Professional Documents
Culture Documents
VIZ
2007
User Reference
Volume I
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toc
Contents
5 Creating Geometry .................................. 125 Working with AEC Design Elements...................... 180
Creating Geometry.................................................. 125 Foliage...................................................................... 184
Basics of Creating and Modifying Objects.......... 125 Railing ..................................................................... 188
Basics of Creating and Modifying Objects ............. 125 Wall.......................................................................... 193
Using the Create Panel............................................. 126 Editing Wall Objects................................................ 198
Identifying the Basic Building Blocks ..................... 127 Stairs...................................................................... 202
Creating an Object .................................................. 128 Stairs ........................................................................ 202
Assigning Colors to Objects................................. 130 L-Type Stair ............................................................. 203
Assigning Colors to Objects.................................... 130 Spiral Stair ............................................................... 206
Object Color Dialog ................................................ 130 Straight Stair............................................................ 210
Color Selector Dialog .............................................. 132 U-Type Stair ............................................................ 214
Color Clipboard Utility........................................... 135 Doors ..................................................................... 217
Adjusting Normals and Smoothing .................... 136 Doors ....................................................................... 217
Adjusting Normals and Smoothing ........................ 136 Pivot Door ............................................................... 222
Viewing and Changing Normals............................. 137 Sliding Door ............................................................ 223
Viewing and Changing Smoothing......................... 138 BiFold Door............................................................. 223
Creating Geometric Primitives ............................ 139 Windows................................................................ 224
Geometric Primitives .............................................. 139 Windows.................................................................. 224
Creating Primitives from the Keyboard.................. 140 Awning Window...................................................... 228
Standard Primitives.............................................. 141 Casement Window .................................................. 229
Standard Primitives................................................. 141 Fixed Window ......................................................... 230
Box Primitive........................................................... 142 Pivoted Window...................................................... 231
Cone Primitive ........................................................ 143 Projected Window................................................... 232
Sphere Primitive ...................................................... 145 Sliding Window....................................................... 233
GeoSphere Primitive ............................................... 147 Creating Shapes.................................................... 234
Cylinder Primitive ................................................... 148 Shapes ..................................................................... 234
Tube Primitive ......................................................... 150 Shape Check Utility................................................. 237
Torus Primitive........................................................ 151 Splines and Extended Splines ............................. 237
Pyramid Primitive................................................... 153 Splines and Extended Splines.................................. 237
Teapot Primitive ...................................................... 154 Splines ................................................................... 242
Plane Primitive ........................................................ 156 Line Spline ............................................................... 242
Extended Primitives ............................................. 157 Rectangle Spline ...................................................... 244
Extended Primitives ................................................ 157 Circle Spline............................................................. 244
Hedra Extended Primitive ...................................... 158 Ellipse Spline ........................................................... 245
Torus Knot Extended Primitive .............................. 160 Arc Spline ................................................................ 246
ChamferBox Extended Primitive ............................ 162 Donut Spline............................................................ 247
ChamferCyl Extended Primitive............................. 163 NGon Spline ............................................................ 248
OilTank Extended Primitive ................................... 165 Star Spline................................................................ 249
Capsule Extended Primitive.................................... 166 Text Spline ............................................................... 250
Spindle Extended Primitive .................................... 167 Helix Spline ............................................................. 252
L-Ext Extended Primitive........................................ 169 Section Spline .......................................................... 253
Gengon Extended Primitive.................................... 170 Extended Splines .................................................. 255
C-Ext Extended Primitive ....................................... 171 WRectangle Spline .................................................. 255
RingWave Extended Primitive ................................ 173 Channel Spline ........................................................ 256
Prism Extended Primitive ....................................... 175 Angle Spline............................................................. 257
Hose Extended Primitive ........................................ 176 Tee Spline................................................................. 259
Creating Architectural Objects ............................ 180 Wide Flange Spline.................................................. 259
AEC Extended Objects.......................................... 180 Editable Splines .................................................... 261
AEC Extended Objects............................................ 180 Editable Spline......................................................... 261
vi Contents
Animation Concepts and Methods (page 2–669) topics, has been combined into a single
reference file, available from the Autodesk VIZ
Lights and Cameras (page 2–911)
Help menu.
Advanced Lighting Panel (page 2–1350)
General Animation
Material Editor, Materials, and Mapping (page
2–1025) • The new Limit Controller (page 2–709) lets you
layer a limit on top of a motion curve with the
Rendering (page 2–1315)
ability to ease and out of the limit.
Effects and Environments (page 3–1) • You can now set an animation track with a
User Interface (page 3–381) parametric controller, such as Noise, to apply
only to the current animation range (page
Customizing the User Interface (page 3–505) 2–860) or to ignore it (page 2–859), thus
Default Keyboard Shortcuts (page 3–601) repeating infinitely.
Rendering
What’s New in Autodesk VIZ 2007 • mental ray 3.4 (page 2–1377) delivers numerous
The new features in Autodesk VIZ are meant to optimizations, including faster final gathering
improve the way you use it, and to improve the performance, double precision computation
quality of work it helps you create. for ray tracing and fast rasterization for
first-generation rays. mental ray 3.4 also
Note: This topic doesn’t comprehensively list all the
adds Satellite Rendering, which lets you
changes that have been made to Autodesk VIZ. As
deploy up to eight slave CPUs to render an
you proceed through the documentation, keep an
image with distributed bucket rendering; see
eye out for the icon, which designates a new
Distributed Bucket Rendering Rollout (mental
feature. You can also identify topics containing
ray Renderer) (page 2–1421).
information on new features in the program using
the index in this reference. For topics describing • Support for OpenEXR (page 3–264), a versatile
new program features, check the index entry "new file format for high-dynamic-range images.
feature in 2007." For changes in existing features, • Tighter integration with Combustion by
check the index entry "changed feature in 2007." providing material ID and render ID elements
Following is a list of major new features with brief allows for quick masking inside Combustion
descriptions and links to the relevant reference based on the material or node ID from
topic: Autodesk VIZ. See Render Elements Panel and
Rollout (page 2–1426).
The Autodesk VIZ 2007 User Reference • Support for IMSQ files (page 3–262). IMSQ is
an XML-based image-sequence format that can
• Most of the documentation relating to network
potentially be used by third-party applications.
rendering is now available in the Backburner
You generate IMSQ files from the Render Scene
Reference, available from the Help menu > User
Dialog’s Common Parameters rollout (page
Reference > Contents panel.
2–1334).
• The mental ray documentation from mental
images, with specifics on shaders and related
What’s New in Autodesk VIZ 2007 xi
• Support for pre-render and post-render scripts. Scene and Project Management
In addition to a pre-render script, you can
• Project-management functionality is
now run a post-render script as well. Pre- and
implemented via the new asset tracking system
post-render scripts are specified on the new
(page 3–102). Asset tracking works with a
Scripts rollout (page 2–1340), as well as from variety of source-control tools, but optimal
the command-line rendering interface.
support is provided for Autodesk Vault,
• New Illuminance HDR Data and Luminance included free with Autodesk VIZ.
HDR Data render elements (page 2–1426) let
• A number of improvements have been made to
you perform advanced analysis of your scene’s
external references. The XRef Objects dialog
lighting.
(page 3–284) and rollouts have been redesigned
to make them easier to use. You can now XRef
Modeling materials as well as objects, either when you
• Enhancements in Editable Poly and Edit Poly XRef objects in general, or by using the new
modifier include: XRef material (page 2–1192).
• Grow, shrink, and move edge sub-object For XRef Scenes, the new Overlay feature (page
selections along rings and loops. A faster 3–293) lets you create more complex XRefing
way to modify selections and move them while avoiding circular XRefs.
along a surface. See Editable Poly Surface XRefs to cameras are now correctly saved with
(page 2–377). the scene, so you can use them with network
• Create rows of new faces between edges with rendering.
the new Bridge feature. This is useful for The performance of XRefs has also been
creating edge loops. improved.
• When removing edges, the new Clean • The Material Editor > Utilities menu includes
Remove option lets you delete associated several new functions for managing materials.
vertices, simplifying the resulting geometry. For example, you can remove all materials not
• When chamfering sub-objects (page 2–435), used in the scene from the editor, and condense
the new Open option lets you create holes the remaining materials. See Material Editor
instead of new faces. Menu Bar (page 2–1059).
• Change spacing and positioning of new • Repathing and retargeting (page 3–105) of
edges with the Pinch and Slide settings. See assets and their locations allows for control
Connect Edges Dialog (page 2–435). over many dependencies that rely on the path
• The Show Cage function now uses two of an asset.
colors to show both selected and unselected • You can collect Path configuration files (page
sub-objects. 3–529) in a project-specific manner for all
• You can convert a selection to only assets. This file can be loaded, saved, etc. and
sub-objects that border the selection by transferred with the scene file. This eases
pressing SHIFT as you change the sub-object management of projects by providing a text
level. (ASCII) file that lets users define paths for asset
locations.
xii Introduction
The documentation set for Autodesk VIZ Access the MAXScript Reference by choosing
comprises online material only. Help > MAXScript Reference.
• Autodesk VIZ 2007 Installation Guide: • Readme.rtf: Contains the latest information
Includes information about system about Autodesk VIZ 2007. Find this file
requirements and troubleshooting. It also in electronic format in the program install
tells you how to maintain and uninstall directory.
Autodesk VIZ.
Additional Help Files
The Installation Guide is available in PDF
format on the product disc, in the \manuals In addition to the main documentation
folder. components described above, these additional
online documents describe various features
• Autodesk VIZ 2007 User Reference: The
available in Autodesk VIZ 2007.
online reference covers fundamental concepts
and strategies for using the product, as well as
Autodesk VIZ Documentation Set xiii
You use Autodesk VIZ to quickly create • Animating Your Scene (page 1–8)
professional-quality 3D models, photorealistic still • Rendering Your Scene (page 1–8)
images, and film-quality animation on your PC.
The Autodesk VIZ Window (page 1–9)
• Special Controls (page 1–10)
• Quad Menu (page 3–399)
• Customize Display Right-Click Menu (page
3–507)
Managing Files (page 1–13)
• Importing, Merging, and Replacing Scenes
(page 1–14)
• Using the Asset Browser (page 1–15)
• Startup Files and Defaults (page 1–16)
• 3dsviz.ini File (page 1–17)
Before using this reference material, we highly
recommend you get to know Autodesk VIZ • Backing Up and Archiving Scenes (page 1–17)
firsthand by following the included tutorials. You • Crash Recovery System (page 1–18)
can access the tutorials using the Help menu >
Tutorials command.
This section presents these brief topics designed to Project Workflow
help you quickly start using Autodesk VIZ. Once you’ve installed Autodesk VIZ (see the
• Project Workflow (page 1–1) Installation Guide included with your software
package), you open it from the Start menu, or use
• Setting Up Your Scene (page 1–4)
any other Windows method. The figure below
• Modeling Objects (page 1–5) shows the application window with a scene file
• Using Materials (page 1–6) loaded.
• Placing Lights and Cameras (page 1–6)
2 Chapter 1: Getting Started with Autodesk VIZ
Modeling Objects
Material Design (page 2–911). You can learn more about lighting
by following the Lighting tutorial.
The cameras you create have real-world controls
for lens length, field of view, and motion control
such as truck, dolly, and pan. See Cameras (page
2–995).
Animation
Setting the Viewport Display creation parameters. The program organizes the
Create panel into these basic categories: Geometry,
Shapes, Lights, Cameras, Helpers, and Systems.
Most categories contain multiple subcategories
from which you can choose.
Viewport layout options You can also create objects from the Create
menu by choosing an object category and type
The default full-screen Perspective viewport in
and then clicking or dragging in a viewport to
Autodesk VIZ is a good way to work with large
define the object’s creation parameters. The
scenes. Set options in the Viewport Configuration
program organizes the Create menu into these
dialog (page 3–585) to change viewport layout and
basic categories: Standard Primitives, Extended
display properties.
Primitives, Compound Objects, NURBS Surfaces,
See Viewing and Navigating 3D Space (page 1–19) AEC Extended, Stairs, Doors, and Windows.
for more information.
See Basics of Creating and Modifying Objects
(page 1–125).
Saving Scenes
Save your scene frequently to protect yourself from Selecting and Positioning Objects
mistakes and loss of work. See Backing Up and
You select objects by clicking or dragging a region
Archiving Scenes (page 1–17).
around them. You can also select objects by name
or other properties such as color or object category.
Modeling Objects After selecting objects, you position them in your
scene using the transform tools Move, Rotate, and
Scale. Use alignment tools to precisely position
objects.
See Selecting Objects (page 1–57), Moving,
Rotating, and Scaling Objects (page 1–341), and
Precision and Drawing Aids (page 2–617).
1. Modify panel
2. Create panel
Modifying Objects
3. Object categories
You sculpt and edit objects into their final form by
You model objects in your scene by creating applying modifiers from the Modify panel. The
standard objects, such as 3D geometry and 2D modifiers you apply to an object are stored in a
shapes, and then applying modifiers to those stack. You can go back at any time and change the
objects. The program includes a wide range of effect of the modifier, or remove it from the object.
standard objects and modifiers.
See Basics of Creating and Modifying Objects
Creating Objects (page 1–125).
Daylight System
The Daylight system (page 1–335) combines
sunlight (page 3–736) and skylight (page 3–732)
Lights and cameras placed to compose a scene to create a unified system that follows the
geographically correct angle and movement of
Default Lighting the sun over the earth at a given location. You
can choose location, date, time, and compass
Default lighting evenly illuminates the entire scene.
orientation. You can also animate the date and
Such lighting is useful while modeling, but it is not
time. This system is suitable for shadow studies of
especially artistic or realistic.
proposed and existing structures.
Placing Lights Viewing Lighting Effects in the Scene
You create and place lights from the Lights category
When you place lights in a scene, the default
of the Create panel when you are ready to get more
lighting turns off and the scene is illuminated only
specific about the lighting in your scene.
by the lights you create. The illumination you
The program includes the following standard light see in a viewport is just an approximation of the
types: omni, spot, and directional lights. You can true lighting. Render your scene to view lighting
set a light to any color and even animate the color accurately.
to simulate dimming or color-shifting lights. All Tip: If the Daylight system appears to wash out the
of these lights can cast shadows, project maps, and scene, try using the Logarithmic exposure control
use volumetric effects. (page 3–77).
See Guidelines for Lighting (page 2–919).
Placing Cameras
Photometric Lights You create and place cameras from the Cameras
Photometric lights (page 2–941) provide you category of the Create panel. Cameras define
with the ability to work more accurately and viewpoints for rendering, and you can animate
intuitively using real-world lighting units (lumens cameras to produce cinematic effects such as
and candelas). Photometric lights also support dollies and truck shots.
industry-standard photometric file formats (IES You can also create a camera automatically from a
(page 2–958), CIBSE (page 3–663), LTLI (page Perspective viewport by using the Create Camera
3–693)) so that you can model the characteristics from View command (page 1–46) found on the
of real-world manufactured luminaires, or even Views menu. Just adjust your Perspective viewport
drag ready-to-use luminaires from the Web. Used
8 Chapter 1: Getting Started with Autodesk VIZ
until you like it, and then choose Views > Create graphically show how a value changes over time
Camera From View. Autodesk VIZ creates a in the Curve Editor mode. Alternatively, you can
camera and replaces the Perspective viewport with display your animation as a sequence of keys or
a Camera viewport showing the same perspective. ranges on a grid in the Dope Sheet mode.
See Common Camera Parameters (page 2–1003). See Track View (page 2–818).
Controlling Time
The program starts each new scene with 100
frames for animation. Frames are a way of
measuring time, and you move through time by
dragging the time slider (page 3–430). You can also Rendering "fills in" geometry with color, shadow, lighting
effects, and so on.
open the Time Configuration dialog (page 3–447)
to set the number of frames used by your scene Use the rendering features to define an
and the speed at which the frames are displayed. environment and to produce the final output from
your scene.
Animating Transforms
Defining Environments and
While the Auto Key button is on, the program
Backgrounds
creates an animation key (page 3–690) whenever
you transform an object. Rarely do you want to render your scene against the
default background color. Open the Environment
See Animation Concepts and Methods (page
And Effects dialog > Environment panel (page
2–669).
3–53) to define a background for your scene, or to
set up effects such as fog.
Editing Animation
You edit your animation by opening the Track Setting Rendering Options
View window or by changing options on the
To set the size and quality of your final output,
Motion panel. Track View is like a spreadsheet that
you can choose from many options on the Render
displays animation keys along a time line. You edit
Scene dialog (page 2–1316). You have full control
the animation by changing the keys.
over professional grade film and video properties
Track View has two modes. You can display the as well as effects such as reflection, antialiasing,
animation as a series of function curves that and shadow properties.
The Autodesk VIZ Window 9
Rendering Images and Animation is to right-click the object, and then choose Track
View Selected from the quad menu.
You render a single image by setting the renderer
to render a single frame of your animation. You You can customize the user interface in a variety
specify what type of image file to produce and of ways: by adding keyboard shortcuts, moving
where the program stores the file. toolbars and command panels around, creating
new toolbars and tool buttons, and even recording
Rendering an animation is the same as rendering
scripts into toolbar buttons.
a single image except that you set the renderer to
render a sequence of frames. You can choose to MAXScript lets you create and use custom
render an animation to multiple single frame files commands in the built-in scripting language.
or to popular animation formats such as FLC or For more information, access the MAXScript
AVI. Reference from the Help menu.
See Render Scene Dialog (page 2–1316).
Menu Bar
A standard Windows menu bar with typical File
The Autodesk VIZ Window (page 3–385), Edit (page 3–385), and Help (page
3–394) menus. Special menus include:
• Tools (page 3–385) contains duplicates of many
of the Main toolbar commands.
• Group (page 3–386) contains commands for
managing combined objects.
• Views (page 3–386) contains commands for
setting up and controlling the viewports.
• Create (page 3–387) contains commands for
creating objects.
• Modifiers (page 3–389) contains commands
for modifying objects.
The Autodesk VIZ Window • Animation (page 3–391) contains commands
Most of the main window is occupied by the for animating and constraining objects.
viewports, where you view and work with your • Graph Editors (page 3–392) provides graphical
scene. The remaining areas of the window hold access to editing objects and animation: Track
controls and show status information. View lets you open and manage animation
tracks in Track View (page 2–818) windows.
One of the most important aspects of using
Autodesk VIZ is its versatility. Many program • Rendering (page 3–393) contains commands
functions are available from multiple user-interface for rendering, radiosity, (page 2–1350)and the
elements. For example, you can open Track View environment.
for animation control from the Main toolbar as • Customize (page 3–393) gives you access
well as the Graph Editors menu, but the easiest to controls that let you customize the user
way to get to a specific object’s track in Track View interface.
10 Chapter 1: Getting Started with Autodesk VIZ
• MAXScript (page 3–394) has commands for Status Bar and Prompt Line
working with MAXScript, the built-in scripting
These two lines display prompts and information
language.
about your scene and the active command, toggles
For more information about the Autodesk VIZ controlling selections, precision, and display
menus, see Menu Bar (page 3–384). properties. See Status Bar Controls (page 3–427).
• Hierarchy (page 3–494) holds linking and • Entering numbers (page 1–12)
inverse kinematics parameters. • Controls and color (page 1–12)
• Motion (page 3–495) holds animation • Undoing actions (page 1–13)
controllers and trajectories.
• Display (page 3–496) holds object display Right-Click Menus
controls. The program uses several different types of
• Utilities (page 3–499) holds miscellaneous right-click menus.
utilities. For object editing you can use the quad menu
(page 3–399). Commands on the quad menu vary
Special Controls 11
depending on the kind of object you are editing (roll in) to manage screen space. In the illustration
and the mode you are in. above, the Keyboard entry rollout is collapsed, as
indicated by the + sign, and the Parameters rollout
Right-clicking a viewport label displays the
is expanded, as indicated by the sign.
viewport right-click menu (page 3–453), which
lets you change viewport display settings, choose To open and close a rollout:
which view appears in the viewport, and so on.
• Click the rollout title bar to toggle between
Also, the command panel and the Material Editor expanded and collapsed.
have right-click menus that let you manage rollouts
and navigate the panel quickly. And most other To move a rollout:
windows, including Schematic View and Track • You can move a rollout in the expanded or
View, have right-click menus that provide fast collapsed state. To move the rollout, drag the
access to commonly used functions. rollout title bar to another location on the
command panel or dialog. As you drag, a
Flyouts semi-transparent image of the rollout title bar
follows the mouse cursor. When the mouse is
positioned over or near a qualifying position
for the rollout, a blue, horizontal line appears at
the position where the rollout will drop when
you release the mouse button.
Note: You can customize most of these colors You can also undo actions by using the Hold and
by using the Colors panel (page 3–519) of the Fetch commands on the Edit menu. Choose Edit
Customize User Interface dialog (page 3–511). menu > Hold to save a copy of your scene in a
• Red for animation: The Auto Key button, temporary file. Then choose Edit menu > Fetch to
the time slider background, and the border of discard your current scene and revert to the held
the active viewport turn red when you are in scene at any time.
Animate mode.
• Yellow for modal function buttons: When Managing Files
you turn on a button that puts you in a generic
creation or editing mode, the button turns Autodesk VIZ supports many types of files for
yellow. working with image maps, rendering images and
animations.
• Yellow for special action modes: When you
turn on a button that alters the normal behavior File dialogs (such as Open, Save, Save As)
of other functions, the button is highlighted uniformly remember the previous path you used,
in yellow. Common examples of this behavior and default to that location.
include sub-object selection and locking your
current selection set. Configuring File Paths
You can exit a functional mode by clicking another The locations that Autodesk VIZ searches to locate
modal button. Other exit methods supported by all file types are specified on the Customize menu
some buttons include right-clicking in a viewport, > Configure Paths dialogs (page 3–529).
or clicking the modal button a second time.
Undoing Actions
You can easily undo changes you make to your
scene and your viewports. There are separate
Undo buffers for both the scene objects and each
viewport.
drag and drop them into your scene or into valid contains values relating to program defaults,
map buttons or slots. including the graphics driver, directories used
Note: The thumbnail display of a geometry file is a to access external files such as sounds and
bitmap representation of a view of the geometry. images, preset render sizes, dialog positions,
Since the thumbnail display is not a vector-based snap settings, and other preferences and default
representation, you can’t rotate it or perform settings. If you edit this file, be sure to make a
zooms on it. copy first, so you can return to the original if
anything goes wrong.
You can drag and drop most graphic images that
Note: Many program defaults are set in
are embedded in a Web page into your scene. The
currentdefaults.ini, found within the \defaults
exception is images or regions of a Web page that
directory. For more information on this file, see
are tagged as hyperlinks or other HTML controls
Market-Specific Defaults (page 3–510).
(such as when a bitmap is tagged as a button).
• vizstart.max: At startup and when you reset
Important: Downloaded content might be subject to
the program, Autodesk VIZ looks for this file
use restrictions or the license of the site owner. You are
in the VIZStart folder specified in Configure
responsible for obtaining all content license rights.
User Paths > File I/O panel (page 3–533), and if
For complete details, see Asset Browser (page found, loads it. This allows you to specify the
3–117). default state of the workspace whenever you
start or reset the program. For example, if you
always use a ground plane, you can make it the
Startup Files and Defaults default setup by creating one, and then saving
it as vizstart.max.
When you start Autodesk VIZ, several auxiliary
files load, setting things like program defaults and If you save a different file over vizstart.max,
UI layout. You can even create a scene, named you can return to program defaults by deleting
maxtart.max, that automatically loads when you the vizstart.max file, and then resetting the
start or reset the program. In some cases, the program.
program updates files when you change settings • vizstartui.cui : This is the default custom user
and when you quit the program. interface file. You can load and save CUI files,
Note: Autodesk VIZ 2006 ships with several and set the program to use a different default
different market-specific defaults (page 3–510). CUI file. See Customize Menu (page 3–393).
These set different program defaults on startup, • plugin.ini: This file contains directory paths
based on the type of files you expect to work on for plug-ins. Most other paths are kept in the
most often. You can load the preset defaults that program INI file, but plugin.ini is maintained
ship with Autodesk VIZ, or you can create your as a separate file because third-party plug-ins
own. often add entries to the list at installation.
In general, you don’t need to work directly with the Note: It is possible to use multiple plug-in
auxiliary files, but it’s good to know about them. configuration files by nesting additional paths
Among the auxiliary files the program uses are: in your plugin.ini file. This can be very useful
for allowing an entire network of users to share
• 3dsviz.ini : This file gets updated when you
one plugin.ini file, making the system easier
start and exit Autodesk VIZ, as well as when
to maintain for the network administrator.
you change most Preferences settings. It
3dsviz.ini File 17
For more information, see Network Plug-In [Performance]—Controls that speed up viewport
Configuration (page 3–536). performance.
• startup.ms: A MAXScript file that automatically [PlugInKeys]—Turns on or off the keyboard
executes at startup time. For more information, shortcuts for plug-ins.
see Startup Script (page 3–734).
[Renderer]—Controls for rendering alpha and filter
• splash.bmp: To substitute a custom splash backgrounds.
screen (startup screen) for the default image,
copy any Windows Bitmap (.bmp) file into [RenderPresets]—Defines the paths for Rendering
the program root directory and rename it Preset files.
splash.bmp. The program will thereafter use [BitmapDirs]—Defines the default map paths for
this image at startup. bitmaps used by materials.
[Modstack]—Controls modifier stack button sets
3dsviz.ini File and icon display.
The file Autodesk VIZ uses to store settings [WindowState]—Settings for software display,
between sessions is named 3dsviz.ini. It can be OpenGL, or Direct3D drivers.
found in the root directory of the Autodesk VIZ [CustomMenus]—Defines path for the .mnu file.
installation.
[KeyboardFile]—Defines the path for the .kbd file.
Tip: If you encounter unusual and unexplained
user-interface problems using Autodesk VIZ, [Material Editor]—Material Editor settings.
try deleting the 3dsviz.ini file and restarting. [ObjectSnapSettings]—Settings associated with
Autodesk VIZ writes a new 3dsviz.ini file to replace snaps.
the deleted one. Often this will fix problems
related to the state of the user interface. [CommandPanel]—Sets number of columns, and
controls rollout display in multiple columns.
You can make changes to Autodesk VIZ startup
conditions by directly editing the 3dsviz.ini file
in a text editor such as Notepad. If you do try Backing Up and Archiving Scenes
and edit the file by hand, be sure to maintain the
structure and syntax of the original file. You should regularly back up and archive
your work. One convenient method is to save
Startup conditions are also defined by the incremental copies of your scenes. This method
vizstart.max file. To save any particular startup creates a history of your work process.
condition, create a MAX file with the condition
present and then save it as vizstart.max. Saving Incremental Files
Autodesk VIZ will automatically use this file when
you start Autodesk VIZ. If you turn on the Increment On Save option on
the Files panel (page 3–548) of the Preferences
Here are some examples of categories you’ll find in dialog, the current scene is renamed by appending
the 3dsviz.ini file: a two-digit number to the end of the file and
[Directories]—Defines the default paths for various incrementing the number each time you save. For
file operations. example, if you open a file named myfile.max and
then save it, the saved file is named myfile01.max.
18 Chapter 1: Getting Started with Autodesk VIZ
Each time you save the file its name is incremented, The crash recovery system identifies when
producing the files myfile02.max, myfile03.max, something in an object’s modifier stack is corrupt.
and so on. In these cases, the corrupt object is replaced with
a red dummy object to maintain the object’s
You can also use Save As (page 3–95) to increment
position and any linked object hierarchy.
the file name manually with a two-digit number
by clicking the increment button (+) on the Save Note: We recommend that you not rely on this
As dialog. file-recovery mechanism as an alternative to good
data backup practices:
Using Auto Backup • Save your work frequently.
You can automatically save backup files at regular • Take advantage of automatic incremental file
intervals by setting the Auto Backup options on the naming: Go to Customize menu > Preferences
Preferences dialog (see Files Preference Settings > Files panel (page 3–548) > File Handling
(page 3–548)). The backup files are named group, and turn on Increment On Save.
autobak#.max, where the # is a number from 1 to 9. • Use File menu > Save As to save incremental
You can load a backup file like any other scene file.
copies of work in progress.
Archiving a Scene • If you are forgetful about saving, use the Auto
Backup feature. Go to Customize menu >
Autodesk VIZ scenes can make use of many Preferences > Files tab > Auto Backup group,
different files. When you want to exchange scenes and turn on Enable.
with other users or store scenes for archival
purposes, you often need to save more than just
the scene file.
Use the File menu > Archive command (page
3–110) to pass the scene file and any bitmap
files used in the scene to an archiving program
compatible with PKZIP® software.
Restore Active Front View to return to its original Axes, Planes, and Views
zoom and pan. At any time, you can activate the
Top viewport, and then choose Restore Active Top
View to restore its saved view.
Home Grid
Home grid axes and planes
Home Grid and Grid Objects • Axonometric views (page 3–659) show the
scene without perspective. All lines in the
model are parallel to one another. The
Top, Front, Left, and User viewports are
axonometric views.
AutoGrid
The AutoGrid feature lets you create and activate
temporary grid objects on the fly. This lets you
create geometry off the face of any object by first Perspective view of the same model
creating the temporary grid, then the object. You
Perspective views most closely resemble human
also have the option to make the temporary grids
vision, where objects appear to recede into the
permanent. See AutoGrid (page 2–623).
distance, creating a sense of depth and space.
Axonometric views provide an undistorted view
of the scene for accurate scaling and placement. A
Understanding Views common workflow is to use axonometric views
There are two types of views visible in viewports:
Understanding Views 23
to create the scene, then use a perspective view to an axonometric view like a User view. See Cameras
render the final output. (page 2–995).
Note: Any saved views from Autodesk Architectural
Axonometric Views Desktop are automatically converted to cameras
There are two types of axonometric views you can during the File Link process.
use in viewports: orthographic and rotated.
An orthographic view (page 3–710) is a straight-on
view of the scene, such as the view shown in the
Top, Front, and Left viewports. You can set a
viewport to a specific orthographic view using
the viewport right-click menu (page 3–453) or
keyboard shortcuts (page 3–601). For example, to
set an active viewport to Left view, press the L key.
You can also rotate an orthographic view to see
the scene from an angle while retaining parallel
projection. This type of view is represented by a
User viewport.
The viewport on the right is seen through a camera in the
scene.
Perspective Views
A perspective viewport, labeled Perspective, is Two and Three-Point Perspective and the
the startup viewport in Autodesk VIZ. You can Camera Correction Modifier
change any active viewport to this "eye-like" point By default, camera views use three-point
of view by pressing the keyboard shortcut P. perspective, in which vertical lines appear to
converge with height (in traditional photography
Camera View this is known as keystoning). The Camera
Once you create a camera object in your scene, Correction modifier (page 2–1019) applies
you can change the active viewport to a camera two-point perspective to a camera view. In
view by pressing the keyboard shortcut C and two-point perspective, vertical lines remain
then selecting from a list of cameras in your scene. vertical. A similar effect can be attained by putting
You can also create a camera view directly from a Skew modifier on a camera.
a perspective viewport, using the Create Camera
from View (page 1–46) command. Light View
Light view works much like a targeted camera
A camera viewport tracks the view through the
view. You first create a spotlight or directional light
lens of the selected camera. As you move the
camera (or target) in another viewport, you see the and then set the active viewport to that spotlight.
The easiest way is to press the keyboard shortcut $.
scene move accordingly. This is the advantage of
See Lights (page 2–911).
the Camera view over the Perspective view, which
can’t be animated over time.
If you turn on Orthographic Projection on a
camera’s Parameters rollout, that camera produces
24 Chapter 2: Viewing and Navigating 3D Space
you have pressed the “o” key on the keyboard, and control the visibility and editability of similar
unintentionally turned on Adaptive Degradation. objects from the quad menu.
See Rendering Method (page 3–586).
Which Objects Are Displayed
One way to increase display speed is not to display
Controlling Display Performance something. You can use the Hide and Freeze
features on the Display panel or quad menu to
Autodesk VIZ contains controls to help you adjust change the display state of objects in your scene.
display performance: the balance between quality The Hide and Freeze features also affect final
and time in displaying objects. Rendering output. See Hide Rollout (page 1–51)
Depending on your needs, you might give up some and Freeze Rollout (page 1–51).
display speed to work at higher levels of rendering
quality, or you might choose to maximize display Setting Adaptive Degradation
speed by using Wireframe or Bounding Box Adaptive Degradation dynamically adjusts your
display. Which method you choose depends on rendering levels to maintain a desired level of
your preferences and the requirements of your display speed. You have direct control over how
work. much "degradation" occurs and when it occurs.
Display Performance Controls Active and General Degradation use the same
choices as the viewport Rendering Levels panel.
You use display performance controls to determine Active Degradation controls rendering in the
how objects are rendered and displayed. active viewport while General Degradation
controls rendering in all other viewports.
Viewport Preferences
The selected levels determine which rendering
The Customize > Preferences dialog’s Viewports
levels Autodesk VIZ falls back to when it cannot
panel contains options for fine-tuning the
maintain the desired display speed. You can
performance of the viewport display software. See
choose as many levels as you want but you are
Viewport Preferences (page 3–551).
advised to choose only one or two levels for each
type of degradation.
How Objects Are Displayed
See Adaptive Degradation (page 3–652).
To see and modify an object’s display properties,
right-click the object, select Properties, and go
to the Display Properties group box; see Object
Properties (page 1–107). These options affect Using Standard View Navigation
display performance much the same way as To navigate through your scene, use the view
viewport rendering options. For example, turning navigation buttons located at the lower-right
on Vertex Ticks for an object with a lot of vertices corner of the program window. All view types,
will slow performance. except Camera views, use a standard set of view
Note: Display Properties are only available when navigation buttons.
the By Object/By Layer toggle is set to By Object.
To see and modify how objects are displayed, you
can use layers (page 3–362). You can then quickly
Zooming, Panning, and Rotating Views 27
Button Operation
Clicking standard view navigation buttons
produces one of two results:
Before and after zooming a viewport
• Executes the command and returns to your
previous action.
• Activates a view navigation mode.
You can tell that you are in a mode because the
button remains selected and is highlighted. This
mode remains active until you right-click or Before and after rotating a viewport
choose another command.
When you click one of the view navigation buttons,
While in a navigation mode, you can activate other you can change these basic view properties:
viewports of the same type, without exiting the
mode, by clicking in any viewport. See Viewport View magnification—Controls zooming in and
Controls (page 3–457). out.
you see less of your scene and the perspective Rotating a View
flattens, similar to using a telephoto lens.
Click Arc Rotate, Arc Rotate on Selection, or
Warning: Be cautious using extreme Field of View
Arc Rotate Sub-Object (page 3–466) to rotate your
settings. These can produce unexpected results.
view around the view center, the selection, or the
current sub-object selection respectively. When
Zooming a Region
you rotate an orthogonal view, such as a Top view,
it is converted to a User view.
Click Zoom Region (page 3–464) to drag a
rectangular region within the active viewport and With Arc Rotate, if objects are near the edges of
magnify that region to fill the viewport. Zoom the viewport they might rotate out of view.
Region is available for all standard views.
With Arc Rotate Selected, selected objects
In a perspective viewport, Zoom Region remain at the same position in the viewport while
mode is available from the Field of View flyout the view rotates around them. If no objects are
(page 3–463). selected, the function reverts to the standard Arc
Rotate.
Zooming to Extents
With Arc Rotate Sub-Object, selected
Click the Zoom Extents or Zoom Extents sub-objects or objects remain at the same position
All flyout buttons to change the magnification in the viewport while the view rotates around
and position of your view to display the extents them.
of objects in your scene. Your view is centered on Note: You can rotate a view by holding down
the objects and the magnification changed so the the ALT key while you drag in a viewport using
objects fill the viewport. middle-button. This uses the current Arc Rotate
mode, whether or not the Arc Rotate button is
• The Zoom Extents, Zoom Extents Selected
active. You can also activate Arc Rotate by pressing
buttons (page 3–459) zoom the active viewport
CTRL+R.
to the extents of all visible or selected objects
in the scene.
This feature is available for perspective and camera shading type (between shaded and wireframe, for
viewports. It is not available for orthographic example).
views or for spotlight viewports.
Interface
Animating a Walkthrough The Walk Through button is the only graphical
When you use walkthrough navigation in a element of the interface to walkthrough navigation.
Camera viewport, you can animate the camera The other features are provided by mouse actions
walkthrough using either Auto Key (page 3–441) or by keyboard shortcuts. The following table
or Set Key (page 2–673). In either case, to get an shows the keyboard actions:
animated camera you have to change the frame
Command Shortcut
number manually (the easiest way is to use the
Time Slider (page 3–430)), and in the case of Set Accelerate Toggle Q
Key, you have to change the frame number and Back S, DOWN ARROW
click Set Keys. Decelerate Toggle Z
Tip: Select the camera before you animate it. If the Decrease Rotation
camera isn’t selected, its keys won’t appear in the Sensitivity
Track Bar (page 3–432). Decrease Step Size [
Down C, SHIFT+DOWN-ARROW
Procedures
Forward W, UP ARROW
To begin using walkthrough navigation, do one of
the following: Increase Rotation Sensitivity
• Change the active viewport to a different type. If nothing appears in the Shortcut column, no
• Turn on a different viewport navigation tool default key is assigned to this command. You can
(such as Zoom or Pan). set custom keystrokes using the Keyboard panel
• Turn on Select Object or one of the transform (page 3–512) of the Customize User Interface
tools. dialog.
Forward, Backward, and Sideways Movement key a second time restores the default motion rate
(and pressing the alternate key turns off the first).
For movement, you can use either the arrow keys,
They are especially useful when you are navigating
or letters at the left of the keyboard pad.
by holding down keys.
Tip: When you are in a Perspective viewport, you
can use Undo View Change and Redo View Change The acceleration and deceleration toggles are
(SHIFT+Z, SHIFT+Y) to undo or redo your independent of the step size.
navigation. However, when you are in a Camera
viewport, walkthrough animation transforms the Adjusting Step Size
camera object, so you must use Edit > Undo and Increase Step Size and Decrease Step Size—Pressing
Edit > Redo (CTRL+Z and CTRL+Y). Increase Step Size (]) increases the motion
increments when you move the camera or
Holding down any of these keys causes the motion
viewpoint. Pressing Decrease Step Size ([) reduces
to be continuous.
them. You can press either of these shortcuts
Forward—W or the UP ARROW. Moves the repeatedly, to increase the effect. Changing the
camera or the viewpoint forward. step size is apparent when you navigate either by
Note: If you are not already in walkthrough single clicks, or by holding down keys. Step size
navigation mode, pressing the UP ARROW enters changes are useful for adjusting movement to the
it. scale of the scene. They are saved with the MAX
file.
Back—S or the DOWN ARROW. Moves the
camera or the viewpoint backward. Reset Step Size—Pressing Reset Step Size (ALT+[)
restores the step size to its default value.
When you are in a camera viewport, Forward and
Back are equivalent to dollying in or out. The step size is independent of acceleration or
deceleration.
Left—A or the LEFT ARROW. Moves the camera
or the viewpoint to the left. Rotation (Tilting)
Right—D or the RIGHT ARROW. Moves the Tilt View—Click+drag to tilt the camera or
camera or the viewpoint to the right. viewpoint.
When you are in a camera viewport, Left and When you are in a camera viewport, Tilt View is
Right are equivalent to trucking left or right. equivalent to panning the camera.
Up—E or SHIFT+UP-ARROW. Moves the camera Increase Rotation Sensitivity and Decrease Rotation
or the viewpoint up. Sensitivity—Pressing Increase Rotation Sensitivity
Down—C or SHIFT+DOWN-ARROW. Moves the (no default key) increases the motion increments
camera or the viewpoint down. when you use Tilt View. Pressing Decrease
Rotation Sensitivity (no default key) decreases
Acceleration and Deceleration them. You can press either of these shortcuts
repeatedly, to increase the effect. They are useful
Accelerate Toggle and Decelerate Toggle—Pressing
for adjusting movement to the scale of the scene.
Accelerate (Q) causes motion to be quicker. They are saved with the MAX file.
Pressing Decelerate (Z) causes movement to be
slower. These controls are toggles: pressing the
Navigating Camera and Light Views 31
Lock Horizontal Rotation—Pressing Lock rotating the camera or Light, or changing their
Horizontal Rotation (no default key) locks the base parameters.
horizontal axis, so the camera or viewpoint tilts • Changes made with Camera or Light view
only vertically. navigation buttons can be animated the same
Lock Vertical Rotation—Pressing Lock Vertical as other object changes.
Rotation (SPACE) locks the vertical axis, so the
camera or viewpoint tilts only horizontally. Zooming a Camera or Light View
Invert Vertical Rotation Toggle—Pressing Invert
Vertical Rotation (no default key) inverts the tilt
direction when you drag the mouse. When this
toggle is off, dragging up causes scene objects to
descend in the view, and dragging down causes
them to rise (this is like tilting a physical camera).
When this toggle is on, objects in the view move in
the same direction you are dragging the mouse.
Level—Pressing Level (SHIFT+SPACE) removes
any tilt or roll the camera or viewpoint might have,
making the view both level and vertical.
Zooming a camera
intensity as objects approach the falloff boundary. target. The line of sight is also the same as the
See Using Lights (page 2–913). camera’s or the light’s local Z axis.
Grab Viewport
Tools menu > Grab Viewport
View-Handling Commands
Grab Viewport creates a snapshot of the active
viewport in the Rendered Frame Window (page Menu bar > Views menu
2–1318), where you can save it as an Image file
(page 3–251). These viewport-handling commands are provided
on the default main menu:
34 Chapter 2: Viewing and Navigating 3D Space
Update Background Image (page 1–42) These commands act like Undo and Redo on the
Main toolbar and Edit menu, but operate on a
Reset Background Transform (page 1–43) different list of events. They affect changes made to
Show Transform Gizmo (page 1–43) the viewport, rather than changes made to objects
in the viewport.
Show Ghosting (page 1–44)
Use Undo View Change and Redo View Change
Show Key Times (page 1–44) when you have inadvertently made a view unusable
Shade Selected (page 1–45) by zooming in too close, or rotating the wrong
way. You can keep stepping back until a useful
Show Dependencies (page 1–45) view appears. The keyboard shortcuts are handy
Create Camera From View (page 1–46) for multiple commands.
Add Default Lights to Scene (page 1–46) You can also access Undo View Change and Redo
View Change of view changes by right-clicking the
Add Default Lights To Scene Dialog (page 1–47)
viewport label and choosing Undo View or Redo
Redraw All Views (page 1–48) View. The last change made in that viewport will
be indicated (for example, "Undo View Zoom").
Activate All Maps (page 1–48)
Each viewport has its own independent undo/redo
Deactivate All Maps (page 1–48) stack.
Update During Spinner Drag (page 1–48) Camera and Spotlight viewports use object-based
Undo and Redo, because the viewport change is
Adaptive Degradation Toggle (page 1–32)
actually a change to the camera or spotlight object.
Smart Object Culling (page 1–56) In these viewports, use Edit > Undo (CTRL+Z) or
Edit > Redo (CTRL+Y).
Expert Mode (page 1–48)
into the geometry to adjust it, then use Undo 2. Choose Views menu > Save Active View. The
Viewport Zoom to restore the original alignment view is now saved and can be recalled using
of the geometry with the background. Restore Active View.
Redo V iew Change—Cancels the previous Undo
View Change. The name of the change you’re
redoing appears in the View menu beside the
Restore Active View
command. Views menu > Restore Active View (the name of the
active viewport is part of the command.)
Save Active View Restore Active View displays the view previously
stored with Save Active View (page 1–35).
Views menu > Save Active View (the name of the active
viewport is part of the command) The viewport to be restored is displayed in
the menu item (for example, "Restore Active
Save Active View stores the active view to an Perspective View").
internal buffer. If you have framed a shot in any
The active view is restored if the same viewport
view other than a camera, use Save Active View
and layout are active.
to preserve the viewport’s appearance. The saved
active view is saved with the scene file. Once saved, If an active view won’t restore with this command,
you can retrieve it using Restore Active View (page check the following:
1–35). • Be sure the viewport is active.
The viewport that will be restored is displayed • Make sure the layout is the same as before.
in the menu item (for example, "Save Active Use Viewport Configuration (right-click any
Perspective View"). You can save and restore up viewport label and choose Configure) and
to eight different views (Top, Bottom, Left, Right, choose Layout.
Front, Back, User, Perspective).
• If the layout and active viewport are the same,
Viewport changes that are saved include viewport be sure Viewport Clipping on the Viewport
type, zoom and rotations, and field-of-view Right-Click Menu (page 3–453) is set the same
(FOV). as it was when the viewport was saved.
The options available on the viewport right-click
Procedure
menu (page 3–453), such as Show Safe Frame and
Viewport Clipping, are not saved. If these settings To restore a saved view:
are important to the view, make a note of what they 1. Activate the viewport where you saved the view.
are so you can reset them after restoring the view.
2. Choose Views menu > Restore Active View.
This option is available only in a viewport with
Procedure a saved view.
To save an active view:
3. The viewport returns to the saved view.
1. Activate the viewport with the view you want
If you’re not sure whether a viewport has a
to save.
saved view, check the Views menu. Restore
Active View is unavailable unless a view is saved
in the active viewport.
36 Chapter 2: Viewing and Navigating 3D Space
• Choose Views menu > Update Background To use the environment map with animation
Image. controls:
The revised image or map is displayed in the This procedure is useful if you’ve assigned an
viewport. animated environment map and want access to the
animation controls in the Viewport Image dialog.
To display the environment map in a viewport:
1. In the Viewport Image dialog > Background
1. In the Environment dialog, assign an Source group, turn off Use Environment
environment map. (See the procedure “To Background.
choose an environment map.” (page 3–53)) 2. In the same group, click File.
2. In the Environment dialog > Background
3. Select the same map you’re using as the
group, be sure Use Map is turned on (the environment map.
default).
4. Set parameters in the Animation
3. Activate the viewport where you want the map
Synchronization group.
displayed.
5. Click OK.
4. Choose Views menu > Background Image.
The environment map appears in the viewport.
5. In the Viewport Image dialog > Background
The image is renderable.
Source group, turn on Use Environment
Background. To match your viewport background with the
6. Click OK. rendered background:
The map is displayed in the viewport. 1. Activate the viewport you plan to render.
2. Right-click the viewport label and choose Show
To display an animated background: Safe Frame.
1. Assign an animation file (AVI, FLC, MOV, or This turns on Safe Frames (page 3–589) in the
IFL file) as the viewport background. viewport.
2. Turn on Animate Background. Note: You can also use View menu > Configure
3. Choose Customize > Preferences. On the > Safe Frame tab. In the Application group,
Viewports panel, turn on Update Background turn on Show Safe Frames In Active View.
While Playing. 3. In the Material Editor, create a material
Now the background plays when you click Play, that contains the bitmap for your rendered
or when you drag the time slider. background.
Tip: If you follow these steps and the background 4. In the Material Editor > Coordinates rollout,
still doesn’t appear to animate, open the Time turn on Environ.
Configuration dialog (page 3–447) and in the In the Mapping field, Screen is automatically
Playback group, turn off Real Time. selected. This is the only mapping type you can
use for this purpose.
5. On the main menu, choose Rendering >
Environment.
38 Chapter 2: Viewing and Navigating 3D Space
6. Drag the map from the Material Editor > Maps Tip: This technique will work only on systems
rollout to the Environment Map button in the that don’t have any other Image Input Devices
Environment dialog. Click OK on the Instance installed.
(Copy) Map dialog.
7. In the Viewport Image dialog > Background Interface
Source group, click Files to assign the same
bitmap.
8. In the Aspect Ratio group, turn on either Match
Viewport or Match Rendering Output. Click
OK.
9. Render the viewport.
The background displayed in the rendered
scene should exactly match the background
displayed in the Live area of the safe frames.
Note: When you use the Match Bitmap option,
the bitmap reverts to its original aspect ratio
and does not match the rendered scene, unless
you’re rendering to the same aspect ratio.
map has been assigned in the Environment Blank After End—Makes the viewport background
dialog, or Use Map in that dialog is off, then the blank after the last input frame.
Use Environment Background check box is not
Hold After End—Specifies that the viewport
available.
background will contain the last input frame until
the last frame in the animation.
Animation Synchronization group
Loop After End—Specifies that the viewport
Controls how sequences of images (for example,
from IFL (page 3–259), AVI (page 3–252), or background will loop from the end frame back to
FLC (page 3–255) files) are synchronized to the the start frame, ad infinitum.
viewport for rotoscoping (page 3–723).
Aspect Ratio group
Use Frame—The first field sets the first frame of the
Controls the proportions of the viewport
incoming sequence that you want to use, and the
background by matching it to the bitmap,
second field sets the last one.
rendering output, or to the viewport itself.
Step—Sets the interval between the frames you
Match V iewport—Changes the aspect ratio (page
want to use. For example, if this spinner is set to 7,
3–657) of the image to match the aspect ratio of
Autodesk VIZ uses every seventh frame.
the viewport.
Start At—Specifies the frame number at which you
Match Bitmap—Locks the aspect ratio of the image
want the first input frame to appear. What happens
to the native aspect ratio of the bitmap.
in the viewport before the start frame depends
on the option you choose for "Start Processing," Match Rendering Output—Changes the aspect
below. ratio of the image to match the aspect ratio of the
currently chosen rendering output device.
Sync Start To Frame—Determines which frame
from your incoming sequence is displayed at the Note: When the Match Bitmap or Match Rendering
Start At frame. For example, you could have a Output option is chosen, Autodesk VIZ centers
30-frame .ifl sequence that starts in your scene at the image and clears the edges of the viewport to
frame 10, but you could use the 5th frame from the the background color.
.ifl on frame 10 by setting Sync Start to 5.
Display Background
Start Processing group Turns on display of the background image or
Determines what happens in the viewport animation in the viewport.
background before the start frame.
Lock Zoom/Pan
Blank Before Start—Makes the viewport
background blank before the start frame. Locks the background to the geometry during
zoom and pan operations in orthographic or
Hold Before Start—Specifies that the viewport user viewports. When you Zoom or Pan the
background will contain the start frame. viewport, the background zooms and pans along
with it. When Lock Zoom/Pan is turned off, the
End Processing group background stays where it is, and the geometry
Determines what happens in the viewport moves independently of it. Use Match Bitmap
background after the last input frame. or Match Rendering Output to enable Lock
40 Chapter 2: Viewing and Navigating 3D Space
Animate Background
Turns on animation of the background. Shows the
appropriate frame of the background video in the
scene. Viewport Background
Apply Source And Display To group The Select Background Image dialog allows you
to choose a file or sequence of files for a viewport
All Views—Assigns the background image to all
background.
viewports.
You can also convert a set of sequentially numbered
Active Only—Assigns the background image to
files to an Image File List (IFL) (page 3–259).
only the active viewport.
This is the same process used by the IFL Manager
Viewport
Utility (page 3–261).
Files of Type—Displays all the file types that can be Preview—Displays the image as a thumbnail in the
displayed. This serves as a filter for the list. Image Window.
Open—Selects the highlighted file and closes the Image Window—Displays a thumbnail of the
dialog. selected file if Preview is on.
Cancel—Cancels the selection and closes the Statistics—Displays the resolution, color depth, file
dialog. type and number of frames of the selected file.
Devices—Lets you select a background image from Location—Displays the full path for the file. With
a digital device. (No device is supported by the this information at the bottom of the dialog, you
default Autodesk VIZ installation.) always know exactly where you are.
Setup—Displays the Image File List Control dialog
(page 3–261) to create an IFL file. Available only
when Sequence is on and there are sequentially
Update Background Image
numbered files in the displayed directory. Views menu > Update Background Image (available only
when a viewport background is displayed)
Info—Displays expanded information about the
file, such as frame rate, compression quality, file This command updates the background image
size, and resolution. The information here is displayed in the active viewport. If the active
dependent on the type of information that is saved viewport is not displaying a background image,
with the file type. this command is unavailable.
View—Displays the file at its actual resolution. If Use this command to update the background for
the file is a movie, the Media Player is opened to changes that are not updated automatically, such
play the file. as the following:
Gamma—Selects the type of gamma to be used • Reassigning the map, or changing any
for the selected file. Available only when Enable parameters affecting the map in the Materials
Gamma Selection is turned on in the Gamma Editor, the Environment dialog, or the
panel (page 3–550). Viewport Image dialog.
Use Image’s Own Gamma—Uses the gamma of the • Changing the rendering resolution and aspect
incoming bitmap. ratio.
Use System Default Gamma—Ignores the image’s The following changes update the viewport
own gamma and uses the system default gamma background image automatically:
instead, as set in the Gamma panel (page 3–550). • Changing the camera view.
Override—Defines a new gamma for the bitmap • Undo (for views).
that is neither the image’s own, nor the system • Undo (for objects).
default.
• Assigning a different view type.
Sequence—Creates an "Image File List" to your
• Toggling Safe Frames display on or off.
specifications. Each selected image is checked to
see if a valid IFL sequence can be created. If the • Changing the rendering parameters.
selected image doesn’t yield a list, this option is • Moving the time slider when the viewport
still available, but doesn’t do anything. contains an animated background image.
Reset Background Transform 43
Procedure
To show wireframe ghost copies of an animated
object:
• Choose Views menu > Show Ghosting.
Shade Selected 45
Procedure
To shade only selected objects in a scene:
1. Choose Views menu > Shade Selected.
2. Right-click the viewport label and choose
Wireframe.
3. Select the object.
Only the selected object is shaded.
Show Dependencies
Keyframes with frame number shown on a trajectory. Views menu > Show Dependencies
Procedure
To add the default lights as objects:
1. Choose Views menu > Add Default Lights To
Scene.
2. On the Add Default Lights To Scene dialog,
choose Key Light, Fill Light, or both.
brightening the scene. Default=1.0. Range=0.0 need to turn on Show Map in Viewport in the
to 1000.0. Material Editor.
Procedures
To turn on Expert mode, do one of the following: Display Color Rollout
• Choose Views menu > Expert Mode.
Display panel > Display Color rollout
• Press CTRL+X.
The Display Color rollout specifies whether
To turn off Expert mode and return to full display, Autodesk VIZ displays objects using their object
do one of the following:
colors or their diffuse material colors (page
• Click the Cancel Expert Mode button to the 3–668), when the objects have their display
right of the time slider. properties (page 1–108) set to By Object. If the
• Press CTRL+X. display properties of an object is set to By Layer,
the layer color will be used for the display. You can
• Choose Views menu > Expert Mode.
choose one method for wireframe display and a
different one for shaded display. In each shading
mode you can specify whether the material or the
object color is used.
Controlling Object Display As a default, all new objects have their display
properties set to By Layer. The default can be
You use the Display panel or layers (page 3–362) changed in Customize > Preferences > Preferences
to control how objects and selected objects are dialog > General panel > Layer Defaults group. If
displayed in viewports, and to hide or freeze you turn off Default To By Layer For New Nodes,
objects. all new objects created in Autodesk VIZ will
You can also use layers (page 3–362) to hide or display in the viewports based on the settings
unhide objects in the viewport. in the Display Color rollout. You can switch
individual objects between By Object and By Layer
Isolate Selection
Tip: You can also use the
by setting the Display Properties in the Object
command (page 1–69) to hide everything except
Properties dialog (page 1–107), accessible by
your selection set.
right-clicking any selected object.
Display Color Rollout (page 1–49)
If the object color box displays black and white
Hide By Category Rollout (page 1–50) rectangles, this indicates that the object has its
display properties set to By Layer.
Hide Rollout (page 1–51)
Freeze Rollout (page 1–51) Interface
Display Properties Rollout (page 1–52)
Link Display Rollout (page 1–55)
Object Display Culling Utility (page 1–56)
See also
Object Properties Dialog (page 1–107)
50 Chapter 2: Viewing and Navigating 3D Space
The Hide By Category rollout toggles the display The Display Filter box gives you finer control in
of objects by category (objects, cameras, lights, creating categories to hide. Click the Add button
and so on). to display a list of display filters. Hold down
the CTRL key and click the filter name to select
By default, Autodesk VIZ displays all objects whatever category you’d like to hide.
in the scene. Objects hidden by category aren’t
evaluated in the scene, so hiding objects by Geometry—Hides all geometry in the scene.
category improves performance. Shapes—Hides all shapes in the scene.
You can use any of the default display filters Lights—Hides all lights in the scene.
provided, or add new display filters for fast
selection of objects to hide. Cameras—Hides all cameras in the scene.
None—Deselects all highlighted display filters in Hide by Hit—Hides any object you click in the
the list. viewport. If you hold the CTRL key while selecting
an object, that object and all of its children are
hidden. To exit Hide by Hit mode, right-click,
Hide Rollout press ESC, or select a different function. This
mode is automatically turned off if you hide all
Display panel > Hide rollout
objects in the scene.
The Hide rollout provides controls that let you Unhide All—Unhides all hidden objects. The
hide and unhide individual objects by selecting unhide buttons are available only when you have
them, regardless of their category. specifically hidden one or more objects. They
won’t unhide objects hidden by category.
You can also hide and unhide objects using the
Display Floater (page 3–496). Note: If you click Unhide All in a scene with hidden
layers, a dialog will pop up prompting you to
See also unhide all layers. You cannot unhide an object on
a hidden layer.
Hide By Category Rollout (page 1–50)
Unhide by Name—Displays a dialog you use to
Interface unhide objects you choose from a list. See Select
Objects Dialog (page 1–74), which describes
nearly identical controls.
Note: If you select an object on a hidden layer, a
dialog will pop up prompting you to unhide the
object’s layer. You cannot unhide an object on a
hidden layer.
Hide Frozen Objects—Hides any frozen objects.
Turn it off to display hidden frozen objects.
Freeze Rollout
Display panel > Freeze rollout
You can choose to have frozen objects retain their Unfreeze by Name—Displays a dialog that lets you
usual color or texture in viewports. Use the Show choose objects to unfreeze from a list. See Select
Frozen In Gray toggle in the Object Properties Objects dialog (page 1–74), which describes nearly
dialog (page 1–107). identical controls.
Note: If you unfreeze by name an object on a frozen
Interface layer, a dialog opens prompting you to unfreeze
the object’s layer. You cannot unfreeze an object
on a frozen layer.
Unfreeze by Hit—Unfreezes any object you click in
the viewport. If you press CTRL while selecting
an object, that object and all of its children are
unfrozen.
If you select an object on a frozen layer, a dialog
will pop up prompting you to unfreeze the object’s
layer. You cannot unfreeze an object on a frozen
layer.
Edges Only—Toggles the display of hidden edges Trajectory—Toggles trajectory (page 3–741)
and polygon diagonals (page 3–668). When on, display for the selected object so its trajectory is
only outside edges appear. When off, all mesh visible in viewports.
geometry appears. Applies to Wireframe viewport
display mode, as well as other modes with Edged
Faces turned on.
Selecting by Name
Another quick way to select an object is to
use keyboard shortcuts for the Select by Name
command. Press H on the keyboard then select
the object by name from the list. This is the most
foolproof way to ensure you select the correct
object when you have many overlapping objects
in the scene.
Introducing Object Selection 59
The Display panel provides options for hiding and The most basic selection techniques use either
freezing objects. These techniques exclude objects the mouse, or the mouse in conjunction with a
from other selection methods, and are useful in keystroke.
simplifying complex scenes. Frozen objects are
still visible, but hidden objects are not. Procedures
To select an object:
1. Click one of the selection buttons on the
toolbar: Select Object, Select by Name, Select
and Move, Select and Rotate, or Select and
Scale, or Select and Manipulate.
2. In any viewport, move the cursor over the
object you want to select.
Basics of Selecting Objects 61
The cursor changes to a small cross when it’s Tip: You can also hold down ALT while you click
positioned over an object that can be selected. to remove objects from selections.
The valid selection zones of an object depend
To lock a selection:
on the type of object and the display mode
in the viewport. In shaded mode, any visible 1. Select an object.
surface of an object is valid. In wireframe
mode, any edge or segment of an object is valid, 2. Click the Selection Lock Toggle (page
including hidden lines. 3–436) on the status bar to turn on locked
selection mode.
3. While the cursor displays the selection cross,
click to select the object (and to deselect any While your selection is locked, you can drag the
previously selected object). mouse anywhere on the screen without losing
the selection. The cursor displays the current
A selected wireframe object turns white. A
selection icon. When you want to deselect or
selected shaded object displays white brackets
alter your selection, click the Lock button again
at the corners of its bounding box.
to turn off locked selection mode. SPACEBAR
To select all objects do one of the following:
is the keyboard toggle for locked selection
mode.
• Choose Edit menu > Select All.
This selects all objects in your scene. To deselect an object, do any of the following:
• On the keyboard press CTRL+A. • Click an empty area anywhere outside the
current selection.
To invert the current selection do one of the • Hold down the ALT key, and either click an
following:
object, or drag a region around the object to
• Choose Edit menu > Select Invert. deselect it.
This reverses the current selection pattern. For • Hold down the CTRL key and click to deselect
example, assume you begin with five objects in a selected object. This also selects non-selected
your scene, and two of them are selected. After objects.
choosing Invert, the two are deselected, and the
• Choose Edit menu > Select None to deselect
remaining objects are selected.
all objects in the scene.
• On the keyboard press CTRL+I.
Procedures
To assign a name to a selection set:
1. Select one or more objects or sub-objects using
any combination of selection methods.
2. Click in the Named Selection field on the main
toolbar.
You can use the Selection Filter list on the main
3. Enter a name for your set. The name can contain toolbar to deactivate selection for all but a specific
any standard ASCII characters, including category of object. By default, all categories can be
letters, numerals, symbols, punctuation, and selected, but you can set the Selection Filter so that
spaces. only one category, such as lights, can be selected.
Note: Names are case-sensitive. You can also create combinations of filters to add
to the list.
4. Press ENTER to complete the selection set.
Procedure
You can use Track View selection functionality in
both the Curve Editor (page 2–826) and the Dope
Sheet (page 2–826). This procedure illustrates
usage of the Curve Editor; the same methods work
in the Dope Sheet.
66 Chapter 3: Selecting Objects
To open Track View and display and select objects: 2. Click the rectangle containing the name of your
object.
1. On the main toolbar, click Curve Editor
(Open). You can select any number of objects in Schematic
View using standard methods, including dragging
2. Click any cube icon in the list to select the
a region. For more information, see Using
named object. Schematic View (page 3–302).
You can make the following kinds of selections:
• Select several adjacent objects in the list. Click
the first object, hold down SHIFT, and click
Freezing and Unfreezing Objects
another object elsewhere in the list. You can freeze any selection of objects in your
• Modify the selection by pressing CTRL while scene. By default, frozen objects, whether
clicking. CTRL lets you toggle individual items wireframe or rendered, turn a dark gray. They
on and off without deselecting others in the list. remain visible, but can’t be selected, and therefore
can’t be directly transformed or modified.
• Select an object and all its descendants. Press
Freezing lets you protect objects from accidental
and hold ALT, right-click the object’s cube icon
editing and speeds up redraws.
(keep the right mouse button held down), and
choose Select Children from the menu.
You can open a Track View window for the
sole purpose of selecting objects by name.
Shrink the window until only a portion of the
Hierarchy appears, and then move the window to
a convenient area on your screen.
lights and cameras and any associated viewports You can also filter the names by category, so only
continue to work as they normally do. hidden objects of a certain type are listed.
For more information, see Freeze Rollout (page Note: Hiding a light source doesn’t alter its effect; it
1–51). still illuminates the scene.
Freezing Objects
You can freeze one or more selected objects. This
is the usual method to put objects "on hold."
You can also freeze all objects that are not selected.
This method lets you keep only the selected object
active, useful in a cluttered scene, for example,
where you want to be sure no other objects are
affected.
Procedure
Original scene
To access Freeze options, do one of the following:
can hide one or more selected objects. You can • Choose Tools menu > Display Floater. This
also hide all objects that are not selected. modeless dialog has the same options as the
Hide rollout. It also contains Freeze options.
Another option is to hide objects by category. See
Hiding and Unhiding Objects by Category (page • Access the Object Properties dialog (page
1–68). 1–107) from either the right-click (quad) menu
or the Edit menu. Turn on Hide and/or Freeze
Unhiding Objects If the button is unavailable because By Layer
is turned on, click By Layer to change it to By
You can unhide objects in either of two ways:
Object.
• Use Unhide All to unhide all objects at the same
• Right-click in the active viewport and choose a
time.
Hide or Unhide command from the quad menu
• Use All On to display all objects at the same > Display quadrant.
time.
• Use Unhide By Name to unhide object
selectively. When you click Unhide By Name, Hiding and Unhiding Objects by
the same dialog is displayed as for hiding, now Category
called Unhide Objects.
You can hide objects by category, the basic types
The Unhide buttons are unavailable when no of objects. For example, you can hide all lights
object in the scene is hidden. in your scene at one time, or all shapes, or any
combination of categories. By hiding all categories,
Objects that were first hidden by selection and then
your scene appears empty. Hidden objects, while
hidden by category do not reappear. Although
not displayed, continue to exist as part of the
they are unhidden at the selection level, they are
geometry of your scene but cannot be selected.
still hidden at the category level. See Hiding and
Unhiding Objects by Category (page 1–68) for
more details.
Important: Objects on a hidden layer cannot be
unhidden. If you try to unhide an object on a hidden
layer, you are prompted to unhide the object’s layer.
Procedure
To access Hide options, do one of the following:
• Open the Layer Manager (page 3–364).
In the Layer Manager, you can easily hide
groups of objects or layers.
Procedures
To hide a category of objects:
the objects you need to see, without the visual sub-object selection, see Sub-Object Selection
distraction of the surroundings. It also reduces (page 2–449).
the performance overhead that can come from
When you model an object, often you edit a
displaying other objects in the viewports.
portion of its underlying geometry, such as
When an isolated selection includes multiple a set of its faces or vertices. Or when you are
objects, you can select a subset of these, and working with a model, you may want to apply
choose Isolate Selection once again. This isolates mapping coordinates to a portion of its underlying
the subset. However, clicking Exit Isolation geometry. Use the methods described in this topic
unhides the entire scene. You can’t “step back” to make sub-object selections.
through individual levels of isolation.
Note: Isolate Selection works only at the object
level. You can’t choose it while at the sub-object
level. If you go to a sub-object level while working
with an isolated object, you can click Exit Isolation,
but you can’t isolate sub-objects.
Tip: You can also use Isolate Unselected to isolate
all of the unselected objects in your scene.
Interface
While the Isolate tool is active, a dialog labeled Left: A selection of face sub-objects
Warning: Isolated Selection appears. Middle: A selection of edge sub-objects
Right: A selection of vertex sub-objects
Procedures
To make a sub-object selection:
These methods assume the object has sub-object
levels. If the object has no sub-object levels (for
Stack display shows the sub-object hierarchy, letting you
choose a sub-object level. example, a primitive such as a sphere), the + icon
is not present. In that case, you need to collapse
Editing at the Sub-Object Level the object or apply an Edit modifier before you can
edit its sub-object geometry.
When you edit an object at the sub-object level,
1. Select the object you want to edit.
you can select only components at that level, such
as vertex, edge, face sub-objects, and so on. You 2. Apply an Edit Mesh modifier (optional,
can’t deselect the current object, nor can you select depending on the object you select).
other objects. To leave sub-object editing and
return to object-level editing, click the top-level 3. Open the Modify panel.
name of the object in the modifier stack, or click
the highlighted sub-object level. 4. On the modifier stack display, click the +
icon to expand the object’s hierarchy.
5. On the stack display, click to choose a level of
selection, such as vertex, edge, face, and so on.
Tip: For some kinds of objects, such as editable
meshes, shaded viewports don’t display
sub-object selections. If this is the case,
right-click the viewport label and choose
Wireframe or Edged Faces view.
Tip: For a detailed selection, you might want to
zoom in on the object.
6. Click one of the toolbar selection buttons, and
then use the same selection methods you’d use
72 Chapter 3: Selecting Objects
on objects to select the sub-object components. so you can’t select any of the other categories.
Or from the quad menu > Transform quadrant, To fix this, select All in the Selection Filter list.
choose one of the selection methods and select
the sub-object components.
There are two alternative ways to go to a sub-object
level:
Selection Commands
• Select the object and go to the Modify Selection commands appear on the quad menu,
panel. Then right-click the object, and use the on the main toolbar, on the Edit menu, and on the
quad menu > Tools 1 (upper-left) quadrant > status bar.
Sub-objects submenu.
The simplest method of selection is to turn on
Select Object mode (page 1–73), and then click
• Choose the selection level using buttons an object in a viewport (or drag to surround the
in the Modify panel’s Selection rollout, if one is object). While the method is simple, it is not
present for the type of object you’re editing. effective for selecting multiple objects, especially
Tip: Once you’re at a sub-object level, the INSERT in a crowded scene. Other tools let you select
key cycles through the levels of other kinds of objects by name, filter out the kinds of objects you
sub-objects. want to select, and to create named selection sets
you can select repeatedly.
To exit sub-object selection mode, do one of the
following: See also
• In the stack display, click the highlighted Basics of Selecting Objects (page 1–60)
sub-object name or the top-level name of the
object. Isolate Selection (page 1–69)
• If the object has a Selection rollout, click to turn
Selection Commands on the Main
off the button of the active sub-object level.
Toolbar
• Right-click the object, and then in the Tools
The following selection commands appear by
1 (upper-left) quadrant of the quad menu,
default on the Main toolbar.
choose Top-level.
• Open another command panel. This turns off Select Object (page 1–73)
sub-object editing. Selection Floater (page 1–76)
If you think you’ve turned off sub-object editing Rectangular Selection Region (page 1–77)
but top-level object selection is still not restored, it
might be due to the following reasons: Circular Selection Region (page 1–77)
Fence Selection Region (page 1–78)
• Your selection is locked. Click the Lock
Selection Set button in the prompt line to turn
Lasso Selection Region (page 1–78)
it off. Paint Selection Region (page 1–79)
• You’ve set the Selection Filter (page 1–64) on Selection Filter List (page 1–80)
the main toolbar to a specific category of object,
Select Object 73
Window/Crossing Selection Toggle (page 1–85) Object selection is affected by several other
controls:
Named Selection Sets (page 1–81)
• The active Selection Region type: Rectangular
The Window\Crossing toggle determines how the (page 1–77), Circular (page 1–77), Fence (page
region selection options (on the toolbars) behave. 1–78), Lasso (page 1–78), or Paint (page 1–79).
Selection Commands on the Edit Menu • The active selection filter (All, Geometry,
Shapes, Lights, and so forth).
The following selection commands appear by
• The state of the crossing selection tool (which
default on the Edit menu. They complement the
determines whether completely surrounded
toolbar selection commands.
objects or surrounded and crossing objects are
Select All (page 1–82) selected).
Select None (page 1–82)
You can also select objects by name using the
Select Invert (page 1–82) Select By Name list; press the H key to access the
Select By (page 1–83) list.
Select By Color (page 1–83) A number of objects selected together are called a
selection set (page 1–63). You can name selection
Select By Name (Edit Menu) (page 1–83) sets in the Named Selection Sets field on the main
Region (page 1–83) toolbar and then recall them for later use.
Note: The Smart Select command activates
Region Window (page 1–84)
the Select Object function and, with repeated
Region Crossing (page 1–84) invocations, cycles through the available Selection
Region methods. By default, Smart Select is
Edit Named Selections (page 1–85)
assigned to the Q key; you can use Customize User
Interface (page 3–511) to assign it to a different
Selection Command on the Status Bar
keyboard shortcut, a menu, etc.
The Selection Lock Toggle (page 3–436) is located
on the status bar. Locking a selection is useful Procedures
when you are doing a lot of editing on a selection,
To add or remove individual objects from a selection
and don’t want to select something else by mistake. set:
• Hold down the CTRL key and select the objects
to add or remove.
Select Object
• Hold down the ALT key and select objects to
Main toolbar > Select Object remove from the current selection set.
Right-click to open quad menu. > Transform quadrant Note: Adding and removing objects doesn’t
> Select
change a named selection set.
See also
Select By Name Button Selection Floater (page 1–76)
main toolbar > Select By Name
Procedure
Keyboard > H
To select objects by name:
Select By Name lets you select objects by choosing 1. Do one of the following:
them from a list of all objects currently in the scene
• Click the Select By Name button on the
using the Select Objects dialog (page 1–74).
main toolbar.
Note: The Select By Name button and Select
• Choose Edit menu > Select By > Name.
Objects dialog are context dependent. When one
of the transforms (such as Select And Move or • Press H.
Select And Manipulate) is active, the dialog lets The Select Objects dialog appears. By
you choose from all objects in the scene. But when default, it lists all objects in the scene.
certain modes are active, the choices in the dialog Currently selected objects are highlighted
are more limited. For example, when Select And in the list.
Link is active, the dialog is entitled Select Parent,
2. Choose one or more objects in the list.
and shows linkable objects but not the child object
already selected. Similarly, if Group > Attach is Drag, or click and then SHIFT+click to select a
active, the dialog lists groups but not solitary continuous range of objects and CTRL+click to
objects. select noncontinuous objects.
Select Objects Dialog 75
In the field above the list, you can type a name Select Dependents—When this is on and you select
to select that object. You can use the asterisk an item in the list, all of its dependent objects are
(*) and the question mark (?) as wildcards to selected as well. Dependents include instances,
select multiple names. references, and objects sharing a common
3. Click Select. modifier (the same objects that appear green when
Show Dependencies is on in the View menu).
The selection is made as the dialog disappears.
When both Select Subtree and Select Dependents
Interface are on, the subtree of any newly selected node is
selected, and then the dependents are selected.
(Dependents of the subtree are selected, but not
the subtrees of all dependents.)
If you click Select By Name while Select and Link
is active, Select Subtree and Select Dependents are
not available.
Sort group
Specifies the sort order of the items displayed in
the list.
Alphabetical—Sorts from numeric characters at
the top, then A to Z at the bottom.
By Type—Sorts by category, using the same order
Select Objects list
as the check boxes in the List Types group.
Objects are listed according to the current Sort
By Color—Sorts by object wireframe color. The
and List Types selections.
sorting order is arbitrary; the value of this option is
All, None, and Invert—These buttons alter the that objects of the same color are grouped together.
pattern of selection in the list window.
By Size—Sorts based on the number of faces in
Display Subtree—Displays each item in the list each object. The object with the least number
so that its hierarchical branch (page 3–684) is of faces is listed first, followed by objects with
included (for example, Window/Frame/Glass). successively greater number of faces.
Hierarchical branches are indented.
List Types group
Case Sensitive—When on, Autodesk VIZ considers
the case of the characters for each item in the Determines the types of objects to display in the
list. Uppercase letters are listed above lowercase list.
letters. In addition, the field above the list becomes
All, None, and Invert—These buttons alter the
case-sensitive.
pattern of activation of the List Types options.
Select Subtree—When this is on and you select
an item in the list window, all of its hierarchical Selection Sets group
children are selected as well. Lists any named selection sets that you have
defined in the scene. When you choose a selection
76 Chapter 3: Selecting Objects
Selection Floater
Tools menu > Selection Floater
Customize User Interface (page 3–511) to assign it selection methods by using the Window/Crossing
to a different keyboard shortcut, a menu, etc. Selection button (page 1–84) on the Main toolbar.
Note: If you hold down CTRL while specifying
Procedure a region, the affected objects are added to the
To select using a region (general method): current selection. Conversely, if you hold down
1. Choose a Selection Region method from the ALT while specifying a region, the affected objects
flyout. are removed from the current selection.
Toggle between the window and crossing selection actions Paint Selection Size Up and Paint Selection
methods by using the Window/Crossing button Size Down.
(page 1–85) on the Main toolbar. Note: Paint Selection Region respects the
Note: If you hold down CTRL while specifying Window/Crossing selection toggle (page 1–85)
a region, the affected objects are added to the setting. If the toggle is set to Select Region Window
current selection. Conversely, if you hold down (page 1–84) and the brush is smaller than an object
ALT while specifying a region, the affected objects or sub-object to be selected, you won’t be able to
are removed from the current selection. select the item. To resolve this, enlarge the brush
or choose Select Region Crossing (page 1–84).
Procedure Note: With editable poly (page 2–377) and Edit
To select using a lasso: Poly (page 2–76) objects, you can also paint soft
selections (page 2–314) and deformation (page
1. Click the Lasso Selection Region button. 2–386).
2. Drag to draw a shape around the object(s) that
The Paint Selection Region button, available from
should be selected, then release the mouse
the Selection Region flyout (page 1–76), provides
button.
one of five methods you can use to select objects
Note: To cancel the selection, right-click before by region. The other methods are Rectangular
you release the mouse. (page 1–77), Circular (page 1–77), Lasso (page
1–78), and Fence (page 1–78).
Procedure
Paint Selection Region
To select by painting a region:
Main toolbar > Paint Selection Region (Selection Region
flyout)
1. Choose Paint Selection Region from the
The Paint Selection method lets you select multiple flyout.
objects or sub-objects by dragging the mouse over 2. Drag over the object(s) to select, then release
them. To change the brush size, right-click the the mouse button. As you drag, a circle showing
Paint Selection Region button, and then, on the the brush radius appears attached to the mouse.
Preference Settings dialog > General tab > Scene Note: To cancel the selection, right-click before
Selection group, change the Paint Selection Brush you release the mouse.
Size value.
3. To change the brush size, right-click the
If you hold down CTRL while specifying a region, Paint Selection Region button, and then, on
the affected objects are added to the current the Preference Settings dialog > General tab
selection. Conversely, if you hold down ALT > Scene Selection group, change the Paint
while specifying a region, the affected objects are Selection Brush Size value.
removed from the current selection.
You can also set keyboard shortcuts for
Tip: You can also create custom tools for changing changing the brush size. To do so, use the
the brush size; choose Customize menu > Paint Selection Size Up and Paint Selection Size
Customize User Interface and set keyboard Down action items. See Main User Interface
shortcuts or other user interface items for the Shortcuts (page 3–605).
80 Chapter 3: Selecting Objects
Procedures
Selection Filter List To create a combination filter:
Main toolbar > Selection Filter 1. Open the Selection Filter list and choose
Combos.
The Filter Combinations dialog appears.
2. Turn on one or more of the check boxes in the
Create Combination group.
3. Click the Add button.
The specified combination appears in the
Current Combinations list to the right as a
combination of the first letters of each selected
category.
4. Click OK.
The Selection Filter list lets you restrict to specific
types and combinations of objects that can be The new combo item appears at the bottom of
selected by the selection tools. For example, if you the Select Filter list.
choose Cameras, you can select only cameras with Combos are stored in the 3dsviz.ini file, so
the selection tools. Other objects do not respond. they remain in effect for all scenes through all
When you need to select objects of a certain type, sessions.
this is useful as a quick method of freezing all other
objects. To delete a combination filter:
Use the drop-down list to select a single filter. 1. Open the Selection Filter list and choose
Choose Combos from the drop-down list to use Combos.
multiple filters from the Filter Combinations The Filter Combinations dialog appears.
dialog (page 1–80).
2. Choose one or more of the combos in the
Current Combinations list.
Filter Combinations Dialog 3. Click the Delete button.
4. Click OK.
Main toolbar > Selection Filter list > Combos > Filter
Combinations dialog
Selection set names are case sensitive at both the 3. Whenever you want to access the selection,
object level and at sub-object levels. choose its name from the Named Selection Sets
list.
You can transfer sub-object named selections from
one level in the stack to another. The Copy and To select a named selection set, do one of the
Paste buttons let you copy named selections from following:
one modifier to another.
• To select a single item, click it in the list.
While at a specific sub-object level, such as Vertex,
• To select more than one item in the list, select
you can make selections and name those selections
one, and then select others while holding down
in the Named Selection Sets field of the toolbar.
the CTRL key.
The named sets are specific to both the selection
level and the level on the stack. • To deselect single items after you’ve selected
multiple items, hold down the ALT key.
Keep in mind the following restrictions:
• You can transfer named selections only between
the same type of sub-object level. In other Select All
words, you can transfer named selections
Edit menu > Select All
from vertex sub-object to another vertex
sub-object, but you can’t transfer it to face or Keyboard > CTRL + A
edge sub-object level.
This command selects all objects in the scene
• You must transfer the selection between
matching the current selection filter type (page
modifiers that handle like geometry. You can
1–80) on the main toolbar.
copy and paste between an editable mesh and
a mesh select modifier, but you can’t copy and
paste between a mesh select modifier and an
editable spline.
Select None
• You can copy and paste between two modifiers Edit menu > Select None
in two different objects, as long as you’re at the Keyboard > CTRL + D
same level and both modifiers handle the same
type of geometry. This command deselects all objects in the scene
• If you change the topology of a mesh after conforming to the current selection filter type
creating a named selection (such as deleting (page 1–80) on the main toolbar.
some vertices), the named selections will
probably no longer select the same geometry.
Select Invert
Procedures Edit menu > Select Invert
To create a named selection set:
Keyboard > CTRL + I
1. Select the objects you want to be in a set.
2. Type the name of the set in the Named Selection This command inverts the current selection set.
Set field and press ENTER. All objects not currently selected are selected,
and all objects currently selected are deselected,
Select By 83
Edit menu > Select By Select By Name lets you select objects by choosing
them from a list of all objects in the scene.
The Select By command provides options for
selecting objects in the scene by color or by name. For a full description of the Select By Name
The Select By command also gives quick access to function, see Select By Name button (page 1–74).
Rectangular (page 1–77), Circular (page 1–77), Tip: To select objects by material, use Schematic
Fence (page 1–78) and Lasso Selection (page View (page 3–302).
1–78) Regions.
Rectangular Selection Region (page 1–77)
Region
Circular Selection Region (page 1–77)
Edit menu > Region
Fence Selection Region (page 1–78)
Main toolbar > Window Selection or Crossing Selection
Lasso Selection Region (page 1–78)
Paint Selection Region (page 1–79) When dragging the mouse to select one or more
objects, the Region options let you switch between
Select By Color (page 1–83)
selecting objects within, or crossed by, a window
Select By Name (Edit Menu) (page 1–83) region that you draw with the mouse. Choose the
appropriate Region submenu command.
You can automatically switch between Window
Select By Color and Crossing Region Selection based on cursor
Edit menu > Select By > Color movement direction. To set this up, choose
Customize > Preferences and on the General
Select By Color lets you select all objects having tab in the Scene Selection group turn on Auto
the same color as the selected object. Selection Window/Crossing Selection by Direction.
is made by wireframe color (see Object Color
Dialog (page 1–130)), rather than by any materials See also
associated with the objects. Select Region Window (page 1–84)
After you choose this command, click any object Select Region Crossing (page 1–84)
in the scene to determine the color for the selection
set.
Tip: To select objects by material, use Schematic
View (page 3–302).
84 Chapter 3: Selecting Objects
Autodesk VIZ automatically saves the To add objects to a named selection set:
Window/Crossing setting in the 3dsviz.ini file.
1. Click the toolbar Named Selection Sets
button or choose Edit > Edit Named Selections.
2. Choose the named selection set in the dialog.
86 Chapter 3: Selecting Objects
2. Click Select Objects In Set to select all of Remove—Removes the selected object or
the objects in the highlighted set. selection set.
Tip: You can also double-click the selection set Note: Deleting an object or its selection set does not
to select all of its objects. delete the object; it only destroys the named set.
Named Selection Sets Dialog 87
Interface
Edit Named Selections Dialog
Make a sub-object selection. > Edit menu > Edit Named
Selections
Procedure
To edit named sub-object selections:
1. At a sub-object level, create one or more named
selection sets (page 1–81).
two or more selection sets, and then click Combine Note: Viewport changes such as panning and
and enter a new name for the selection set. Use zooming have a separate Undo and Redo. See
Delete to delete the original sets. View-Handling Commands (page 1–33).
Delete—Deletes all highlighted items from the The Hold and Fetch command pair serves as an
Named Selections window. This affects only alternative to Undo and Redo. Hold saves the
selection sets, not the sub-objects they refer to. current state of the scene. After using Hold, you
can restore that state at a later point by using Fetch.
Subtract (A-B)—Removes the sub-objects contained
Sometimes, when you are about to perform a risky
in one selection set from another. Select one
operation, an alert prompts you to first use Hold.
item in the Named Selections window, and then
select the other. The top highlighted item in the Autodesk VIZ does not have the Cut or Paste
window is operand A, and the bottom is operand functions found in many Windows applications.
B (regardless of the order of their selection). Click The Delete command simply removes the selection
Subtract (A-B) to subtract the sub-objects in the from the scene.
bottom item from those in the top item. There
Undo/Redo (page 1–89)
must be some overlap between the two selection
sets for this command to have any effect. Undo (page 1–90)
Subtract (B-A)—Subtracts the sub-objects in the Redo (page 1–90)
top selected item from those in the bottom item.
Hold (page 1–91)
Intersection—Creates a selection set that consists
Fetch (page 1–91)
only of sub-objects that all highlighted selection
sets have in common. Highlight two or more items Delete (page 1–91)
in the Named Selections window, and then click
Intersection. In the dialog that appears, enter a
new set name and click OK. Undo/Redo
Edit menu > Undo or Redo
when no valid operation was performed or utility, and saving a file, thus overwriting the
recorded. previous version. When you know something
cannot be undone, use Hold (page 1–91) first.
By default, there are 20 levels of Undo. You can
Then if you want to undo it, use Fetch (page 1–91).
change the number of levels with the Customize >
Hold and Fetch are also commands on the Edit
Preferences > General tab (page 3–537) > Scene
menu (page 3–385).
Undo group.
Some actions cannot be undone: for example, Procedures
applying the Collapse utility or Reset Transform To undo the most recent action:
utility, and saving a file, thus overwriting the
previous version. When you know something • Click Undo, choose Edit menu > Undo, or
cannot be undone, use Hold (page 1–91) first. press CTRL+Z.
Then if you want to undo it, use Fetch (page 1–91).
To undo several actions:
Hold and Fetch are also commands on the Edit
menu (page 3–385). 1. Right-click Undo.
Undo (page 1–90) and Redo (page 1–90) are 2. From the list, select the level where you want
also available as buttons on the main toolbar. to return. You must choose a continuous
When you right-click the Undo or Redo button, a selection; you can’t skip over items in the list.
history list box opens, listing the last operations 3. Click the Undo button.
performed. You can highlight and reverse any
number of these operations in sequence with the To exit the list without performing an action,
respective Undo or Redo command. click the Cancel button, or click somewhere
outside of the list.
Undo
Redo
Main toolbar > Undo
Main toolbar > Redo
Edit menu > Undo
Edit menu > Redo
Keyboard > CTRL+Z
Keyboard > CTRL+Y
On the Edit menu, the name of the function to Right-clicking the Redo button displays a list of
undo is also displayed. By default, there are 20 the last actions where you can choose the level of
levels of Undo. You can change the number of Redo. You must select a continuous selection; you
levels with the Customize > Preferences > General cannot skip over any items in the list.
tab (page 3–537) > Scene Undo group.
Some actions cannot be undone: for example,
applying the Collapse utility or Reset Transform
Hold 91
See also
• Click Redo.
Fetch (page 1–91)
• Edit menu > Redo.
• Press CTRL+Y.
Fetch
To redo several actions:
Edit menu > Fetch
1. Right-click Redo.
2. From the list, click the action to return to. Fetch restores the scene and settings previously
stored by the Hold (page 1–91) command.
3. Click the Redo button.
Information stored includes all geometry, lights,
To exit the list without performing an action, cameras, viewport configuration, and selection
click the Cancel button or click somewhere sets.
outside of the list.
Use Hold before you undertake an operation that
may not work as expected or any operation that
Hold cannot be undone. The Fetch command restores
the contents of the Hold buffer, allowing you to get
Edit menu > Hold back to a particular point if you need to.
scene and its settings. If you experience an Make a selection. > Keyboard > DELETE
unexpected end of operation or crash after you
perform Hold, you can retrieve your scene from The Delete command deletes the current selection
the buffer with the Fetch command after you from the model.
restart Autodesk VIZ.
The Undo (page 1–90) menu command restores
the deleted selection to the model. The Undo
Additional Details
command is also available as a button on the main
• The Hold buffer is a temporary file (vizhold.mx) toolbar.
in the directory specified as the AutoBackup Note: Actively file-linked objects (page 3–323)
path in the Configure Paths dialog > General cannot be deleted.
panel (page 3–533).
92 Chapter 3: Selecting Objects
See also When you create a group, all of its member objects
are rigidly linked to an invisible dummy object.
Undo/Redo (page 1–89)
The group object uses the pivot point and the
local transform coordinate system of this dummy
object.
Groups can be nested. That is, groups can contain
Assemblies and Groups other groups, up to any level.
• Open (page 1–99): Temporarily opens the • Named selection sets (page 1–63): Let you
group so that you can access its member reselect the same pattern of objects, but the
objects. While a group is open, you can treat positional relationship between those objects
the objects (or nested groups) as individuals. (their transforms) might be different each time
You can transform them, apply modifiers, and you recall the named set.
access their modifier stacks. • Grouped objects: Maintain their positional
• Close (page 1–99): Restores the group when relationships unless you open the group and
you’re finished working with the individual rearrange them. A group also keeps its identity
objects. as an individual object.
Each object in a group retains its modifier stack,
Dissolving Groups including its base parameters. At any time, you
You can permanently dissolve groups by either can open the group to edit an object, and then
ungrouping or exploding them. Both commands close the group to restore the group identity.
dissolve groups, but to different levels. • Attached objects (see Editable Mesh (Object)
• Ungroup (page 1–99): Goes one level deep in (page 2–354)): Attached objects form a
the group hierarchy. It separates the current single object. The modifier stacks of the
group into its component objects (or groups), original objects are lost, including their base
and deletes the group dummy object. parameters. You can regain the form of the
original objects by detaching them, but they
• Explode (page 1–100): Similar to Ungroup,
become plain meshes.
but dissolves all nested groups as well, leaving
independent objects. • Assemblies (page 1–93) are useful for creating
combinations of geometry and light objects
When you Ungroup or Explode a group, the
that act as lighting fixtures.
objects within the group lose all group transforms
not on the current frame. However, objects retain
any individual animation.
Using Assemblies
To transform or modify the objects within a group,
you must first remove them from the group, either
temporarily or permanently. The Open command
lets you do this.
Some of the objects you may merge from 3ds Max Reference, available from the Help menu, and look
or Autodesk VIZ are collections of objects known in Creating MAXScript Tools > Scripted Plug-ins
as assemblies. > Scripted Helper Plug-ins.
Assemblies are useful for creating combinations Assembly names are similar to object names,
of geometry and light objects that act as lighting except that they’re carried by the assembly. In lists
fixtures; you use them to represent the housing of like the one in the Select Object dialog, assembly
a lamp and its light source or sources. You can use names appear in square brackets, for example
assemblies to represent lighting fixtures such as [Assembly01].
simple desk lamps, lighting strips, track systems,
You’ll find the commands to manage assemblies
wall sconces with fluorescent or incandescent
on the Group menu (page 3–386) > Assembly
lights, chandelier systems, line voltage cable
submenu (page 1–100).
systems, and so on.
Tip: After you’ve created one fixture and assembled
When you create light assemblies, first you create the parts, use instancing (page 3–689) to copy
your objects and build a hierarchy, then set joint (page 2–1) the fixture, and then distribute them in
parameters and assign inverse kinematics (IK) your scene. That way, if you change the attributes
(page 2–781). As a final step, you assemble the for a light source in an assembly, the change will
object hierarchy. The lights you use in the assembly be reflected in all the instanced light sources. For
have light-multiplier and filter color controls. You example, in the early design stages, you might
wire (page 2–758) the Dimmer and Filter Color use shadow maps, but later you might want to
parameters of the Luminaire helper object to the switch to advanced ray-trace shadows for greater
parameters of the light sources that are members accuracy in rendering. Using instancing makes it
of the light assembly. easier to change such settings globally.
procedure, see To wire a head object to a light moved. In the case of assemblies, the "cage" (the
source (page 1–102). dummy object) expands to surround all objects in
the assembly, wherever the objects’ independent
transforms take them.
you open the assembly and rearrange them. An 2. Create a light source (page 2–913) or on the
assembly also keeps its identity as an individual Create panel, click Lights to add a standard
object. or photometric light to the geometry of the
Each object in an assembly retains its modifier lighting fixture you just made.
stack, including its base parameters. At any 3. Select all the objects in the assembly, including
time, you can open the assembly to edit an geometrical objects and lights.
object, and then close the assembly to restore Note: If using IK, leave the light targets out of
the assembly identity. the assembly so that you can manipulate them
• Attached objects (see Editable Mesh (Object) independently.
(page 2–354)): Attached objects form a 4. Choose Assembly menu > Assemble.
single object. The modifier stacks of the
original objects are lost, including their base A dialog appears requesting a name for the
parameters. You can regain the form of the assembly and that you specify a head object.
original objects by detaching them, but they The only head object type available by default is
become plain meshes. Luminaire (page 1–105).
5. Enter a name for the assembly and click OK.
See also 6. Wire (page 1–102) the assembly luminaire to
Lights (page 2–911) its light source or sources. More information
on parameter wiring is available at the link in
Procedures this step.
To insert and place an existing assembly: If more than one light source is present
inside the assembly, create a chain of wired
1. Turn on AutoGrid (page 2–623).
parameters. Then enter the desired relationship
2. Drag the assembly from a Web page (if it’s an expression in the expression text box.
i-drop object (page 3–134)) or from your local
disk and drop it into your scene, placing it on To adjust the pivot location of an assembly:
any existing surface.
• When you adjust the pivot point of a closed
group or assembly, the pivot point of all group
3. On the main toolbar, click Use Pivot and assembly members are affected, not only
Point Center (page 1–367). the pivot point of the group or assembly head
4. Position the assembly as you would any other object. Therefore, we recommend that you
object to aim it in a specific direction. open the assembly, adjust the pivot of the head
object, and then close the assembly.
5. If necessary, wire (page 1–102) the assembly
luminaire to its light source or sources. To use an assembly with radiosity:
6. Select the assembly, and then use the Modify • Right-click the Luminaire, choose Properties,
panel settings to adjust the intensity of the light and on the Object Properties dialog (page
with the Dimmer control. 1–107) choose the Radiosity tab. You can
exclude and control radiosity parameters of the
To create your own luminaire:
geometry and lights independently.
1. Create the geometry of the lighting fixture.
98 Chapter 3: Selecting Objects
To adjust the properties of an assembly: Groups can contain other groups, up to any level.
1. After wiring the Dimmer and Filter Color Group names are similar to object names, except
parameters, select the Luminaire, and then that they’re carried by the group object. In lists
go to Modify panel to display the luminaire like the one in the Select by Name dialog, group
parameters. names appear in square brackets. For example:
2. Adjust the parameters. [Group01].
The effect is visible in the viewport. If a group is selected, its name will appear in
“bolded” text in the Name And Color rollout.
All members of a group inherit the visibility of
the parent when a visibility controller is assigned
to the parent.
Group Commands
Groups are considered whole objects in the Light
The commands to manage groups are on the Exclude/Include dialog, so you can exclude (or
Group menu (page 3–386). include) all objects in a group by selecting the
Group (page 1–98) group in the list. If a group is nested within
another group, only the "outer" group is available
Open Group (page 1–99) in the list. To exclude only certain objects in
Close Group (page 1–99) a group, open the group before displaying the
Exclude/Include dialog.
Ungroup (page 1–99)
Attach Group (page 1–100) Procedures
Detach Group (page 1–100) To define a group:
1. Select two or more objects.
Explode Group (page 1–100)
2. Choose Group menu > Group.
See also A dialog appears requesting a name for the
Using Groups (page 1–92) group.
3. Enter a name for the group and click OK.
Group menu > Group 1. Select two or more groups or any combination
of groups and objects.
The Group command combines a selection set of 2. Choose Group > Group.
objects or groups into a single group. A dialog appears requesting a name for the
Once you group objects, you can treat them as group.
a single object in your scene. You can click any 3. Enter a name for the new group object and click
object in the group to select the group object. You OK.
can transform the group as a single object, and you
can apply modifiers as if it were a single object.
Open Group 99
Procedures
Open Group To close all opened groups nested within a main
Select one or more groups. > Group menu > Open group:
1. Select the pink bounding box representing the
The Open command lets you ungroup a group main group.
temporarily, and access objects within a group. 2. Choose Group > Close.
You can transform and modify the objects within
the group independently from the rest of the To close a nested group:
group, then restore the original group using the 1. Select any object in the nested group or its
Close command. dummy.
2. Choose Group > Close.
Procedures
To open a group:
1. Select one or more groups. Ungroup
2. Choose Group > Open. A pink bounding box Select one or more groups. > Group menu > Ungroup
appears, and the objects in the group are now
accessible. Ungroup separates the current group into its
component objects or groups.
To open nested groups:
The Ungroup command ungroups one level,
1. Select the group within the opened group.
unlike Explode (page 1–100), which ungroups all
2. Choose Group > Open. levels of nested groups.
When you Ungroup a group, the objects within the
group lose all group transforms that were applied
Close Group
on nonzero frames, but they retain any individual
Select the pink dummy object of an opened group. > animation.
Group menu > Close
All ungrouped entities remain in the current
The Close command regroups an opened group. selection set.
For nested groups, closing the outermost group
object closes all open inner groups. Procedure
To ungroup a group:
When you link an object to a closed group, the
object becomes a child of the group parent rather 1. Select one or more groups.
than of any member of the group. The entire group 2. Choose Group > Ungroup.
flashes to show that you’ve linked to the group.
All components of the group remain selected,
but are no longer part of the group. The group
dummy is deleted.
100 Chapter 3: Selecting Objects
Warning: Ungroup and Explode remove all transform With an object selected, choose this command,
animations that have been applied to the group as a and then click a group in the scene.
whole. As with the Ungroup command, all exploded
entities remain in the current selection set. Procedure
To attach an object to a group:
Procedure 1. Select one or more objects to attach.
To explode a group:
2. Choose Group > Attach.
1. Select one or more groups.
3. Click any member of a closed group.
2. Choose Group > Explode.
The selected objects become part of the group,
All objects in the groups remain selected but no which is now selected.
longer belong to groups. All nested groups are
Note: To attach an object to an open group, click
exploded. All group dummies in the selection
the pink bounding box.
are deleted.
Detach Group
Select a group. > Group menu > Open > Select one or Assembly Commands
more objects detach. > Group menu > Detach
The commands to manage assemblies are available
The Detach command detaches the selected object from the Group > Assembly submenu.
from its group. Assemble (page 1–101)
This command becomes active when you open the Disassemble (page 1–104)
group by choosing the Open command from the
Group menu. Open Assembly (page 1–103)
Close Assembly (page 1–103)
Procedure
Attach Assembly (page 1–104)
To detach an object from a group:
1. Open the group.
Detach Assembly (page 1–104)
2. Choose Group > Detach. Explode Assembly (page 1–104)
Assemble 101
Procedures
Assemble To define an assembly:
Select the objects to assemble. > Group menu > 1. Select two or more objects.
Assembly menu > Assemble
2. Choose Group menu > Assembly > Assemble.
The Assemble command combines a selection set The Create Assembly dialog (page 1–102)
of objects, assemblies, and/or groups into a single appears requesting a name for the assembly and
assembly, and adds a Luminaire helper object that you specify a head object (page 1–105).
(page 1–105) as a head object (page 1–105). The default head object type is Luminaire (page
1–105).
Once you assemble objects, you can treat them as
a single object in your scene. You can click any 3. Enter a name for the assembly, choose
object in the group to select the entire assembly. Luminaire (page 1–105) from the list, and click
You can transform the assembly as a single object, OK.
and you can apply modifiers as if it were a single The selected objects are assembled. The
object. assembly head object position and orientation
Assemblies can contain other assemblies and/or is determined as follows:
groups, up to any level. • If there are multiple immediate children
of the assembly head (for example, you’re
Assembly names are similar to object names,
assembling several non-hierarchical
except that they’re carried by the assembly. In
objects), the head object is aligned with
lists like the one in the Select Objects dialog (page
center of bottom face of the assembly
1–74), assembly names appear in square brackets.
bounding box.
For example: [Assembly01].
• If there’s only one immediate child of the
Each member of an assembly inherits the visibility
assembly head, the assembly head pivot
of the parent when a visibility controller is assigned
point is aligned with that object’s pivot
to the parent, providing its Object Properties
point. For example, if you’re assembling a
> Rendering Control group > Inherit Visibility
single hierarchy, the topmost object in the
check box is turned on, or if its Rendering Control
hierarchy would be the single immediate
is set to By Layer and Inherit Visibility is turned
child of the assembly head.
on for its layer.
Assemblies are considered whole objects in the To define a nested assembly:
Light Exclude/Include dialog, so you can exclude 1. Select two or more assemblies or any
(or include) all objects in an assembly by selecting combination of assemblies and objects.
the assembly in the list. If an assembly is nested
2. Choose Group menu > Assembly > Assemble.
within another assembly, only the "outer" assembly
is available in the list. To exclude only certain The Create Assembly dialog (page 1–102)
objects in an assembly, open the assembly before appears requesting a name for the assembly
displaying the Exclude/Include dialog. and a head object.
102 Chapter 3: Selecting Objects
3. From the Animation menu, choose Wire Now, when you change the luminaire’s Dimmer
Parameters > Parameter Wire Dialog. setting, the light source intensity changes as
4. The Parameter Wiring dialog (page 2–759)
well.
appears. 10. If you like, use the same method to wire the
Interface Procedure
To open nested assemblies:
1. Select the assembly within the opened assembly.
2. Choose Group menu > Assembly > Open.
Close Assembly
Select the luminaire. > Group menu > Assembly > Close
Select one or more assemblies. > Group menu > To close a nested assembly:
Assembly > Open
1. Select any object in the nested assembly or its
The Open command lets you temporarily luminaire.
disassemble an assembly and access its head and 2. Choose Group menu > Assembly > Close.
member objects individually.
You can transform and modify the head
and member objects within the assembly
independently from the rest of the assembly, then
restore the original assembly using the Close
command (page 1–103).
104 Chapter 3: Selecting Objects
Assembly Head Helper Object A luminaire object groups and manages the components
as a whole.
When you create an assembly (page 1–93) in
Autodesk VIZ, the program automatically adds
Interface
a special type of helper object called a head
object, or assembly head. This object serves as When a selected assembly is closed, the Modify
the fulcrum of the assembly and also exposes panel displays the Luminaire parameters.
parameters, available in the Modify panel when However, when you open an assembly,
the assembly is selected, that you can wire (page Autodesk VIZ shows you the parameters of the
2–758) to properties of objects inside the assembly. whichever object is selected. The Luminaire object
Thus, you can change and animate parameters of provides Dimmer and Filter Color parameters.
assembly member objects without having to open You wire these to the light objects that are part of
the assembly, as you would with a group. the assembly.
The Dimmer option can control the intensity of all the lights
in the luminaire
Object Properties
Select object or objects. > Edit menu > Object Properties Freeze/Unfreeze, Trajectory, and so on, remain
available for these non-renderable objects.
Select object or objects. > Right-click a viewport. >
Transform (lower-right) quadrant of the quad menu >
Properties Through the Object Properties dialog you can
toggle between settings per object and By Layer
Choosing this option displays the Object (page 3–663). Object settings affect only the
Properties dialog (page 1–107), which lets you object or objects selected. When an object is set to
view and edit the properties of selected objects. By Layer, it inherits its properties from the layer
settings, which are set in the Layer Properties
dialog (page 3–369).
Interface
Object Properties Dialog
Panels
Interface
Object Information group Layer—Displays the name of the layer which the
object is assigned to.
This group displays information about the selected
object, including the following:
Interactivity Group
Name—Shows the name of the object. When a
Hide— Hides the selected object or objects.
single object is selected, you can edit this field to
give the object a new name. When multiple objects Hidden objects exist in the scene, but do not
are selected, this field shows "Multiple Selected," appear in the viewports or rendered images. To
and cannot be edited. unhide hidden objects, use the Display panel (page
3–496) or choose Tools > Display Floater (page
Color—The color swatch shows the object’s color.
3–496).
You can click it to display the Object Color dialog
(page 1–130) and select a different color. Note: Objects residing on a hidden layer are
automatically hidden, regardless of this setting.
Dimensions—Displays the X, Y, and Z dimensions
Tip: The Layer Manager (page 3–364) is the easiest
of the object’s extents (page 3–673).
way to hide groups of objects or layers.
Vertices and Faces—Display the number of vertices
Freeze—Freezes the selected object or objects.
and faces in the object. For shapes (page 1–234),
these values are the values used if you have made Frozen objects appear in the viewports, but cannot
the shape renderable. Faces for renderable shapes be manipulated. To unfreeze frozen objects, use
are generated only at rendering time. the Display panel (page 3–496) or choose Tools >
Shape Vertices and Shape Curves—Appear only
Display Floater (page 3–496).
for shape objects. Shape Vertices is the number Note: Objects residing on a frozen layer are
of vertices in the shape, and Shape Curves is the automatically frozen, regardless of this setting.
number of polygons. (Shape Curves is the value Tip: The Layer Manager (page 3–364) is the easiest
that appeared as "Polygons" in previous releases.) way to freeze groups of objects or layers.
These values can change over time: they are valid
only for the current frame and the current view. Display Properties group
By Object/By Layer—Toggles between object
Parent—Displays the name of the object’s parent in
settings or object layer settings. Object settings
a hierarchy. Shows "Scene Root" if the object has
affect only the object or objects selected. Object
no hierarchical parent.
layer settings affect all objects on the same layer as
Material Name—Displays the name of the material the selected object.
assigned to the object. Displays "None" if no
Note: If multiple objects are selected and have
material is assigned.
different By Layer settings, this button will read
Num. Children—Displays the number of children ‘Mixed’.
hierarchically linked to the object.
See-Through—Makes the object or selection
In Group/Assembly—Displays the name of the translucent in viewports. This setting has no
group or assembly to which the object belongs. effect on rendering: it simply lets you see what
Displays "None" if the object is not part of a group. is behind an object in a crowded scene, and
especially to adjust the position of objects behind
the see-through object. Default=off.
110 Chapter 4: Object Properties
Note: This option is also available in the Display to the backfaces. Applies only to wireframe
panel (page 3–496) and by choosing Tools > viewports. Default=on.
Display Floater (page 3–496). Note: This option is also available in the Display
You can customize the color of see-through objects panel (page 3–496) and by choosing Tools >
by using the Colors panel (page 3–519) of the Display Floater (page 3–496).
Customize > Customize User Interface dialog
(page 3–511).
Keyboard shortcut (default): ALT+X
Show Frozen in Gray—When on, the object turns Rendering Control group
gray in viewports when you freeze it. (This is how
You can set rendering control for lights to By
all frozen objects appeared in versions prior to
Object or By Layer (the latter is the default setting),
v4.) When off, viewports display the object with
and you can also change their Renderable setting.
This allows you to turn individual lights on and off
112 Chapter 4: Object Properties
in your renderings, but more importantly, you can For shapes, the Renderable check box in the
quickly turn large groups of lights on or off using Object Properties dialog affects the main object,
the Layer Manager (page 3–364). so the check box also affects all instances of and
references to the shape.
By Object/By Layer—Toggles between object
settings or object layer settings. Object settings Inherit Visibility—Causes the object to inherit
affect only the object or objects selected. Object a percentage of the visibility of its parent (as
layer settings affect the rendering controls of all determined by the parent’s Visibility track in Track
objects on the same layer as the selected object. View). When a group parent is assigned a visibility
Note: If multiple objects are selected and have track, Inherit Visibility is automatically turned on
different By Layer settings, this button will read for all children in the group. The children will have
‘Mixed’. the maximum visibility of the parent. Transparent
materials and hidden objects have no effect on this
Visibility—Controls the rendered visibility of the function.
object. At 1.0, the object is fully visible. At 0.0,
the object is completely invisible when rendered. Visible to Camera—When on, the object is visible
Default=1.0. to cameras in the scene. When off, cameras do
not view this object; however, its shadows and
You can animate this parameter. Animating reflections are rendered. Default=on.
Visibility assigns a visibility controller to the
object. By default this is a Bezier float controller Visible to Reflection/Refraction—When on, the
(page 2–699). object has “secondary” visibility: it appears in
rendered reflections and refractions. When off,
Renderable—Makes an object or selected objects the object does not appear in rendered reflections
appear or disappear from the rendered scene. or refractions. Default=on.
Nonrenderable objects don’t cast shadows or
Note: An object can have Visible To Camera on but
affect the visual component of the rendered scene.
Visible To Reflection/Refraction off, in which case
Like dummy objects, nonrenderable objects can
the object renders in the scene but does not appear
manipulate other objects in the scene.
in reflections or refractions.
Shape (page 1–234) objects have the Renderable
Receive Shadows—When on, the object can receive
option turned on by default. In addition, they
shadows. Default=on.
have a Renderable check box in their creation
parameters. When both check boxes are on, the Cast Shadows—When on, the object can cast
shape is renderable. If Renderable in the Object shadows. Default=on.
Properties dialog is off, the shape is not renderable
Apply Atmospherics—When on, atmospheric
regardless of the state of its local Renderable check
effects are applied to the object. When off,
box.
atmospheric effects do not change the rendered
If you apply a modifier that converts the shape appearance of this object. Default=on.
into a mesh object, such as a Lathe modifier
Render Occluded Objects—Allows special effects
(page 2–142) or Extrude modifier (page 2–127),
to affect objects in the scene that are occluded by
the shape automatically becomes renderable
this object. The special effects, typically applied
regardless of the state of its local Renderable check
by plug-ins (page 3–716) such as Glow (page
box.
3–7), use G-buffer (page 3–681) layers to access
General Panel (Object Properties Dialog) 113
occluded objects. Turning on this control makes If you choose either form of motion blur here in
the object transparent for the purposes of special the Object Properties dialog, you must also choose
effects. This makes no difference when you render to apply that type of blur in the Render Scene
to most image files. When you render to either dialog (page 2–1316).
the RLA (page 3–273) or RPF (page 3–274) file
The rendering speed of object motion blur
format, however, occluded objects appear with the
depends on the complexity of the geometry to
effect applied on their designated G-buffer layer.
which it’s assigned. The rendering speed of image
Default=off.
motion blur depends on the amount of rendered
screen space taken up by the blurring object.
G-Buffer group
In most cases image motion blur renders more
Allows you to tag an object as a target for a render quickly. Object motion blur renders more quickly
effect (page 3–2) based on the G-buffer (page when applied to very simple objects, and image
3–681) channel. Assigning the object a nonzero ID motion blur renders more slowly when the object
creates a G-buffer channel that can be associated takes up a lot of screen space, and moves all the
with a render effect. way across the screen in a single frame.
Warning: The mental ray renderer (page 2–1377) does
not recognize Z-depth with G-buffers. G-buffer data is
saved on a single layer. Also, the mental ray renderer
does not support the following effects:
• Glow lens effect (page 3–7) (rendering effect)
• Ring lens effect (page 3–11) (rendering effect)
Object Channel—Setting this spinner to a nonzero
number means that the object will receive the Changing the Object Blur Multiplier value.
rendering effects associated with that channel in
Enabled—When on, enables motion blur for
Render Effects.
this object. When off, motion blur is disabled
To save the channel data with the rendering, regardless of the other blur settings. Default=on.
render to either the RLA (page 3–273) or RPF
You can animate the Enabled check box. The
(page 3–274) file format.
main use of animating Enable is to apply motion
blur over only a limited range of frames. This can
Motion Blur group
save a tremendous amount of time when you are
By Object/By Layer—Toggles between object rendering an animation.
settings or object layer settings. Object settings
affect only the object or objects selected. Object You can enable motion blur for lights and
layer settings affect all objects on the same layer as cameras. With the mental ray renderer, moving
the selected object. lights and cameras can generate motion blur.
However, they do not generate motion blur with
Note: If multiple objects are selected and have
the default scanline renderer.
different By Layer settings, this button will read
‘Mixed’. • None—Turns off the state of motion blur for the
object.
Multiplier—Affects the length of the motion-blur
streak.
114 Chapter 4: Object Properties
the selected object. Most settings on this rollout For more information on the Radiosity-only
are available only when this toggle is set to By Properties group, see Radiosity Control Panel
Object. Default=By Layer. (page 2–1360).
Note: If multiple objects with different settings are
Object Subdivision Properties group
selected, this button will read “Mixed.”
Use Global Subdivision Settings—When on, the
Adv. Lighting General Properties group object’s meshing settings correspond to the global
Cast Shadows—Determines whether objects will subdivision settings on the Radiosity Control
cast shadows in the radiosity solution. Panel. When off, you can change the meshing
settings for each object. Default=on.
Note: When disabling Cast Shadows, you should
also turn off Diffuse (reflective & translucent) • Subdivide—When on, a radiosity mesh is
and Specular (transparent) in the Radiosity-only created for the objects regardless of the
Properties group. If these switches are left turned global meshing state. The subdivision that is
on, objects will still generate light that can produce performed is determined by the Use Adaptive
artifacts in the solution. Subdivision switch. When off, the settings
in the Mesh Settings group are unavailable.
Receive Illumination—Determines whether objects Default=on.
will receive indirect illumination.
• Use Adaptive Subdivision—Toggles adaptive
Num. Regathering Rays Multiplier— Lets you subdivision. Default=on.
adjust the number of rays cast by this object, per Tip: Adaptive meshing is computed for an object
pixel. If an object looks “blotchy” after rendering, only if Shoot Direct Lights is turned on in the
Increasing this value can improve its appearance. Radiosity Meshing Parameters rollout (page
Default=1.0. 2–1367).
Tip: Increasing this setting is most useful for
Note: The Mesh Settings group parameters
objects with large, smooth surfaces. More complex Contrast Threshold, Min Mesh Size, and Initial
geometry tends not to show advanced lighting Mesh Size are available only when Use Adaptive
artifacts as much as smooth surfaces do. Subdivision is turned on.
Radiosity-only Properties group Mesh Settings group
Diffuse (reflective & translucent)—When on, the
Max Mesh Size—The size of the largest faces after
radiosity solution will process diffuse reflection adaptive subdivision. Default=36” for imperial
and translucency (page 3–743) of the selected units and 100cm for metric units.
objects.
When Use Adaptive Subdivision is off, Max Mesh
Specular (transparent)—When on, radiosity will
Size sets the size of the radiosity mesh in world
process transparency of the selected objects. units.
Exclude from Regathering—When on, objects
Min Mesh Size—Faces are not divided smaller than
are excluded from the regathering process when the minimum mesh size. Default=3 inches for
rendering. Imperial units and 10cm for metric units.
116 Chapter 4: Object Properties
Contrast Threshold—Faces that have vertex When off, the light’s direct illumination is
illuminations that differ by more than the Contrast used only when you render the scene. This is
Threshold setting are subdivided. Default=75.0. comparable to the Render Direct Illumination
option.
Initial Mesh Size—When improving the face shape,
faces that are smaller than the Initial Mesh Size for more information about the Re-Use Direct
are not subdivided. The threshold for deciding Illumination and Render Direct Illumination
whether a face is poorly shaped also gets larger options, see Rendering Parameters Rollout
as the face size is closer to the Initial Mesh Size. (Radiosity) (page 2–1371). In general, re-using
Default=12 inches for Imperial units and 30cm for direct illumination stored in the radiosity mesh
metric units. improves render time, but shadows appear coarse
and inaccurate unless the mesh is very fine.
Rendering direct illumination and shadows (using
Radiosity Refine Iterations—The number of refine the radiosity mesh to provide only indirect light)
iterations in the radiosity process for the current takes more time but gives you a more finished and
selection. accurate image.
The mental ray panel contains parameters for the mental This panel of the Object Properties dialog lets
ray renderer.
you enter properties or comments that you define
yourself.
Indirect Illumination group
Generate Caustics—When on, the object can
generate caustics. (For this to happen, Caustics
must also be enabled using the Render Scene
dialog’s Caustics And Global Illumination rollout
(page 2–1404).) When off, the object does not
generate caustics. Default=off.
Receive Caustics—When on, the object can receive
caustics. That is, caustic effects are cast onto
this object. (For this to happen, Caustics must
also be enabled using the Caustics And Global
Illumination rollout.) When off, the object does
not receive caustics. Default=on.
Generate Global Illumination—When on, the object
can generate global illumination. (For this to
118 Chapter 4: Object Properties
Interface Interface
• Step—The step by which the base number is Note: Expressions only work with the individual
incremented in succeeding renamed objects. XYZ components of Euler rotation. You can’t
assign an expression to TCB rotation or other
Rename—Click to rename the affected objects and
kinds of rotation controllers.
have your changes take effect.
The links below are to the sections that follow in
this topic.
Operators (page 1–119)
Expression Techniques Variables (page 1–120)
In Autodesk VIZ, you can use mathematical Functions (page 1–121)
expressions (rather than constant numbers) to
express parameter values. For example, you could See also
use the expression 24*6 to represent the number Trigonometric Functions (page 1–122)
144.
Vectors (page 1–123)
You can use mathematical expressions to control
the following object properties: Operators
• Object parameters, such as length, width, and In the following tables, p and q are any scalar value
height or expression, V and W are any vector value or
• Transform and modifier values, such as an expression. (The character "x" is used as the vector
object’s position coordinates cross-product operator.)
Parameter wiring (page 2–758) and the numerical
Scalar Operators
expression evaluator (page 1–12) use expressions,
which are described in this topic. These are the arithmetic operators for scalar
values:
An expression is a mathematical function that
returns a value. You can use expressions to control Operator Use Meaning
the following scene elements: + p+q Addition
The sine, cosine, and tangent functions take an ln(p) natural (base e) logarithm
angle in degrees and return a floating-point value. log(p) common (base 10)
The arc functions take a floating-point value and logarithm
return a value in degrees. exp(p) exponential function
exp(p)=e^p
Function Meaning
pow(p,q) p to the power of q (p^q)
sin(p) sine
sqrt(p) square root
cos(p) cosine
abs(p) absolute value
tan(p) tangent
min(p,q) minimum returns p or q,
asin(p) arc sine depending on which is
smaller
acos(p) arc cosine
max(p,q) maximum returns p or q,
atan(p) arc tangent depending on which is
greater
Function Meaning
comp(V,i) i’th component (I=0,1,2):
comp([5,6,7],1)=6
unit(V) returns a unit vector in the
same direction as V
Subtracting two vectors gives the vector between The distance between two points is the length of
the two points. the vector between them.
This section describes the types of geometry you The Create panel (page 3–479) contains controls
can create using the Create panel (page 3–479). for creating new objects, the first step in building
a scene. Despite the variety of object types, the
Basics of Creating and Modifying Objects (page creation process is consistent for most objects.
1–125)
The Modify panel (page 3–480) provides controls
Geometric Primitives (page 1–139) to complete the modeling process. Any object
Shapes (page 1–234) can be reworked, from its creation parameters
to its internal geometry. Both object-space and
Compound Objects (page 1–285) world-space modifiers let you apply a wide range
Systems (page 1–334) of effects to objects in your scene. The modifier
stack allows editing of the modifier sequence.
See also These topics will help you start creating and
Surface Modeling (page 2–311) modifying objects:
Using the Create Panel (page 1–126)
Identifying the Basic Building Blocks (page 1–127)
Creating an Object (page 1–128)
Basics of Creating and
Using the Modify Panel (page 2–28)
Modifying Objects
Using the Modifier Stack (page 2–30)
In Autodesk VIZ, you model basic parametric
(page 3–711) objects into more complex ones by: Editing the Stack (page 2–32)
126 Chapter 5: Creating Geometry
Keyboard Entry—This rollout lets you enter uses shapes as cross sections along a path to
creation parameters from the keyboard for produce a 3D object.
geometric primitive and shape objects.
Patch Grids—Simple 2D surfaces ready for
Parameters—This rollout shows creation modeling or repairing existing meshes.
parameters: the defining values for an object.
NURBS Surfaces—Analytically generated surfaces
Some parameters can be preset, while others
especially suited for modeling surfaces with
are only for adjustment after an object has been
complicated curves.
created.
AEC Extended—Elements useful for AEC design,
Other rollouts—Additional rollouts can appear
including Terrain, Foliage (plants and trees),
on the Create panel, depending on what kind of
Railing, for creating custom railings, and Wall, for
object you create.
the production of Wall objects.
Stairs—Four types of stairs: Spiral, L-Type,
Identifying the Basic Building Straight, and U-Type.
Blocks Doors—Parametric door styles include Pivot,
On the Create panel, the categories for Geometry BiFold, and Sliding.
and Shapes supply the "building blocks" to Windows—Parametric window styles include
combine and modify into more sophisticated Awning, Fixed, Projected, Casement, Pivoted, and
objects. These parametric (page 3–711) objects Sliding.
are ready to use. By adjusting values and turning
Note: Default materials are automatically applied
some buttons on or off, you can create dozens of
"new" building blocks from the ones listed here. to Foliage, as well as to the following object types:
Railing, Stairs, Doors, and Windows.
You can choose these types from the sub-categories
list on the Create panel. Shape Types
Splines—Common 2D shapes such as a Line,
Geometry Types
Rectangle, Circle, Ellipse, Arc, Donut, NGon, and
Standard Primitives—Relatively simple 3D objects Star. Text shapes support TrueType fonts. Section
such as Box, Sphere, and Cylinder, as well as creates a spline from the cross-section of an object.
Torus, Plane, Cone, GeoSphere, Tube, Teapot, and Helix is a 3D shape.
Pyramid.
NURBS Curves—A Point Curve and CV Curve
Extended Primitives—More complex 3D objects provide the starting points for complex surfaces.
such as Capsule, OilTank, Spindle, Hedra, Torus See Introduction to NURBS Modeling (page
Knot, and Prism. 2–443).
Compound Objects—Compound objects include Extended Splines—More complex 2D shapes
Scatter, Connect, ShapeMerge, Booleans, Terrain, including Walled Rectangle, Channel Spline,
and Loft. Booleans combine the geometry of two Angle Spline, Tee Spline, and Wide Flange Spline.
objects using union, intersection, and difference Extended splines can be used in architectural and
operations. ShapeMerge lets you embed a spline similar applications.
shape into a geometric mesh. Loft (page 1–312)
128 Chapter 5: Creating Geometry
Mapping Coordinates
Most Geometry objects have an option for
generating mapping coordinates. Objects need
these mapping coordinates if you plan to apply
a mapped material to them. Mapped materials 3. Sides increased
include a wide range of rendered effects, from 4. Height segments defined
2D bitmaps to reflections and refractions. See
Mapping Coordinates (page 2–1036) and Using
Maps to Enhance a Material (page 2–1033). If
Creating an Object 129
To choose an object category: 2. Drag the mouse to define the first parameter
of the object; for example, the circular base of
1. Click the Create tab to view the Create a cylinder.
panel. 3. Release the mouse button. The first parameter
2. Click one of the buttons at the top of the Create is set with this release.
panel. For example, Geometry. 4. Move up or down without touching the mouse
3. Choose the subcategory Standard Primitives button. This sets the next parameter; for
from the list. example, the height of a cylinder.
A number of buttons appear on the Object If you want to cancel: Until you complete the
Type rollout. next step, you can cancel the creation process
with a right-click.
To choose an object type: 5. Click when the second parameter has the value
• Click the button for the type of object you want you want, and so on.
to create. The number of times you press or release the
The button highlights, showing that it is mouse button depends on how many spatial
active. Four rollouts appear: Name and dimensions are required to define the object.
Color, Creation Method, Keyboard Entry, and (For some kinds of objects, such as Line, the
Parameters. number is open-ended.)
When the object is complete, it is in a selected state
To choose a creation method (optional):
and ready for adjustments.
You can accept the default method and skip this
step. To name the object (optional):
• Choose a method in the Creation Method • Highlight the default object name in the Name
rollout. and Color rollout, and then enter a name. This
option is available only when a single object is
To preset the creation parameters (optional): selected.
You can adjust all creation parameters after you Naming objects is a good practice for
create an object. Skip this step if you prefer. organizing your scenes. To name a set of
• In the Parameters rollout, you can set selected objects, see Named Selection Sets
parameters before you create an object. (page 1–63).
However, the values of parameters you set by
dragging the mouse (for example, the Radius To change the object’s display color (optional):
and Height of a cylinder) have no effect until • The color swatch next to the object name field
after you create the object. displays the selected object’s color and lets you
select a new one. The color is the one used to
To create the object: display the object in viewports. Click the color
1. Put the cursor at a point in any viewport where swatch to display the Object Color dialog (page
you want to place the object, and hold the 1–130).
mouse button down (do not release the button). You can also change object colors with Layers
(page 3–364).
130 Chapter 5: Creating Geometry
To adjust the object’s parameters: strategies provide a rich set of tools for organizing
• You can change the creation parameters even the most complex scenes.
immediately after you complete an object, while You can use two dialogs to specify colors:
it’s still selected. Or, you can select the object
• The Object Color dialog (page 1–130) contains
later and adjust its creation parameters on the
two preset palettes of colors that you use to set
Modify panel.
an object’s wireframe color. This is also the
While making adjustments, you can use viewport surface color you see in a rendered viewport.
navigation controls like Zoom, Pan, and Arc The two color palettes are Default palette and
Rotate to change your view of the selected object. AutoCAD ACI palette.
You can also adjust the time slider. • The Color Selector (page 1–132) is a generic
dialog that you use to define any color in the
To end the creation process:
24-bit color range. For the purpose of defining
While the object type button remains active, you colors to assign to objects, it is available only
can continue creating objects of the same type through the Default palette.
until you do one of the following:
Note:
• Select an object other than the one you created
most recently. The Layers functionality lets you organize your
scene and can also be used for assigning object
• Transform an object. colors. For more information, see Layer Manager
• Change to another command panel. (page 3–364).
• Use commands other than viewport navigation
or the time slider.
Object Color Dialog
After you end the creation process, changing
parameters on the Create panel will have no effect Click the color swatch by the object’s name in any
command panel.
on the object; you must go to the Modify panel
to adjust the object’s parameters. See Using the
The Object Color dialog contains two preset
Modify Panel (page 2–28).
palettes of colors that you use to set an object’s
wireframe color. This is also the surface color you
see in a shaded viewport.
For individual objects, you can click the By Layer 3. On the Object Color dialog, click the By Layer /
/ By Object button on the Object Color dialog to By Object toggle to set it to By Object.
change the method used to set the object color. 4. Click a color swatch from the palette, and click
OK to apply the color to the selection.
Defining Custom Colors
When using the Default palette, the Object Color To define a custom color:
dialog contains a palette of 16 custom color 1. On the Default palette of the Object Color
swatches. You can define any color for each of the dialog, click one of the 16 custom color
16 color swatches by selecting a swatch from the swatches.
Custom Colors group, then clicking Add Custom
2. Click Add Custom Colors to display the Color
Colors.
Selector (page 1–132).
Switching Between Palettes 3. Define a custom color and click Add Color.
You can alternate between two versions of the The custom color is stored in the selected color
Object Color dialog at any time by clicking the swatch of the Object Color dialog and is set as
appropriate Basic Colors toggle: the current color.
• Default palette: Contains a fixed palette of 64 To copy a custom color from an object in your scene
colors, plus a custom palette of 16 user-defined to one of your custom color swatches:
custom colors. • Drag the Current Color swatch up to one of the
Use this version when you want to work with a custom color swatches.
smaller palette of colors or when you want to The Current Color swatch is in the Object Color
define custom object wireframe colors. dialog, to the left of the OK button.
• AutoCAD-compatible version: Contains a
fixed palette of 256 colors matching the colors To select objects by color:
in the AutoCAD Color Index (ACI).
Use this version when you want to assign object • Click Select By Color. This displays the
colors that match the AutoCAD Color Index. Select Objects dialog (page 1–74). All objects
Using ACI colors is useful if you plan to export that have the same color as the current object
objects to AutoCAD and want to organize are highlighted in the list. Click Select.
them by object color, or when you want a wide
selection of colors to choose from.
Procedures
To set object color:
This is the general procedure for selecting object
color.
1. Select one or more objects.
2. In any command panel, click the color swatch
to the right of the Object Name field to display
the Object Color dialog.
132 Chapter 5: Creating Geometry
Interface
Select by Color—Displays a Select Objects
dialog (page 1–74) listing all objects that use the
Current Color as their wireframe color.
Note: This button is available only if at least one
object in the scene has the Current Color as its
wireframe color.
Assign Random Colors—When on, Autodesk VIZ
will assign a random color to each object created.
When off, Autodesk VIZ will assign the same color
to every object created until the color swatch is
changed. This setting affects wireframe colors only
Default palette—When this option is selected, when By Object is turned on as the color method.
Basic Colors and Custom Colors are shown, and
you have the option to add custom colors. Current Color—Displays the active color. When
you click the color swatch, this displays the Color
AutoCAD ACI palette—When this option is selected, Selector, where you can mix a custom color.
the AutoCAD ACI palette is shown. When you
select a color, its ACI# is displayed at the bottom
of the dialog. Color Selector Dialog
Basic Colors—A set of 64 default colors, available
Any command panel > Name and Color fields > Click
only when Default palette is selected. color swatch. > Object Color dialog > Add Custom Colors
button or Current Color swatch.
Custom Colors—Displays 16 custom colors when
Material Editor > Click any color swatch.
Default palette is selected. To select a custom color,
click its swatch. To redefine a custom color, click Select a light object. > Modify panel >
Intensity/Color/Distribution rollout > Click Filter
its swatch, and then click Add Custom Colors. Color swatch.
Add Custom Colors—This option is available only Rendering menu > Environment > Environment and
with the Default palette. Clicking this option Effects dialog > Click color swatch for Background, Tint,
and Ambient components of Global Lighting, and various
displays the Color Selector (page 1–132), which components of atmospheric effects such as Fire, Fog, and
allows you to modify the currently selected custom so on.
is to use the predefined colors in the Object Color keyboard), or the spinners to the right of the
dialog (page 1–130).) numeric fields.
In most contexts, the Color Selector is modeless • Hue/Saturation/Value (HSV)
(page 3–701); that is, it remains on the screen The HSV color model adjusts Hue, Saturation,
until you dismiss it, and you can use other and Value. Hue sets the color; Saturation
Autodesk VIZ controls or work in a viewport (labeled "Sat") sets the color’s purity; and Value
while the dialog is still visible. In other contexts, sets the color’s brightness, or intensity. You
the Color Selector is modal, and you must click can adjust values using the color sliders, the
OK or Cancel before proceeding. numeric fields to their right (via the keyboard),
The dialog is divided into three different color or the spinners to the right of the numeric fields.
selection models. You can use the controls for any As you adjust the controls of one color model, the
model to define a color. The three color models controls of the other two models change to match.
are: The color defined by the color model is displayed
• Hue/Blackness/Whiteness (HBW) in the right half of the Color Output box. The
original color, before you began making changes,
The most prominently displayed and intuitive
is displayed in the left half.
color model is the HBW model. This model
represents a natural, pigment-based way of
Procedures
mixing color by starting with a pure color (hue)
and then making it darker by adding black, or To display the Color Selector:
lighter by adding white. 1. Click the color swatch of a color parameter
The main feature of the HBW model is a large such as the color of a light or of a material
square box displaying the color spectrum. component.
Across the top of this box you have the spectrum Note: The object color displayed by an object’s
of pure colors, or hue. Down the side of the box name in command panels use a different,
you see increasing levels of blackness, making Object Color dialog (page 1–130). In the Object
the color dark as you approach the bottom. Color dialog, clicking the Current Color swatch
To the right of the color spectrum box is the or the Add Custom Colors button displays a
Whiteness box, which controls the amount Color Selector.
of white in the color. Use higher positions to 2. Make a color selection and click Close.
decrease the whiteness, or lower positions to
3. To keep the original color, click Reset.
increase the whiteness.
• Red/Blue/Green (RGB) To choose the hue of a color, do one of the following:
The RGB model adjusts the mix of Red, • Click the Hue rainbow.
Green, and Blue to define a color. This model • Drag the Hue slider at the top of the rainbow.
represents the way colored light can be mixed.
• Drag the Red, Green, and Blue sliders.
This is additive color mixing, as opposed to the
subtractive color mixing for paint and other • Drag the Hue slider.
pigments. You can adjust values using the color • Use the Red, Green, Blue, or Hue spinners.
sliders, the numeric fields to their right (via the
134 Chapter 5: Creating Geometry
To make a color darker, do one of the following: Blackness—Drag the blackness pointer down the
side to darken the pure color by adding black. You
• Drag the vertical Whiteness slider (at the right
can also click or drag inside the box to change hue
of the Hue rainbow) upward.
and blackness at the same time.
• Drag the vertical Blackness slider (at the left of
Whiteness—The vertical bar to the right controls
the Hue rainbow) downward.
the amount of whiteness. The color set by the hue
• Drag the Saturation (Sat.) slider to the right. and blackness pointers is displayed at the top of
• Use the Saturation spinner to increase the bar and pure white at the bottom. Drag the
saturation. whiteness pointer down to lighten the color by
• Drag the Value (Val.) slider to the left. adding white.
• Use the Value spinner to decrease the value. Red, Green, and Blue—When a red, green, or blue
slider is all the way to the left, its field reads 0. None
To return to the original color: of the color controlled by that slider is used. If the
• Click Reset. slider is all the way to the right, the field reads 255.
The maximum amount of that color is being used.
The new color is replaced by the original color,
and all parameter values are reset. The spinners to the right of each slider are another
way of setting the red, blue, or green component.
To dismiss the Color Selector, do one of the following:
The colors in the sliders change to show an
• Click Close. approximation of what the color result will be
• Click the dialog’s Close (X) button. if you move the slider to that location, without
adjusting any other color parameter.
Hue—Sets the pure color. Locating the slider all
the way to the left gives you pure red. As you
drag the slider to the right you move through
the spectrum of Red, Yellow, Green, Cyan, Blue,
Magenta, and back to Red again. Hue is more
accurately represented as a color wheel rather than
a linear slider. That is why the Hue slider is red at
Color Clipboard Utility 135
both ends. Think of the hue range from 0 to 255 as • An additional Alpha slider and spinner let you
being points on a circle where the numbers 0 and explicitly set the alpha value for this color. This
255 are right next to each other. value is also normalized, where 0.0 represents
fully transparent, and 1.0 represents fully
Saturation ("Sat")—Sets the purity or strength of
opaque.
the color. A weak color, with a saturation near 0,
is dull and gray. A strong color, with a saturation This version of the Color Selector also appears
near 255 is very bright and pure. when you use the mental ray renderer’s Sampling
Quality rollout (page 2–1397).
Value—Sets the lightness or darkness of a color.
Low values darken the color toward black. High
values lighten the color toward white. A value in
the middle, at a setting of 127, gives you the color
Color Clipboard Utility
defined only by hue and saturation. Tools menu > Color Clipboard
Color Output—This pair of color swatches, below Utilities panel > Utilities rollout > More button > Utilities
the Value slider, lets you compare the new color, dialog > Color Clipboard button
shown on the right, to the original color, shown
on the left. The Color Clipboard utility stores color swatches
for copying from one map or material to another.
Reset—Click to restore color settings to the
original color. For example, if in the Material Editor, you want
to copy a color from a swatch in one level of a
Color Selector for mental ray Materials and material to a swatch in another level (or from
Shaders another material), there would be no way to do
it with drag and drop. This is because you can’t
When you click a color swatch in the interface for a
have two materials/maps visible at the same time.
mental ray material (page 2–1165) or mental ray
However, you can drag the color from one material
shader (page 2–1281), you see a variation of the
to the color clipboard, switch to the other material,
Color Selector.
and then drag the color from the clipboard to the
swatch in the new material.
You can save and load color clipboard files. The
saved file, which is given a .ccb (color clip board)
extension, is an ASCII file that contains a palette
description. The first 12 lines of the file consist of
three RGB numbers, so you can easily edit or create
your own clipboard files. This file format is also
used by the VertexPaint modifier (page 2–286).
This dialog differs from the standard Color
Selector in two ways: Procedure
• The RGB and HSV values appear as normalized To copy a color from a swatch to the color clipboard:
values between 0.0 and 1.0, rather than as 8-bit 1. On the Utilities panel, click Color Clipboard.
integers (0–255). 2. Open the Material Editor.
3. Select a color from any swatch in a material.
136 Chapter 5: Creating Geometry
Viewing Normals
The easiest way to view normals is to look at an
object in a shaded viewport. In this case, you are
not viewing the normal arrows themselves, but
rather their effects on the shaded surface. If the
object looks as if it is inside-out, or has holes, then
some of the normals might be pointing in the
wrong direction.
Viewing and Changing Smoothing Because each face has three edges, only three
smoothing groups can be in effect for any face.
Smoothing blends the shading at the edges Extra smoothing groups assigned to a face are
between faces to produce the appearance of a ignored.
smooth, curved surface. You can control how
smoothing is applied to a surface so your objects Do one of the following to view or change
can have both smooth surfaces and sharp faceted smoothing group assignments:
edges at the appropriate places. • Turn on the Smooth check box on the
Parameters rollout of a parametric object to set
default smoothing for the object.
• Turn on the Auto Smooth check box on the
Rendering rollout of a spline shape to turn on
smoothing.
• Apply a Smooth modifier (page 2–199). If a
Face sub-object selection is active, Smooth
applies to the selected faces. If no faces are
selected, Smooth applies to the entire object.
• Apply an Edit Mesh modifier (page 2–74),
enable Face (or Polygon or Element) sub-object
mode, then use the features on the Surface
The face labeled “1-2” shares smoothing groups with
adjacent faces, so the edges between them are smoothed Properties rollout.
over in renderings. • Convert the object to an editable mesh (page
The face labeled “3” does not share a smoothing group, so 2–350), enable Face (or Polygon or Element)
its edge is visible in renderings.
sub-object mode, then use the features on the
Smoothing does not affect geometry. It affects only Surface Properties rollout.
the way geometry is colored when rendered.
Geometric Primitives 139
3. When you have all fields set, press TAB to move Cylinder Radius, Height Center of base
the focus to the Create button. Press ENTER.
Standard Primitives 141
All primitives have name and color controls, and 3. Move the mouse up or down to define the
allow you to enter initial values from the keyboard. height.
See these topics: 4. Click to set the finished height and create the
Object Name and Wireframe Color (page 3–479) box.
Creating Primitives from the Keyboard (page To create a box with a square base:
1–140)
• Hold down CTRL as you drag the base of the
The remaining rollouts are covered in the topic for box. This keeps length and width the same.
each primitive. Holding the CTRL key has no effect on height.
To create a cube:
Box Primitive 1. On the Creation Method rollout, choose Cube.
Create panel > Geometry button > Standard Primitives > 2. In any viewport, drag to define the size of the
Object Type rollout > Box button cube.
Create menu > Standard Primitives > Box 3. As you drag, a cube emerges with the pivot
point at the center of its base.
Box produces the simplest of the primitives. Cube
4. Release to set the dimensions of all sides.
is the only variation of Box. However, you can vary
the scale and proportion to make many different
Interface
kinds of rectangular objects, from large, flat panels
and slabs to tall columns and small blocks. Creation Method rollout
Cube—Forces length, width, and height to be equal.
Creating a cube is a one-step operation. Starting at
the center of the cube, drag in a viewport to set all
three dimensions simultaneously. You can change
a cube’s individual dimensions in the Parameters
rollout.
Box—Creates a standard box primitive from one
corner to the diagonally opposite corner, with
different settings for length, width, and height.
Examples of boxes
Procedures
To create a box:
1. On the Object Type rollout, click Box.
2. In any viewport, drag to define a rectangular
base, then release to set length and width.
Cone Primitive 143
Parameters rollout
Cone Primitive
Create panel > Geometry button > Standard Primitives
> Object Type rollout > Cone button
Examples of spheres
146 Chapter 5: Creating Geometry
Examples of geospheres
Geodesic Base Type group Cylinder produces a cylinder, which you can
Lets you choose one of three types of regular "slice" around its major axis.
polyhedrons for the geosphere’s basic geometry.
• Tetra—Based on a four-sided tetrahedron. The
triangular facets can vary in shape and size. The
sphere can be divided into four equal segments.
• Octa—Based on an eight-sided octahedron.
The triangular facets can vary in shape and
Cylinder Primitive 149
Parameters rollout
Examples of cylinders
Procedure
To create a cylinder:
1. On the Create panel, choose Standard
Primitives > Cylinder.
2. In any viewport, drag to define the radius of the The defaults produce a smooth cylinder of 18 sides
base, then release to set the radius. with the pivot point at the center of the base. There
are five height segments and one cap segment. If
3. Move up or down to define a height, either
you don’t plan to modify the cylinder’s shape, such
positive or negative.
as with a Bend modifier, set Height Segments to 1
4. Click to set the height and create the cylinder. to reduce scene complexity. If you plan to modify
the ends of the cylinder, consider increasing the
Interface Cap Segments setting.
Creation Method rollout Radius—Sets the radius of the cylinder.
Edge—Draws a cylinder from edge to edge. You
Height—Sets the dimension along the central axis.
can change the center location by moving the Negative values create the cylinder below the
mouse. construction plane.
Center—Draws a cylinder from the center out.
Height Segments—Sets the number of divisions
along the cylinder’s major axis.
Cap Segments—Sets the number of concentric
divisions around the center of the cylinder’s top
and bottom.
Sides—Sets the number of sides around the
cylinder. With Smooth on, higher numbers shade
and render as true circles. With Smooth off, lower
numbers create regular polygonal objects.
150 Chapter 5: Creating Geometry
When you create a slice and then turn off Slice On,
the complete cylinder reappears. You can use this
check box to switch between the two topologies.
Slice From, Slice To—Sets the number of degrees
around the local Z axis from a zero point at the
local X axis.
For both settings, positive values move the end of Examples of tubes
the slice counterclockwise; negative values move it
clockwise. Either setting can be made first. When Procedures
the ends meet, the whole cylinder reappears.
To create a tube:
Generate Mapping Coords—Generates coordinates 1. On the Create menu choose Standard
for applying mapped materials to the cylinder. Primitives > Tube.
Default=on.
2. In any viewport, drag to define the first radius,
Real-World Map Size—Controls the scaling method which can be either the inner or outer radius of
used for texture mapped materials that are applied the tube. Release to set the first radius.
to the object. The scaling values are controlled
3. Move to define the second radius, then click
by the Use Real-World Scale settings found in
to set it.
the applied material’s Coordinates rollout (page
2–1199). Default=off. 4. Move up or down to define a height, either
positive or negative.
5. Click to set the height and create the tube.
Tube Primitive
To create a prismatic tube:
Create panel > Geometry button > Standard Primitives
> Object Type rollout > Tube button 1. Set the number of sides for the kind of prism
you want.
Create menu > Standard Primitives > Tube
2. Turn Smooth off.
Tube produces both round and prismatic tubes. 3. Create a tube.
The tube is similar to the cylinder with a hole in it.
Interface
Creation Method rollout
Edge—Draws a tube from edge to edge. You can
change the center location by moving the mouse.
Center—Draws a tube from the center out.
Torus Primitive 151
Cap Segments—Sets the number of concentric Create menu > Standard Primitives > Torus
divisions around the center of the tube’s top and
bottom. Torus produces a torus, or a ring with a circular
cross section, sometimes referred to as a doughnut.
You can combine three smoothing options with
152 Chapter 5: Creating Geometry
Examples of tori
Procedure
To create a torus:
1. From the Create menu, choose Standard
Primitives > Torus.
2. In any viewport, drag to define a torus.
3. As you drag, a torus emerges with its center at The defaults produce a smooth torus with 12 sides
the pivot point. and 24 segments. The pivot point is at the center
4. Release to set the radius of the torus ring. of the torus on the plane, cutting through the
center of the torus. Higher settings for sides and
5. Move to define the radius of the cross-sectional
segments produce a more dense geometry that
circle, then click to create the torus.
might be required for some modeling or rendering
situations.
Interface
Creation Method rollout Radius 1—Sets the distance from the center of the
torus to the center of the cross-sectional circle.
Edge—Draws a torus from edge to edge. You can This is the radius of the torus ring.
change the center location by moving the mouse.
Radius 2—Sets the radius of the cross-sectional
Center—Draws a torus from the center out. circle. This value is replaced each time you create a
torus. Default = 10.
Pyramid Primitive 153
Sides—Sets the number of sides on the Create menu > Standard Primitives > Pyramid
cross-sectional circle of the torus. By reducing this
number, you can create prism-like cross sections The Pyramid primitive has a square or rectangular
instead of circular ones. base and triangular sides.
Smooth group
Choose one of four levels of smoothing:
• All—(default) Produces complete smoothing on
all surfaces of the torus.
154 Chapter 5: Creating Geometry
Parameters rollout
Examples of pyramids
Procedure
To create a Pyramid: Width, Depth and Height—Sets the dimension of
1. On the Create menu choose Standard the corresponding side of the pyramid.
Primitives > Pyramid.
Width, Depth and Height Segs—Sets the number
2. Choose a creation method, either Base/Apex of segments to the corresponding sides of the
or Center. pyramid.
Note: Hold the CTRL key while using either Generate Mapping Coords—Generates coordinates
creation method to constrain the base to a for applying mapped materials to the pyramid.
square. Default=on.
3. In any viewport, drag to define the base of the
Real-World Map Size—Controls the scaling method
pyramid. If you’re using Base/Apex, define the
used for texture mapped materials that are applied
opposite corners of the base, moving the mouse
to the object. The scaling values are controlled
horizontally or vertically to define the width
by the Use Real-World Scale settings found in
and depth of the base. If you’re using Center,
the applied material’s Coordinates rollout (page
drag from the center of the base.
2–1199). Default=off.
4. Click, and then move the mouse to define the
Height.
5. Click to complete the pyramid. Teapot Primitive
Create panel > Geometry button > Standard Primitives >
Interface Object Type rollout > Teapot button
Creation Method rollout Create menu > Standard Primitives > Teapot
Base/Apex—Creates the pyramid base from one
corner to the diagonally opposite corner. Teapot produces a teapot. You can choose to make
the whole teapot at once (the default), or any of
Center—Creates the pyramid base from the center
its parts. Since the Teapot is a parametric object,
out.
Teapot Primitive 155
you can choose which parts of the teapot to display To create a teapot part:
after creation. 1. In Parameters rollout > Teapot Parts group,
turn off all parts except the one you want to
create.
2. Create a teapot.
The part you left on appears. The pivot point
remains at the center of the teapot’s base.
3. In Parameters rollout > Teapot Parts group,
turn off all parts except the one you want.
The teapot has four separate parts: body, handle,
spout, and lid. Controls are located in the Teapot
Parts group of the Parameters rollout. You can
check any combination of parts to create at the
Examples of teapots
same time. The body alone is a ready-made bowl,
or a pot with optional lid.
History of the Teapot
This teapot derives from the original data To turn a part into a teapot:
developed by Martin Newell in 1975. Beginning 1. Select a teapot part in the viewport.
with a graph-paper sketch of a teapot that he kept
2. On the Modify panel > Parameters rollout, turn
on his desk, Newell calculated cubic Bezier splines
on all parts. (This is the default.)
(page 3–660) to create a wireframe model. James
Blinn, also at the University of Utah during this The whole teapot appears.
period, produced early renderings of exceptional You can apply modifiers to any separate part. If
quality using this model. you later turn on another part, the modifier affects
The teapot has since become a classic in computer the additional geometry as well.
graphics. Its complexly curved and intersecting
surfaces are well suited to testing different kinds Interface
of material mappings and rendering settings on a Creation Method rollout
real-world object.
Edge—Draws a teapot from edge to edge. You can
change the center location by moving the mouse.
Procedures
To create a teapot: Center—Draws a teapot from the center out.
Parameters rollout
Plane Primitive
Create panel > Geometry button > Standard Primitives
> Object Type rollout > Plane button
interactively setting different values for length and Render Segs—Specifies the factor by which the
width. number of segments in both length and width are
multiplied at render time.
Square—Creates a square plane where length and
width are equal. You can change dimensions in the Generate Mapping Coords—Generates coordinates
Parameters rollout subsequent to creation. for applying mapped materials to the plane.
Default=on.
Parameters rollout
Real-World Map Size—Controls the scaling method
used for texture mapped materials that are applied
to the object. The scaling values are controlled
by the Use Real-World Scale settings found in
the applied material’s Coordinates rollout (page
2–1199). Default=off.
Extended Primitives
To see the internal edges shown in the figure, turn 2. Drag the mouse to define the size of the torus
off Edges Only on the Display command panel. knot.
3. Click, then move the mouse vertically to define
Radius—Sets the radius of any polyhedron in
the radius.
current units.
4. Click again to finish the torus.
Generate Mapping Coords—Generates coordinates
for applying mapped materials to the polyhedron. 5. Adjust the parameters on the Modify panel.
Default=on.
Interface
Creation Method rollout
Torus Knot Extended Primitive Diameter—Draws the object from edge to edge.
Create panel > Geometry > Extended Primitives > Object You can change the center location by moving the
Type rollout > Torus Knot button mouse.
Create menu > Extended Primitives > Torus Knot Radius—Draws the object from the center out.
Parameters rollout > Base Curve group Parameters rollout > Cross Section group
Procedures
To create a standard chamfered box:
1. From the Create menu, choose Extended
Primitives > Chamfer Box.
Provides methods of assigning and adjusting 2. Drag the mouse to define the diagonal corners
mapping coordinates. of the base of the chamfered box. (Press CTRL
Generate Mapping Coords—Assigns mapping to constrain the base to a square.)
coordinates based on the geometry of the torus 3. Release the mouse button, and then move the
knot. Default=on. mouse vertically to define the height of the box.
Offset U/V—Offset the mapping coordinates along
Click to set the height
U and V. 4. Move the mouse diagonally to define the width
of the fillet, or chamfer (toward the upper left
Tiling U/V—Tile the mapping coordinates along U
increases the width; toward the lower right
and V.
decreases it).
5. Click again to finish the chamfered box.
ChamferBox Extended Primitive
To create a cubic chamfered box:
Create panel > Geometry button > Extended Primitives >
Object Type rollout > ChamferBox button 1. On the Creation Method rollout, click Cube.
2. Beginning at the center of the cube, drag
Create menu > Extended Primitives > Chamfer Box
in a viewport to set all three dimensions
Use ChamferBox to create a box with beveled or simultaneously.
rounded edges. 3. Release the button, and move the mouse to set
the fillet or chamfer.
4. Click to create the object.
You can change a cube’s individual dimensions
in the Parameters rollout.
ChamferCyl Extended Primitive 163
2. Drag the mouse to define the radius of the base Height—Sets the dimension along the central axis.
of the chamfered cylinder. Negative values create the chamfered cylinder
3. Release the mouse button, and then move the below the construction plane.
mouse vertically to define the height of the Fillet—Chamfers the top and bottom cap edges of
cylinder. Click to set the height. the chamfered cylinder. Higher numbers result in
4. Move the mouse diagonally to define the width a more refined fillet along the cap edge.
of the fillet, or chamfer (toward the upper left Height Segs—Sets the number of divisions along
increases the width; toward the lower right the corresponding axis.
decreases it).
Fillet Segs—Sets the number of segments in
5. Click to finish the cylinder.
the filleted edges of the cylinder. Adding fillet
segments curves the edges, producing a filleted
Interface
cylinder.
Creation Method rollout
Sides—Sets the number of sides around the
Edge—Draws the object from edge to edge. You chamfered cylinder. Higher numbers shade and
can change the center location by moving the render as true circles with Smooth on. Lower
mouse. numbers create regular polygonal objects with
Center—Draws the object from the center out. Smooth off.
Cap Segs—Sets the number of concentric divisions
Parameters rollout along the center of the chamfered cylinder’s top
and bottom
Smooth—Blends the faces of the chamfered
cylinder, creating a smooth appearance in
rendered views.
Slice On—Enables the Slice function. Default=off.
When you create a slice and then turn off Slice On,
the complete chamfered cylinder reappears. You
can use this check box to switch between the two
topologies.
Slice From, Slice To—Sets the number of degrees
around the local Z axis from a zero point at the
local X axis.
For both settings, positive values move the end of
the slice counterclockwise; negative values move it
clockwise. Either setting can be made first. When
the ends meet, the whole chamfered cylinder
reappears.
Generate Mapping Coords—Generates coordinates 4. Move the mouse diagonally to define the height
for applying mapped materials to the chamfered of the convex caps (toward the upper left to
cylinder. Default=on. increase the height; toward the lower right to
decrease it).
Real-World Map Size—Controls the scaling method
used for texture mapped materials that are applied 5. Click again to finish the oil tank.
to the object. The scaling values are controlled
by the Use Real-World Scale settings found in Interface
the applied material’s Coordinates rollout (page Creation Method rollout
2–1199). Default=off.
Edge—Draws the object from edge to edge. You
can change the center location by moving the
mouse.
OilTank Extended Primitive
Center—Draws the object from the center out.
Create panel > Geometry button > Extended Primitives >
Object Type rollout > OilTank button
Parameters rollout
Create menu > Extended Primitives > Oil Tank
Procedure
To create an oil tank:
1. From the Create menu, choose Extended
Primitives > Oil Tank. Radius—Sets the radius of the oil tank.
2. Drag the mouse to define the radius of the base Height—Sets the dimension along the central
of the oil tank. axis. Negative values create the oil tank below the
3. Release the mouse button, and then move the construction plane.
mouse vertically to define the height of the oil Cap Height—Sets the height of the convex caps.
tank. Click to set the height. The minimum value is 2.5% of the Radius setting.
166 Chapter 5: Creating Geometry
The maximum value is the Radius setting, unless by the Use Real-World Scale settings found in
the absolute value of the Height setting is less the applied material’s Coordinates rollout (page
than the double Radius setting, in which case cap 2–1199). Default=off.
height cannot exceed ½ of the absolute value of
the Height setting.
Overall/Centers—Determines what the Height
Capsule Extended Primitive
value specifies. Overall is the overall height of the Create panel > Geometry button > Extended Primitives >
object. Centers is the height of the midsection of Object Type rollout > Capsule button
the cylinder, not including its convex caps. Create menu > Extended Primitives > Capsule
Blend—When greater than 0, creates a bevel at the
edge of the caps. Use Capsule to create a cylinder with hemispherical
caps.
Sides—Sets the number of sides around the oil
tank. To create a smoothly rounded object, use
a higher number of sides and turn Smooth on.
To create an oil tank with flat sides, use a lower
number of sides and turn Smooth off.
Height Segs—Sets the number of divisions along
the oil tank’s major axis.
Smooth—Blends the faces of the oil tank, creating
a smooth appearance in rendered views.
Slice On—Turns on the Slice function. Default=off.
Edge—Draws the object from edge to edge. You Smooth—Blends the faces of the capsule, creating a
can change the center location by moving the smooth appearance in rendered views.
mouse. Slice On—Turns on the Slice function. Default=off.
Center—Draws the object from the center out. When you create a slice and then turn off Slice On,
the complete capsule reappears. You can use this
Parameters rollout check box to switch between the two topologies.
Slice From, Slice To—Sets the number of degrees
around the local Z axis from a zero point at the
local X axis.
For both settings, positive values move the end of
the slice counterclockwise; negative values move it
clockwise. Either setting can be made first. When
the ends meet, the whole capsule reappears.
Generate Mapping Coords—Generates coordinates
for applying mapped materials to the capsule.
Default=on.
Real-World Map Size—Controls the scaling method
used for texture mapped materials that are applied
to the object. The scaling values are controlled
by the Use Real-World Scale settings found in
the applied material’s Coordinates rollout (page
2–1199). Default=off.
Radius—Sets the radius of the capsule.
Height—Sets the height along the central axis. Spindle Extended Primitive
Negative values create the capsule below the
construction plane. Create panel > Geometry button > Extended Primitives >
Object Type rollout > Spindle button
Overall/Centers—Determines what the Height
Create menu > Extended Primitives > Spindle
value specifies. Overall specifies the overall height
of the object. Centers specifies the height of Use the Spindle primitive to create a cylinder with
the midsection of the cylinder, not including its conical caps.
domed caps.
Sides—Sets the number of sides around the
capsule. Higher numbers shade and render as true
circles with Smooth on. Lower numbers create
regular polygonal objects with Smooth off.
168 Chapter 5: Creating Geometry
Parameters rollout
Examples of spindles
Procedure
To create a spindle:
1. From the Create menu, choose Extended
Primitives > Spindle.
2. Drag the mouse to define the radius of the base
of the spindle.
3. Release the mouse button, and then move the
mouse vertically to define the height of the
spindle. Click to set the height. Radius—Sets the radius of the spindle.
4. Move the mouse diagonally to define the height Height—Sets the dimension along the central
of the conical caps (toward the upper left to axis. Negative values create the spindle below the
increase the height; toward the lower right to construction plane.
decrease it).
Cap Height—Sets the height of the conical caps.
5. Click again to finish the spindle. The minimum value is 0.1; the maximum value is
½ the absolute value of the Height setting.
Interface
Overall/Centers—Determines what the Height
Creation Method rollout value specifies. Overall specifies the overall height
Edge—Draws the object from edge to edge. You of the object. Centers specifies the height of
can change the center location by moving the the midsection of the cylinder, not including its
mouse. conical caps.
Center—Draws the object from the center out. Blend—When greater than 0, creates a fillet where
the caps meet the body of the spindle.
Sides—Sets the number of sides around the
spindle. Higher numbers shade and render as true
L-Ext Extended Primitive 169
When you create a slice and then turn off Slice On,
Example of L-Ext
the complete spindle reappears. You can therefore
use this check box to switch between the two
topologies. Procedure
To create an L-Ext object:
Slice From, Slice To—Sets the number of degrees
around the local Z axis from a zero point at the 1. From the Create menu, choose Extended
local X axis. Primitives > L-Ext.
2. Drag the mouse to define the base. (Press CTRL
For both settings, positive values move the end of
to constrain the base to a square.)
the slice counterclockwise; negative values move it
clockwise. Either setting can be made first. When 3. Release the mouse and move it vertically to
the ends meet, the whole spindle reappears. define the height of the L-extrusion.
Generate Mapping Coords—Sets up the required 4. Click, and then move the mouse vertically to
coordinates for applying mapped materials to the define the thickness or width of the walls of the
spindle. Default=on. L-extrusion.
5. Click to finish the L-extrusion.
Real-World Map Size—Controls the scaling method
used for texture mapped materials that are applied
to the object. The scaling values are controlled Interface
by the Use Real-World Scale settings found in Creation Method rollout
the applied material’s Coordinates rollout (page Corners—Draws the object from corner to corner.
2–1199). Default=off. You can change the center location by moving the
mouse.
L-Ext Extended Primitive Center—Draws the object from the center out.
Width/Height Segs—Specify the number of 1. From the Create menu, choose Extended
segments for the overall width and height. Primitives > Gengon.
Note: The object’s dimensions (Back, Side, Front) 2. Set the Sides spinner to specify the number of
are labeled as though it were created in the Top or side wedges in the gengon.
Perspective viewports, and seen from the front in 3. Drag the mouse to create the radius of the
world space. gengon.
Generate Mapping Coords—Sets up the required 4. Release the mouse button, then move the
coordinates for applying mapped materials to the mouse vertically to define the height of the
object. Default=on. gengon. Click to set the height.
Real-World Map Size—Controls the scaling method 5. Move the mouse diagonally to specify the size
used for texture mapped materials that are applied of the chamfer along the side angles (toward the
to the object. The scaling values are controlled upper left to increase the size; toward the lower
by the Use Real-World Scale settings found in right to decrease it).
C-Ext Extended Primitive 171
6. Click to finish the gengon. Side Segs—Sets the number of divisions around
Tip: In the Parameters rollout, increase the Fillet the gengon.
Segs spinner to round the chamfered corners into Height Segs—Sets the number of divisions along
fillets. the gengon’s major axis.
Fillet Segs—Sets the number of divisions for the
Interface
edge filleting. Increasing this setting will produce
Creation Method rollout round, filleted corners instead of chamfers.
Edge—Draws the object from edge to edge. You
Smooth—Blends the faces of the gengon, creating a
can change the center location by moving the
smooth appearance in rendered views.
mouse.
Generate Mapping Coords—Sets up the required
Center—Draws the object from the center out.
coordinates for applying mapped materials to the
gengon. Default=on.
Parameters rollout
Real-World Map Size—Controls the scaling method
used for texture mapped materials that are applied
to the object. The scaling values are controlled
by the Use Real-World Scale settings found in
the applied material’s Coordinates rollout (page
2–1199). Default=off.
Interface
Creation Method rollout
Corners—Draws the object from corner to corner.
You can change the center location by moving the
mouse.
Center—Draws the object from the center out.
Example of ringwave
Tip: If you leave the Height at 0, you will want to Outer Edge Breakup group
apply a two-sided material so that the ring can be
seen from both sides. Use these settings to change the shape of the
ringwave’s outer edge.
Height Segs—Sets the number of segments in the
On—Turns on breakup of the outer edge. The
direction of the height.
remaining parameters in this group are active only
RingWave Timing group when this is on. Default=off.
Use these parameters to change the shape of the Major Cycles—Sets the number of major waves
ringwave. The ringwave is evaluated as it would around the outer edge. This parameter has an
appear at frame 0 based on the parameter values. effect only when Width Flux is greater than 0.
No Growth—Creates a ringwave based on Width Flux—Sets the size of the major waves,
parameters in groups other than the Ringwave expressed as a percentage of the unmodulated
Timing group. width.
Grow and Stay—Evaluates the ringwave at frame 0 Crawl Time—Sets the number of frames each
based on the Start Time and Grow Time values. major wave takes to move around the outer
This setting has an effect on the ringwave’s shape circumference of the RingWave. This parameter is
only if Start Time is a negative frame number, used for animation of the ringwave, which is not
and the Grow Time causes the ringwave to still be available in Autodesk VIZ.
“growing” at frame 0. If Start Time is 0 or greater, Minor Cycles—Sets the number of random-sized
turning on Grow and Stay will cause the ringwave smaller waves in each major cycle. This parameter
to evaluate to nothing. has an effect only when Width Flux is greater than
Cyclic Growth—Evaluates the ringwave at frame 0 0.
based on cyclic growth. The ringwave is evaluated
as if it were growing from the Start Time over the
Prism Extended Primitive 175
Width Flux—Sets the average size of the differ by a multiple of two to four. For example, a
smaller waves, expressed as a percentage of the major wave of 11 or 17 cycles using a width flux
unmodulated width. of 50 combined with a minor wave of 23 or 31
cycles with a width flux of 10 to 20 makes a nice
Crawl Time—Sets the number of frames each minor
random-appearing edge.
wave takes to move across its respective major
wave. This parameter is used for animation of the Texture Coordinates—Sets up the required
ringwave, which is not available in Autodesk VIZ. coordinates for applying mapped materials to the
object. Default=on.
Inner Edge Breakup group
Smooth—Applies smoothing to the object by
Use these settings to change the shape of the setting all polygons to smoothing group 1.
ringwave’s inner edge. Default=on.
On—Turns on the breakup of the inner edge. The
remaining parameters in this group are active only
when this is on. Default=on. Prism Extended Primitive
Major Cycles—Sets the number of major waves Create panel > Geometry button > Extended Primitives
> Object Type rollout > Prism button
around the inner edge. This parameter has an
effect only when Width Flux is greater than 0. Create menu > Extended Primitives > Prism
Top (label)—Displays the name of the "top" binding Hose Parameters rollout > Common Hose
object. Parameters group
enough to support the number of cycles, then not Hose Parameters rollout > Hose Shape group
all cycles will appear. Default=5.
Tip: To set the appropriate number of segments,
first set Cycles, and then increase Segments until
the number of visible cycles stops changing.
Diameter—The relative width of the "outside"
parts of the cycles. At negative settings, these are
smaller than the overall hose diameter. At positive
settings, these are larger than the overall hose
diameter. Default=-20%. Range=-50% to 500%.
Smoothing—Defines the geometry that gets
smoothed. Default=All:
• All—The entire hose is smoothed.
• Sides—Smoothing is applied along the length
of the hose but not around its circumference.
• None—No smoothing is applied.
• Segments—Smoothing is applied only on the
inner section of the hose.
Renderable—When on, the hose is rendered using
the specified settings. When off, the hose is not
rendered. Default=on.
Generate Mapping Coords—Sets up required
coordinates for applying mapped materials to the
Sets the shape of the hose cross section.
hose. Default=on.
Default=Round Hose.
Round Hose—Sets a circular cross section.
Rotation—The orientation of the hose along its The Object Name and Wireframe Color rollout
long axis. Default=0. (page 3–479) in each AEC Extended object’s
creation panel functions identically. The
remaining rollouts are covered in each object’s
topic.
Stairs, Railing, and Wall to make exploring 3. After clicking Window or Door, choose one of
three-dimensional design ideas much easier. two Creation Methods: Width/Depth/Height
or Width/Height/Depth.
This section provides general information about
these features. For detailed explanations and 4. Make parameter adjustments to define details.
procedures, see the topics listed below: The width and orientation of the door/window
Doors (page 1–217) is always defined by the first mouse click and
subsequent mouse drag. Depending on the
Windows (page 1–224) creation method you use, either the height or
Stairs (page 1–202) depth of the object is defined next.
Railing (page 1–188) If you have no object snaps set and are working
in a Perspective or User Viewport, using
Wall (page 1–193) the Width/Depth/Height Creation Method
Foliage (page 1–184) creates an upright Door or Window. The
Width/Height/Depth Creation Method creates the
Doors and Windows object as if it were lying on its side.
Autodesk VIZ supplies a number of parametric
Allowing Non-vertical Jambs
window and door objects that you can place into
wall openings to add realism to an architectural The Allow Non-vertical Jambs toggle is useful
model. These objects let you control details like for creating doors or windows that do not fit in
trim and panel fill in your model. a vertical plane, such as a skylight window in a
sloping roof. By default, this toggle is off, making
Tip: Use Snaps (page 2–660) for added precision
the third point in the creation sequence either
when adding doors and windows.
directly above (Width/Height/Depth) or on the
When you create a new door or window, you must same horizontal plane (Width/Depth/Height)
select four points in the scene that define the size with the second point.
and orientation of the rectangle that will be the
When you turn on Allow Non-vertical Jambs, the
door or window. You may find it easier to select
third point in the creation sequence falls wherever
these points in a given sequence, depending on
you choose and the fourth point is added by the
your scene and views of the scene.
program. Its offset from the plane is determined
If you already have a rectangular hole you want to by the first three points.
fill, you can still create a door or window to your
Using the Width/Height/Depth Creation Method
specifications by using the following procedure.
in Perspective and User viewports with Allow
To create a door or window: Non-vertical Jambs off can be an efficient way
to create doors and windows with Object Snaps.
1. Set up an angled User view so that you can see
However, it can also be confusing at first. Keep
the bottom and one vertical edge of the opening in mind that the third point you define, the
and its full height. Height, is interpreted as a point on the home
2. Set the appropriate object snaps, such as Vertex grid until you indicate a point higher or lower
or Endpoint. This helps make the model more than the grid. If you are using an Object Snap
precise. setting, Autodesk VIZ might not know you mean
182 Chapter 5: Creating Geometry
a point off the grid unless you bring the cursor in You can create a railing in two ways: specify the
proximity to a nonplanar point to which it can orientation and height of the railing, or pick a
snap. spline path and apply the railing to that path.
The spline path with a railing is called a rail path.
Additional Parameters Later, if you edit the rail path, the Railing object
There are additional parameters specific to automatically updates to follow the changes you
each door and window type that control overall make. Rail paths can occupy three-dimensional
dimension parameters, as well as detailed space.
parameters for sub-object components such as When you create the lower rails, posts, and fencing
mullions, trim, and panels within leaves. See components of a Railing object, you use a special
Doors (page 1–217) and Windows (page 1–224) version of the Spacing Tool to specify the spacing
for more information on these parameters. of those components. The program displays the
Spacing Tool dialog for each railing component:
Animating Doors and Windows Lower Rail, Post Spacing, or Picket Spacing. For
Most creation parameters cannot be animated more information on the Spacing Tool, see Spacing
in Autodesk VIZ. However, since opening and Tool (page 1–381).
closing door and window objects is frequently For details on Railing parameters and information
desired for animated walkthroughs, certain door on creating a Railing object, see Railing (page
and window creation parameters (typically the 1–188).
Open parameter) can be animated. See Doors
(page 1–217) and Windows (page 1–224) for more Creating Walls
information.
Use the Wall button (page 1–193) on the Create
Creating Stairs and Railings panel, in the AEC Extended category, to produce
straight-wall objects. A wall object is made up of
Autodesk VIZ contains four types of stair objects: sub-object segments that you can edit with the
spiral stairs (page 1–206), U-type stairs (page Modify panel.
1–214) with an intermediate landing, L-type
stairs (page 1–203) with a landing at the bend in You can:
the stair, and straight stairs (page 1–210) with • Break or insert wall segments to create separate
no intermediate landing. A complementary wall objects.
Railing object can be used to create any number of
• Delete wall segments.
handrail designs that follow along a spline path.
• Connect two wall objects.
For more information, see Stairs (page 1–202).
When you create two wall segments that meet at
The Railing Object a corner, Autodesk VIZ removes any duplicate
geometry. This “cleaning up” of the corners
Use the Railing button on the Create panel in the
might involve trimming. Autodesk VIZ cleans up
to produce railing objects. Railing components
only the first two wall segments of a corner, not
include rails, AEC Extended category (page
other wall segments that might share the corner.
1–180)posts, and fencing. Fencing includes pickets
Autodesk VIZ does not clean up intersections.
(balusters) or solid-filled material (such as glass or
wood strips).
Working with AEC Design Elements 183
You can edit the segments of a wall using 2. Use Customize > Units Setup to establish
sub-object selection mode on the Modify panel. precision, and then set the parameters for the
For example, you can define a wall’s height profile. Width, Height, and Justification of the wall.
Autodesk VIZ moves the active grid to the plane of 3. In any viewport, click, release the mouse, drag
the wall you’re editing. This allows you to snap to the wall segment to the length you want and
the profile vertices in the plane of the wall. click again.
If you move, scale, or rotate the wall object, the This creates a wall segment. You can end the
linked door and window moves, scales, or rotates wall or you can continue to create another wall
along with the wall. If you move the linked door or segment.
window along the wall, using the door or window’s
4. To complete the wall, right-click, or to add
Local coordinate system and activating Restrict
another wall segment, drag the next wall
to XY Plane in the Axis Constraints toolbar (page
segment to the length you want and click again.
1–358), the opening will follow. Also, if you change
a door or window’s overall width and height in the If you create a room by ending a segment at
Modify panel, the hole will reflect those changes. the end of another segment of the same wall
object, the program displays the Weld Point
Usage Tips dialog. This dialog lets you convert the two end
vertices into a single vertex, or keep the two end
The following are a few tips for working with wall
vertices separate.
objects:
5. If you want the wall segments to be welded at
• Use the Top viewport when creating wall
a corner (when you move one wall, the other
objects.
wall stays at the corner), click Yes. Otherwise,
• Single walls with many windows and doors can click No.
slow down snap calculations and movement
6. Right-click to complete the wall, or continue to
of the wall object. To speed up insertion and
add another wall segment.
editing, use multiple walls instead of a single
wall. To attach separate walls:
• You can speed up performance in a scene with 1. Select a wall object.
many walls, windows, and doors by collapsing
2. On the Modify panel, click Attach, and then
them. First save an uncollapsed version for any
future parametric changes you might want to pick another wall object.
make. Then right-click the wall and pick Select The two wall objects become part of the same
Children from the right-click menu. Next use wall object, but are not physically connected.
Collapse in the Utility rollout to collapse them Attach stays active, and you can continue
all. clicking wall segments to attach. To stop
For complete information, see Wall (page 1–193). attaching, click the Attach button or right-click
in the active viewport.
To create a wall: To attach multiple wall objects simultaneously
1. On the Create panel, in the AEC Extended to the selected wall object, click Attach Multiple
category, click Wall. on the Modify panel to open the Attach
Multiple dialog. This works the same as the
Select By Name dialog, except that it shows only
184 Chapter 5: Creating Geometry
wall objects; choose multiple walls to attach, 7. Right-click to finish working on this segment.
and then click the Attach button. You can now insert vertices in other segments,
or right-click again to exit Insert mode.
To connect vertices in a wall:
This method lets you connect two separate wall
sections with a new segment. Foliage
Tip: It is easier to work with wall vertices in Create panel > Geometry > AEC Extended > Foliage
wireframe view mode. button
1. Select a wall object that has more than one Create menu > AEC Objects > Foliage
section. Typically you would use Attach to
create such an object. Foliage produces various types of plant objects
such tree species. Autodesk VIZ generates mesh
2. In the modifier stack (page 3–481), go to the
representations to create fast, efficient, and
Vertex sub-object level.
good-looking plants.
3. Click Connect and point the mouse over an end
vertex until the cursor changes to a cross.
4. Click once over the end vertex.
5. Move the cursor to another end vertex, and
then click to connect the two segments.
Interface
Some of the plants that can be created from the standard
Object Name and Wireframe Color rollout
library This rollout lets you set the foliage object’s
name, color, and default material. For detailed
Tips information, see Object Name and Wireframe
• Use the Spacing tool (page 1–381) to place Color (page 3–479).
plants along a path. When Favorite Plants rollout > Automatic
• Use vertex or face snapping (see Snaps Settings Materials is on, each plant is assigned its own
(page 2–654)) to position plants on a surface. default material. For more information, see
Favorite Plants rollout, following.
Procedure
To add plants to a scene:
1. Click the Favorite Plants rollout > Plant Library
button to display the Configure Palette dialog.
2. Double-click the row for each plant you want to
add or remove from the Palette and click OK.
3. On the Favorite Plants rollout, select a plant and
drag it to a location in a viewport. Alternatively,
select a plant in the rollout and then click in the
viewport to place the plant.
4. On the Parameters rollout, click the New button
to display different seed variations of the plant.
5. Adjust the remaining parameters to show
elements of the plants, such as leaves, fruit,
186 Chapter 5: Creating Geometry
Favorite Plants rollout Then, from the list pane, double-click the material
list item for the plant to display the materials in the
Basic Parameters rollout of the Material Editor.
If you turn off Automatic Materials, Autodesk VIZ
assigns no materials to the object, unless the Name
And Color rollout > Default Material check box
is on and a default material is assigned. This way
you can specify a particular default material for all
foliage objects. For more information, see Object
Name and Wireframe Color (page 3–479).
When on, Automatic Materials overrides the
Default Material settings.
Note: Even if Automatic Materials is off,
Autodesk VIZ still assigns material IDs to the
foliage objects, so that the object is ready for a
multi/sub-object material.
Plant Library—Displays the Configure Palette
dialog. Using this window, you can view
information on the available plants including
their names, whether they’re in the palette, their
scientific names, types, descriptions, and the
approximate number of faces per object. You can
also add and remove plants from the palette, and
The palette displays the plants currently loaded clear the palette, which removes all plants from the
from the Plant Library. There are three ways to palette.
add a plant to the scene: Tip: To quickly add or remove a plant from the
disables that option. Turning off options reduces Medium—Renders a reduced-face-count version
the number of vertices and faces displayed. of the plant. How Autodesk VIZ reduces the face
count varies from plant to plant, but it usually
Viewport Canopy Mode group involves removing smaller elements of the plant
or reducing the number of faces in the branches
and trunk.
High—Renders all the faces of the plant, providing
the highest level of detail.
In Autodesk VIZ, the canopy of a plant is a shell Tip: Set the parameters before creating multiple
covering the outermost parts of the plant, such plants. This can avoid slowing down the display,
as the leaves or the tips of the branches and and might reduce editing you have to do on the
trunk. The term derives from "forest canopy." plants.
Use reasonable parameters when you create many
plants and want to optimize display performance.
Railing
Because this setting applies only to the plant’s
representation in the viewports, it has no effect Create panel > Geometry > AEC Extended > Railing
button
on how Autodesk VIZ renders the plant. For
information on how Autodesk VIZ renders the Create menu > AEC Objects > Railing
plant, see Level-of-Detail (page 1–188).
Components of the railing object include rails,
When Not Selected—Displays the plant in canopy posts, and fencing. Fencing includes either pickets
mode when it’s not selected. (balusters) or solid-filled material, such as glass
Always—Always displays the plant in canopy or wood strip.
mode.
Never—Never displays the plant in canopy mode.
Autodesk VIZ displays all the features of the plant.
Level-of-Detail group
to a spline path, the latter is called a rail path. You can create a railing object in any viewport,
Later, if you edit the rail path, the railing object but for best results, use a Perspective, Camera, or
automatically updates to follow the changes you Top viewport.
made. You can use three-dimensional splines as
rail paths. To create a railing:
When you create the lower rails, posts, and fencing 1. Click and drag the railing to the desired length.
components of a railing, you use the Spacing 2. Release the mouse button, and then move the
tool (page 1–381) to specify the spacing of those mouse vertically to set the height. Click to
components. Autodesk VIZ names the Spacing finish.
tool dialog for each railing component: Lower Rail By default, Autodesk VIZ creates the top rail
Spacing, Post Spacing, or Picket Spacing. along with two posts, a lower rail at half the
Tip: Use Railing to create complete railings railing height, and two evenly spaced pickets.
for stairs. See Stairs (page 1–202) for more 3. If you need to, change any of the parameters
information. to adjust the segments, length, profile, depth,
width, and height of the rail.
Railings and Materials
By default, Autodesk VIZ assigns five different To adjust lower rails:
material IDs to railings. The aectemplates.mat 1. To modify the lower rail, or add more, choose
material library includes Rail-Template, a an option from the Lower Rail(s) group >
multi/sub-object material (page 2–1182) designed Profile list.
to be used with railings. Each component of
the railing/material is listed below along with its 2. Specify the depth and width for the lower
corresponding Material ID. rails and then click the Lower Rail(s) > Spacing
button.
Material ID Railing/Material Component
3. Specify the number of lower rails you want
1 Lower rails
using the Count option. Click Close to apply
2 Posts of the railing your changes. For more information on spacing
3 Solid fill of the railing options in this dialog, see Spacing Tool (page
4
1–381).
Top of the railing
5 Pickets of the railing To create posts:
Note: Autodesk VIZ does not automatically assign 1. If you want to modify the posts, or add more,
a material to the railing object. To use the included choose an option from the Profile list under the
material, open the library and then assign the Posts rollout.
material to your object.
2. Specify the depth and width of the posts
and how much they should extend above the
Procedures
top rail. Then click the Posts rollout > Spacing
The following procedures describe how to create button.
railings combining each of the components: upper
3. Specify the number of posts you want using
rail, lower rails, posts, picket fencing, and solid
the Count option. Click Close to apply your
filled fencing.
190 Chapter 5: Creating Geometry
changes. For more information on spacing 5. Complete the remainder of the railing options
options in this dialog, see Spacing Tool (page as described in the preceding procedures.
1–381). Thereafter, the spline is associated with the
railing; any changes you make to the spline
To create picket fencing:
shape are reflected in the railing.
1. Choose Fencing rollout > Type list > Pickets.
The Solid Fill options will be unavailable. Interface
Name and Color rollout
2. Choose an option from the Profile list,
specify the depth and width of the pickets, and This rollout lets you set the selected railing’s name
then click the Picket rollout > Spacing button. and color. For detailed information, see Object
Name and Wireframe Color (page 3–479).
3. Specify the number of pickets you want using
the Count option. Click Close to apply your
Railing rollout
changes. For more information on spacing
options in this dialog, Spacing Tool (page
1–381).
Profile—Sets the cross-section shape of the lower Profile—Sets the cross-section shape of the posts:
rails. none, Square, or Round.
Depth—Sets the depth of the lower rails. Depth—Sets the depth of the posts.
Width—Sets the width of the lower rails. Width—Sets the width of the posts.
Posts rollout
Type—Sets the type of fencing between the posts: Bottom Offset—Sets the offset of the solid fill from
none, Pickets, or Solid Fill. the bottom of the railing object.
Left Offset—Sets the offset between the solid fill
Picket group
and the adjacent left post.
Controls the profile, depth, width, and spacing
Right Offset—Sets the offset between the solid fill
between the pickets. Specify how many pickets you
want using the Picket Spacing button. Available and the adjacent right post.
only when you set Type to Pickets.
Wall
Create panel > Geometry > AEC Extended > Object Type
rollout > Wall button
1. A railing with pickets using a square profile The Wall object is made up of three sub-object
2. A railing with pickets using a round profile types that you can edit in the Modify panel.
Similarly to the way you edit splines, you can edit
Profile—Sets the cross-section shape of the pickets.
the wall object (page 1–199), its vertices (page
Depth—Sets the depth of the pickets. 1–199), its segments (page 1–200), and its profile
(page 1–201).
Width—Sets the width of the pickets.
When you create two wall segments that meet at
Extension—Sets the amount the pickets extend
a corner, Autodesk VIZ removes any duplicate
above the bottom of the top railing.
geometry. This "cleaning up" of the corners might
Bottom Offset—Sets the amount the pickets are involve trimming. Autodesk VIZ cleans up only
offset from the bottom of the railing object. the first two wall segments of a corner, not any
other wall segments that might share the corner.
Picket Spacing—Sets the spacing of the Autodesk VIZ does not clean up intersections.
pickets. When you click this button, the Picket
Spacing dialog displays. Specify the number of Inserting Doors and Windows in a Wall
pickets you want using the Count option. For more Autodesk VIZ can automatically make openings
information on spacing options in this dialog, see for doors and windows in a wall. At the same time,
Spacing Tool (page 1–381). it links the door or window to the wall as it child.
The most effective way of doing both is to create
Solid Fill group
the doors and windows directly on a wall segment
Controls the thickness and offsets of the solid fill by snapping to the faces, vertices, or edges of the
between the posts. Available only when you set wall object.
Type to Solid.
If you move, scale, or rotate the wall object, the
Thickness—Sets the thickness of the solid fill. linked door or window moves, scales, or rotates
along with the wall. If you move the linked door or
Top Offset—Sets the offset of the solid fill from the
window along the wall, using the door or window’s
bottom of the top rail.
local coordinate system and constraining motion
194 Chapter 5: Creating Geometry
to the XY plane (page 3–396), the opening will such as a box or an extruded archway shape,
follow. Also, if you change a door or window’s as Operand B. The wall will still be accessible
overall width and height on the Modify panel, the at the Boolean sub-object level. Then, you can
hole will reflect those changes. add a window or door in the passageway, and
link (page 2–767) it as a child of the wall.
For further information, see the procedure To
create and place a window or door in a wall (page • Single walls with many windows and doors
1–197). can become slow to use because of the amount
of boolean calculations used. To speed up
Walls and Materials movement and editing, you might consider
using multiple walls instead of a single wall.
By default, Autodesk VIZ assigns five different
material IDs to walls. The aectemplates.mat • You can speed up performance in a scene with
material library includes Wall-Template, a many walls, windows and doors by collapsing
multi/sub-object material (page 2–1182) designed them. First save an uncollapsed version for any
to be used with walls. Each component of future parametric changes you might want to
the wall/material is listed below along with its make. Then double-click the wall to select it
corresponding Material ID. and its children. Next use Convert To from the
right-click menu to convert them to an editable
Material ID Wall/Material Component mesh, and so on.
1 Vertical ends of the wall
2 Outside of the wall
Procedures
3 Inside of the wall To create a wall:
4 Top of the wall, including any edges cut You can create a wall in any viewport, but for
out of the wall vertical walls, use a Perspective, Camera, or Top
5 Bottom of the wall viewport.
1. Set parameters for the Width, Height, and
Note: Autodesk VIZ does not automatically assign
Justification of the wall.
a material to the wall object. To use the included
material, open the library and then assign the 2. In a viewport, click and release, move the
material to your object. mouse to set the desired length for the wall
segment, and click again.
Note: The definitions of slots 2 and 3 are
interchangeable; inside and outside simply depend This creates a wall segment. You can end the
on your point of view, and how you created the wall by right-clicking or you can continue to
wall. create another wall segment.
3. To add another wall segment, move the mouse
See also to set the length of the next wall segment and
Editing Wall Objects (page 1–198) click again.
If you create a room by ending a segment at
Tips the end of another segment of the same wall
object, Autodesk VIZ displays the Weld Point
• To make a passageway through a wall you can
dialog. This dialog lets you convert the two end
perform a Boolean operation (page 1–298)
with the wall as Operand A, and another object,
Wall 195
vertices into a single vertex, or to keep the two 4. Click once over the end vertex.
end vertices distinct. 5. Move the cursor to another end vertex, and
4. If you want the wall segments to be welded at then click to connect the two segments.
that corner so that when you move one wall,
the other wall stays correct at the corner, click To insert a vertex in a wall:
Yes. Otherwise, click No. It is easier to work with wall vertices in wireframe
5. Right-click to end the wall, or continue to add view mode.
other wall segments. 1. Select a wall segment.
2. In the modifier stack (page 3–481), go to the
To attach separate walls:
Vertex sub-object level.
1. Select a wall object.
3. Click Insert.
2. On the Modify panel, click Attach, and then
pick another wall object. A highlighted line appears along the bottom of
the wall, showing where you can insert vertices.
The two wall objects become part of the same
4. Click anywhere on the highlighted line to insert
wall object, but are not physically connected.
a vertex.
Attach stays active, and you can continue
clicking wall segments to attach. To stop The new vertex is attached to the mouse cursor.
attaching, click the Attach button or right-click 5. Move the mouse to position the vertex, and
in the active viewport. then click to place it.
To attach multiple wall objects simultaneously Now the mouse is attached to one of the new
to the selected wall object, click Attach Multiple segments.
on the Modify panel to open the Attach 6. Move the mouse along the segment and click to
Multiple dialog. This works the same as the add vertices.
Select By Name dialog, except that it shows only
7. Right-click to finish working on this segment.
wall objects; choose multiple walls to attach,
You can now insert vertices in other segments,
and then click the Attach button.
or right-click again to exit Insert mode.
To connect vertices in a wall:
To detach and reorient a copy of a wall segment:
This method lets you connect two separate wall
Tip: It is easier to work with wall vertices in
sections with a new segment.
wireframe view mode.
Tip: It is easier to work with wall vertices in
1. Select a wall.
wireframe view mode.
2. In the modifier stack (page 3–481), go to the
1. Select a wall object that has more than one
Segment sub-object level.
section. Typically you would use Attach to
create such an object. 3. Select a wall segment.
2. In the modifier stack (page 3–481), go to the 4. Turn on both Reorient and Copy, and then
Vertex sub-object level. click Detach.
3. Click Connect and point the mouse over an end
vertex until the cursor changes to a cross.
196 Chapter 5: Creating Geometry
5. Enter a name for the new wall object in the to the Height value to bring the top of the wall
Detach dialog or click OK to accept the default height back up and make it flush with the other
name. wall segments.
Autodesk VIZ copies the original wall’s Local
To apply a texture to a wall:
coordinate system (page 3–692) when it makes
the copy of the detached segment. It places the Walls are created with five different material IDs
new object so that its Local coordinate system (page 3–698) for their various parts.
is coincident with the World space origin (page The aectemplates.mat material library includes
3–748). Wall-Template, a Multi/Sub-Object material
designed for use with walls. You can copy or copy
To add a gable point to a wall profile or adjust for
and modify this template, or create your own
uneven terrain:
material as follows:
Tip: It is easier to work with wall vertices in
wireframe view mode.
1. Create a Multi/Sub-Object material (page
2–1182) using five textures for the following
1. Select a wall. Material IDs:
2. In the modifier stack (page 3–481), go to the • Slot #1 is the material for the vertical ends
Profile sub-object level. on the wall
3. Select a wall profile by clicking a wall segment. • Slot #2 is the material for the outside of the
A grid appears. wall
4. To add a gable point procedurally, set the height • Slot #3 is the material for the inside of the
and click Create Gable. wall
If you prefer to add the profile point manually, • Slot #4 is the material for the top of the wall,
click Insert, click a point on the highlighted top as well as any inside edges cut out of the wall
profile, drag the new point into place and then • Slot #5 is the material for the bottom of the
release where you want to place the new gable wall
point. You can move profile points you create
Note: The definitions of slots 2 and 3 are
with Insert only within the plane of the wall
interchangeable; inside and outside simply
segment, and you cannot move them below the
depend on your point of view, and how you
original top edge.
created the wall.
If you want to adjust the profile for uneven
2. If the top and bottom surfaces of the wall aren’t
terrain below a wall, click Insert, pick the
visible in the rendered scene, you can use a
highlighted bottom profile and add points as
three-sided material instead. The inside and
necessary.
outside of the wall are relative to the direction
If you want to extend multiple segments in which the wall was created. To swap a texture
uniformly downward below floor level, do the between slots in the Material Editor, drag one
following: At the Segment sub-object level, of the textures over the other slot in the Basic
select the segments and, on the Edit Segment Parameters rollout of the Multi/Sub-Object
rollout, enter a negative Bottom Offset value material, and then choose Swap.
to move the segments downward. Add the
absolute value of the Bottom Offset setting back
Wall 197
3. For greater control in tiling across the wall 4. With the window or door selected, set the
surface, apply a Map Scaler world-space coordinate system to Local.
modifier (page 2–46) to the wall. Then adjust 5. On the Coordinate Display (page 3–437),
the scale of the map in the Map Scaler’s activate Offset mode and then enter the offset
Parameters rollout. distances on the X axis for horizontal and the Y
axis for vertical.
To create and place a window or door in a wall:
Note: For best results, do not position an inserted
For best results, perform this procedure in a
window or door at the bottom of a wall.
wireframe viewport.
1. Create a window (page 1–224) or door (page Interface
1–217) (hereafter referred to as "window" for
Keyboard Entry rollout
brevity) directly on an existing wall. You can
define the window’s exact dimensions after
insertion. Use edge snap (page 2–654) for the
first snaps to place and align the window on the
wall and to establish its exact depth. Snap to
and then click the near top edge of the wall to
start creation. Drag to another edge snap point
on the near top edge of the wall and release to
align the window with the wall segment and to
set its width. Snap to the rear top edge of the
wall to set the proper depth and click. Move
the cursor downward and click to define the
window height. This final click doesn’t require
X—Sets the coordinate position along the X axis
a snap, as it simply defines a rough height.
for the start point of a wall segment in the active
2. The window should now be cut out of the wall. construction plane.
On the Modify panel for windows or doors,
set the correct width and height. Change the Y—Sets the coordinate position along the Y axis
depth if it’s different from the snap depth you for the start point of a wall segment in the active
set above. construction plane.
3. Use vertex snap to move the window or door Z—Sets the coordinate position along the Z axis
from a reference point to a known point on the for the start point of a wall segment in the active
wall segment. Then construction plane.
Next, use relative offset values from this new Add Point—Adds the point from the X, Y, and Z
position to accurately locate the window or coordinate values you enter.
door. As an example, following the next two
Close—Ends creation of the wall object and creates
steps, you could move a window from its top
left corner to the top left corner of the wall a segment between the end point of the last
segment and the start point of the first segment, to
segment so that you can then move it 3 feet to
the right and 2 feet down. make a closed wall.
198 Chapter 5: Creating Geometry
See also
The defaults produce a wall object 5 units wide, 96 Wall (page 1–193)
units high, and justified at the center of the wall.
Width—Sets the thickness of the wall. Range=0.01
unit to 100,000 units. Default=5.
Height—Sets the height of the wall. Range=0.01
unit to 100,000 units. Default=96.
Editing Wall Objects 199
Divide—Subdivides each segment by the number can insert and delete vertices along the horizontal
of vertices specified in the Divisions spinner. edges, move an inserted vertex along the grid to
Select one or more segments, set the Divisions change the profile, create gables, and change the
spinner, and then click Divide. grid properties.
Divisions—Sets the number by which to divide the
segment.
Insert—Provides the same function as the Insert
button in Vertex sub-object selection. Inserts one
or more vertices, creating additional segments.
When you move the cursor over the a valid Insert
point, the mouse icon changes to an Insert icon.
Right click to stop inserting new vertices and
segments.
Delete—Deletes any selected wall segments in the
current wall object.
Refine—Provides the same function as the Refine
button at the Vertex sub-object level. Adds a vertex Insert—Inserts a vertex so that you can adjust the
to the position along a wall segment you select. profile of the selected wall segment.
When you move the cursor over a valid Refine
Use this option to adjust the profile of walls under
point, the mouse icon changes to a Refine icon.
gables or to align walls to a slope. When you move
the cursor over the selected segment, the mouse
Parameters group
icon changes to an Insert icon. Click to insert a
Width—Changes the width of a selected segment new profile point, then drag and release to position
or segments. and place it. You can add new profile points to
Height—Changes the height of a selected segment both the top and the bottom of the wall, but you
or segments. cannot position profile points below the original
top edge or above the original bottom edge.
Bottom Offset—Sets the distance of the bottom of
the selected segment or segments from the floor. Delete—Deletes the selected vertices on the profile
of the selected wall segment.
Edit Profile rollout Create Gable—Creates a gable by moving the center
This rollout appears when you select a wall object point of the top profile of the selected wall segment
and then access Profile sub-object level. to a height you specify.
The term "profile" refers to the outline of a wall Select the segment, set the height, and then click
segment’s top and bottom edges. When in Profile Create Gable.
sub-object mode, the selected wall object’s inner Height—Specifies the height of a gable.
horizontal edges appear dark orange. Click any of
these edges to select the corresponding segment,
highlight it in red, and place a temporary active
grid in the plane of the segment. At that point, you
202 Chapter 5: Creating Geometry
The grid constricts profile point insertion and 5 Handrails of the stairs
movement to the plane of the wall and allows you 6 Carriage of the stairs
to snap to grid points on the plane of the wall. 7 Stringers of the stairs
Width—Sets the width of the active grid.
Note: Autodesk VIZ does not automatically assign
Length—Sets the length of the active grid. a material to the stairs object. To use the included
Spacing—Sets the size of the smallest square in the material, open the library and then assign the
active grid. material to your object.
Procedure
To create railings on stairs:
1. Create the stairs. See individual stair-type
Stairs topics for more information.
Create panel > Geometry > Stairs 2. In the Generate Geometry group, turn on Rail
Path > Left and Right.
You can create four different types of stairs in Autodesk VIZ places left and right rail paths
Autodesk VIZ: above the stairs.
Spiral Stair (page 1–206) 3. In the Railings rollout, set Height to 0.0.
Straight Stair (page 1–210) 4. Click Create panel > AEC Extended > Railing
(page 1–188) to create the first railing.
L-Type Stair (page 1–203)
5. Click Railing rollout > Pick Railing Path and
U-Type Stair (page 1–214) select one of the rail paths on the stairs.
6. Adjust the railing parameters.
Railings and Materials
Autodesk VIZ remembers the parameters you
By default, Autodesk VIZ assigns seven different
set. When you create the next railing, it will
material IDs to stairs. The aectemplates.mat
have the same parameters as you set for the first
material library includes Stair-Template, a
railing.
multi/sub-object material (page 2–1182) designed
to be used with stairs. Each component of 7. Right-click to end the creation of the first
the stair/material is listed below along with its railing.
corresponding Material ID. 8. Click Railing again to create the second railing.
Material ID Railing/Material Component 9. Click Pick Railing Path and select the other rail
1 Treads of the stairs
path on the stairs.
2 Front riser of the stairs
3 Bottom, back, and sides of the risers of
the stairs
4 Center pole of the stairs
L-Type Stair 203
Interface
Parameters rollout > Type group
Create panel > Geometry > Stairs > L-Type Stair button Generate Geometry group
Create menu > AEC Objects > L-Type Stair
Types of L-type stair: open, closed, and boxed Stringers—Creates stringers along the ends of
L-type stairs have two flights at right angles, and a landing. the treads of the stairs. To modify the stringers’
depth, width, offset and spring from the floor, see
Procedure Stringers rollout (page 1–205).
To create L-Type stairs:
Carriage—Creates an inclined, notched beam
1. In any viewport, drag to set the length for the under the treads which supports the steps or adds
first flight. Release the mouse button, then support between the stringers of the stairs. You
move the cursor and click to set the length, might also know this as a carriage piece, a horse, or
width, and direction for the second flight. a rough string. See Carriage rollout (page 1–205)
2. Move the cursor up or down to define the rise to modify the parameters.
of the stairs, then click to end. Handrail—Creates left and right handrails. See
Railings rollout (page 1–206) to modify the
204 Chapter 5: Creating Geometry
handrails’ height, offset, number of segments, and pin and allows the spinner values of the parameter
radius. with the raised push pins to change.
Rail Path—Creates left and right paths you can use Overall—Controls the height of the flight of stairs.
to install railings on the stairs. See Stairs (page
Riser Ht—Controls the height of the risers.
1–202) for the instructions on how to do this.
Riser Ct—Controls the number of risers. There will
Layout group always be one more riser than steps. This implied
riser is between the top step of the stair and the
upper floor.
Depth—Controls the depth of the steps. Width—Controls the width of the stringers.
Stringers rollout
These controls are available only when you turn
on Stringers on the Parameters rollout > Generate
Geometry group.
information on spacing options in this dialog, see Radius—Controls the thickness of the railings.
Spacing Tool (page 1–381).
Spring from Floor—Controls whether the carriage
starts at the floor, flush with the start of the first
Spiral Stair
riser, or if the carriage extends below the floor. You Create panel > Geometry > Stairs > Spiral Stair button
control the amount the carriage extends below the
Create menu > AEC Objects > Spiral Stair
floor with the Offset option.
The Spiral Stair object lets you specify the radius
and number of revolutions, add stringers and a
center pole, and more.
Interface
Parameters rollout > Type group
Height—Controls the height of the railings from
the steps.
Offset—Controls the offset of the railings from the
ends of the steps.
Segments—Controls the number of segments Open—Creates an open riser stair, as shown on the
in the railings. Higher values display smoother left of the illustration above.
railings.
Spiral Stair 207
Riser Ct—Controls the number of risers. There will Step thickness variance between two stairs
always be one more riser than steps. This implied
riser is between the top step of the stair and the Depth—Controls the depth of the steps.
upper floor.
Stringers rollout
Thickness—Controls the thickness of the steps.
These controls are available only when you turn
on Stringers on the Parameters rollout > Generate
Geometry group.
Spiral Stair 209
Carriage rollout
Left: The carriage springing from the floor. (Spring From
These controls are available only when you turn Floor turned on.)
on Carriage on the Parameters rollout > Generate Right: The carriage extending below the floor. (Spring From
Floor turned off.)
Geometry group.
Center Pole rollout
These controls are available only when you turn on
Center Pole on the Parameters rollout > Generate
Geometry group.
210 Chapter 5: Creating Geometry
Segments—Controls the number of segments in Height—Controls the height of the railings from
the center pole. Higher values display a smoother the steps.
pole. Offset—Controls the offset of the railings from the
Height—The spinner controls the height of the ends of the steps.
center pole. Turning on Height lets you adjust Segments—Controls the number of segments
the height of the pole independently of the stairs. in the railings. Higher values display smoother
Turning off Height makes the spinner unavailable railings.
and locks the top of the pole to the top of the
implied last riser. Typically, this riser would attach Radius—Controls the thickness of the railings.
to the fascia of a landing.
Straight Stair
Create panel > Geometry > Stairs > Straight Stair button
Railings rollout
These controls are available only when you turn on
one or more of the Handrail or Rail Path options Types of straight stair: open, closed, and boxed
on the Parameters rollout > Generate Geometry Straight stairs have a single flight.
group. Also, Segments and Radius aren’t available
if neither of the Handrail options is on.
Straight Stair 211
Interface Rail Path—Creates left and right paths you can use
to install railings on the stairs. See Stairs (page
Parameters rollout > Type group
1–202) for the instructions on how to do this.
Layout group
Offset—Controls the vertical distance of the information on spacing options in this dialog, see
stringers from the floor. Spacing Tool (page 1–381).
Spring from Floor—Controls whether the stringer Spring from Floor—Controls whether the carriage
starts at the floor, flush with the start of the first starts at the floor, flush with the start of the first
riser, or if the stringer extends below the floor. You riser, or if the carriage extends below the floor. You
control the amount the stringer extends below the control the amount the carriage extends below the
floor with the Offset option. floor with the Offset option.
Left: The stringer extending below the floor. (Spring From Left: The carriage springing from the floor. (Spring From
Floor off.) Floor on.)
Right: The stringer springing from the floor. (Spring From Right: The carriage extending below the floor. (Spring From
Floor on.) Floor off.)
Radius—Controls the thickness of the railings. Open—Creates an open riser stair as shown on the
left in the illustration above.
Closed—Creates a closed riser stair as shown in the
U-Type Stair center in the illustration above.
Create panel > Geometry > Stairs > U-Type Stair button Box—Creates a stair with closed risers and closed
Create menu > AEC Objects > U-Type Stair stringers on both sides as shown on the right in the
illustration above.
The U-Type Stair object lets you create a two-flight
staircase, with the two flights parallel to each other Generate Geometry group
and a landing between them.
Rise group
Stringers rollout
These controls are available only when you turn
on Stringers on the Parameters rollout > Generate
Geometry group.
information on spacing options in this dialog, see Radius—Controls the thickness of the railings.
Spacing Tool (page 1–381).
Spring from Floor—Controls whether the carriage
starts at the floor, flush with the start of the first
riser, or if the carriage extends below the floor. You
control the amount the carriage extends below the Doors
floor with the Offset option. Create panel > Geometry > Doors
Railings rollout
These controls are available only when you turn on
one or more of the Handrail or Rail Path options
on the Parameters rollout > Generate Geometry
group. Also, Segments and Radius aren’t available
if neither of the Handrail options is on.
4
click to finish.
Frame
5 Inner Door The height is perpendicular to the plane defined
by the first three points and perpendicular to
Note: Autodesk VIZ does not automatically assign the active grid.
a material to the door object. To use the included You can adjust the Height, Width, and Depth
material, open the library and then assign the values on the Parameters rollout.
material to your object.
On the Creation Method rollout, you can change
Making an Opening for a Door the creation order to width-height-depth instead
of width-depth-height.
To make an opening in a wall, you can perform a
Boolean operation (page 1–298) with the wall as To create a door material:
Operand A, and another object, such as a box, as
1. Create a door or select an existing door.
Operand B. Then, you can create and add a door
in the opening, and link (page 2–767) it, if you 2. Open the Material Editor, and select a slot for
choose, as a child of the wall. the material.
Note: Using snaps, you can insert a door in a wall 3. Click the Type button below the Material Editor
object, automatically linking the two and creating toolbar.
a cutout for the door. See the procedure To create The Material/Map Browser dialog opens.
and place a window or door in a wall: (page
4. In the Material list, double-click the
1–197).
Multi/Sub-Object item, and then on the
Replace Material dialog that appears, choose
Procedures
either option and click OK.
To create a door:
5. On the Multi/Sub-Object Basic Parameters
1. On the Object Type rollout, click the button for rollout, click Set Number and change Number
the type of door you want to create. Of Materials to 5. Click OK.
2. Choose options as needed, such as changing
the default creation method. Turn off Create
Doors 219
6. Optionally, change the sub-material names to BiFold—Hinged in the middle as well as the side,
those specified in the above table. like many closet doors. You can also use this type
7. Edit the material as you would any of door to make a set of double doors. See BiFold
Multi/Sub-Object material. Door (page 1–223).
Leaf Parameters rollout Bottom Rail—Sets the width of the panel framing at
the base of the door. This setting is apparent only
if the door is paneled.
# Panels Horiz.—Sets the number of panel divisions
along the horizontal axis.
# Panels Vert.—Sets the number of panel divisions
along the vertical axis.
Muntin—Sets the width of the separations between
the panels.
Panels group
Determines how panels are created in the door.
None—The door has no paneling.
Interface
Pivot Door Parameters rollout
Create panel > Geometry > Doors > Pivot button
Interface
Sliding Door Parameters rollout
Create panel > Geometry > Doors > Sliding button
This topic describes only controls and behavior Flip Front Back—Changes which element is in front,
unique to the Sliding door. Most door parameters compared to the default.
are common to all kinds of doors; see Doors (page Flip Side— Changes the current sliding element to
1–217). the stationary element, and vice versa.
BiFold Door
Create panel > Geometry > Doors > BiFold button
• The Pivoted window (page 1–231) pivots window in the opening, and link (page 2–767) it, if
at the center of its sash, either vertically or you choose, as a child of the wall.
horizontally. Note: Using snaps, you can insert a window
• The Projected window (page 1–232) has three in a wall object, automatically linking the two
sashes, two of which open like awnings in and creating a cutout for the window. See the
opposite directions. procedure To create and place a window or door
• The Sliding window (page 1–233) has two in a wall: (page 1–197).
sashes, one of which slides either vertically or
horizontally. Procedures
To create a window:
• The Fixed window (page 1–230) doesn’t open.
1. On the Object Type rollout, click the button for
• The Awning window (page 1–228) has a sash
that is hinged at the top. the type of window you want to create.
2. Choose options as needed, such as changing
Windows and Materials the default creation method. Turn on Allow
Non-vertical Jambs if you want an inclined
By default, Autodesk VIZ assigns five different
window.
material IDs to windows. The aectemplates.mat
material library includes Window-Template, 3. Drag the mouse in the viewport to create the
a multi/sub-object material designed to be first two points, defining the width and angle of
used with windows. Each component of the the base of the window.
window/material is listed below along with its 4. Release the mouse and move to adjust the depth
corresponding Material ID. of the window (default creation method), and
Material ID Window/Material Component
then click to set.
2. Open the Material Editor, and select a slot for each window type describes its unique controls
the material. and behavior.
3. Click the Type button below the Material Editor
Object Type rollout
toolbar.
The Material/Map Browser dialog opens.
4. In the Material list, double-click the
Multi/Sub-Object item, and then on the
Replace Material dialog that appears, choose
either option and click OK.
5. On the Multi/Sub-Object Basic Parameters Six types of window are available in Autodesk VIZ:
rollout, click Set Number and change Number
Awning—Has a sash that is hinged at the top. See
Of Materials to 5. Click OK.
Awning (page 1–228).
6. Optionally, change the sub-material names to
those specified in the above table. Casement—Has one or two door-like sashes that
swing inward or outward. See Casement (page
7. Edit the material as you would any
1–229).
Multi/Sub-Object material.
Fixed—Doesn’t open. See Fixed (page 1–230).
To animate a window:
Pivoted—Pivots at the center of its sash, either
You can animate a window opening and closing by vertically or horizontally. See Pivoted (page
keyframing the Open setting. 1–231).
1. Create a window or select an existing window. Projected—Has three sashes, two of which open
2. If using an existing window, also access the like awnings in opposite directions. See Projected
Modify panel. (page 1–232).
3. Set the Parameters rollout > Open parameter to Sliding—Has two sashes, one of which slides
the amount you want the window to be open at vertically or horizontally. See Sliding (page 1–233).
the start of the animation. If you want it to be
closed, set it to 0. Name and Color rollout
4. Click the Auto Key button (page 3–441) to turn See Object Name and Wireframe Color (page
it on, and advance to the first keyframe. 3–479).
5. Change the Open setting.
Creation Method rollout
6. Continue moving to any additional keyframes
and changing the Open setting as necessary.
7. Play the animation.
Interface
Most window parameters are common to all kinds
of windows, and are described here. The topic for
Windows 227
You define each type of window with four points: Parameters rollout
Drag the first two, followed by two move-click
sequences. The Creation Method setting
determines the order in which these actions define
the window’s dimensions.
Width/Depth/Height—The first two points define
the width and angle of the base of the window. You
set these points by dragging in a viewport, as the
first step in creating a window. This lets you align
the window with a wall or opening when you place
it. The third point, where you click after moving
the mouse, specifies the depth of the window, and
the fourth click, where you click after moving the
mouse again, specifies the height.
Width/Height/Depth—Works like the
Width/Depth/Height option, except that
the last two points create first the height and then
the depth.
Note: With this method, the depth is perpendicular
to the plane set by the first three points. Thus, if
you draw the window in the Top or Perspective
viewport, the door lies flat on the active grid.
Allow Non-vertical Jambs—Select to create tilted
windows. Set snaps (page 2–651) to define points
off the construction plane. Default=off.
Height/Width/Depth—Specifies the overall
dimensions of the window.
Frame group
Horiz. Width—Sets the width of the horizontal part
of the window frame (at the top and bottom).
This setting also affects the glazed portion of the
window’s width.
Vert. Width—Sets the width of the vertical part of
the window frame (at the sides). This setting also
affects the glazed portion of the window’s height.
Thickness—Sets the thickness of the frame. This
also controls the thickness of casements or railings
on the window’s sashes.
228 Chapter 5: Creating Geometry
Awning Window
Create panel > Geometry > Windows > Awning button
Casement Window
Create panel > Geometry > Windows > Casement button
Casement window
Casements group
Panel Width—Changes the size of the glazed panel
within each sash.
One/Two—Specifies the number of window panels:
one or two. Using two panels creates a window like
a double door; each panel is hinged on its outside
side edge.
230 Chapter 5: Creating Geometry
Fixed Window
Create panel > Geometry > Windows > Fixed button
Parameters rollout
The topic for each kind of window describes its
unique controls and behavior. Some window
parameters are common to all kinds of windows;
Fixed windows see Windows (page 1–224).
Pivoted Window
Create panel > Geometry > Windows > Pivoted button
Pivoted windows
Rails group
Width—Sets the width of the rails in the sash.
Pivots group
Vertical Rotation—Switches the pivot axis from
horizontal to vertical.
232 Chapter 5: Creating Geometry
Projected Window
Create panel > Geometry > Windows > Projected button
Projected window
Sliding Window
Create panel > Geometry > Windows > Sliding button
Sliding windows
Renderable Shapes
When you use a shape to create a 3D object by
lofting, extruding, or other means, the shape
becomes a renderable 3D object. However, you
can make a shape render without making it into a
3D object. There are three basic steps to rendering
a shape:
1. On the Rendering rollout of the shape’s creation
parameters, turn on Enable In Renderer.
2. Specify the thickness for the spline using the
Thickness spinner in the Rendering rollout.
2–127) or Lathe (page 2–142)), the object manual editing of faces and edges to smooth
automatically becomes renderable, regardless surface ridges.
of the state of the Enable in Renderer check box.
You need to turn on the Enable in Renderer Extruded and Lathed Shapes
check box only when you want to render an
You can apply modifiers to a shape to create a 3D
unmodified spline shape in the scene.
object. Two of these modifiers are Extrude and
• As with all objects, a shape’s layer must be on Lathe. Extrude (page 2–127) creates a 3D object
for the shape to render. See Layer Properties by adding height to a shape. Lathe (page 2–142)
(page 3–364). creates a 3D object by rotating a shape about an
• The Object Properties dialog (page 1–107) also axis.
has a Renderable check box, which is turned on
by default. Both this check box and the General
rollout > Renderable check box must be turned
on in order to render a shape.
2D objects
Lofting Shapes
You create Lofts (page 1–312) by combining two
or more splines in special ways. Shapes form the
lofting path, loft cross-sections, and loft fit curves.
Procedures
To control starting a new shape manually:
AutoGrid—Lets you automatically create objects
1. On the Create panel, turn off the check box
on the surface of other objects by generating and
next to the Start New Shape button.
activating a temporary construction plane based
2. Click the Start New Shape button. on normals of the face that you click.
3. Begin creating splines. For more information, see AutoGrid (page 2–623).
Each spline is added to the compound shape.
Start New Shape—A shape can contain a single
You can tell you are creating a compound shape
spline or it can be a compound shape containing
because all the splines remain selected.
multiple splines. You control how many splines are
4. Click Start New Shape to complete the current in a shape using the Start New Shape button and
shape and prepare to start another. check box on the Object Type rollout. The check
Splines and Extended Splines 239
box next to the Start New Shape button determines You can convert the displayed mesh into a mesh
when new shapes are created. When the box is on, object by applying an Edit Mesh or Edit Poly
the program creates a new shape object for every modifier or converting to an editable mesh or
spline you create. When the box is off, splines are editable poly object. If Enable In Viewport is off
added to the current shape until you click the Start when converting, closed shapes will be “filled
New Shape button. in” and open shapes will contain only vertices;
no edges or faces. If Enable In Viewport is on
Shape Selection buttons—Lets you specify the type
when converting, the system will use the Viewport
of shape to create.
settings for this mesh conversion. This gives
maximum flexibility, and will always give the
Name and Color rollout
conversion of the mesh displayed in the viewports.
Lets you name an object and assign it a viewport
color. For details, see Object Name and Wireframe Enable In Renderer—When on, the shape is
Color (page 3–479). rendered as a 3D mesh using the Radial or
Rectangular parameters set for Renderer. In
Rendering rollout previous versions of the program, the Renderable
switch performed the same operation.
Enable In Viewport—When on, the shape is
displayed in the viewport as a 3D mesh using the
Radial or Rectangular parameters set for Renderer.
In previous versions of the program, the Display
Render Mesh performed the same operation.
Use Viewport settings—Lets you set different
rendering parameters, and displays the mesh
generated by the Viewport settings. Available only
when Enable in Viewport is turned on.
Generate Mapping Coords—Turn this on to apply
mapping coordinates. Default=off.
Autodesk VIZ generates the mapping coordinates
in the U and V dimensions. The U coordinate
wraps once around the spline; the V coordinate is
mapped once along its length. Tiling is achieved
using the Tiling parameters in the applied material.
For more information, see Mapping Coordinates
(page 2–1036).
Real-World Map Size—Controls the scaling method
used for texture mapped materials that are applied
Lets you turn on and off the renderability of a to the object. The scaling values are controlled
spline or NURBS curve, specify its thickness in the by the Use Real-World Scale settings found in
rendered scene, and apply mapping coordinates. the applied material’s Coordinates rollout (page
2–1199). Default=off.
240 Chapter 5: Creating Geometry
Splines rendered at thickness of 1.0 and 5.0, respectively Threshold—Specifies the threshold angle in
degrees. Any two adjacent spline segments are put
Sides—Sets the number of sides (or facets) for in the same smoothing group if the angle between
the spline mesh n the viewport or renderer. For them is less than the threshold angle.
example, a value of 4 results in a square cross
section. Interpolation rollout
Angle—Adjusts the rotational position of the
cross-section in the viewport or renderer. For
example, if the spline mesh has a square cross
section you can use Angle to position a "flat" side
down.
Rectangular—Displays the spline’s mesh shape as
These settings control how a spline is generated.
a rectangle.
All spline curves are divided into small straight
Length—Specifies the size of the cross–section lines that approximate the true curve. The number
along the local Y axis. of divisions between each vertex on the spline are
called steps. The more steps used, the smoother
Width—Specifies the size of the cross–section
the curve appears.
along the local X axis.
Splines and Extended Splines 241
Steps—Spline steps can be either adaptive (that Edge—Your first mouse press defines a point on
is, set automatically by turning on Adaptive) or the side or at a corner of the shape and you drag a
specified manually. diameter or the diagonal corner.
When Adaptive is off, use the Steps field/spinner Center—Your first mouse press defines the center
to set the number of divisions between each vertex. of the shape and you drag a radius or corner point.
Splines with tight curves require many steps to
Text (page 1–250) and Star (page 1–249) do not
look smooth while gentle curves require fewer
have a Creation Methods rollout.
steps. Range=0 to 100.
Line (page 1–242) and Arc (page 1–246) have
Optimize—When on, removes unneeded steps
unique Creation Methods rollouts that are
from straight segments in the spline. Optimize is
discussed in their respective topics.
not available when Adaptive is on. Default=on.
Adaptive—When off, enables manual interpolation Keyboard Entry rollout
control using Optimize and Steps. Default=off.
When on, Adaptive sets the number of steps for
each spline to produce a smooth curve. Straight
segments always receive 0 steps.
Clicking creates a corner vertex; dragging 3. Repeat steps 1 and 2 for each additional vertex.
creates a Bezier vertex. 4. Do one of the following:
5. Click or drag additional points. • Click Finish to create an open spline.
Clicking creates a corner vertex; dragging • Click Close to connect the current vertex to
creates a Bezier vertex. the first vertex and create a closed spline.
Line Spline 243
Because the Line tool has no dimension parameters Smooth—Produces a smooth, nonadjustable curve
to be carried over to the Modify panel, it converts through the vertex. The amount of curvature is set
to an editable spline (page 1–261) when you move by the spacing of the vertices.
from the Create panel to the Modify panel. While
you are creating the line, the Create panel displays Drag Type group
the original controls, such as Interpolation, Sets the type of vertex you create when you drag a
Rendering, Creation Method, and Keyboard vertex location. The vertex is located at the cursor
Entry. After creating the line, when you go to position where you first press the mouse button.
the Modify panel you have immediate access to The direction and distance that you drag are used
the Selection and Geometry rollouts to edit the only when creating Bezier vertices.
vertices or any part of the shape.
Corner—Produces a sharp point. The spline is
Rendering and Interpolation rollouts linear to either side of the vertex.
All spline-based shapes share these parameters. Smooth—Produces a smooth, nonadjustable curve
See Splines (page 1–237) for an explanation of through the vertex. The amount of curvature are
these parameters. set by the spacing of the vertices.
Bezier—Produces a smooth, adjustable curve
Creation Method rollout through the vertex. The amount of curvature
and direction of the curve are set by dragging the
mouse at each vertex.
Ellipse Spline
Create panel > Shapes > Splines > Object Type rollout
> Ellipse
Procedure
To create a circle:
Parameters rollout
Procedures
To create an arc using the end-end-middle method:
Creating an arc using the Center-End-End creation method
These options determine the sequence of mouse Reverse—When on, the direction of the arc spline
clicks involved in the creation of the arc. is reversed, and the first vertex is placed at the
opposite end of an open arc. As long as the shape
End-End-Middle—Drag and release to set the two
remains an original shape (and not an editable
endpoints of the arc, and then click to specify the
spline), you can switch its direction by toggling
third point between the two endpoints.
Reverse. Once the arc is converted to an editable
Center-End-End—Press the mouse button to specify spline, you can use Reverse at the Spline sub-object
the center point of the arc, drag and release to level to reverse direction.
specify one endpoint of the arc, and click to specify
the other endpoint of the arc.
Donut Spline
Parameters rollout
Create panel > Shapes > Splines > Object Type rollout
> Donut
Parameters rollout
Examples of stars
Procedure
Once you have created an NGon, you can make To create a star:
changes using the following parameters:
1. Go to the Create panel and choose
Radius—Specifies the NGon radius. You can use Shapes.
either of two methods to specify the radius:
2. Click Star.
• Inscribed—The radius from the center to the
3. Drag and release the mouse button to define
corners of the NGon
the first star radius.
• Circumscribed—The radius from the center to
4. Move the mouse and then click to define the
the sides of the NGon.
second star radius.
Sides—Specifies the number of sides and vertices
used by the NGon. Range=3 to 100. Interface
Corner Radius—Specifies the degree of rounding to Rendering and Interpolation rollouts
apply to the corners of the NGon. A setting of 0 All spline-based shapes share these parameters.
specifies a standard unrounded corner. See Splines (page 1–237) for explanations of these
Circular—When on, specifies a circular NGon. parameters.
Parameters rollout
Star Spline
Create panel > Shapes > Splines > Object Type rollout
> Star
Interface
Settings available for text include kerning, leading,
justification, multiple lines, and a manual update
Once you have created text, you can make changes
option.
using the following parameters:
Rendering and Interpolation rollouts Font list—Choose from a list of all available fonts.
Interpolation
The helix differs from other spline-based shapes
in that it always uses adaptive interpolation: the
number of vertices in a helix is determined by the
number of turns.
Section Spline
Create panel > Shapes > Splines > Object Type rollout
> Section
Once you have created a helix, you can make Create menu > Shapes > Section
changes using the following parameters:
Radius 1—Specifies the radius for the Helix start.
This is a special type of object that generates other
shapes based on a cross-sectional slice through
Radius 2—Specifies the radius for the Helix end. mesh objects. The Section object appears as a
Height—Specifies the height of the Helix.
bisected rectangle. You simply move and rotate
it to slice through one or more mesh objects, and
Turns—Specifies the number of turns the Helix then click the Create Shape button to generate a
makes between its start and end points. shape based on the 2D intersection.
Bias—Forces the turns to accumulate at one end of
the helix. Bias has no visible affect when the height
is 0.0.
254 Chapter 5: Creating Geometry
Interface
Rendering and Interpolation rollouts
All spline-based shapes share these parameters.
See Splines (page 1–237) for an explanation of
these parameters.
Procedure
To create and use a section shape:
while you move it. Click the Update Section button Provides spinners that let you adjust the length
to update the intersection. and width of the displayed section rectangle.
Manually—Updates the intersection line only when Length/Width—Adjust the length and width of the
you click the Update Section button. displayed section rectangle.
Update Section—Updates the intersection to match Note: If you convert the section grid to an editable
the current placement of the Section object when spline, it’s converted to a shape based on the
using When Section Selected or Manually option. current cross section.
Note: When using When Section Selected or
Manually, you can offset the generated cross
section from the position of the intersected
geometry. As you move the section object, the
yellow cross-section lines move with it, leaving Extended Splines
the geometry behind. When you click Create
Shape, the new shape is generated at the displayed
cross-section lines in the offset position. WRectangle Spline
Create panel > Shapes > Extended Splines > Object Type
Section Extents group rollout > WRectangle
Choose one of these options to specify the extents Create menu > Shapes > WRectangle
of the cross-section generated by the section
object. Use WRectangle to create closed shapes from two
concentric rectangles. Each rectangle is made of
Infinite—The section plane is infinite in all
four vertices. The WRectangle is similar to the
directions, resulting in a cross section at any mesh
Donut tool except it uses rectangles instead of
geometry in its plane.
circles.
Section Boundary—The cross-section is generated
WRectangle stands for “walled rectangle”.
only in objects that are within or touched by the
boundary of the section shape.
Off—No cross section is displayed or generated.
The Create Shape button is disabled.
Parameters rollout
Example of Angle
Procedure
To create an Angle spline:
For explanations, see Splines and Extended Splines Create menu > Shapes > Wide Flange
(page 1–237).
Use Wide Flange to create a closed spline shaped
like a capital letter I. You can specify the interior
260 Chapter 5: Creating Geometry
the quad menu: Tools 1 (upper-left) quadrant Rendering and Interpolation rollouts
> Sub-objects > Choose the sub-object level.
2. Click a selection or transform tool, and then
select sub-objects using standard click or
region-selection techniques.
Because sub-object selections can be complex,
you might consider using one of the following
techniques to prevent clearing the sub-object
selection by accident:
• Use Lock Selection (page 3–436).
• Name the sub-object selection (see Named
Selection Sets List (page 1–63)).
otherwise it will use the Renderer settings. This display when rendered or viewed in the viewport
gives maximum flexibility, and will always give the when Enable in Viewport is turned on.
conversion of the mesh displayed in the viewports.
Radial—Displays the 3D mesh as a cylindrical
The U coordinate wraps once around the thickness object.
of the spline; the V coordinate is mapped once
Thickness—Specifies the diameter of the viewport
along the length of the spline. Tiling is achieved
or rendered spline mesh. Default=1.0. Range=0.0
using the Tiling parameters in the material itself.
to 100,000,000.0.
Enable In Renderer—When on, the shape is
rendered as a 3D mesh using the Radial or
Rectangular parameters set for Renderer. In
previous versions of the program, the Renderable
switch performed the same operation.
Enable In Viewport—When on, the shape is
displayed in the viewport as a 3D mesh using the
Radial or Rectangular parameters set for Renderer.
In previous versions of the program, the Display
Render Mesh performed the same operation. Splines rendered at thickness of 1.0 and 5.0, respectively
Use V iewport settings—Lets you set different Sides—Sets the number of sides (or facets) for
rendering parameters, and displays the mesh the spline mesh n the viewport or renderer. For
generated by the Viewport settings. Available only example, a value of 4 results in a square cross
when Enable in Viewport is turned on. section.
Generate Mapping Coords—Turn this on to apply Angle—Adjusts the rotational position of the
mapping coordinates. Default=off. cross-section in the viewport or renderer. For
The U coordinate wraps once around the thickness example, if the spline mesh has a square cross
of the spline; the V coordinate is mapped once section you can use Angle to position a "flat" side
along the length of the spline. Tiling is achieved down.
using the Tiling parameters in the material itself. Rectangular—Displays the spline’s mesh shape as
Real-World Map Size—Controls the scaling method rectangular.
used for texture mapped materials that are applied Aspect—Sets the aspect ratio for rectangular
to the object. The scaling values are controlled cross-sections. The Lock check box lets you lock
by the Use Real-World Scale settings found in the aspect ratio. When Lock is turned on, Width
the applied material’s Coordinates rollout (page is locked to Depth that results in a constant ratio
2–1199). Default=off. of Width to Depth.
Viewport—Turn this on to specify Radial or Length—Specifies the size of the cross–section
Rectangular parameters for the shape as it will along the local Y axis.
display in the viewport when Enable in Viewport
Width—Specifies the size of the cross–section
is turned on.
along the local X axis.
Renderer—Turn this on to specify Radial or
Rectangular parameters for the shape as it will
264 Chapter 5: Creating Geometry
Angle—Adjusts the rotational position of the the Adaptive check box. The main use for manual
cross-section in the viewport or renderer. For interpolation is to create splines for operations
example, if you have a square cross-section you where you must have exact control over the
can use Angle to position a "flat" side down. number of vertices created.
Auto Smooth—If Auto Smooth is turned on, the Optimize—When on, removes unneeded steps
spline is auto-smoothed using the threshold from straight segments in the spline. Default=on.
specified by the Threshold setting below it. Auto Note: Optimize is not available when Adaptive is
Smooth sets the smoothing based on the angle on.
between spline segments. Any two adjacent
segments are put in the same smoothing group if
the angle between them is less than the threshold
angle.
Threshold—Specifies the threshold angle in
degrees. Any two adjacent spline segments are put
in the same smoothing group if the angle between
them is less than the threshold angle.
Interpolation rollout
The Interpolation controls set how the program
generates a spline. All spline curves are divided
into small straight lines that approximate the true Optimize was used to create spline in this lathed object.
curve. The number of divisions between each Adaptive—When on, automatically sets the
vertex on the spline is called steps. The more steps number of steps for each spline to produce a
used, the smoother the curve appears. smooth curve. Straight segments always receive
0 steps. When off, enables manual interpolation
control using Optimize and Steps. Default=off.
Selection rollout
Splines—Are a combination of one or more
connected segments.
vertices and you want to select a vertex on a displays the number of vertices it contains. When
specific segment. The cursor changes to a cross more than one spline is selected, the number
when it is over a segment. By holding down the of splines selected is displayed on the first line,
CTRL key you can add to the selection. and the total number of vertices they contain is
displayed on the second line.
Select By—Selects vertices on the selected spline
or segment. First select a spline or segment in
Geometry rollout
sub-object spline or segment, then turn on vertex
sub-object and click Select By and choose Spline The Geometry rollout provides functions for
or Segment. All the vertices on the selected spline editing a spline object and sub-objects. The
or segment are selected. You can then edit the functions available at the spline object level (when
vertices. no sub-object level is active; see Editable Spline
(Object) (page 1–266)) are also available at all
Display group sub-object levels, and work exactly the same at
each level. Other functions are also available,
Show Vertex Numbers—When on, the program
depending on which sub-object level is active.
displays vertex numbers next to the selected
Those that apply to other sub-object levels are
spline’s vertices at any sub-object level.
unavailable.
Selected Only—When on, the vertex number or
For specific information, see these topics:
numbers appear only next to selected vertices.
Editable Spline (Object) (page 1–266)
Soft Selection
Editable Spline (Vertex) (page 1–268)
For information on the Soft Selection rollout
settings, see Soft Selection Rollout (page 2–312). Editable Spline (Segment) (page 1–275)
Editable Spline (Spline) (page 1–280)
Selection Info
At the bottom of the Selection rollout is a text
display giving information about the current Editable Spline (Object)
selection. If 0 or more than one sub-object is
Select an editable spline > Modify panel > Editable spline
selected, the text gives the number selected. (not a sub-object level) selected in the modifier stack
At the Vertex and Segment sub-object levels, Select an editable spline > Right-click the spline > Tools
if one sub-object is selected, the text gives the 1 (upper-left) quadrant of the quad menu > Sub-objects
> Top-level
identification numbers of the current spline (with
respect to the current object) and of the current The functions available at the editable spline object
selected sub-object. Each spline object contains level (that is, when no sub-object level is active)
a spline number 1; if it contains more than one are also available at all sub-object levels, and work
spline, the subsequent splines are numbered exactly the same at each level.
consecutively higher.
When a single spline is selected at the Spline Interface
sub-object level, the first line displays the Rendering, Interpolation, and Selection rollouts
identification number of the selected spline and
See the Editable Spline topic for information
whether it’s open or closed, and the second line
on the Rendering and Interpolation rollouts
Editable Spline (Object) 267
(page 1–262), and Selection rollout (page 1–265) • Bezier Corner—New vertices will have bezier
settings. corner tangency.
Create Line—Adds more splines to the selected
Geometry rollout
spline. These lines are separate spline sub-objects;
create them in the same way as the line spline
(page 1–242). To exit line creation, right-click or
click to turn off Create Line.
Break—Splits a spline at the selected vertex or
vertices. Select one or more vertices and then
click Break to create the split. There are now two
superimposed non-connected vertices for every
previous one, allowing the once-joined segment
ends to be moved away from each other.
Attach—Lets you attach another spline in the scene
to the selected spline. Click the object you want to
attach to the currently selected spline object. The
object you’re attaching to must also be a spline.
This setting has no effect on the tangency of When you attach an object, the materials of the
vertices created using tools such as the Create Line two objects are combined in the following way:
button, Refine, and so on. • If the object being attached does not have a
• Linear—New vertices will have linear tangency. material assigned, it inherits the material of the
• Smooth—New vertices will have smooth object it is being attached to.
tangency. • Likewise if the object you’re attaching to doesn’t
When this option is chosen, new vertices that have a material, it inherits the material of the
overlap are automatically welded. object being attached.
• Bezier—New vertices will have bezier tangency. • If both objects have materials, the resulting new
material is a multi/sub-object material (page
268 Chapter 5: Creating Geometry
2–1182) that encompasses the input materials. of another end point of the same spline is
A dialog appears offering three methods of automatically welded. This feature is available
combining the objects’ materials and material at the object and all sub-object levels.
IDs. For more information, see Attach Options • Threshold—A proximity setting that controls
Dialog (page 2–374). how close vertices can be to one another before
Attached shapes lose their identity as individual they are automatically welded. Default=6.0.
shapes, with the following results:
Insert—Inserts one or more vertices, creating
• The attached shape loses all access to its additional segments. Click anywhere in a segment
creation parameters. For example, once you to insert a vertex and attach the vertex to the
attach a circle to a square you cannot go back mouse. Optionally move the mouse and then
and change the radius parameter of the circle. click to place the new vertex. Continue moving
• The modifier stack of the attached shape is the mouse and clicking to add vertices. A single
collapsed. click inserts a corner vertex, while a drag creates a
Bezier (smooth) vertex.
Any edits, modifiers, and animation applied
to the attached shape are frozen at the current Right-click to complete the operation and release
frame. the mouse. At this point, you’re still in Insert
mode, and can begin inserting vertices in a
Reorient—When on, rotates the attached spline so
different segment. Otherwise, right-click again or
that its creation local coordinate system is aligned
click Insert to exit Insert mode.
with the creation local coordinate system of the
selected spline.
Attach Mult.—Click this button to display the
Editable Spline (Vertex)
Attach Multiple dialog, which contains a list of all
other shapes in the scene. Select the shapes you Select an editable spline > Modify panel > Expand the
want to attach to the current editable spline, then editable spline in the stack display > Vertex sub-object
level
click OK.
Select an editable spline > Modify panel > Selection
Cross Section—Creates a spline cage out of rollout > Vertex button
cross-sectional shapes. Click Cross Section, Select an editable spline > Right-click the spline > Tools
select one shape then a second shape, splines are 1 (upper-left) quadrant of the quad menu > Sub-objects
> Vertex
created joining the first shape with the second.
Continue clicking shapes to add them to the cage. While at the Editable Spline (Vertex) level, you can
This functionality is similar to the Cross Section select single and multiple vertices and move them
modifier, but here you can determine the order using standard methods. If the vertex is of the
of the cross sections. Spline cage tangency can be Bezier or Bezier Corner type, you can also move
defined by choosing Linear, Bezier, Bezier Corner and rotate handles, thus affecting the shapes of any
or Smooth in New Vertex Type group. segments joined at the vertex. You can copy and
End Point Auto-Welding group paste the handles between vertices using tangent
copy/paste. You can reset them or switch between
• Automatic Welding—When Automatic Welding
types using the quad menu. The tangent types are
is turned on, an end point vertex that is
always available on the quad menu when a vertex
placed or moved within the threshold distance
Editable Spline (Vertex) 269
is selected; your cursor doesn’t have to be directly To copy and paste vertex tangent handles:
over them in the viewport.
1. Turn on Vertex Selection, then Select the
Procedures vertex you want to copy from.
To set a vertex type: 2. On the Geometry rollout scroll down to the
1. Right-click any vertex in a selection. Tangent group and click Copy.
2. Choose a type from the shortcut menu. Each 3. Move your cursor over the vertices in the
vertex in a shape can be one of four types: viewport. The cursor changes to a copy cursor.
Click the handle you wish to copy.
• Smooth: Nonadjustable vertices that create
smooth continuous curves. The curvature 4. On the Geometry rollout scroll down to the
at a smooth vertex is determined by the Tangent group and click Paste.
spacing of adjacent vertices. 5. Move your cursor over the vertices in the
• Corner: Nonadjustable vertices that create viewport. The cursor changes to a paste cursor.
sharp corners. Click the handle you wish to paste to.
• Bezier: Adjustable vertex with locked The vertex tangency changes in the viewport.
continuous tangent handles that create a
To reset vertex handle tangency:
smooth curve. The curvature at the vertex
is set by the direction and magnitude of the It is easy to make the handles very small and
tangent handles. coincident with the vertex, which makes them
hard to select and edit. Reset the vertex handle
• Bezier Corner: Adjustable vertex with
tangency to redraw your handles
discontinuous tangent handles that create a
sharp corner. The curvature of the segment 1. Select the vertex that is problematic.
as it leaves the corner is set by the direction 2. Right-click and choose Reset Tangents.
and magnitude of the tangent handles.
Any vertex handle editing you have done is
discarded and the handles are reset.
Interface
Rendering, Interpolation, and Selection rollouts
Smooth vertex (left) and Corner vertex (right) For information on the Rendering, Interpolation
(page 1–262) and Selection rollout (page 1–265)
settings, see Editable Spline (page 1–261).
The Refine group includes a number of functions After turning on Connect and before beginning
useful for building spline networks for use with the the refinement process, turn on any combination
Surface modifier (page 2–212). of these options:
Refine—Lets you add vertices without altering the • Linear—When on, makes all segments in the
curvature values of the spline. Click Refine, and new spline straight lines by using Corner
then select any number of spline segments to add vertices. When Linear is off, the vertices used
a vertex each time you click (the mouse cursor to create the new spline are of the Smooth type.
changes to a "connect" symbol when over an • Bind First—Causes the first vertex created in a
eligible segment). To finish adding vertices, click refinement operation to be bound to the center
Refine again, or right-click in the viewport. of the selected segment. See Bound Vertex
You can also click existing vertices during a refine (page 3–662).
operation, in which case Autodesk VIZ displays a • Closed—When on, connects the first and last
dialog asking if you want to Refine or Connect vertices in the new spline to create a closed
Only to the vertex. If you choose Connect Only, spline. When Closed is off, Connect always
Autodesk VIZ will not create a vertex: it simply creates an open spline.
connects to the existing vertex. • Bind Last—Causes the last vertex created in a
The Refine operation creates a different type of refinement operation to be bound to the center
vertex depending on the types of vertices on the of the selected segment. See Bound Vertex
endpoints of the segment being refined. (page 3–662).
• If the bordering vertices are both Smooth types,
End Point Auto-Welding group
the Refine operation creates a Smooth type
vertex.
• If the bordering vertices are both Corner types,
the Refine operation creates a Corner type
vertex.
Automatic Welding—When Automatic Welding is
• If either of the bordering vertices is a Corner
or Bezier Corner, the Refine operation creates turned on, an end point vertex that is placed or
a Bezier Corner type. moved within the threshold distance of another
end point of the same spline is automatically
• Otherwise, the operation creates a Bezier type welded. This feature is available at the object and
vertex. all sub-object levels.
Connect—When on, creates a new spline Threshold—The threshold distance spinner is a
sub-object by connecting the new vertices. When proximity setting that controls how close vertices
you finish adding vertices with Refine, Connect can be to one another before they are automatically
makes a separate copy of each new vertex and then welded. Default=6.0.
connects all of the copies with a new spline.
Note: For Connect to work, you must turn it on
before you click Refine.
272 Chapter 5: Creating Geometry
Geometry rollout to a Break icon. You can now click any spot on a
New Vertex Type group segment. The clicked spot becomes two coincident
vertices, and the segment is split into two parts.
Attach—Attaches another spline in the scene to the
selected spline. Click the object you want to attach
to the currently selected spline object. The object
The radio buttons in this group let you determine you’re attaching to must also be a spline.
the tangency of the new vertices created when you For further details, see Attach.
shift-copy segments or splines. If you later use
Reorient—Reorients the attached spline so that its
Connect Copy, vertices on the splines that connect
the original segment or spline to the new one will creation local coordinate system is aligned with
have the type specified in this group. the creation local coordinate system of the selected
spline.
This setting has no effect on the tangency of
Attach Mult.—Click this button to display the
vertices created using tools such as the Create Line
button, Refine, and so on. Attach Multiple dialog, which contains a list of all
other shapes in the scene. Select the shapes you
• Linear—New vertices will have linear tangency. want to attach to the current editable spline, then
• Smooth—New vertices will have smooth click OK.
tangency.
Cross Section—Creates a spline cage out of
When this option is chosen, new vertices that cross–sectional shapes. Click Cross Section, select
overlap are automatically welded. one segment then another sub-object segment,
• Bezier—New vertices will have bezier tangency. splines are created joining the first shape with the
second. Continue clicking segments to add them
• Bezier Corner—New vertices will have bezier
to the cage. All segments must be part of the same
corner tangency.
object to build cross sections. This functionality
is similar to the Cross Section modifier, but here
you can determine the order of the cross sections.
Spline cage tangency can be defined by choosing
Linear, Bezier, Bezier Corner or Smooth in New
Vertex Type group.
Tip: When you want to move these vertices, turn
on Area Selection before you select them. When
you transform them, the vertices will stay together.
Create Line—Adds more splines to the selected
spline. These lines are separate spline sub-objects; Refine group
create them in the same way as the line spline
(page 1–242). To exit line creation, right-click or
click to turn off Create Line.
Break—Lets you specify a break point at any
segment in the shape (you do not have to first select
a segment). When on, the mouse icon changes
Editable Spline (Segment) 277
The Refine group includes a number of functions After turning on Connect and before beginning
useful for building spline networks for use with the the refinement process, turn on any combination
Surface modifier (page 2–212). of these options:
Refine—Lets you add vertices without altering the • Linear—When on, makes all segments in the
curvature values of the spline. Click Refine, and new spline linear by using Corner vertices.
then select any number of spline segments to add When Linear is off, the vertices used to create
a vertex each time you click (the mouse cursor the new spline are of the Smooth type.
changes to a "connect" symbol when over an • Bind First—Causes the first vertex created in a
eligible segment). To finish adding vertices, click refinement operation to be bound to the center
Refine again, or right-click in the viewport. of the selected segment.
You can also click existing vertices during a refine For more information, see Bound Vertex (page
operation, in which case Autodesk VIZ displays a 3–662).
dialog asking if you want to Refine or Connect to • Closed—When on, connects the first and last
the vertex. If you choose Connect, Autodesk VIZ vertices in the new spline to create a closed
will not create a vertex: it simply connects to the spline. When Closed is off, Connect always
existing vertex. creates an open spline.
The Refine operation creates a different type of • Bind Last—Causes the last vertex created in a
vertex depending on the types of vertices on the refinement operation to be bound to the center
endpoints of the segment being refined. of the selected segment.
• If the bordering vertices are both Smooth types, For more information, see Bound Vertex (page
the Refine operation creates a Smooth type 3–662).
vertex.
• If the bordering vertices are both Corner types, Connect Copy group
the Refine operation creates a Corner type
vertex.
• If either of the bordering vertices is a Corner
or Bezier Corner, the Refine operation creates
a Bezier Corner type.
Connect Copy—When on, shift-cloning a segment
• Otherwise, the operation creates a Bezier type creates a new spline sub-object with additional
vertex. splines that connect the new segment’s vertices to
Connect—When on, creates a new spline the vertices of the original segment. It is analogous
sub-object by connecting the new vertices. When to shift-cloning edges in Editable Mesh and
you finish adding vertices with Refine, Connect Editable Poly objects.
makes a separate copy of each new vertex and then Note: For Connect Copy to work, you must turn it
connects all of the copies with a new spline. on before you shift-clone.
Note: For Connect to work, you must turn it on Threshold— Determines the distance soft selection
before you click Refine. will use when Connect Copy is turned on. A
higher threshold will result in more splines being
278 Chapter 5: Creating Geometry
Display group
the adjacent ID field. Type or use the spinner to Changing the spline property also changes the
specify an ID, then click the Select ID button. property of all vertices in the spline:
Select By Name—This drop-down list shows • Choosing Line converts vertices to Corners.
the names of sub-materials if an object has a • Choosing Curve converts vertices to Beziers.
Multi/Sub-object material assigned to it. Click
the drop arrow and select a material from the list. Interface
The segments or splines that are assigned that
Rendering, Interpolation and Selection rollouts
material are selected. If a shape does not have a
Multi/Sub-Object material assigned to it, the name For information on the Rendering, Interpolation
list will be unavailable. Likewise, if multiple shapes (page 1–262) and Selection rollout (page 1–265)
are selected that have an Edit Spline modifier settings, see Editable Spline (page 1–261).
applied to them, the name list is inactive.
Soft Selection rollout
Clear Selection—When turned on, selecting a new
ID or material name forces a deselection of any See Soft Selection Rollout (page 2–312) for
previously selected segments or splines. When information on the Soft Selection rollout settings.
turned off, selections are cumulative so new ID
or material name selections add to a previous
selection set of segments or splines. Default=on.
Procedure
To change spline properties:
• You change the properties of a spline from Line
to Curve by right-clicking and choosing Line or
Curve from the Tools 1 (upper-left) quadrant
of the quad menu.
Editable Spline (Spline) 281
Geometry rollout the original segment or spline to the new one will
have the type specified in this group.
This setting has no effect on the tangency of
vertices created using tools such as the Create Line
button, Refine, and so on.
• Linear—New vertices will have linear tangency.
• Smooth—New vertices will have smooth
tangency.
When this option is chosen, new vertices that
overlap are automatically welded.
• Bezier—New vertices will have bezier tangency.
• Bezier Corner—New vertices will have bezier
corner tangency.
Continue clicking shapes to add them to the cage. spline. Then optionally move the mouse and
This functionality is similar to the Cross Section click to place the new vertex. Continue moving
modifier, but here you can determine the order the mouse and clicking to add vertices. A single
of the cross sections. Spline cage tangency can be click inserts a corner vertex, while a drag creates a
defined in the New Vertex Type group. Bezier (smooth) vertex.
Tip: When you edit the spline cage, use Area Right-click to complete the operation and release
Selection before selecting your vertices. This will the mouse. At this point, you’re still in Insert
keep their positions together as you transform mode, and can begin inserting vertices in a
them. different segment. Otherwise, right-click again or
click Insert to exit Insert mode.
Connect Copy group
Reverse—Reverses the direction of the selected
Connect Copy—When on, shift-cloning a spline spline. If the spline is open, the first vertex will
creates a new spline sub-object with additional be switched to the opposite end of the spline.
splines that connect the new spline’s vertices to the Reversing the direction of a spline is usually done
vertices of the original segment. It is analogous to in order to reverse the effect of using the Insert
shift-cloning edges in Editable Mesh and Editable tool at vertex selection level.
Poly objects.
Note: For Connect Copy to work, you must turn it
on before you shift-clone.
Threshold—Determines the distance soft selection
will use when Connect Copy is turned on. A
higher threshold will result in more splines being
created, a lower threshold will result in fewer
splines.
Detach—Copies selected splines to a new spline Use the spinner or enter the number from the
object, and deletes them from the currently keyboard. The total number of available IDs is
selected spline if Copy is clear. 65,535.
• Reorient—The spline being detached is moved Select ID—Selects the segments or splines
and rotated so that its creation local coordinate corresponding to the Material ID specified in
system is aligned with the creation local the adjacent ID field. Type or use the spinner to
coordinate system of the selected spline. specify an ID, then click the Select ID button.
• Copy—When selected, copies rather than moves Select By Name—This drop-down list shows
the spline as it is detached. the names of sub-materials if an object has a
Explode—Breaks up any selected splines by Multi/Sub-object material assigned to it. Click
converting each segment to a separate spline the drop arrow and select a material from the list.
or object. This is a time-saving equivalent of The segments or splines that are assigned that
using Detach on each segment in the spline in material are selected. If a shape does not have a
succession. Multi/Sub-Object material assigned to it, the name
list will be unavailable. Likewise, if multiple shapes
You can choose to explode to splines or objects. If are selected that have an Edit Spline modifier
you choose Object, you’re prompted for a name; applied to them, the name list is inactive.
each successive new spline object uses that name
appended with an incremented two-digit number. Clear Selection—When turned on, selecting a new
ID or material name, forces a deselection of any
Surface Properties rollout previously selected segments or splines. If turned
off, selections are cumulative so new ID or material
name selections add to a previous selection set of
segments or splines. Default=on.
Creating Compound
Objects
Material group
You can apply different material IDs (see Compound Objects
material ID (page 3–698)) to splines in shapes Create panel > Geometry > Compound Objects
containing multiple splines. You can then assign
a multi/sub-object material (page 2–1182) to Create menu > Compound
such shapes, which appears when the spline is
renderable, or when used for lathing or extrusion. Compound objects generally combine two or
more existing objects into a single object.
Set ID—Lets you assign a particular material
ID number to selected segments for use with
multi/sub-object materials and other applications.
286 Chapter 5: Creating Geometry
You now have two choices. You can either displayed duplicates by reducing the Display
scatter the source object as an array without percentage.
using a distribution object, or use a distribution
object to scatter the object. See the following
procedures.
Distribution group
These two options let you choose the basic method
of scattering the source object.
Use Distribution Object—Scatters the source object
based on the geometry of the distribution object.
Use Transforms Only—This options doesn’t need
a distribution object. Instead, duplicates of the These options affect the source object locally.
source object are positioned using the offset values Duplicates—Specifies the number of scattered
on the Transforms rollout. If all of the Transform duplicates of the source object.
offsets remain at 0, you won’t see the array because
This number is set to 1 by default, but you can
the duplicates occupy the same space.
set it to 0 if you want to. Note that the Duplicates
Objects group number is ignored if you’re distributing the
duplicates using either Face Centers or Vertices. In
Contains a list window showing the objects that these cases, one duplicate is placed at each vertex
make up the Scatter object. or face center, depending on your choice.
List Window—Click to select an object in the
window so that you can access it in the Stack. For
Scatter Compound Object 289
Base Scale—Alters the scale of the source object, to the original object and select only those
affecting each duplicate identically. This scale faces you want to use for the distribution of the
occurs before any other transforms. duplicates.
Vertex Chaos—Applies a random perturbation to
Distribute Using
the vertices of the source object.
The following options let you specify how the
Animation Offset—This feature does not apply to
geometry of the distribution object determines the
Autodesk VIZ; it appears for file compatibility distribution of the source object. These options are
with 3ds Max. ignored if you’re not using a distribution object.
Distribution Object Parameters group Area—Distributes duplicate objects evenly over the
total surface area of the distribution object.
Display group
no effect on the rendered image, which always select another Scatter object and load the preset
displays the mesh duplicates. values into the new object.
Mesh—Displays the full geometry of the duplicates. Preset Name—Lets you define a name for your
settings. Click the Save button to save the current
Display %—Specifies the percentage of the total
settings under the preset name.
duplicate objects that appear in the viewports.
This has no effect on the rendered scene.
Saved Presets group
Hide Distribution Object—Hides the distribution
A list window containing saved preset names.
object. The hidden object does not appear in the
viewport or in the rendered scene. LOAD—Loads the preset currently highlighted in
the Saved Presets list.
Uniqueness group
SAVE—Saves the current name in the Preset Name
Lets you set a seed number upon which the field and places it in the Saved Presets window.
random values are based. Thus, altering this value
DELETE—Deletes the selected items in the Save
changes the overall effect of the scattering.
Presets window.
New—Generates a new, random seed number.
Procedures
To create a Connect object:
1. Create two mesh objects.
2. Delete faces on each to create holes where you
want to bridge the objects.
Position the objects so that the normals of
the deleted faces of one object point toward
the normals of the deleted faces of the other
object (assuming that deleted faces could have
normals).
3. Select one of the objects. On the Create panel >
Left: Before connect
Geometry > Compound Object Type rollout,
Right: After connect
click Connect.
Note: Connect is not suited to NURBS objects, 4. Click the Pick Operand button, and then select
because they convert into many separate meshes the other object.
instead of one big mesh. The workaround is 5. Faces are generated connecting the holes in the
simple: apply a Weld modifier to the NURBS two objects.
object (thus converting it to a mesh and zipping up
6. Adjust the connection with the various options.
its seams) before using it as part of a connect.
Connect generates the best mapping coordinates it Example: To connect two cylinders:
can for the bridges between the various holes in the 1. Create a cylinder with a radius of 15 and a
meshes. While some ideal cases, such as a cylinder height of 30. Use the default settings for the
above another cylinder, can generate good UVW remaining parameters.
map interpolations, most cases cannot. You’ll need
2. Create a second cylinder centered on the first
to apply mapping to the bridge faces with a UVW
with a radius of 30, a height of 30, and 13 sides.
Map modifier (page 2–274).
(The fewer sides are to demonstrate the mesh
Vertex colors, on the other hand, interpolate interpolation in the connection.)
smoothly. 3. Move the first, narrower cylinder straight up
Notes: along Z so its bottom cap is about 15 units
above the top cap of the larger cylinder.
• You can use Connect on objects that have
multiple sets of holes. Connect will do its best 4. Convert both cylinders to editable meshes.
to match up the holes between the two objects. 5. Delete the lower cap of the upper cylinder, and
• The mapping coordinates assigned to the the upper cap of the bottom cylinder. (Hint: Go
original two objects are maintained to the to Editable Mesh (Polygon) mode, select each
extent possible. You might find irregularities in end in turn, and then press the DELETE key.)
the bridged area, depending on the complexity 6. Exit sub-object mode, select the lower cylinder,
and difference between the two original sets and click Connect.
of mapping coordinates and the types of
geometry.
294 Chapter 5: Creating Geometry
7. Click the Pick Operand button, and then click or moved, in which case the original is not left
the upper cylinder. behind.
New faces are created that span the openings in Note: Connect works only with objects that are
the two cylinders. capable of being converted into editable surfaces,
such as editable meshes (page 2–350).
Example continued: To try out some options:
1. Go to the Modify panel and increase the Parameters rollout
Segments spinner to 5 or more.
As the segments increase, the connection
becomes curved.
2. Set the Tension spinner to 0 to straighten the
connecting surface, increase it to 1, and then
return it to 0.5.
3. Try different combinations of the Bridge and
Ends options.
Interface
Pick Operand rollout
Interpolation group
Segments—Sets the number of segments in the
connecting bridge.
Tension—Controls the curvature in the connecting
bridge. A value of 0 provides no curvature, while
higher values create curves that attempt to more Display group
smoothly match the surface normals on either
Determines whether the shape operands are
end of the connecting bridge. This spinner has no
displayed.
apparent effect when Segments is set to 0.
• Result—Displays the result of the operation.
Smoothing group • Operands—Displays the operands.
Bridge—Applies smoothing between the faces in
the connecting bridge. Update group
Ends—Applies smoothing between the faces that These options determine when the projection for
border the old and new surfaces of the connecting the compound object is recalculated. Because
bridge and the original objects. When turned off, complex compound objects can slow performance,
Autodesk VIZ assigns a new material ID number you can use these options to avoid constant
to the bridge. The new number is one higher than calculation.
the highest ID number assigned to either of the • Always—The object is updated constantly.
original objects. When on, the ID number is taken • When Rendering—The object is recalculated
from one of the original objects. only when the scene is rendered.
Note: If both Bridge and Ends are on, but the • Manually—Activates the Update button for
original objects contain no smoothing groups, manual recalculation.
then smoothing is assigned to the bridge and to
the faces bordering the bridge. Update—Recalculates the projection.
296 Chapter 5: Creating Geometry
Interface
ShapeMerge Compound Object Pick Operand rollout
Select an object. > Create panel > Geometry > Compound
Objects > Object Type rollout > ShapeMerge
Procedure
To create a ShapeMerge object:
1. Create a mesh object and one or more shapes
2. Align the shapes in the viewport so they can be
projected toward the surface of the mesh object.
3. Select the mesh object, and click the
ShapeMerge button.
4. Click Pick Shape, and then select the shape.
Display/Update rollout
Boolean Compound Object
Select an object. > Create panel > Geometry > Compound
Objects > Object Type rollout > Boolean
Display group
Determines whether the shape operands are
displayed.
• Result—Displays the result of the operation.
• Operands—Displays the operands.
Update group
These options specify when the display is updated.
Operand A (left); Operand B (right)
Typically, you use them when the viewport display
is slow. These are the Boolean operations for geometry:
• Always—Updates the display at all times. Union—The Boolean object contains the volume
• When Rendering—Updates the display only of both original objects. The intersecting or
when the scene is rendered. overlapping portion of the geometry is removed.
• Manually—Updates the display only when you Intersection—The Boolean object contains only
click the Update button. the volume that was common to both original
objects (in other words, where they overlapped).
Update—Updates the display when any option
except Always is chosen. Subtraction (or difference)— The Boolean object
contains the volume of one original object with the
intersection volume subtracted from it.
The two original objects are designated as operand
A and B.
Beginning with version 2.5 of Autodesk VIZ, a
new algorithm computes the Boolean operation.
This algorithm produces more predictable results
and less complex geometry than earlier 3D Studio
Booleans. If you open a file that contains a Boolean
Boolean Compound Object 299
• If operand A doesn’t have a material, it inherits Again, it might make more sense to correct these
operand B’s material. manually.
• If operand B doesn’t have a material, it inherits Use shaded viewports to look for normal problems,
operand A’s material. watching for objects that appear inside-out or look
• If both operands have materials, the new otherwise incorrect. You can also turn on Show in
material is a multi/sub-object material that the Editable Mesh (Face) (page 2–366) > Surface
combines the materials from both operands. Properties rollout > Normals group. Fix normals
here, or with a Normal modifier (page 2–167).
For more information, see Material Attach Options
Dialog (page 1–305). Overlapping Elements
Solutions When Working with Booleans Because Boolean operations depend on a clear
understanding of what is inside and what is outside
The Boolean algorithm caused unpredictable a mesh, meshes that overlap themselves can
behavior in earlier releases. The solutions are produce invalid results. For instance, if you use the
discussed here. Collapse utility (page 2–314) with two overlapping
objects without turning on the Boolean feature,
Surface Topology the resulting object will not make a good Boolean
Boolean requires that operands’ surface topology operand. This is also a problem for the Teapot
be intact: This means no missing or overlapping primitive (page 1–154) (with all parts turned on),
faces and no unwelded vertices. The surface which overlaps itself.
should be one continuous closed surface.
If you need to use such an object as a Boolean
The Boolean corrects operands that fail to operand, you might reconstruct it as a single
meet this requirement. However, the automatic non-overlapping mesh by separating the
correction may not be exactly what you want, so in components and combining them with Boolean.
some cases it might be safer to correct the surfaces
manually. Working with Inverted Meshes
To check for holes in the geometry, use the Boolean doesn’t always produce the ideal result on
STL-Check modifier (page 2–204) or the Measure "inverted meshes" (meshes that have been turned
utility (page 2–665). inside-out by having their normals flipped).
The problem is that the area inside the flipped
To fill holes, use the Cap Holes modifier (page mesh is correctly seen as "outside," but the area
2–62). outside it may also be seen as “outside.” To remedy
this, instead of inverting the mesh, make a very
Face Normals
large box or other primitive centered on (but not
Booleans require that the face normals of the touching) the mesh and subtract the mesh from
surface be consistent. Flipped normals can it using Boolean. Then convert it to an editable
produce unexpected results. Surfaces where some mesh, and delete the box faces. This produces a
faces are facing one way and adjacent faces are correctly inverted mesh that works correctly with
flipped are also problematic, and are commonly Boolean.
found in geometry imported from CAD programs.
The Boolean fixes these faces as best it can.
Boolean Compound Object 301
See also Collapse Utility (page 2–314) to create previous sections. The original object (the box)
Booleans with multiple objects. is converted to a Boolean, and is designated
operand A. The second object (the sphere) is
See also converted to operand B.
2. Deselect the Boolean object. Build the cylinder
Fixing Boolean Problems (page 3–632)
if it does not already exist.
Procedures 3. Select the Boolean object; and under
Compound Objects, click Boolean again.
To create a Boolean object:
4. Click Pick Operand B and click the cylinder in
1. Select an object. This object becomes operand
the viewport. It is converted to operand B.
A.
5. On the Modify panel, choose Operand B from
2. Click Boolean. The name of operand A appears
the Parameters rollout > Operands list. If you
in the Operands list on the Parameters rollout.
302 Chapter 5: Creating Geometry
want to see operand B, choose Display/Update Pick Operand B—Use this button to select the
rollout > Display group > Operands or Result second object to use to complete the Boolean
+ Hidden Ops. operation.
If you want to modify the Cylinder or the Reference/Copy/Move/Instance—Lets you specify
Cylinder’s parameters you can now access them how operand B is transferred to the Boolean
in the modifier stack display. object. It can be transferred either as a reference
6. If you want to modify the sphere’s parameters, (page 3–722), a copy, an instance (page 3–689),
choose the box in the Operands list. or moved.
7. Now there are two entries labeled Boolean in • Use Reference to synchronize modifier-induced
the stack display. Choose the lower entry. The changes to the original object with operand B,
Sphere is displayed in the Operands list. but not vice-versa.
8. Choose the Sphere from the Operands list. The • Use Copy when you want to reuse the operand
sphere’s parameters are available by clicking the B geometry for other purposes in the scene.
sphere’s name in the modifier stack display. • Use Move (the default) if you’ve created the
9. Use this technique to change parameters any of operand B geometry only to create a Boolean,
the operands within the multiple Boolean. and have no other use for it.
Object B geometry becomes part of the Boolean
Interface object regardless of which copy method you
Pick Boolean rollout use.
Parameters rollout
Display/Update rollout
Display group
Visualizing the result of a Boolean can be tricky,
especially if you want to modify . The Display
options on the Boolean Parameters rollout help
you visualize how the Boolean is constructed.
The display controls have no effect until you’ve
created the Boolean.
• Result—Displays the result of the Boolean
operation; that is, the Boolean object itself.
• Operands—Displays the operands instead of the
Displaying the result (A-B)
Boolean result.
Tip: When operands are difficult to see in a
viewport, you can use the Operand list to select
one or the other. Click the name of the A or B
operand to select it.
• Results + Hidden Ops—Displays the "hidden"
operands as wireframe.
Operand geometry remains part of the
compound Boolean object, although it isn’t
visible or renderable. The operand geometry is
displayed as wireframes in all viewports.
material IDs.
The Terrain button lets you produce terrain
Match Material to Material IDs—Maintains the objects. Autodesk VIZ generates these objects
original material ID assignment in the operands from contour line data. You select editable splines
by adjusting the number of sub-materials in representing elevation contours and create a mesh
the resultant multi/sub-object material. For surface over the contours. You can also create a
example, if you combine two boxes, both "terraced" representation of the terrain object so
assigned single materials, but with their default that each level of contour data is a step, resembling
assignment of six material IDs, the result would traditional study models of land forms.
be a multi/sub-object material with 12 slots (six
containing instances of one box’s material, and six
containing instances of the other box’s material).
Use this option when it’s important to maintain
the original material ID assignments in your
geometry. Also use this option when material IDs
have been assigned, but materials have not been
assigned.
Terrain Compound Object 307
6. Click Blend To Color Above to see the elevation of the mesh are disregarded and the elevation
changes blended. of the Override operand supersedes them. An
Override operand is indicated in the operands list
Interface by a # after its name. Override is only effective
Name and Color rollout on closed curves. If multiple override operands
overlap, later overrides (higher operand numbers)
Displays the name of the terrain object. take preference.
Autodesk VIZ uses the name of one of the selected
objects to name the terrain object. Parameters rollout
the operand. The operand name comprises layer, Stitch Border—When on, suppresses the creation of
color, or object type name plus a numeric suffix. new triangles around the edges of terrain objects
when edge conditions are defined by splines that
Delete Operand—Deletes a selected operand from
are not closed. Most terrain forms display more
the Operands list.
reasonably when this is turned off.
Form group Retriangulate—The basic Terrain algorithm tends
• Graded Surface—Creates a graded surface of the to flatten or notch contours when they turn
mesh over the contours. sharply upon themselves. A typical situation in
which this may happen is when a narrow creek
bed is described with contours; the resulting
form may look more like a series of cascades at
each elevational contour, rather than a smoothly
descending ravine. When Retriangulate is
checked, a somewhat slower algorithm is used
that follows contour lines more closely. This
may be particularly evident in the Layered Solid
display mode. For additional precision, try using
Retriangulate in conjunction with horizontal
interpolation.
Update group
The items in this group box determine when
Autodesk VIZ recalculates the projection for the
terrain object. Because complex terrain objects
can slow performance, you can use these options
to avoid constant calculation.
Terrain created as a "layered solid" surface, with levels • Always—Updates the terrain object immediately
when you change an operand, including the
310 Chapter 5: Creating Geometry
Vertical group
• No Simplification—Uses all the spline
operandsvertices of the terrain object to create
a complex mesh. This results in greater detail
and a larger file size than the other two options.
• Use 1/2 of Lines—Uses half the set of spline
operands of the terrain object to create a less
complex mesh. This results in less detail and a
smaller file size than using No Simplification.
• Use 1/4 of Lines—Uses a quarter of the of spline
operands of the terrain object to create a less
complex mesh. This results in the least detail
and smallest file size of the three options.
Horizontal group
• No Simplification—Uses all the operands’
vertices to create a complex mesh. This results
in greater detail and a larger file size than the
two fractional options.
• Use 1/2 of Points—Uses half the set of vertices
in the operands to create a less complex mesh.
This results in less detail and a smaller file size
than using No Simplification.
• Use 1/4 of Points—Uses a quarter of the of
vertices in the operands to create a less complex
mesh. This results in the least detail and
smallest file size of these options.
Terrain Compound Object 311
Color by Elevation rollout If you enter a value no greater than the minimum
elevation in the object, Autodesk VIZ divides
the range between the reference and minimum
elevations into five color zones: dark green, light
green, yellow, purple, and light gray.
If you enter a value between the minimum and
maximum elevations, Autodesk VIZ creates six
color zones. Two zones (dark blue and light
blue) are used for elevations below the reference
elevation. These are considered to be under water.
One zone (dark yellow) is used for a narrow range
around the reference elevation. Three zones
(dark green, light green, light yellow) are used for
elevations above the reference elevation.
If you enter a value at or above the maximum
elevation, Autodesk VIZ divides the range between
the minimum and reference elevations into three
zones (dark blue, medium blue, light blue).
Base Color—Click the color swatch to change the Autodesk VIZ generates a surface between the
color of the zone. shapes.
• Blend to Color Above—Blends the color of the You create shape objects to serve as a path for
current zone to the color of the zone above it. any number of cross-section shapes. The path
• Solid to Top of Zone—Makes a solid color at the becomes the framework that holds the cross
top of the zone without blending to the color of sections forming your object. If you designate only
the zone above it. one shape on the path, Autodesk VIZ assumes an
identical shape is located at each end of the path.
Modify Zone—Modifies selected options of a zone.
The surface is then generated between the shapes.
Add Zone—Adds values and selected options for a
Autodesk VIZ places few restrictions on
new zone. how you create a loft object. You can create
Delete Zone—Deletes a selected zone. curved, three-dimensional paths and even
three-dimensional cross sections.
When using Get Shape, as you move the cursor
over an invalid shape, the reason the shape is
invalid is displayed in the prompt line.
Loft Compound Object
Unlike other compound objects, which are created
Select a path or shape. > Create panel > Geometry > from the selected object as soon as you click the
Compound Objects > Object Type rollout > Loft
compound-object button, a Loft object is not
Select a path or shape. > Create menu > Compound created until you click Get Shape or Get Path, and
Objects > Loft then select a shape or path.
Loft is enabled when the scene has one or more
shapes. To create a loft object, first create one
or more shapes and then click Loft. Click either
Get Shape or Get Path and select a shape in the
viewports.
Once you create a loft object, you can add and
replace cross-section shapes or replace the path.
You can’t animate the path location of a shape.
You can convert loft objects to NURBS surfaces
(page 2–480).
Roadway created as a lofted shape
Procedures
Loft objects are two-dimensional shapes extruded To create a loft object:
along a third axis. You create loft objects from
Creating loft objects is detailed and offers many
two or more existing spline objects. One of these
choices, but the basic process is quite simple.
splines serves the path. The remaining splines
serve as cross-sections, or shapes, of the loft 1. Create a shape to be the loft path.
object. As you arrange shapes along the path,
Creation Method Rollout 313
2. Create one or more shapes to be loft cross The cursor changes to the Get Shape cursor as you
sections. move it over potential shapes. The selected shape
3. Do one of the following: is placed at the first vertex of the path.
• Select the path shape and use Get Shape to Tip: You can flip the shape along the path by
add the cross sections to the loft. holding down CTRL when using Get Shape. For
example, if you select the lowercase letter "b" with
• Select a shape and use Get Path to assign a CTRL+click, the loft will look like the letter "d".
a path to the loft. Use Get Shape to add
additional shapes. Interface
You can use the loft display settings to view the You use the following rollouts for setting loft object
skin generated by your loft in both wireframe and parameters:
shaded views.
Creation Method Rollout (page 1–313)
To create a loft with Get Path:
Surface Parameters Rollout (page 1–314)
1. Select a shape as the first cross-section shape.
Path Parameters Rollout (page 1–316)
2. Click Create panel > Geometry > Compound
Objects > Loft. Skin Parameters Rollout (page 1–317)
3. On the Creation Method rollout, click Get Path. Once you’ve created a loft object, you can also use
the Modify panel’s Deformations rollout to add
4. Choose Move, Copy, or Instance.
complexity. See Deformations (page 1–322) for
5. Click a shape for the path. further information.
The cursor changes to the Get Path cursor as you
move it over valid path shapes. If the cursor does
not change over a shape, that shape is not a valid Creation Method Rollout
path shape and cannot be selected. The first vertex Select a path or shape. > Create panel > Geometry
of the selected path is placed at the first shape’s > Compound Objects > Object Type rollout > Loft >
Creation Method rollout
pivot and the path tangent is aligned with the
shape’s local Z axis. Select a path or shape. > Create menu > Compounds >
Loft > Creation Method rollout
To create a loft with Get Shape:
You can choose between a shape or a path for
1. Select a valid path shape as the path.
creating the loft object using the Creation Method
2. If the selected shape is not a valid path, the Get rollout, as well as the type of action for the loft
Shape button is unavailable. object.
3. Click Create panel > Geometry > Compound
Objects > Loft. Interface
4. On the Creation Method rollout, click Get
Shape.
5. Choose Move, Copy, or Instance.
6. Click a shape.
314 Chapter 5: Creating Geometry
Smooth Width—Provides a smooth surface around Width Repeat—Sets the number of times a map
the perimeter of the cross-section shapes. This repeats around the perimeter of cross-section
type of smoothing is useful when your shapes shapes. The left edge of a map is aligned with the
change the number of vertices or change form. first vertex of each shape.
Default=on.
Normalize—Determines how path vertex spacing
affects a map along both the path length and
Mapping group
shape width. When on, vertices are ignored.
Map coordinates and Repeat values are applied
evenly along the length of the path and around the
shapes. When off, major path divisions and shape
vertex spacing affects map coordinate spacing.
Map coordinates and Repeat values are applied
proportionally according to the path division
spacing or shape vertex spacing.
Materials group
Generate Material IDs—Creates Material IDs during
the loft process.
Use Shape IDs—Offers the choice of using the
spline material IDs to define the material IDs.
Mapped roadway showing U and V dimensions for the loft Note: Prior to version 3 of Autodesk VIZ, splines
could not hold material IDs.
Apply Mapping—Turns lofted mapping coordinates
Note: Shape IDs are inherited from shape cross
on and off. Apply Mapping must be on in order to
access the remaining items. sections, not from the path spline.
Interface
Distance—Expresses the path level as an absolute • If you alter the Path Steps spinner while in Path
distance from the first vertex of the path. Steps mode, the location of your shapes might
change. An alert message warns you of this.
Path Steps—Places shapes on path steps and
vertices, rather than as a percentage or a distance Pick Shape—Sets the current level at any shape
along the path. on the path. When you pick a shape on the path,
Snap is turned off and Path is set to the level of
When Path Steps is on, the following take place:
the picked shape, where a yellow X appears. Pick
• The Path spinner specifies the step along the Shape is available only from the Modify panel.
path. The first step, at 0, is the first vertex.
Previous Shape—Jumps the path level from its
• The total number of steps, including vertices, current location to the previous shape along the
appears in parentheses beside the Path spinner. path. A yellow X appears at the current level.
• The current path level is indicated by the Clicking this button turns Snap off.
standard yellow X when it’s a step, and by a
Next Shape—Jumps the path level from its current
small boxed X when it’s a vertex.
location to the next shape along the path. A yellow
• Get Shape places a selected shape on the X appears at the current level. Clicking this button
specified step or a vertex of the path. turns Snap off.
• Adaptive Path Steps on the Skin Parameters
rollout is unavailable. (If it were available, the
path steps and shapes would change positions Skin Parameters Rollout
along the path, depending on the result of the
Select a path or shape. > Create panel > Geometry >
adaptive algorithm.) Compound Objects > Object Type rollout > Loft > Skin
Parameters rollout
Please note the following when using the Path
Select a path or shape. > Create menu > Compounds >
Steps option: Loft > Skin Parameters rollout
• When you switch to Path Steps with a loft object
that already contains one or more shapes, an On the Skin Parameters rollout, you adjust the
alert message tells you that this action may complexity of the mesh of the loft object. You can
relocate shapes. This is because there are a also optimize the mesh by controlling the face
limited number of path steps, and only one count.
shape can be on a single step or vertex. The
Percentage and Distance options, on the other Procedure
hand, provide an almost unlimited number of Example: To use a constant cross-section:
levels on which to place shapes. Thus, if you
1. Enlarge the Front viewport to full screen, and
change from Percentage or Distance to Path
then use the Rectangle tool (page 1–244) with
Steps, the shapes must be moved to existing
CTRL held down to create a square about 20
steps. If there are more shapes than can be
x 20 units.
moved to nearby steps, you could end up with
more than one shape on a step. Switching from 2. Create another rectangle beside it about 200 x
Path Steps to either Percentage or Distance, 100 units.
however, can always be done without loss of 3. Apply a Skew modifier to the large rectangle,
data. but don’t alter the Skew parameters.
318 Chapter 5: Creating Geometry
4. Create a loft object in which the larger rectangle When creating straight-edge molding for
is the path and the square is the shape. architectural modeling, you can avoid mangled
5. On the Modify panel, open the Skin Parameters corners by simply reducing the path steps to 0.
rollout, and turn on Skin in the Display group.
Interface
You can now see the wireframe structure of
the lofted rectangle, with cross-sectional sides
parallel to its corners.
Make sure the color assigned the loft object is
easily visible. Change it if necessary.
6. Turn off Constant Cross-Section, and observe
the corners.
When Constant Cross-Section is off, the
corners become pinched.
7. Turn on Constant Cross-Section to restore the
corners.
Acute angles can cause problems when the cross
sections formed by the path steps intersect at
the corners. You can mitigate this by avoiding
acute angles or by reducing the path steps.
8. Press H on the keyboard to display the Select
by Name dialog, and choose Rectangle02 (the
second larger rectangle).
9. On the Skew panel, change the Skew Axis to Y,
and then set the Amount spinner to 95. Capping group
10. Use Zoom Region to zoom in on the upper-left Cap Start—When on, the end of a loft at the first
corner of the rectangle so you can see the mesh vertex of the path is covered, or capped. When off,
in detail. the end is open, or uncapped. Default=on.
At a skew of less than 100, the acute angle still Cap End—When on, the end of a loft at the last
works because the path cross-sections haven’t vertex of the path is covered, or capped. When off,
intersected. the end is open, or uncapped. Default=on.
11. Set the Skew Amount to 300, and examine the
Morph—Arranges cap faces in a predictable,
same corner.
repeatable pattern necessary for creating morph
At this angle, the path cross sections intersect, targets (for compatibility with 3ds Max). Morph
causing problems in the mesh. capping can generate long, thin faces that do not
12. Select the loft object, and set the Path Steps to 1. render or deform as well as those created with grid
capping.
The cross sections no longer intersect, and the
corner is clean. Grid—Arranges cap faces in a rectangular grid
trimmed at the shape boundaries. This method
Skin Parameters Rollout 319
Roadway lofted with capping turned off Path Steps—Sets the number of steps between each
main division of the path. This value affects the
number of segments along the length of the loft.
Frame lofted with Path Steps=5 When Optimize Path is off, the lofted roadway uses more
steps.
Optimize Shapes—When on, the Shape Steps
setting is ignored for straight segments of
cross-section shapes. If multiple shapes are on the
path, only straight segments that have a match on
all shapes are optimized. Default=off.
Lofting the roadway with Contour off causes it to twist. Roadway lofted with Banking turned on
Display group
Skin—When on, displays a loft’s skin in all views
using any shading level and ignores the Skin In
Frame lofted with Constant Cross Section turned on
Shaded setting. When off, displays only the loft
Linear Interpolation—When on, generates a loft sub-objects. Default=on.
skin with straight edges between each shape.
Skin in Shaded—When on, displays a loft’s skin in
When off, generates a loft skin with smooth curves
shaded views regardless of the Skin setting. When
between each shape. Default=off.
off, skin display is controlled by the Skin setting.
Default=on.
The loft object now retains the Skin and Skin In
Shaded settings from one loft object to the next
one created.
Deformations
Select a Loft object. > Modify panel > Deformations
rollout
You gain access to loft deformation curves Deform Scale (page 1–323)
through the Modify panel’s Deformations rollout.
Deform Twist (page 1–324)
Deformations are not available in the Create panel.
You must open the Modify panel after you’ve lofted Deform Teeter (page 1–325)
to access the Deformations rollout, which offers
Deform Bevel (page 1–326)
the following features:
• Each deformation button displays its own
Deform Fit (page 1–327)
deformation dialog. Deformation Dialog (page 1–328)
• You can display any or all of the deformation
dialogs simultaneously.
Deform Scale
• The button to the right of each deformation
button is a toggle to enable or disable the Select a Loft object. > Modify panel > Deformations
rollout > Scale
deformation’s effect.
• Click Enable/Disable to the right of the • Negative values scale and mirror the shape.
deformation buttons. See Deformation Dialog (page 1–328) for specific
information on the dialog controls.
Interface
324 Chapter 5: Creating Geometry
Deform Teeter
Select a Loft object. > Modify panel > Deformations
rollout > Teeter
Procedure
To use Teeter deformation:
1. Select a loft object.
Roadway lofted with no teeter 2. Click Loft in the modifier stack display.
3. Click Teeter on the Deformations rollout.
4. Edit the deformation curves for X axis and Y
axis rotation.
326 Chapter 5: Creating Geometry
Interface
Deform Fit Fit Deformation dialog
Select a Loft object. > Modify panel > Deformations
rollout > Fit
2. Click Loft in the modifier stack display. Reset Curve—Replaces the displayed Fit curve with
a rectangle 100 units wide and centered on the
3. Click Fit on the Deformations rollout.
path. If Make Symmetrical is on, both Fit curves
4. Select shapes in the viewport to use as fit curves. are reset even though only one might be displayed.
Delete Curve—Deletes the displayed Fit curve.
If Make Symmetrical is on, both Fit curves are
deleted even though only one might be displayed.
328 Chapter 5: Creating Geometry
Get Shape—Lets you select the shape to use for Fit produce a sharp corner. This type produces a
deformation. Click Get Shape, and then click the curve that looks like the corner type but has
shape to use in a viewport. control handles like the Bezier Smooth type.
Generate Path—Replaces the original path with a • Bezier Smooth—Adjustable Bezier control point
new straight-line path. with locked continuous tangent handles set to
produce a smooth curve.
Control Point Types To move a control point using the Position and
Control points on a deformation curve can Amount fields:
produce curves or sharp corners, depending on 1. Select a single control point.
the control point type. To change a control point 2. Do one of the following:
type, right-click the control point and choose one
of these from the shortcut menu: • Move the control point horizontally by
entering a value in the Position field.
• Corner—Non-adjustable linear control point
producing a sharp corner. • Move the control point vertically by entering
a value in the Amount field.
• Bezier Corner—Adjustable Bezier control point
with discontinuous tangent handles set to
Deformation Dialog 329
To change the control point type: are Make Symmetrical, Display X Axis, Display Y
You can change control point types at any time by Axis, Display XY Axes, and Swap Deform Curves.
right-clicking a selection of one or more control Make Symmetrical—You can apply the same
points. deformation to both axes of a shape using Make
1. Select one or more control points. Symmetrical, which is both an action button
and a curve editing mode. Turning on Make
2. Right-click any selected control point.
Symmetrical has the following effect:
3. Choose a control point type from the shortcut
• When a single curve is displayed, it copies the
menu.
displayed deformation curve to the curve for
The following conditions apply to changing the hidden axis.
control point types:
• When both axes are displayed, the Apply
• The first and last control points must use the Symmetry dialog is also displayed. Click the
Corner or Bezier Corner type. button for the curve you want to apply to both
• Converting a Bezier Smooth point to a axes.
Bezier Corner point unlocks the tangent • Changes you make to the selected curve are
handles but does not change their position. duplicated on the other curve.
The curve appears smooth until you drag
one of the tangent handles. When Make Symmetrical is not active, curve
editing is applied only to the selected curve.
• Converting a Bezier Corner point or inserted
Bezier point to Bezier Smooth locks the Display X Axis/Y Axis/XY Axes—You can display
tangent handles and changes their position one or both deformation curves using the curve
and magnitude. The handles are rotated to display buttons near the upper-left corner of the
the average between their two angles. The Deformation dialog.
handle magnitudes are averaged and set Turn on the following buttons to display
equal. deformation curves:
Buttons for working with a second curve are Click Swap Deform Curves to copy the X axis
disabled for the Twist and Bevel deformations, curve to the Y axis, and the Y axis curve to the X
which use only one curve. The disabled buttons axis. It doesn’t matter which curve is currently
displayed or selected.
330 Chapter 5: Creating Geometry
Move Control Points—This flyout contains three Scale Control Point—Scales the value of one or
buttons for moving control points and Bezier more selected control points with respect to 0. Use
handles: this function when you want to change only the
• Move Control Point—Changes the amount deformation amounts of selected control points
of deformation (vertical movement) and while maintaining their relative ratio of values.
the location of the deformation (horizontal • Drag downward to reduce values.
movement). • Drag upward to increase values.
• Move Vertical—Changes the amount of
Insert Control Point—This flyout contains buttons
deformation without changing the location.
for inserting two control point types.
• Move Horizontal—Changes the location of the
Insert Corner Point—Click anywhere on a
deformation without changing the amount.
deformation curve to insert a corner control point
If one control point is selected, you can move it by at that location.
entering values in the control point Position and
Insert Bezier Point—Click anywhere on a
Amount fields at the bottom of the Deformation
dialog. deformation curve to insert a modified Bezier
control point at that location. The tangent handles
You cannot move end points horizontally. of the Bezier control point are set to maintain the
Intermediate control points are constrained shape of the curve before the point was inserted.
horizontally to stay between the points on either
side. The amount of horizontal constraint is If you are not sure which type of control point
determined by the control point type. you need, or if you change your mind, you can
convert the point to another type by right-clicking
• You can move corner control points very close the point and selecting the type from the shortcut
together, until one is directly above the other. menu.
• You can move Bezier control points no closer
Both Insert Control Point buttons put you in
than the length of their tangent handles.
insertion mode. Right-click or choose another
Moving Bezier Tangent Handles—You can use the button to exit the mode.
Move Control Point buttons to drag a tangent
Delete Control Point—Deletes selected control
handle’s angle and magnitude on Bezier Smooth
points. You can also delete selected points by
and Bezier Corner vertices.
pressing the DELETE key.
Dragging a tangent handle has the following
Reset Curve—Deletes all but the end control points
constraints:
and sets the curves back to their default values.
• You cannot move tangent angles beyond
Bevel Type—This flyout, available only in the Bevel
vertical. This prevents deformation curves
from doubling back on themselves. Deformation dialog, lets you choose Normal,
Adaptive Linear or Adaptive Cubic as the bevel
• You cannot move tangent magnitudes beyond type. For more information, see Deform Bevel
the preceding or next control point on the path. (page 1–326).
Pressing SHIFT while moving a Bezier Smooth
tangent handle converts the control point to a
Bezier Corner type.
Deformation Dialog 331
Path Commands
Select a Loft object. > Modify panel > Modifier stack
display > Sub-object level > Path > Path Commands
3. Drag to create the radius of a compass rose (the is also editable from the Modify panel, after
radius is for display purposes only), and then selecting the compass rose object.
click and move to set the orbital scale of the sun If Date/Time position is selected the Sun
light over the compass rose. This can be any and Sky multipliers are automatically set and
distance you find convenient, since directional animated according to their position. They can
and IES Sun lights produce parallel illumination be edited only by using the Manual Position
regardless of where their icon is located. override.
Upon creation you have two objects in your Tip: Use Exposure Control with Daylight if your
scene: scene rendering is too bright or too dark.
• The compass rose (page 2–642), which
is a helper object that provides the world Example: To create a shadow study:
direction for your sun.
• The light itself, which is a child of the 1. Create a Daylight system.
compass rose, and is permanently targeted 2. On the Modify panel, set the date and Location.
on the center of the compass rose. Note: Once the Daylight system has been
If you created a Daylight system, the Daylight created, you can find these controls on the
Parameters rollout on the Modify panel lets Motion panel.
you choose the type of sunlight and skylight.
The Sunlight drop-down list lets you choose 3. Turn on the Auto Key button.
between Standard (directional) or IES Sun. 4. In the Control Parameters Time group, adjust
The Skylight drop-down list lets you choose the Hours spinner to a start time in early
between Skylight or IES Sky. Both these lists morning.
offer you the option of choosing no sunlight
or no skylight. 5. Click the Go To End button.
Controls for the geographic location and time 6. Animate the end time to late afternoon.
of day are on the Motion panel. The default
7. Render to an animation from a Top view, or a
time is noon, and the default date and time zone
view above your scene to get a complete view of
are based on your computer’s local settings.
your environment and its shadows.
The default location is San Francisco, CA.
The directional light created by the system is Interface
managed by two special controllers: Solar Date
Daylight Parameters rollout (Daylight system
and Solar Time. After you create your system, only)
you can access its creation parameters (time
and date, location, orbital scale, and location) The Daylight Parameters rollout lets you define
in the Motion panel for the directional light. the daylight system’s sun object. You can set the
The parameters are interrelated, so you can sunlight and skylight behaviors.
adjust them in any order. Generally, it’s easiest This rollout appears on the Modify panel when the
to choose a location first, and then adjust the light component of the Daylight system is selected.
date and time. You can access the parameters
for selected sunlight or skylight objects in the
Modify panel. The radius of the compass rose
Sunlight and Daylight Systems 337
Time group
Provides settings for the time, date, and time zone.
If the location you choose uses Daylight Savings
Time, turn on the Daylight Saving Time checkbox.
338 Chapter 5: Creating Geometry
The Sunlight system adjusts the sun’s azimuth and hotspot so it illuminates the whole model, with no
altitude accordingly during the summer months. falloff.
Hours/Mins/Secs—Specify the time of day. North Direction—Sets the rotational direction
of the compass rose in the scene. This is the
Month/Day/Year—Specify the date.
geographical orientation of the compass rose. By
Time Zone—Time zones range from –12 to 12. If default, north is 0 and points along the positive Y
you’re uncertain about a time zone, you can look axis of the ground plane. Positive X (East) is 90
them up in Window’s Date > Time Properties degrees. Adjust the North Direction to correspond
dialog (available through My Computer > Control to your site. Accuracy of the system depends on
Panel > Date > Time). Click the Time Zone tab, this correspondence.
and then display the list of world locations and
their time zones.
Daylight Savings Time—When on, calculates
Geographic Location Dialog
daylight savings by adjusting azimuth and altitude Select Sunlight or Daylight system > Motion panel >
during the summer months. Location group > Get Location button
Interface
Procedures
To transform an object using the controls on the
The column can be moved, rotated, and scaled. toolbar:
These topics describe the basics of using 1. On the toolbar, click one of the
transforms and animating them: three transform buttons: Select And Move
(page 1–360), Select And Rotate (page 1–360),
Moving and Rotating Objects (page 1–345) or Select And Scale (page 1–361). These
Scaling Objects (page 1–346) buttons are usually referred to as Move, Rotate,
and Scale.
342 Chapter 6: Transforms: Moving, Rotating, and Scaling Objects
2. Position the mouse over the object you want 2. Either use the Coordinate Display type-in fields
to transform. on the status bar, or choose Tools menu >
• If the object is already selected, the cursor Transform Type-In.
changes to indicate the transform. The keyboard shortcut for accessing the dialog
• If the object is not selected, the cursor is F12. You can also open the Transform
changes to a crosshairs icon to show that the Type-In by right-clicking a transform button
object can be selected. on the main toolbar.
3. Drag the mouse to apply the transform. 3. You can do any of the following, switching from
one to the other as required:
If you drag the mouse over an unselected object,
it becomes selected and is also transformed. • Type a value in an axis field and press
ENTER to apply the transform change to the
Tip: You can use the Transform gizmo to easily
object in the viewport.
restrict transforms to one or two axes. See
Using Transform Gizmos (page 1–348). • Drag a spinner in an axis field to update the
object in the viewport.
To cancel a transform: • Drag the object to apply the transform and
• Right-click while you’re dragging the mouse. read the resulting change in the dialog.
For example, if Move is active, the dialog
To transform a selected object from the quad menu: fields read out both the absolute and offset
1. Right-click the selected object. positions of the selected object in world
The quad menu appears, showing the three space. If no object is selected, the fields turn
transforms on its Transform (lower-right) gray.
quadrant.
Using Type-In with Sub-Object Selection
2. Choose one of the transforms.
You can use the Transform Type-In with any
The equivalent transform button is activated sub-object selection or gizmo. The transform
on the toolbar. affects the axis tripod for the selection.
3. Drag the object or its transform gizmo to apply
Absolute and offset world coordinates are those
the transform.
of the tripod. If multiple vertices are selected,
the tripod is at the center of the selection and its
Using Transform Type-In
location is given in world coordinates.
The Transform Type-In allows you to enter precise
Because axis tripods cannot be scaled, Absolute
transform values to apply to selected objects. You
Scale fields are unavailable when in sub-object
can access equivalent controls as the Coordinate
mode.
Display (page 3–437) on the status bar, or you can
open a small dialog that remains on your screen See Basics of Creating and Modifying Objects
while you work. The contents update to match the (page 1–125) for information on sub-object
currently active transform and object selection. selection and gizmos.
World Axis
Axis Tripod and World Axis
In the lower-left corner of each viewport you
Two visual aids in Autodesk VIZ give you can find the world axis, which shows the current
information about your current orientation in the orientation of the viewport with respect to world
workspace. coordinate system. The world axis colors are red
for X, green for Y, and blue for Z. You can toggle
Axis Tripod the display of the world axis in all viewports by
If no transform tool is active, an axis tripod turning off Display World Axis, on the Viewports
appears in the viewports whenever you select one panel (page 3–551) of the Preference Settings
or more objects, to assist you visually in your dialog.
transforms. When a transform tool is active, the
transform gizmo (page 1–348) appears instead,
unless you’ve turned it off.
See also
Using Transform Gizmos (page 1–348)
Transform Managers (page 1–354)
Scaling Objects (page 1–346) Because axis tripods cannot be scaled, Absolute
Scale fields are unavailable when you are at a
Using Transform Gizmos (page 1–348) sub-object level.
Animating Transforms (page 1–354) See Basics of Creating and Modifying Objects
Transform Managers (page 1–354) (page 1–125) for information on sub-object
selection and gizmos.
Specifying a Reference Coordinate System (page
1–356) Procedures
Choosing a Transform Center (page 1–356) To transform an object using the Main toolbar:
Using the Axis Constraints (page 1–358) 1. On the Main toolbar, click one
of the three transform buttons: Select And
Move (page 1–360), Select And Rotate (page
Applying Transforms 1–360), or Select And Scale (page 1–361).
To use a transform, you click one of the three These buttons are usually referred to as Move,
transform buttons on the Main toolbar or choose Rotate, and Scale.
a transform from the quad menu. You then apply 2. Position the mouse over the object you want
the transform to a selected object using the mouse, to transform.
a type-in dialog, or both.
• If the object is already selected, the cursor
changes to indicate the transform.
Using the Transform Type-In
• If the object is not selected, the cursor
The Transform Type-In (page 1–352) is a small changes to a small plus sign to show that the
dialog you can keep on your screen while you object can be selected.
work. Its contents update to match the currently
active transform and selected object. 3. Drag the mouse to apply the transform.
If you drag the mouse over an unselected object,
There is also a coordinate display area on the status
it becomes selected and is also transformed.
bar where you can monitor and update objects’
position, rotation, and scale values. You can use the Transform gizmo to easily
restrict transforms to one or two axes. See
Using Transform Gizmos (page 1–348).
Moving and Rotating Objects 345
1. Choose Tools menu > Transform Type-In to Tip: To see the Z field, drag the transform
display the dialog. type-in portion of the toolbar while a pan
hand is visible.
2. Apply a transform to a selected object.
3. You can do any of the following, switching from
one to the other as required. Moving and Rotating Objects
• Type a value in an axis field and press Moving translates, or repositions, an object in the
ENTER to apply the transform change to 3D world. Rotation changes the orientation of an
the selection. object.
• Drag a spinner in an axis field to update the
selection.
• Drag the object to apply the transform and
read the resulting change in the dialog.
For example, if Move is active, the dialog fields
read out both the absolute and offset positions of
the selected object in world space. If no object is
selected, the fields turn gray.
To move an object:
• Click Select And Rotate (page 1–360) on
the toolbar. The button highlights. You can
now select objects, rotate previously selected
objects, or both select and rotate objects in a
single mouse action.
The axis about which the rotation takes place is
determined by the Axis Constraint setting. The
center of rotation is determined by the Transform
Center setting. See later topics in this section for
details.
Move Gizmo (page 1–349)
Rotate Gizmo (page 1–349)
• Click Select And Move (page 1–360) on Scale Gizmo (page 1–350)
the toolbar. The button highlights. You can
now select objects, move previously selected Failure to Move or Rotate
objects, or both select and move objects in a In some cases, an object might fail to move or
single mouse action. rotate, even when the proper button is on and the
The direction of the movement is determined object is selected. This could be due to one of the
both by your mouse and by the current reference following reasons:
coordinate system. In addition, the Axis • The object is frozen. See Selecting Objects
Constraint setting or usage of the transform gizmo (page 1–57).
limits movement along one or two axes. See later
• A transform controller has been assigned to
topics in this section for details.
the object. See Animation Controllers (page
To rotate an object:
2–697).
• Inverse Kinematics mode is on and the
preference called Always Transform Children
of the World is off. See Introduction to Inverse
Kinematics (IK) (page 2–781).
Scaling Objects
Scaling changes the size of an object.
The Scale transform button is a flyout that provides
three types of scale. The type of scale visible on the
toolbar is the type that appears in the quad menu,
accessed by right-clicking a selected object.
With the transform gizmo, you don’t need to select
a scale type for Uniform or Non-Uniform scaling.
Scaling Objects 347
To scale an object:
• Set the Select And Scale flyout to the scale
type you want to use, then click it. The button
highlights.
You can now select objects, scale previously
selected objects, or both select and scale objects
in a single mouse action.
Scale Gizmo (page 1–350)
Non-uniform scale can change proportions by setting
Uniform Scale different values for different axes.
Squash
Notes on Scaling
If you scale an object and later check its base
parameters in the Modify panel, you see the
dimensions of the object before it was scaled. The
base object exists independently of the scaled
object that is visible in your scene.
Rotate gizmo
You can use the Measure utility (page 2–665) to
measure the current dimensions of an object that
has been scaled or changed by a modifier.
Scale gizmo
Move Gizmo
The Move gizmo includes plane handles, and the
option to use a center box handle.
You can select any of the axis handles to constrain
movement to that axis. In addition, the plane
handles allow you to constrain movement to the
XY, YZ, or XZ planes. The selection hotspot is
within the square formed by the plane handles.
You can change the size and offset of the handles
and other settings on the Gizmos panel (page
3–554) of the Preferences dialog (page 3–536).
Rotate Gizmo
The Rotate gizmo is built around the concept
of a virtual trackball. You can rotate an object
freely, about the X, Y, or Z axis, or about an axis
perpendicular to the viewport.
350 Chapter 6: Transforms: Moving, Rotating, and Scaling Objects
Scale Gizmo
The Scale gizmo includes plane handles and
The axis handles are circles around the trackball. scaling feedback through the stretching of the
Drag anywhere on one of them to rotate the gizmo itself.
object about that axis. As you rotate about the X, The plane handles let you perform uniform and
Y, or Z axis a transparent slice provides a visual non-uniform scaling without changing your
representation of the direction and amount of selection on the toolbar:
rotation. If you rotate more than 360°, the slice
overlaps and the shading becomes increasingly • To perform Uniform scaling, drag in the center
opaque. The software also displays numerical data of the gizmo.
to indicate a precise rotational measurement.
Notes
Using a Transform gizmo sets the default axis
constraint to the last axis or plane you used.
Dragging a Transform gizmo temporarily disables
snaps. To retain snapping capabilities with the
Transform gizmo enabled, set the constraints, and
then transform the selection without dragging on
any gizmo handles.
If Lock Selection Set is on, you can drag anywhere
in the viewport to transform the object. Dragging
an axis, however, still applies the constraint along
that axis.
Procedure
Example: To explore use of the transform gizmo:
The Scale gizmo provides feedback by changing The Z shaft turns yellow, the X and Y shafts
its size and shape; in the case of a uniform scale turn red and green, respectively, and the sphere
operation, it will grow or shrink as the mouse moves along the Z axis.
moves, and during non-uniform scaling, the 4. Point to the Y shaft, and drag.
gizmo will stretch and deform while dragging.
The Y shaft turns yellow, and the sphere moves
However, once the mouse button is released, the
along only the Y axis.
gizmo returns to its original size and shape.
5. Point to the red-and-green corner mark
opposite the ends of the X and Y axes, and drag.
352 Chapter 6: Transforms: Moving, Rotating, and Scaling Objects
When you use the Transform Type-In at a • Drag the object to apply the transform and
sub-object level, you transform the transform read the resulting change in the axis fields.
gizmo of the sub-object selection. So, for example, For example, if Move is active, the fields
the absolute position values represent the absolute read out both the absolute positions of the
world position of the transform gizmo. If you’ve selected object in world space. If no object is
selected a single vertex, it’s the absolute world selected, the fields turn gray.
position of the vertex.
If multiple vertices are selected, the Transform Interface
gizmo is placed at the center of the selection, so the Status bar
position you specify in the Transform Type-In sets
the absolute position of the center of the selected
vertices.
Absolute/Offset Mode Transform
When multiple vertices are selected in Local Type-In—When this is off, the software treats
transform mode, you end up with multiple values you enter into the X, Y, and Z fields as
transform gizmos. In this case, only the Offset absolutes. When this is on, the software applies
control is available. transform values you enter as relative to current
values; that is, as an offset. Default=off.
Because the axis tripods are not scaled, the
Absolute Scale control is not available at the X, Y, and Z—Display and accept entry for values of
sub-object level. Only Offset is available. position, rotation, and scale along each axis.
When you use the Transform Type-In for Absolute
Absolute group (Dialog)
rotation, the state of the Center flyout is respected.
You can perform absolute rotations about the
pivot point of the object, the selection center,
or transform coordinate center. See Choosing a
Transform Center (page 1–356).
Procedure
To use transform type-in:
1. Select an object or a group of objects. X, Y, and Z—Display and accept entry for absolute
values of position, rotation, and scale along each
2. Choose a transform to perform on the objects
axis. Position and rotation are always displayed, as
(Move, Rotate, or Scale). world scale is always local.
3. You can do any of the following, switching from
one to another as required: Offset group (Dialog)
• Type a value in an axis field and press X, Y, and Z—Display and accept entry for offsets
ENTER to apply the transform change to the of the position, rotation, and scale values along
object in the viewport. each axis.
• Drag a spinner in an axis field to update the Displayed offset values revert to 0.0 after each
object in the viewport. operation. For example, if you enter 45 degrees
in a Rotate Offset field, when you press ENTER,
354 Chapter 6: Transforms: Moving, Rotating, and Scaling Objects
the software rotates the object 45 degrees from 7. Click the Play button (page 3–445).
its previous position, increases the Absolute field
value by 45 degrees, and resets the Offset field to The object moves from point A to point B over
0.0. frames 0 to 25, and then proceeds to point C
over frames 26 to 50.
Offset labels reflect the active reference coordinate
system. The Offset can be Offset: Local, Offset: 8. The Play button has turned into a Stop
Parent, and so on. If you use Pick to select the button; click Stop to stop playback.
reference coordinate system of a particular object,
You can combine different transforms in a single
the Offset will be named with that object.
animation sequence, so that an object appears to
move as it rotates and changes in size.
Animating Transforms See Animation Concepts and Methods (page
2–669) for more information on animation
You can animate changes in position, rotation, and
techniques.
scale (transforms) by turning on the Auto Key
button and then performing the transform at any
frame other than frame 0. This creates a key for
that transform at the current frame.
• An axis is a straight line along which an object tripod for selections when a transform mode
is moved or scaled, or about which an object is is active. Besides providing all of the above
rotated. When you work in 3D, you use three functions, it lets you specify the transform axis
axes, labeled X, Y, and Z, which are oriented 90 or axes without explicitly setting constraints;
degrees from each other. see Using the Axis Constraints (page 1–358).
For more on the Transform gizmo, see Using
• A coordinate system specifies the orientation of Transform Gizmos (page 1–348).
the X, Y, and Z axes used by a transform.
You can toggle the display of the axis tripod in
For example, in the World coordinate system,
all viewports by choosing Views menu > Show
as seen from the Front view, the X axis runs
Transform Gizmo, or by pressing the X key.
horizontally from left to right, the Y axis
runs from back to front, and the Z axis runs
Transform Manager Settings
vertically, from bottom to top.
The state of the three transform managers
On the other hand, each object carries its own
(coordinate system, center, and axis constraints)
Local coordinate system. If the object has been
is stored with each type of transform. When you
rotated, its Local coordinate system might be
switch from Move to Rotate to Scale, the transform
different from the world coordinate system.
managers change to whatever combination they
• The transform center, or pivot point, is the spot were in when you last used that transform.
about which a rotation takes place, or to and
from which scaling occurs. For example, if you click Rotate and set the
transform managers to Local, Selection Center,
Using the transform managers, you can specify and Y constraint, when you click Move, the
any combination of axes, transform coordinate controls might shift to View, Pivot Point, and XY
systems, and transform centers. constraint (whichever combination was set the
last time you used Move). When you go back
356 Chapter 6: Transforms: Moving, Rotating, and Scaling Objects
to Rotate, the controls revert to Local, Selection 2. From the Transform Coordinate System list,
Center, and Y constraint. choose Pick, and then click the point object.
Tip: To avoid surprises, always click the transform The name of the point object appears in the list
button first, and then set the transform managers. as the active coordinate system.
If, instead, you first set the transform managers,
Now you can use the point object’s coordinate
their settings are likely to change as soon as you
system as an adjustable axis.
choose a new transform button. One way to
remember this is always to set the transform and To use the adjustable axis:
managers by working from left to right on the
1. Place the point object where you want the rotate
toolbar. Alternatively, you can turn on Customize
menu > Preferences > General tab > Reference or scale transform to be centered.
Coordinate System group > Constant, which keeps 2. Select the object you want to transform.
the transform manager settings the same for all 3. Choose the point object’s name in the
transforms. Transform Coordinate System drop-down list.
4. From the Use Center flyout (page 1–366)
choose Use Transform Coordinate Center. For
Specifying a Reference Coordinate
more information, see Choosing a Transform
System Center (page 1–356).
The reference coordinate system determines the 5. Proceed with the transform.
orientation of the X, Y, and Z axes used by the
transform. The type of transform system you use
affects all transform operations. Choosing a Transform Center
You specify the transform coordinate system using The transform center affects scale and rotation
the Reference Coordinate System list (page 1–364). transforms, but has no effect on position
transforms.
Creating a Local Axis
The software lets you choose from three types of
While modeling, it’s often helpful to have a
transform center using the Use Center flyout (page
temporary, movable local axis so you can rotate or
1–366) on the main toolbar. When you change the
scale about an arbitrary center.
transform center, the junction of the axis tripod
Note: This technique does not work for animation. icon moves to the location you specify.
See Choosing a Transform Center (page 1–356)
By default, Autodesk VIZ sets the transform
for animation tips.
center to Use Pivot Point center for single objects.
To create an adjustable local axis: When you select multiple objects, the default
transform center changes to Use Selection Center,
1. Create a Point helper object.
because selection sets have no pivot point. You can
You can use the Create panel or the Create change the transform center in either case, and the
menu. On the Create panel, click the Helpers program remembers and restores the transform
button, click Point, and then click in a viewport. center setting separately for selections of single
Or, choose Create menu > Helpers > Point, and and multiple objects (during the current session).
then click in a viewport.
Choosing a Transform Center 357
when transforming sub-object selections. You can of a dummy helper object, and then rotating or
override the active transform center and perform scaling the dummy.
the current transform about a temporary point
Another technique is to offset the pivot point of
by using snaps. When Snaps is active, and your
your object using the Hierarchy panel.
selection is locked, the point you snap to will set
the point about which the transform is performed. For information about linking, dummy objects,
Using this technique, you can: and the Hierarchy panel, see Hierarchies (page
• Move relative to two snap points. 2–763).
Utilities panel > Utilities rollout > More button > Utilities
dialog > Reset XForm
Uniform scale does not change an object’s proportions. Non-uniform scale can change proportions with different
values for different axes.
To scale a single object, you don’t need to select it
first. When this tool is active, clicking an object You can restrict the objects’ scaling about the X, Y,
selects it and dragging the mouse scales it. or Z axis, or to any two axes, by first clicking the
appropriate button on the Axis Constraints toolbar
Scale Gizmo (page 1–350) (page 3–396), or with the Transform gizmo (page
1–348).
To scale a single object, you don’t need to select it
Select and Non-Uniform Scale
first. When this tool is active, clicking an object
Main toolbar > Select and Non-Uniform Scale (on Select selects it and dragging the mouse scales it.
And Scale flyout)
Important: Avoid applying non-uniform scale at
Right-click an object. > Scale (selects current toolbar
Scale mode) the object level. Non-uniform scaling is applied as
a transform and changes the axes of the object, so
The Select And Non-Uniform Scale button, it affects other object properties. It also alters the
available from the Select And Scale flyout (page properties passed hierarchically from parent to child.
1–361), lets you scale objects in a non-uniform When you perform other operations on the object, such
manner according to the active axis constraint. as rotation, inverse kinematic calculations, and other
positioning operations, you might not get the results
you expect. To recover from these problems, use the
Hierarchy panel’s Reset Scale button or the Utilities
panel’s Reset XForm utility. Either of these options
will reset the axes to use the non-uniform scale as the
fundamental scale for the object.
The coordinate system in Screen mode is always relative to Example of a Parent object coordinate system
the point of view.
Local—Uses the coordinate system of the selected
World—Uses the world coordinate system. Seen object. An object’s local coordinate system is
from the front: carried by its pivot point (page 3–715). You can
• X runs in a positive direction to the right. adjust the position and orientation of the local
coordinate system, relative to its object, using the
• Z runs in a positive direction upward.
options on the Hierarchy command panel.
• Y runs in a positive direction away from you.
When Local is active, the Use Transform Center
button is inactive and all transforms use the local
axis as the center of transformation. In a selection
set of several objects, each uses its own center for
the transform.
When you rotate about a single axis with the Local Because the software saves an object’s name in the
and Parent coordinate systems, this can change list, you can pick an object’s coordinate system,
two or three of the Euler XYZ tracks. The Gimbal change the active coordinate system, and then
coordinate system avoids this problem: Euler XYZ use the object’s coordinate system again at a later
rotation about one axis changes only that axis’s time. The list saves the four most recently picked
track. This makes function curve editing easier. object names.
Also, absolute transform type-in with Gimbal
When using Pick to specify an object as a reference
coordinates uses the same Euler angle values as
coordinate system, you can press H to display the
the animation tracks (as opposed to Euler angles
Select Objects dialog (page 1–74) and pick the
relative to the World or Parent coordinate system,
object from there.
as those coordinate systems require).
For move and scale transforms, Gimbal
coordinates are the same as Parent coordinates.
When the object does not have an Euler XYZ
Rotation controller assigned, Gimbal rotation is
the same as Parent rotation.
The Euler XYZ controller can be the active
controller in a List controller, too.
Grid—Uses the coordinate system of the active
grid.
Using an active grid coordinate system. The Use Center flyout provides access to three
Pick—Uses the coordinate system of another object
methods you can use to determine the geometric
in the scene. center for scale and rotate operations. They are,
from top to bottom:
After you choose Pick, click to select the single
object whose coordinate system the transforms Use Pivot Point Center (page 1–367)
will use. The object’s name appears in the Use Selection Center (page 1–367)
Transform Coordinate System list.
Use Transform Coordinate Center (page 1–367)
Use Pivot Point Center 367
Main toolbar > Use Pivot Point Center (on Use Center The axis tripod (page 1–343) shows the center that
flyout) is currently being used.
Note: The transformation center mode is set on
The Use Pivot Point Center button, available from
a transform-by-transform basis, so select the
the Use Center flyout (page 1–366), lets you enable
transform before you select the center mode. If
rotation or scaling of one or more objects around
you do not want the center setting to change, turn
their respective pivot points (page 3–715).
on Customize menu > Preferences > General tab >
The axis tripods (page 1–343) show the centers Reference Coordinate System group > Constant.
that are currently being used.
Note: The transformation center mode is set on
a transform-by-transform basis, so select the
transform before you select the center mode. If
you do not want the center setting to change, turn
on Customize menu > Preferences > General tab >
Reference Coordinate System group > Constant.
Restrict To X
Transform Constraints
Axis Constraints toolbar > Restrict to X
Controls for constraining transforms to operate
Keyboard > F5
along a single axis, or in a single plane, are on the
Axis Constraints toolbar (page 3–396), which by
Use Restrict To X To limit all transformations
default is not displayed. You can turn it on by
(move, rotate, scale) to the X axis.
right-clicking the main toolbar and choosing Axis
Constraints from the pop-up menu. When you click Move and then Restrict To X,
Tip: The Transform gizmos also provide a way to you will only be able to move the object on this
constrain transforms. Also, you can use these axis. Use this when you want to make sure you
keyboard shortcuts to switch constraints: don’t inadvertently move an object in the other
directions.
• Restrict to X = F5
You can also restrict transformations to the X axis
• Restrict to Y = F6
when using the Transform gizmo (page 1–348).
• Restrict to Z = F7 Dragging the X tripod leg will allow you to move
• Restrict Plane Cycle = F8 only in X.
Restrict To Y 369
Note: Constraints are set on a transform-by- select the axis constraint. If you do not want the
transform basis, so select the transform before you constraints to change, turn on Customize menu >
select the axis constraint. If you do not want the Preferences > General tab > Reference Coordinate
constraints to change, turn on Customize menu > System group > Constant.
Preferences > General tab > Reference Coordinate
The axis constraints are stored separately at
System group > Constant.
object and sub-object levels. If you set these
The axis constraints are stored separately at three controls one way while in sub-object mode
object and sub-object levels. If you set these and another way while in object selection level,
three controls one way while in sub-object mode when you return to sub-object mode, they’re
and another way while in object selection level, restored to the way they were previously set. For
when you return to sub-object mode, they’re example, if you’re using XY constraints at object
restored to the way they were previously set. For level, then switch to sub-object level and use Z
example, if you’re using XY constraints at object constraint, when you return to object level, XY
level, then switch to sub-object level and use Z will be restored.
constraint, when you return to object level, XY
Snaps can conflict with Restrict To Y. Go to
will be restored.
Customize menu > Grid And Snap Settings
Snaps can conflict with Restrict To X. Go to > Options > Translation to find the Use Axis
Customize menu > Grid And Snap Settings Constraints check box. When this is off, Snaps
> Options > Translation to find the Use Axis take precedence over axis constraints.
Constraints check box. When this is off, Snaps
take precedence over axis constraints.
Restrict To Z
Axis Constraints toolbar > Restrict to Z
Restrict To Y
Keyboard > F7
Axis Constraints toolbar > Restrict to Y
Preferences > General tab > Reference Coordinate When you move an object along a plane that is
System group > Constant. head-on to your view, the object moves along the
single available axis shown in the view.
The axis constraints are stored separately at
object and sub-object levels. If you set these Note: Constraints are set on a transform-by-
three controls one way while in sub-object mode transform basis, so select the transform before you
and another way while in object selection level, select the axis constraint. If you do not want the
when you return to sub-object mode, they’re constraints to change, turn on Customize menu >
restored to the way they were previously set. For Preferences > General tab > Reference Coordinate
example, if you’re using XY constraints at object System group > Constant.
level, then switch to sub-object level and use Z The axis constraints are stored separately at
constraint, when you return to object level, XY object and sub-object levels. If you set these
will be restored. three controls one way while in sub-object mode
Snaps can conflict with Restrict To Z. Go to and another way while in object selection level,
Customize menu > Grid And Snap Settings when you return to sub-object mode, they’re
> Options > Translation to find the Use Axis restored to the way they were previously set. For
Constraints check box. When this is off, Snaps example, if you’re using XY constraints at object
take precedence over axis constraints. level, then switch to sub-object level and use Z
constraint, when you return to object level, XY
will be restored.
Restrict To Plane Flyout
Axis Constraints toolbar > Restrict to Plane flyout
Restrict To XY Plane
Axis Constraints toolbar > Restrict to XY Plane (on Restrict
to Plane flyout)
The Restrict To Plane flyout, available from the Restrict To XY Plane lets you limit all
Axis Constraints toolbar (page 3–396), lets you transformations (move, rotate, scale) to the XY
limit all transformations (move, rotate, scale) to axes (by default, parallel with the Top view).
the XY (page 1–370), YZ (page 1–371), or ZX You can also select planar constraint by using
(page 1–371) planes (by default, parallel with the the Transform gizmo (page 1–348). Instead of
Top view). Alternatively, you can cycle through clicking the tripod heads, choose the corner marks
the planar constraints (XY, YZ, ZX) by repeatedly that are part of the gizmo. You can cycle through
pressing the F8 key. constraints by selecting the other sets of corner
You can also select planar constraint by using the marks to choose the alternate planes.
Move Transform Gizmo (page 1–348). Instead of When you move an object along a plane that is
dragging one of the axis indicators, drag one of the head-on to your view, the object moves along the
plane indicators near the center of the gizmo. single available axis shown in the view.
Note: Constraints are set on a transform-by-
transform basis, so select the transform before you
Restrict To YZ Plane 371
select the axis constraint. If you do not want the select the axis constraint. If you do not want the
constraints to change, turn on Customize menu > constraints to change, turn on Customize menu >
Preferences > General tab > Reference Coordinate Preferences > General tab > Reference Coordinate
System group > Constant. System group > Constant.
The axis constraints are stored separately at The axis constraints are stored separately at
object and sub-object levels. If you set these object and sub-object levels. If you set these
three controls one way while in sub-object mode three controls one way while in sub-object mode
and another way while in object selection level, and another way while in object selection level,
when you return to sub-object mode, they’re when you return to sub-object mode, they’re
restored to the way they were previously set. For restored to the way they were previously set. For
example, if you’re using XY constraints at object example, if you’re using XY constraints at object
level, then switch to sub-object level and use Z level, then switch to sub-object level and use Z
constraint, when you return to object level, XY constraint, when you return to object level, XY
will be restored. will be restored.
Snaps can conflict with Restrict To XY Plane. Go Snaps can conflict with Restrict To YZ Plane. Go
to Customize menu > Grid And Snap Settings to Customize menu > Grid And Snap Settings
> Options > Translation to find the Use Axis > Options > Translation to find the Use Axis
Constraints check box. When this is off, Snaps Constraints check box. When this is off, Snaps
take precedence over axis constraints. take precedence over axis constraints.
Keyboard > F8 (cycles through plane constraints) Keyboard > F8 (cycles through plane constraints)
Restrict To YZ Plane lets you limit all Restrict To ZX Plane lets you limit all
transformations (move, rotate, scale) to the YZ transformations (Move, Rotate, and Scale) to the
axes (by default, parallel with the Left view). ZX axes (by default, parallel with the Front view).
You can also select planar constraint by using You can also select planar constraint by using
the Transform gizmo (page 1–348). Instead of the Transform gizmo (page 1–348). Instead of
clicking the tripod heads, choose the corner marks clicking the tripod heads, choose the corner marks
that are part of the gizmo. You can cycle through that are part of the gizmo. You can cycle through
constraints by selecting the other sets of corner constraints by selecting the other sets of corner
marks to choose the alternate planes. marks to choose the alternate planes.
When you move an object along a plane that is When you move an object along a plane that is
head-on to your view, the object moves along the head-on to your view, the object moves along the
single available axis shown in the view. single available axis shown in the view.
Note: Constraints are set on a transform-by- Note: Constraints are set on a transform-by-
transform basis, so select the transform before you transform basis, so select the transform before you
372 Chapter 6: Transforms: Moving, Rotating, and Scaling Objects
select the axis constraint. If you do not want the be used while creating other objects, but results
constraints to change, turn on Customize menu > are likely to be unsatisfactory.
Preferences > General tab > Reference Coordinate
Ortho mode displays a compass which gives a
System group > Constant.
readout of the current angle of the input relative to
The axis constraints are stored separately at the positive direction of the local X axis.
object and sub-object levels. If you set these Note: If you hold down the ALT key in Ortho
three controls one way while in sub-object mode mode, the next point becomes doubly constrained
and another way while in object selection level, by both the previous point and the first point
when you return to sub-object mode, they’re of the current object. This allows you to close
restored to the way they were previously set. For splines precisely. In this mode, two compasses are
example, if you’re using XY constraints at object displayed; one each at the first and previous points.
level, then switch to sub-object level and use Z
constraint, when you return to object level, XY Procedures
will be restored.
To use Ortho:
Snaps can conflict with Restrict To ZX Plane. Go
1. Turn on the Ortho Snapping Mode button.
to Customize menu > Grid And Snap Settings
> Options > Translation to find the Use Axis The button appears depressed.
Constraints check box. When this is off, Snaps 2. Begin to draw a Line spline.
take precedence over axis constraints.
An orange compass appears where you place
the first point, along with a red number
indicating the angle of the current line segment
Ortho Snapping Mode with the positive direction of the local X axis.
Snaps toolbar > Ortho Snapping Mode button 3. Move the mouse cursor around in the viewport.
The line jumps to 90-degree angle increments
When drawing a Line spline (page 1–242) or on the local X axis, while the compass reading
Wall object (page 1–193), Ortho Snapping Mode updates to show the current angle.
constrains line creation to the horizontal or vertical
4. Click to place the next vertex.
directions relative to the active grid. That is, with
Ortho on, you can draw only lines that are parallel 5. Repeat steps 3 and 4 until you’re ready to
to lines of the active grid. Ortho is particularly complete the shape.
useful for drawing plans where all lines must be at 6. Do either of the following:
90 degrees to each other, such as a house plan. To
• To finish the shape at the most recent vertex
constrain line-drawing to other angle increments,
without closing it, right-click anywhere.
use Polar Snapping Mode (page 1–373) instead.
• To finish the shape by closing it, position the
The following provisions apply to using Ortho: mouse cursor close to the first point and
• Use of Ortho is mutually exclusive of use of the then click. A small dialog opens asking if
Polar Snapping Mode toggle (page 1–373); only you want to close the spline; click Yes.
one can be active at a time.
• Ortho Snapping applies primarily to the
See also
creation of line splines and wall objects. It can Snaps Toolbar (page 3–398)
Polar Snapping Mode 373
Procedures
Polar Snapping Mode To use Polar:
Snaps toolbar > Polar Snapping Mode button 1. Turn on the Polar Snapping Mode button.
The button appears depressed.
When drawing a Line spline (page 1–242) or
2. Begin to draw a line spline.
Wall object (page 1–193), Polar Snapping Mode
constrains line creation to angle increments An orange compass appears where you place
determined by the Angle Snap setting relative to the first point, along with a red number
the active grid. To change the Angle Snap setting, indicating the angle of the current line segment
right-click the Angle Snap Toggle button on the with the positive direction of the local X axis.
main toolbar and in the Options panel > General 3. Move the mouse cursor around in the viewport.
group, edit the Angle setting.
The line jumps to specific angle increments
Polar is particularly useful for drawing plans where from the X-axis, while the compass reading
angles between all lines must conform to specific updates to show the current angle. You set the
angle increments, such as 45 degrees. If all lines angle increment in the Grid And Snap Settings
must be at 90-degree angles to each other, use dialog > Options panel (page 2–660) > General
the Ortho Snapping Mode toggle (page 1–372) group, which you can access by right-clicking
instead. the Angle Snap Toggle button on the main
toolbar.
The following provisions apply to using Polar:
4. Click to place the next vertex.
• Use of Polar is mutually exclusive of use of the
Ortho toggle; only one can be active at a time. 5. Repeat steps 3 and 4 until you’re ready to
complete the shape.
• Polar applies primarily to the creation of line
splines and wall objects. It can be used while 6. Do any of the following:
creating other objects, but results are likely to • To finish the shape at the most recent vertex
be unsatisfactory. without closing it, right-click anywhere.
Polar mode displays a compass that provides a • To finish the shape by closing it, position the
readout of the current angle of the input relative to mouse cursor close to the first point and
the positive direction of the local X axis. then click. A small dialog opens asking if
Note: If you hold down ALT in Polar mode, the
you want to close the spline; click Yes.
next point becomes doubly constrained by both • To finish the shape by closing it while
the previous point and the first point of the current constraining the line to the polar snap, first
object. This allows you to close splines precisely. position the mouse cursor close to the first
In this mode, two compasses are displayed; one point, press and hold ALT to constrain the
each at the first and previous points. mouse by both the previous point and the
Note: Polar also enables Angle Snap (page 2–653)
first point, and then click. This vertex is
for rotating existing objects. automatically placed at the current angle
increment from the first point, so that you
need only click the first point to close the
shape.
374 Chapter 6: Transforms: Moving, Rotating, and Scaling Objects
Array Flyout
Transform Tools Extras toolbar > Array flyout
Procedures
To mirror an object:
1. Make any object selection.
The Array command displays the Array dialog 5. In the Array Transformation group, click
(page 1–377), which enables you to create an array the arrows to set Incremental or Totals array
of objects based on the current selection. parameters for Move, Rotate, and Scale.
6. Enter coordinates for the Array Transformation
parameters.
Array Dialog
7. Indicate whether you want a 1D, 2D, or 3D
Extras toolbar > Array > Array dialog array.
Tools menu > Array > Array dialog 8. Set Count to the number of copies on each axis.
9. Enter the appropriate values in the numeric
The Array dialog enables you to create an array of fields for Incremental Row Offsets.
objects based on the current selection.
10. Click OK.
The items in the Array Dimensions group let The current selection is duplicated the specified
you create one-, two-, and three-dimensional number of times, with each object transformed
arrays. For example, a row of five objects is a as indicated.
single-dimension array, even though it takes up
three-dimensional space in the scene. An array To replace an array:
of objects that’s five rows by three columns is a
1. Undo the array to replace, using Edit > Undo
two-dimensional array, and an array of objects
Create Array, or press CTRL+Z.
that’s five rows by three columns by two levels is a
three-dimensional array. 2. Change the coordinate system and transform
center, if needed.
Tip: You can preview the array by turning on the
Preview button. With Preview on, changing the 3. Click the Array button, or choose Tools >
array settings updates the viewports in real time. Array, and adjust any parameters on the Array
dialog that is displayed.
Procedures
4. Click OK to create a new array, which replaces
To create an array: the previous version. Repeat these steps to
1. Select the object(s) to array. fine-tune the array.
2. Click the Array button, or choose Tools Example: To create an array of objects that numbers
> Array. 5 x 4 x 3:
3. On the Array dialog, select the type of object 1. Create a sphere with a radius of 10 units.
to output: Copy, Instance, (page 3–689) or 2. Choose Tools > Array to display the Array
Reference (page 3–722)). dialog.
4. In the Preview group, click the Preview button 3. In the Incremental set of parameters, set Move
to turn it on. X (the upper-left field) to 50. This causes each
This lets you see the results of the array object in the array to be positioned 50 units
operation in the viewports, with changes apart on the X axis.
appearing in real time. 4. In the Array Dimensions group, choose the 3D
button to enable all the spinners in that group.
378 Chapter 6: Transforms: Moving, Rotating, and Scaling Objects
5. Set the 1D Count spinner to 5, the 2D Count If the Front viewport is not visible, press
spinner to 4, and the 3D Count spinner to 3. ALT+W to switch to a four-viewport layout.
This creates a row of 5 objects that are 50 units
3. Choose Use Transform Coordinate Center
apart, and then 4 rows of those five objects,
on the Main toolbar.
and then 3 rows of the 5 x 4 matrix of objects,
resulting in a box array. 4. Choose Tools > Array.
6. In the 2D row, set the Y spinner to 80. 5. Click the arrow button to the right of the Rotate
label to enable the three Rotate fields in the
7. In the 3D row, set the Z spinner to 100.
Totals section.
8. Click OK.
6. Set the Z parameter to 360.0.
A box array of spheres appears. The first
7. In the Array Dimensions group, choose 1D and
dimensional array is five created along the
set Count to 12.
X world axis, 50 units apart (as specified in
the Array Transform group). The second 8. Click OK.
dimensional array is four layers created along The software creates an array of 12 boxes in a
the Y world axis, 80 units apart (as specified full circle.
in the Array Dimensions group). The third
dimensional array is three layers created along Interface
the Z world axis, 100 units apart. The total
number of objects in the array is 60.
Tools menu > Snapshot Snapshot spaces the clones equally in time.
Adjustments in Track View let you space the clones
equally along the path instead (see the second
procedure, below).
Like other clone techniques, Snapshot creates
copies, instances, or references.
Procedures
To clone an object over time:
1. Select an object with an animation path.
Snapshot also shows the effect of any other
transform animations, such as rotate or scale.
You can create a single clone on any frame, or space To space clones evenly by distance:
multiple clones along the animation trajectory 1. Select an object with an animated position.
(path) (page 3–741). The spacing can be a uniform
timing or a uniform distance. To use snapshot, 2. Open Track View and find the Position track
select any object that has animation assigned to it. for the original object.
3. Click Assign Controller and check that the
track is using a Bezier Position controller. Do
one of the following:
• If the track is already using a Bezier Position
controller, proceed to step 4.
Spacing Tool 381
• If the track is not using a Bezier Position From/To—Specifies the range of frames to place the
controller, change the controller (page cloned object along the trajectory.
2–857), then proceed to step 4.
Copies—Specifies the number of clones to place
4. Select all the transform keys and right-click along the trajectory. They are evenly distributed
one of the selected keys to display the Key Info over the time period, but not necessarily over the
dialog (page 2–694). spatial distance along the path.
5. Click Advanced to expand the dialog.
Clone Method group
6. Click Normalize Time.
With the Copy, Instance, and Reference methods,
7. Set Constant Velocity on.
the clone retains any animation within the object,
8. Click the Snapshot button on the Array so all the clones will be animated in the same way.
flyout, or choose Tools menu > Snapshot. Copy—Clones copies of the selected object.
The Snapshot dialog appears. Instance—Clones instances (page 3–689) of the
9. Set parameters in the dialog, and click OK. selected object.
Reference—Clones references (page 3–722) of the
Interface
selected object.
Mesh—Use this to create mesh geometry.
Spacing Tool
Extras toolbar > Spacing Tool (on Array flyout)
start point, or from the second pair of points points, starting at the start. The software always
to the first point. You also specify the spacing places an object at the start or its offset. You
between objects. specify the spacing between objects and the
• End Offset, Divide Evenly—Distributes the offset from the start. The Spacing tool attempts
number of objects you specify between the start to evenly fill the space with as many objects
of a spline or a pair of points and an end offset as it can fit between the start or its offset and
that you specify. The software always places an the end. There might not always be an object
object at the end or its offset. When you specify placed at the end.
more than one object, there is always an object • Specify Offsets and Spacing—Distributes as
placed at the start. The Spacing tool attempts many equally spaced objects as possible along a
to evenly fill the space with the objects between spline or between a pair of points. You specify
the end offset and the start. the spacing between objects. When you specify
• End Offset, Specify Spacing—Distributes objects offsets from the start and end, the software
toward the start of a spline or a pair of points, distributes equally spaced objects between the
starting at the end or its offset. The software offsets. There might not always be an object
always places an object at the end or its offset. placed at the start and ends.
You specify the spacing between objects and the • Specify Offsets, Divide Evenly—Distributes the
offset from the end. The Spacing tool attempts number of objects you specify along a spline
to evenly fill the space with as many objects or between a pair of points. If you specify one
as it can fit between the end or its offset and object the software places it at the center of the
the start. There might not always be an object path. If you specify more than one object the
placed at the start. software always places an object at the start
• Start Offset—Distributes the number of objects offset and the end offset. If you specify more
you specify along a straight line. The objects than two objects the software evenly distributes
start at an offset distance that you specify. This the objects between the offsets.
distance is from the start of the spline to its end • Space from End, Unbounded—Distributes the
point, or from the first of a pair of points to the number of objects you specify along a straight
second. You also specify the spacing between line from the end toward the start of a spline
objects. or a pair of points. You specify the spacing
• Start Offset, Divide Evenly—Distributes the between objects. The software locks the end
number of objects you specify between the offset so that it’s the same as the spacing.
end of a spline or a pair of points, starting at • Space from End, Specify Number—Distributes
an offset that you specify from the start. The the number of objects you specify toward the
software always places an object at the start or start of a spline or a pair of points, starting
its offset. When you specify more than one at the end. The Spacing tool determines the
object, there is always an object placed at the amount of space between objects based on the
end. The Spacing tool attempts to evenly fill number of objects and the length of the spline
the space with the objects between the start or or the distance between the pair of points. The
its offset and the end. software locks the end offset so that it’s the
• Start Offset, Specify Spacing—Distributes same as the spacing.
objects toward the end of a spline or a pair of
Spacing Tool 385
Link to Destination—Links each clone as a child of value to take effect, the respective Orientation
its destination object. check box must be on.
Match Scale —Use the X Axis, Y Axis, and Z Axis
Clone Parameters rollout
options to match the scale axis values between the
These settings let you determine the type of clone source and destination.
to create, and, if appropriate, how to copy the
controller. For details, see Clone Options Dialog This matches only the scale values you’d see in
(page 2–6). the coordinate display (page 3–437). It does not
necessarily cause two objects to be the same size.
Align Parameters rollout Matching scale causes no change in size if none of
the objects has previously been scaled.
The Align Position and Align Orientation group
names are followed by the current reference Reset All Parameters—Returns all settings in the
coordinate system (page 1–364), in parentheses, Align Parameters rollout to their default values.
which they use as the coordinate system for Apply—Generates the clones as permanent objects.
positioning and aligning the clones. When the After clicking Apply, you can use Clone And Align
View coordinate system is active, alignment uses to generate additional clones, using the results of
the World coordinate system. previous clonings as source or destination objects
The Offset parameters always use each destination if you like.
object’s Local coordinate system. Cancel—Aborts the current cloning operation and
closes the dialog.
Align Position group
X/Y/Z Position—Specifies the axis or axes on
which to align the clones’ position. Turning on all Align Flyout
three options positions each set of clones at the
Main toolbar > Align flyout
respective destination object’s location.
X/Y/Z Offset—The distance between the destination
object’s pivot and the source object’s pivot (or
source objects’ coordinate center). For an Offset
value to take effect, the respective Position check
box must be on.
The Align flyout, available from the Main toolbar Other alignment tools on the Align flyout are
(page 3–395), provides access to six different Quick Align (page 1–392), Normal Align (page
tools for aligning objects. These are, from top to 1–392), Place Highlight (page 1–394), Align to
bottom: Camera (page 1–395), and Align to View (page
1–395).
Align (page 1–389)
Quick Align (page 1–392)
Normal Align (page 1–392)
Place Highlight (page 1–394)
Align Camera (page 1–395)
Align to View (page 1–395)
Align
Main toolbar > Align (on Align flyout)
Align enables you to align the current selection to Aligning objects along an axis
a target selection. The name of the target object Upper: Y position, maximum
appears in the title bar of the Align dialog (page Lower: Y position, minimum
1–389). When performing sub-object alignment,
the title bar of the Align dialog reads "Align
Sub-Object Selection." Align Dialog
You can align the position and orientation of the Main toolbar > Align (on Align flyout) > Select object.
bounding box (page 3–663) of the source object to
Tools menu > Align > Select object.
the bounding box of a target object.
You can use the Align tool with any selection that Interface (page 1–391)
can be transformed. If an axis tripod is displayed,
The Align dialog enables you to align the current
you can align the tripod (and the geometry it
selection to a target selection. The name of the
represents) to any other object in the scene. You
target object appears in the title bar of the Align
can use this to align an object’s pivot point.
dialog. When performing sub-object alignment,
When performing sub-object alignment, the the title bar of the Align dialog reads "Align
Current Object options and the Match Scale boxes Sub-Object Selection."
are disabled. If you plan to align orientation for
You can align the position and orientation of the
sub-objects, first switch to Local transform mode
bounding box (page 3–663) of the source object to
on the Main toolbar so that the axis tripod is
the bounding box of a target object.
properly aligned with your sub-object selection.
390 Chapter 6: Transforms: Moving, Rotating, and Scaling Objects
You can use the Align tool with any selection that To align objects by position and orientation:
can be transformed. If an axis tripod is displayed, 1. Select a source object (the object to move into
you can align the tripod (and the geometry it alignment with the target object).
represents) to any other object in the scene.
When performing sub-object alignment, the 2. On the Main toolbar, click Align, or
Current Object options and the Match Scale check choose Tools > Align.
boxes are disabled. If you plan to align orientation The Align cursor appears. When over an
for sub-objects, first switch to Local transform eligible target object, the cursor also shows
mode on the Main toolbar so that the axis tripod is crosshairs.
properly aligned with your sub-object selection. 3. Position the cursor over the target object and
click.
Procedures
The Align Selection dialog appears. By default,
To align an object with a point object:
all options in the dialog are turned off.
1. Create a point helper object and position it at
4. In the Current Object and Target Object
a target location in your scene. Rotate it as groups, choose Minimum, Center, Pivot Point,
necessary to adjust final orientation. or Maximum.
2. Select a source object.
These settings establish the points on each
object that become the alignment centers.
3. On the Main toolbar, click Align, or
choose Tools > Align. 5. Begin alignment by turning on any combination
of X Position, Y Position, and Z Position.
Choose Tools > Align.
The source object moves in relation to the
The Align cursor appears attached to a pair of
target object, along the axes of the reference
cross hairs.
coordinate system. Setting all three moves the
4. Move the cursor over the point object and click. objects as close as possible, given the Current
The Align Selection dialog appears. If Object and Target Object settings.
necessary, move the dialog out of the way so 6. In the Align Orientation group, turn on any
you can see the active viewport. combination of X Axis, Y Axis, or Z Axis.
5. In the Align Position group, turn on X Position. The source object realigns accordingly. If the
The selected source object shifts to align with objects already share an orientation, turning
the X axis of the point object. on that axis has no effect. Once two axes are
aligned in orientation, the third is automatic.
6. Turn on Y Position and Z Position.
The source object moves so its center is at the To align a gizmo to another object:
point object.
1. Display the gizmo level of the Sub-Object
7. Turn on X Axis, Y Axis, and Z Axis in the Align selection.
Orientation group to reorient the object to
2. On the Main toolbar, click Align, or choose
match the coordinates of the point.
Tools > Align.
3. Click to select a target object in the viewport.
(You can select the same object containing the
Align Dialog 391
gizmo to align the gizmo to a part of its own options moves the current object to the target
object.) object’s location.
4. Use the available settings in the Align dialog to
Current Object/Target Object groups
adjust the transformation of the gizmo.
Specify which points on the objects’ bounding
To align a sub-object selection of geometry to boxes to use for the alignment. You can choose
another object: different points for the current object and the
1. Do one of the following: target object. For example, you can align the
• Convert the object to an editable mesh, and current object’s pivot point (page 3–715) with the
then perform the sub-object selection at any center of the target object.
level. Minimum—Aligns the point on the object’s
• Apply a Mesh Select modifier, followed by an bounding box with the lowest X, Y, and Z values
XForm modifier. (The Mesh Select modifier with the chosen point on the other object.
by itself doesn’t allow transforms.) Center—Aligns the center of the object’s bounding
box with the chosen point on the other object.
2. On the Main toolbar, click Align, or choose
Tools > Align, and then select a target object. Pivot Point—Aligns the object’s pivot point with
the chosen point on the other object.
3. Use the settings in the Align dialog to perform
the alignment. Maximum—Aligns the point on the object’s
bounding box with the highest X, Y, and Z values
Interface with the chosen point on the other object.
Procedure Interface
To align normals:
1. Select a source object. This is the object that
moves during alignment.
the original transform (page 3–742) of the source to do with highlights, but is simply being used to
object. position objects.
Note: Highlight rendering depends on the
material’s specular properties and the type of
Place Highlight rendering you use.
Main toolbar > Place Highlight (on Align flyout)
The light now has a new position and The software moves the camera so it faces
orientation. You can see the highlight and centers the selected normal in the camera
illumination in shaded viewports that show viewport.
the face you chose, and when you render those
views.
Align to View
Main toolbar > Align to View (on Align flyout)
Align Camera
Tools menu > Align to View
Main toolbar > Align Camera button (on Align flyout)
Tools menu > Align Camera Align to View, available from the Align flyout
(page 1–388), displays the Align to View dialog
Align Camera, available from the Align flyout (page 1–396) which lets you align the local axis of
(page 1–388), lets you align a camera to a selected an object or sub-object selection with the current
face normal. viewport.
Align Camera works similarly to Place Highlight You can use Align to View with any selection that
(page 1–394), except that it operates on face can be transformed.
normals instead of the angle of incidence, and
Other alignment tools on the Align flyout are
occurs when you release the mouse button instead
Align (page 1–389), Quick Align (page 1–392),
of dynamically acting during the mouse drag. Its
Normal Align (page 1–392), Place Highlight (page
purpose is to let you align a Camera viewport to
1–394), and Align to Camera (page 1–395).
a specified face normal.
Other alignment tools on the Align flyout are Procedure
Align (page 1–389), Quick Align (page 1–392), To align a grid to a view
Normal Align (page 1–392), Place Highlight (page
1. Activate a grid object (page 2–635).
1–394), and Align to View (page 1–395).
2. Activate a viewport and use viewport controls
Procedure (page 3–457) to set up the view you want.
To use Align Camera:
3. On the Modify toolbar, click Align to
1. Select the camera used for the viewport you View.
want to align.
4. On the Align To View dialog, make the desired
settings and click OK.
396 Chapter 6: Transforms: Moving, Rotating, and Scaling Objects
Procedure
To align the local axis of a selection with the current
viewport:
1. Select the objects or sub-objects to align.
Interface
freeze non-selected curves (Track View) 2–895 using transform gizmos 1–348
freeze selection’s layer 3–375 global and local exclude/include dialog (for raytraced maps
full screen 3–459 and materials) 2–1154
function curve editor 2–826, 2–847 global coordinate system 3–544
function curves category manager 3–568
add keys mode 2–889 define 3–571
glossary 3–680 edit category 3–572
show tangents 2–890 manager 3–574
Track View 2–886 modify 3–577
fuse vertices 1–268, 1–275, 1–280 new category 3–579
fusing (glossary) 3–681 properties 3–575
FX files select 3–580
path configuration 3–532 global coordinate system manager 3–574
global coordinate system properties 3–575
G global illumination 2–1350, 2–1360, 2–1392, 2–1404,
G-buffer 3–681 3–677
layers (rendering preferences) 3–540 global illumination (mental ray) 2–1380
gamma correction (glossary) 3–682 global lighting (rendered environment) 3–53
gamma preferences 3–550 global raytracer settings dialog 2–1151
general parameters (lights) 2–961 global shadow parameters (Track View) 2–828
general preferences settings 3–537 gloss palette 3–405
general settings rollout glossary 3–649
render to texture 2–1444 glossiness mapping 2–1126, 3–683
gengon 1–170 glow
geographic location dialog 1–338 render effect 3–7
geometric primitives 3–682 go to settings
geometry Material Editor 2–1076
AutoCAD 3–340 time 3–436, 3–445 to 3–446
AutoCADArchitectural Desktop 3–341 goniometric diagrams 2–957
compound objects 1–285 grab viewport 1–33
doors 1–217 gradients
extended primitives 1–157 gradient map 2–1224
file formats 3–135 gradient ramp map 2–1226
geometric primitives 1–139 graph editors menu 3–392
importing 3–135 delete schematic view 3–314
loft object 1–312 delete Track View 2–901
standard primitives 1–141 new schematic view 3–300, 3–314
types of 1–127 new Track View 2–901
windows 1–224 saved schematic views 3–300
GeoSphere 1–147 saved Track View 2–902
get material 2–1069 Track View 2–901
getting started 1–1 Track View - curve editor 2–818
ghosts Track View - dope sheet 2–818
ghost before/after current frame 3–551 graphics driver setup dialog 3–558
ghost in wireframe 3–551 grid
GI (global illumination) 2–1350 autogrid 2–623
GIF files 3–255 grid and snap settings 2–654
gizmo grid nudge distance 3–551
box atmospheric apparatus 3–84 grid setting display 3–438
cylinder atmospheric apparatus 3–85 home grid settings 2–662
gizmo/center (glossary) 3–683 options 2–660
preferences 3–554 snap override 2–658
sphere atmospheric apparatus 3–87 snaps 2–654
types of 3–83
Index 417
export Lightscape Preparation (LP) file dialog, general link constraint 2–750
panel 3–193 link rollouts 1–55, 2–816
export Lightscape Preparation (LP) file dialog, lights link info inherit 2–817
panel 3–195 link info locks 2–817
export Lightscape Preparation (LP) file dialog, views linkage, hierarchical 3–684
panel 3–200 linked file states 3–323
export Lightscape Preparation (LP) file dialog, windows linked objects
panel 3–199 assigning materials to 3–344, 3–353
export Lightscape View (VW) file dialog 3–201 conversion settings 3–327, 3–333
export Lightscape View (VW) file dialog, general selecting when file linking 3–338
panel 3–202 linking
export Lightscape View (VW) file dialog, views and unlinking objects 2–767
panel 3–202 animatable parameters 2–758 to 2–759
exporting animations to Lightscape 3–185 bones to follow objects 2–786
exporting daylight 3–183 end effectors to parent 2–786
exporting standard lights 3–180 strategy 2–764
grouping geometry for export 3–180 linking files 3–323
how objects are converted to Lightscape on links
export 3–189 adding and deleting 2–776
import 3–210, 3–214 and pivots 2–772
import Lightscape Preparation (LP) file dialog 3–221 animating links 2–776
importing Lightscape Preparation (LP) files 3–211 changing link inheritance 2–779
importing Lightscape Solution (LS) files 3–211 displaying 2–767
importing Lightscape View (VW) files 3–211 link inheritance (selected) utility 2–780
keeping original materials when exporting 3–184 main toolbar 2–768
mesh objects 3–214 list
saving camera views for export 3–184 layers 3–373
setting units and scale on export 3–182 list controller 2–716
using relative paths when exporting block (BLK) and named selection sets 1–81
material (ATR) files 3–185 selection filter 1–80
Lightscape import transformation axis coordinate system 1–364
error dialog 3–224 list views (Schematic View) 3–306
illumination maps 3–215 listener
Lightscape Materials utility 3–219 listener window (glossary) 3–692
troubleshooting 3–218 MAXScript listener 3–502
lightscape material 2–1191 load custom UI scheme 3–527
Lightscape Materials utility 3–219 local center during animate 3–546
Lightscape Preparation (LP) files local coordinate system (glossary) 3–692
importing 3–211 local euler XYZ rotation controller 2–718
Lightscape Solution (LS) files 3–218 local illumination 2–1350
importing 3–211 lock
Lightscape View (VW) files lock selection 2–865
importing 3–211 lock time tag 3–439
limit controller 2–709 lock UI layout 3–508
limiting animation ranges 2–709 locking object transforms 2–778
limiting joint action 2–804 selection lock 3–436
line 1–242 lock selection
linear arrays (creating) 2–17 status bar 3–436
linear controller 2–715 Track View 2–865
linear exposure control 3–76 locks rollout 2–817
linear light rollout 2–983 LOD
link VRML97 helpers 3–245
linking drawing files 3–723
Index 423
MIDI time slider control (animation preferences) 3–546, displace mesh (world space) 2–42
3–567 displace NURBS (world space) 2–43
mini listener (MAXScript) 3–428 edit mesh 2–74
mini Track View (track bar) 3–432 edit patch 2–74
mirror 1–375 edit poly modifier 2–76
main toolbar 1–375 edit spline 2–126
mirror curve (NURBS) 2–522 extrude 2–127
mirror dialog 1–375 face extrude 2–128
mirror modifier 2–159 FFD 2–129, 2–132
mirror surface (NURBS) 2–549 fillet/chamfer 2–134
mirroring joint parameters 2–812 free-form deformation 2–129, 2–132
mirroring objects 2–21 glossary 3–701
splines 1–280 HSDS 2–136, 2–141
mirror dialog 1–375 instanced 2–38 to 2–39
missing external files dialog 3–116 lathe 2–142
missing map coordinates dialog 2–1198 lattice 2–144
missing XRef paths dialog 3–300 list of 2–27
mix map 2–1261 LS colors (world space) 2–45
MNU files 3–515, 3–517, 3–525 LS mesh 2–146
modal (glossary) 3–701 make controller unique 2–861
modeless (glossary) 3–701 MapScaler (object space) 2–147
modeling MapScaler (world space) 2–46
objects 1–5, 2–212 material 2–148
modes materialbyelement 2–149
Track View 2–835 mesh select 2–151
modes menu meshsmooth 2–153
curve editor and dope sheet 2–835 mirror 2–159
modifier list 3–480 multires 2–160
modifier sets menu 3–492 noise 2–164
modifier stack 3–481 normal 2–167
collapsing 2–32 normalize spline 2–168
editing 2–32 NSurf sel 2–169
glossary 3–701 object space 2–51
modifier stack rollout 2–30 patch select 2–172
right-click menu 3–487 PatchDeform 2–47, 2–175
using 2–30 PathDeform 2–47, 2–176
using at sub-object level 2–36 poly select 2–179
modifiers 2–23, 2–27, 2–50 to 2–51 preserve 2–182
affect region 2–52 push 2–185
and AutoCAD object transforms 3–341 relax 2–186
and transforms 2–28 renderable spline 2–188
bend 2–53 ripple 2–189
bevel 2–55 shell 2–191
bevel profile 2–58 skew 2–195
camera correction 2–1019 slice 2–196
camera map 2–41, 2–60 smooth 2–199
cap holes 2–62 spherify 2–200
conversion 2–240 to 2–241, 2–243 spline select 2–201
CrossSection 2–63 squeeze 2–202
delete mesh 2–66 STL check 2–204
delete patch 2–67 stretch 2–206
delete spline 2–67 substitute 2–210
displace 2–69 surface 2–212
428 Index
server setup and managing (network rendering) 2–1471 shellac material 2–1185
set current layer to selection’s layer 3–374 shift+clone 2–3, 2–8 to 2–11
set key 2–673, 3–442 animating 2–12
setting up shininess 2–1160
directories 2–1477 shininess and shininess strength 2–1125 to 2–1126, 3–683
for network rendering 2–1476 Shockwave 3D files
rendering software 2–1476 analyzing 3–230
your scenes 1–4 exporting 3–225 to 3–226
settings previewing 3–230
Revit 3–349 shortcuts 3–601
settings menu edit/editable mesh 3–603
Track View 2–836 edit/editable spline 3–604
SGI image file formats 3–276 main user interface 3–605
shade selected (views menu) 1–45 Material Editor 3–608
shaded viewports 1–49 shortcuts - default keyboard
shader basic parameters rollout 2–1094 communication center 3–602
shader list 2–1294 edit poly 3–603
shaders 2–1094, 2–1104 to 2–1107, 2–1109, 2–1128 editable patch 3–604
custom Autodesk VIZ 2–1283 editable poly 3–604
for standard materials 3–729 free-form deformation (FFD) 3–605
lume 2–1284 NURBS 3–608
LumeTools 2–1284 object display culling 3–610
mental ray 2–1281, 2–1283, 2–1293 to 2–1294, 3–728 Schematic View 3–610
mental ray (third party) 2–1282 Track View 3–611
shading and lights 2–1029 unwrap UVW 3–611
shading type 2–1027 to 2–1028 walkthrough navigation 3–617
shadow maps 2–992, 3–730 show
mental ray 2–989 show curves button 3–434
shadow parameters (lights) 2–967 show dependencies (views menu) 1–45
shadow types 2–961 show end result (Material Editor) 2–1076
shadows 2–1388 show end result (modifier stack) 2–32
shadow maps 2–1388, 2–1411, 3–730, 3–749 show frame numbers (viewports preference) 3–551
shadow modes 2–1411 show ghosting (views menu) 1–44
shadows rollout 2–1411 show home grid (views menu) 2–649
shadows and rendering 2–962 show key times (views menu) 1–44
shadows map (baking) 2–1441 show last rendering (rendering menu) 2–1331
shape check utility 1–237 show map in viewport (Material Editor) 2–1074
shape commands (loft objects) 1–332 show safe frame 3–744
shape sub-objects show selected key statistics (Track View) 2–899
cloning selections 1–261 show tangents (Track View) 2–890
selecting 1–261 show UI 3–508
shape-file format 3–144 show vertices as dots (viewports preference) 3–551
ShapeMerge object 1–296 transform gizmo 1–43
shapes 1–234, 1–253, 3–731 show icon control 2–938 to 2–939
creating from edges 2–97, 2–399 show safe frame 3–589
lofting 1–234 show selected key statistics (Track View) 2–899
rendering 1–234 show tangents (Track View) 2–890
sharing SHP files 3–144, 3–732
materials 3–355 shutter speed 2–1400
sharing a directory (network rendering) 2–1479 sibling
sharing plug-ins with a network 3–536 go forward 2–1076
shell material 2–1187 go to 2–1076
shell modifier 2–191 Simes luminaires palette 3–415, 3–419
Index 441
world space 3–748 XYZ generator shader (mental ray) 2–1299 to 2–1301
world-space modifier 2–41 XYZ to UVW option (UVW map modifier) 2–274
camera map 2–41
displace mesh 2–42 Y
displace NURBS 2–43 YUV file 3–278
glossary 3–748
LS colors 2–45 Z
MapScaler 2–46 -z command-line option 3–384
PatchDeform 2–47 z element parameters rollout 2–1436
PathDeform 2–47 zoom
subdivide 2–50 about mouse point (preference) 3–551
surface mapper 2–50 zoom 3–461
SurfDeform 2–51 zoom (Track View) 2–900
world-space tripod 3–451 zoom all 3–461
wrectangle 1–255 zoom extents all/all selected 3–459
WSM modifier 2–41, 2–45 zoom extents/extents selected 3–462
camera map 2–41 zoom horizontal extents/extents keys (Track
displace mesh 2–42 View) 2–899
displace NURBS 2–43 zoom region (Track View) 2–901
MapScaler 2–46 zoom selected object (Track View) 2–896
PatchDeform 2–47 zoom value extents (Track View) 2–900
PathDeform 2–47 zooming views 1–27
subdivide 2–50 zoom value extents (Track View) 2–900
surface mapper 2–50 zoom value extents range (Track View) 2–900
SurfDeform 2–51 ZT file 3–749
X
XForm modifier 2–309
XLI files 3–174
XLO files 3–174, 3–176
xref material 2–1192
XRef object
proxy object 3–299
XRef objects dialog
entities list right-click menu 3–290
files list right-click menu 3–289
XRef objects dialog 3–284
xref scenes
overlays 3–293, 3–297
Xrefs
glossary 3–749
resolving in file linking 3–337
resolving paths 3–330
XRefs
and paths 3–296, 3–300
glossary 3–749
scenes 3–296
user path configuration 3–534
using XRefs 1–14
XRef merge dialog 3–292
XRef objects 3–280 to 3–281, 3–284, 3–298
XRef scenes 3–280, 3–292
XYZ controllers 2–706 to 2–707, 2–718, 2–722, 2–724
XYZ coordinate shader (mental ray) 2–1301