SpotLight 2 Controls

Forge FreeForm 2.0 also features a second


Inner and Outer


Spotlight with all controls found in


Cone Radius are


○ ○ ○ ○ ○ ○ ○ ○ ○ ○

fully adjustable Spotlight 1 with the exception of the


and can be Ambient Light Control. The second


animated. spotlight is off by default.













The Spotlight

Angle can also be


adjusted via the



Rotation X,Y

controls


















Both Spotlight’s color features are variable over time and in themselves can

make for very interesting color blending effects. Especially when varying the

other parameters found in the SpotLight Controls as well.




FORGE FREEFORM V 2.0


TIP USER MANUAL
11
Backside Shade



Here you have two options available, Mirror and Shaded. The Mirror option will carry an


exact replicate of your image on the back, whereas shaded will render a white surface


with shading.




Backside Layer



Will allow you to select any layer in your comp window and map (apply) it to the back of


the object/patch. Three things to remember here:


1) The image on the layer you choose to apply to the back of the patch will retain



it’s size, that is, Forge FreeForm will not resize it to fit the back.


2) Backside Layer will override the Mirror and the Shaded option


in ‘‘Backside Shade‘‘



3) If both the original layer and the layer apply to back carry an Alpha,


the original image Alpha will be used and not the one that comes with




the image applied to back.

Mesh Subdivision

This is what determines the amount of geometry or polygons that will be used at the

previewing and rendering phase. Think of this as a setting for the amount of resolution

you would like or need depending on the deformation you will be doing. For example:

upon launch Forge FreeForm is set at 11, this setting is more than sufficient because the

object/patch has not been deformed at all. Even if you move or rotate the object/patch in

space you will not need a higher setting because you have not deformed the object/patch

in any way.


Mesh Subdivision is variable over time, so that you can assign the amount of resolution

necessary to the deformation, simply by keyframing and adjusting the level of Mesh

Subdivision at different times in your sequence. The higher the Mesh Subdivision the

longer the rendering time.



You might be tempted to set the Mesh Subdivision to very high levels thinking that it will

make things smoother. This is not absolutely necessary as Mesh Subdivision is only half of

the equation to clean edges and surface quality. Read on...




Displace Layer

Displacement Mapping in Forge FreeForm 2 works in the following manner.


Displace layer allows you to select the layer of your choice as Displacement

information, it then converts the RGB information to a Gray scale rendition.



Forge FreeFrom will retain the image size of your chosen layer and then

deform the object/patch accordingly in the following way:



White information in the grayscale image will push or deform the patch to it’s

highest point and pure Black information will remain at the lowest point or

level with the patch surface. All gray areas in between will act as varying levels in the

height elevation.



Displacement mapping in Forge FreeForm 2 is also Alpha aware. If the layer you select


carries Alpha information Forge FreeForm will retain it and render the Alpha area

Transparent (see Illustrations below).



Displacement Mapping

works via grayscale



information. The white in


your image is treated


as the highest point


of deformation on the

object/patch and black





being the lowest, or level ○


with the object/patch. ○

This image depicts the This image depicts the This image rendering was This image rendering was

RGB or Grayscale info. that Alpha information inherent created without the use of created using an Alpha

is used for displacement in the same file. This will an Alpha channel in the channel. Notice how the

purposes serve to conceal and reveal layer or source used for background shows

the portions of the Displacement. through the Alpha area


displaced image.


FORGE FREEFORM V 2.0


USER MANUAL
12
Also please note that the Alpha information acquired from Displacement will override all



other Alpha information in your original image that Forge FreeForm 2.0 is applied to. Even


the backside Layer Information that you may have already applied.




Displace Height


Controls how high your white and gray values will be pushed up into the Mesh. A pure


Black will stay flat to the object/patch surface. Displacement height features can be



Displacement + Mesh Subdivision adjusted via numeric input or via the slider control found in the Forge FreeForm GUI.


Mesh Subdivision will have a direct


Preview and Antialiasing


correlation with Displacement Mapping.
Forge FreeForm
TIP gives you a choice of previewing and rendering in 3 modes and is time



variable.
If you are trying to achieve a very organic



displacement effect i.e. a billowing flag or


a turbulent Ocean surface, your best bet is



to keep the Mesh Sub. fairly low say 40


and under. If however, you are trying to Wireframe Previews


create 3D type or an object, logo etc. your

When working with FreeForm 2 you might

Mesh Subdivision should be fairly high - consider usinbg the wrieframe preview mode

say 160 or over. ○

when you are shaping + animating the


NURBS patch. This will speed up interaction

tremendously... a real time saving mode.



1) Wireframe









Shaded Previews

Use this mode when you would like to check



for lighting reaction, color, movement etc.


2) Shaded


Antialiasing Scheme In FreeForm 2.0


Is a mechanism to remove the jagged


appearance of diagonal lines or edges in



an image. Forge FreeForm offers a choice


of 4 settings and is set up as such:


None - No Antialising

Full Previews

Low - 2 x 2 Antialias Or work in Full mode, setting the Quality


Med - 3 x 3 Antialias setting in A.E. to half certainly helps to speed



High - 3 x 3 Antialias + Bilinear Filtering. things up during interaction.


3) Full

Please remember to set the Antialias level



you will require before rendering. Antialiasing can be set to None, Low, Medium and High and here again is time variable.


None - Excellent for use when previewing as it requires very little memory and time

for refresh and rendering.



Low - Great for use when little to no deformation is done to the object patch.

This setting should be more than ample especially when your original

image has been scaled down from it’s original size in After Effects.

Med.- This setting will be practical when you come in closer to the object/patch

and you start to deform the patch even more.



High - Is only recommended when doing extreme deformations to the surface


area of the object/patch and stretching the image or footage beyond its limits.



TIP During the animation process work at a very low Mesh Subdivision, set Antialias

to None and Preview to wireframe. This speeds up your workflow tremendously.



You can then go into specific areas in your timeline and adjust these settings

accordingly before rendering.



FORGE FREEFORM V 2.0


USER MANUAL
13
FreeForm Forum




We plan to launch a section on our website called FreeForm Forum. In this section we will


be posting A.E. project files that you can download, replace footage then tweak to your



hearts content and call your own. As well as Simple Tutorials to get you aquainted with


FreeForm 2. We also invite all FreeForm 2 users to contribute to this section via ;




• Project Files they are willing to share


• Hints and Tips


• Tutorials




Simply e-mail your contributions to [email protected] Make sure that they are no bigger



than 5 mb in size (stuffed/zipped)























































FORGE



T E C H N O L O G Y


Forge Technology B.B. Inc


438 McGill Street, 2nd Floor, Montreal Quebec, Canada H2Y 2G1

Tel: (514) 861-9613 Fax: (514) 861-1109



www.forge.net

FORGE FREEFORM V 2.0


USER MANUAL
14

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