Freeform 2 Manual PDF
Freeform 2 Manual PDF
User Manual
FOR ADOBE AFTER EFFECTS 4.0 ®
FORGE T E C H N O L O G Y
www.forge.net
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User Manual
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F O R G E F R E E F O R M
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V 2.0
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Table of Contents
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Along with your purchase you should have received a file named Forge FreeForm Registra-
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tion. Simply copy this onto your computer’s Desktop and double click on the file. You will
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then be prompted to enter your Serial Number. Once you have completed this step, simply
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copy FreeForm 2 into the After Effects Plug-ins folder and you are up and running :)
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Mac System Requirements:
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Power Macintosh or Compatible
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Minimum 64 mb RAM,
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Figure 1 - Simply copy FreeForm 2.0 into the Plug-
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ins folder located in the After Effects folder on Recommended 128 mb RAM and higher
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your System. Adobe After Effects 4.0
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Macintosh RAM Allocation + Management:
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Forge FreeForm’s powerful rendering engine requires sufficient amounts
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of RAM. The bigger your composition setting that you work in, the more
RAM you will need.
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2.0 you simply assign more to After Effects. You can do this by simply
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your keyboard. Then go to the Preferred Size field and key in the
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amount of RAM you would like, and that your system can accommo-
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date.
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TIP Forge FreeForm 2.0 will warn you if you are running low on memory. A quick
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way to clear memory for FreeForm 2.0 is to Purge Undo, Cache or All, via the
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Patch, Mesh, World Space and X, Y + Z Axis explained.
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For those of you comfortable with the notion of 3D space, these terms should already be
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familiar to you. For those who are not, an explanation follows.
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NURBS Patch
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A NURBS (Non Uniform Rational B Splines) Patch is simply a surface that you can
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0 Point on
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X, Y + Z Axis manipulate on height, width and depth. This manipulation is done with the control
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points and handles (tangents) that are displayed (see Figures 3, 3.1 + 3.2 in side panel).
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Figure 3 - This illustration depicts a NURBS Patch in A NURBS patch is generated upon launch of Forge FreeForm.
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Wireframe mode. Please note that the center point
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for the patch is exactly in the middle. This can later
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be changed via the Anchor Position controls in Forge FreeForm 2.0 allows you full manipulation control with up to 400 control points.
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Forge FreeForm. Upon launch FreeForm will display one at each corner (with Bezier like control handles/
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tangents).
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• To control Points and Tangents, go the effects window and look for Number of Control
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Points. There, you will that FreeForm 2.0 allows up to 20 (Horizontal) x 20 (Vertical)
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• To manipulate, simply click and hold mouse over any of the points or handles and drag
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Anchors
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0 Point on Movement/rotation of your object position will be relative to the Anchor position. Upon
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y- launch Forge FreeForm will place the NURBS patch in the 0 position on all axis. The
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X, Y + Z Axis
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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
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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
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numeric input + slider adjustments in FreeForm GUI. slider to the right in the Forge FreeForm GUI. The same applies for Y and Z movement.
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In Forge FreeForm there are Seven areas where you can use the X, Y and/or the Z axis
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• Object Rotation X, Y + Z
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• Anchor Point X, Y + Z
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• Light Position X, Y + Z
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• Light Rotation X, Y + Z
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x- z- • Camera Position X, Y
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z+ x+
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y- 0 Point on • Photoshop files, pict, tiff etc. This with or without Alpha Channels
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X, Y + Z Axis
• Solids, Basic Text, Path Text, Numbers etc. generated in After Effects
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Alpha bits...
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Forge FreeForm is Alpha aware and treats Alpha Channels in the usual After Effects
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protocol. There are places where you can use Alpha Channels:
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• The image/footage to which you will be applying Forge FreeForm can carry an Alpha
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Channel.
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• When selecting a layer for use as a displacement map, if that layer carries an Alpha
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Channel, Forge FreeForm 2.0 will use it (see page 9 for more info on Displacement).
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Similar to other plug-ins or filters for After Effects, Forge FreeForm resides in the effects
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control menu under it’s own name. Effect > Forge > FreeForm 2.0
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To launch Forge FreeForm 2.0, simply import:
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• Footage (Quicktime, pict sequence etc.)
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• Photoshop files, pict, tiff etc. This with or without Alpha Channels
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• Imported vectors files
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or
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Pick a layer that already has a:
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• Solid, Basic Text, Path Text, Numbers etc. — generated in After Effects
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• A layer containing Particle effects or just about any other Filter/Effect
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that will work in After Effects.
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Select the layer in the After Effects Timeline then choose Effect > Forge > FreeForm 2.0.
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Forge FreeForm 2.0 will automatically read the size of the image, footage or layer and
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create a NURBS patch to that size. Forge FreeForm will then Map (apply) this image,
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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
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Patch’s surface.
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• Control Points
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• Tangents
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The first feature you will find in the Forge FreeForm 2.0 GUI is
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Upon launch FreeForm 2.0 will start you off with 4 Control Points -
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Click on ‘‘Get‘‘ to access numeric data for your Control Point + Tangent coordinates. This
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feature can prove very useful when you need numerous/various Control Points and
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tangents to land in very specific points in space. You can key in the necessary data and
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then click on ‘‘Set‘‘ and FreeForm 2.0 will do the rest.
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Point and click ‘‘Set‘‘. The second control point chosen will align perfectly with coordinates
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you copied. You will also notice that FreeForm carries ‘‘Reset‘‘ Buttons at various levels.
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This can prove to be very useful if you only wish to reset certain aspects of FreeForm 2.0
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and not others. Or if, for instance you wish for all of your control points to go back to a
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N.B. To keyframe all Control Points and Tangents in FreeForm 2.0, simply go the Time Line
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Window in A.E and look for CP Values. A single Keyframe will now activate all Control
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In this feature you tell FreeForm 2.0 what size you want your NURBS Patch to take.
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FreeForm 2 will then Map or conform the image contained in the layer to the size of the
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NURBS Patch. The best way to work with this is to set the Height + Width controls to the
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precise size of the image, footage, solid etc. in the layer you wish to apply FreeForm 2.
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OutPut Size Controls
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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
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size parameter so that FreeForm 2 is not rendering unecessary data, including excess
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Alpha information. The default settings have been set at 640 x 480 or if the imported file
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is larger than this then FreeForm will take the source file size as default - The best way to
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work with this is to set these controls at the precise size of your Composition parameters.
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To manipulate the object/patch simply select (click and drag with the
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mouse) the desired control point or tangent and move it along the screen
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for the desired deformation. This is wonderful, you say, but how do I move
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it on the Z axis (depth)?
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Quite simple. Go to the FreeForm G.U.I. located in the ‘’Effect Controls’’
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window and look for ‘‘3D View Presets‘‘, select the necessary view and click
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on your choice - then simply select (click and drag with the mouse) the
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desired control point or tangent in the ‘‘Comp Window‘‘ and move it along
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the screen for the desired deformation. Or go to the ‘‘Object Controls’’ window and rotate
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the object on the X (width), Y (height) or Z (depth) axis.
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The 3D View presets will only record differences in your sequence once you keyframe the
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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
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Object Controls
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NURBS patch.
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Object X Rot or Object X axis (width) Rotation will Position X, Y will move the object on
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will tilt the top back and vice versa for the bottom. Position Z moves the object in depth.
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At the bottom of this section in the GUI you will find convenient Reset Buttons for both
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FreeForm 2.0 offers several ways to re-position your NURBS patch to allow for access to
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manipulation from every point of view. Again all information is stored, but nothing is keyframed
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until you decide to do so. When you do keyframe the data in your Time line, simply move forward
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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.
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Object Z Rot or Object Z axis (depth) Rotation will Rotate object/patch using Object Controls, then
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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/
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desired position to achieve the deformation example, we selected the middle control point and
patch in a clockwise fashion and a negative value
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(width), and Y (height).
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To reposition your Anchor point on X (width) or the Y (height) select the cross hair icon in
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the FreeForm 2.0 G.U.I., then go to the comp window and simply click on the position you
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would like. To reposition the Anchor Point on Z (depth), use the numeric control or the
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slider in the Forge FreeForm 2.0 G.U.I.
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Remember that a positive value will
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move the Anchor Point towards you and
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Point further back in space.
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Anchor Point repositioned
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to the far left of the object/ Camera Controls
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patch via Anchor Pos (X,Y). For the Camera controls, FreeForm offers both Custom UI work as well as access to sliders
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This will cause the object/ and Numeric Input. To move the camera via the Custom User Interface, simply go the
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patch to swing forward or
Position X,Y or Position Z Icon in the Effect Controls Window. Click on the icon and move
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backward (like a door).
the camera to the desired position.
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Camera Position X, Y will move the camera on the width or the height.
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Camera Position Z will move the camera on the depth toward and away from the
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Similar to camera lenses, setting the slider to the left simulates a wide angle type of lens
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and setting to the right simulates a Telephoto-like lens. Upon launch the default setting
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simulates a normal or 50mm-like lens. The Wide angle settings are great for creating a
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Z (depth). Anchor Point foreshortened feel to your deformations, while the Telephoto should render little to no
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repositioned further/
camera distortion in the deformation.
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included with the CD purchase. You TIP Forge FreeForm will work on all imported file formats from Photoshop, or
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can also download it off of our website by Illustrator files through to Quicktime footage etc. (with or without Alpha
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going to the Download Section at Channels). It will even work on Solids containing Particle effects etc. or Basic
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To reposition the spotlight on X (width) or Y (height), select the
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cross hair icon in the FreeForm G.U.I., then go to the comp
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window and simply click on the position you would like. To
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reposition the spotlight on Z (depth), use the numeric control or
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the slider in the Forge FreeForm G.U.I. Remember that a positive
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value will move the spotlight towards you and a negative value
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will move the spotlight further back in space.
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Light Position X, Y
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To reposition the spotlight on X (width) or Y (height), select the
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cross hair icon in the FreeForm G.U.I., then go to the comp
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window and simply click on the position you would like. To
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reposition the spotlight on Z (depth), use the numeric control or
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the slider in the Forge FreeForm G.U.I. Remember that a positive
value will move the spotlight towards you and a negative value
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Light Position Z
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the object/patch it will not light the object/patch and vice versa
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with object/patch.
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FreeForm 2.0 allows you to also allows you
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reposition the to angle the
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the Spotlight is
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positioned in
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X,Y, and Z
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Rotation X,Y
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the center of
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controls in the
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the object/
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Effects window
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patch.
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GUI.
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The spotlight(s) angle can also be adjusted via the Rotation X,Y controls, both in the
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Custom U.I. as well as the Slider and Numeric Controls in FreeForm 2.0
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Light Intensity
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Forge FreeForm 2.0 features control over the Light Intensity (Spotlight strength) via Slider
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Specular reflections create highlights on the surface of an object. Shiny objects have a
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smaller intense highlight area. Duller objects, such as a rubber ball, have a larger range of
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values within the highlight, over a larger area. This variation in specular intensity is called
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roughness. Specular Intensity (or the highlight’s strength) is controlled via the slider or
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numerically. The higher the numeric value, the larger the highlight will be. The angle at
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which the light hits the surface of an object also influences the specular intensity.
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You can also control the hardness or softness of your highlight using inner and outer cone
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radius. You can set an inner cone or “circle of light”, and a larger outer circle of light,
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which surrounds the smaller inner circle. The distance between these two circles deter-
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mines how soft or hard the light is. The greater the difference between the two cones, the
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softer the highlight, as there is a greater distance for the light to fall and gradate. If the
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two cones are close together, there are fewer steps, and therefore a harsher light.
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or environmental
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Think of Ambient light as environmental lighting outside of the Spotlight(s). For example,
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lighting. In this
when Ambient light is set at 0 it will not affect the area outside of the spotlight and
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case it is set
render as black, if however it is set higher it will lighten the whole area.
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at 0.
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Falloff
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Controls the softness of the edge of your spotlight(s)
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SpotLight Color
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Forge FreeForm also features the ability to ‘‘Gel‘‘ the spotlight via a color picker or by
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using the eye-dropper tool, you can go into any part of your work area and simply click to
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select that color for use. This feature is variable over time and in itself can make for very
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interesting color blending effects.
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Specular Intensity
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here is set higher
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launch of Forge
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FreeForm.
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SpotLight 2 Controls
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The Spotlight
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Rotation X,Y
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controls
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Both Spotlight’s color features are variable over time and in themselves can
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make for very interesting color blending effects. Especially when varying the
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Here you have two options available, Mirror and Shaded. The Mirror option will carry an
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exact replicate of your image on the back, whereas shaded will render a white surface
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with shading.
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Backside Layer
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Will allow you to select any layer in your comp window and map (apply) it to the back of
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the object/patch. Three things to remember here:
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1) The image on the layer you choose to apply to the back of the patch will retain
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it’s size, that is, Forge FreeForm will not resize it to fit the back.
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2) Backside Layer will override the Mirror and the Shaded option
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in ‘‘Backside Shade‘‘
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3) If both the original layer and the layer apply to back carry an Alpha,
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the original image Alpha will be used and not the one that comes with
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the image applied to back.
Mesh Subdivision
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This is what determines the amount of geometry or polygons that will be used at the
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previewing and rendering phase. Think of this as a setting for the amount of resolution
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you would like or need depending on the deformation you will be doing. For example:
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upon launch Forge FreeForm is set at 11, this setting is more than sufficient because the
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object/patch has not been deformed at all. Even if you move or rotate the object/patch in
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space you will not need a higher setting because you have not deformed the object/patch
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in any way.
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Mesh Subdivision is variable over time, so that you can assign the amount of resolution
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necessary to the deformation, simply by keyframing and adjusting the level of Mesh
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Subdivision at different times in your sequence. The higher the Mesh Subdivision the
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You might be tempted to set the Mesh Subdivision to very high levels thinking that it will
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make things smoother. This is not absolutely necessary as Mesh Subdivision is only half of
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Displace Layer
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Displace layer allows you to select the layer of your choice as Displacement
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Forge FreeFrom will retain the image size of your chosen layer and then
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White information in the grayscale image will push or deform the patch to it’s
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highest point and pure Black information will remain at the lowest point or
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level with the patch surface. All gray areas in between will act as varying levels in the
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height elevation.
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Displacement mapping in Forge FreeForm 2 is also Alpha aware. If the layer you select
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carries Alpha information Forge FreeForm will retain it and render the Alpha area
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Displacement Mapping
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of deformation on the
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being the lowest, or level ○
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with the object/patch. ○
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This image depicts the This image depicts the This image rendering was This image rendering was
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RGB or Grayscale info. that Alpha information inherent created without the use of created using an Alpha
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is used for displacement in the same file. This will an Alpha channel in the channel. Notice how the
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purposes serve to conceal and reveal layer or source used for background shows
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displaced image.
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other Alpha information in your original image that Forge FreeForm 2.0 is applied to. Even
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the backside Layer Information that you may have already applied.
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Displace Height
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Controls how high your white and gray values will be pushed up into the Mesh. A pure
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Black will stay flat to the object/patch surface. Displacement height features can be
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Displacement + Mesh Subdivision adjusted via numeric input or via the slider control found in the Forge FreeForm GUI.
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Mesh Subdivision will have a direct
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Preview and Antialiasing
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correlation with Displacement Mapping.
Forge FreeForm
TIP gives you a choice of previewing and rendering in 3 modes and is time
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variable.
If you are trying to achieve a very organic
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displacement effect i.e. a billowing flag or
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a turbulent Ocean surface, your best bet is
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to keep the Mesh Sub. fairly low say 40
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and under. If however, you are trying to Wireframe Previews
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create 3D type or an object, logo etc. your
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When working with FreeForm 2 you might
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Mesh Subdivision should be fairly high - consider usinbg the wrieframe preview mode
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say 160 or over. ○
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1) Wireframe
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Shaded Previews
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2) Shaded
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None - No Antialising
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Full Previews
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3) Full
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you will require before rendering. Antialiasing can be set to None, Low, Medium and High and here again is time variable.
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None - Excellent for use when previewing as it requires very little memory and time
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Low - Great for use when little to no deformation is done to the object patch.
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This setting should be more than ample especially when your original
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image has been scaled down from it’s original size in After Effects.
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Med.- This setting will be practical when you come in closer to the object/patch
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area of the object/patch and stretching the image or footage beyond its limits.
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TIP During the animation process work at a very low Mesh Subdivision, set Antialias
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You can then go into specific areas in your timeline and adjust these settings
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We plan to launch a section on our website called FreeForm Forum. In this section we will
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be posting A.E. project files that you can download, replace footage then tweak to your
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hearts content and call your own. As well as Simple Tutorials to get you aquainted with
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FreeForm 2. We also invite all FreeForm 2 users to contribute to this section via ;
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• Project Files they are willing to share
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• Hints and Tips
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• Tutorials
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Simply e-mail your contributions to [email protected] Make sure that they are no bigger
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than 5 mb in size (stuffed/zipped)
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FORGE
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T E C H N O L O G Y
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438 McGill Street, 2nd Floor, Montreal Quebec, Canada H2Y 2G1
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www.forge.net
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