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AUTODESK

VIZ
2007

User Reference
Volume I

Image courtesy of Luke Novotny for Cox Richardson Architects


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Third-Party Software Program Credits


© 2005 Microsoft Corporation. All rights reserved.
ACIS © 1989–2005, Spatial Corp.
Certain patents licensed from Viewpoint Corporation.
InstallShield™ Copyrighted © 2005 InstallShield Software Corporation. All rights reserved.
Licensing Technology Copyright © Macrovision Corp. 1996–2005.
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toc
Contents

Introduction ................................................ ix Controlling Display Performance ............................. 26


Welcome ..................................................................... ix Using Standard View Navigation .............................. 26
What’s New in Autodesk VIZ 2007............................. x Zooming, Panning, and Rotating Views................... 27
Autodesk VIZ Documentation Set ........................... xii Using Walkthrough Navigation ................................ 28
About MAXScript .................................................... xiv Navigating Camera and Light Views......................... 31
Adaptive Degradation Toggle ................................... 32
1 Getting Started with Autodesk VIZ ............ 1 Grab Viewport........................................................... 33
Getting Started with Autodesk VIZ ............................ 1 View-Handling Commands .................................... 33
Project Workflow......................................................... 1 View-Handling Commands...................................... 33
Setting Up Your Scene ................................................. 4 Undo View Change / Redo View Change ................. 34
Modeling Objects ........................................................ 5 Save Active View........................................................ 35
Using Materials............................................................ 6 Restore Active View................................................... 35
Placing Lights and Cameras........................................ 6 Viewport Background............................................... 36
Animating Your Scene................................................. 8 Viewport Image Dialog ............................................. 36
Rendering Your Scene ................................................. 8 Select Background Image Dialog .............................. 40
The Autodesk VIZ Window ........................................ 9 Update Background Image ....................................... 42
Special Controls......................................................... 10 Reset Background Transform ................................... 43
Managing Files .......................................................... 13 Show Transform Gizmo ............................................ 43
Importing, Merging, Replacing, and Externally Show Ghosting .......................................................... 44
Referencing Scenes ................................................. 14 Show Key Times ........................................................ 44
Using the Asset Browser ............................................ 15 Shade Selected ........................................................... 45
Startup Files and Defaults ......................................... 16 Show Dependencies .................................................. 45
3dsviz.ini File............................................................. 17 Create Camera From View ........................................ 46
Backing Up and Archiving Scenes ............................ 17 Add Default Lights to Scene ...................................... 46
Crash Recovery System ............................................. 18 Add Default Lights To Scene Dialog ......................... 47
2 Viewing and Navigating 3D Space ........... 19 Redraw All Views....................................................... 48
Viewing and Navigating 3D Space ............................ 19 Activate All Maps ...................................................... 48
General Viewport Concepts...................................... 20 Deactivate All Maps .................................................. 48
Home Grid: Views Based on the World Update During Spinner Drag.................................... 48
Coordinate Axes ..................................................... 21 Expert Mode.............................................................. 48
Understanding Views ................................................ 22 Controlling Object Display .................................... 49
Setting Viewport Layout ........................................... 24 Controlling Object Display ....................................... 49
Controlling Viewport Rendering.............................. 25 Display Color Rollout ............................................... 49
Hide By Category Rollout ......................................... 50
iv Contents

Hide Rollout .............................................................. 51 Edit Commands ........................................................ 89


Freeze Rollout............................................................ 51 Undo/Redo ............................................................... 89
Display Properties Rollout ........................................ 52 Undo ......................................................................... 90
Link Display Rollout.................................................. 55 Redo .......................................................................... 90
Object Display Culling Utility................................... 56 Hold ........................................................................... 91
Fetch .......................................................................... 91
3 Selecting Objects ....................................... 57 Delete......................................................................... 91
Selecting Objects ....................................................... 57 Assemblies and Groups.......................................... 92
Introducing Object Selection .................................... 57 Using Groups............................................................. 92
Basics of Selecting Objects ........................................ 60 Using Assemblies....................................................... 93
Selecting by Region ................................................... 62 Group Commands................................................... 98
Using Select By Name................................................ 63 Group Commands .................................................... 98
Using Named Selection Sets...................................... 63 Group......................................................................... 98
Using Selection Filters ............................................... 64 Open Group .............................................................. 99
Selecting with Track View ......................................... 65 Close Group............................................................... 99
Selecting with Schematic View.................................. 66 Ungroup .................................................................... 99
Freezing and Unfreezing Objects .............................. 66 Explode Group ........................................................ 100
Hiding and Unhiding Objects by Selection .............. 67 Detach Group .......................................................... 100
Hiding and Unhiding Objects by Category .............. 68 Attach Group ........................................................... 100
Isolate Selection......................................................... 69 Assembly Commands ........................................... 100
Introduction to Sub-Object Selection....................... 70 Assembly Commands ............................................. 100
Selection Commands ............................................. 72 Assemble.................................................................. 101
Selection Commands ................................................ 72 Create Assembly Dialog .......................................... 102
Select Object ............................................................. 73 Open Assembly ....................................................... 103
Select By Name Button ............................................. 74 Close Assembly........................................................ 103
Select Objects Dialog................................................. 74 Disassemble ............................................................. 104
Selection Floater ........................................................ 76 Explode Assembly ................................................... 104
Selection Region Flyout............................................. 76 Detach Assembly ..................................................... 104
Rectangular Selection Region .................................. 77 Attach Assembly...................................................... 104
Circular Selection Region ......................................... 77 Assembly Head Helper Objects ........................... 105
Fence Selection Region ............................................. 78 Assembly Head Helper Object ................................ 105
Lasso Selection Region ............................................. 78 Luminaire Helper Object ........................................ 105
Paint Selection Region .............................................. 79
Selection Filter List .................................................... 80 4 Object Properties..................................... 107
Filter Combinations Dialog....................................... 80 Object Properties..................................................... 107
Named Selection Sets ................................................ 81 Object Properties Dialog ..................................... 107
Select All .................................................................... 82 Object Properties Dialog......................................... 107
Select None ................................................................ 82 Object Properties Dialog Panels ......................... 108
Select Invert ............................................................... 82 General Panel (Object Properties Dialog) .............. 108
Select By..................................................................... 83 Advanced Lighting Panel (Object Properties
Select By Color .......................................................... 83 Dialog) .................................................................. 114
Select By Name (Edit Menu) ..................................... 83 mental ray Panel (Object Properties Dialog).......... 116
Region ....................................................................... 83 User Defined Panel (Object Properties Dialog)...... 117
Select Region Window .............................................. 84 Rename Objects Tool .............................................. 118
Select Region Crossing ............................................. 84 Expression Techniques......................................... 119
Window/Crossing Selection Toggle ......................... 85 Expression Techniques ............................................ 119
Named Selection Sets Dialog ................................... 85 Trigonometric Functions ........................................ 122
Edit Named Selections Dialog................................... 88 Vectors ..................................................................... 123
Edit Commands....................................................... 89
Contents v

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

Editable Spline (Object) .......................................... 266 Transform Managers ............................................... 354


Editable Spline (Vertex) ......................................... 268 Specifying a Reference Coordinate System............. 356
Editable Spline (Segment) ...................................... 275 Choosing a Transform Center................................. 356
Editable Spline (Spline) .......................................... 280 Using the Axis Constraints...................................... 358
Creating Compound Objects ............................... 285 Reset XForm Utility ................................................ 359
Compound Objects ................................................. 285 Transform Commands .......................................... 359
Scatter Compound Object....................................... 286 Transform Commands ............................................ 359
Connect Compound Object.................................... 292 Select and Move ...................................................... 360
ShapeMerge Compound Object ............................. 296 Select and Rotate .................................................... 360
Boolean Compound Object ................................. 298 Select and Scale Flyout ............................................ 361
Boolean Compound Object .................................... 298 Select and Uniform Scale ........................................ 361
Material Attach Options Dialog .............................. 305 Select and Non-Uniform Scale ............................... 362
Terrain Compound Object...................................... 306 Select and Squash ................................................... 363
Loft Compound Object......................................... 312 Transform Coordinates and Coordinate
Loft Compound Object........................................... 312 Center ................................................................. 363
Creation Method Rollout ........................................ 313 Transform Coordinates and Coordinate Center..... 363
Surface Parameters Rollout ..................................... 314 Reference Coordinate System ................................. 364
Path Parameters Rollout.......................................... 316 Use Center Flyout .................................................... 366
Skin Parameters Rollout.......................................... 317 Use Pivot Point Center ............................................ 367
Deformations .......................................................... 322 Use Selection Center ............................................... 367
Deform Scale ........................................................... 323 Use Transform Coordinate Center.......................... 367
Deform Twist........................................................... 324 Transform Constraints ......................................... 368
Deform Teeter.......................................................... 325 Transform Constraints ............................................ 368
Deform Bevel........................................................... 326 Restrict To X ........................................................... 368
Deform Fit ............................................................... 327 Restrict To Y ........................................................... 369
Deformation Dialog ................................................ 328 Restrict To Z ........................................................... 369
Path Commands...................................................... 332 Restrict To Plane Flyout .......................................... 370
Shape Commands ................................................... 332 Restrict To XY Plane ............................................... 370
Compare Dialog ...................................................... 333 Restrict To YZ Plane ............................................... 371
Creating Systems .................................................. 334 Restrict To ZX Plane ............................................... 371
Systems .................................................................... 334 Ortho Snapping Mode ............................................ 372
Bones System........................................................ 335 Polar Snapping Mode ............................................. 373
Bone Tools Rollouts .............................................. 335 Transform Tools .................................................... 374
Sunlight and Daylight Systems ........................... 335 Transform Tools ...................................................... 374
Sunlight and Daylight Systems................................ 335 Array Flyout............................................................. 374
Geographic Location Dialog................................... 338 Mirror Selected Objects .......................................... 375
Mirror Dialog .......................................................... 375
6 Transforms: Moving, Rotating, and Array ....................................................................... 376
Scaling Objects ........................................ 341 Array Dialog ............................................................ 377
Moving, Rotating, and Scaling Objects .................. 341 Snapshot ................................................................. 380
Axis Tripod and World Axis ................................... 343 Snapshot Dialog ...................................................... 380
Using Transforms.................................................. 343 Spacing Tool ........................................................... 381
Using Transforms .................................................... 343 Clone and Align Tool .............................................. 386
Applying Transforms............................................... 344 Align Flyout............................................................. 388
Moving and Rotating Objects ................................. 345 Align ....................................................................... 389
Scaling Objects ........................................................ 346 Align Dialog ............................................................ 389
Using Transform Gizmos ........................................ 348 Quick Align ............................................................ 392
Transform Type-In .................................................. 352 Normal Align .......................................................... 392
Animating Transforms ............................................ 354 Normal Align Dialog............................................... 392
Contents vii

Place Highlight ....................................................... 394


Align Camera .......................................................... 395
Align to View .......................................................... 395
Align to View Dialog ............................................... 396

Index ......................................................... 397


viii Contents
intro
Introduction

description of what’s new in this version (page


Welcome 1–x).
If you’re new to this software, this would be a good
place to start: Getting Started with Autodesk VIZ
(page 1–1).
Here’s where you can get an overview of the entire
documentation set: Autodesk VIZ Documentation
Set (page 1–xii).
You can find a guide to using the electronic version
of this reference (page 3–619).
And here’s a list of other important introductory
topics:
Managing Scenes and Projects (page 3–89)
Image courtesy of Shigeki Satou and Otsuka Corporation Viewing and Navigating 3D Space (page 1–19)
Welcome to the Autodesk VIZ User Reference. Selecting Objects (page 1–57)
This reference contains detailed information about
all the features and capabilities of Autodesk VIZ®,
Object Properties (page 1–107)
which brings architectural modeling and Creating Geometry (page 1–125)
visualization to your desktop system.
Moving, Rotating, and Scaling Objects (page
The reference is organized by functional areas. 1–341)
The “User Interface” chapter gives you a guide to
Creating Copies and Arrays (page 2–1)
program controls and where to find them.
Using Modifiers (page 2–23)
If you’ve already used previous versions of
this program, you might want to start with a Surface Modeling (page 2–311)
Precision and Drawing Aids (page 2–617)
x Introduction

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

Design Visualization Functionality details about the features of Autodesk VIZ. In


this version of the product, the User Reference
• DWG import (page 3–147) functionality has
is available online only.
been enhanced to match DWG file linking
capabilities and both DWG Import and File Access the reference online by choosing Help
Linking now support new features such as > User Reference.
improved material handling in AutoCAD 2007. • Autodesk VIZ 2007 Tutorials: Contains
Also, DWG Export (page 3–157) now supports tutorial information and detailed procedures
AutoCAD 2007. to walk you through increasingly complex
operations. This is the best source for learning
Scripting Autodesk VIZ.
• Analyze and correct problem scripts with the Access the tutorials by choosing Help >
new MAXScript debugger (page 3–503), which Tutorials.
follows the industry-standard method for
Note: All the sample files required to do the
debugging scripts. Set breakpoints and isolate
tutorials are found on the program disc. None
issues in any script.
of these files are installed automatically.
• Rewritten scripted controllers now have full
A PDF version of the tutorials is also on the
MAXScript support. Name dependencies have
product disc, in the \manuals folder.
been removed so that scripted controllers can
be merged, XRefed, and copied in the same way • Backburner Reference: Describes procedures
as other controller types. for rendering with networked computers.
Available from the Autodesk VIZ Reference
• MAXScript SQL Connect and Queries lets
online Contents tab.
programmers and TDs build scripts to query
a database, permitting increased automation • MAXScript Reference: Describes the
within a complex pipeline. MAXScript scripting language (page 1–xiv).
This reference is available online only. Check
out the “Learning MAXScript” chapter there if
Autodesk VIZ Documentation Set you’re new to MAXScript.

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

• Additional mental ray® Help Files: • Autodesk VIZ Software Development


Documentation from mental images® is Kit Help Files: Available as the files
available from Help menu > Additional sdk.chm and sparks_archive.chm, installed
Help. There, you’ll find the mental ray 3.4 in the autodesk viz 2007\maxsdk\help
Documentation, comprising themental ray folder on your local drive. The file
Manual, mental ray Shader Reference, and index.chm is installed in the autodesk viz
LumeTools Collection. 2007\maxsdk\samples\howto\xrefutil folder.
Note: Third-party shaders are documented You can find updated SDK documentation on
in the mental ray Shader Reference, and the sparks Web site.
LumeTools Collection documents, but the
Autodesk VIZ 2007 User Reference documents How to Print from the Online
all other mental ray components available in Documentation Files
the Autodesk VIZ user interface. This includes If your computer is connected to a printer, you can
documentation for lights for mental ray and print single help topics or entire chapters.
specific shadow types, controls for adding
mental ray shaders to lights and cameras, To print a topic or chapter, highlight the topic or
mental ray materials, custom shaders for chapter title and click the Print button at the top of
Autodesk VIZ, and the mental ray renderer the help display. A dialog appears.
controls.
• Autodesk License Borrowing Utility Help:
Available as the file adsk_brw.chm, installed
in the \program files\common files\autodesk
shared\enu folder on your local drive.
• Portable License Utility Help: Available as the
file adsk_plu.chm, installed in the \program
files\common files\autodesk shared\enu folder
on your local drive.
• Network Licensing Guide: Available as the Choose to print only the selected topic, or to print
file adsk_nlg.pdf, on the product disc, in the all topics in that chapter. After you make your
\Manuals folder. selection, another dialog appears where you can
• Network Administrator’s Guide: Available as choose your printer and other options.
the file adsk_nag.pdf, on the product disc, in
the \Manuals folder.
• Network Installation Guide: Available as the
file NetInstallGuide.pdf, on the product disc,
in the \Manuals folder.
• SAMreport-Lite User’s Guide: Available as the
file SAMlite_UG.pdf, on the product disc, in
the \Manuals folder.
xiv Introduction

• Write procedural controllers that can access the


entire state of the scene. Build batch-processing
tools, such as batch-rendering scripts.
• Set up live interfaces to external system using
OLE Automation.
The MAXScript language is specifically
designed to complement Autodesk VIZ. It is
object-oriented, and has several special features
and constructs that mirror high-level concepts in
the Autodesk VIZ user interface. These include
coordinate-system contexts, an animation mode
with automatic keyframing, and access to scene
objects using hierarchical path names that match
the Autodesk VIZ object hierarchy.
The tabs available at the top of the dialog depend
The syntax is simple enough for non-programmers
on the selected printer. Choose options for the
to use, with minimal punctuation and formatting
print job, and click OK to begin printing.
rules.
How to Contact Us
Visual MAXScript
We are also interested in hearing your views
Visual MAXScript is a powerful addition to
about Autodesk VIZ. We’d like to hear ways you
MAXScript, making the MAXScript feature easier
think we can improve our program, features
to learn and use. With Visual MAXScript, you
you’re interested in, as well as your views on the
can quickly create UI elements and layouts for
documentation set.
scripting.
For detailed information about Visual MAXScript,
About MAXScript open the MAXScript Reference, available from
Help menu > MAXScript Reference.
MAXScript is the built-in scripting language for
Autodesk VIZ. It provides users with the ability to:
See also
• Script all aspects of Autodesk VIZ use, such
as modeling, animation, materials, rendering, MAXScript Menu (page 3–394)
and so on.
Procedure
• Control Autodesk VIZ interactively through a
To access MAXScript, do one of the following:
command-line shell window.
• Package scripts within custom utility panel • On the menu bar, choose MAXScript. The
rollouts or modeless windows, giving them a MAXScript menu appears.
standard Autodesk VIZ user interface. • Choose Utilities panel > MAXScript.
• Build custom import/export tools using the From here, you can either write new scripts, edit
built-in file I/O. or run existing scripts, open the MAXScript
Listener, or use the Macro Recorder.
About MAXScript xv

To access the MAXScript Listener, you can also


right-click in the Mini Listener and choose
Open Listener Window from the right-click
menu.
For detailed information about the MAXScript
utility, open the MAXScript Reference, available
from Help menu > MAXScript Reference.
xvi Introduction
Getting Started with Autodesk VIZ

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

Main program window

You model and animate objects in the viewports,


Note: If you open Autodesk VIZ from a
whose layout is configurable. You can start with a
Command Prompt window or batch file, you
variety of 3D geometric primitives. You can also
can add command-line switches. See Starting
use 2D shapes as the basis for lofted or extruded
Autodesk VIZ from the Command Line (page
objects. You can convert objects to a variety of
3–383).
editable surface types, which you can then model
Note: Autodesk VIZ is a single-document further by pulling vertices and using other tools.
application, meaning you can work on only one
scene at a time. However, you can open more than Another modeling tool is to apply modifiers to
one copy of Autodesk VIZ and open a different objects. Modifiers can change object geometry.
scene in each copy. Opening additional copies of Bend and Twist are examples of modifiers.
Autodesk VIZ requires a lot of RAM. For the best Modeling, editing, and animation tools are
performance, you should plan to open one copy available in the command panels and toolbar. See
and work on one scene at a time. Modeling Objects (page 1–5). Also, you can learn
Opening multiple copies of Autodesk VIZ is not a good deal about modeling from the tutorials
supported in Windows ME. available from Help menu > Tutorials.
Project Workflow 3

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

You design materials using the Material Editor,


which appears in its own window. You use the
Material Editor to create realistic materials by
defining hierarchies of surface characteristics.
The surface characteristics can represent static
materials, or be animated (using image-sequence
maps). See Material Editor (page 2–1039).
You can begin animating your scene at any time by
Lights and Cameras turning on the Auto Key button. Turn the button
off to return to modeling. You can learn more
about animating in the Animating Your Scene
topic (page 1–8) and from most of the tutorials.
When the Auto Key button is on, Autodesk VIZ
automatically records the movement, rotation,
and scale changes you make, not as changes
to a static scene, but as keys on certain frames
that represent time. You can also animate many
parameters to make lights and cameras change
over time, and preview your animation directly in
the Autodesk VIZ viewports.
You use Track View (page 2–818) to control
You create lights with various properties to
animation. Track View is a floating window
illuminate your scene. The lights can cast shadows,
where you edit animation keys, set up animation
project images, and create volumetric effects for
controllers, or edit motion curves for your
atmospheric lighting. Physically-based lights let
animated effects.
you use real-world lighting data in your scenes
and Radiosity (page 2–1350) provides incredibly
accurate light simulation in renderings. See Lights
4 Chapter 1: Getting Started with Autodesk VIZ

Rendering Animating Your Scene (page 1–8)


Rendering Your Scene (page 1–8)

Setting Up Your Scene


You start with a new unnamed scene when you
open the program. You can also start a new scene
at any time by choosing New or Reset from the
File menu.

Choosing a Unit Display


You choose a system of unit display on the Units
Setup dialog (page 3–581). Choose from Metric,
Rendering adds color and shading to your scene.
Standard US, and Generic methods, or design a
The renderers available with Autodesk VIZ include
custom measuring system. You can switch between
features such as selective ray tracing, analytical
different systems of unit display at any time.
antialiasing, motion blur, volumetric lighting, and
environmental effects. See Rendering Your Scene Note: For best results, use consistent units when
(page 1–8). The tutorials can help you learn about you are going to:
rendering. • Merge scenes and objects (page 3–97).
When you use the default scanline renderer, a • Use XRef objects (page 3–281) or XRef scenes
radiosity solution (page 2–1350) can provide (page 3–292).
accurate light simulation in renderings, including
the ambient lighting that results from reflected Setting the System Unit
light. When you use the mental ray renderer, The System Unit setting, in the Units Setup dialog
a comparable effect is provided by global (page 3–581), determines how Autodesk VIZ
illumination (page 2–1392). relates to distance information you input to your
If your workstation is part of a network, network scene. The setting also determines the range for
rendering can distribute rendering jobs over round-off error. Consider changing the system
multiple workstations. See Network Rendering unit value only when you model very large or very
(page 2–1465). small scenes.

A Typical Project Workflow Setting Grid Spacing


These topics explain the basic procedures for Set spacing for the visible grid in the Grid And
creating scenes: Snap Settings dialog > Home Grid panel (page
2–662). You can change grid spacing at any time.
Setting Up Your Scene (page 1–4)
See Precision and Drawing Aids (page 2–617) for
Modeling Objects (page 1–5)
information about the system unit, unit display,
Using Materials (page 1–6) and grid spacing.
Placing Lights and Cameras (page 1–6)
Modeling Objects 5

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).

You create objects by clicking an object category


and type on the Create panel and then clicking
or dragging in a viewport to define the object’s
6 Chapter 1: Getting Started with Autodesk VIZ

realistic, single-color materials using just the basic


Using Materials properties.
You use the Material Editor to design materials and
maps to control the appearance of object surfaces. Using Maps
Maps can also be used to control the appearance You extend the realism of materials by applying
of environmental effects such as lighting, fog, and maps to control surface properties such as texture,
the background. bumpiness, opacity, and reflection. Most of the
basic properties can be enhanced with a map. Any
image file, such as one you might create in a paint
program, can be used as a map, or you can choose
procedural maps that create patterns based on
parameters you set.
The program also includes a raytrace material
and map for creating accurate reflections and
refraction.

Viewing Materials in the Scene


You can view the effect of materials on objects
in a shaded viewport, but the display is just an
approximation of the final effect. Render your
scene to view materials accurately.
A variety of materials in the Material Editor’s sample slots
See Designing Materials (page 2–1025).

Placing Lights and Cameras


You place lights and cameras to complete your
scene in much the same way lights and cameras are
placed on a movie set prior to filming.

Left: House rendered without materials


Right: House rendered with materials for greater realism

Basic Material Properties


You set basic material properties to control
such surface characteristics as default color,
shininess, and level of opacity. You can create
Placing Lights and Cameras 7

in conjunction with the Autodesk VIZ radiosity


solution (page 2–1350), photometric lights let you
evaluate more accurately (both physically and
quantitatively) the lighting performance of your
scene.
Photometric lights are available from the Create
panel > Lights drop-down list.

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).

Animating Your Scene Rendering Your Scene

You can animate any transform parameter in


your scene. Click the Auto Key button to enable
automatic animation creation, drag the time slider,
and make changes in your scene to create animated
effects.

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).

Time Controls Viewports


The Auto Key button (page 2–672) turns on You can display from one to four viewports. These
animation mode. The other controls navigate can show multiple views of the same geometry, as
through time and play back an animation. well as the Asset Browser and MAXScript Listener.
See Viewports (page 3–451).
Command Panel
Viewport Navigation Buttons
This collection of six panels provides handy
access to most of the modeling and animation The button cluster at the lower-right corner of
commands. the main window contains controls for zooming,
panning, and navigating within the viewports. See
You can "tear off " the command panel and place it
Viewport Controls (page 3–457).
anywhere you like.
By default, the command panel is docked at the
right of your screen. You can access a menu Special Controls
that lets you float (page 3–669) or dismiss the
Autodesk VIZ uses some special user interface
command panel by right-clicking just above it.
controls, which are described in this topic.
If it is not displayed, or you want to change its
location and docking or floating status, right-click • Right-click menus (page 1–10)
in a blank area of any toolbar, and choose from • Flyouts (page 1–11)
the shortcut menu.
• Rollouts (page 1–11)
• Create (page 3–479) holds all object creation
• Scrolling panels and toolbars (page 1–11)
tools.
• Spinners (page 1–12)
• Modify (page 3–480) holds modifiers and
editing tools. • Numerical Expression Evaluator (page 1–12)

• 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.

Scrolling Panels and Toolbars


1. Flyout arrow
Sometimes a command panel or dialog is not large
2. Flyout buttons
enough to display all of its rollouts. In this case,
A flyout (page 3–679) is similar to a menu, except a pan ("hand") cursor appears over the inactive
that its items are buttons. A flyout button is parts of the panel. You can scroll command panels
indicated by a small arrow in the lower-right and dialogs vertically, and you can scroll a toolbar
corner. To display the flyout, click and hold the along its major axis.
button for a moment, then choose a button by
dragging the cursor to it and then releasing the To scroll a panel:
mouse button. 1. Place the pointer over an empty area of a panel
Note: You can define customized text annotations to display the pan cursor.
for flyouts by editing the vizstart.cui file. See 2. When the pointer icon changes to a hand, drag
Customize Menu (page 3–393). the panel up or down.
A thin scroll bar also appears on the right side
Rollouts
of the scrolling panel. You can use the pointer
to drag the scroll bar as well.

Rollouts are areas in the command panels and


dialogs that you can expand (roll out) or collapse
12 Chapter 1: Getting Started with Autodesk VIZ

To scroll a toolbar: Evaluator. To display the calculator, press


You can scroll a toolbar only when some tool CTRL+N.
buttons are not visible. This typically occurs when
the program window is smaller than full screen.
1. First, follow either of the procedures below:
• Place the pointer over an empty area of a
toolbar to display the pan cursor.
The expression you enter is evaluated, and its
• Place the pointer over any part of a toolbar, result is displayed in the Result field. Click Paste
then press and hold the middle mouse to replace the field value with the result of the
button. calculation. Click Cancel to exit the Expression
2. When the pointer icon changes to a hand, drag Evaluator.
the toolbar horizontally. The expressions you can enter are described in
Expression Techniques (page 1–119). You can’t use
Spinners variables in the Expression Evaluator, but you can
enter the constants pi (circular ratio), e (natural
logarithm base), and TPS (ticks per second).
These constants are case-sensitive: the Expression
Evaluator does not recognize PI, E, or tps.
A spinner is a mouse-based control for numeric You can also enter a vector expression, but the
fields. You can click or drag the spinner arrows to result of the expression or function must be a
change the value in the field. scalar value. Otherwise, the Expression Evaluator
won’t evaluate it.
To change a value using a spinner, do any of the
following:
Entering Numbers
• Click the spinner’s up arrow to increment the
value; click the down arrow to decrement the You can change a numeric value by a relative offset
value. Click and hold for continuous change. by highlighting the contents of a numeric field
(not in the Numerical Expression Evaluator) and
• Drag upward to increase the value, or drag typing R or r followed by the offset amount.
downward to decrease it.
For example, a Radius field shows 70 and you
• Press CTRL while you drag to increase the rate
highlight it:
at which the value changes.
• If you type R30, 30 is added to the radius and
• Press ALT while you drag to decrease the rate at
the value changes to 100.
which the value changes.
• If you type R-30, 30 is subtracted from the
• Right-click a spinner to reset the field to its
radius and the value changes to 40.
minimum value.
Controls and Color
Numerical Expression Evaluator
The user interface uses color cues to remind you
While a numeric field is active, you can display
what state the program is in.
a calculator called the Numerical Expression
Managing Files 13

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.

Use the toolbar Undo (page 1–90) and Redo (page


1–90) buttons or the Edit menu > Undo and Redo
commands to reverse the effects of most scene
operations. You can also use CTRL+Z for Undo You can choose to open and save files in any path
and CTRL+Y for Redo. Most things you do in the location. The Configure Paths dialog contains four
program can be undone. panels for the general categories of support files.
Use the Views menu > Undo and Redo (page 1–34) Setting General File Paths
commands to reverse the effects of most viewport
operations, such as zooming and panning. You The File I/O panel (page 3–533) contains paths for
can also use SHIFT+Z for Undo View Change and most of the standard support files. You can specify
SHIFT+Y for Redo View Change. one path for each of file types Autodesk VIZ uses.
14 Chapter 1: Getting Started with Autodesk VIZ

Setting Plug-In File Paths


Importing, Merging, Replacing,
Many features of Autodesk VIZ are implemented
as plug-ins. This means you can change and
and Externally Referencing Scenes
extend Autodesk VIZ functionality by adding new
plug-ins from Autodesk Media and Entertainment
or from third-party developers.
You tell Autodesk VIZ where to find additional
plug-in files by adding path entries on the 3rd
Party Plug-Ins panel (page 3–535). If you place
all of your plug-ins in a single directory, plug-in
file management can become messy. That’s why
the program supports multiple entries on the 3rd
Party Plug-Ins panel.

Setting Bitmap and Photometric File Paths


The External Files panel (page 3–532) contains
Gear model imported to become part of another scene
multiple path entries that the program searches
for image files (page 3–251), downloaded files You can realize great productivity gains when you
(via i-drop (page 3–134)), and foliage maps. reuse work by combining geometry from scenes
Image files are used for many purposes, such as or other programs. Autodesk VIZ supports this
material and map definition, light projections, and technique with the Import, Merge, and Replace
environment effects. commands. You can also share scenes and objects
with others working on the same project using
Setting XRefs File Paths XRef functionality.
The XRefs panel (page 3–534) contains multiple
path entries that the program uses to search for Importing Geometry from Other
externally referenced files. These are used for Programs
sharing files in a workgroup situation. Use File menu > Import (page 3–100) to bring
objects from other programs into a scene. The
types of files that you can import are listed in
the Files Of Type list in the Select File To Import
dialog.
Depending on the file type you choose, you might
have options available for that import plug-in.
Using the Asset Browser 15

Merging Scenes Together Using External References


Use XRef Objects (page 3–281) and XRef Scenes
(page 3–292) to use objects and scene setups
in your scene that are actually referenced from
external MAX files. These functions allow sharing
files with others in your workgroup, with options
for updating and protecting external files.

Using the Asset Browser

Left: Dragging geometry into the scene


Pipe and ashtray models merged into one scene
Right: Dragging a bitmap onto the geometry
Use Merge (page 3–97) to combine multiple scenes
The Asset Browser provides access from your
into a single large scene. When you merge a file,
desktop to design content on the World Wide Web.
you can select which objects to merge. If objects
From within Autodesk VIZ you can browse the
being merged have the same name as objects in
Internet for texture samples and product models.
your scene, you have the option to rename or skip
This includes bitmap textures (BMP, JPG, GIF,
over the merged objects.
TIF, and TGA), or geometry files (MAX, 3DS, and
so on).
Replacing Scene Objects
You can drag these samples and models into
Use Replace (page 3–99) to replace objects in
your scene for immediate visualization and
your scene with objects in another scene that have
presentation. You can snap geometry into
duplicate names. Replace is useful when you want
predefined locations, or drag and drop them
to set up and animate your scene with simplified
interactively in your scene.
objects, and then replace the simple objects with
detailed objects before rendering. You can also use the Asset Browser to browse
thumbnail displays of bitmap textures and
The Replace dialog looks and functions the same
geometry files on your hard disk or shared
as Merge, except that it lists only objects that have
network drives. Then you can either view them or
the same name as objects in your current scene.
16 Chapter 1: Getting Started with Autodesk VIZ

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.

Crash Recovery System


If Autodesk VIZ encounters an unexpected crash,
it attempts to recover and save the file currently
in memory. This is fairly reliable, but it does
not always work: the recovered scene could be
damaged during the crash.
The recovered file is stored in the
configured Auto Backup path. It is saved
as "<filename>_recover.max" in this path. It is
also placed in the INI file as the most recently used
file in the File menu. This makes it easy to return
to the file, if you choose to do so.
Viewing and Navigating 3D Space

Home Grid: Views Based on the World Coordinate


Viewing and Navigating 3D Space Axes (page 1–21)
Everything you create in Autodesk VIZ is located Understanding Views (page 1–22)
in a three-dimensional world. You have a variety
of options for viewing this enormous stage-like Setting Viewport Layout (page 1–24)
space, from the details of the smallest object to the Controlling Viewport Rendering (page 1–25)
full extent of your scene.
Controlling Display Performance (page 1–26)
Using the view options discussed in this section
you move from one view to another, as your
Using Standard View Navigation (page 1–26)
work and imagination require. You can fill your Zooming, Panning, and Rotating Views (page
screen with a single, large viewport, or set multiple 1–27)
viewports to track various aspects of your scene.
Navigating Camera and Light Views (page 1–31)
For exact positioning, flat drawing views are
available, as are 3D perspective (page 3–713) and Grab Viewport (page 1–33)
axonometric views (page 3–659).
For details about viewport commands, see
You navigate 3D space by adjusting the position, Viewports (page 3–451) and Viewport Controls
rotation and magnification of your views. You (page 3–457).
have full control over how objects are rendered
and displayed on the screen.
You can also use the Grab Viewport command
(page 1–33) to create snapshots of your work as
you go.
This section presents these brief topics designed to
help you quickly start learning how to organize
viewports and navigate through 3D space:
General Viewport Concepts (page 1–20)
20 Chapter 2: Viewing and Navigating 3D Space

Another way to use viewports is to place a camera


General Viewport Concepts in your scene and set a viewport to look through
its lens. When you move the camera, the viewport
tracks the change. You can do the same thing with
spotlights.
In addition to geometry, viewports can display
other tools, such as the MAXScript Listener and
the Asset Browser.
In addition to geometry, viewports can display
other views such as Track View and Schematic
View, which display the structure of the scene
and the animation. Viewports can be extended to
display other tools such as the MAXScript Listener
and the Asset Browser.
The Autodesk VIZ main window, with a docked toolbar and In Autodesk VIZ, the default display is a single
viewport layout displaying multiple views. maximized perspective viewport. Press ALT+W
Viewports are openings into the three-dimensional on the keyboard, or click the Minimize Viewport
space of your scene, like windows looking into button on the Toolbox to see four viewports.
an enclosed garden or atrium. But viewports are
more than passive observation points. While Active Viewport
creating a scene, you can use them as dynamic and One viewport, marked with a highlighted border,
flexible tools to understand the 3D relationships is always active. The active viewport is where
among objects. commands and other actions take effect. Only one
At times you might want to look at your scene viewport can be in the active state at a time. If other
through a large, undivided viewport, giving you viewports are visible, they are set for observation
a "picture-window" view of the world you’re only; unless disabled, they simultaneously track
creating. Often you use multiple viewports, each actions taken in the active viewport.
set to a different orientation.
Saving the Active Viewport
If you want to move an object horizontally in the
You can save the view in any active viewport and
world space, you might do this in a top viewport,
looking directly down on the object as you move it. later restore it with the Views menu’s Save Active
At the same time, you could be watching a shaded
View (page 1–35) and Restore Active View (page
perspective viewport to see when the object you’re
1–35) commands. One view can be saved for each
moving slides behind another. Using the two of the following view types: Top, Bottom, Left,
Right, Front, Back, User, Perspective.
windows together, you can get exactly the position
and alignment you want. For example, while in the Front view, you choose
You also have pan and zoom features available in Save Active Front View, and then zoom and pan
that view. You then activate the Top viewport,
either view, as well as grid alignment. With a few
choose Save Active Top View, and then click Zoom
mouse clicks or keystrokes, you can reach any level
of detail you need for the next step in your work. Extents. You return to the Front view, and choose
Home Grid: Views Based on the World Coordinate Axes 21

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: Views Based on the


World Coordinate Axes
The grid you see in each viewport represents
one of three planes that intersect at right angles
to one another at a common point called the
origin. Intersection occurs along three lines (the
world coordinate axes: X, Y, and Z) familiar from
geometry as the basis of the Cartesian coordinate
system.

Home Grid
Home grid axes and planes

Two axes define each plane of the home grid. In


the default Perspective viewport, you are looking
across the XY plane (ground plane), with the X
axis running left-to-right, and the Y axis running
front-to-back. The third axis, Z, runs vertically
through this plane at the origin.

Using the home grid to position houses

The three planes based on the world coordinate


axes are called the home grid; this is the basic
reference system of the 3D world.
To simplify the positioning of objects, only one
plane of the home grid is visible in each viewport.
The figure shows all three planes as they would
appear if you could see them in a single perspective
viewport.
22 Chapter 2: Viewing and Navigating 3D Space

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.

Axonometric view of a scene


Above: Inactive grid object in a scene
Below: Activated grid object • Perspective views (page 3–713) show the
The home grid is aligned with the world coordinate scene with lines that converge at the horizon.
axes. You can turn it on and off for any viewport, The Perspective and Camera viewports are
but you can’t change its orientation. examples of perspective views.

For flexibility, the home grid is supplemented by


grid objects: independent grids you can place
anywhere, at any angle, aligned with any object or
surface. They function as "construction planes"
you can use once and discard or save for reuse. See
Precision and Drawing Aids (page 2–617).

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

Resizing the Viewport


After choosing a layout you can resize the
viewports so they have different proportions
by moving the splitter bars that separate the
viewports. This is only available when multiple
viewports are displayed.

The viewport on the right looks through the lens of a


spotlight in the scene.
Resized viewport

Setting Viewport Layout Changing the View Type


Autodesk VIZ uses a single-viewport layout by As you work, you can quickly change the view in
default, with the Perspective view maximized. any viewport. For example, you can switch from
Thirteen other layouts are possible, but the front view to back view. You can use either of two
maximum number of viewports on the screen methods: menu or keyboard shortcut.
remains four.
• Right-click the label of the viewport you want
Using the Layout panel (page 3–588) of the to change and click Views. Then, click the view
Viewport Configuration dialog, you can pick from type that you want.
the different layouts and customize the viewports • Click the viewport you want to change, and
in each. Your viewport configuration is saved with then press one of the keyboard shortcuts in the
your work. following table.
Key V iew type
T Top view
B Bottom view
F Front view
L Left view
C Camera view. If your scene has only one
camera, or you select a camera before using
this keyboard shortcut, that camera supplies
the view. If your scene has more than one
camera, and none are selected, a list of
cameras appears.
P Perspective view. Retains viewing angle of
previous view.
Controlling Viewport Rendering 25

Key V iew type you want individual objects to display as boxes,


U User (axonometric) view. Retains viewing
you can select the object and choose Display
angle of previous view. Allows use of Zoom as Box on the Display properties rollout on the
Region (page 3–464). display panel.
None Right view. Use viewport right-click menu.
None Shape view. Use viewport right-click menu. Using Viewport Rendering Controls
Automatically aligns view to the extents of a
selected shape and its local XY axes. Viewport rendering options are found on the
Rendering Method panel (page 3–586) of the
Viewport Configuration dialog. Using this panel
See also you choose a rendering level and any options
Viewport Layout (page 3–588) associated with that level. You can then choose
whether to apply those settings to the active
Camera Viewport Controls (page 3–467) viewport or all viewports, or to all but the active
Spotlight Parameters (page 2–969) viewport.
Precision and Drawing Aids (page 2–617) The rendering level you choose is determined
by your need for realistic display, accuracy, and
Track View (page 2–818)
speed. For example, Box Mode display is much
Default Keyboard Shortcuts (page 3–601) faster than Smooth Shading with Highlights. The
more realistic the rendering level, the slower the
display speed.
Controlling Viewport Rendering After choosing a rendering level, you can set
rendering options. Different options are available
for different rendering levels.
Viewport rendering has no effect on final
renderings produced by clicking Render Scene.

Rendering Methods and Display Speed


The rendering methods not only affect the quality
of your view display, they can also have a profound
effect on display performance. Using higher
quality rendering levels and realistic options slows
display performance.
Box display, wireframe display, and smooth shading After setting a rendering method, you can
You can choose from multiple options to display choose additional options that adjust display
your scene. You can display objects as simple performance. One of these controls, Adaptive
boxes, or render them with smooth shading and Degradation, speeds up display performance when
texture mapping. If you want, you can choose a you use realistic rendering levels.
different display method for each viewport. Tip: If your scene mysteriously disappears and only
Tip: If you want to display individual objects as displays as boxes when you rotate your viewport,
wireframe, you can use Wireframe materials. If
26 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

Zooming, Panning, and Rotating


Views
The standard navigation controls

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.

Undoing Standard View position—Controls panning in any


View Navigation Commands direction.
Use the Undo View Change and Redo View Change
commands (page 1–34) on the Views menu to View rotation—Controls rotating in any
reset standard view navigation commands without direction
affecting other viewports or the geometry in your
scene. These commands are also found in the Zooming a View
menu displayed when you right-click a viewport
label. Click Zoom (page 3–461) or Zoom All
(page 3–461) and drag in a viewport to change the
Views menu > Undo and Views menu > Redo are view magnification. Zoom changes only the active
separate from Undo and Redo on the Edit menu view, while Zoom All simultaneously changes all
or the toolbar. Autodesk VIZ maintains separate non-camera views.
Undo/Redo buffers for scene editing and for each
viewport. If a perspective view is active, you can also
click Field of View (FOV) (page 3–463). The effect
The View Undo/Redo buffer stores your last 20
of changing FOV is similar to changing the lens on
view navigation commands for each viewport.
a camera. As FOV gets larger you see more of your
You can step back through the Undo View/Redo
scene and perspective becomes distorted, similar
View buffer until you have undone all of the stored
to using a wide-angle lens. As FOV gets smaller
view-navigation commands.
28 Chapter 2: Viewing and Navigating 3D Space

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.

• The Zoom Extents All, Zoom Extents Using Walkthrough Navigation


All Selected buttons (page 3–459) zoom all Walkthrough navigation lets you move through
viewports to the extents of all objects or the a viewport by pressing a set of shortcut keys,
current selection. including the arrow keys, much as you can navigate
a 3D world in many video games.
Panning a View
When you enter the walkthrough navigation
Click Pan View (page 3–465) and drag in mode, the cursor changes to a hollow circle that
a viewport to move your view parallel to the shows a directional arrow while you are pressing
viewport plane. You can also pan a viewport by one of the directional keys (forward, back, left, or
dragging with the middle mouse button held down right).
while any tool is active.
Using Walkthrough Navigation 29

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

• Press the UP ARROW key. Increase Step Size ]


Invert Vertical Rotation
• Click the Walk Through button (page Toggle

3–460) to turn it on. Left A, LEFT ARROW

This button is found on the Pan/Truck And Level SHIFT+SPACE


Walkthrough flyout (page 3–459). Lock Horizontal Rotation
Lock Vertical Rotation SPACE
To stop using walkthrough navigation, do one of
the following: Reset Step Size ALT+[

• Right-click. Right D, RIGHT ARROW

• Activate a different viewport. Up E, SHIFT+UP-ARROW

• 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.

Note: You do not exit walkthrough mode when


you select an object or change the viewport
30 Chapter 2: Viewing and Navigating 3D Space

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

You zoom a camera view by clicking FOV


Navigating Camera and Light (page 3–463) and then dragging in the Camera
Views viewport.
The field of view defines the width of your view as
an angle with its apex at eye level and the ends at
The camera navigation buttons the sides of the view. The effect of changing FOV is
exactly like changing the lens on a camera. As the
The Camera and Light view navigation buttons FOV gets larger you see more of your scene and
are the same with a few exceptions. The buttons the perspective becomes distorted, similar to using
are visible when a viewport with a Camera or a wide-angle lens. As the FOV gets smaller you
Light view is active. The Camera and Light view see less of your scene and the perspective flattens,
navigation buttons do more than adjust your view. similar to using a telephoto lens. See Cameras
They transform and change the parameters of the (page 2–995).
associated camera or light object.
Light views treat the light (spotlight or directional Click Light Hotspot (page 3–473) for a light
light) as if it were a camera. The light falloff is viewport to achieve the same effect as zooming.
treated the same as the camera field of view. The hotspot is the inner of the two circles or
Keep in mind the following: rectangles visible in a light viewport. Objects
inside the hotspot are illuminated with the
• Using the Camera and Light viewport
full intensity of the light. Objects between the
navigation buttons is the same as moving or
hotspot and falloff are illuminated with decreasing
32 Chapter 2: Viewing and Navigating 3D Space

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.

Moving a Camera or Light View Changing Camera Perspective


You move a camera or light view by clicking one of
the following buttons and dragging in the camera
or light viewport.

• Dolly (page 3–467) moves the camera or


light along its line of sight.

• Truck (page 3–470) moves the camera or


light and its target parallel to the view plane.

• Pan (page 3–470) moves the target in a


circle around the camera or light. This button
Changing perspective
is a flyout that shares the same location with
Orbit.
Click Perspective (page 3–468), and drag in
• Orbit (page 3–470) moves the camera a camera viewport to change the Field of View
or light in a circle around the target. The (FOV) and dolly the camera simultaneously. The
effect is similar to Arc Rotate for non-camera effect is to change the amount of perspective flare
viewports. while maintaining the composition of the view.

Rolling a Camera or Light View


Adaptive Degradation Toggle
Views menu > Adaptive Degradation Toggle

Keyboard > O (the letter O)

When on (the default), the Adaptive Degradation


Toggle supersedes the adaptive degradation
(page 3–652) that can occur when you transform
geometry, change the view, or play back an
animation in a shaded viewport. In this case,
the geometry remains shaded even if that slows
down viewport display and animation playback.
Rolling a camera Animation playback might drop frames if the
graphics card cannot display frames in real time.
Click Roll (page 3–469), and drag in a camera
or a light viewport to rotate the camera or light Turn off the Adaptive Degradation Toggle if you
about its line of sight. The line of sight is defined have large models you need to navigate around
as the line drawn from the camera or light to its and if you are finding performance sluggish.
Grab Viewport 33

Adaptive degradation causes shaded objects to be Procedure


replaced by a quicker display mode. By default, To create a snapshot of a viewport:
shaded objects are replaced by their bounding
1. Activate the viewport you want to capture.
boxes.
2. Choose Tools menu > Grab Viewport.
You can change the display option, and set other
adaptive degradation parameters, on the Viewport A dialog appears that allows you to add a label
Configuration dialog (Customize menu > to your snapshot.
Viewport Configuration > Adaptive Degradation 3. Enter a label for your snapshot, if desired.
panel (page 3–591)). The label appears in the lower-right corner of
Note: When you use arc rotate (page 3–466) in a the image as you enter it into the dialog.
shaded viewport while the Adaptive Degradation
4. Click Grab.
Toggle is off, objects degrade to bounding boxes
regardless of the adaptive degradation settings. The Rendered Frame Window opens to display
a snapshot of your viewport.
Procedure 5. Use the controls in the Rendered Frame
To turn off or override adaptive degradation, do one Window to save your image.
of the following:
• Choose Views menu > Adaptive Degradation
Interface
Toggle.
• Press O (the letter O).

To change the level of adaptive degradation in the


viewport:
1. Right-click the viewport label and choose
Configure, or choose Customize > Viewport Label—Enter text here to add a label to your
Configuration. screenshot. The text you enter is displayed in the
2. On the Viewport Configuration dialog, open lower-right corner of your screenshot.
the Adaptive Degradation panel. Grab—Opens the Rendered Frame Window with a
3. Adjust settings in the General and Active snapshot of the active viewport.
Degradation group boxes.
Cancel—Cancels the Grab Viewport command.

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

Views Menu (page 3–386) Quad Menu (page 3–399)


Undo View Change / Redo View Change (page
1–34)
Undo View Change / Redo View
Save Active View (page 1–35) Change
Restore Active View (page 1–35) Views menu > Undo View Change or Redo View Change
Grids Submenu (page 2–649) Keyboard > SHIFT+Z (Undo) or SHIFT+Y (Redo)
Viewport Background (page 1–36)
Undo View Change cancels the last change made to
Viewport Image Dialog (page 1–36) the current viewport. Redo View Change cancels
Select Background Image Dialog (page 1–40) the last Undo in the current viewport.

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)

See also Interface


Undo V iew Change—Cancels viewport changes.
Viewing and Navigating 3D Space (page 1–19)
Undo is useful when you are working with a
Views Menu (page 3–386)
background image in the viewport. You can zoom
Save Active View 35

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

Tip: If you are using a viewport driver with


Viewport Background hardware acceleration (OpenGL or Direct3D),
the viewport background might not appear. If
Views menu > Viewport Background
this happens, choose Customize > Preferences.
Keyboard > ALT+B In the Viewports preferences (page 3–551), click
Configure Driver. Then in the Configure OpenGL
This command displays the Viewport Image dialog (page 3–561) or the Configure Direct3D
dialog (page 1–36), which controls the display dialog (page 3–565), go to the Background Texture
of the background image in the active viewport. Size group and turn on Match Bitmap Size As
Each viewport can display a different background. Closely As Possible (do not change the numeric
You can use this for modeling, by placing front, setting). Click OK in both dialogs to accept your
top or side view sketches in the corresponding change.
viewports. Or use Viewport background to match
3D elements with digitized camera footage. See also
Select Background Image Dialog (page 1–40)
Viewport Image Dialog Update Background Image (page 1–42)
Views menu > Viewport Background > Viewport Image Reset Background Transform (page 1–43)
dialog

Keyboard > ALT+B Procedures


To assign an image to one or all viewports:
The Viewport Image dialog controls display of an 1. Activate a viewport where you want the
image or animation as the background for one background image.
or all viewports, for example for alignment or
rotoscoping (page 3–723). You can assign different 2. Choose Views menu > Viewport Image to
background images to different viewports. display the Viewport Image dialog.
3. In the Background Source group, click Files to
You select the image or animation to display in
display the Select Background Image dialog.
the active viewport, set the frame synchronization
between the animated image file and the current 4. Select the image or animation you want to use.
scene, and turn the assigned image on and off. 5. If you want to display the image in all viewports,
These changes do not affect the rendered scene. click All Views in the Apply Source And Display
To place an image in the background of the To group.
rendered scene, use the Environment And Effects 6. Click OK.
dialog > Environment panel (page 3–52), accessed The image is displayed in a single viewport or
from the Rendering menu. all viewports.
Note: When safe frames are displayed in a viewport,
and the Aspect Ratio options are set to either To update the image or map in the viewport:
Match Viewport or Match Rendering Output, the Because of the time it takes to render the image or
assigned viewport background image is confined map in the viewport, the map is not automatically
to the Live area of the safe frames and will correctly updated when you alter the bitmap or assign a new
match the rendered background bitmap. bitmap.
Viewport Image Dialog 37

• 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.

To remove a background image:


1. Activate the viewport in which the background
image is visible.
2. On the Views menu, choose Viewport
Background.
Background Source group
Notice the name and path of the background
file is displayed in the Current field in the Options let you select the background image,
Background Source group either from a bitmap image file (page 3–660),
a video file, or from a device such as a video
3. In the Background Source group, click Devices.
recorder.
4. On the Select Image Input Device dialog,
Files—Displays the SelectBackground Image
choose No I/O Handlers from the drop-down
list, then click OK. dialog (page 1–40), which lets you select a file or
sequence of files for your background.
5. On the Bitmap Manager Error dialog, click OK.
Devices—Displays the Select Image Input Device
The current field no longer displays the
dialog. This lets you use a background from a
background file name. Instead No I/O Handler
digital device. (No device is supported by the
is listed in the Current field.
default Autodesk VIZ installation.)
6. Click OK to close the Viewport Image dialog.
Use Environment Background—Lets you display
Next time you open up the Viewport Image in the viewports the map you’ve assigned as your
dialog, no file name will be displayed in the environment background. If no environment
Current field.
Viewport Image Dialog 39

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

Zoom/Pan. This control is disabled if you select


Match Viewport. Select Background Image Dialog
Keyboard shortcut: CTRL+ALT+B Views menu > Viewport Background > Background
Source group > Files > Select Background Image dialog
Warning: If you zoom in too far, you can exceed the limit
of virtual memory, and crash Autodesk VIZ. When you
perform a zoom that requires more than 16 megabytes
of virtual memory, an alert asks if you want to display the
background during the zoom. Choose No to perform
the zoom and turn off the background. Choose Yes to
zoom with the background image. Your machine might
run out of memory as a result.

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).

The name of the currently active viewport appears Procedures


in a list to the left of the OK and Cancel buttons.
To select a background image for a viewport:
This reminds you which viewport you’re working
with and lets you change the active viewport by 1. Activate the viewport where you want the
selecting its name from the list. image.
Note: When you use different images for different 2. Choose Views menu > Viewport Background.
viewports, the settings for each viewport are stored 3. Under Background Source in the dialog that
separately. Each time you display the Viewport displays, click Files.
Image dialog, the settings of the currently active
4. In the Look In field, navigate to the directory
viewport are displayed. If you switch the viewport
containing the file you want to use for the
using the list, the settings remain the same. This
background.
is useful for copying settings from one viewport
to another. Note: The Select Background Image File dialog
uses the last location where a bitmap was
chosen, rather than the default bitmap path
defined on the Configure User Paths dialog
(page 3–529).
Select Background Image Dialog 41

5. Highlight the file name in the file list window. Interface


6. Click Open to select the image and close the
dialog.
7. Click OK to close the Viewport Image dialog
and display the background image.

To select a set of still images as a viewport


background:
1. Activate the viewport where you want the
image.
2. Choose Views menu > Viewport Background.
3. Under Background Source, click Files.
4. In the Look In field, navigate to the directory
containing the sequence of files.
The files must be sequentially numbered
(for example, image01.bmp, image02.bmp,
image03.bmp).
History—Displays a list of the directories most
Tip: If necessary, change Files Of Type to match recently searched.
the file extension of the sequence, or choose
Look In—Opens a navigation window to move to
All Formats.
other directories or drives.
5. Turn on Sequence, and choose the name of the
first sequential file (for example, image01.bmp). Up One Level—Move up a level in the
Tip: Click the Setup button to display the Image directory structure.
File List Control dialog (page 3–261).
6. In the Image File List Control dialog, use Create New Folder—Lets you create a new
the Browse button to set the Target Path to a folder while in this dialog.
directory on your hard disk. Do not set this
path to a CD-ROM drive, because you cannot List—Displays the contents of a directory by
save the file there. file name.
7. Choose the options you want, and then click
Details—Displays the contents of a directory
OK.
including all the file details.
The Image File List (IFL) file is saved to the
List Window—When Details is on, the contents of
target directory.
the directory are displayed with Name, Size, Type,
Date Modified, and Attributes. You can sort the
files by clicking the label of each parameter.
File Name—Displays the name of the file selected
in the list.
42 Chapter 2: Viewing and Navigating 3D Space

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

Note: Viewports can use the current Environment


Map (set on the Environment panel (page 3–53) Show Transform Gizmo
of the Environment and Effects dialog) as the
Views menu > Show Transform Gizmo
background image.
Keyboard > X
Procedure
Show Transform Gizmo toggles the display of
To update the background image displayed in a
the Transform gizmo axis tripod (page 1–343)
viewport:
for all viewports when objects are selected and a
1. Activate a viewport that contains a background transform is active.
image.
Additional controls for the Transform gizmo are
2. Choose Views menu > Update Background
found on the Gizmo Preferences settings (page
Image.
3–554).
When the Transform gizmo is turned off, Show
Reset Background Transform Transform Gizmo controls the display of the axis
tripod on selected objects.
Views menu > Reset Background Transform (available
only when a viewport background image is displayed and The state of Transform gizmo is saved in 3dsviz.ini,
Lock Zoom/Pan is turned on)
so it’s maintained between scenes and sessions.
Reset Background Transform rescales and The related entries in the 3dsviz.ini file are:
recenters the current background to fit an • INI: Transformgizmo=1 (for Transform Gizmo
orthographic or user viewport. Use this command visibility, controlled by Preferences)
when you want to reset the background to the
new position of your geometry. See Procedure for • INI: ShowAxisIcon=1 (for Axis Icon visibility,
detailed requirements. controlled in Views menu)
The visibility of the Axis tripod overrides the
Procedure visibility of the Transform Gizmo. If you turn off
To reset the background to fit the viewport: the Transform Gizmo in Preferences, the Axis
tripod remains on the selected object. If you then
1. Activate an orthographic or user viewport that
turn off the Show Transform Gizmo in the Views
has a background image.
menu, it actually turns off the Axis tripod. When
2. Press ALT+B. the Axis tripod is disabled, the Transform Gizmo
3. Turn on either Match Bitmap or Match is also hidden.
Rendering Output, and then turn on Lock Tip: The converse is not true. If the transform
Zoom/Pan. gizmo is turned off, turning on the axis tripod
4. Click OK. visibility does not display the transform gizmo.
5. Choose Views menu > Reset Background
Procedure
Transform.
To scale the transform gizmo, do one of the following:
The background image readjusts in the
viewport. • Press – (hyphen) to shrink the Transform
gizmo.
44 Chapter 2: Viewing and Navigating 3D Space

• Press = (equal sign) to enlarge the Transform


gizmo. Show Key Times
Select an object with animation. > Views menu > Show
Key Times
Show Ghosting
Key Times shows the frame numbers along a
Views menu > Show Ghosting
displayed animation trajectory (page 2–691).
Key times correspond to the settings in Time
Ghosting is a method of displaying wireframe
Configuration (page 3–447) for Frames or SMPTE
"ghost copies" of an animated object at a number
(page 3–732). By default, key times are shown as
of frames before or after the current frame. Use it
frame numbers.
to analyze and adjust your animation. Ghosts that
overlap indicate slower motion; ghosts that are
Procedure
spread further apart show faster motion.
To display trajectory time values in the viewport:
When this command is active, ghosting is
1. Select an object with animation.
displayed for selected objects in the scene. Only
currently selected objects display the ghosting.
2. On the Display panel > Display
Properties rollout, turn on Trajectory.
Tip: If the rollout controls are unavailable,
right-click the object in the active viewport,
choose Properties, and in the Display Properties
group, click By Layer to change to By Object.
This will make the Trajectory option become
available.
3. Choose Views menu > Show Key Times.
The time values are displayed as white numbers
along the trajectory. They remain displayed in
red when the animated object is deselected.
Ghosting helps to visualize animation.

To change Ghosting parameters choose Customize


> Preferences. On the Viewport panel of the
Preferences dialog you can determine the number
of ghosting frames, whether to ghost before or
after the current frame, or both, and you can also
show frame numbers with the ghosts.

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

While you are using the Modify panel, this


Shade Selected command toggles viewport highlighting of objects
dependent on the currently selected object.
Select an object to be shaded. > Views menu > Shade
Selected
When Show Dependencies is on and the Modify
panel is active, any object that is dependent upon
Shade Selected shades only the selected objects in the currently selected object in any way appears
the scene when the viewport is set to Wireframe magenta. This includes instances (page 3–689),
or Other. When Smooth + Highlights is on, all references (page 3–722), and shared modifiers
objects are shaded whether they are selected or not. (page 3–701). Default=off.
Shade Selected lets you work with a wireframe You can also see similar dependencies in Schematic
scene and shade only the selected objects when View (page 3–300).
you want to visualize them more clearly. All other
objects in the scene will appear in wireframe.

Selected objects shaded in a wireframe viewport.


46 Chapter 2: Viewing and Navigating 3D Space

Procedure camera to the active, Perspective viewport. This


To show dependencies between objects: functionality was adopted from the Match Camera
to View command, which is now available only as
1. Select an object with an instanced modifier
an assignable main user interface shortcut (page
(page 2–39). 3–605)
Note: Create Camera From View is available only
2. On the Modify panel, choose the
when a Perspective viewport is active.
instanced modifier in the modifier stack.
3. Choose Views menu > Show Dependencies To create a camera from a view, assuming any
existing cameras are unselected:
Other objects with instances of the same
modifier appear in a different color. 1. Activate a Perspective viewport.
2. If necessary, adjust the viewport using Pan,
Zoom and Arc Rotate until you have a view you
Create Camera From View like.
Views menu > Create Camera From View 3. Leaving the viewport active, on the Views menu
choose Create Camera From View or press
Create menu > Cameras > Create Camera From View
CTRL+C.
Keyboard > CTRL+C
Autodesk VIZ creates a new camera, matching
its view to that of the Perspective viewport, and
then switches the Perspective viewport to a
Camera viewport, showing the view from the
new camera.

Add Default Lights to Scene


Views menu > Add Default Lights To Scene

(This menu item is unavailable if the Viewport


Configuration dialog specifies only a single default light.)

This command displays the Add Default Lights To


Create Camera From View creates a Target camera Scene dialog (page 1–47), which provides options
(page 2–1000) whose field of view matches an that let you convert the default scene lighting into
active, Perspective viewport. At the same time, it actual light objects (page 2–911).
changes the viewport to a Camera viewport (page
The default lighting for viewports consists of a
3–467) for the new camera object, and makes the
key light, positioned in front and to the left of the
new camera the current selection.
scene. and a fill light, positioned behind and to the
Alternatively, if the scene already contains a camera right of the scene. Both these default lights behave
and the camera is selected, then Create Camera as omni lights (page 2–934).
From View does not create a new camera from
the view. Instead, it simply matches the selected
Add Default Lights To Scene Dialog 47

the previous default light object before you add


another.

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.

3. Activate the Top viewport, and on the


Two default lights are placed opposite to each other. status bar, click Zoom Extents.
A, the key light is in front of the object, on the upper left The lights are now visible in the viewport.
side, while B, the fill light is behind on the lower right side.
Interface

Add Default Lights To Scene


Dialog
Views menu > Add Default Lights To Scene > Add Default
Lights to Scene dialog

(This menu item is unavailable if the Viewport


Configuration dialog specifies only a single default light.)

The Add Default Lights To Scene dialog lets you


convert the default scene lighting into actual light
objects (page 2–911).
Add Default Key Light—When on, adds the default
The default lighting for viewports consists of a key light to the scene. The key light is in front of
key light, positioned in front and to the left of the the scene and to the left. The key light becomes
scene, and a fill light, positioned behind and to the an omni light (page 2–934) with the name,
right of the scene. DefaultKeyLight. Default=on.
Note: You can use the Viewport Configuration
Add Default Fill Light—When on, adds the default
dialog (page 3–585) to change the default lighting
fill light to the scene. The fill light is behind the
to a single key light. In this case, Add Defaults
scene and to the right. The fill light becomes
Light To Scene will not be available.
an omni light (page 2–934) with the name,
You can add either the key light, the fill light, or DefaultFillLight. Default=on.
both. The omni light objects have the names
Distance Scaling—Affects how far the lights are
DefaultKeyLight and DefaultFillLight.
placed from the origin (0,0,0). The default value
If you have already added one or both default leaves the scene’s lighting unchanged. Larger
lights, a warning prompts you to rename or delete values move the lights further away, dimming
the scene, and smaller values move them closer,
48 Chapter 2: Viewing and Navigating 3D Space

brightening the scene. Default=1.0. Range=0.0 need to turn on Show Map in Viewport in the
to 1000.0. Material Editor.

Redraw All Views Update During Spinner Drag


Views menu > Redraw All Views Views menu > Update During Spinner Drag

Keyboard > ‘ (accent grave)


When Update During Spinner Drag is on, dragging
Redraw All Views refreshes the display in all a spinner (such as a Radius spinner for a sphere)
viewports. When you move, rotate, scale, or updates the effects in real time in the viewports.
otherwise manipulate geometry, the viewports Default=on.
may display the scene with some irregularities, When Update During Spinner Drag is off, the
or with objects or parts of objects missing. Use effect is updated after the drag, when you release
Redraw All Views to redisplay your scene with all the mouse. Use this option when you’re adjusting
lines and shading restored. processor-intensive controls.

Activate All Maps Expert Mode


Views menu > Activate All Maps Views menu > Expert Mode

Keyboard > CTRL+X


Activate All Maps turns on the Show Map In
Viewport flag for all materials assigned to the
scene. When Expert mode is on, the title bar, toolbar,
command panel, status bar, and all of the viewport
To undo this action, use Views menu > Deactivate navigation buttons are removed from the display,
All Maps. This will turn off the maps for all leaving only the menu bar, time slider, and
materials. If you only want to turn off individual viewports. Use Expert mode when you need to
maps, you need to turn off Show Map In Viewport view your composition alone without the rest of
in the Material Editor. the interface.
With the ability to customize the user interface in
Deactivate All Maps Autodesk VIZ, you can create your own versions
of Expert mode by hiding whatever you want
Views menu > Deactivate All Maps item-by-item. Expert mode is only a quick way to
hide everything that can be hidden at once.
Deactivate All Maps turns off the Show Map In
You can assign keyboard shortcuts to hide and
Viewport flag for all materials assigned to the
unhide the command panel, toolbars, and so on
scene.
and then use these while in Expert mode. You can
To undo this action, use Views menu > Activate All also use the quad menu to access tools quickly in
Maps. This will turn on the maps for all materials. Expert mode as well.
If you only want to turn on individual maps, you
Controlling Object Display 49

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

Wireframe— Controls the color of objects when the Interface


viewport is in wireframe display mode.
Object Color—Displays the wireframes in object
color.
Material Color—Displays the wireframes using the
material color.
Shaded—Controls the color of the object when the
viewport is in any shaded display mode.
Object Color—Displays the shaded objects using
the object color.
Material Color—Displays the shaded objects using
the material color.

Turn on the check boxes to hide objects of that


Hide By Category Rollout category. You can use the All, None, and Invert
buttons to quickly change the settings of the check
Display panel > Hide By Category rollout boxes.

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.

Helpers—Hides all helpers in the scene.

Point—Hides all points in the scene.

All—Hides everything in the scene.

None—Unhides everything in the scene

Invert—Hides everything that is visible and


unhides everything currently hidden.
Add—Adds a display filter category to the list.

Remove—Removes a display filter category.


Hide Rollout 51

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

Hide Selected—Hides the selected object(s).


The Freeze rollout provides controls that let you
Hide Unselected—Hides all visible objects except freeze or unfreeze (page 3–680) individual objects
the selected ones. Use this to hide all objects except by selecting them, regardless of their category.
the one you’re working on. Objects hidden by
Frozen objects remain on the screen, but you can’t
category aren’t affected.
select, transform, or modify them. By default,
Hide by Name—Displays a dialog you use to hide frozen objects turn dark gray. Frozen lights and
objects you choose from a list. See Select Objects cameras, and their associated viewports, continue
Dialog (page 1–74), which describes nearly to work as they normally do.
identical controls.
52 Chapter 2: Viewing and Navigating 3D Space

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.

Freeze Selected—Freezes the selected object(s). Display Properties Rollout


Freeze Unselected—Freezes all visible objects Display panel > Display Properties rollout
except the selected ones. Use this to quickly freeze
all the objects except the one you’re working on. The Display Properties rollout provides controls
that alter the display of selected objects.
Freeze by Name—Displays a dialog that lets you
choose objects to freeze from a list. See Select Note: In Autodesk VIZ, by default you set display
Objects dialog (page 1–74), which describes nearly properties by layer rather than by object. To set a
identical controls. layer’s display properties, open the Layer Manager
(page 3–364), right-click the layer name, choose
Freeze by Hit—Freezes any object you click in a Layer Properties from the menu, and then use the
viewport. If you press CTRL while selecting an Layer Properties dialog (page 3–369).
object, that object and all of its children are frozen.
To exit Freeze by Hit mode, right-click, press See also
ESC, or select a different function. This mode is
automatically turned off if you freeze all objects Link Display Rollout (page 1–55)
in the scene.
Procedure
Unfreeze All—Unfreezes all frozen objects.
To display trajectories using the Display panel:
Note: If you click Unfreeze All in a scene with
1. Select one or more animated objects.
frozen layers, a dialog opens prompting you to
unfreeze all layers. You cannot unfreeze an object 2. Right-click the selection, and choose
on a frozen layer. Properties.
Display Properties Rollout 53

3. In the Display properties group, click By Layer Interface


to change it to By Object, and then click OK.
4. Expand the Display Properties rollout in the
Display panel.
5. Turn on Trajectory.
By default, object trajectories appear with the
following properties:
• The trajectory curve is drawn in red.
• Frame increments display as white dots on
the curve.
• Position keys display as red boxes
surrounding the appropriate frame dot on The first three options reduce the geometric
the curve. The boxes are white when the complexity of selected objects in a scene, resulting
object is selected. in faster response time because the computer has
• If Views > Show Key Times is turned on, the less to calculate. These options are also available
keyframe numbers are displayed along side in the Display Properties group of the Object
the keys on the trajectory. Properties dialog > General panel (page 1–108)
and the Display floater (page 3–496).
Trajectories can also be displayed through
Object Properties. Right-click any object Display as Box—Toggles the display of selected
and choose Properties, then in the Display objects, including 3D objects and 2D shapes
properties group change By Layer to By as bounding boxes (page 3–663). Produces
Object. Turn on Trajectories when it minimum geometric complexity.
becomes available in the Display Properties
group.
You can change the colors for these items on
the Colors panel (page 3–519) of the Customize
User Interface dialog.
You can also use object properties to display
trajectories: right-click any object and choose
Properties, then turn on Trajectory.

Backface Cull—Toggles the display of faces and


vertices with normals (page 3–704) pointing away
from view. When turned off, you see through the
wireframe to the back faces. Applies to Wireframe
viewport display only.
54 Chapter 2: Viewing and Navigating 3D Space

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.

See-Through—Makes the object or selection


translucent in viewports. This setting has no
effect on rendering: it simply lets you see what’s
behind or inside an object in a crowded scene, and
is especially useful in adjusting the position of
Vertex Ticks—Displays the vertices in the selected
objects behind or inside the See-Through object.
geometry as tick marks.
This is very handy when you have objects within
If the current selection has no displayed tick other objects in your scene.
marks, the check box is clear. If some of the
This option is also available from Object Properties
vertices in the current selection display tick marks,
dialog (page 1–107) and the Tools > Display
the check box contains a gray X. If all vertices in
Floater (page 3–496).
the current selection display tick marks, the check
box contains a black X. You can customize the color of see-through objects
by using the Colors panel (page 3–519) of the
Customize > Customize User Interface dialog
(page 3–511).
Link Display Rollout 55

Keyboard shortcut (default): ALT+X

Link Display Rollout


Ignore Extents—When turned on, the object is
ignored when you use the display control Zoom Display panel > Link Display rollout
Extents. Use this on distant lights.
The Link Display rollout provides controls that
Show Frozen in Gray—When on, the object turns alter the display of hierarchical linkages (page
gray in viewports when you freeze it. When off, 3–684).
viewports display the object with its usual color or
texture even when it is frozen. Default=on. Interface
Vertex Colors—Displays the effect of assigned
vertex colors. You assign vertex colors using the
Assign Vertex Color utility. Once vertex colors
have been assigned they can also be edited in the
Vertex Properties rollout in the editable mesh or
editable poly in vertex or face sub-object level.
Display Links—Displays a wireframe representation
The Shaded button determines whether the object of any hierarchical links affecting the selected
with the assigned vertex colors appears shaded in object.
the viewport. When this button is off, the colors
Note: Display Links must be turned on in order to
are unshaded and appear in their pure RGB values,
see Joint Limits on a inverse kinematics chain.
looking a little like self-illuminated materials.
When the Shaded button is on, the colors appear Link Replaces Object—Replaces the selected
like any other assigned color in the viewports. object with the wireframe representation of the
hierarchical link. This option offers another way
to reduce the geometric complexity of selected
objects in a scene. See also Display Properties
rollout (page 1–52).
The Draw Links As Lines option on the Viewports
panel (page 3–551) of the Preference Settings
dialog further reduces the display of links to a
single line.
56 Chapter 2: Viewing and Navigating 3D Space

minimizing object culling, and then raises it later,


Object Display Culling Utility if possible.
Utilities panel > More button > Object Display Culling Affect Scene XRefs—When on, XRef scenes (page
3–292) are culled as well as native objects.
The Object Display Culling utility lets you
Static/Object(s) culled—If no culling is happening,
navigate and manipulate large and complex scenes
such as when you first open the utility, this
more easily and quickly by intelligently hiding
read-only field shows “Static”.
less-important objects as you work.
When Object Display Culling is enabled, this field
Interface shows the number of objects currently hidden or
displayed as bounding boxes.
Culled Objects—Choose how to prevent display of
culled geometry:
• Hidden: Culled objects don’t appear in the
viewports.
• Display as Bounding Box: Culled objects
appear as bounding boxes (page 3–663).
Close—Closes the rollout.

Enable—Turns Object Display Culling on and off.


Default=off. Keyboard shortcut=ALT+O.
You can also toggle Object Display Culling from
the Views menu.
Target Framerate—The desired frame rate. If the
frame rate drops below this, Autodesk VIZ culls
objects as necessary to achieve the frame rate,
beginning with those farthest from the current
viewpoint.
If Self-Adjust Framerate is on, Autodesk VIZ sets
this value automatically.
Self-Adjust Framerate—When on, Autodesk VIZ
sets the Target Framerate value automatically. The
software lowers the frame rate as necessary while
Selecting Objects

Using Named Selection Sets (page 1–63)


Selecting Objects
Using Selection Filters (page 1–64)
Most actions in Autodesk VIZ are performed on
selected objects in your scene. You must select Selecting with Track View (page 1–65)
an object in a viewport before you can apply a Selecting with Schematic View (page 1–66)
command. As a result, the act of selection is an
essential part of the modeling and animation
Freezing and Unfreezing Objects (page 1–66)
process. Hiding and Unhiding Objects by Selection (page
This section presents the selection tools available
1–67)
in Autodesk VIZ. Besides the basic techniques Hiding and Unhiding Objects by Category (page
of selecting single and multiple objects using 1–68)
mouse and keyboard, these topics cover the use of
Isolate Selection (page 1–69)
named selection sets and other features that help
you manage object selection, such as hiding and Introduction to Sub-Object Selection (page 1–70)
freezing objects and layers. Also included is an
Using Assemblies (page 1–93)
introduction to sub-object selection, essential to
working with an object’s underlying geometry. Using Groups (page 1–92)
Lastly, a technique for grouping objects is
presented. Grouping lets you create more
permanent selections that have many of the
Introducing Object Selection
characteristics of independent objects. Autodesk VIZ is an object-oriented program. This
means that each object in the 3D scene carries
This section presents the following topics:
instructions that tell the program what you can
Introducing Object Selection (page 1–57) do with it. These instructions vary with the type
of object.
Basics of Selecting Objects (page 1–60)
Because each object can respond to a different
Selecting by Region (page 1–62)
set of commands, you apply commands by
Using Select By Name (page 1–63) first selecting the object and then selecting the
58 Chapter 3: Selecting Objects

command. This is known as a noun-verb interface, Selection Buttons


because you first select the object (the noun) and
Another way to select an object is to click one of
then select the command (the verb).
these buttons, then click the object.

Identifying the Selection Interface Select


In the user interface, selection commands or
functions appear in the following areas: Selection Objects
• Main toolbar
Select And Move Mode
• Edit menu
• Quad menu (while objects are selected) Select And Rotate Mode

• Tools menu Select And Uniform Scale Mode


• Track View
Select And Manipulate
• Display panel
The main toolbar has several selection-mode
• Schematic View
buttons. When any of the selection buttons is
The buttons on the main toolbar are a direct means active, the program is in a state where you can
of selection. The Selection Floater, available from select objects by clicking them.
the Tools menu, is easy to use, while the Edit menu
Of the selection buttons, you use Select Object
provides more general selection commands, plus
or Selection Floater when you want selection
methods of selecting objects by property. Track
only. The remaining buttons let you both select
View and Schematic View let you select objects
and transform or manipulate your selection.
from a hierarchical list.
Use transforms to move, rotate, and scale your
selection. See Moving, Rotating, and Scaling
Selecting From the Quad Menu
Objects (page 1–341) and Select and Manipulate
The quickest way to select an object is from the (page 2–643).
Transform quadrant of the quad menu, where you
can easily switch among the Move, Rotate, Scale,
and Select modes. Choose any of these and click
on the object you want to select in the viewport.

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

Crossing Versus Window Selection Select All (page 1–82)


Select None (page 1–82)
Select Invert (page 1–82)
Select By Color (page 1–83)
Select By Name (Edit Menu) (page 1–83) (also a
toolbar button)
Select by Rectangular Region (page 1–77)
Select by Circular Region (page 1–77)
Select by Fence Region (page 1–78)
Select by Lasso Region (page 1–78)
Region Window (page 1–84) (also a toolbar
button)
Region Crossing (page 1–84) (also a toolbar
button)
Edit Named Selections (page 1–85)

Tools Menu Commands


The Tools menu contains two options for modeless
(page 3–701) selection dialogs or "floaters."
You can place them anywhere on the screen, or
Above: Window selection selects the trash can and bench,
but not the streetlight.
minimize them by right-clicking the title bar and
Below: Crossing selection selects all three: trash can, bench,
choosing Minimize.
and streetlight.
Selection Floater
The Selection toggle, available from the • Same features as Select By Name. See Selection
toolbar, switches between Window and Crossing Floater (page 1–76).
modes when you select by region. In Window
mode, you select only the objects within the Display Floater
selection. In Crossing mode, you select all objects
• Provides options for hiding and freezing
within the region, plus any objects crossing the
selections as well as some display options. See
boundaries of the region.
Display Floater (page 3–496).
Edit Menu Commands
Selection Floater
The Edit menu contains selection commands that
The Tools menu contains an option for a modeless
operate globally on your objects.
(page 3–701) selection dialog called the Selection
Edit menu selection commands include: Floater. You can place it anywhere on the screen.
60 Chapter 3: Selecting Objects

The Selection Floater has the same features as


Select By Name. See Selection Floater (page 1–76). Basics of Selecting Objects

Track/Schematic View Selection


Track View (page 2–818) is primarily designed
as an animation tool, but you can also use its
Hierarchy List window as an alternative method
of selecting objects by name and hierarchy. This
works in both the Curve Editor and Dope Sheet
modes of Track View.
Schematic View (page 3–300) is specifically
designed to let you navigate your scene efficiently,
presenting a hierarchical view and letting you
select objects and their properties by name. Bed selected in wireframe

Display Panel Selection

Bed selected in smooth and shaded view

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.

To extend or reduce a selection:


• Hold down CTRL while you click to make
selections.
This toggles the selection state of the objects
you select. Use this method to select or deselect
objects. For example, if you have two objects
selected and CTRL+click to select a third, the
third object is added to the selection. If you
now CTRL+click any of the three selected
objects, that object is deselected.
62 Chapter 3: Selecting Objects

Setting Region Type


Selecting by Region

The type of region you define when you drag the


mouse is set by the Region flyout button to the
right of the Select By Name button. You can use
any of five types of region selection:
Top Left: Selecting face sub-objects with a rectangular
region • Rectangular Region—Dragging the mouse
Top Right: Selecting vertex sub-objects with a circular selects a rectangular region. See Rectangular
region Selection Region (page 1–77).
Center: Selecting face sub-objects with a painted region
• Circular Region—Dragging the mouse selects a
Bottom Left: Selecting edge sub-objects with a fence region
circular region. See Circular Selection Region
Bottom Right: Selecting edge sub-objects with a lasso
(page 1–77).
region
• Fence Region—Draw an irregular
The region-selection tools let you use the mouse to
selection-region outline by alternating
select one or more objects by defining an outline
between moving the mouse and clicking (begin
or area.
with a drag). See Fence Selection Region (page
1–78).
Region Selection
• Lasso Region—Dragging the mouse outlines an
By default, when you drag the mouse a rectangular irregular selection region. See Lasso Selection
region is created. When you release the mouse Region (page 1–78).
all objects within and touched by the region are
selected. The remainder of this topic describes • Paint Region—Drag the mouse over objects or
how you can change each of these settings. sub-objects to be included in the selection. See
Paint Selection Region (page 1–79)
Note: If you hold down CTRL while specifying
a region, the affected objects are added to the Setting Region Inclusion
current selection. Conversely, if you hold down
ALT while specifying a region, the affected objects This option lets you specify whether to include
are removed from the current selection. objects touched by the region border. It applies to
all region methods.
Using Select By Name 63

Choose Edit menu > Region to display a submenu


of the following two items. Only one can be active Using Select By Name
at a time. The option is also available on the main You can select objects by their assigned names,
toolbar. avoiding mouse clicks completely, from the Select
• Window—Selects only objects that are Objects dialog.
completely within the region. See Select Region
Window (page 1–84) Procedure
• Crossing—Selects all objects that are within To select objects by name:
the region and crossing the boundaries of the 1. Do one of the following:
region. This is the default region. See Select
Region Crossing (page 1–84). • On the main toolbar, click Select By
The Window/Crossing toggle (page 1–85) on the Name.
main toolbar also switches between these two • Choose Edit menu > Select By > Name.
modes. • Choose Tools menu > Selection Floater.
You can set up a preference to automatically The Select Objects or Selection Floater
switch between Window and crossing based dialog is displayed. By default, these dialogs
on the direction of your cursor movement. See list all objects in the scene. Any selected
Auto Window/Crossing by Direction in General objects are highlighted in the list.
Preferences (page 3–537).
2. Choose one or more objects in the list. Use
CTRL to add to the selection.
Procedure
3. Click Select to make the selection.
To make a region selection using defaults:
Select Object closes, while Selection Floater
1. Click Select Object (page 1–73).
remains active.
2. Drag the mouse to define a region.
For more information, see Select Objects dialog
A rubber-band rectangle appears. (page 1–74).
3. Release the mouse button to select all objects
within or touching the region.
The selected objects turn white. Using Named Selection Sets
You can also use the Select and Transform buttons You can assign a name to the current selection, and
on the main toolbar to select by region. You must then later reselect those objects by choosing their
start defining the region over an unselectable area selection name from a list.
of the viewport. Otherwise, you’ll transform the
object beneath your mouse when you begin to
drag.

Named Selection Sets

You can also edit the contents of named sets


from the Named Selection Sets dialog (page 1–85).
64 Chapter 3: Selecting Objects

Editing Named Selections


Using Selection Filters
As you model and create a scene, you’re likely
to rearrange the objects making up your named
selection sets. If you do, you’ll need to edit the
contents of those sets.

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.

You can now select another combination of objects Using Combos


or sub-objects and repeat the process to create
The Combos feature allows you to combine two or
another named selection set.
more categories into a single filter category.
To retrieve a named selection set:
Procedures
1. In the Named Selection field, click the arrow.
To use the selection filter:
Note: If you’re working with a sub-object
• Click the Selection Filter arrow and click a
selection set, you must be at the same level
category from the Selection Filter list.
at which you created the selection set (for
example, editable mesh > vertex) for it to Selection is now limited to objects defined in
appear on the list. this category. The category remains in effect
until you change it.
2. On the list, click a name.
The following categories are available:
To edit named selection sets:
All—All categories can be selected. This is the
• On the main toolbar, click Named default setting.
Selection Sets to display the Named Selection Geometry—Only geometric objects can be
Sets dialog. selected. This includes meshes, patches, and
other kinds of objects not specifically included
in this list.
Shapes—Only shapes can be selected.
Selecting with Track View 65

Lights—Only lights (and their targets) can be


selected. Selecting with Track View
Cameras—Only cameras (and their targets) can
be selected.
Helpers—Only helper objects can be selected.
Combos—Displays a Filter Combinations dialog
(page 1–80) that lets you create custom filters.
Point—Only point objects can be selected.

To create a combination category:


1. From the drop-down list, choose Combos to
display the Filter Combinations dialog (page
1–80).
All single categories are listed.
2. Select the categories you want to combine.
3. Click Add.
The combination appears in a list to the right,
abbreviated by the first letter of each category.
Click OK.
For example, if you selected Geometry, Lights,
and Cameras, the Combo would be named
GLC. This name appears below Combo on the
drop-down list. For more information, see
Selection Filters List (page 1–80). Track View provides sophisticated methods to edit
your animation tracks. In addition, its Hierarchy
list displays all objects in the scene by name and
hierarchy. Using Track View, you can select any
object in the scene by clicking its object icon in the
Hierarchy list.

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.

Selecting with Schematic View


Schematic view is a window that displays the
objects in your scene in a hierarchical view. It
gives you an alternate way to select and choose the
objects in your scene and navigate to them.
Above: No layers frozen
When the Modify panel is open, double-clicking
Below: Trash can and streetlight are frozen, and displayed
an object modifier in Schematic view navigates the
in gray
modifier stack to that modifier for quick access
to its parameters. You can choose to have frozen objects retain their
usual color or texture in viewports. Use the Show
Procedure Frozen In Gray toggle in the General tab of the
To open Schematic View and display and select
Object Properties dialog (page 1–107).
objects: Frozen objects are similar to hidden objects.
Linked, instanced, and referenced objects behave
1. Click Open Schematic View on the main
when frozen just as they would if unfrozen. Frozen
toolbar.
Hiding and Unhiding Objects by Selection 67

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:

• Open the Display panel, then expand


the Freeze rollout.
• Choose Tools menu > Display Floater. This
modeless dialog has the same options as the
Freeze rollout. It also contains Hide options.
• Access the Object Properties dialog (page
1–107) from either the right-click (quad) menu
or the Edit menu. Turn on Hide and/or Freeze.
• In the Layer Manager, click in the Freeze
column to freeze/unfreeze each layer in the list. Scene with bed hidden
• Right-click in the active viewport and choose Hiding objects is similar to freezing objects.
a Freeze or Unfreeze command from the quad Linked, instanced, and referenced objects behave
menu > Display quadrant. when hidden just as they would if unhidden.
Hidden lights and cameras and any associated
viewports continue to work normally.
Hiding and Unhiding Objects by
Selection For more information, see Hide Rollout (page
1–51).
You can hide any selection of individual objects in
your scene. They disappear from view, making it Hiding Objects
easier to select remaining objects. Hiding objects
Hiding objects is similar to freezing objects. See
also speeds up redraws. You can then unhide
Freezing and Unfreezing Objects (page 1–66). You
all objects at once or by individual object name.
68 Chapter 3: Selecting Objects

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.

• Open the Display panel. Click Hide, if


necessary, to expand the rollout.
Isolate Selection 69

• Lights hidden by category continue to shine.


Views through cameras and targeted lights are
still active.
• Linked, instanced, and referenced objects
behave when hidden just as they would if
visible.

Procedures
To hide a category of objects:

1. Open the Display panel.


2. Click Hide by Category, if necessary, to expand
the rollout. By default, all categories are turned
off (unhidden) on this rollout.
3. Choose the category you want to hide. All
objects of that category disappear from your
scene as soon as you make the choice.
The same Hide By Category options appear on the
Object Level panel of the Display Floater (Tools
menu > Display Floater).
Above: All objects displayed
To unhide a category of objects:
Below: Lights and shapes are hidden
• Deselect the category.
Effects of Hiding by Category All objects in the category reappear, unless
• If you create an object in a category that is some have been hidden by selection. See
hidden, the category selection is cleared and “Effects of Hiding by Category”.
the objects in that category are unhidden.
• Unhiding by category has no effect on objects
Isolate Selection
hidden with the controls on the Hide rollout
(see Hiding and Unhiding Objects by Selection Tools menu > Isolate Selection
(page 1–67)). These objects remain hidden. Right-click to open the quad menu. > Display
You need to use the controls on that rollout to (upper-right) quadrant > Isolate Selection
unhide them.
Keyboard > ALT + Q
• Unhiding by selection does not return a hidden
object to the scene if the category of the object is The Isolate Selection tool lets you edit a single
hidden. The Unhide All and Unhide By Name object or selection set of objects while hiding the
controls continue to work, but the effect is not rest of the scene on a temporary basis. This guards
seen until the category is cleared. against selecting other objects while working
on a single selection. It allows you to focus on
70 Chapter 3: Selecting 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

You can access sub-object geometry through a


variety of methods. The most common technique
is to convert an object into "editable" geometry
such as a mesh, spline, patch, NURBS, or poly
Exit Isolation Mode—Click to end isolation, close object. These object types let you select and edit
the dialog, and unhide the rest of the scene. geometry at the sub-object level.
The views are restored to what they showed before If you have a primitive object and want to retain
you chose Isolate Selection. control of its creation parameters, you can apply
a modifier such as Edit Mesh (page 2–74), Edit
Spline (page 2–126), Edit Patch (page 2–74), or
Introduction to Sub-Object Mesh Select (page 2–151).
Selection
Spline Lines and NURBS curves and surfaces are
This is a general introduction to sub-object the exception: you can edit their sub-objects as
selection. For specific information, see Editable soon as you create these kinds of objects.
Mesh (page 2–350), Editable Patch (page 2–316),
Editable Poly (page 2–377), and Editable Spline You choose a sub-object level in the stack
(page 1–261); for a discussion of NURBS display. Click the plus sign that appears next to
the name of an object that has sub-objects. This
Introduction to Sub-Object Selection 71

expands the hierarchy, showing the available


sub-object levels. Click a level to choose it. The
name of the sub-object level highlights in yellow,
and the icon for that sub-object level appears to
the right of both its name and the name of the
top-level object.

Click the top-level object name to exit sub-object editing.

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.

Select Object lets you select an objects and


sub-objects for manipulation.
74 Chapter 3: Selecting Objects

To toggle the selected/deselected state of multiple


objects in the selection set: Select Objects Dialog
• Hold down the SHIFT key and drag to Main toolbar > Select By Name > Select Objects dialog
region-select the objects to toggle.
Edit menu > Select By > Name
To select objects and move, rotate, or scale them:
Keyboard > H

• Use the Select And Move, Select And


The Select Objects dialog allows you to select
Rotate, or Select And Scale tools, available
objects by choosing them from a list of all objects
from the Main toolbar and the quad menu >
in the scene.
Transform quadrant.
Warning: The Select By Name button and Select
When you rotate a selection set, the pivot of
Objects dialog are context dependent. When one of
rotation depends on which option is selected
the transforms (such as Select and Move or Select and
on the Use Center flyout (page 1–366) on the
Manipulate) is active, the dialog lets you choose from all
toolbar.
objects in the scene. But when certain modes are active,
These tools are restricted to a specific axis the choices in the dialog are more limited. For example,
or plane, which you choose from the axis when Select and Link is active, the dialog is entitled
constraints toolbar. Right-click any blank area Select Parent, and shows linkable objects but not the
of the toolbar and activate the Axis Constraints child object already selected. Similarly, if Group > Attach
toolbar to access these tools. is active, the dialog lists groups but not solitary objects.

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

set from the drop-down list, Autodesk VIZ


highlights its component objects in the main list. Selection Region Flyout
Main toolbar > Selection Region flyout

Selection Floater
Tools menu > Selection Floater

This modeless dialog lets you select objects in the


scene.

Selection Region flyout

The Selection Region flyout provides access to five


methods you can use to select objects by region.
Clicking the Selection Region button displays
a flyout containing the Rectangle (page 1–77),
Circular (page 1–77), Fence (page 1–78), Lasso
(page 1–78), and Paint (page 1–79) Selection
You can leave this dialog up while you work in Region buttons.
your scene, making it easier to select objects. The For the first four methods, you can select either
selection options are the same as those in the Select objects that are completely within the selection
Objects dialog (page 1–74). region (window method), or objects that are
You can display the Selection Floater only from the within or touched by the selection shape (crossing
Tools menu. If you use the H key during selection, method). Toggle between the window and crossing
the modal Select Objects dialog appears instead. selection methods by using the Window/Crossing
Selection button (page 1–84) on the Main toolbar.
Note: If you hold down CTRL while specifying
a region, the affected objects are added to the
current selection. Conversely, if you hold down
ALT while specifying a region, the affected objects
are removed from the current selection.
Note: The Smart Select command activates the
Select Object (page 1–73) function and, with
repeated invocations, cycles through the available
Selection Region methods. By default, Smart
Select is assigned to the Q key; you can use
Rectangular Selection Region 77

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.

2. Drag in a viewport, then release the mouse.


Procedure
The first location you click is one corner of the
rectangle, and where you release the mouse is To select using a rectangle:
the opposite corner.
1. Click the Rectangular Selection Region
Important: If you’re using Select Object (page 1–73), button.
you can start dragging anywhere to select a region: 2. Drag in a viewport, then release the mouse.
on an object or off. However, if you’re using one of The first location you click is one corner of the
the transform tools, such as Select and Move (page rectangle, and where you release the mouse is
1–360), start the drag operation away from an object; the opposite corner.
that is, in an empty part of the viewport. Otherwise,
if you start dragging on an object, most likely the
To cancel the selection, right-click before you
software will assume you intend to select where
release the mouse.
you click and will begin the transform operation
immediately.
To cancel the selection, right-click before you
Circular Selection Region
release the mouse. Main toolbar > Circular Selection Region (Selection
Region flyout)

The Circular Selection Region button, available


Rectangular Selection Region
from the Selection Region flyout (page 1–76),
Main toolbar > Rectangular Selection Region (Selection provides one of five methods you can use to
Region flyout) select objects by region. The other methods are
Rectangular (page 1–77), Fence (page 1–78), Lasso
The Rectangular Selection Region button, (page 1–78), and Paint (page 1–79).
available from the Selection Region flyout (page
1–76), provides one of five methods you can use You can use Circular to select either objects that are
to select objects by region. The other methods are completely within the selection region (window
Circular (page 1–77), Fence (page 1–78), Lasso method), or objects that are either within or
(page 1–78), and Paint (page 1–79). touched by the selection shape (crossing method).
Toggle between the window and crossing selection
You can use Rectangular to select either objects methods by using the Crossing Selection button
that are completely within the selection region (page 1–84) on the main toolbar.
(window method), or objects that are either
Note: If you hold down CTRL while specifying
within or touched by the selection shape (crossing
method). Toggle between the window and crossing a region, the affected objects are added to the
current selection. Conversely, if you hold down
78 Chapter 3: Selecting Objects

ALT while specifying a region, the affected objects Procedure


are removed from the current selection. To select using a fence:

Procedure 1. Click the Fence Selection Region button.


To select using a circle: 2. Drag to draw the first segment of a polygon,
then release the mouse button.
1. Click the Circular Selection Region button.
A "rubber-band line" is now attached to the
2. Drag in a viewport, then release the mouse. cursor, anchored at the point of release.
The first location you click is the center of the
3. Move the mouse and click to define the next
circle, where you release the mouse defines the
circle’s radius. segment of the fence. You can make as many
steps as you want.
To cancel the selection, right-click before you
4. To complete the fence, either click the first
release the mouse.
point, or double-click.
A pair of cross hairs appears when you’re near
Fence Selection Region enough to click the first point. This creates a
closed fence.
Main toolbar > Fence Selection Region (Selection Region
flyout) Double-clicking creates an open fence, which
can select objects only by the crossing method.
The Fence Selection Region button, available from To cancel the selection, right-click before you
the Selection Region flyout (page 1–76), provides release the mouse.
one of five methods you can use to select objects
by region. The other methods are Rectangular
(page 1–77), Circular (page 1–77), Lasso (page
1–78), and Paint (page 1–79). Lasso Selection Region
You can use Fence to select either objects that are Main toolbar > Lasso Selection Region (Selection Region
completely within the selection region (window flyout)

method), or objects that are either within or


touched by the selection shape (crossing method). The Lasso Selection method lets you select
Toggle between the window and crossing selection multiple objects within a complex or irregular
methods by using the Window/Crossing button region with a single mouse action.
(page 1–85) on the main toolbar. The Lasso Selection Region button, available from
Note: If you hold down CTRL while specifying the Selection Region flyout (page 1–76), provides
a region, the affected objects are added to the one of five methods you can use to select objects
current selection. Conversely, if you hold down by region. The other methods are Rectangular
ALT while specifying a region, the affected objects (page 1–77), Circular (page 1–77), Fence (page
are removed from the current selection. 1–78), and Paint (page 1–79).
You can use Lasso to select either objects that are
completely within the selection region (window
method), or objects that are either within or
touched by the selection shape (crossing method).
Paint Selection Region 79

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

Use the Filter Combinations dialog to create your


own custom combinations of categories to add to
the Selection Filters list (page 1–80).
You can also add specific types of objects, or Class
IDs, to the list. For example, you can set a filter
that lets you select only Sphere primitives.
Named Selection Sets 81

Interface Delete—After choosing one or more combinations


in the Current Combinations list, click this button
to delete them.

All Class ID group


Class ID list—Lists all the available categories that
can be added to custom filters for display and
selection. Highlight a category to add, then click
Add.
Add—After choosing a class to include in the
filter list, click this button to place the class in the
Current Class ID Filter list, as well as at the bottom
of the Selection Filter list.

Current Class ID Filter group


Class ID list—Lists current classes to filter. To delete
a class, choose it, and then click Delete.
Delete—After choosing a class in the Current Class
ID Filter list, click this button to delete the class.

Named Selection Sets


Main toolbar > Named Selection Sets

Create Combination group


Geometry, Shapes, Lights, Cameras,
Helpers—Choose the category or categories
you want included in the combination.
Add—After choosing the categories to include The Named Selection Sets list allows you to name a
in a combination, click this button to place the selection set and recall the selection for later use. It
categories, labeled with the categories’ initials, in supports selection sets both at the object level and
the Current Combinations list, as well as at the at sub-object levels. You edit named object-level
bottom of the Selection Filter list. selection sets with the Named Selections Sets
dialog (page 1–85)and sub-object level sets with
Current Combinations group the Edit Named Selections dialog (page 1–88).
Current Combinations list—Lists current A named selection set is removed from the list if
combinations. To delete one or more all of its objects have been deleted from the scene,
combinations, choose them, and then click Delete. or if all of its objects have been removed from the
named set in the Named Selections Sets dialog.
82 Chapter 3: Selecting Objects

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

respecting the current selection filter type (page


1–80) on the main toolbar. Select By Name (Edit Menu)
Edit menu > Select By > Name

Select By Keyboard > H

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

painting a selection region, the brush must


Select Region Window completely encompass an object or sub-object
to select it.
Edit menu > Region > Window
3. Drag to specify the region and select the objects.
Main toolbar > Window/Crossing Selection

Select Region Crossing


Edit menu > Region > Crossing

Main toolbar > Crossing Selection

Select Region Window selects only those objects completely


inside the window: the trash can and bench.

Select Region Window selects objects within a


selection region (page 1–76).
After you choose this command, draw a selection
region around any objects in the scene. Only those Select Region Crossing selects objects within the window
and also objects it crosses: the trash can, bench, and
objects that are entirely inside the region boundary streetlight.
are selected.
Select Region Crossing selects objects within
Procedure and crossed by a selection region (page 1–76)
boundary.
To select objects within a selection region:
1. Do one of the following: After you choose this command, draw a selection
region around or crossing objects in the scene.
• Choose Edit > Region > Window. Objects within the region boundary as well as
• Click the Window/Crossing Selection Toggle those that intersect the boundary are selected.
(page 1–85) to display the Window icon.
2. From the Main toolbar, click the Selection Procedure
Region flyout (page 1–76) and choose a To select objects within and crossed by a selection
method: Rectangular, Circular, Fence or Lasso region:
Selection region. 1. Do one of the following:
Note: This setting also applies to Paint Selection 1. Choose Edit > Region > Crossing.
Region, but in this case the boundary is that of
2. Click the Window/Crossing Selection Toggle
the brush, not the region. In other words, when
(page 1–85) to display the Crossing icon.
Window/Crossing Selection Toggle 85

2. From the Main toolbar, click the Selection


Region flyout (page 1–76) and choose a Named Selection Sets Dialog
method: Rectangular, Circular, Fence or Lasso
Edit menu > Edit Named Selections
Selection region.
Note: This setting also applies to Paint Selection Main toolbar > Named Selection Sets

Region, but in this case the boundary is that of


the brush, not the region. In other words, when The Named Selection Sets dialog, available from
painting a region in Crossing mode, the brush the Edit menu, is a modeless dialog (page 3–701)
selects every object or sub-object it touches or that lets you create named selection sets or select
encompasses. objects to add to (or remove from) a selection set,
directly from the viewport. The dialog also lets
3. Drag to specify the region and select the objects. you organize your current named selection sets,
browse their members, delete or create new sets, or
identify which named selection sets a particular
Window/Crossing Selection object belongs to.
Toggle objects only. For
Note: This dialog applies to
editing sub-object named selection sets, see Edit
Main Toolbar > Crossing Selection or Window Selection
from the Window/Crossing toggle Named Selections Dialog (page 1–88).
Edit menu > Region > Window or Crossing
See also
The Window/Crossing Selection toggle switches Named Selection Sets (page 1–81)
between window and crossing modes when you Using Named Selection Sets (page 1–63)
select by region.
Edit Named Selections Dialog (page 1–88)
• In Window mode (page 1–84), you select only
the objects or sub-objectswithin the selection.
Procedures
• In Crossing mode (page 1–84), you select
To create a named selection:
all objects or sub-objects within the region,
plus any objects or sub-objects crossing the 1. In the viewport, select the objects you want to
boundaries of the region. gather as a selection set.
Tip: If you’re making sub-object selections of faces 2. Click the toolbar Named Selection Sets
and you select more faces than you want, make button or choose Edit > Edit Named Selections.
sure you’re in Window mode.
3. On the Named Selection Sets dialog, click
The Selection Region flyout (page 1–76) on the
Create New Set.
toolbar allows you to create different-shaped
boundaries. 4. Enter a name for the new selection set.

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

3. Select one or more objects in the viewport. Interface

4. In the dialog, click Add Selected Objects.

To remove objects from a named selection set:

1. Click the toolbar Named Selection Sets


button or choose Edit > Edit Named Selections.
2. Choose the named selection set in the dialog.
3. In the viewport, select the objects you want to
remove.

4. In the dialog, click Subtract Selected


Objects.

Note: You can also remove objects by


selecting them in the Named Selection Sets dialog,
then clicking Remove or pressing DELETE.

To move an object from one set to another:


In the Named Selection Sets dialog, all of the
1. Click the toolbar Named Selection Sets
current named selection sets are displayed. By
button or choose Edit > Edit Named Selections.
clicking the plus (+) or minus (-) icon, you can
2. In the Named Selection Sets dialog, expand the expand or collapse (respectively) the object list for
selection sets. each set.
3. Drag an object from one set to another. The buttons along the top of the dialog let you
The object is moved into the second set. If you create or delete sets, add or remove objects from a
use CTRL+drag, the object will be copied into set, select objects (independently or as a selection
the second set. set), and see which named selection set(s) a
Tip: You can also copy the contents of an entire particular object belongs to.
set into another, by dragging them into the
desired selection set. Create New Set—Creates a new selection
set, including any currently selected objects as
To select objects in a set: members.
1. Highlight the set in the Named Selection Sets Note: If no objects are selected, an empty set is
dialog. created.

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

Copy—Copies the selected object or set and stores


Add Selected Objects—Adds the currently
it in a buffer for reuse with the Paste command,
selected objects to the selected named selection set. similar to the Copy command in Windows.
Tip: You can copy an object or set by pressing
Subtract Selected Objects—Removes currently
CTRL+C on your keyboard.
selected objects from the selected named selection
set. Paste—Adds a Cut or Copied object or set into
another set.
Select Objects in Set—Selects all members of
Tip: You can paste an object or set by pressing
the current named selection.
CTRL+V on your keyboard.
Select Objects by Name—Opens the Select Collapse All—Collapses all expanded selection sets.
Objects dialog (page 1–74), where you can select
Expand All—Expands all collapsed selection sets.
a group of objects. The selected objects can then
be added to or removed from any named selection Create New Set—Creates a new selection set,
set. including any currently selected objects as
members.
Highlight Selected Objects—Highlights all of
Remove—Removes the selected object or selection
the named selection sets that contain the current
set.
scene selection.
Add Selected Objects—Adds currently selected
Status Bar—Displays the objects to the selected named selection set.
current named selection set, as well as what’s
Subtract Selected Objects—Removes currently
currently selected in the scene. If more than one
selected objects from the selected named selection
object is selected, the number of selected objects is
set.
displayed.
Select Objects in Set—Selects all members of the
Right-click menu current named selection.
Additional commands are available when you Select Objects by Name—Opens the Select Objects
right-click in the Named Selection Sets dialog. dialog (page 1–74), and adds all objects selected
Rename—Lets you rename the selected set or there to the current named selection set.
object. Highlight Selected Objects—Highlights all of the
Tip: You can rename objects or sets by pressing F2 named selection sets that contain the current scene
on your keyboard. selection.
Cut—Removes the selected object or set and stores Find Next—Toggles through selection sets
it in a buffer for reuse with the Paste command, containing the selected object, when used in
similar to the Cut command in Windows. collaboration with the Highlight Selected Objects
command.
Tip: You can cut an object or set by pressing
CTRL+X on your keyboard. Tip: You can use CTRL+G to toggle through the
sets.
88 Chapter 3: Selecting Objects

Interface
Edit Named Selections Dialog
Make a sub-object selection. > Edit menu > Edit Named
Selections

Make a sub-object selection. > Main toolbar > Named


Selection Sets

Edit Named Selections displays the Edit Named


Selections dialog, letting you manage named
selection sets of sub-objects (page 1–70). Unlike
the Named Selection Sets dialog (page 1–85),
which applies to objects only, it is a modal dialog,
which means that you must close it in order to
work in other areas of Autodesk VIZ. Also, you
can work only with existing named sub-object
selections; you cannot use the dialog to create new
selections.

Procedure
To edit named sub-object selections:
1. At a sub-object level, create one or more named
selection sets (page 1–81).

2. Click the toolbar Named Selection


Sets button or choose Edit > Edit Named
Selections.
The Edit Named Selections dialog opens,
listing all named selection sets for the current
sub-object level.
3. Use the dialog controls to edit the named
The dialog window lists all named selections at
selection sets. the current sub-object level. The buttons beneath
the windows let you delete, merge, and edit the
listed items. Use standard mouse-plus-keyboard
methods (using CTRL or SHIFT) to highlight
list items and designate them for subsequent
operations.
To rename a set, click it in the list, and then edit its
name in the one-line window immediately below
the list.
Combine—Merges all objects from the highlighted
selection sets into a single, new selection set. Select
Edit Commands 89

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

Keyboard > CTRL+Z (Undo) or CTRL+Y (Redo)

Edit Commands The Undo command reverses the last operation


performed on any selected objects. Redo reverses
These commands on the Edit menu (page 3–385)
the last operation performed by the Undo
are for basic edit manipulations of selections.
command.
Undo and Redo work as in standard Windows
When you create an object, the Create operation is
applications. These commands are available on the
recorded by Autodesk VIZ and displayed next to
default main toolbar as well. Autodesk VIZ also
the activated Undo command in the Edit menu.
provides a history of commands. Right-clicking
When you undo the Create operation, the Redo
the Undo or Redo buttons displays a list of
Create operation is displayed next to the activated
commands you can undo or redo. Not all
Redo command in the Edit menu. The Undo and
operations are reversible using Undo.
Redo commands in the Edit menu are unavailable
90 Chapter 3: Selecting Objects

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

Undo reverses the effect of the last action.


Use Redo to cancel the last Undo (page 1–90).
Right-click the Undo button to display a list of
recent actions, where you can choose the level of On the Edit menu, the name of the function to be
Undo. redone is displayed.

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

Procedure • Fetch also deletes all recorded operations in the


To redo an action, do one of the following: Undo and Redo History lists.

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.

Use Hold before performing any operation that See also


is new or unfamiliar to you. You should also use
Hold (page 1–91)
Save or Save As before performing an operation
that can not be undone, for example, applying the
Collapse utility or Reset Transform utility.
Delete
The Fetch command (page 1–91) restores the
contents of the Hold buffer containing the saved Make a selection. > Edit menu > Delete

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.

Transforming and Modifying a Group


Using Groups You can transform or modify a group as if it were a
single object, and you can animate the transforms.
When you apply a modifier to the group, this
applies an instance of the modifier to each object
in the group. A grouped object retains its modifier
instance, even if you later remove it from the
group.
When you apply a transform to the group, on
the other hand, this applies only to the group as
a whole. More precisely, Autodesk VIZ applies
transforms to the dummy object that represents
the group.
Object on the right is a group and treated as a single entity. You can transform and animate individual objects
Grouping lets you combine two or more objects within a group independently from the group
into a single grouped object. The grouped object itself. However, when you transform the group
is given a name, and then treated much like any itself, the transform affects all grouped objects
other object. equally. The group transform is uniformly added
to objects that have independent motions. An
Group names are similar to object names, except analogy is a cage of birds, each flying around on
that they’re carried by the group object. In lists like its own, while the cage itself is being moved. In
the one for the Select Object dialog, group names the case of groups, the "cage" (the dummy object)
appear in square brackets, for example [Group01]. expands to surround all objects in the group,
The commands to manage groups are on the wherever the objects’ independent transforms take
default Group menu (page 3–386). them.

General Features of Groups Accessing Objects in a Group


Once you group objects, you can treat them as You can open and close groups to access the
a single object in your scene. You can click any individual objects contained in them without
object in the group to select the group object. dissolving the group. These commands maintain
the integrity of the group.
Using Assemblies 93

• 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.

Comparing Groups with Other Selection


Methods
Compared to the other methods you can use
to combine objects in Autodesk VIZ, grouping
is more permanent than selection sets, but less
permanent than attaching objects.
• Selection sets (page 1–60): Form a temporary
collection of objects to which you apply the Object on the right is an assembly and is treated as a single
entity.
current commands. As soon as you select
another object, the selection set is gone.
94 Chapter 3: Selecting Objects

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.

Assemblies and Groups General Features of Assemblies


Assembly functionality is a superset of grouping Once you assemble objects, you can treat them as
(page 1–92). Like grouping, creating an assembly a single object in your scene. You can click any
lets you combine two or more objects and treat object in the assembly to select the entire assembly.
them as a single object. The assembled object
is given a name, and then treated much like any When you create an assembly, all of its member
other object. objects are rigidly linked to an invisible Luminaire
helper object. The assembly uses the pivot point
The main difference with assemblies is that, and the local transform coordinate system of this
when you assemble (page 1–101) the member helper object.
objects, you specify a head object (page 1–105): a
Luminaire helper object (page 1–105). The head You can nest assemblies. That is, assemblies can
object acts as a front end for the assembly, and its contain other assemblies (or groups), up to any
parameters appear in the Modify panel when the level.
assembly is selected. You can use these parameters The head object parameters appear in the Modify
to control the light sources in the assembly via panel when the assembly is selected. You can use
parameter wiring (page 2–758). You can create the Autodesk VIZ Wire Parameters (page 2–758)
other types of head objects with MAXScript; functionality to connect these parameters to those
for further information, open the MAXScript of light objects in the assembly. For a step-by-step
Using Assemblies 95

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.

Accessing Objects in an Assembly


You can open and close assemblies to access the
individual objects contained in them without
dissolving the assembly. These commands
maintain the integrity of the assembly.
Luminaire types • Open (page 1–103): Temporarily opens the
Left: Fixed assembly so that you can access its member
Middle: Orientable objects. While an assembly is open, you can
Right: Multiple lights treat the objects (or nested assemblies/groups)
as individuals. You can transform them, apply
Transforming and Modifying an modifiers, and access their modifier stacks.
Assembly • Close (page 1–103): Restores the assembly
You can transform or modify an assembly as if when you’re finished working with the
it were a single object, and you can animate the individual objects.
transforms.
Using Make Unique with Assemblies
Unlike a group, when you apply a modifier to the
assembly, only the luminaire receives the modifier. When you clone assemblies using instancing,
Thus, deforming modifiers such as Bend don’t and then make the clones unique, it’s important
have any effect on assemblies. to consider how this affects parameter wiring.
Consider the following typical usage case:
When you apply a transform to the assembly, it
1. Drag an assembly, such as a light fixture, into
applies to the assembly as a whole. More precisely,
the scene.
Autodesk VIZ applies transforms to the dummy
object that represents the assembly. To modify 2. Clone the assembly several times using the
member objects, you must first open the assembly, Instance option and position the instances in
select the objects, and then apply modifiers. Such the scene.
modifiers do not appear in the modifier stack 3. To make the scene look more realistic, giving
when the assembly is closed. the appearance of randomness to the objects in
You can transform and animate individual objects the scene, make some of the assembly instances
within an assembly independently from the unique and adjust their parameters to differ
assembly itself. However, when you transform the from the rest of the instances.
assembly itself, the transform affects all assembled When you clone-instance an assembly, all objects
objects equally. The assembly transform is in the assembly, along with all the parameter wires,
uniformly added to objects that have independent are instanced. So if you change a wired luminaire
motions. An analogy is a cage of birds, each flying parameter, all instanced assemblies are affected.
around on its own, while the cage itself is being
96 Chapter 3: Selecting Objects

When the modifier stack displays an assembly Dissolving Assemblies


head that is an instance or reference, the Make
You can permanently dissolve assemblies by
Unique (page 3–491) button is active. By clicking either disassembling or exploding them. Both
it, the assembly head object is made unique
commands dissolve assemblies, but to different
with respect to its instances and all the assembly
levels.
members are also made unique.
• Disassemble (page 1–104): Goes one level
The parameter wiring between the unique deep in the assembly hierarchy. It separates the
assembly head and its members is de-coupled from current assembly into its component objects (or
the other instances of the assembly. Changing the assemblies/groups), and deletes the assembly
parameters of the unique assembly head object head object.
affects only the parameters of its own members,
• Explode (page 1–104): Similar to Disassemble,
not the members of the other instances of the
but dissolves all nested assemblies and groups
assembly.
as well, leaving independent objects.
When multiple assembly instances are selected, the
When you disassemble or explode an assembly,
Make Unique command works the same as when
any transform animation applied to the assembly is
multiple instances of an object are selected. You’re
lost, and objects remain as they were in the frame
asked whether you want to make the selected
at which the dissolution is performed. However,
assemblies unique one with respect to each other.
objects retain any individual animation.
• If you answer Yes, Autodesk VIZ makes the
assemblies unique one with respect to another To transform or modify the objects within an
and parameter wires are reconnected inside assembly, you must first remove them from the
each unique assembly. That is, the parameters assembly, either temporarily or permanently. The
of each unique assembly head drives only the Open command lets you do this.
parameters of its own members, not that of the
members in any other assembly instances. Comparing Assemblies with Other
Selection Methods
• If you answer No, then the selected assemblies
are made unique only with respect to the other Compared to the other methods you can use to
assembly instances. The parameters of unique combine objects in Autodesk VIZ, assembling
assembly heads drive only the parameters of is more permanent than selection sets, but less
their members, not the members of the other permanent than attaching objects.
assembly instances. • Selection sets (page 1–60): Form a temporary
Note: If you chose to instance the controllers collection of objects to which you apply the
when you instanced the assembly, the Modify current commands. As soon as you select
panel > Make Unique command does not make another object, the selection set is gone.
the controllers unique. You can make them • Named selection sets (page 1–81): Let you
unique by doing the following: Open Track reselect the same pattern of objects, but the
View, select the Transform track for object positional relationship between those objects
whose controller you want to make unique, and (their transforms) might be different each time
click the Make Unique button in the Track View you recall the named set.
toolbar.
• Assembled and grouped (page 1–92) objects:
Maintain their positional relationships unless
Using Assemblies 97

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 To define a nested group:

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

The selected objects are now separate,


Explode Group independent objects, no longer members of the
group.
Select one or more groups. > Group menu > Explode

The Explode command ungroups all objects in a


group, regardless of the number of nested groups,
Attach Group
unlike Ungroup (page 1–99), which ungroups one Select one or more objects. > Group menu > Attach
level only.
As with the Ungroup command, all exploded The Attach command makes the selected object
entities remain in the current selection set. part of an existing group.

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

See also See also


Using Assemblies (page 1–93) Using Assemblies (page 1–93)

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. Enter a name for the new assembly object and


click OK.

To wire a head object to a light source:


1. Create a hierarchy of lights and geometrical
objects that models a lighting fixture. Sets up all
the necessary IK chains and other constraints
that make the model behave properly when the
user interacts with it (orients, positions, aims,
etc.).
8. If you’re wiring a photometric light, skip this
Important: For any photometric lights that step. If you’re wiring a standard light, or any
you want to control with the head object, be light whose default Multiplier setting is 1.0, do
sure to turn on the Multiplier check box on the this:
Intensity/Color/Distribution rollout. • The Expression box below the selected
2. Select all objects in the fixture and define them Multiplier item contains the word "Dimmer."
as an assembly. Edit this to read "Dimmer/100". This divides
When the assembly is selected, the luminaire the Dimmer value by 100, giving a 1:1 value
parameters Dimmer and Filter Color appear in ratio between it and the Multiplier setting.
the Modify panel. 9. Click the Connect button.

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

5. On one side of the dialog, find the assembly


luminaire to any additional light sources in the
and expand the branch titled Object light fixture.
(LuminaireHelper). Click the Dimmer item to You can also use this method to wire the
highlight it. luminaire’s Filter Color parameter to any light
6. On the other side, find the assembly and
sources’ color settings.
expand its hierarchy branch (click the + symbol
in the square box). Find and expand the branch
for the light source, and then expand its Object Create Assembly Dialog
branch. Click the Multiplier item to highlight it. Select one or more objects. > Assembly > Assemble
7. Between the two hierarchy lists, click the
Control Direction arrow button that points Use the Create Assembly dialog to name a new
from the selected Dimmer item to the selected assembly (page 1–93) and specify a head object
Multiplier item. (page 1–105) for the assembly.
Open Assembly 103

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

The Close command reassembles an opened


assembly. For nested assemblies, closing the
outermost assembly object closes all open inner
assemblies.
When you link an object to a closed assembly,
the object becomes a child of the assembly parent
rather than of any member of the assembly. The
entire assembly flashes to show that you’ve linked
Name—Specifies the name of the new assembly. to the assembly.
The default name is "Assembly" followed by
a two-place number starting with 01 and Procedures
incremented by one for each new assembly.
To close all opened assemblies nested within a main
Choose Head Object—Lets you choose the type of assembly:
object to serve as the assembly head object. By 1. Select any object in the main assembly or its
default, this is a Luminaire helper object (page luminaire head object.
1–105), but you can create other helper objects
Note: If you select an object within an opened
using MAXScript.
inner assembly, using Close will close only that
assembly.
Open Assembly 2. Choose 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

performed. However, objects retain any individual


Disassemble animation.
Select one or more assemblies. > Group menu > Note: If you have wired the luminaire head to
Assembly menu > Disassemble any other parameters, those parameters are still
controlled by the wiring setup after exploding
Disassemble separates the current assembly into and are not adjustable until you apply a standard
its component objects or assemblies. controller, such as Bezier Float. Use Track View
The Disassemble command separates one level, to do this.
unlike Explode (page 1–104), which separates all
levels of nested assemblies.
Detach Assembly
When you disassemble an assembly, all
components of the assembly remain selected, but Select an assembly. > Group menu > Assembly > Open
> Select one or more objects to detach. > Assembly >
are no longer part of the assembly. Any transform Detach
animation applied to the assembly is lost, and
Select one or more objects to detach in an open assembly.
objects remain as they were in the frame at which > Group menu > Assembly > Detach
the dissolution is performed. However, objects
retain any individual animation. The Detach command detaches the selected object
All disassembled entities remain in the current from its assembly. If the object is a member of a
selection set. nested assembly, after you detach it, it is no longer
a member of any assembly.
Note: If you have wired the luminaire head to
any other parameters, those parameters are still This command becomes active when you open the
controlled by the wiring setup after disassembly assembly by choosing Open (page 1–103) from
and are not adjustable until you apply a standard the Assembly menu.
controller, such as Bezier Float. Use Track View
to do this.
Attach Assembly
Select one or more objects. > Group menu > Assembly
Explode Assembly > Attach

Select one or more assemblies. > Group menu >


Assembly menu > Explode The Attach command makes the selected object
part of an existing assembly.
The Explode command separates all objects in With an object selected, choose this command,
an assembly, regardless of the number of nested and then click either a closed assembly in the
assemblies and/or groups, unlike Disassemble scene, or the head object of an open assembly.
(page 1–104), which separates one level only.
When you explode an assembly, all components of Procedure
the assembly remain selected, but are no longer To attach an object to an assembly:
part of the assembly. Any transform animation
1. Select one or more objects to attach.
applied to the assembly is lost, and objects remain
as they were in the frame at which the dissolution is 2. Choose Group menu > Assembly > Attach.
Assembly Head Helper Object 105

3. Click any member of an assembly.


The selected objects become part of the
assembly, which is now selected.

Assembly Head Helper


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.

Luminaire Helper Object


Create panel > Helpers > Assembly Heads > Object Type
rollout > Luminaire Luminaire icon in the viewport

The Luminaire helper object serves primarily as a


head, or control, object for light fixtures. When
you assemble (page 1–101) a set of objects into
a light fixture, you specify that a new luminaire
object should be used as the assembly head object.
The luminaire’s parameters, available from the
Modify panel, let you control the light sources in Luminaire rollout
the fixture. See Using Assemblies (page 1–93) for Dimmer—Emulates the dimmer switch of a
more information. real-world lighting fixture. The setting determines
You can also add a Luminaire object separately the percentage of the default light intensity is
from the Create panel, but in general it’s not emitted by the light source of a lighting fixture.
necessary.
106 Chapter 3: Selecting Objects

You wire this parameter to one or more light


sources’ Multiplier settings.
Filter Color—An RGB color parameter that you
link to a light source’s color or filter color.

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).

Object Properties Dialog


Select object or objects. > Edit menu > Object Properties

Select object or objects. > Right-click the active viewport.


> Transform (lower-right) quadrant of the quad menu
> Properties

The Object Properties dialog lets you inspect an


object’s state, and set a variety of parameters that
relate to how the object behaves in viewports and
renderings.
Although the Object Properties dialog lets you
view the properties of any object, you cannot
necessarily edit all properties. Parameters that
apply to renderable geometry are unavailable for
non-renderable objects. However, parameters
that apply to any object, such as Hide/Unhide,
108 Chapter 4: Object Properties

Interface
Object Properties Dialog
Panels

General Panel (Object Properties


Dialog)
Edit menu > Object Properties > Object Properties dialog
> General panel

Select object or objects. > Right-click. > Transform


(lower-right) quadrant of the quad menu > Properties >
Object Properties dialog > General panel

Layer manager > Click the icon next to an object’s name.


> Object Properties dialog > General panel

This panel of the Object Properties dialog displays


general object information, as well as controls for
rendering the object and displaying it in viewports.

Interface

General Panel (Object Properties Dialog) (page


1–108)
Advanced Lighting Panel (Object Properties
Dialog) (page 1–114)
mental ray Panel (Object Properties Dialog) (page
1–116)
User Defined Panel (Object Properties Dialog)
(page 1–117)
General Panel (Object Properties Dialog) 109

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

Edges Only—Toggles the display of hidden edges


and polygon diagonals (page 3–668). When on,
Display as Box—Toggles the display of selected only outside edges appear. When off, all mesh
objects, both 3D objects and 2D shapes, as geometry appears. Applies to Wireframe viewport
bounding boxes (page 3–663). Produces display mode, as well as other modes with Edged
minimum geometric complexity for rapid display Faces turned on.
in viewports. Default=off. Note: This option is also available in the Display
Note: This option is also available in the Display panel (page 3–496) and by choosing Tools >
panel (page 3–496) and by choosing Tools > Display Floater (page 3–496).
Display Floater (page 3–496).

Vertex Ticks—Displays the object’s vertices as tick


Backface Cull—Toggles the display of faces with marks. Default=off.
normals (page 3–704) that point away from the Note: This option is also available in the Display
view. When on, you see through the wireframe panel (page 3–496) and by choosing Tools >
Display Floater (page 3–496).
General Panel (Object Properties Dialog) 111

its usual color or texture even when it is frozen.


Default=on.
Note: This option is also available in the Display
panel (page 3–496) and by choosing Tools >
Display Floater (page 3–496).
Vertex Channel Display—For editable mesh (page
2–350), editable poly (page 2–377), and editable
patch (page 2–316) objects, displays the assigned
vertex colors in viewports. The drop-down list
lets you choose to display Vertex Color, Vertex
Trajectory—Displays the object’s trajectory (page Illumination, Vertex Alpha, Map Channel Color,
3–741). Default=off. or Soft Selection Color. Default=off.
Note: This option is also available in the Display You can assign vertex colors at all sub-object levels
panel (page 3–496) and by choosing Tools > except Edge.
Display Floater (page 3–496). Note: This option is also available on the Display
panel (page 3–496).
Map Channel—Sets the map channel for the vertex
color. Available only when the Map Channel Color
option is active.

Ignore Extents—When on, this object is ignored


when you use the display control Zoom Extents
(page 3–459).
Note: This option is also available in the Display
panel (page 3–496) and by choosing Tools > Shaded—When on, shaded viewports add shading
Display Floater (page 3–496). to the vertex coloring. When off, colors are
unshaded. Default=off.
Keyboard shortcut: No default, but you can
customize it using the Keyboard panel (page Note: This option is also available on the Display
3–512) of the Customize > Customize User panel and by choosing Tools > Display Floater
Interface dialog (page 3–511). (page 3–496).

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

• Object—Object motion blur (page 3–706) Interface


provides a time-slice blur effect.
• Image—Image motion blur (page 3–688) blurs
the object’s image based on the velocity of each
pixel.

Advanced Lighting Panel (Object


Properties Dialog)
Select object or objects. > Edit menu > Object Properties
> Object Properties dialog > Advanced Lighting panel

Select object or objects. > Right-click. > Transform


(lower-right) quadrant of the quad menu > Properties >
Object Properties dialog > Advanced Lighting panel

Layer manager > Click the icon next to an object’s name.


> Object Properties dialog > Advanced Lighting panel

This panel of the Object Properties dialog lets you


customize how objects behave under advanced
lighting (radiosity (page 2–1350)).

Selection Information rollout


Num. Geometric Objects—The number of
geometric objects present in the current selection.
Num. Light Objects—The number of lights present
in the current selection.

Geometric Object Radiosity Properties rollout


Exclude from Adv. Lighting Calculations—When on,
the current selection is excluded from advanced
lighting (radiosity). Objects excluded from
advanced lighting will not contribute to indirect
illumination.
By Layer/By Object—Toggles between object
settings and object layer settings. Object settings
affect only the object or objects selected. Object
layer settings affect all objects on the same layer as
Advanced Lighting Panel (Object Properties Dialog) 115

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.

Iterations Done—The number of refine iterations


performed on the current selection. mental ray Panel (Object
Properties Dialog)
Light Object Radiosity Properties rollout
Edit menu > Object Properties > Object Properties dialog
These options are available only for light objects. > mental ray panel
Exclude from Radiosity Processing—When on, the Select object or objects. > Right-click. > Transform
current selection is excluded from the radiosity (lower-right) quadrant of the quad menu > Properties >
Object Properties dialog > mental ray panel
solution. When lights are excluded from radiosity,
their direct contribution is only used for rendering. Layer manager > Click the icon next to an object’s name.
> Object Properties dialog > mental ray panel
This option is available only when By Object is
selected.
This panel of the Object Properties dialog supports
By Object/By Layer—Toggles between object mental ray rendering (page 2–1377); specifically,
settings or object layer settings. Object settings the indirect illumination features caustics (page
affect only the object or objects selected. Object 2–1391) and global illumination (page 2–1392).
layer settings affect all objects on the same layer as They control whether objects generate or receive
the selected object. caustics or global illumination.
Note: If multiple objects are selected and have These settings are ignored where they aren’t
different settings, this button reads “Mixed.” appropriate. For example, lights can be set to
Store Direct Illumination in Mesh—When on, the generate caustics, but for a light, the Receive
light’s direct illumination is added to the radiosity Caustics setting has no effect, as lights aren’t
mesh, even if the global rendering mode is Render renderable. Similarly, these settings have no
Direct Illumination. This is comparable to the meaning for cameras.
Re-Use Direct Illumination option when rendering
radiosity, but only for this particular light.
User Defined Panel (Object Properties Dialog) 117

Interface happen, Global Illumination must also be enabled


using the Caustics And Global Illumination
rollout.) When off, the object does not generate
global illumination. Default=off.
Receive Global Illumination—When on, the object
can receive global illumination. That is, reflected
light is cast onto this object. (For this to happen,
Global must also be enabled using the Caustics
And Global Illumination rollout.) When off,
the object does not receive global illumination.
Default=on.

User Defined Panel (Object


Properties Dialog)
Edit menu > Object Properties > Object Properties dialog
> User Defined panel

Select object or objects. > Right-click. > Transform


(lower-right) quadrant of the quad menu > Properties >
Object Properties dialog > User Defined panel

Layer manager > Click the icon next to an object’s name.


> Object Properties dialog > User Defined panel

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

Selected—When chosen, renaming affects


currently selected objects.
Pick—Click to display a Pick Objects to Rename
dialog (page 1–74) to choose which objects to
rename.
Base Name—Enter a base name for all objects. The
URL—This field lets you assign a URL to the toggle enables or disables this name.
selected object. This does not affect the object in
any way; it is only for reference. Prefix—When on, lets you enter a string that will
be a prefix to the name of all renamed objects.
User Defined Properties—In this text box, you can
enter properties for the object, or comments about Remove First N Digits—When on, the first N
it, that you define yourself. Autodesk VIZ doesn’t characters in the base name are removed from
use these properties, but it saves them with the object names. The spinner sets the value of N.
scene, and they reappear whenever you view the Suffix—When on, lets you enter a string that will
Object Properties dialog for the object. be a suffix to the name of all renamed objects.
Remove Last N Digits—When on, the last N
Rename Objects Tool characters in the base name are removed from
object names. The spinner sets the value of N.
Tools menu > Rename Objects
Numbered—When on, lets you number object
names incrementally.
The Rename Objects tool helps you rename several
objects at once. • Base Number—The base number appended to
the name of the first renamed object.
Expression Techniques 119

• 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

Scene element Calculatable property - p-q Subtraction

Creation Any numeric creation parameter - -p Additive inverse


parameters
* p*q Multiplication
Transforms Position [X, Y, Z]
/ p/q Division
X Rotation
^ p^q power (p to the
Y Rotation
power of q)
Z Rotation
** p**q ^ and ** are the
Scale [X%, Y%, Z%] same operation
Modifiers Any numeric modifier parameter
(including creation parameters) You can also use logical (Boolean) operators with
Materials Colors [R, G, B] scalar values. These operators all return 1 if true, 0
Any numeric material parameter otherwise:
120 Chapter 4: Object Properties

Operator Use Meaning Operator Precedence


= p=q equal to Expressions have eight levels of precedence. The
< p<q less than higher the operator is on the list, the earlier it is
> p>q evaluated.
Greater than
<= p<=q less than or equal Operator Level of Precedence
to
-+ as unary operators, as in -8, +25
>= p>=q Greater than or . the component operator, as in V.x
equal to
** ^
| p|q Logical OR,
returns 1 if either X cross product
p or q is nonzero;
otherwise, returns */
0
+-
& p&q Logical AND,
= < > <= >=
returns 1 if p and q
are both nonzero; |&
otherwise, returns
0
Parentheses are a special case. They are a grouping
Tip: Logical operators are useful with the "if " or subexpression operator that is provided so you
function. can override the precedence order of the other
operators.
Vector Operators
For vectors that have a variable name, you can use Variables
a special component operator (.) to refer to the In expressions used for parameter wiring (page
three scalar components of the vector: 2–758) and the numerical expression evaluator
(page 1–12), you can use predefined variables with
Use Meaning
constant values.
V.x first component (X)
V.y second component (Y) Predefined Variables with Constant Values
V.z third component (Z) These are the predefined variables that have a
constant value (variable names are case-sensitive):
These are the operators for vector arithmetic:
Variable Constant Use
Operator Use Meaning Name Value

+ V+W Addition pi 3.14159 Ratio of a circle’s


circumference to its diameter.
- V-W subtraction
e 2.71828 Base of natural logarithms.
* p*V scalar multiplication
TPS 4800 Ticks per second. The tick
* V*p scalar multiplication is the basic time unit of
Autodesk VIZ animation.
* V*W dot product
X VxW cross product
/ V/p scalar division
Expression Techniques 121

Functions Rounding Functions


Following is a list of the functions provided for Function Meaning
expressions. In this list, p, q, and r represent scalar ceil(p) smallest integer greater
values or scalar expressions. V and W represent than or equal to p
vector values or vector expressions. floor(p) largest integer less than or
equal to p
To use a function in an expression, enter the name
of the function and appropriate arguments to it.
Standard Calculations
Trigonometric Functions Function Meaning

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

Hyperbolic Functions mod(p,q) remainder of p divided by q

Hyperbolic functions take a floating-point value


and return a floating-point value. Conditional Functions
Function Meaning
Function Meaning
if(p,q,r) works like the common
sinh(p) hyperbolic sine spreadsheet "if" (If p is
nonzero then "if" returns q,
cosh(p) hyperbolic cosine otherwise "if" returns r.)
tanh(p) hyperbolic tangent vif(c,V1,V2) "Vector If" (Value is V1 if c is
true, else V2.)

Conversion Between Radians and Degrees


Function Meaning Vector Handling Functions
radToDeg(p) takes p in radians and Function Meaning
returns the same angle in length(V) length of V
degrees
degToRad(p) takes p in degrees and
returns the same angle in
radians
122 Chapter 4: Object Properties

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

Note: The comp function is an alternative to the


notation V.x, V.y, V.z.

Special Animation Function


Function Meaning
noise(p,q,r) 3D noise: returns a randomly
generated position
Trigonometric functions based on the unit circle

The arbitrary values p, q and r, are used as a


random-generation seed. You can reuse these
values to ensure that noise() returns the same
value.
The tangent function is undefined for x=0.
Another way to define the target is:
Trigonometric Functions
This topic is a quick review for readers who need a
reminder about this area of mathematics. If you’re
familiar with trigonometry, you can skip this topic. Because XYR defines a right-angled triangle, the
If you find this topic difficult to follow, you might relation between the sine and cosine is:
consult a more basic reference on mathematics.
Trigonometric functions are principally used to
model or describe:
The graphs of the basic trigonometric functions
• The relation between angles in a triangle (hence illustrate their cyclical nature.
the name).
• Rotations about a circle, including locations
given in polar coordinates.
• Cyclical or periodic values, such as sound
waves.
Graphs of basic trigonometric functions
The three basic trigonometric functions are
derived from an angle rotating about a unit circle. The sine and cosine functions yield the same
values, but the phase differs along the X axis by
∏/2: in other words, 90 degrees.
The inverse functions for the trigonometric
functions are the arc functions; the inverse only
Vectors 123

applies to values of x restricted by –∏/2 ≤ X ≤ ∏/2.


The graphs for these functions appear like the Vectors
basic trigonometric function graphs, but turned This topic is a quick review for readers who need
on their sides. a reminder about vector arithmetic. If you’re
familiar with vectors and vector calculations,
you can skip this topic. If this topic is difficult to
follow, you might consult a more basic reference
on mathematics.
A vector expresses a length and a direction in
a particular space. The vector is expressed as a
point; for example, [5, 5, 7]. The length is the
distance from the origin to that point, and the
direction is similarly from the origin to (and
Graphs of basic arc functions
through) the point.
The hyperbolic functions are based on the In Autodesk VIZ, vectors have three values and
exponential constant e instead of on circular describe positions in three-dimensional space.
measurement. However, they behave similarly to They can also represent percent scaling in X, Y,
the trigonometric functions and are named for and Z; and (more abstractly) describe locations in
them. The basic hyperbolic functions are: RGB color space.

Unit Vectors and Basic Vectors


A unit vector has a length of one. Unit vectors are
often used to express direction only. The three
basic vectors are unit vectors that describe the
three axes (X, Y, and Z) of 3D space.

Basic vectors and the XYZ axes


Graphs of basic hyperbolic functions

Adding and Subtracting Vectors


Adding two vectors creates a new vector that
combines the length and direction of the
124 Chapter 4: Object Properties

original two. Vector addition is commutative: Vector Length and Direction


V+W=W+V.
The length of a vector is obtained from the
Pythagorean theorem.

In Autodesk VIZ expressions, the length()


function returns this value.
The direction of the vector is the vector divided
by its length; this gives you a unit vector with the
Adding two vectors same direction.

Subtracting two vectors gives the vector between The distance between two points is the length of
the two points. the vector between them.

Subtracting vectors to obtain a distance

Subtracting two vectors

Scalar Multiplication and Division


Multiplying a vector by a scalar changes the
vector’s length, as does dividing the vector by a
scalar.
Creating Geometry

• Changing parameters (page 3–711)


Creating Geometry • Applying modifiers
The solid 3D objects in the scene, and the objects • Directly manipulating sub-object geometry
used to create them, are known as geometry.
Usually, geometry comprises the subject of your This section provides an introduction to
scene and the objects that you render. techniques for creating and modeling objects.

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

Modifying at the Sub-Object Level (page 2–35) Create Panel Interface


Using the Stack at the Sub-Object Level (page Controls in the Create panel vary depending on
2–36) the kind of object you are creating. However,
certain controls are always present, and others are
Modifying Multiple Objects (page 2–38)
shared by nearly all object types.
How Instanced Modifiers Work (page 2–39)
Category—Buttons at the top of the panel access
Transforms, Modifiers, and Object Data Flow the six main categories of objects. Geometry is the
(page 2–24) default category.
Subcategory—A list lets you select subcategories.
For example, subcategories under Geometry
Using the Create Panel include Standard Primitives, Extended Primitives,
The Create panel provides the controls for creating Compound Objects, Patch Grids, NURBS
objects and adjusting their parameters. Surfaces, AEC Extended, Stairs, Doors, and
Windows.
To access the Create panel:
Each subcategory contains one or more object
types. If you’ve installed plug-in components for
1. Click the Create tab in the command
additional object types, these might be grouped
panels (page 3–478). as a single subcategory.
By default, this panel is open when you start
Object Type—A rollout contains labeled buttons
the program. If the command panel isn’t
for creating objects in a particular subcategory.
visible, choose it from the Customize Display
right-click menu (page 3–507). Name and Color—The Name shows the
2. Click an object type to display its Parameters automatically assigned name of the object. You
rollout. can edit this name or replace it with another.
(Different objects can have the same name, though
The Creation Process this is not recommended.) Clicking the square
color swatch brings up an Object Color dialog
The actual creation of objects is accomplished (page 1–130) to change the color of the object as it
with a single click of the mouse, a drag, or some appears in viewports (the wireframe color).
combination, depending on the object type. This
is the general sequence: Creation Method—This rollout provides a choice of
how you use the mouse to create an object. For
• Choose an object type.
example, you can use either the center (radius) or
• Click or drag in a viewport to create an object edge (diameter) to define the size of a Circle shape.
of approximate size and location.
A default creation method is always selected
• Adjust the object’s parameters and position, when you access the tool. If you want to use an
either immediately or later. alternate method, choose the option before you
See Creating an Object (page 1–128). create the object. The creation method has no
effect on a finished object; the options are for your
convenience during creation.
Identifying the Basic Building Blocks 127

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

Varying the Parameters mapping coordinates have already been applied to


an object, the check box for this feature is turned
Unlike physical building blocks, with fixed shape
on.
and size, you can change the parameters of objects
and shapes to dramatically alter topology. Here are
some examples of changes you can make:
Creating an Object
• Turn a cone into a four-sided pyramid by
reducing the number of sides and turning the With some variations, the steps shown in the
Smooth option off. following images apply to creating any type of
object on the Create panel. For specific examples,
• Slice any circular object as if it were a pie.
see the Procedures section in any object’s topic.
• Render splines directly at any assigned width.
• Break, detach, and divide wall segments.
• Change the number of risers without affecting
the overall rise of the stairs.

Collapsing Primitives to Base Geometry


You can collapse a building-block object to one
of a variety of base geometric types once you no
longer need access to its creation parameters. For
example, you can convert any standard primitive
to an editable mesh (page 2–350), editable poly
(page 2–377), editable patch (page 2–316), or
1. Diameter defined
NURBS (page 2–456) object, and you can convert
2. Height defined
a spline shape to an editable mesh, editable spline
(page 1–261), or NURBS object. The easiest way
to collapse an object is to select it, right-click it,
and choose a "Convert to" option from the quad
menu > Transform quadrant. This lets you use
explicit editing methods with the object, such as
transforming vertices. You can also use the Modify
panel to collapse a primitive.

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.

Using Random Color Assignment


Assigning Colors to Objects
By default, Autodesk VIZ assigns colors to objects
Autodesk VIZ is a truecolor (page 3–743) by layer. This means each object receives the
program. When you pick a color in the program, wireframe color set by the current layer. You can
you are specifying 24 bits of color data, which change the color of the current layer with the Layer
provide a range of over 16 million colors. Manager (page 3–364). If you turn off Customize
Object wireframe colors are used primarily as an > Preferences > General tab (page 3–537) >
organizational tool. Object naming strategies, Default to By Layer for New Nodes, new objects
named selection sets, and object wireframe color are assigned colors by object rather than layer.
Object Color Dialog 131

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.

color. If you click Add Custom Colors with a


basic color chosen, the dialog switches to the first You use the Color Selector whenever you specify
custom color before opening the Color Selector. a custom color parameter in Autodesk VIZ. You
can work simultaneously with three different color
By Layer / By Object—Sets the object’s color by layer models to help you zero in on the exact color you
or by object. If color is set by object, choosing a want.
new color on the Object Color dialog will change
the object’s wireframe color in viewports. The Color Selector is used to specify many color
parameters, such as light colors, material colors,
ACI#—Displays the ACI number for the selected background colors, and custom object colors.
color. Available only when AutoCAD ACI palette (Another way to choose an object’s viewport color
is selected.
Color Selector Dialog 133

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 lighter, do one of the following: Interface


• Drag the vertical Whiteness slider (at the right
of the Hue rainbow) downward.
• Drag the vertical Blackness slider (at the left of
the Hue rainbow) upward.
• Drag the Saturation (Sat.) slider to the left.
• Use the Saturation spinner to decrease
saturation.
• Drag the Value (Val.) slider to the right.
Hue—Define a pure color by dragging the hue
• Use the Value spinner to increase the value. pointer across the top of the box.

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

4. Drag the color to a swatch in the color


clipboard.
5. A dialog appears asking if you want to copy or
swap the material. Choose copy to replace the
swatch in the color clipboard with the swatch
from the material you selected. Choose swap
to swap colors on the Color Clipboard swatch
and material swatch.

Interface Close—Exits the Clipboard utility.

Adjusting Normals and


Smoothing
In general, you adjust normals and smoothing to
prepare objects for rendering.
A normal (page 3–704) is a unit vector that
defines which way a face or vertex is pointing. The
Color swatches—Click a color swatch to edit its direction in which the normal points represents
value with the Color Selector. the front, or outer surface of the face or vertex,
which is the side of the surface that is normally
Note: The Color Selector invoked by this utility
displayed and rendered.
uses decimal numbers in the range 0.0 to 1.0,
instead of integers in the range 0 to 255 as with You can manually flip or unify face normals to fix
other color-selection dialogs in Autodesk VIZ. surface errors caused by modeling operations or
by importing meshes from other programs.
New Floater—Displays a floating clipboard with 12
slots, plus buttons for opening and saving color Smoothing groups define whether a surface is
clipboard files. You can open up as many of these rendered with sharp edges or smooth surfaces.
floaters as you want and you can minimize them. Smoothing groups are numbers assigned to the
If you exit the Utilities panel or select the Close faces of an object. Each face can carry any number
button to exit the Color Clipboard utility, any of smoothing groups up to the maximum of 32.
visible floaters remain open. When you close a If two faces share an edge and share the same
floater, any changed values are lost. smoothing group, they render as a smooth surface.
If they don’t share the same smoothing group, the
edge between them renders as a corner. You can
manually change or animate smoothing group
assignment. Changing smoothing groups does not
alter geometry in any way; it only changes the way
faces and edges are shaded.
Viewing and Changing Normals 137

See also • Apply a Normal modifier (page 2–167). If a


Face sub-object selection is active, Normal
Viewing and Changing Normals (page 1–137)
applies to the selected faces. If no faces are
Viewing and Changing Smoothing (page 1–138) selected, Normal applies to the entire object.
• Apply an Edit Mesh modifier (page 2–74),
enable Face, Polygon or Element sub-object
Viewing and Changing Normals mode, and then use the features on the Surface
When you create an object, normals (page 3–704) Properties rollout to change the directions in
are generated automatically. Usually objects render which normals point.
correctly using these default normals. Sometimes, • Convert the object to an editable mesh (page
however, you need to adjust the normals. 2–350), enable Face, Polygon or Element
sub-object mode, and use the features on the
Surface Properties rollout

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.

Left: The normals shown as spikes indicate the orientation


You can display the normal vectors for selected
of faces on the pyramid. faces or vertices by enabling Show Normals on the
Right: Flipping normals can make faces invisible (or visible) Selection rollout of an editable mesh object or the
in shaded viewports and renderings. Edit Mesh modifier.
Undesired normals can appear in these objects:
Unifying Normals
• Meshes imported from other applications.
Use Unify Normals to make normals point in a
• Geometry generated by complex operations consistent direction. If an object has normals that
such as Boolean objects, lathe objects, or lofts. are inconsistent (some point outward and others
Normals are used to define which side of a face or inward) the object will appear to have holes in its
vertex is considered the "out" side. The out side of surface.
a face or vertex is the side that gets rendered unless Unify Normals is found on the Surface Properties
you are using two-sided materials, or turn on the rollout and on the Normal modifier.
Force 2-Sided option in the Render Scene dialog
> Common panel > Common Parameters rollout If you are animating the creation of a complex
(page 2–1334). object such as a nested Boolean or a loft, and you
think the operation might result in inconsistent
Do one of the following to view or change face faces, apply a Normal modifier (page 2–167) to the
normals: result, and turn on Unify Normals.
138 Chapter 5: Creating Geometry

Flipping Normals Smoothing is controlled by smoothing groups,


which are numbered groups ranging from 1 to 32.
Use Flip Normals to reverse the direction of all
Each face is assigned to one or more smoothing
selected faces. Flipping the normals of an object
groups. When a scene is rendered, the renderer
turns it inside-out.
checks each adjacent pair of faces to see if they
Flip Normals is found on the Surface Properties share a smoothing group, and renders the object
rollout and on the Normal modifier. as follows:
The Lathe modifier (page 2–142) sometimes • If faces have no smoothing groups in common,
creates an object with normals pointing inward. the faces are rendered with a sharp edge
Use the Flip Normals check box on the Lathe between them.
modifier’s Parameters rollout to adjust the • If faces have at least one smoothing group
normals. You can also use the Normal modifier in common, the edge between the faces is
with both Unify and Flip turned on to fix “smoothed”, meaning it is shaded in such a
inside-out lathed objects. way that the area where the faces meet appears
smooth.

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

Viewing Smoothing Groups Selecting Faces by Smoothing Group


The easiest way to view smoothing is to look at an You can also select faces according to the assigned
object in a shaded viewport. In this case, you are smoothing groups. Click Select By SG on the
not viewing the smoothing groups themselves but Surface Properties rollout (editable mesh) or
rather their effects on the shaded surface. Polygon Properties rollout (editable poly) and then
click the smoothing group of the faces to select.
You can see the smoothing group numbers for
selected faces of an editable mesh object or the Edit This is a convenient way to examine smoothing
Mesh modifier by looking at the Smoothing Group groups on an object someone else created.
buttons on the Surface Properties rollout, or of
an editable poly object on the Polygon Properties
rollout.
Smoothing Group buttons appear as follows:
Creating Geometric
• Group numbers not used by any face in the
selection, appear normal. Primitives
• Group numbers used by all faces in the
selection, appear selected. Geometric Primitives
• Group numbers used by some, but not all, faces
Geometric primitives are basic shapes that
in the selection, appear blank.
Autodesk VIZ provides as parametric objects
(page 3–711). Primitives are divided into two
Automatically Smoothing an Object
categories:
Click Auto Smooth to assign smoothing
automatically. You set a Threshold angle to
Standard Primitives (page 1–141)
determine whether to smooth adjacent faces. Extended Primitives (page 1–157)
• If the angle between face normals is less than or
equal to the threshold, the faces are assigned to See also
a common smoothing group. Basics of Creating and Modifying Objects (page
• If the angle between face normals is greater 1–125)
than the threshold, the faces are assigned to Creating an Object (page 1–128)
separate groups.
Creating Primitives from the Keyboard (page
Auto Smooth is found on the Surface Properties 1–140)
rollout and on the Smooth modifier.

Manually Applying Smoothing Groups


You manually assign smoothing groups to a
selection of faces by clicking Smoothing Group
buttons on the Surface Properties rollout or the
Smooth modifier. The smoothing group of each
button you click is assigned to the selection.
140 Chapter 5: Creating Geometry

4. The object appears in the active viewport.


Creating Primitives from the
Once created, a new primitive is unaffected by the
Keyboard
numeric fields in the Keyboard Entry rollout. You
Create panel > Geometry > Standard or Extended can adjust parameter values on the Parameters
Primitives > Keyboard Entry rollout rollout, either immediately after creation or on the
Modify panel.
You can create most geometric primitives from
your keyboard using the Keyboard Entry rollout. Interface
In a single operation, you define both the initial
size of an object and its three-dimensional
position. The object’s name, color, and default
material (optional), are automatically assigned.
See Object Name and Wireframe Color (page
3–479).
This method is generally the same for all
primitives; differences occur in the type and
number of parameters. The Hedra primitive, a
complex and highly visual family of objects, is
unsuited to this method and has no keyboard
The Keyboard Entry rollout contains a common
entry.
set of position fields, labeled X, Y, and Z. The
numbers you enter are offsets along the axes of the
Procedures
active construction plane; either the home grid or
To open the Keyboard Entry rollout: a grid object. Plus and minus values correspond
1. On the Create panel for Standard or Extended to positive and negative directions for these axes.
Primitives, click any of the primitive Object Defaults=0,0,0; the center of the active grid.
Type rollout buttons, except Hedra or
The location set by X,Y is equivalent to the first
RingWave.
mouse-down position in the standard method of
2. Click the Keyboard Entry rollout to open it. creating objects.
This rollout is closed by default.
Each standard primitive has the following
Note: The buttons on the Creation Method parameters on its Keyboard Entry rollout.
rollout have no effect on keyboard entry.
Primitive Parameters XYZ point
To create a primitive from the keyboard: Box Length, Width, Center of base
Height
1. On the Keyboard Entry rollout, select a numeric
field with the mouse and then enter a number. Cone Radius 1, Radius 2, Center of base
Height
2. Press TAB to move to the next field. You do
Sphere Radius Center
not have to press ENTER after entering a value.
Press SHIFT+TAB to reverse direction. GeoSphere Radius Center

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

Primitive Parameters XYZ point


Tube Radius 1, Radius 2, Center of base
Height
Torus Radius 1, Radius 2 Center
Pyramid Width, Depth, Center of base
Height
Teapot Radius Center of base
Plane Length, Width Center

Autodesk VIZ includes a set of 10 basic primitives.


You can easily create the primitives with the mouse
in the viewport, and most can be generated from
the keyboard as well.
Standard Primitives
These primitives are listed in the Object Type
Geometric primitives are familiar as objects in rollout and on the Create menu:
the real world such as beach balls, pipes, boxes,
doughnuts, and ice cream cones. In Autodesk VIZ, Box Primitive (page 1–142)
you can model many such objects using a single Cone Primitive (page 1–143)
primitive. You can also combine primitives into
more complex objects, and further refine them Sphere Primitive (page 1–145)
with modifiers. GeoSphere Primitive (page 1–147)
Cylinder Primitive (page 1–148)
Tube Primitive (page 1–150)
Torus Primitive (page 1–151)
Pyramid Primitive (page 1–153)
Teapot Primitive (page 1–154)
Plane Primitive (page 1–156)
Also available from the Object Type rollout is the
AutoGrid option (page 2–623).
A collection of standard primitive objects You can convert standard primitive objects to
editable mesh objects (page 2–350), editable
poly objects (page 2–377), and NURBS surfaces.
(page 2–480) You can also convert primitives to
patch objects; see the path annotation at Editable
Patch (page 2–316) (the information at the start
of the topic that tells you how to create this type
of object).
142 Chapter 5: Creating Geometry

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

Create menu > Standard Primitives > Cone

The Cone button on the Creation command panel


lets you produce round cones, either upright or
inverted.

The defaults produce a box with one segment on


each side.
Length, Width, Height—Sets the length, width, and
height of the Box object. These fields also act
as readouts while you drag the sides of the box.
Default=0,0,0.
Length, Width, Height Segments—Sets the number Examples of cones
of divisions along each axis of the object. Can be
set before or after creation. By default, each side of Procedure
the box is a single segment. When you reset these To create a cone:
values, the new values become the default during a
1. On the Create menu choose Standard
session. Default=1,1,1.
Primitives > Cone.
Tip: Increase the Segments settings to give objects
2. In any viewport, drag to define a radius for the
extra resolution for being affected by modifiers.
For example, if you’re going to bend (page 2–53) a base of the cone, then release to set it.
box on the Z axis, you might want to set its Height 3. Move to up or down to define a height, either
Segments parameter to 4 or more. positive or negative, then click to set it.
Generate Mapping Coords—Generates coordinates 4. Move to define a radius for the other end of the
for applying mapped materials to the box. cone. Decrease this radius to 0 for a pointed
Default=on. cone.
5. Click to set the second radius and create the
Real-World Map Size—Controls the scaling method
used for texture mapped materials that are applied cone.
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.
144 Chapter 5: Creating Geometry

Interface Radius Combinations Effect


Creation Method rollout
Radius 1 is 0 Creates an inverted pointed
Edge—Draws a cone from edge to edge. You can cone
change the center location by moving the mouse. Radius 1 is larger than Creates a flat-topped cone
Radius 2
Center—Draws a cone from the center out.
Radius 2 is larger than Creates an inverted
Radius 1 flat-topped cone
Parameters rollout
If Radius 1 and 2 are the same, a cylinder is
created. If the two radius settings are close in size,
the effect is similar to applying a Taper modifier
to a cylinder.

Effect of Radius settings

Height—Sets dimension along the central axis.


Negative values create the cone below the
construction plane.
Height Segments—Sets the number of divisions
along the cone’s major axis.
Cap Segments—Sets the number of concentric
divisions around the center of the cone’s top and
The defaults produce a smooth, round cone of bottom.
24 sides with the pivot point at the center of the Sides—Sets the number of sides around the cone.
base. There are five height segments and one cap Higher numbers shade and render as true circles
segment. For improved rendering, increase the with Smooth selected. Lower numbers create
number of height segments for smoothly shaded regular polygonal objects with Smooth off.
cones, particularly those with pointed tips.
Smooth—Blends the faces of the cone, creating a
Radius 1, Radius 2—Sets first and second radius for smooth appearance in rendered views.
the cone. The minimum setting is 0. Minus values
are converted to 0. You can combine these settings Slice On—Enables the Slice function. Default=off.
to create pointed and flat-topped cones, upright or When you create a slice and then turn off Slice On,
inverted. The following combinations assume a the complete cone reappears. You can use this
positive height: check box to switch between the two topologies.
Radius Combinations Effect Slice From, Slice To—Sets the number of degrees
around the local Z axis from a zero point at the
Radius 2 is 0 Creates a pointed cone local X axis.
Sphere Primitive 145

For both settings, positive values move the end of Procedures


the slice counterclockwise; negative values move it To create a sphere:
clockwise. Either setting can be made first. When
1. On the Create menu choose Standard
the ends meet, the whole cone reappears.
Primitives > Sphere.
Generate Mapping Coords—Generates coordinates
2. In any viewport, drag to define a radius.
for applying mapped materials to the cone.
Default=on. As you drag, a sphere emerges with its center
at the pivot point.
Real-World Map Size—Controls the scaling method
3. Release the mouse to set the radius and create
used for texture mapped materials that are applied
the sphere.
to the object. The scaling values are controlled
by the Use Real-World Scale settings found in
To create a hemisphere:
the applied material’s Coordinates rollout (page
2–1199). Default=off. You can reverse the order of the following steps,
if you like.
1. Create a sphere of desired radius.
Sphere Primitive 2. Type 0.5 in the Hemisphere field.
Create panel > Geometry button > Standard Primitives > The sphere is reduced to exactly the upper half,
Object Type rollout > Sphere button
a hemisphere. If you use the spinner, the sphere
Create menu > Standard Primitives > Sphere changes in size.

Sphere produces a full sphere, or a hemisphere or Interface


other portion of a sphere. You can also "slice" a Creation Method rollout
sphere about its vertical axis.
Edge—Draws a sphere from edge to edge. You can
change the center location by moving the mouse.
Center—Draws a sphere from the center out.

Examples of spheres
146 Chapter 5: Creating Geometry

Parameters rollout Squash—Maintains the number of vertices and


faces in the original sphere, "squashing" the
geometry into a smaller and smaller volume
toward the top of the sphere.

Effects of Chop and Squash during hemisphere creation

Slice On—Uses the From and To angles to create


a partial sphere. The effect is similar to lathing a
semicircular shape fewer than 360 degrees.
Slice From—Sets the start angle.

Slice To—Sets the stop angle.

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 defaults produce a smooth sphere of 32 the ends meet, the whole sphere reappears.
segments with the pivot point at its center.
Smoothing groups are assigned to sliced spheres
Radius—Specifies the radius of the sphere. as follows: The surface of the sphere is always
assigned group 1; the bottom, when Smooth is on,
Segments—Sets the number of polygonal divisions
gets group 2. Facing the pie-slice surfaces, the cut
for the sphere.
on the left gets group 3, and the cut on the right
Smooth—Blends the faces of the sphere, creating a gets group 4.
smooth appearance in rendered views.
Material IDs are assigned to sliced spheres as
Hemisphere—Increasing values progressively will follows: The bottom is 1 (when Hemisphere is
"cut off " the sphere, starting at the base, to create a greater than 0.0), the surface is 2, and the slice
partial sphere. Values range from 0.0 to 1.0. The surfaces are 3 and 4.
default is 0.0, producing a full sphere. A setting of
Base To Pivot—Moves a sphere upward along its
0.5 produces a hemisphere, and 1.0 reduces the
local Z axis so the pivot point is at its base. When
sphere to nothing. Default=0.0.
off, the pivot point is on the construction plane at
Chop and Squash toggle creation options for the center of the sphere. Default=off.
Hemisphere.
Turning on Base To Pivot lets you place spheres so
Chop—Reduces the number of vertices and faces they rest on the construction plane, like pool balls
in the sphere by "chopping" them out as the on a table.
hemisphere is cut off. Default=on.
GeoSphere Primitive 147

Examples of geospheres

Geospheres produce a more regular surface than


standard spheres. They also render with a slightly
Effect of using Base To Pivot setting
smoother profile than a standard sphere given
the same number of faces. Unlike a standard
Generate Mapping Coords—Generates coordinates sphere, a geosphere has no poles, which can be an
for applying mapped materials to the sphere. advantage when you apply certain modifiers such
Default=on. as Free-Form Deformation (FFD) modifiers (page
Real-World Map Size—Controls the scaling method 2–132).
used for texture mapped materials that are applied
to the object. The scaling values are controlled Procedures
by the Use Real-World Scale settings found in To create a geosphere:
the applied material’s Coordinates rollout (page 1. On the Create menu choose Standard
2–1199). Default=off. Primitives > Geosphere.
2. In any viewport, drag to set the center and
radius of the geosphere.
GeoSphere Primitive
3. Set parameters such as Geodesic Base Type and
Create panel > Geometry button > Standard Primitives > Segments.
Object Type rollout > GeoSphere button

Create menu > Standard Primitives > GeoSphere To create a geo-hemisphere:


1. Create a geosphere.
Use GeoSphere to make spheres and hemispheres
based on three classes of regular polyhedrons. 2. In the Parameters rollout, turn on the
Hemisphere check box. The geosphere is
converted to a hemisphere.
148 Chapter 5: Creating Geometry

Interface size. The sphere can be divided into eight equal


Creation Method rollout segments.

Diameter—Draws a geosphere from edge to edge.


• Icosa—Based on a 20-sided icosahedron. The
You can change the center location by moving the facets are all equally sized equilateral triangles.
mouse. The sphere can be divided into any number
of equal segments, based on multiples and
Center—Draws a geosphere from the center out. divisions of 20 faces.

Parameters rollout Smooth—Applies smoothing groups to the surface


of the sphere.
Hemisphere—Creates a half-sphere.

Base To Pivot—Sets the pivot point location. When


on, the pivot is at the bottom of the sphere. When
off, the pivot is at the center of the sphere. This
option has no effect when Hemisphere is on.
Generate Mapping Coords—Generates coordinates
for applying mapped materials to the geosphere.
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
Radius—Sets the size of the geosphere. the applied material’s Coordinates rollout (page
Segments—Sets the total number of faces in the 2–1199). Default=off.
geosphere. The number of faces in a geosphere is
equal to the sides of the base polyhedron times the
segments squared. Cylinder Primitive
Lower segment values work best. Using the Create panel > Geometry button > Standard Primitives >
Object Type rollout > Cylinder button
maximum segment value of 200 can generate up to
800,000 faces, impairing performance. Create menu > Standard Primitives > Cylinder

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

Smooth—The faces of the cylinder are blended


together, 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 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

Parameters rollout Sides—Sets the number of sides around the tube.


Higher numbers shade and render as true circles
with Smooth on. Lower numbers create regular
polygonal objects with Smooth off.
Smooth—When on (the default), faces of the
tube are blended together, creating a smooth
appearance in rendered views.
Slice On—Enables the Slice feature, which removes
part of the tube’s circumference. Default=off.
When you create a slice and then turn off Slice On,
the complete tube reappears. You can therefore
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
The defaults produce a smooth, round tube of clockwise. Either setting can be made first. When
18 sides with the pivot point at the center of the the ends meet, the whole tube reappears.
base. There are five height segments and one cap
Generate Mapping Coords—Generates coordinates
segment. If you don’t plan to modify the cylinder’s
for applying mapped materials to the tube.
shape, such as with a Bend modifier, set Height
Default=on.
Segments to 1 to reduce scene complexity. If you
plan to modify the ends of the cylinder, consider Real-World Map Size—Controls the scaling method
increasing the Cap Segments setting. used for texture mapped materials that are applied
to the object. The scaling values are controlled
Radius 1, Radius 2—The larger setting specifies
by the Use Real-World Scale settings found in
the outside radius of the tube, while the smaller
the applied material’s Coordinates rollout (page
specifies the inside radius.
2–1199). Default=off.
Height—Sets the dimension along the central
axis. Negative values create the tube below the
construction plane. Torus Primitive
Height Segments—Sets the number of divisions Create panel > Geometry button > Standard Primitives
along the tube’s major axis. > Object Type rollout > Torus button

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

rotation and twist settings to create complex Parameters rollout


variations.

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—Smoothes the edges between adjacent


segments, producing smooth bands running
around the torus.
• None—Turns off smoothing entirely, producing
prism-like facets on the torus.
Radius 1 and Radius 2 • Segments—Smoothes each segment
Rotation—Sets the degree of rotation. Vertices individually, producing ring-like segments
are uniformly rotated about the circle running along the torus.
through the center of the torus ring. Positive and Slice On—Creates a portion of a sliced torus rather
negative values for this setting "roll" the vertices in than the entire 360 degrees.
either direction over the surface of the torus.
Slice From—When Slice On is on, specifies the
angle where the torus slice begins.
Slice To—When Slice On is on, specifies the angle
where the torus slice ends.
Rotation and Twist
Generate Mapping Coords—Generates coordinates
Twist—Sets the degree of twist. Cross sections for applying mapped materials to the torus.
are progressively rotated about the circle running Default=on.
through the center of the torus. Beginning with
Real-World Map Size—Controls the scaling method
twist, each successive cross section is rotated until
used for texture mapped materials that are applied
the last one has the number of degrees specified.
to the object. The scaling values are controlled
Twisting a closed (unsliced) torus creates a by the Use Real-World Scale settings found in
constriction in the first segment. You can avoid the applied material’s Coordinates rollout (page
this by either twisting in increments of 360 degrees, 2–1199). Default=off.
or by turning Slice on and setting both Slice From
and Slice To to 0 to maintain a complete torus.
Segments—Sets the number of radial divisions
Pyramid Primitive
around the torus. By reducing this number, you Create panel > Geometry button > Standard Primitives >
can create polygonal rings instead of circular ones. Object Type rollout > Pyramid button

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.

1. On the Create menu, choose Standard


Primitives > Teapot.
2. In any viewport, drag to define a radius.
As you drag, a teapot emerges with the pivot
point at the center of its base.
3. Release the mouse to set the radius and create
the teapot.
156 Chapter 5: Creating Geometry

Parameters rollout
Plane Primitive
Create panel > Geometry button > Standard Primitives
> Object Type rollout > Plane button

Create menu > Standard Primitives > Plane

The Plane object is a special type of flat polygon


mesh that can be enlarged by any amount at render
time. You can specify factors to magnify the size
or number of segments, or both. Use the Plane
object for creating a large-scale ground plane that
doesn’t get in the way when working in a viewport.
You can apply any type of modifier to the plane
object, such as Displace (page 2–69) to simulate
a hilly terrain.

Radius—Sets the radius of the teapot

Segments—Sets the number of divisions for the


teapot or its individual parts.
Smooth—Blends faces of the teapot, creating a
smooth appearance in rendered views.

Teapot Parts group


Turn check boxes on or off for teapot parts. By
default, all are on, producing a complete teapot. Example of plane
Generate Mapping Coords—Generates coordinates
for applying mapped materials to the teapot. Procedure
Default=on. To create a plane:
Real-World Map Size—Controls the scaling method 1. On the Create menu choose Standard
used for texture mapped materials that are applied Primitives > Plane.
to the object. The scaling values are controlled 2. In any viewport, drag to create the Plane.
by the Use Real-World Scale settings found in
the applied material’s Coordinates rollout (page Interface
2–1199). Default=off.
Creation Method rollout
Rectangle—Creates the plane primitive from
one corner to the diagonally opposite corner,
Extended Primitives 157

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

Length, Width—Sets the length and width of the


plane object. These fields act also as readouts
while you drag the sides of the box. You can revise
these values. Defaults= 0.0, 0.0.
Length Segs, Width Segs—Sets the number of
divisions along each axis of the object. Can be set A collection of extended primitive objects
before or after creation. By default, each side of
Extended Primitives are a collection of complex
the plane has four segments. When you reset these
primitives for Autodesk VIZ. The topics that
values, the new values become the default during a
follow describe each type of extended primitive
session.
and its creation parameters.
Render Multipliers group These primitives are available from the Object
Render Scale—Specifies the factor by which both Type rollout on the Create panel and from the
length and width are multiplied at render time. Create menu > Extended Primitives.
Scaling is performed from the center outward.
158 Chapter 5: Creating Geometry

The remaining rollouts are covered in the topic for


each primitive.

Hedra Extended Primitive


Create panel > Geometry button > Extended Primitives >
Object Type rollout > Hedra button

Create menu > Extended Primitives > Hedra

Use Hedra to produce objects from several families


of polyhedra.

AutoGrid (page 2–623)


Hedra Extended Primitive (page 1–158)
Torus Knot Extended Primitive (page 1–160)
ChamferBox Extended Primitive (page 1–162)
ChamferCyl Extended Primitive (page 1–163)
OilTank Extended Primitive (page 1–165)
Capsule Extended Primitive (page 1–166)
Spindle Extended Primitive (page 1–167)
L-Ext Extended Primitive (page 1–169) Examples of hedra

Gengon Extended Primitive (page 1–170) Procedure


C-Ext Extended Primitive (page 1–171) To create a polyhedron:
RingWave Extended Primitive (page 1–173) 1. From the Create menu, choose Extended
Primitives > Hedra.
Hose Extended Primitive (page 1–176)
2. In any viewport, drag to define a radius, then
Prism Extended Primitive (page 1–175) release to create the polyhedron.
All primitives have name and color controls, and As you drag, a polyhedron emerges from the
allow you to enter initial values from the keyboard. pivot point.
See these topics:
3. Adjust the Family Parameter and Axis Scaling
Object Name and Wireframe Color (page 3–479) spinners to vary the Hedra’s appearance.
Creating Primitives from the Keyboard (page
1–140) (not applicable to Hedra, RingWave, or
Hose)
Hedra Extended Primitive 159

Interface Dodec/Icos—Creates a dodecahedron or


icosahedron (depending on parameter settings).
Star1/Star2—Creates two different star-like
polyhedra.

Family parameters group


P, Q—Interrelated parameters that provide a
two-way translation between the vertices and
facets of a polyhedron. They share the following:
• Range of possible values is 0.0 through 1.0.
• The combined total of the P and Q values can
be equal to or less than 1.0.
• Extremes occur if either P or Q is set to 1.0; the
other is automatically set to 0.0.
• Midpoint occurs when both P and Q are 0.
In the simplest terms, P and Q change the
geometry back and forth between vertices and
facets. At the extreme settings for P and Q,
one parameter represents all vertices, the other
represents all facets. Intermediate settings are
transition points, with the midpoint an even
balance between the two parameters.

Axis Scaling group


Polyhedra can have as many as three kinds of
polygonal facets, such as triangle, square, or
pentagon. These facets can be regular or irregular.
If a polyhedron has only one or two types of facet,
only one or two of the axis scaling parameters are
active. Inactive parameters have no effect.
P, Q, R—Controls the axis of reflection for one of
Family group
the facets of a polyhedron. In practice, these fields
Use this group to select the type of polyhedron to have the effect of pushing their corresponding
create. facets in and out. Defaults=100.
Tetra—Creates a tetrahedron. Reset—Returns axes to their default setting.

Cube/Octa—Creates a cubic or octahedral


Vertices group
polyhedron (depending on parameter settings).
Parameters in the Vertices group determine the
internal geometry of each facet of a polyhedron.
160 Chapter 5: Creating Geometry

Center and Center & Sides increase the number


of vertices in the object and therefore the number
of faces.
Basic—Facets are not subdivided beyond the
minimum.
Center—Each facet is subdivided by placing an
additional vertex at its center, with edges from
each center point to the facet corners.
Center & Sides—Each facet is subdivided by placing
an additional vertex at its center, with edges from
each center point to the facet corners, as well as
Example of torus knot
to the center of each edge. Compared to Center,
Center & Sides doubles the number of faces in the
polyhedron. Procedure
To create a Torus Knot:
Note: If you scale the axis of the object, the Center
option is used automatically, unless Center & Sides 1. On the Create menu, choose Extended
is already set. Primitives > Torus Knot.

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.

Use Torus Knot to create a complex or knotted


torus by drawing 2D curves in the normal planes
around a 3D curve. The 3D curve (called the Base
Curve) can be either a circle or a torus knot.
You can convert a torus knot object to a NURBS
surface (page 2–480).
Torus Knot Extended Primitive 161

Parameters rollout > Base Curve group Parameters rollout > Cross Section group

Provides parameters that affect the cross section


Provides parameters that affect the base curve.
of the torus knot.
Knot/Circle—With Knot, the torus interweaves
Radius—Sets the radius of the cross section.
itself, based on various other parameters. With
Circle, the base curve is a circle, resulting in a Sides—Sets the number of sides around the cross
standard torus if parameters such as Warp and section.
Eccentricity are left at their defaults.
Eccentricity—Sets the ratio of the major to minor
Radius—Sets the radius of the base curve. axes of the cross section. A value of 1 provides
a circular cross section, while other values create
Segments—Sets the number of segments around
elliptical cross sections.
the perimeter of the torus.
Twist—Sets the number of times the cross section
P and Q—Describes up-and-down (P) and
twists around the base curve.
around-the-center (Q) winding numbers. (Active
only when Knot is chosen.) Lumps—Sets the number of bulges in the torus
knot. Note that the Lump Height spinner value
Warp Count—Sets the number of "points" in a star
must be greater than 0 to see any effect.
shape around the curve. (Active only when Circle
is chosen.) Lump Height—Sets the height of the lumps, as a
percentage of the radius of the cross section. Note
Warp Height—Sets the height of the "points" given
that the Lumps spinner must be greater than 0 to
as a percentage of the base curve radius.
see any effect.
Lump Offset—Sets the offset of the start of the
lumps, measured in degrees.

Parameters rollout > Smooth group

Provides options to alter the smoothing displayed


or rendered of the torus knot. This smoothing
162 Chapter 5: Creating Geometry

does not displace or tesselate the geometry, it only


adds the smoothing group information.
All—Smoothes the entire torus knot.

Sides—Smoothes only the adjacent sides of the


torus knot.
None—The torus knot is faceted.

Parameters rollout > Mapping Coordinates


group

Examples of chamfered boxes

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

Interface Smooth—Blends the display of the faces of the


Creation Method rollout chamfered box, creating a smooth appearance in
rendered views.
Cube—Forces length, width, and height to be
equal. You can change a cube’s individual Generate Mapping Coords—Generates coordinates
dimensions in the Parameters rollout. for applying mapped materials to the chamfered
box. Default=on.
Box—Creates a standard chamfered box primitive
from one corner to the diagonally opposite corner, Real-World Map Size—Controls the scaling method
with individual settings for length, width, and used for texture mapped materials that are applied
height. to the object. The scaling values are controlled
by the Use Real-World Scale settings found in
Parameters rollout the applied material’s Coordinates rollout (page
2–1199). Default=off.

ChamferCyl Extended Primitive


Create panel > Geometry button > Extended Primitives >
Object Type rollout > ChamferCyl button

Create menu > Extended Primitives > Chamfer Cylinder

Use ChamferCyl to create a cylinder with beveled


or rounded cap edges.

Length, Width, Height—Sets the corresponding


dimensions of the chamfered box.
Fillet—Slices off the edges of the chamfered box.
Higher values result in a more refined fillet on the
edges of the chamfered box. Examples of chamfered cylinders

Length, Width, Height Segs—Sets the number of Procedure


divisions along the corresponding axis.
To create a chamfered cylinder:
Fillet Segs—Sets the number of segments in the
1. From the Create menu, choose Extended
filleted edges of the box. Adding fillet segments
Primitives > Chamfer Cylinder.
increases the edge roundness.
164 Chapter 5: Creating Geometry

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.

Radius—Sets the radius of the chamfered cylinder.


OilTank Extended Primitive 165

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

Use OilTank to create a cylinder with convex caps.

Examples of oil tanks

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.

When you create a slice and then turn off Slice


On, the complete oil tank reappears. You can Examples of capsules
therefore use this check box to switch between the
two topologies. Procedure
To create a capsule:
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 > Capsule.
For both settings, positive values move the end of 2. Drag the mouse to define the radius of the
the slice counterclockwise; negative values move it capsule.
clockwise. Either setting can be made first. When 3. Release the mouse button, and then move the
the ends meet, the whole oil tank reappears. mouse vertically to define the height of the
Generate Mapping Coords—Generates coordinates
capsule.
for applying mapped materials to the oil tank. 4. Click to set the height and finish 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
Spindle Extended Primitive 167

Interface Height Segs—Sets the number of divisions along


Creation Method rollout the capsule’s major axis.

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

circles with Smooth on. Lower numbers create


regular polygonal objects with Smooth off.
Cap Segs—Sets the number of concentric divisions
along the center of the spindle’s top and bottom.
Height Segs—Sets the number of divisions along
the spindle’s major axis.
Smooth—Blends the faces of the spindle, creating a
smooth appearance in rendered views.
Slice On—Turns on the Slice function. Default=off.

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.

Create panel > Geometry button > Extended Primitives


> Object Type rollout > L-Ext button

Create menu > Extended Primitives > L-Extrustion

Use L-Ext to create an extruded L-shaped object.


170 Chapter 5: Creating Geometry

Parameters rollout the applied material’s Coordinates rollout (page


2–1199). Default=off.

Gengon Extended Primitive


Create panel > Geometry button > Extended Primitives >
Object Type rollout > Gengon button

Create menu > Extended Primitives > Gengon

Use Gengon to create an extruded, regular-sided


polygon with optionally filleted side edges.

Side/Front Length—Specify the lengths of each


"leg" of the L.
Side/Front Width—Specify the widths of each "leg"
of the L.
Examples of gengons
Height—Specifies the height of the object.

Side/Front Segs—Specify the number of segments Procedure


for a specific "leg" of the object. To create a gengon:

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.

C-Ext Extended Primitive


Create panel > Geometry > Extended Primitives > Object
Type rollout > C-Ext button

Create menu > Extended Primitives > C-Extrusion

Use C-Ext to create an extruded C-shaped object.

Sides—Sets the number of sides around the


gengon. Higher numbers shade and render as true
circles with Smooth on. Lower numbers create
regular polygonal objects with Smooth off.
Radius—Sets the radius of the gengon.

Fillet—Sets the width of the chamfered corners.

Height—Sets the dimension along the central Example of C-Ext


axis. Negative values create the gengon below the
construction plane.
172 Chapter 5: Creating Geometry

Procedure Parameters rollout


To create a C-Ext object:
1. From the Create menu, choose Extended
Primitives > C-Extrusion.
2. Drag the mouse to define the base. (Press CTRL
to constrain the base to a square.)
3. Release the mouse and move it vertically to
define the height of the C-extrusion.
4. Click, and then move the mouse vertically to
define the thickness or width of the walls of the
C-extrusion.
5. Click to finish the C-extrusion.

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.

Back/Side/Front Length—Specify the length of each


of the three sides.
Back/Side/Front Width—Specify the width of each
of the three sides.
Height—Specifies the overall height of the of the
object.
Back/Side/Front Segs—Specify the number of
segments for a specific side of the object.
Note: The object’s dimensions (Back, Side, Front)
are labeled as though it were created in the Top or
Perspective viewports, and seen from the front in
world space.
Width/Height Segs—Set these to specify the
number of segments for the overall width and
height of the object.
RingWave Extended Primitive 173

Generate Mapping Coords—Sets up the required Interface


coordinates for applying mapped materials to the Parameters rollout
object. 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.

RingWave Extended Primitive


Create panel > Geometry button > Extended Primitives >
Object Type rollout > RingWave button

Create menu > Extended Primitives > RingWave

Example of ringwave

Use the RingWave object to create a ring,


optionally with irregular inner and outer edges.
174 Chapter 5: Creating Geometry

RingWave Size group period of frames specified by Grow Time, then


repeating the growth from until the End Time is
Use these settings to change the ringwave’s basic
reached.
parameters.
Start Time—The frame number where the ringwave
Radius—Sets the outside radius of the ringwave.
starts “growing” when Grow and Stay or Cyclic
Radial Segs—Sets the segment count between the Growth is turned on. If this value is 0 or larger and
inner and outer surfaces in the direction of the Grow and Stay or Cyclic Growth is turned on, the
radius. ringwave will evaluate to nothing.
Ring Width—Sets the mean ring width as measured Grow Time—The number of frames after Start
inward from the outer radius. Time the ringwave takes to reach full size. Grow
Sides—Sets the number of segments in the
Time has an effect only if Grow and Stay or Cyclic
circumferential direction for both the inner, outer, Growth is chosen.
and end (cap) surfaces. End Time—The frame number after which the

Height—Sets the height of the ringwave along its


ringwave disappears. When this value is a negative
major axis. number, the ringwave evaluates to nothing.

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

Width Flux—Sets the size of the major waves,


Use Prism to create a three-sided prism with
expressed as a percentage of the unmodulated independently segmented sides.
width.
Crawl Time—Sets the number of frames each
major wave takes to move around the inner
circumference of the RingWave. This parameter is
used for animation of the ringwave, which is not
available in Autodesk VIZ.
Minor Cycles—Sets the number of random-sized
smaller waves in each major cycle. This parameter
has an effect only when Width Flux is greater than
0. Example of a prism
Width Flux—Sets the average size of the
smaller waves, expressed as a percentage of the Procedures
unmodulated width. To create a prism with an isosceles triangle as its
base:
Crawl Time—Sets the number of frames each minor
wave takes to move across its respective major 1. Choose Isosceles on the Creation Method
wave. This parameter is used for animation of the rollout.
ringwave, which is not available in Autodesk VIZ. 2. Drag horizontally in the viewport to define
Tip: To produce the best "random" results, use the length of Side 1 (along the X axis). Drag
prime numbers for major and minor cycles that vertically to define the length of Sides 2 and 3
(along the Y axis).
176 Chapter 5: Creating Geometry

(To constrain the base to an equilateral triangle, Parameters rollout


press CTRL before performing this step.)
3. Release the mouse, and move it vertically to
define the height of the prism.
4. Click to complete the prism.
5. On the Parameters rollout, alter the length of
the sides as needed.

To create a prism with a scalene or obtuse triangle


at its base:
1. Choose Base/Apex in the Creation Method
rollout.
2. Drag horizontally in the viewport to define
the length of Side 1 (along the X axis). Drag
vertically to define the length of Sides 2 and 3
(along the Y axis).
3. Click, and then move the mouse to specify Side (n) Length—Sets the length of triangle’s
the placement of the apex of the triangle. This corresponding side (and thus the triangle’s corner
alters the length of sides 2 and 3, and the angles angles).
of the corners of the triangle. Height—Sets the dimension of the prism’s central
4. Click, and then move the mouse vertically to axis.
define the height of the prism.
Side (n) Segs—Specifies the number of segments
5. Click to complete the prism. for each side of the prism.

Interface Height Segs—Sets the number of divisions along


the prism’s central axis.
Creation Method rollout
Generate Mapping Coordinates—Sets up the
Isosceles—Draws a prism with an isosceles triangle
required coordinates for applying mapped
at its base.
materials to the prism. Default=off.
Base/Apex—Draws a prism with a scalene or
obtuse triangle at its base.
Hose Extended Primitive
Create panel > Geometry > Extended Primitives > Object
Type rollout > Hose button

Create menu > Extended Primitives > Hose

The Hose object is a flexible object that you can


connect between two objects, whereupon it reacts
to their movement. You can specify the overall
Hose Extended Primitive 177

diameter and length of the hose, the number of Interface


turns, and the diameter and shape of its "wire." Hose Parameters rollout > End Point Method
group

Free Hose—Choose this when using the hose as a


simple object that’s not bound to other objects.
Hose models a workable spring on a motorcycle
Bound to Object Pivots—Choose this when binding
the hose to two objects, using the buttons in the
Procedures Binding Objects group.
To create a hose:
1. From the menu bar, choose Create > Extended Hose Parameters rollout > Binding Objects
group
Primitives > Hose.
2. Drag the mouse to define the radius of the hose.
3. Release the mouse, and then move it to define
the length of the hose.
4. Click to finish the hose.

To bind a hose to two objects:


1. Add a hose and two other objects. Select the
hose.
2. In the Modify panel > Hose Parameters rollout
> End Point Method group, choose Bound To
Object Pivots. Available only when Bound To Object Pivots is
3. In the Binding Objects group, click Pick Top chosen. Use the controls to pick the objects to
Object, and then select one of the two objects. which the hose is bound and to set the tension
between them. "Top" and "Bottom" are arbitrary
4. In the Binding Objects group, click Pick Bottom
descriptors; the two bound objects can have any
Object, and then select the second of the two
positional relationship to each other.
objects.
The two ends of the hose attach themselves to Each end point of the hose is defined by the center
the two objects. of the overall diameter. This end point is placed at
the pivot point of the object to which it is bound.
5. Move one of the objects.
You can adjust the relative position of the binding
The hose adjusts itself to remain attached to object to the hose by transforming the binding
both objects. object while the Affect Object Only button is
turned on in the Hierarchy panel > Adjust Pivot
rollout.
178 Chapter 5: Creating Geometry

Top (label)—Displays the name of the "top" binding Hose Parameters rollout > Common Hose
object. Parameters group

Pick Top Object—Click this button and then select


the "top" object.
Tension—Determines the tension of the hose curve
near the Top object as it reaches for the Bottom
object. Lower the tension to have the bend occur
closer to the Top object, raise the tension to have
the bend occur further away from the Top object.
Default=100.
Bottom (label)—Displays the name of the "bottom"
binding object.
Pick Bottom Object—Click this button and then
select the "bottom" object.
Tension—Determines the tension of the hose curve
near the Bottom object as it reaches for the Top
object. Lower the tension to have the bend occur
closer to the Bottom object, raise the tension to Segments—The total number of segments in the
have the bend occur further away from the Bottom hose’s length. Increase this setting for a smooth
object. Default=100. profile when the hose is curved. Default=45.
Flex Section Enable—When on, lets you set the
Hose Parameters rollout > Free Hose Parameters
group following four parameters for the central, flexible
section of the hose. When off, the hose’s diameter
is uniform throughout its length.
Starts—The percentage of the hose length from
the starting extremity of the hose at which the flex
section begins. By default, the starting end of the
Height—Use this field to set the straight-line height
hose is the end at which the object pivot appears.
or length of the hose when it is not bound. This
Default=10%.
is not necessarily the actual length of the hose.
Available only when Free Hose is chosen. Ends—The percentage of the hose length from the
end extremity of the hose at which the flex section
ends. By default, the end extremity of the hose is
opposite the end at which the object pivot appears.
Default=90%.
Cycles—The number of corrugations in the flex
section. The number of visible cycles is limited by
the number of segments; if Segments isn’t high
Hose Extended Primitive 179

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.

Diameter—The maximum width of the hose at the


ends.
Sides—The number of sides of the hose. A Sides
setting of 3 gives a triangular cross section; 4 gives
a square cross section; and 5 gives a pentagonal
cross section. Increase Sides for a circular cross
section. Default=8.
Rectangular Hose—Lets you specify different
settings for width and depth.
Width—The width of the hose.

Depth—The height of the hose.


180 Chapter 5: Creating Geometry

Fillet—The amount by which the cross-section


corners are rounded. For this to be visible, Fillet Creating Architectural
Segs must be set to 1 or higher. Default=0.
Objects
Fillet Segs—The number of segments across each
filleted corner. A Fillet Segs setting of 1 cuts the
corner straight across; use higher settings for
rounded corners. Default=0.
Rotation—The orientation of the hose along its AEC Extended Objects
long axis. Default=0.
Create panel > Geometry > AEC Extended
D-Section Hose—Similar to Rectangular Hose, but
rounds one side for a D-shaped cross-section. AEC Extended objects are designed for use in
the architectural, engineering, and construction
Width—The width of the hose.
fields. Use Foliage to create plants, Railing to create
Depth—The height of the hose. railings and fences, and Wall to create walls.
Round Sides—The number of segments on the
rounded side. Increase for a smoother profile.
Default=4.
Fillet—The amount by which the two cross-section
corners opposite the rounded side are rounded.
For this to be visible, Fillet Segs must be set to 1 or
higher. Default=0. Interface
Fillet Segs—The number of segments across each Foliage (page 1–184)
filleted corner. A Fillet Segs setting of 1 cuts the Railing (page 1–188)
corner straight across; use higher settings for
rounded corners. Default=0. Wall (page 1–193)

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.

Working with AEC Design


Elements
Autodesk VIZ is designed for architects, interior
designers, land planners, civil and mechanical
engineers. With that in mind, Autodesk VIZ
includes such features as Foliage, Doors, Windows,
Working with AEC Design Elements 181

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.

To insert a vertex in a wall:


It is easier to work with wall vertices in wireframe
view mode.
1. Select a wall segment.
2. In the modifier stack (page 3–481), go to the
Vertex sub-object level.
You control height, density, pruning, seed, canopy
3. Click Insert. display, and level of detail. The seed option
A highlighted line appears along the bottom of controls creation of different representations of the
the wall, showing where you can insert vertices. same species. You can create millions of variations
4. Click anywhere on the highlighted line to insert of the same species, so each object can be unique.
a vertex. With the viewport canopy mode (page 1–188)
option, you can control the amount of plant
The new vertex is attached to the mouse cursor. detail, reducing the number of vertices and faces
5. Move the mouse to position the vertex, and Autodesk VIZ uses to display the plant.
then click to place it.
Now the mouse is attached to one of the new
segments.
6. Move the mouse along the segment and click to
add vertices.
Foliage 185

branches, and if you want, to view the plant in


canopy mode.

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.

Keyboard Entry rollout


See Creating Primitives from the Keyboard (page
1–140).

Using the Spacing tool to distribute trees along paths

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

• Use keyboard entry. palette, double-click its row in the Configure


Palette dialog. The Fav. (Favorite Plants) column
• Click the icon in the Favorite Plants list and then entry switches between "no" and "yes." Click OK
click a location in a viewport. Double-click the to accept the changes and exit the window.
icon to place the plant at the world origin.
• Drag the plant from the palette and drop it into
a viewport.
Automatic Materials—Assigns default materials for
the plant. To modify these material assignments,
use the Material Editor (page 2–1039). Select the
plant in the viewport, and click Main toolbar >
Material Editor. Click the Get Material button
(page 2–1069) to display the Material/Map
Browser. Under Browse From, choose Selected.
Foliage 187

Parameters rollout Pruning—Applies only to plants with branches.


Removes branches that lie below an invisible plane
parallel to the construction plane. A value of 0
prunes nothing, a value of .5 prunes the plant at a
plane halfway up its height from the construction
plane, and a value of 1 prunes everything possible
from the plant. What Autodesk VIZ prunes from
the plant depends on the type of plant. The trunk
is never pruned.

Three pairs of trees, showing different values of pruning

New—Displays a random variation of the current


plant. Autodesk VIZ displays the seed value in the
numeric field next to the button.
Tip: Click the New button repeatedly until you find
the variation you want. This is often easier than
trying to adjust the tree using modifiers.
Seed—A value between 0 and 16,777,215
representing the possible variations of branch and
Height—Controls the approximate height of the
leaf placement and shape and angle of the trunk of
plant. Autodesk VIZ applies a random noise
the current plant.
factor to the height of all of the plants. Therefore,
the actual height of a plant, as measured in the Generate Mapping Coords—Applies default
viewports, won’t necessarily match the setting mapping coordinates (page 3–696) to the plant.
given in the Height parameter. Default=on.
Density—Controls the amount of leaves and
Show group
flowers on the plant. A value of 1 displays a plant
with all its leaves and flowers, .5 displays a plant
with half its leaves and flowers, and 0 displays a
plant with no leaves or flowers.

Controls the display of leaves, fruit, flowers,


trunk, branches, and roots of plants. Available
options depend on the type of plant you select. For
Two trees with varying foliage densities
example, if a plant doesn’t have fruit, Autodesk VIZ
188 Chapter 5: Creating Geometry

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

Controls how Autodesk VIZ renders the plant.


For information on how Autodesk VIZ displays
the plant in the viewports, see Viewport Canopy Railings used to create fences in a field.
Mode (page 1–188).
You can create a railing object either by specifying
Low—Renders the plant canopy, providing the the orientation and height of the railing, or by
lowest level of detail. picking a spline path and applying the railing to
that path. When Autodesk VIZ applies railing
Railing 189

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).

To create solid-fill fencing:


1. Choose Fencing rollout > Type list > Solid Fill.
(The options under Picket are unavailable).
2. Under Solid Fill, adjust the options for
Thickness and offsets.

To create railings along a spline path:


Before you can create railings along a spline path,
you need to create a spline, or use an existing
spline from your scene.
1. Click Create panel > Geometry > AEC
Extended > Railing.
2. Click Pick Railing Path, then select a spline in
your scene.
Since the number of segments is 1 by default,
the upper rail extends for one segment between
the start and end of the spline.
3. Change the amount of segments using the
Modify panel > Segment setting.
Pick Railing Path—Click this, and then click a
The higher the segment value, the more closely
spline in the viewport to use as the railing path.
the railing approximates the spline shape.
Autodesk VIZ uses the spline as the path along
4. If you want the railing to contain corners where which to apply the railing object.
the spline does, turn on Respect Corners.
Railing 191

If you edit the spline you’ve used as a railing


path, the railing adjusts to the changes you make.
Autodesk VIZ doesn’t immediately recognize
2D Shapes from a linked AutoCAD drawing.
To recognize Shapes from a linked AutoCAD
drawing, edit the Shape with Edit Spline (page
1. Width
2–126) in the Modify panel.
2. Depth
Tip: When you create a railing using a closed
3. Height
spline for the rail path, open the Post Spacing
4. Profile for the square top rail
dialog (page 1–381), turn off Start Offset and End
5. Profile for the round top rail
Offset, and lock End Offset. This will ensure that
Autodesk VIZ properly creates the railing with any Profile—Sets the cross-section shape of the top rail.
fill, pickets, and posts you specify.
Depth—Sets the depth of the top rail.
Note: Railing objects that use Pick Path do not stay
Width—Sets the width of the top rail.
on the path when substituted using the Substitute
modifier. Substituted externally referenced Height—Sets the height of the top rail. During
railings do not undo when railings are associated creation, you can drag the top rail to the height
with a path. you want using the mouse in the viewport. Or you
Segments—Sets the number of segments of the
can enter the height amount from the keyboard
railing object. Available only when you’re using or use the spinners.
a railing path.
Lower Rail(s) group
For a close approximation to a railing path,
Controls the profile, depth, width, and spacing
increase the number of segments. Be aware that a
between the lower rails. You specify how many
high number of segments increases file size and
lower rails you want using the Lower Rail Spacing
slows down the rendering speed. You might use
button.
fewer segments when the spline path has a low
curvature (or none) and fewer segments provide
an adequate approximation.
Respect Corners—Puts corners in the railing to
match the corners of the railing path.
Length—Sets the length of the Railing object.
When you drag the mouse, the length displays in
the edit box.

Top Rail group


The defaults produce a top rail component,
consisting of one segment by the length you
A railing with the rails defined by their profile, depth, and
specify, a square profile, four units deep, three width as planks.
units wide, and the height you specify.
192 Chapter 5: Creating Geometry

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.

Extension—Sets the amount the posts extend above


Lower Rail Spacing—Sets the spacing of the
the bottom of the top railing.
lower rails. When you click this button, the Lower
Rail Spacing dialog displays. Specify the number
of lower rails you want using the Count option. Post Spacing—Sets the spacing of the posts.
For more information on spacing options in this When you click this button, the Post Spacing
dialog, see Spacing Tool (page 1–381). dialog displays. Specify the number of posts
you want using the Count option. For more
Generate Mapping Coords—Assigns mapping information on spacing options in this dialog, see
coordinates (page 3–696) to the railing object. Spacing Tool (page 1–381).
Note: If a visible viewport is set to a non-wireframe Tip: Setting Profile to (none) makes an "invisible"
or non-bounding-box display, Generate Mapping post. You might want to do this to create a railing
Coordinates is on for all primitives to which you with gaps between solid fill fencing. Or you could
apply a material containing a map with Show use it to make a railing with openings between
Map In Viewport on. If all viewports are set to groups of pickets. This is different from setting the
wireframe or bounding box, Autodesk VIZ turns post count to 0 in the Post Spacing dialog.
on Generate Mapping Coordinates for primitives
containing mapped materials at render time. Fencing 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.

Posts rollout

Controls the profile, depth, width, extension, and


spacing between the posts. You specify how many
posts you want using the Post Spacing button.
Wall 193

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

Create menu > AEC Objects > Wall

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

Finish—Ends creation of the wall object, leaving Justification group


it open ended.
Left—Justifies the wall at the left edge of its baseline
Pick Spline—Lets you use a spline as the wall (the line between the wall’s front and back sides,
path. Click this, and then click a spline in the which is equal to the wall thickness). If you turn
viewport to use as the wall path. Autodesk VIZ Grid Snap on, the left edge of the wall’s baseline
uses the spline as the path along which to apply the snaps to the grid line.
wall object. Autodesk VIZ doesn’t immediately
Center—Justifies the wall at the center of its
recognize 2D Shapes from a linked AutoCAD
baseline. If you turn Grid Snap on, the center of
drawing. To recognize Shapes from a linked
the wall’s baseline snaps to the grid line. This is
AutoCAD drawing, edit the Shape with Edit Spline
the default.
(page 2–126) from the Modify panel.
Right—Justifies the wall at the right edge of its
Note: If you designate a curved spline as the path,
baseline. If you turn Grid Snap on, the right edge
Autodesk VIZ creates straight wall segments that
of the wall’s baseline snaps to the grid line.
approximate the spline as closely as possible, with
one wall segment per spline segment. Generate Mapping Coords—Assigns mapping
coordinates (page 3–696) to the wall. 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.

Editing Wall Objects


Select a wall object. > Modify panel

The following reference describes the Wall options


on the Modify panel. It’s generally easiest to edit
wall objects in wireframe mode.

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

Interface by the Use Real-World Scale settings found in


Edit Object rollout the applied material’s Coordinates rollout (page
2–1199). Default=off.

Edit Vertex rollout


Appears at the Vertex sub-object level. Each wall
segment has two vertices; one in each bottom
corner. In wireframe views, wall vertices appear as
+ symbols. Connected segments in the same wall
object each share a vertex. Moving a wall vertex
has the effect of scaling attached segments as well
as rotating them about their other vertices. You
cannot rotate or scale wall vertices.

This rollout appears when you select a wall object


at the object level; other rollouts, discussed below
appear at the different sub-object levels.
Attach—Attaches another wall in a viewport to
the selected wall by a single pick. The object you
attach must also be a wall. Autodesk VIZ applies
Connect—Lets you connect any two vertices,
the material of the selected wall to the wall being
attached. creating a new linear segment between the vertices.
Click this button, click a vertex, and then click a
Attach Multiple—Attaches other walls in a viewport
to the selected wall. Click this button to open the second vertex on a different segment. When you
Attach Multiple dialog, which lists all the other move the cursor over a valid second vertex, the
mouse icon changes to a Connect icon.
wall objects in the scene. Select the walls you want
to attach from the list and click the Attach button. Break—Lets you disconnect segments at a shared
Autodesk VIZ applies the material of the selected vertex.
wall to the walls being attached.
Tip: Select a vertex shared between wall segments,
and then click the Break button. The segments
Justification group
become disconnected, and each has its own end
See Justification (page 1–198). vertex at the position of the previously shared
vertex.
Generate Mapping Coords.—Assigns mapping
coordinates (page 3–696) to the wall. Default=on. Refine—Adds a vertex to the position along a wall

Real-World Map Size—Controls the scaling method


segment that you click. When you move the cursor
over a valid Refine point, the mouse icon changes
used for texture mapped materials that are applied
to the object. The scaling values are controlled to a Refine icon.
200 Chapter 5: Creating Geometry

Insert—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 the currently selected vertex or
vertices, including any segments in between.
Deleting vertices shared by two or more segments
doesn’t create a gap, but rather results in a single
segment connecting vertices adjacent to those
being deleted.

Edit Segment rollout


This rollout appears when you select a wall object
and then access Segment sub-object level.
Each wall segment is defined by, and effectively
connects, two wall vertices. Moving a segment is
the same as moving its two vertices in tandem. It
has the effect of scaling adjacent wall segments as Break—Specifies a break point in a wall segment.
well as rotating them about their other vertices. You needn’t select a segment first. When you move
You can scale a wall segment horizontally only the cursor over the object, the mouse icon changes
(any Scale function does this). You cannot rotate to a Break icon. The position you select on the
a segment. segment becomes two coincident vertices, and
Autodesk VIZ breaks the segment in two.
Detach—Detaches wall segments you select and
creates a new wall object out of them.
Same Shape—Detaches the wall segment keeping
it part of the same wall object. If you also turn on
Copy, Autodesk VIZ places a detached copy of the
segment in the same location.
Reorient—Detaches the wall segment, copies the
object’s Local coordinate system (page 3–692),
and places the segment so that its object Local
coordinate system is coincident with the World
space origin (page 3–748). If you also turn on
Copy, Autodesk VIZ detaches a copy of the
segment and leaves the original segments in place.
Copy—Copies the detached wall segment rather
than moving it.
Editing Wall Objects 201

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

Grid Properties group Material ID Railing/Material Component

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 3. Adjust the stairs by using the options in the


Object Type rollout Parameters rollout.

Interface
Parameters rollout > Type group

Stair Selection Buttons—Click one of these to


specify the type of stairs you want to create.
Open—Creates an open riser stair, as shown on the
Name and Color rollout left in the illustration above.
This rollout lets you set the stairs object’s name Closed—Creates a closed riser stair, as shown in
and color. For detailed information, see Object the center in the illustration above.
Name and Wireframe Color (page 3–479).
Box—Creates a stair with closed risers and closed
stringers on both sides, as shown on the right in
L-Type Stair the illustration above.

Create panel > Geometry > Stairs > L-Type Stair button Generate Geometry group
Create menu > AEC Objects > L-Type Stair

The L-Type Stair object lets you create a staircase


with two flights at right angles to each other.

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.

Length 1—Controls the length of the first flight of


stairs.
Length 2—Controls the length of the second flight
of stairs.
Width—Controls the width of the stairs, including
the steps and the landing. Linear stair with five risers
1 through 4. Risers
Angle—Controls the angle of the second flight
5. The implied riser
from the landing. Range=-90 to 90 degrees.
6. The upper floor you snap to
Offset—Controls the distance of the second flight 7. The lower floor you snap to
from the landing. The length of the landing adjusts 8. The steps
accordingly.
Steps group
Rise group

Thickness—Controls the thickness of the steps.

Autodesk VIZ keeps one Rise option locked while


you adjust the other two. To lock an option, you
click a push pin. To unlock an option you click a
raised push pin. Autodesk VIZ locks the spinner
value of the parameter with the depressed push
Step thickness variance between two stairs
L-Type Stair 205

Depth—Controls the depth of the steps. Width—Controls the width of the stringers.

Offset—Controls the vertical distance of the


stringers from the floor.
Spring from Floor—Controls whether the stringer
starts at the floor, flush with the start of the first
riser, or if the stringer extends below the floor. You
Step depth variance between two stairs control the amount the stringer extends below the
floor with the Offset option.
Generate Mapping Coords—Applies default
mapping coordinates (page 3–696) to the stairs.
Note: If a visible viewport is set to a non-wireframe
or non-bounding-box display, Generate Mapping
Coordinates is on for all primitives to which you
apply a material containing a map with Show
Map In Viewport on. If all viewports are set to Left: The stringer extending below the floor. (Spring From
wireframe or bounding box, Autodesk VIZ turns Floor off.)
on Generate Mapping Coordinates for primitives Right: The stringer springing from the floor. (Spring From
containing mapped materials at render time. Floor on.)

Real-World Map Size—Controls the scaling method Carriage rollout


used for texture mapped materials that are applied
to the object. The scaling values are controlled These controls are available only when you turn
by the Use Real-World Scale settings found in on Carriage on the Parameters rollout > Generate
the applied material’s Coordinates rollout (page Geometry group.
2–1199). Default=off.

Stringers rollout
These controls are available only when you turn
on Stringers on the Parameters rollout > Generate
Geometry group.

Depth—Controls how far down the carriage


reaches toward the floor.
Width—Controls the width of the carriage.

Carriage Spacing—Sets the spacing of the carriage.


When you pick this button, the Carriage Spacing
Depth—Controls how far down the stringers reach dialog displays. Specify the number of carriages
toward the floor. you want using the Count option. For more
206 Chapter 5: Creating Geometry

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.

Left: The carriage springing from the floor. (Spring From


Floor on.)
Right: The carriage extending below the floor. (Spring from
Floor off.) Types of spiral stair: open, closed, and boxed
Spiral stairs wind around a center
Railings rollout
These controls are available only when you turn on Procedure
one or more of the Handrail or Rail Path options To create spiral stairs:
on the Parameters rollout > Generate Geometry
1. In any viewport, click for the start point of the
group. Also, Segments and Radius aren’t available
stairs, and drag to the specify the radius you
if neither of the Handrail options is on.
want.
2. Release the mouse button, move the cursor up
or down to specify the overall rise, and click
to end.
3. Adjust the stairs with options in the Parameters
rollout.

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

Closed—Creates a closed riser stair, as shown in Layout group


the center of the illustration above.
Box—Creates a stair with closed risers and closed
stringers on both sides, as shown on the right of
the illustration above.

Generate Geometry group

CCW—Orients the spiral stairs to be a right-hand


flight of stairs.
CW—Orients the spiral stairs to be a left-hand
flight of stairs.

Stringers—Creates stringers along the ends of


the treads of the stairs. To modify the stringers’
Left: CCW (counterclockwise) right-hand spiral stairs. The
depth, width, offset and spring from the floor, see arrow indicates “Up.”
Stringers rollout (page 1–208). Right: CW (clockwise) left-hand spiral stairs. The arrow
indicates “Up.”
Carriage—Creates an inclined, notched beam
under the treads which supports the steps or adds Radius—Controls the size of the radius of the
support between the stringers of the stairs. You spiral.
might also know this as a carriage piece, a horse, or
Revs—Controls the number of revolutions in the
a rough string. See Carriage rollout (page 1–209)
spiral.
to modify the parameters.
Width—Controls the width of the spiral stairs.
Center Pole—Creates a pole at the center of the
spiral. See Center Pole rollout (page 1–209) to
Rise group
modify the parameters of the pole.
Handrail—Creates inside and outside handrails.
See Railings rollout (page 1–210) to modify the
handrails’ height, offset, number of segments, and
radius.
Rail Path—Creates inside and outside paths which
you can use to install railings on the stairs. See Autodesk VIZ keeps one Rise option locked while
Stairs (page 1–202) for the instructions on how you adjust the other two. To lock an option, click
to do this. a pushpin button. To unlock an option, click a
raised pushpin. Autodesk VIZ locks the spinner
value of the parameter with the depressed pushpin
208 Chapter 5: Creating Geometry

and allows the spinner values of the parameter


with the raised pushpins to change.
Overall—Controls the height of the flight of stairs.

Riser Ht—Controls the height of the risers.

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.

Step depth variance between two stairs

Segs—Controls the number of segments


Autodesk VIZ uses to construct the steps.
Generate Mapping Coords—Applies default
mapping coordinates (page 3–696) to the stairs.
Note: If a visible viewport is set to a non-wireframe
or non-bounding-box display, Generate Mapping
Linear stair with five risers
Coordinates is on for all primitives to which you
1 through 4. Risers
apply a material containing a map with Show
5. The implied riser
Map In Viewport on. If all viewports are set to
6. The upper floor you snap to
wireframe or bounding box, Autodesk VIZ turns
7. The lower floor you snap to
on Generate Mapping Coordinates for primitives
8. The steps. containing mapped materials at render time.

Steps group 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.

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

Depth—Controls how far down the stringers reach


toward the floor. Depth—Controls how far down the carriage
reaches toward the floor.
Width—Controls the width of the stringers.
Width—Controls the width of the carriage.
Offset—Controls the vertical distance of the
stringers from the floor. Carriage Spacing—Sets the spacing of the carriage.
When you pick this button, the Carriage Spacing
Spring from Floor—Controls whether the stringer
dialog displays. Specify the number of carriages
starts at the floor, flush with the start of the first
you want using the Count option. For more
riser, or if the stringer extends below the floor. You
information on spacing options in this dialog, see
control the amount the stringer extends below the
Spacing Tool (page 1–381).
floor with the Offset option.
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
floor with the Offset option.

Left: The stringer extending below the floor. (Spring From


Floor turned off.)
Right: the stringer springing from the floor. (Spring From
Floor turned on.)

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

Radius—Controls the radius size of the center pole.

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

Create menu > AEC Objects > Straight Stair

The Straight Stair object lets you create a simple


staircase, with optional stringers, carriage, and
Left: The center pole locked to the top of the implied last handrail.
riser. (Height turned off.)
Right: The center pole adjusted to the height you specify.
(Height turned on.)

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

Procedures Carriage—Creates an inclined, notched beam


To create straight stairs: under the treads which supports the steps or adds
support between the stringers of the stairs. You
1. In any viewport, drag to set the length. Release
might also know this as a carriage piece, a horse, or
the mouse button, then move the cursor and
a rough string. See Carriage rollout (page 1–213)
click to set the width you want.
to modify the parameters.
2. Move the cursor up or down to define the rise
Handrail—Creates left and right handrails. See
of the stairs, and click to end.
Railings rollout (page 1–213) to modify the
3. Adjust the stairs with the options in the handrails’ height, offset, number of segments, and
Parameters rollout. radius.

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

Open—Creates an open riser stair as shown on the


left of the illustration above.
Closed—Creates a closed riser stair as shown in the Length—Controls the length of the stairs.
center of the illustration above.
Width—Controls the width of the stairs.
Box—Creates a stair with closed risers and closed
stringers on both sides as shown on the right of the Rise group
illustration above.

Generate Geometry group

Autodesk VIZ keeps one Rise option locked while


you adjust the other two. To lock an option, you
click a push pin. To unlock an option you click a
raised push pin. Autodesk VIZ locks the spinner
value of the parameter with the depressed push
pin and allows the spinner values of the parameter
with the raised push pins to change.
Stringers—Creates stringers along the ends of
the treads of the stairs. To modify the stringers’ Overall—Controls the height of the flight of stairs.
depth, width, offset and spring from the floor, see
Riser Ht—Controls the height of the risers.
Stringers rollout (page 1–212).
212 Chapter 5: Creating Geometry

Riser Ct—Controls the number of risers. There will


always be one more riser than steps. This implied
riser is between the top step of the stair and the
upper floor.

Step depth variance between two stairs

Generate Mapping Coords—Applies default


mapping coordinates (page 3–696) to the stairs.
Note: If a visible viewport is set to a non-wireframe
or non-bounding-box display, Generate Mapping
Coordinates is on for all primitives to which you
apply a material containing a map with Show
Map In Viewport on. If all viewports are set to
wireframe or bounding box, Autodesk VIZ turns
on Generate Mapping Coordinates for primitives
Linear stair with five risers containing mapped materials at render time.
1 through 4. Risers Real-World Map Size—Controls the scaling method
5. The implied riser used for texture mapped materials that are applied
6. The upper floor you snap to to the object. The scaling values are controlled
7. The lower floor you snap to by the Use Real-World Scale settings found in
8. The steps. the applied material’s Coordinates rollout (page
2–1199). Default=off.
Steps group
Stringers rollout
These controls are available only when you turn
on Stringers on the Parameters rollout > Generate
Geometry group.
Thickness—Controls the thickness of the steps.

Step thickness variance between two stairs

Depth—Controls the depth of the steps.


Depth—Controls how far down the stringers reach
toward the floor.
Width—Controls the width of the stringers.
Straight Stair 213

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.)

Carriage rollout Railings rollout


These controls are available only when you turn These controls are available only when you turn on
on Carriage on the Parameters rollout > Generate one or more of the Handrail or Rail Path options
Geometry group. on the Parameters rollout > Generate Geometry
group. Also, Segments and Radius aren’t available
if neither of the Handrail options is on.

Depth—Controls how far down the carriage


reaches toward the floor. Height—Controls the height of the railings from

Width—Controls the width of the carriage.


the steps.
Offset—Controls the offset of the railings from the
Carriage Spacing—Sets the spacing of the carriage.
When you pick this button, the Carriage Spacing ends of the steps.
dialog displays. Specify the number of carriages Segments—Controls the number of segments
you want using the Count option. For more in the railings. Higher values display smoother
railings.
214 Chapter 5: Creating Geometry

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.

Types of U-type stair: open, closed, and boxed


U-type stairs have two flights in opposite directions, and
a landing.
Stringers—Creates stringers along the ends of
Procedure the treads of the stairs. To modify the stringers’
depth, width, offset and spring from the floor, see
To create U-Type stairs:
Stringers rollout (page 1–216).
1. In any viewport, drag to set the length for the
first flight. Release the mouse button, then Carriage—Creates an inclined, notched beam
move the cursor and click to set the width of under the treads which supports the steps or adds
the landing, or the distance separating the two support between the stringers of the stairs. You
flights. might also know this as a carriage piece, a horse, or
a roughstring. See Carriage rollout (page 1–216)
2. Click and move the cursor up or down to define
to modify the parameters.
the rise of the stairs, then click to end.
Handrail—Creates left and right handrails. See
3. Adjust the stairs by using the options in the
Railings rollout (page 1–217) to modify the
Parameters rollout.
handrails’ height, offset, number of segments, and
radius.
Interface
Parameters rollout > Type group Rail Path—Creates left and right paths you can use
to install railings on the stairs. See Stairs (page
1–202) for the instructions on how to do this.
U-Type Stair 215

Layout group Riser Ct—Controls the number of risers. There will


always be one more riser than steps. This implied
riser is between the top step of the stair and the
upper floor.

Left/Right—Controls the position of the two flights


(Length 1 and Length 2) relative to each other.
If you select left, then the second flight is on the
left from the landing. If you select right, then the
second flight is the right from the landing.
Length 1—Controls the length of the first flight of
stairs. Linear stair with five risers
Length 2—Controls the length of the second flight 1 through 4. Risers
of stairs. 5. The implied riser
6. The upper floor you snap to
Width—Controls the width of the stairs, including
7. The lower floor you snap to
the steps and the landing.
8. The steps.
Offset—Controls the distance separating the two
flights and thus the length of the landing. Steps group

Rise group

Thickness—Controls the thickness of the steps.

Autodesk VIZ keeps one Rise option locked while


you adjust the other two. To lock an option, you
click a push pin. To unlock an option you click a
raised push pin. Autodesk VIZ locks the spinner
value of the parameter with the depressed push Step thickness variance between two stairs
pin and allows the spinner values of the parameter Depth—Controls the depth of the steps.
with the raised push pins to change.
Overall—Controls the height of the flight of stairs.

Riser Ht—Controls the height of the risers.


216 Chapter 5: Creating Geometry

Offset—Controls the vertical distance of the


stringers from the floor.
Spring from Floor—Controls whether the stringer
starts at the floor, flush with the start of the first
riser, or if the stringer extends below the floor. You
Step depth variance between two stairs control the amount the stringer extends below the
floor with the Offset option.
Generate Mapping Coords—Applies default
mapping coordinates (page 3–696) to the stairs.
Note: If a visible viewport is set to a non-wireframe
or non-bounding-box display, Generate Mapping
Coordinates is on for all primitives to which you
apply a material containing a map with Show
Map In Viewport on. If all viewports are set to Left: The stringer extending below the floor. (Spring From
wireframe or bounding box, Autodesk VIZ turns Floor off.)
on Generate Mapping Coordinates for primitives Right: The stringer springing from the floor. (Spring From
containing mapped materials at render time. Floor on.)

Real-World Map Size—Controls the scaling method Carriage rollout


used for texture mapped materials that are applied
to the object. The scaling values are controlled These controls are available only when you turn
by the Use Real-World Scale settings found in on Carriage on the Parameters rollout > Generate
the applied material’s Coordinates rollout (page Geometry group.
2–1199). Default=off.

Stringers rollout
These controls are available only when you turn
on Stringers on the Parameters rollout > Generate
Geometry group.

Depth—Controls how far down the carriage


reaches toward the floor.
Width—Controls the width of the carriage.

Carriage Spacing—Sets the spacing of the carriage.


When you pick this button, the Carriage Spacing
Depth—Controls how far down the stringers reach dialog displays. Specify the number of carriages
toward the floor. you want using the Count option. For more
Width—Controls the width of the stringers.
Doors 217

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

Create menu > AEC Objects

The door models provided let you control details


of a door’s appearance. You can also set the door
to be open, partially open, or closed and you can
animate the opening.
Left: The carriage springing from the floor. (Spring From
Floor on.)
Right: The carriage extending below the floor. (Spring From
Floor off.)

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.

Different door types in a model of a house

There are three kinds of doors. The Pivot door


(page 1–222) is the familiar door that is hinged
on one side only. The Bifold door (page 1–223)
is hinged in the middle as well as the side, like
many closet doors. You can also make these kinds
of doors a set of double doors. The Sliding door
(page 1–223) has a fixed half and a sliding half.
Height—Controls the height of the railings from
the steps. The topic for each kind of door describes its unique
controls and behavior. Most door parameters are
Offset—Controls the offset of the railings from the
common to all kinds of doors, and are described
ends of the steps.
here.
Segments—Controls the number of segments
in the railings. Higher values display smoother
railings.
218 Chapter 5: Creating Geometry

Doors and Materials Frame to eliminate the door frame. Turn


on Allow Non-vertical Jambs if you want an
By default, Autodesk VIZ assigns five different
inclined door.
material IDs to doors. The aectemplates.mat
material library includes Door-Template, a 3. Drag the mouse in the viewport to create the
multi/sub-object material designed to be used with first two points, defining the width and angle
doors. Each component of the door/material is of the base of the door.
listed below along with its corresponding Material 4. Release the mouse and move to adjust the depth
ID. of the door (default creation method), and then
Material ID Door/Material Component
click to set.
1 Front By default, the depth is perpendicular to the
line between the first two points and parallel
2 Back
to the active grid.
3 Inner Bevel (used for glazing when
Panels set to Glass or Beveled). 5. Move the mouse to adjust the height, and then

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).

To animate a door: Name and Color rollout


You can animate a door opening and closing by See Object Name and Wireframe Color (page
keyframing the Open setting. 3–479).
1. Create a door or select an existing door.
Creation Method rollout
If using an existing door, also access the Modify
panel.
2. Set the Parameters rollout > Open parameter
to the amount you want the door to be open at
the start of the animation. If you want it to be
closed, set it to 0.
3. Click the Auto Key button and advance to the
You define each type of door with four points:
first keyframe.
Drag the first two, followed by two move-click
4. Change the Open setting. sequences. The Creation Method setting
5. Continue moving to any additional keyframes determines the order in which these actions define
and changing the Open setting as necessary. the door’s dimensions.
6. Play the animation. Width/Depth/Height—The first two points define
the width and angle of the base of the door. You
Interface set these points by dragging in a viewport, as the
The topic for each kind of door describes its unique first step in creating a door. The first point, where
controls and behavior. Most door parameters are you click and hold before dragging, defines a
common to all kinds of doors, and are described point on the jamb at the hinge for single-pivot and
here. bifold doors (both jambs have hinges on double
doors, and sliding doors have no hinge). The
Object Type rollout second point, where you release the button after
dragging, specifies the width of the door, as well as
the direction from one jamb to the other. This lets
you align the door with a wall or opening when
you place it. The third point, where you click after
moving the mouse, specifies the depth of the door,
There are three kinds of doors in Autodesk VIZ: and the fourth click, where you click after moving
the mouse again, specifies the height.
Pivot—The familiar door type that is hinged on
one side only. See Pivot Door (page 1–222). Width/Height/Depth—Works like the
Width/Depth/Height option, except that
Sliding—Has a fixed half and a sliding half. See the last two points create first the height and then
Sliding Door (page 1–223). the depth.
220 Chapter 5: Creating Geometry

Note: With this method, the depth is perpendicular Frame group


to the plane set by the first three points. Thus,
This rollout has controls for the door-jamb frame.
if you draw the door in the Top or Perspective
Though part of the door object, the frame behaves
viewport, the door lies flat on the active grid.
as if it were part of the wall. It doesn’t move when
Allow Non-vertical Jambs—Lets you create tilted you open or close the door.
doors. Set snaps (page 2–651) to define points off
Create Frame—This is turned on as a default to
the construction plane. Default=off.
display the frame. Turn this off to disable display
of the frame.
Parameters rollout
Width—Sets the width of the frame parallel to the
wall. Available only when Create Frame is on.
Depth—Sets the depth of the frame as it projects
from the wall. Available only when Create Frame
is on.
Door Offset—Sets the location of the door relative
to the frame. At 0.0, the door is flush with one
edge of the trim. Note that this can be a positive or
negative value. Available only when Create Frame
is on.
Generate Mapping Coords—Assigns mapping
coordinates to the door.
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.

Height—Sets the overall height of the door unit.

Width—Sets the overall width of the door unit.

Depth—Sets the depth of the door unit.

Open—With Pivot doors, specifies in degrees the


extent to which the door is open. With Sliding and
BiFold doors, Open specifies the percent that the
door is open.
Doors 221

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.

Glass—Creates glass panels with no beveling.

Thickness—Sets the thickness of the glass panels.

Beveled—Choose this to have beveled panels.

The remaining spinners affect the beveling of the


panels.
Bevel Angle—Specifies the angle of the bevel
between the outer surface of the door and the
surface of the panel.
Provides controls that affect the door itself (as
opposed to the door unit, which includes the Thickness 1—Sets the outer thickness of the panel.
frame). You can adjust the dimensions of the Thickness 2—Sets the thickness where the bevel
door, add panels, and adjust the dimensions and begins.
placement of those panels. The total number of
Middle Thick.—Sets the thickness of the inner part
panels for each door element is the number of
horizontal divisions times the number of vertical of the panel.
divisions. Pivot doors have a single door element Width 1—Sets the width where the bevel begins.
unless they are double doors. BiFold doors have
Width 2—Sets the width of the inner part of the
two door elements, or four if they are double
panel.
doors. Sliding doors have two door elements.
Thickness—Sets the thickness of the door.

Stiles/Top Rail—Sets the width of the panel framing


on the top and sides. This setting is apparent only
if the door is paneled.
222 Chapter 5: Creating Geometry

Interface
Pivot Door Parameters rollout
Create panel > Geometry > Doors > Pivot button

Create menu > AEC Objects > Pivot Door

The Pivot door is hinged on one side only. You can


also make the door a double door, with two door
elements, each hinged on its outer edge.

Single and double pivot doors

This topic describes only controls and behavior


unique to the Pivot door. Most door parameters The Parameters rollout contains three check boxes
are common to all kinds of doors; see Doors (page specific to Pivot doors.
1–217).
Double Doors—Makes a double door.

Flip Swing—Changes the direction the door


swings.
Flip Hinge—Places the door hinges on the opposite
side of the door. This option is unavailable for
double doors.
Sliding Door 223

Interface
Sliding Door Parameters rollout
Create panel > Geometry > Doors > Sliding button

Create menu > AEC Objects > Sliding Door

The Sliding door slides as if on a track or railing.


It has two door elements: one remains stationary
while the other moves.

Sliding doors with different numbers of panels

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

Create menu > AEC Objects > BiFold Door

The BiFold door is hinged in the middle as well


as on the side. It has two door elements. You can
also make the door a double door, with four door
elements.
224 Chapter 5: Creating Geometry

The Parameters rollout contains three check boxes


specific to BiFold doors.
Double Doors—Makes the door a double door,
with four door elements, meeting in the center.
Flip Swing—Makes the door swing in the opposite
direction from the default.
Flip Hinge—Makes the door hinged on the opposite
side from the default. Flip Hinge is unavailable
when Double Doors is on.

Single and double bifold doors

This topic describes only controls and behavior


unique to the BiFold door. Most door parameters Windows
are common to all kinds of doors; see Doors (page
Create panel > Geometry > Windows
1–217).
Create menu > AEC Objects
Interface
Parameters rollout The window object lets you control details of a
window’s appearance. You can also set the window
to be open, partially open, or closed, and you can
animate the opening over time.

Different types of windows in a model of a house

Autodesk VIZ offers six kinds of windows:


• The Casement window (page 1–229) has one
or two door-like sashes that swing inward or
outward.
Windows 225

• 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.

1 Front Rails By default, the depth is perpendicular to the


line between the first two points and parallel
2 Back Rails
to the active grid.
3 Panels (glazing), with 50% opacity
5. Move the mouse to adjust the height, and then
4 Front Frame click to finish.
5 Back Frame
The height is perpendicular to the plane defined
Note: Autodesk VIZ does not automatically assign
by the first three points and perpendicular to
a material to the window object. To use the the active grid.
included material, open the library and then assign You can adjust the height, width, and depth
the material to your object. values on the Parameters rollout.
In the Creation Method rollout, you can change
Making an Opening for a Window the creation order to width-height-depth instead
To make an opening in a wall, you can perform of width-depth-height.
a Boolean operation (page 1–298) with the wall
as Operand A, and another object, such as a box, To create a window material:
as Operand B. Then, you can create and add a 1. Create a window or select an existing window.
226 Chapter 5: Creating Geometry

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

Glazing group Interface


Thickness—Specifies the thickness of the glass. Parameters rollout

Generate Mapping Coordinates—Creates the object


with the appropriate mapping coordinates (page
3–696) already applied.
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.

Awning Window
Create panel > Geometry > Windows > Awning button

Create menu > AEC Objects > Awning Window

The Awning window has one or more sashes that


are hinged at the top.

The topic for each kind of window describes its


unique controls and behavior. Some window
parameters are common to all kinds of windows;
see Windows (page 1–224).

Rails and Panels group


Awning window Width—Sets the width (depth) of the rails in the
sashes.
Panel Count—Sets the number of sashes in the
window. If you use more than one sash, each is
hinged at its top edge. Range=1 to 10.
Casement Window 229

Open Window group Interface


Open—Specifies the percent the window is open. Parameters rollout
This control is animatable.

Casement Window
Create panel > Geometry > Windows > Casement button

Create menu > AEC Objects > Casement Window

The Casement window has one or two sashes that


are hinged on the side, like a door.

Casement window

The topic for each kind of window describes its


unique controls and behavior. Some window
parameters are common to all kinds of windows;
see Windows (page 1–224).

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

Open Window group Interface


Open—Specifies the percent that the window is
open. This control is animatable.
Flip Swing—Turn this on to have the sashes open in
the opposite direction.

Fixed Window
Create panel > Geometry > Windows > Fixed button

Create menu > AEC Objects > Fixed Window

Fixed windows do not open, thus have no Open


Window control. In addition to the standard
window object parameters, the Fixed window
provides the Rails And Panels group of settings for
subdividing the window.

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).

Rails and Panels group


Width—Sets the width (depth) of the rails in the
sashes.
# Panels Horiz—Sets the number of horizontal
divisions in the window.
# Panels Vert—Sets the number of vertical divisions
in the window.
Pivoted Window 231

Chamfered Profile—Chamfers the rails between Interface


the glazed panels, as in a conventional wooden Parameters rollout
window. When Chamfered Profile is off, the rails
have a rectangular profile.

Pivoted Window
Create panel > Geometry > Windows > Pivoted button

Create menu > AEC Objects > Pivoted Window

A pivoted window has one sash only, hinged


midway through the side of the sash. It can swing
open either vertically or horizontally.

Pivoted windows

The topic for each kind of Window describes its


unique controls and behavior. Most Window
parameters are common to all kinds of Windows;
see Windows (page 1–224).

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

Open Window group Interface


Open—Specifies the percent that the window is Parameters rollout
open. This control is animatable.

Projected Window
Create panel > Geometry > Windows > Projected button

Create menu > AEC Objects > Projected Window

Projected windows have three sashes: The top


sash doesn’t move, while the bottom two sashes
swing open like awning windows, but in opposite
directions.

Projected window

The topic for each kind of window describes its


unique controls and behavior. Some window
parameters are common to all kinds of windows;
see Windows (page 1–224).

Rails and Panels group


Width—Sets the width (depth) of the rails in the
sashes.
Middle Height—Sets the height of the middle sash,
relative to the window’s frame.
Bottom Height—Sets the height of the bottom sash,
relative to the window’s frame.
Sliding Window 233

Open Window group Interface


Open—Specifies the percent that the two movable Parameters rollout
sashes are open. This control is animatable.

Sliding Window
Create panel > Geometry > Windows > Sliding button

Create menu > AEC Objects > Sliding Window

Sliding windows have two sashes: one fixed,


one movable. The sliding part can move either
vertically or horizontally.

Sliding windows

The topic for each kind of Window describes its


unique controls and behavior. Most Window
parameters are common to all kinds of Windows;
see Windows (page 1–224).

Rails and Panels group


Rail Width—Sets the width of the rails in the sash.

# Panels Horiz—Sets the number of horizontal


divisions in each sash.
234 Chapter 5: Creating Geometry

# Panels Vert—Sets the number of vertical divisions • Generate surfaces of revolution


in each sash. • Generate extrusions
Chamfered Profile—Chamfers the rails between • Define motion paths
the glazed panels, as in a conventional wooden
window. When Chamfered Profile is off, the rails The program supplies 11 basic spline shape
have a rectangular profile. objects, two types of NURBS curves, and five
extended splines. You can quickly create these
Open Window group shapes using mouse or keyboard entry and
combine them to form compound shapes. See
Hung—When on, the window slides vertically. Splines and Extended Splines (page 1–237) for
When off, the window slides horizontally. information about the methods and parameters
Open— Specifies the percent that the window is used to create these shapes.
open. This control is animatable.
Creating Shapes

To access the shape creation tools, go to the


Create panel and click the Shapes button. You’ll
Creating Shapes find the standard shapes under Splines in the
category list, Point Curve and CV Curve under
NURBS curves, and WRectangle, Channel, Angle,
Tee, and Wide Flange under Extended Splines.
Shapes
As you add plug-ins, other shape categories might
Create panel > Shapes appear in this list.
Create menu > Shapes
The Object Type rollout contains the spline
creation buttons. You can combine one or more of
A shape is an object made from one or more these spline types into a single shape.
curved or straight lines.
Autodesk VIZ includes the following shape types: Create Shape from Edges
Splines and Extended Splines (page 1–237) You can create shapes from edge selections in
mesh objects. In Edit/Editable Mesh objects, at the
NURBS Curves (page 2–470) Edge selection level, in the Edit Geometry rollout,
is a button called Create Shape from Edges that
Using Shapes creates a spline shape based on selected edges. See
Shapes are 2D and 3D lines and groups of lines that Editable Mesh (Edge) (page 2–362). Similarly,
you typically use as components of other objects. with Editable Poly objects, you can use the Create
Most of the default shapes are made from splines. Shape button at the Edge selection level. See
You use these spline shapes to do the following: Editable Poly (Edge) (page 2–399)
• Generate planar and thin 3D surfaces
Editable Splines
• Define loft components such as paths, shapes,
and fit curves You can convert a basic spline to an editable spline
object (page 1–261). The editable spline has a
Shapes 235

variety of controls that let you directly manipulate


it and its sub-objects. For example, at the Vertex
sub-object level you can move vertices or adjust
their Bezier handles. Editable splines let you create
shapes that are less regular, more free-form than
the basic spline options.
When you convert a spline to an editable
spline, you lose the ability to adjust its creation
parameters.

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.

3. If you plan to assign a mapped material to the


spline, turn on Generate Mapping Coords.
When Enable in Renderer is on, the shape is
rendered using a circle as a cross section. Mapping
coordinates are generated with U mapped once
around the perimeter, and V mapped once along
the length.
The software provides more control over
renderable shapes; viewports, including wireframe
viewports, can display the geometry of renderable
shapes. The rendering parameters for shapes
appear in their own rollout.
The Steps settings affect the number of cross
sections in the renderable shape.
Please observe the following:
• When you apply a modifier that converts a
shape into a mesh (such as Extrude (page
236 Chapter 5: Creating Geometry

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.

Shapes as Planar Objects


A straightforward usage for shapes is 2D cutouts or
planar objects. Examples include ground planes,
text for signs, and cutout billboards. You create a
planar object by applying an Edit Mesh modifier
(page 2–74) to a closed shape, or by converting it
to an editable mesh object (page 2–350).

Initial text shape with extruded shape below

2D objects

You can also apply an Edit Mesh modifier to a 3D


shape (for example, a shape whose vertices have Lathed object with initial shape on right
been moved vertically away from the construction
plane by different amounts) to create a curved
surface. The resulting 3D surface often requires
Shape Check Utility 237

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.

Shapes as Animation Paths


You can use shapes to define the position of an
animated object. You create a shape and use it to
define a path that some other object follows.
Some possible ways for a shape to control animated
position are:
Intersection points highlighted by Shape Check
• You can use a Path constraint (page 2–745) to
use a shape to control object motion.
Interface
• You can convert a shape into position keys using
Pick Object—Click this button, and then click the
the Motion panel > Trajectories > Convert
shape for the utility to check. You can pick only
From function (see Trajectories (page 2–691)).
spline- and NURBS-based shapes and curves.
Points of intersection discovered by the utility are
See also
highlighted with red boxes. The text below the
Edit Modifiers and Editable Objects (page 2–34) button indicates whether any points of intersection
Modifying at the Sub-Object Level (page 2–35) occur.
Close—Closes the utility.
Modifier Stack Controls (page 3–481)

Shape Check Utility


Utilities panel > Utilities rollout > More button Utilities
dialog > Shape Check
Splines and Extended
Splines
The Shape Check utility tests spline and
NURBS-based shapes and curves for
self-intersection and graphically displays Splines and Extended Splines
any instances of intersecting segments.
Create panel > Shapes > Splines
Self-intersecting shapes used to produce lathed,
extruded, lofted, or other 3D objects can result in Create menu > Shapes
rendering errors. Create panel > Shapes > Extended Splines
The utility is "sticky" in that once you’ve picked
a shape object for it to check, you can pan/zoom Splines include the following object types:
viewports and it will continually display the Line Spline (page 1–242)
locations of intersecting curves in the shape you
pick. Rectangle Spline (page 1–244)
238 Chapter 5: Creating Geometry

Circle Spline (page 1–244) Issues to remember about creating shapes:


Ellipse Spline (page 1–245) • You can go back and change the parameters
of a shape containing a single spline after the
Arc Spline (page 1–246) shape is created.
Donut Spline (page 1–247) • You can create a compound shape by adding
NGon Spline (page 1–248) splines to a shape: Select the shape, turn off
Start New Shape, and then create more splines.
Star Spline (page 1–249)
• You cannot change the parameters of a
Text Spline (page 1–250) compound shape. For example, create a
compound shape by creating a circle and then
Helix Spline (page 1–252)
adding an arc. Once you create the arc, you
Section Spline (page 1–253) cannot change the circle parameters.
Extended Splines include the following object
To create a spline using keyboard entry:
types:
1. Click a spline creation button.
WRectangle Spline (page 1–255)
2. Expand the Keyboard Entry rollout.
Channel Spline (page 1–256)
3. Enter X, Y, and Z values for the first point.
Angle Spline (page 1–257) 4. Enter values in any remaining parameter fields.
Tee Spline (page 1–259) 5. Click Create.
Wide Flange Spline (page 1–259)
Interface
This topic covers aspects of spline and extended
Object Type rollout (Splines and Extended
spline creation that are common to all spline Splines)
object types, including the parameters available
in the General rollout. For parameters unique to
a particular spline or extended spline type, see its
section by clicking the appropriate link above.

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

Viewport—Choose this to specify Radial or Angle—Adjusts the rotational position of the


Rectangular parameters for the shape as it will cross-section in the viewport or renderer. For
display in the viewports when Enable In Viewport example, if you have a square cross-section you
is on. can use Angle to position a "flat" side down.
Renderer—Choose this on to specify Radial or Aspect—Sets the aspect ratio for rectangular
Rectangular parameters for the shape as it will cross-sections. The Lock check box lets you lock
display when rendered or viewed in the viewport the aspect ratio. When Lock is turned on, Width is
when Enable in Viewport is turned on. locked to Length that results in a constant ratio of
Width to Length.
Radial—Displays the 3D mesh as a cylindrical
object. Auto Smooth—If Auto Smooth is turned on, the
spline is auto-smoothed using the threshold
Thickness—Specifies the diameter of the viewport
specified by the Threshold setting below it. Auto
or rendered spline mesh. Default=1.0. Range=0.0
Smooth sets the smoothing based on the angle
to 100,000,000.0.
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.
Note: Turning Auto Smooth on for every situation
does not always give you the best smoothing
quality. Altering the Threshold angle may be
necessary or turning Auto Smooth off may
produce the best results.

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.

You can create most splines using keyboard entry.


The process is generally the same for all splines
and the parameters are found under the Keyboard
Optimized spline left and adaptive spline right. Resulting
wireframe view of each, respectively, on the right. Entry rollout. Keyboard entry varies primarily in
the number of optional parameters. The image
The main use for manual interpolation of splines above shows a sample Keyboard Entry rollout for
is in operations where you must have exact control the Circle shape.
over the number of vertices created.
The Keyboard Entry rollout contains three
Creation Method rollout fields for the X, Y, and Z coordinates of the
initial creation point, plus a variable number of
parameters to complete the spline. Enter values
in each field and click the Create button to create
the spline.
Many spline tools use the Creation Methods
rollout. On this rollout you choose to define
splines by either their center point or their
diagonal.
242 Chapter 5: Creating Geometry

6. Do one of the following:

Splines • Right-click to create an open spline.


• Click the first vertex and click Yes in the
"Close spline?" dialog to create a closed
Line Spline spline.
Create panel > Shapes > Splines > Object Type rollout
> Line To create a line using rectilinear and angle-snap
options:
Create menu > Shapes > Line
These two options aid in creating regular shapes:
Use Line to create a free-form spline made of • While creating a spline with the mouse, press
multiple segments. and hold SHIFT to constrain new points to
90-degree-angle increments from previous
points. Use the default Initial type setting of
Corner and click all subsequent points to create
fully rectilinear shapes.
• While creating a spline with the mouse, press
and hold CTRL to constrain new points to angle
increments determined by the current Angle
Snap setting (page 2–627). To set this angle,
right-click the Grid button in the status bar to
display the Grid and Snap Settings dialog. Click
the Options tab in the dialog, and change the
Angle (deg) field/spinner.
Example of line
The angle for each new segment relates to the
previous segment, so the angle snap works only
Procedures
after you’ve placed the first two spline vertices
To create a line: (that is, the first segment). Angle Snap need not be
enabled for this feature to work.
1. Go to the Create panel and choose
Shapes. To create a line from the keyboard:
2. On the Object Type rollout, click the Line 1. Enter values in the X, Y, and Z fields to specify a
button. vertex coordinate.
3. Choose a creation method. 2. Click Add Point to add a vertex to the current
4. Click or drag the start point. line at the specified coordinate.

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

Interface Corner—Produces a sharp point. The spline is


Automatic Conversion to an Editable Spline linear to either side of the vertex.

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.

Keyboard Entry rollout

Creation method options for lines are different


from other spline tools. You choose options to
control the type of vertex created when you click
or drag vertices.
You can preset the default types of spline vertices Keyboard entry for lines is different from keyboard
during line creation with these settings: entry for other splines. Entering keyboard values
continues to add vertices to the existing line until
Initial Type group you click Close or Finish.
Sets the type of vertex you create when you click Add Point—Adds a new point to the line at the
a vertex location. current X/Y/Z coordinates.
244 Chapter 5: Creating Geometry

Close—Closes the shape, adding a final spline Creation Method rollout


segment between the most recent vertex and the
The Rectangle shape uses the standard creation
first.
methods of Center or Edge. Most spline-based
Finish—Finishes the spline without closing it. shapes share the same Creation Method
parameters. See Splines (page 1–237) for an
explanation of these parameters.
Rectangle Spline
Parameters rollout
Create panel > Shapes > Splines > Object Type rollout
> Rectangle

Create menu > Shapes > Rectangle

Use Rectangle to create square and rectangular


splines.

Once you have created a rectangle, you can make


changes using the following parameters:
Length—Specifies the size of the rectangle along
the local Y axis.
Examples of rectangles
Width—Specifies the size of the rectangle along the
local X axis.
Procedure
To create a rectangle: Corner Radius—Creates rounded corners. When
set to 0, the rectangle contains 90-degree corners.
1. Go to the Create panel and choose
Shapes.
Circle Spline
2. Click Rectangle.
Create panel > Shapes > Splines > Object Type rollout >
3. Choose a creation method. Circle
4. Drag in a viewport to create a rectangle. Create menu > Shapes > Circle
Optionally, press CTRL while dragging to
constrain the spline to a square. Use Circle to create closed circular splines made of
four vertices.
Interface
Rendering and Interpolation rollouts
All spline-based shapes share these parameters.
See Splines (page 1–237) for an explanation of
these parameters.
Ellipse Spline 245

Once you have created a circle, you can make


changes using the following parameter:
Radius—Specifies the radius of the circle.

Ellipse Spline
Create panel > Shapes > Splines > Object Type rollout
> Ellipse

Create menu > Shapes > Ellipse

Use Ellipse to create elliptical and circular splines.


Example of circle

Procedure
To create a circle:

1. Go to the Create panel and choose


Shapes.
2. Click Circle. Examples of ellipses
3. Choose a creation method.
Procedure
4. Drag in a viewport to draw the circle.
To create an ellipse:
Interface
Rendering and Interpolation rollouts 1. Go to the Create panel and choose
Shapes.
All spline-based shapes share these parameters.
2. Click Ellipse.
See Splines (page 1–237) for explanations of these
parameters. 3. Choose a creation method.
4. Drag in a viewport to draw the ellipse.
Creation Method rollout
Optionally, press CTRL while dragging to
The Circle shape uses the standard creation constrain the spline to a circle.
methods of Center or Edge. Most spline-based
shapes share the same Creation Method Interface
parameters. See Splines (page 1–237) for an
Rendering and Interpolation rollouts
explanation of these parameters.
All spline-based shapes share these parameters.
Parameters rollout See Splines (page 1–237) for explanations of these
parameters.
246 Chapter 5: Creating Geometry

Creation Method rollout


The Ellipse shape uses the standard creation
methods of Center or Edge. Most spline-based
shapes share the same Creation Method
parameters. See Splines (page 1–237) for an
explanation of these parameters.

Parameters rollout

Creating an arc using the End-End-Middle creation method

To create an arc using the center-end-end method:

Once you have created an Ellipse, you can make


1. Go to the Create panel and choose
changes using the following parameters:
Shapes.
Length—Specifies the size of the Ellipse along the 2. Click Arc.
local Y axis.
3. Choose the Center-End-End creation method.
Width—Specifies the size of the Ellipse local X axis.
4. Press the mouse button to define the center of
the arc.
Arc Spline 5. Drag and release the mouse button to specify
the start point of the arc.
Create panel > Shapes > Splines > Object Type rollout
> Arc 6. Move the mouse and click to specify the other
end of the arc.
Create menu > Shapes > Arc

Use Arc to create open and closed circular arcs


made of four vertices.

Procedures
To create an arc using the end-end-middle method:
Creating an arc using the Center-End-End creation method

1. Go to the Create panel and choose


Interface
Shapes.
Rendering and Interpolation rollouts
2. Click Arc.
All spline-based shapes share these parameters.
3. Choose the End-End-Middle creation method.
See Splines (page 1–237) for an explanation of
4. Drag in a viewport to set the two ends of the arc. these parameters.
5. Release the mouse button, then move the
mouse and click to specify a third point on an
arc between the two endpoints.
Donut Spline 247

Creation Method rollout

Closed pie slice arcs

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

Create menu > Shapes > Donut

Use Donut to create closed shapes from two


concentric circles. Each circle is made of four
vertices.

Once you have created an arc, you can make


changes using the following parameters:
Radius—Specifies the arc radius.

From—Specifies the location of the start point as


an angle measured from the local positive X axis.
To—Specifies the location of the end point as an
angle measured from the local positive X axis.
Example of donut
Pie Slice—When on, creates a closed spline in the
form of a pie. The start point and end point are Procedure
connected to the center with straight segments.
To create a donut:

1. Go to the Create panel and choose


Shapes.
2. Click Donut.
248 Chapter 5: Creating Geometry

3. Choose a creation method.


4. Drag and release the mouse button to define
NGon Spline
the first donut circle. Create panel > Shapes > Splines > Object Type rollout >
NGon
5. Move the mouse and then click to define the
radius of the second concentric donut circle. Create menu > Shapes > NGon

The second circle can be larger or smaller than


Use NGon to create closed flat-sided or circular
the first.
splines with any number (N) of sides or vertices.
Interface
Rendering and Interpolation rollouts
All spline-based shapes share these parameters.
See Splines (page 1–237) for explanations of these
parameters.

Creation Method rollout Examples of NGons


The Donut shape uses the standard creation
methods of Center or Edge. Most spline-based Procedure
shapes share the same Creation Method To create an NGon:
parameters. See Splines (page 1–237) for an
explanation of these parameters. 1. Go to the Create panel and choose
Shapes.
Parameters rollout
2. Click NGon.
3. Choose a creation method.
4. Drag and release the mouse button in a
viewport to draw the NGon.

Once you have created a donut, you can make Interface


changes using the following parameters: Rendering and Interpolation rollouts
Radius 1—Sets the radius of the first circle. All spline-based shapes share these parameters.
Radius 2—Sets the radius of the second circle. See Splines (page 1–237) for an explanation of
these parameters.

Creation Method rollout


The NGon shape uses the standard creation
methods of Center or Edge. Most spline-based
shapes share the same Creation Method
parameters. See Splines (page 1–237) for an
explanation of these parameters.
Star Spline 249

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

Create menu > Shapes > Star

Use Star to create closed star-shaped splines with


any number of points. Star splines use two radiuses
to set the distance between the outer points and
inner valleys.
Once you have created a star, you can make
changes using the following parameters:
250 Chapter 5: Creating Geometry

Radius 1—Specifies the radius of the inner vertices


(the valley) of the star.
Radius 2—Specifies the radius of the outer vertices
(the points) of the star.
Points—Specifies the number of points on the star.
Range=3 to 100.
A star has twice as many vertices as the specified
number of points. Half the vertices lie on one
radius, forming points, and the remaining vertices
lie on the other radius, forming valleys.
Distortion—Rotates the outer vertices (the points) Examples of text
about the center of the star. This produces a You can edit the text in the Create panel, or later in
sawtooth affect. the Modify panel.
Fillet Radius 1—Rounds the inner vertices (the
valleys) of the star. Using Text Shapes
Fillet Radius 2—Rounds the outer vertices (the Text shapes maintain the text as an editable
points) of the star. parameter. You can change the text at any time.
If the font used by your text is deleted from the
system, Autodesk VIZ still properly displays the
Text Spline text shape. However, to edit the text string in the
edit box you must choose an available font.
Create panel > Shapes > Splines > Object Type rollout
> Text The text in your scene is just a shape where each
Create menu > Shapes > Text
letter and, in some cases, pieces of each letter are
individual splines. You can apply modifiers like
Use Text to create splines in the shape of text. Edit Spline (page 2–126), Bend (page 2–53), and
The text can use any Windows font installed on Extrude (page 2–127) to edit Text shapes just like
your system, or a Type 1 PostScript font installed any other shape.
in the directory pointed to by the Fonts path on
the Configure System Paths dialog (page 3–531). Procedures
Because fonts are loaded only at first use, changing To create text:
the font path later in the program has no effect.
The program must be restarted before the new 1. Go to the Create panel and choose
path is used, if the font manager has been used by Shapes.
the program. 2. Click Text.
3. Enter text in the Text box.
4. Do either of the following to define an insertion
point:
Text Spline 251

• Click in a viewport to place the text in the Parameters rollout


scene.
• Drag the text into position and release the
mouse button.

To enter a special Windows character:


1. Hold down the ALT key.
2. Enter the character’s numeric value on the
numeric keypad.
You must use the numeric keypad, not the row
of numbers above the alphabetic keys.
For some characters, you must enter a leading
zero. For example, 0233 to enter an e with an
acute accent.
3. Release the ALT key.

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.

All spline-based shapes share these parameters. Available fonts include:


See Splines (page 1–237) for an explanation of • Fonts installed in Windows.
these parameters. • Type 1 PostScript fonts located in the directory
pointed to by the Fonts path on the Configure
System Paths dialog (page 3–531).

Italic style button—Toggles italicized text.

Underline style button—Toggles underlined


text.

Align Left—Aligns text to the left side of its


bounding box.

Center—Aligns text to the center of its


bounding box.
252 Chapter 5: Creating Geometry

Align Right—Aligns text to the right side of Helix Spline


its bounding box.
Create panel > Shapes > Splines > Object Type rollout >
Helix
Justify—Spaces all lines of text to fill the
Create menu > Shapes > Helix
extents of the bounding box.
Note: The four text-alignment buttons require Use Helix to create open flat or 3D spirals.
multiple lines of text for effect because they act
on the text in relation to its bounding box. If
there’s only one line of text, it’s the same size as
its bounding box.
Size—Sets the text height where the height
measuring method is defined by the active font.
The first time you enter text, the default size is 100
units.
Kerning—Adjusts the kerning (the distance Examples of helixes
between letters).
Procedure
Leading—Adjusts the leading (the distance
To create a helix:
between lines). This has an effect only when
multiple lines of text are included in the shape.
1. Go to the Create panel and choose
Text edit box—Allows for multiple lines of text. Shapes.
Press ENTER after each line of text to start the
2. Click Helix.
next line.
3. Choose a creation method.
• The initial session default is "VIZ Text."
4. Press the mouse button to define the first point
• The edit box does not support word wrap.
of the Helix start circle.
• You can cut and paste single- and multi-line
5. Drag and release the mouse button to define
text from the Clipboard.
the second point of the Helix start circle.
Update group 6. Move the mouse and then click to define the
height of the Helix.
These options let you select a manual update
option for situations where the complexity of the 7. Move the mouse and then click to define the
text shape is too high for automatic updates. radius of the Helix end.

Update—Updates the text in the viewport to match


Interface
the current settings in the edit box. This button is
available only when Manual Update is on. Rendering rollout
All spline-based shapes share these parameters.
Manual Update—When on, the text that you type
See Splines (page 1–237) for explanations of these
into the edit box is not shown in the viewport until
parameters.
you click the Update button.
Section Spline 253

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.

Creation Method rollout


Helical spline varied only by bias settings
The Helix shape uses the standard creation
methods of Center or Edge. Most spline-based
• A bias of –1.0 forces the turns toward the start
shapes share the same Creation Method
of the helix.
parameters. See Splines (page 1–237) for an
explanation of these parameters. • A bias of 0.0 evenly distributes the turns
between the ends.
Parameters rollout • A bias of 1.0 forces the turns toward the end of
the helix.
CW/CCW—The direction buttons set whether the
Helix turns clockwise (CW) or counterclockwise
(CCW).

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.

Section Parameters rollout

Red line shows the section shape based on the structure.

Procedure
To create and use a section shape:

1. Go to the Create panel and choose


Shapes.
2. Click Section.
3. Drag a rectangle in the viewport in which you
want to orient the plane. (For example, create it
in the Top viewport to place the Section object
parallel with the XY home grid.)
The Section object appears as a simple rectangle
with crossed lines indicating its center. With Create Shape—Creates a shape based on the
the default settings, the rectangle is for display currently displayed intersection lines. A dialog is
purposes only, because the effect of the Section displayed in which you can name the new object.
object extends along its plane to the full extents The resulting shape is an editable spline consisting
of the scene. of curve segments and corner vertices, based on all
4. Move and rotate the section so that its plane intersected meshes in the scene.
intersects mesh objects in the scene.
Update group
Yellow lines are displayed where the sectional
plane intersects objects. Provides options for specifying when the
intersection line is updated.
5. On the Create panel, click Create Shape, enter a
name in the resulting dialog, and click OK. When Section Moves—Updates the intersection line
An editable spline (page 1–261) is created, when you move or resize the Section shape.
based on the displayed cross sections. When Section Selected—Updates the intersection
line when you select the section shape, but not
WRectangle Spline 255

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.

Color swatch—Click this to set the display color of Example of WRectangle


the intersection.
Procedure
Section Size rollout
To create a wrectangle:

1. Go to the Create panel and choose


Shapes.
2. Open the Shapes List and choose Extended
Splines.
256 Chapter 5: Creating Geometry

3. Click WRectangle. and exterior corners of the wrectangle. It also


4. Drag and release the mouse button to define maintains the thickness of the section. Default=on.
the outer rectangle. Corner Radius 1—Controls the radius of all four
5. Move the mouse and then click to define the interior and exterior corners of the section.
inner rectangle. If Sync Corner Fillets is turned off, Corner Radius
1 controls the radius of the four exterior corners
Interface of the wrectangle.
Rendering and Interpolation rollouts
Corner Radius 2—Controls the radius of the four
All spline-based shapes share these parameters. interior corners of the wrectangle.
For explanations, see Splines and Extended Splines
Corner Radius 2 is only available when Sync
(page 1–237).
Corner Fillets is turned off.
Creation Method rollout Note: Take care when adjusting these settings.
There are no constraining relationships between
The WRectangle shape uses the standard
them. Therefore, it’s possible to set an inside
creation methods of Center or Edge. Most
radius (Corner Radius 2) that is greater than the
spline-based shapes share the same Creation
length and width of the sides.
Method parameters. For explanations, see Splines
and Extended Splines (page 1–237).

Parameters rollout Channel Spline


Create panel > Shapes > Extended Splines > Object Type
rollout > Channel

Create menu > Shapes > Channel

Use Channel to create a closed “C” shaped spline.


You have the option to specify the interior and
exterior corners between the vertical web and
horizontal legs of the section.

Length—Controls the height of the wrectangle


section.
Width—Controls the width of the wrectangle
section.
Thickness—Controls the thickness of the walls of Example of Channel
the wrectangle.
Sync Corner Fillets—When turned on, Corner
Radius 1 controls the radius of both the interior
Angle Spline 257

Procedure Length—Controls the height of the vertical web


To create a channel: of the channel.
Width—Controls the width of the top and bottom
1. Go to the Create panel and choose horizontal legs of the channel.
Shapes.
Thickness—Controls the thickness of both legs of
2. Open the Shapes List and select Extended the angle.
Splines.
Sync Corner Fillets—When turned on, Corner
3. Click Channel.
Radius 1 controls the radius of both the interior
4. Drag and release the mouse button to define and exterior corners between the vertical web and
the outer perimeter of the channel. horizontal legs. It also maintains the thickness of
5. Move the mouse and then click to define the the channel. Default=on.
thickness of the walls of the channel. Corner Radius 1—Controls the exterior radius
between the vertical web and horizontal legs of the
Interface channel.
Rendering and Interpolation rollouts
Corner Radius 2—Controls the interior radius
All spline-based shapes share these parameters. between the vertical web and horizontal legs of the
For explanations, see Splines and Extended Splines channel.
(page 1–237). Note: Take care when adjusting these settings.
There are no constraining relationships between
Creation Method rollout
them. Therefore, it’s possible to set an inside
The Channel shape uses the standard creation radius (Corner Radius 2) that is greater than the
methods of Center or Edge. Most spline-based length of the web or width of the legs.
shapes share the same Creation Method
parameters. For explanations, see Splines and
Extended Splines (page 1–237). Angle Spline
Parameters rollout Create panel > Shapes > Extended Splines > Object Type
rollout > Angle

Create menu > Shapes > Angle

Use Angle to create a closed “L” shaped spline. You


have the option to specify the radii of the corners
between the vertical and horizontal legs of the
section.
258 Chapter 5: Creating Geometry

Parameters rollout

Example of Angle

Procedure
To create an Angle spline:

1. Go to the Create panel and choose


Shapes.
Length—Controls the height of the vertical leg of
2. Open the Shapes List and select Extended
the angle.
Splines.
Width—Controls the width of the horizontal leg
3. Click Angle.
of the angle.
4. Drag and release the mouse button to define
the initial size of the angle. Thickness—Controls the thickness of both legs of
the angle.
5. Move the mouse and then click to define the
thickness of the walls of the angle. Sync Corner Fillets—When turned on, Corner
Radius 1 controls the radius of both the interior
Interface and exterior corners between the vertical and
Rendering and Interpolation rollouts horizontal legs. It also maintains the thickness of
the section. Default=on.
All spline-based shapes share these parameters.
For explanations, see Splines and Extended Splines Corner Radius 1—Controls the exterior radius
(page 1–237). between the vertical and horizontal legs of the
angle.
Creation Method rollout Corner Radius 2—Controls the interior radius
The Angle shape uses the standard creation between the vertical and horizontal legs of the
methods of Center or Edge. Most spline-based angle.
shapes share the same Creation Method
Edge Radii—Controls the interior radius at the
parameters. For explanations, see Splines and
outermost edges of the vertical and horizontal legs.
Extended Splines (page 1–237).
Note: Take care when adjusting these settings.
There are no constraining relationships between
them. Therefore, it’s possible to set an inside
radius (Corner Radius 2) that is greater than the
length or width of the legs of the angle.
Tee Spline 259

Creation Method rollout


Tee Spline
The Tee shape uses the standard creation methods
Create panel > Shapes > Extended Splines > Object Type of Center or Edge. Most spline-based shapes
rollout > Tee share the same Creation Method parameters. For
Create menu > Shapes > Tee explanations, see Splines and Extended Splines
(page 1–237).
Use Tee to create a closed T-shaped spline. You
can specify the radius of the two interior corners Parameters rollout
between the vertical web and horizontal flange of
the section.

Length—Controls the height of the vertical web of


Example of Tee the tee.
Width—Controls the width of the flange crossing
Procedure
the tee.
To create a Tee spline:
Thickness—Controls the thickness of the web and
flange.
1. Go to the Create panel and choose
Shapes. Corner Radius—Controls the radius of the two
2. Open the Shapes List and select Extended interior corners between the vertical web and
Splines. horizontal flange of the section.

3. Click Tee. Note: Take care when adjusting these settings.


There are no constraining relationships between
4. Drag and release the mouse button to define
them. Therefore, it’s possible to set a radius
the initial size of the tee.
(Corner Radius) that is greater than the length of
5. Move the mouse and then click to define the the web or width of the flange.
thickness of the walls of the tee.

Interface Wide Flange Spline


Rendering and Interpolation rollouts
Create panel > Shapes > Extended Splines > Object Type
All spline-based shapes share these parameters. rollout > Wide Flange

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

corners between the vertical web and horizontal Parameters rollout


flanges of the section.

Example of Wide Flange


Length—Controls the height of the vertical web
Procedure of the wide flange.
To create a Wide Flange spline: Width—Controls the width of the horizontal
flanges crossing the wide flange.
1. Go to the Create panel and choose Thickness—Controls the thickness of the web and
Shapes. flanges.
2. Open the Shapes List and select Extended
Corner Radius—Controls the radius of the four
Splines.
interior corners between the vertical web and
3. Click Wide Flange. horizontal flanges.
4. Drag and release the mouse button to define Note: Take care when adjusting these settings.
the initial size of the wide flange. There are no constraining relationships between
5. Move the mouse and then click to define the them. Therefore, it’s possible to set a radius
thickness of the walls of the wide flange. (Corner Radius) that is greater than the length of
the web or width of the flanges.
Interface
Rendering and Interpolation rollouts
All spline-based shapes share these parameters.
For explanations, see Splines and Extended Splines
(page 1–237).

Creation Method rollout


The Wide Flange shape uses the standard
creation methods of Center or Edge. Most
spline-based shapes share the same Creation
Method parameters. For explanations, see Splines
and Extended Splines (page 1–237).
Editable Spline 261

the Editable Spline object. This is useful for


Editable Splines Surface Tools work where you add a Surface
modifier above an Editable Spline object in the
modifier stack.
Editable Spline
See also
Create or select a spline > Modify panel > Right-click
spline entry in the stack display > Convert To: Editable Edit Modifiers and Editable Objects (page 2–34)
Spline
Modifying at the Sub-Object Level (page 2–35)
Create a line > Modify panel
Modifier Stack Controls (page 3–481)
Create or select a spline > Right-click the spline >
Transform (lower-right) quadrant of the quad menu >
Convert To: > Convert to Editable Spline Procedures
To produce an editable spline object, first select the
Editable Spline provides controls for manipulating shape, and then do one of the following:
an object as a spline object and at three sub-object
• Right-click the shape entry in the stack display
levels: vertex, segment, and spline.
and choose Convert To: Editable Spline.
The functions in Editable Spline are the same as • In a viewport, right-click the object and choose
those in the Edit Spline modifier (page 2–126). Convert To: > Convert to Editable Spline from
The exception is that when you convert an existing the Transform (lower-right) quadrant of the
spline shape to an editable spline, the creation quad menu.
parameters are no longer accessible. However,
• Create a shape with two or more splines by first
the spline’s interpolation settings (step settings)
turning off Start New Shape (on the Create
remain available in the editable spline.
panel). Any shape made up of two or more
When a spline-editing operation (typically, splines is automatically an editable spline.
moving a segment or vertex) causes end vertices
• Apply an Edit Spline modifier to a shape, and
to overlap, you can use the Weld command to
then collapse the stack. If you use the Collapse
weld the overlapping vertices together or the Fuse
utility (page 2–314) to collapse the stack, be
command if you want the two overlapping vertices
sure to choose Output Type > Modifier Stack
to occupy the same point in space but remain
Result.
separate vertices.
• Import a .shp file.
Note: Welding coincident vertices is controlled by
the End Point Auto-Welding feature. • Merge a shape from a 3ds Max file.

To select shape sub-objects:


Show End Result
1. Expand the object’s hierarchy in the stack
If you have several modifiers higher in display and choose a sub-object level, or click
the modifier stack, and want to see the results one of the sub-object buttons at the top of the
of edits in an Edit Spline modifier or Editable Selection rollout.
Spline object, then turn on Show End Result on You can also right-click the object in the
the Modify panel. As you edit the spline network, viewports and choose a sub-object level from
you’ll be able to see the result of modifiers above
262 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)).

To clone sub-object selections:


• Hold down the SHIFT key while transforming
the sub-objects.
You can clone segment and spline sub-objects,
but not vertices.

To draw a spline cage:


1. Select a segment sub-object on a spline.
2. On the Geometry rollout in the Connect Copy
group, turn on Connect. These creation parameters appear in these rollouts
3. Hold down the SHIFT key and transform the for editable splines. For splines to which the
selected segment. You can move, rotate or Edit Spline modifier has been applied, creation
scale using the transform gizmo to control the parameters are available by selecting the object
direction. type entry (for example, Circle or NGon) at the
Notice that with Connect Copy on, new splines bottom of the modifier stack (page 3–481).
are drawn between the locations of the segment
Rendering rollout
and its clone.
Tip: Use Area Selection or Fuse before selecting
Controls here let you turn on and off the
and moving these vertices. They will not move renderability of the shape, specify its thickness
together as they do with the Cross-Section in the rendered scene, and apply mapping
modifier. Or use Fuse to keep the vertices coordinates. The spline mesh can be viewed in the
together. viewports.
You can also convert the displayed mesh into a
Interface mesh object by applying an Edit Mesh modifier
The following controls are available at the object or converting to an Editable Mesh. The system
(top) level and at all sub-object levels. will use the Viewport settings for this mesh
conversion if Use Viewport Settings is turned on;
Editable Spline 263

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.

Splines used in above lathed objects contained two steps


(left) and 20 steps (right)

Steps—Use the Steps field to set the number of


divisions, or steps, the program uses between each
vertex. Splines with tight curves require many
steps to look smooth while gentle curves require
fewer steps. Range=0 to 100.
Spline steps can be either adaptive or manually
specified. The method used is set by the state of
Editable Spline 265

Selection rollout
Splines—Are a combination of one or more
connected segments.

Named Selections group


Copy—Places a named selection into the copy
buffer.
Paste—Pastes a named selection from the copy
buffer.
Lock Handles—Normally you can transform the
tangent handles of only one vertex at a time, even
when multiple vertices are selected. Use the Lock
Handles controls to transform multiple Bezier and
Bezier Corner handles simultaneously.
Alike—As you drag the handle of an incoming
vector, all incoming vectors of the selected vertices
move simultaneously. Likewise, moving the
outgoing tangent handle on one vertex moves the
outgoing tangent handle for all selected vertices.
Provides controls for turning different sub-object
modes on and off, working with named selections All—Any handle you move affects all handles in
and handles, display settings, and information the selection, regardless of whether they’re broken.
about selected entities. This option is also useful when working with a
single Bezier Corner vertex when you want to
When you first access the Modify panel with
move both handles.
an editable spline selected, you’re at the Object
level, with access to several functions available SHIFT+click a handle to "break" the tangent
as described in Editable Spline (Object) (page and move each handle independently. The Alike
1–266). You can toggle the sub-object modes and option must be chosen to break the tangent.
access relevant functions by clicking sub-object Area Selection—Lets you select automatically all
buttons at the top of the Selection rollout. vertices within a specific radius of the vertex you
You can work with parts of shapes and splines click. At the Vertex sub-object level, turn on Area
using shape sub-object selection of the Editable Selection, and then set the radius with the spinner
Spline object. Clicking a button here is the same to the right of the Area Selection check box. This
as selecting a sub-object type in the Modifier List. is useful when moving vertices that have been
Click the button again to turn it off and return to created using Connect Copy or Cross Section
object selection level. button.
Segment End—Select a vertex by clicking a
Vertices—Define points and curve tangents. segment. In Vertex sub-object, turn on and select a
segment close to the vertex that you want selected.
Segments—Connect vertices. Use this when there are a number of coincident
266 Chapter 5: Creating Geometry

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.

New Vertex Type group—The radio buttons in this


group let you determine the tangency of the new
vertices created when you shift-copy segments or
splines. If you later use Connect Copy, vertices on
the splines that connect the original segment or
spline to the new one will have the type specified
in this group. Unattached splines (left) and attached splines (right)

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).

Soft Selection rollout


For information on the Soft Selection rollout
settings, see Soft Selection Rollout (page 2–312).
Bezier vertex (left) and Bezier Corner vertex (right)
270 Chapter 5: Creating Geometry

Geometry rollout superimposed non-connected vertices for every


New Vertex Type group previous one, allowing the once-joined segment
ends to be moved away from each other.
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 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
Attach Mult.—Click this button to display the
Connect Copy, vertices on the splines that connect
the original segment or spline to the new one will Attach Multiple dialog, which contains a list of all
have the type specified in this group. other shapes in the scene. Select the shapes you
want to attach to the current editable spline, then
This setting has no effect on the tangency of click OK.
vertices created using tools such as the Create Line
• Reorient—When on, reorients attached splines
button, Refine, and so on.
so that each spline’s creation local coordinate
• Linear—New vertices will have linear tangency. system is aligned with the creation local
• Smooth—New vertices will have smooth coordinate system of the selected spline.
tangency. Cross Section—Creates a spline cage out of
When this option is chosen, new vertices that cross-sectional shapes. Click Cross Section,
overlap are automatically welded. select one shape then a second shape, splines are
• Bezier—New vertices will have bezier tangency. created joining the first shape with the second.
Continue clicking shapes to add them to the cage.
• Bezier Corner—New vertices will have bezier This functionality is similar to the Cross Section
corner tangency. 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 edit the spline cage, use Area
Selection before selecting your vertices. This will
keep their positions together as you transform
them.

Create Line—Adds more splines to the selected Refine group


object. 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
Editable Spline (Vertex) 271

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

Make First—Specifies which vertex in the selected


shape is the first vertex. The first vertex of a spline
is indicated as a vertex with a small box around
it. Select one vertex on each spline within the
currently edited shape that you want to change and
click the Make First button.
On open splines, the first vertex must be the
endpoint that is not already the first vertex. On
closed splines, it can be any point that isn’t already
the first vertex. Click the Make First button, and
the first vertices will be set.
Weld—Converts two end vertices, or two adjacent
The first vertex on a spline has special significance.
vertices within the same spline, into a single vertex.
The following table defines how the first vertex is
Move either two end vertices or two adjacent
used.
vertices near each other, select both vertices, and
then click Weld. If the vertices are within the unit Shape Use First Vertex Meaning
distance set by the Weld Threshold spinner (to the Loft Path Start of the path. Level 0.
right of the button), they’re converted into a single
Loft Shape Initial skin alignment.
vertex. You can weld a selection set of vertices, as
long as each pair of vertices is within the threshold. Path Start of the motion path. 0% location on
Constraint the path.
Connect—Connects any two end vertices, resulting Trajectory First position key.
in a linear segment, regardless of the tangent
values of the end vertices. Click the Connect Fuse—Moves all selected vertices to their averaged
button, point the mouse over an end vertex until center.
the cursor changes to a cross, and then drag from
one end vertex to another end vertex. Fuse is useful for making vertices coincide when
building a spline network for use with the Surface
Insert—Inserts one or more vertices, creating modifier (page 2–212).
additional segments. Click anywhere in a segment
Note: Fuse doesn’t join the vertices; it simply moves
to insert a vertex and attach the mouse to the
them to the same location.
spline. Then optionally move the mouse and
click to place the new vertex. Continue moving
the mouse and clicking to add vertices. A single
click inserts a corner vertex, while a drag creates a
Bezier (smooth) vertex.
Right-click to complete the operation and release
the mouse. At this point, you’re still in Insert
mode, and can begin inserting vertices in a
different segment. Otherwise, right-click again or
click Insert to exit Insert mode.
Three selected vertices (left); fused vertices (right)
Editable Spline (Vertex) 273

Cycle—Selects successive coincident vertices.


Select one of two or more vertices that share the
exact same location in 3D space, and then click
Cycle repeatedly until the vertex you want is
selected.
Cycle is useful for selecting a specific vertex from a
group of coincident vertices at a spline intersection
when building a spline network for use with the
Surface modifier (page 2–212).
Tip: Watch the info display at the bottom of the
Selection rollout to see which vertex is selected.
CrossInsert—Adds vertices at the intersection of
two splines belonging to the same spline object.
Click CrossInsert, and then click the point of
Original rectangle (left), after applying Fillet (top right), and
intersection between the two splines. If the
after applying Chamfer (bottom right)
distance between the splines is within the unit
distance set by the CrossInsert Threshold spinner If you drag one or more selected vertices, all
(to the right of the button), the vertices are added selected vertices are filleted identically. If you drag
to both splines. an unselected vertex, any selected vertices are first
deselected.
You can continue using CrossInsert by clicking
different spline intersections. To finish, right-click You can continue using Fillet by dragging on
in the active viewport or click the CrossInsert different vertices. To finish, right-click in an active
button again. viewport or click the Fillet button again.
CrossInsert is useful for creating vertices at spline A fillet creates a new segment connecting new
intersections when building a spline network for points on both segments leading to the original
use with the Surface modifier (page 2–212). vertex. These new points are exactly <fillet
amount> distance from the original vertex along
Note: CrossInsert doesn’t join the two splines, but
both segments. New fillet segments are created
simply adds vertices where they cross.
with the material ID of one of the neighboring
Fillet—Lets you round corners where segments segments (picked at random).
meet, adding new control vertices. You can apply
For example, if you fillet one corner of a rectangle,
this effect interactively (by dragging vertices) or
the single corner vertex is replaced by two vertices
numerically (using the Fillet spinner). Click the
moving along the two segments that lead to the
Fillet button, and then drag vertices in the active
corner, and a new rounded segment is created at
object. The Fillet spinner updates to indicate the
the corner.
fillet amount as you drag.
Note: Unlike the Fillet/Chamfer modifier, you can
apply the Fillet function to any type of vertex, not
just Corner and Bezier Corner vertices. Similarly,
adjoining segments need not be linear.
274 Chapter 5: Creating Geometry

• Fillet Amount—Adjust this spinner (to the right Tangent group


of the Fillet button) to apply a fillet effect to
selected vertices.
Chamfer—Lets you bevel shape corners using
a chamfer function. You can apply this effect
interactively (by dragging vertices) or numerically
(using the Chamfer spinner). Click the Chamfer Tools in this group let you copy and paste vertex
button, and then drag vertices in the active object. handles from one vertex to another.
The Chamfer spinner updates to indicate the Copy— Turn this on, then choose a handle. This
chamfer amount as you drag. action copies the selected handle tangent into a
If you drag one or more selected vertices, all buffer.
selected vertices are chamfered identically. If you Paste—Turn this on, then click a handle. This
drag an unselected vertex, any selected vertices are pastes the handle tangent onto the selected vertex.
first deselected.
Paste Length—When this is on, the handle length is
You can continue using Chamfer by dragging on also copied. When this is off, only the handle angle
different vertices. To finish, right-click in an active is considered, the handle length is unchanged.
viewport or click the Chamfer button again.
Hide and Bind group
A chamfer "chops off " the selected vertices,
creating a new segment connecting new points
on both segments leading to the original vertex.
These new points are exactly <chamfer amount>
distance from the original vertex along both
segments. New chamfer segments are created with
the material ID of one of the neighboring segments Hide—Hides selected vertices and any connected
(picked at random). segments. Select one or more vertices, and then
click Hide.
For example, if you chamfer one corner of a
rectangle, the single corner vertex is replaced by Unhide All—Displays any hidden sub-objects.
two vertices moving along the two segments that
Bind—Lets you create bound vertices (page 3–662).
lead to the corner, and a new segment is created
Click Bind, and then drag from any end vertex
at the corner.
in the current selection to any segment in the
Note: Unlike the Fillet/Chamfer modifier, you current selection except the one connected to the
can apply the Chamfer function to any type of vertex. Before dragging, when the cursor is over
vertex, not just Corner and Bezier Corner vertices. an eligible vertex, it changes to a + cursor. While
Similarly, adjoining segments need not be linear. dragging, a dashed line connects the vertex and
• Chamfer Amount—Adjust this spinner (to the the current mouse position, and when the mouse
right of the Chamfer button) to apply a chamfer cursor is over an eligible segment, it changes to
effect to selected vertices. a "connect" symbol. When you release over an
eligible segment, the vertex jumps to the center of
the segment and is bound to it.
Editable Spline (Segment) 275

Bind is useful for connecting splines when building Procedure


a spline network for use with the Surface modifier To change segment properties:
(page 2–212).
1. Select an editable spline segment, and then
Unbind—Lets you disconnect bound vertices right-click.
(page 3–662) from the segments to which they’re
2. On the Tools 1 (upper-left) quadrant of the
attached. Select one or more bound vertices, and
quad menu, choose Line or Curve.
the click the Unbind button.
The effect of changing segment properties
Delete—Deletes the selected vertex or vertices, varies according to the type of vertices at the
along with one attached segment per deleted segment end.
vertex.
• Corner vertices always result in line
Display group segments regardless of the segment property.
• Smooth vertices can support both line or
curve segment properties.
• Bezier and Bezier Corner vertices apply their
tangent handles only to curve segments.
Show selected segs—When on, any selected
Tangent handles are ignored by line
segments are highlighted in red at the Vertex segments.
sub-object level. When off (the default), selected
segments are highlighted only at the Segment • A tangent handle associated with a line
sub-object level. segment displays an X at the end of the
handle. You can still transform the handle,
This feature is useful for comparing complex but it has no effect until the segment is
curves against each other. converted to a curve segment.
Tip: If you have problems transforming the
handles, display the axis constraints toolbar
Editable Spline (Segment) and change the transform axis there.
Select an editable spline > Modify panel > Expand the
editable spline in the stack display > Segment sub-object Interface
level
Rendering, Interpolation, and Selection rollouts
Select an editable spline > Modify panel > Selection
rollout > Segment button For information on the Rendering, Interpolation
(page 1–262) and Selection rollout (page 1–265)
Select an editable spline > Right-click the spline > Tools
1 (upper-left) quadrant of the quad menu > Sub-objects settings, see Editable Spline (page 1–261).
> Segment
Soft Selection rollout
A segment is the portion of a spline curve between
For information on the Soft Selection rollout
two of its vertices. While at the Editable Spline
settings, see Soft Selection Rollout (page 2–312).
(Segment) level, you can select single and multiple
segments and move, rotate, scale or clone them
using standard methods.
276 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

created, a lower threshold will result in fewer


splines.

End Point Auto-Welding group

Automatic Welding—When Automatic Welding is


turned on, an end point vertex that is placed or
moved within the threshold distance of another Hide—Hides selected segments. Select one or more
end point of the same spline is automatically segments, and then click Hide.
welded. This feature is available at the object and Unhide All—Displays any hidden sub-objects.
all sub-object levels.
Delete—Deletes any selected segments in the
Threshold—The threshold distance spinner is a current shape.
proximity setting that controls how close vertices
can be to one another before they are automatically
welded. Default=6.0.

Insert—Inserts one or more vertices, creating


additional segments. Click anywhere in a segment
to insert a vertex and attach the mouse to the
spline. Then optionally move the mouse and
click to place the new vertex. Continue moving Selected and deleted segment
the mouse and clicking to add vertices. A single
click inserts a corner vertex, while a drag creates a Divide—Subdivides the selected segment or
Bezier (smooth) vertex. segments by adding the number of vertices
specified by the spinner. Select one or more
Right-click to complete the operation and release segments, set the Divisions spinner (to the button’s
the mouse. At this point, you’re still in Insert right), and then click Divide. Each selected
mode, and can begin inserting vertices in a segment is divided by the number of vertices
different segment. Otherwise, right-click again or specified in the Divisions spinner. The distance
click Insert to exit Insert mode. between the vertices depends on the segment’s
relative curvature, with areas of greater curvature
receiving more vertices.
Editable Spline (Segment) 279

Display group

Show selected segs—When on, any selected


segments are highlighted in red at the Vertex
sub-object level. When off (the default), selected
segments are highlighted only at the Segment
Selected and divided segment
sub-object level.
Detach—Lets you select several segments in
This feature is useful for comparing complex
various splines and then detach them (or copy
curves against each other.
them) to form a new shape. Three options are
available: Surface Properties rollout
• Same Shp—(Same Shape) When on, Reorient
is disabled, and a Detach operation keeps the
detached segment as part of the shape (rather
than producing a new shape). If Copy is also
on, you end up with a detached copy of the
segment in the same location.
• Reorient—The detached segment copies the
position and orientation of the source object’s
creation Local coordinate system. The new
detached object is moved and rotated so that
its Local coordinate system is positioned and Material group
aligned with the origin of the current active
You can apply different material IDs to spline
grid.
segments (see Material ID (page 3–698)). You
• Copy—Copies the detached segment rather can then assign a multi/sub-object material (page
than moving it. 2–1182) to such splines, which appears when the
spline is renderable, or when used for lathing or
extrusion. Be sure to turn on Generate Material
IDs and Use Shape IDs when lofting, lathing or
extruding.
Set ID—Lets you assign a particular material
ID number to selected segments for use with
multi/sub-object materials and other applications.
Use the spinner or enter the number from the
Original and detached splines
keyboard. The total number of available IDs is
65,535.
Select ID—Selects the segments or splines
corresponding to the Material ID specified in
280 Chapter 5: Creating Geometry

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.

Editable Spline (Spline)


Select an editable spline > Modify panel > Expand the
editable spline in the stack display > Spline sub-object
level

Select an editable spline > Modify panel > Selection


rollout > Spline button

Select an editable spline > Right-click the spline > Tools


1 (upper-left) quadrant of the quad menu > Sub-objects
> Spline

While at the Editable Spline (Spline) level, you can


select single and multiple splines within a single
spline object and move, rotate, and scale them
using standard methods.

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.

Create Line—Adds more splines to the selected


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.
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
you’re attaching to must also be a spline.
For further details, see Attach.
Reorient—Reorients the attached spline so that its
creation local coordinate system is aligned with
the creation local coordinate system of the selected
spline.
Attach Mult.—Click this button to display the
Attach Multiple dialog, which contains a list of all
other shapes in the scene. Select the shapes you
want to attach to the current editable spline, then
New Vertex Type group click OK.
The radio buttons in this group let you determine Cross Section—Creates a spline cage out of
the tangency of the new vertices created when you cross–sectional shapes. Click Cross Section,
shift-copy segments or splines. If you later use select one shape then a second shape, splines are
Connect Copy, vertices on the splines that connect created joining the first shape with the second.
282 Chapter 5: Creating Geometry

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.

End Point Auto-Welding group


Automatic Welding—When Automatic Welding is
turned on, an end point vertex that is placed or
moved within the threshold distance of another
end point of the same spline is automatically
welded. This feature is available at the object and
all sub-object levels.
Original and reversed splines
Threshold—A proximity setting that controls how
close vertices can be to one another before they are Outline—Makes a copy of the spline, offset on
automatically welded. Default=6.0. all sides to the distance specified by the Outline
Width spinner (to the right of the Outline button).
Select one or more splines and then adjust the
outline position dynamically with the spinner, or
Insert—Inserts one or more vertices, creating
click Outline and then drag a spline. If the spline is
additional segments. Click anywhere in a segment
open, the resulting spline and its outline will make
to insert a vertex and attach the mouse to the
a single closed spline.
Editable Spline (Spline) 283

Original and outlined splines


Note: Normally, if using the spinner, you must first select
a spline before using Outline. If, however, the spline object
contains only one spline, it is automatically selected for the
outlining process.

Center—When off (default), the original spline


remains stationary and the outline is offset on
one side only to the distance specified by Outline
Width. When Center is on, the original spline and
the outline move away from an invisible center line
to the distance specified by Outline Width.
Boolean—Combines two closed polygons by
performing a 2D Boolean operation that alters
the first spline you select, and deletes the second
one. Select the first spline, then click the Boolean
button and the desired operation, and then select
the second spline.
Note: 2D Booleans only work on 2D splines that
are in the same plane.
There are three Boolean operations:
• Union—Combines two overlapping splines
into a single spline, in which the overlapping
portion is removed, leaving non-overlapping
portions of the two splines as a single spline.
284 Chapter 5: Creating Geometry

• Subtraction—Subtracts the overlapping portion Trim—Use Trim to clean up overlapping segments


of the second spline from the first spline, and in a shape so that ends meet at a single point.
deletes the remainder of the second spline.
To trim, you need intersecting splines. Click the
• Intersection—Leaves only the overlapping portion of the spline you want to remove. The
portions of the two splines, deleting the spline is searched in both directions along its
non-overlapping portion of both. length until it hits an intersecting spline, and
deleted up to the intersection. If the section
intersects at two points, the entire section is
deleted up to the two intersections. If the section
is open on one end and intersects at the other, the
entire section is deleted up to the intersection and
the open end. If the section is not intersected, or
if the spline is closed and only one intersection is
found, nothing happens.
Extend—Use Extend to clean up open segments in
a shape so that ends meet at a single point.
Original splines (left), Boolean Union, Boolean To extend, you need an open spline. The end of
Subtraction, and Boolean Intersection, respectively
the spline nearest the picked point is extended
Mirror—Mirrors splines along the length, width, or until it reaches an intersecting spline. If there is
diagonally. Click the direction you want to mirror no intersecting spline, nothing happens. Curved
first so it is active, then click Mirror. splines extend in a direction tangent to the end of
the spline. If the end of a spline lies directly on a
• Copy—When selected, copies rather than moves
boundary (an intersecting spline), then it looks for
the spline as it is mirrored.
an intersection further along.
• About Pivot—When on, mirrors the spline
about the spline object’s pivot point (see Pivot Infinite Bounds—For the purposes of calculating
(page 2–805)). When off, mirrors the spline intersections, turn this on to treat open splines as
about its geometric center. infinite in length. For example, this lets you trim
one linear spline against the extended length of
another line that it doesn’t actually intersect.

Hide—Hides selected splines. Select one or more


splines, and then click Hide.
Unhide All—Displays any hidden sub-objects.

Delete—Deletes the selected spline.

Close—Closes the selected spline by joining its end


vertices with a new segment.
Mirrored splines
Compound Objects 285

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

Compound objects include the following object


types:
Scatter Compound Object (page 1–286)
Connect Compound Object (page 1–292)
The plane of the hill is used to scatter the trees and two
ShapeMerge Compound Object (page 1–296)
different sets of rocks.
Boolean Compound Object (page 1–298)
Procedures
Terrain Compound Object (page 1–306)
To create a Scatter object:
Loft Compound Object (page 1–312)
1. Create an object to be used as a source object.
2. Optionally, create an object to be used as a
Scatter Compound Object distribution object.
3. Select the source object, and then click Scatter
Select an object. > Create panel > Geometry > Compound
Objects > Object Type rollout > Scatter in the Compound Objects panel.
Select an object. > Create menu > Compound > Scatter Note: The source object must be either a mesh
object or an object that can be converted to a
Scatter is a form of compound object that mesh object. If the currently selected object is
randomly scatters the selected source object either invalid, the Scatter button is unavailable.
as an array, or over the surface of a distribution
object.

Results of scattering source object with distribution


object visible (above) and hidden (below)
Scatter Compound Object 287

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.

To scatter the source object without a distribution


object:
1. Choose Use Transforms Only in the Scatter
Objects rollout > Distribution group.
2. Set the Duplicates spinner to specify the desired
total number of duplicates of the source object.
3. Adjust the spinners on the Transforms rollout
to set random transformation offsets of the
source object. Scatter objects (the grass) with a high number of duplicates

To scatter the source object using a distribution Interface


object:
Pick Distribution Object rollout
1. Make sure the source object is selected.
2. Choose the method by which you want to clone
the distribution object (Reference, Copy, Move,
or Instance.)
3. Click Pick Distribution Object, and then select
the object you want to use as a distribution
object.
4. Make sure that Use Distribution Object on the
Contains the options for selecting a distribution
Scatter Object rollout is chosen.
object.
5. Use the Duplicates spinner to specify the
Object—Displays the name of the distribution
number of duplicates. (This is not necessary
object selected with the Pick button.
if you’re using the All Vertices, All Edge
Midpoints or All Face Centers distribution Pick Distribution Object—Click this button, then
methods.) click an object in the scene to specify it as a
6. Choose a distribution method in the Scatter distribution object.
Object rollout > Distribute Object Parameters Reference/Copy/Move/Instance—Lets you specify
group under Distribute Using. how the distribution object is transferred to the
7. Optionally, adjust the Transform spinners to scatter object. It can be transferred either as a
randomly transform the duplicates. reference (page 3–722), a copy, an instance (page
3–689), or moved, in which case the original shape
8. If the display is too slow, or the meshes too
is not left behind.
complicated, consider choosing Proxy on the
Display rollout or decreasing the percentage of
288 Chapter 5: Creating Geometry

Scatter Objects rollout example, if your distribution object is a sphere,


you can click Distribution: D_Sphere01, open the
Stack list, and select Sphere to access the sphere’s
parameters.
Source Name—Lets you rename the source object
within the compound Scatter object.
Distribution Name—Lets you rename the
distribution object.
Extract Operand—Extract a copy or an instance of
the selected operand. Choose an operand in the
list window to enable this button.
Note: This button is available only on the Modify
panel. You can’t extract an operand while the
Create panel is active.
Instance/Copy—This option lets you specify how
the operand is extracted: as either an instance
(page 3–689) or a copy.
The options on this rollout let you specify how the
Source Object Parameters group
source object is scattered, and let you access the
objects that make up the compound Scatter object.

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.

Objects distributed over a spherical surface with Area


turned on

Even—Divides the number of faces in the


distribution object by the number of duplicates,
and skips the appropriate number of faces in the
distribution object when placing duplicates.
These options affect how the duplicates of Skip N—Skips N number of faces when placing
the source object are arranged, relative to the duplicates. The editable field specifies how many
distribution object. These options have an effect faces to skip before placing the next duplicate.
only when a distribution object is used. When set to 0, no faces are skipped. When set to 1,
Perpendicular—When on, orients each duplicate every other face is skipped, and so on.
object perpendicular to its associate face, vertex, Random Faces—Applies duplicates randomly over
or edge in the distribution object. When off, the the surface of the distribution object.
duplicates maintain the same orientation as the
original source object. Along Edges—Assigns duplicates randomly to the
edges of the distribution object.
Use Selected Faces Only—When on, limits
distribution to the selected faces passed up the All Vertices—Places a duplicate object at each
Stack. Perhaps the easiest way to do this is to use vertex in the distribution object. The Duplicates
the Instance option when picking the distribution value is ignored.
object. You can then apply a Mesh Select modifier
290 Chapter 5: Creating Geometry

All Edge Midpoints—Places a duplicate at the Transforms rollout


midpoint of each segment edge.
All Face Centers—Places a duplicate object at the
center of each triangular face on the distribution
object. The Duplicates value is ignored.
Volume—Scatters objects throughout the
distribution object’s volume. All other options
restrict distribution to the surface. Consider
turning on Display rollout > Hide Distribution
Object with this option.

Objects fill a spherical volume with Volume turned on

Display group

Result/Operands—Choose whether to display the


results of the scatter operation or the operands
before the scattering.
The settings in the Transforms rollout let you
apply random transform offsets to each duplicate
object. The values in the transform fields specify
a maximum offset value that’s applied randomly
with a positive or negative value to each duplicate.
Thus, if you set a rotation angle of 15 degrees,
duplicates are rotated randomly from -15 to +15
degrees. For example, one duplicate might be
rotated 8 degrees, another -13, another 5, and so
on. You can use the Transform settings with or
without a distribution object. When there is no
Scatter Compound Object 291

distribution object, you must adjust the Transform Scaling group


settings in order to see the duplicates.
Lets you specify the scaling of duplicates along
their local axes.
Rotation group
X, Y, Z %—Specifies the percent of random scaling
Specifies random rotation offsets.
along the X, Y, or Z axis of each duplicate.
X, Y, Z deg—Enter the maximum random rotational
Use Maximum Range—When on, forces all three
offset you want about the local X, Y, or Z axis of
settings to match the maximum value. The
each duplicate.
other two settings become disabled, and the one
Use Maximum Range—When on, forces all three containing the maximum value remains enabled.
settings to match the maximum value. The other
Lock Aspect Ratio—When on, maintains the
two settings become disabled, and the setting
original aspect ratio of the source object. Typically,
containing the maximum value remains enabled.
this provides uniform scaling of duplicates. When
Local Translation group Lock Aspect Ratio is off, and any of the X, Y, and
Z settings contain values greater than 0, the result
Specifies translation of the duplicates along their is non-uniform scaling of duplicates because the
local axes. values represent random scaling offsets in both
X, Y, Z—Enter the maximum random movement positive and negative directions.
you want along the X, Y, or Z axis of each duplicate.
Display rollout
Use Maximum Range—When on, forces all three
settings to match the maximum value. The other
two settings become disabled, and the setting
containing the maximum value remains enabled.

Translation on Face group


Lets you specify the translation of duplicates
along barycentric (page 3–659) face coordinates
of the associate face in the distribution object.
These settings have no effect if you’re not using a
distribution object.
Provides options that affect the display of the
A, B, N—The first two settings specify the Scatter object.
barycentric coordinates on the surface of the face,
while the N setting sets the offset along the normal Display Options group
of the face.
These options affect the display of the source and
Use Maximum Range—When on, forces all three destination objects.
settings to match the maximum value. The other
Proxy—Displays the source duplicates as simple
two settings become disabled, and the setting
wedges and speeds up viewport redraws when
containing the maximum value remains enabled.
manipulating a complex Scatter object. This has
292 Chapter 5: Creating Geometry

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.

Seed—Use this spinner to set the seed number.


Connect Compound Object
Load/Save Presets rollout Select an object. > Create panel > Geometry > Compound
Objects > Object Type rollout > Connect

Select an object. > Create menu > Compound > Connect

The Connect compound object lets you connect


two or more objects between "holes" in their
surfaces. To do this, you delete faces in each object
to create one or more holes in their surfaces,
position them so that the holes face one another,
and then apply Connect.

Lets you store preset values to use in other Scatter


objects. For example, after setting all of your
parameters for a specific Scatter object and saving
the settings under a specific name, you can then
Connect Compound Object 293

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

Pick Operand—Click this button to connect an


additional operand to the original object.
Operands group
For example, you might begin with a single object
Operands list—Displays the current operands.
with two holes, and arrange two additional objects,
Select an operand to rename, delete or extract by
each with one hole, outside of those holes. Click
clicking it in this list.
the Pick Operand button and select one of the
objects, which is connected, and then click Pick Name—Renames a selected operand. Type in a
Operand again and select the other object, which new name, and then press TAB or ENTER.
is connected. Both connected objects are added to Delete Operand—Deletes a selected operand from
the Operands list. the list.
Reference/Copy/Move/Instance—Lets you specify
Extract Operand—Extracts a copy or an instance of
how the operand is transferred to the compound the selected operand. Choose an operand in the
object. It can be transferred either as a reference list to enable this button.
(page 3–722), a copy, an instance (page 3–689),
Connect Compound Object 295

Note: This button is available only in the Modify Display/Update rollout


panel. You can’t extract an operand while in the
Create panel.
Instance/Copy—Lets you specify how the operand
is extracted: as either an instance (page 3–689) or
a copy.

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

Select an object. > Create menu > Compound >


ShapeMerge

Pick Shape—Click this button, and then click the


shape you want to embed in the mesh object. The
shape is projected onto the mesh object in the
direction of the shape’s local negative Z axis. For
example, if you create a box, and then create a
shape in the Top viewport, the shape is projected
onto the top of the box. You can repeat this process
to add shapes, and the shapes can be projected in
different directions. Simply click Pick Shape again,
and then pick another shape.
ShapeMerge combines the lettering, a text shape, with the
mesh that models the tire. Reference/Copy/Move/Instance—Lets you specify
ShapeMerge creates a compound object consisting how the shape is transferred to the compound
of a mesh object and one or more shapes. The object. It can be transferred either as a reference
shapes are either embedded in the mesh, altering (page 3–722), a copy, an instance (page 3–689),
the edge and face patterns, or subtracted from the or moved, in which case the original shape is not
mesh. left behind.

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.

The geometry of the surface of the mesh object is


altered to embed a pattern matching that of the
selected shape.
ShapeMerge Compound Object 297

Parameters rollout Cookie Cutter—Cuts the shape out of the mesh


object’s surface.
Merge—Merges the shape with the surface of the
mesh object.
Invert—Reverses the effect of Cookie Cutter or
Merge. With the Cookie Cutter option, the effect
is obvious. When Invert is off, the shape is a hole
in the mesh object. When Invert is on, the shape
is solid and the mesh is missing. When you’re
using Merge, Invert reverses the sub-object mesh
selection. As an example, if you merge a circle
shape and apply a Face Extrude, the circular area is
extruded when Invert is off, and all but the circular
area is extruded when Invert is on.

Output Sub-Mesh Selection group


Provides options that let you specify what selection
level is passed up the Stack. The ShapeMerge
object stores all selection levels; that is, it stores the
vertices, faces, and edges of the merged shape with
the object. (If you apply a Mesh Select modifier
and go to the various sub-object levels, you’ll see
that the merged shape is selected.) Thus, if you
Operands group follow the ShapeMerge with a modifier that acts on
Operands list—Lists all operands in the compound
a specific level, such as Face Extrude, that modifier
object. The first operand is the mesh object, and will work properly.
any number of shape-based operands can follow. If you apply a modifier that can work on any
Delete Shape—Remove selected shapes from the
selection level, such as Volume Select or XForm,
compound object. the options will specify which selection level is
passed to that modifier. You can use a Mesh Select
Extract Operand—Extracts a copy or an instance of modifier (page 2–151) to specify a selection level.
the selected operand. Choose an operand in the
• None—Outputs the full object.
list window to enable this button.
• Face—Outputs the faces within the merged
Instance/Copy—Lets you specify how the operand shape.
is extracted. It can be extracted either as an
instance (page 3–689) or a copy. • Edge—Outputs the edge of the merged shape.
• Vertex—Outputs the vertices defined by the
Operation group spline of the shape.
These options determine how the shape is applied
to the mesh.
298 Chapter 5: Creating Geometry

Display/Update rollout
Boolean Compound Object
Select an object. > Create panel > Geometry > Compound
Objects > Object Type rollout > Boolean

Select an object. > Create menu > CompoundObjects >


Boolean

A Boolean object combines two other objects by


performing a Boolean operation on them.

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

from an earlier version of Autodesk VIZ, the


Modify panel displays the interface for the earlier
Boolean operation.
You can layer Booleans in the stack display, so that
a single object can incorporate many Booleans. By
navigating through the stack display, it’s possible
to revisit the components of each Boolean and
make changes to them.

Union (above); Intersection (below)

Booleans with Objects That Have


Materials Assigned to Them
Most primitives use several material IDs (page
3–698) on their surfaces. For example, a box
uses material IDs 1–6 on its sides. If you assign a
Multi/Sub-Object material (page 2–1182) with six
sub-materials, Autodesk VIZ assigns one to each
Subtraction: A-B (above); B-A (below)
side. If you assign a multi/sub-object material with
two sub-materials, Autodesk VIZ assigns the first
material to sides 1, 3, and 5, and the second goes
to sides 2, 4, and 6.
When you create a Boolean from objects that
have materials assigned to them, Autodesk VIZ
combines the materials in the following way:
300 Chapter 5: Creating Geometry

• 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

Alignment 3. On the Pick Boolean rollout, choose the copy


method for operand B: Reference, Move, Copy,
If two Boolean operands are perfectly aligned
or Instance. (These methods are described in
without actually intersecting, the Boolean
the Pick Boolean rollout section, later in this
operation might produce the wrong result.
topic.)
Although this is rare, if it does occur, you can
eliminate it by making the operands overlap 4. On the Parameters rollout, choose the Boolean
slightly. operation to perform: Union, Intersection,
Subtraction (A-B), or Subtraction (B-A). You
Relative Complexity Between Operands can also choose one of the Cut operations,
described later in the Operation group section.
Boolean works best when the two operands are
of similar complexity. If you wish to subtract 5. On the Pick Boolean rollout, click Pick
text (a complex object made of many faces and Operand B.
vertices) from a box without any segments, the 6. Click in a viewport to select operand B.
result is many long, skinny faces that are prone to Autodesk VIZ performs the Boolean operation.
rendering errors. Increasing the number of box
The operand objects remain as sub-objects
segments produces better results. Try to maintain
of the Boolean object. By modifying the
a similar complexity between operands.
creation parameters of the Boolean’s operand
Coplanar Faces/Colinear Edges sub-objects, you can later change operand
geometry in order to change the Boolean result.
Previously, Boolean required that objects overlap.
If two objects did not overlap but merely touched Example: To create and modify a single object that
an edge to an edge, or a face to a face, the Boolean contains multiple Booleans:
would fail. Suppose you want to create a box with two holes
Boolean allows for non-overlapping objects. in it. One hole is to be cut by a sphere, and the
Coincident faces/edges and vertices are no longer second by a cylinder. If you want to make changes
a problem. You can use objects completely encased to the sphere or the cylinder later, you can do so
within another object, where no edges intersect, by following these steps:
to create Booleans. 1. Create a Boolean following the steps in the

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

When you select operand B, you designate it


as a Reference, Move (the object itself), Copy,
or Instance, according to your choice in the
Pick Boolean rollout for Boolean objects. Base
your selection on how you want to use the scene
geometry after you create the Boolean.
Because you usually create Boolean objects from
overlapping objects, if the B object isn’t removed
(if you don’t use the default Move option), it often
obstructs your view of the completed Boolean.
You can move the Boolean or the B object to better
see the result.
Boolean Compound Object 303

Operands group intersections define cut areas for altering geometry


in operand A.
Operands list field—Displays the current operands.
There are four types of Cut:
Name—Edit this field to change the name of the
operands. Choose an operand in the Operands list • Refine—Adds new vertices and edges to
and it will also appear in the Name box. operand A where operand B intersects the
faces of operand A. Autodesk VIZ refines
Extract Operand—Extracts a copy or an instance of
the resulting geometry of operand A with
the selected operand. Choose one of the operands
additional faces inside the intersected area of
in the list window to enable this button.
operand B. Faces cut by the intersection are
Note: This button is available only in the Modify subdivided into new faces. You might use this
panel. You can’t extract an operand while the option to refine a box with text so that you can
Create panel is active. assign a separate material ID to the object.
Instance/Copy—Lets you specify how the operand • Split—Works like Refine but also adds a second
is extracted: as either an instance (page 3–689) or or double set of vertices and edges along the
a copy. boundary where operand B cuts operand A.
Split produces two elements belonging to the
Operation group same mesh. Use Split to break an object into
Union—The Boolean object contains the volume
two parts along the bounds of another object.
of both original objects. The intersecting or • Remove Inside—Deletes all operand A faces
overlapping portion of the geometry is removed. inside operand B. This option modifies and
deletes faces of operand A inside the area
Intersection—The Boolean object contains only
intersected by operand B. It works like the
the volume that was common to both original
subtraction options, except that Autodesk VIZ
objects (in other words, where they overlapped).
adds no faces from operand B. Use Remove
Subtraction (A-B)—Subtracts the intersection Inside to delete specific areas from your
volume of operand B from operand A. The geometry.
Boolean object contains the volume of operand A • Remove Outside—Deletes all operand A faces
with the intersection volume subtracted from it. outside operand B. This option modifies and
Subtraction (B-A)—Subtracts the intersection deletes faces of operand A outside the area
volume of operand A from operand B. The intersected by operand B. It works like the
Boolean object contains the volume of operand B Intersection option, except that Autodesk VIZ
with the intersection volume subtracted from it. adds no faces from operand B. Use Remove to
delete specific areas from your geometry.
Cut—Cuts operand A with operand B, but doesn’t
add anything to the mesh from operand B. This
works like the Slice modifier (page 2–196), but
instead of using a planar gizmo, Cut uses the shape
of operand B as the cutting plane. Cut treats the
geometry of the Boolean object as volumes rather
than closed solids. Cut does not add geometry
from operand B to operand A. Operand B
304 Chapter 5: Creating Geometry

Display/Update rollout

Displaying the operands

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.

Displaying the hidden operand after A-B


Material Attach Options Dialog 305

Material Attach Options Dialog


Use objects with different materials assigned to them. >
Create panel > Geometry > Compound Objects > Object
Type rollout > Boolean > Pick Boolean rollout > Pick
Operand B button > Select object in the viewport that
is operand B.

When you use Boolean operations with objects


that have been assigned different materials,
Autodesk VIZ displays the Material Attach
Options dialog. This dialog offers five methods for
handling the materials and the material IDs (page
Displaying the hidden operand after B-A 3–698) in the resultant Boolean object.
Note: If operand A has no material, and operand
Update group B has a material assigned, the Boolean dialog lets
By default, Booleans are updated whenever you you choose to inherit the material from operand B.
change the operands. The update options provide
alternate methods to improve performance.
• Always—Updates Booleans immediately when
you change an operand, including the original
object of an instanced or referenced B operand.
This is the default behavior.
• When Rendering—Updates Booleans only when
you render the scene or click Update. With this
If operand A has a material assigned and operand
option, viewports don’t always show current
B has no material assigned, the Boolean object
geometry, but you can force an update when
automatically inherits materials from operand A.
necessary.
• Manually—Updates Booleans only when you Procedure
click Update. With this option, the viewports
To create a Boolean from objects that match material
and the render output don’t always show IDs to material:
current geometry, but you can force an update
when necessary. 1. Create a Boolean (page 1–301) using at least
one object that has a multi/sub-object material
Update—Updates the Boolean. The Update button (page 2–1182) assigned to it.
is not available when Always is selected.
2. On the Pick Boolean rollout, click Pick
Operand B.
3. Click in a viewport and select the B operand.
Autodesk VIZ displays the Match Attach
Options dialog.
4. Choose Match Material IDs to Material to
complete the Boolean operation.
306 Chapter 5: Creating Geometry

Interface Note: You can make the instanced sub-materials


unique one at a time with the Make Unique button
(page 2–1072) in the Material Editor.
Do Not Modify Mat IDs or Material—If the number of
material IDs in an object is greater than the number
of sub-materials in its multi/sub-object material,
then the resultant face-material assignment might
be different after the Boolean operation.
Discard New Operand Material—Discards the
Match Material IDs to Material—Autodesk VIZ
material assignment of operand B. Autodesk VIZ
modifies the number of material IDs in the
assigns operand A’s material to the Boolean object.
combined object to be no greater than the number
of sub-materials assigned to the operands. For Discard Original Material—Discards the material
example, if you combine two boxes that have assignment of operand A. Autodesk VIZassigns
standard materials and each box is assigned six operand B’s material to the Boolean object.
material IDs (the default), the resulting combined Note: A UVW Map modifier (page 2–274) must
object has two operands with one material ID each, be used with compound objects to apply mapping
rather than the 12 that would result from using coordinates.
the Match Material to Material ID option. After
you complete the operation, Autodesk VIZ creates
a new multi/sub-object material with two slots. Terrain Compound Object
Autodesk VIZ assigns the sub-materials to the
operands as they appeared before the operation. Select spline contours. > Create panel > Geometry >
Compound Objects > Object Type rollout > Terrain
The number of resulting material IDs matches the
number of materials between the original objects. Select spline contours. > Create menu > Compound >
You might use this option to reduce the number of Terrain

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

Note: To ensure that Autodesk VIZ imports


polylines as splines, when you import an
AutoCAD drawing file, turn off Import AutoCAD
DWG File dialog > Geometry Options group >
Cap Closed Entities.
Following are examples of uses of the Terrain
feature:
• Visualizing the effects of grading plans in 3D.
• Maximizing views or sunlight by studying
topographical undulation of land forms.
• Analyzing elevation changes by using color on
Using contours to build a terrain the data.
Upper left: The contours
• Adding buildings, landscaping, and roads
Upper right: The terrain object to a terrain model to create virtual cities or
Lower left: Terrain object used as the basis of a landscape communities.
If you import an AutoCAD drawing file to use as • Viewing corridors and completing ridge
contour data, Autodesk VIZ names each object analyses from particular locations on a site by
based on the AutoCAD object’s layer, color, or adding cameras to the scene.
object type. A number is appended to each name.
For example, an AutoCAD object on the layer Procedure
BASE becomes an object named BASE.01. See To analyze elevation changes:
Importing DWG Files (page 3–147) for more
information. 1. Import or create contour data.
2. Select the contour data, and click the Terrain
After you import or create the contour data,
button.
select the objects, and click the Terrain button,
Autodesk VIZ creates a new triangulated mesh 3. On the Color By Elevation rollout, enter
object based on the contour data. The name of elevation zone values between the maximum
the first selected spline becomes the name of the and minimum elevations in the Base Elev box.
terrain object. Other splines in the selection are Click Add Zone after entering the value.
treated according to the previously set Reference, Autodesk VIZ displays the zones in the list
Move, Copy, or Instance selection in the Pick under the Create Defaults button.
Operand rollout, described below.
4. Click the Base Color swatch to change the color
Keep in mind that the Terrain object can use of each elevation zone. For example, you could
any spline objects as operands, whether they use a deep blue for low elevations, a light blue
are horizontal splines or not. Though the most for intermediate elevations, and perhaps greens
common scenario is when sets of elevational for higher elevations.
contours are used to create terrain forms, it is 5. Click Solid To Top of Zone to see the elevation
possible to append or refine Terrain objects by changes in a striped effect.
using non-horizontal splines.
308 Chapter 5: Creating Geometry

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

Pick Operand rollout

Pick Operand—Adds splines to the terrain object.


You might do this if you didn’t select all the objects
before generating the terrain object, or if some
objects in the imported data weren’t included in
the terrain object. You can also use this option
to add existing splines in the current scene to the
terrain object.
Reference/Copy/Move/Instance—When you click
Pick Operand, the copy method you designate
determines how the operands are used. When
Move is the method, the original contour data
is moved from the scene and into the operands
of the new terrain object. Copy, Reference, and
Instance retain the original contour data in the
scene and create copies, references or instances of
the contour data as operands in the terrain object.
This is similar to the copy method for Boolean
(page 1–298).
Operands group
Override—Allows you to select closed curves that
Operand list—Displays the current operands. Each
override any other operand data within their
operand is listed as "Op" followed by a number
interior. Within the area an Override operand
and the name of the object that is being used as
encloses (as seen in plan), other curves and points
Terrain Compound Object 309

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.

Terrain created as a graded surface Display group


• Terrain—Displays only the triangulated mesh
• Graded Solid—Creates a graded surface with
over the contour line data.
skirts around the sides and a bottom surface.
This represents a solid that is visible from every • Contours—Displays only the contour line data
direction. of the terrain object.
• Layered Solid—Creates a "wedding cake" • Both—Displays both the triangulated mesh
or laminated solid similar to cardboard and the contour line data of the terrain object.
architectural models. You can select the terrain object by clicking
its surface, but not by clicking a contour line.
When Both is selected, contour lines may not
be apparent in Wireframe display modes or
when Edged Faces are displayed.

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

original object of an instanced or referenced • Interpolate Points * 2—Doubles the set of


operand. vertices in the operands to create a more refined
• When Rendering—Updates the terrain object but more complex mesh. This is most effective
when you render the scene or when you click in terrain forms that use constructive curves
Update. With this option, viewports won’t such as circles and ellipses. This results in
show current geometry unless you click Update. more detail and a larger file size than using No
Simplification.
• Manually—Updates the terrain object when you
click Update. • Interpolate Points * 4—Quadruples the set
of vertices in the operands to create a more
Update—Updates the terrain object. This button is refined but more complex mesh. This is most
not enabled only when Always is the active option. effective in terrain forms that use constructive
curves such as circles and ellipses. This results
Simplification rollout in more detail and a larger file size than using
No Simplification.

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).

Zones by Base Elevation group


Create Defaults—Creates elevation zones.
Autodesk VIZ lists the elevation at the bottom of
each zone, referenced to the datum (the reference
elevation). Autodesk VIZ applies the color of the
zone at the base elevation. Whether the colors
blend between zones depends on your choice of
Maximum Elev.—Displays the maximum elevation the Blend to Color Above or Solid to Top of Zone
in the Z axis of the terrain object. Autodesk VIZ option.
derives this data from the contour data.
Color Zone group
Minimum Elev.—Displays the minimum elevation
in the Z axis of the terrain object. Autodesk VIZ The items in this group box assign colors to
derives this data from the contour data. elevation zones. For example, you might want
to change levels of blue to indicate the depth for
Reference Elev.—This is the reference elevation,
water. Your changes in the Color Zone area don’t
or datum, that Autodesk VIZ uses as a guide
affect the terrain object until you click the Modify
for assigning colors to zones of elevation. After
Zone or Add Zone button.
entering a reference elevation, click the Create
Defaults button. Autodesk VIZ treats elevations Base Elev—This is the base elevation of a zone to
above the reference elevation as solid land and which you assign color. After entering a value,
those below the reference elevation as water. click Add Zone to display the elevation in the list
under Create Defaults.
312 Chapter 5: Creating Geometry

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

On the Creation Method rollout, you determine Interface


whether to use a shape or path for creating the loft
object, and the type of action you want for the
resulting loft object.
Get Path—Assigns a path to the selected shape or
changes the current assigned path.
Get Shape—Assigns a shape to the selected path or
changes the current assigned shape.
Tip: Hold down CTRL while getting the shape to
flip the direction of the shape’s Z axis.
Move/Copy/Instance—Lets you specify how the
path or shape is transferred to the loft object. It can
be moved, in which case no copy is left behind, or
transferred as a copy or an instance (page 3–689).
Tip: Use the Instance option if you expect to edit or
modify the path after the loft is created.

Surface Parameters Rollout


Select a path or shape. > Create panel > Geometry > Smoothing group
Compound Objects > Object Type rollout > Loft > Surface
Parameters rollout

Select a path or shape. > Create menu > Compounds >


Loft > Surface Parameters rollout

On the Surface Parameters rollout, you control


smoothing of the surface of the loft as well as
designate if texture mapping is applied along the
loft object.

Left: Smoothing the length


Right: Smoothing the width
Rear: Smoothing both length and width

Smooth Length—Provides a smooth surface along


the length of the path. This type of smoothing is
useful when your path curves or when shapes on
the path change size. Default=on.
Surface Parameters Rollout 315

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.

Bitmap used to create the lines on the road

Before and after applying Normalize to loft

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.

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.
Length Repeat—Sets the number of times a map
repeats along the length of the path. The bottom
of the map is placed at the first vertex of the path.
316 Chapter 5: Creating Geometry

Interface

On the Path Parameters rollout, you control the


position of multiple shapes at different intervals
along the path of the loft object.
Shape material IDs used to give the roadway two materials:
concrete for supports and railings, asphalt with white lines Path—Lets you set a path level by entering a value
for the traffic lanes or dragging the spinner. If Snap is on, the value
will jump to the previous snap increment. The
Output Group Path value depends on the selected measuring
Patch—The lofting process produces a patch method. Changing the measuring method causes
object. the Path value to change.

Mesh—The lofting process produces a mesh


object. This is the default, and was the only output
type available with Loft in versions prior to version
3 of Autodesk VIZ.
You can also create NURBS objects from lofting by
choosing Convert To: NURBS from the modifier
stack right-click menu (page 3–487).

Path Parameters Rollout


Select a path or shape. > Create panel > Geometry >
Compound Objects > Object Type rollout > Loft > Path Inserting different shapes at different positions on the path
Parameters rollout
Snap—Lets you set a consistent distance between
Select a path or shape. > Create menu > Compounds >
Loft > Path Parameters rollout shapes along the path. The Snap value depends
on the selected measuring method. Changing the
The Path Parameters rollout lets you control the measuring method also changes the Snap value to
position of shapes at various intervals along the keep snap spacing constant.
path of the loft object.
On—When On is turned on, Snap is active.
Default=off.
Percentage—Expresses the path level as a
percentage of the total path length.
Skin Parameters Rollout 317

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

produces a surface of evenly sized faces that can be


deformed easily by other modifiers.

Left: Shape Steps=0.


Right: Shape Steps=4.

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.

Roadway lofted with capping turned on

Options group Frame lofted with Path Steps=1


Shape Steps—Sets the number of steps between
each vertex of the cross-section shapes. This value
affects the number of sides around the perimeter
of the loft.
320 Chapter 5: Creating Geometry

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.

When Optimize Path is on, straight sections of the lofted


roadway don’t require additional steps.

Adaptive Path Steps—When on, analyzes the


loft and adapts the number of path divisions
to generate the best skin. Main divisions along
Left: Optimize Shapes turned on
the path occur at path vertices, shape locations,
Right: Optimize Shapes turned off
and deformation curve vertices. When off,
Optimize Path—When on, the Path Steps setting is main divisions along the path occur only at path
ignored for straight segments of the path. Curved vertices. Default=on.
sections respect the Path steps setting. Available
Contour—When on, each shape follows the
only with Path Steps mode. Default=off.
curvature of the path. The positive Z axis of each
shape is aligned with the tangent to the path at the
shape’s level. When off, shapes remain parallel
and have the same orientation as a shape placed
at level 0. Default=on.
Skin Parameters Rollout 321

Lofting the roadway with Contour off causes it to twist. Roadway lofted with Banking turned on

Constant Cross Section—When on, the cross


sections are scaled at angles in the path to maintain
uniform path width. When off, the cross sections
maintain their original local dimensions, causing
pinching at path angles.

Roadway lofted with Contour turned on

Banking—When on, shapes rotate about the path


whenever the path bends and changes height in the
path’s local Z axis. The bank amount is controlled
by Autodesk VIZ. Banking is ignored if the path is
2D. When off, shapes do not rotate about their Z Frame lofted with Constant Cross Section turned off
axis as they traverse a 3D path. Default=on.
322 Chapter 5: Creating Geometry

Transform Degrade—Causes the loft skin


to disappear during sub-object shape/path
transformations. For example, moving a vertex
on the path causes the loft to disappear. When
off, you can see the skin during these Sub-Object
transformations. Default=off.
Note: In releases prior to Autodesk VIZ 2005, the
Transform Degrade default was 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

Deformation controls let you scale, twist, teeter,


Left: Object lofted with Linear Interpolation turned off bevel or fit shapes along the path. The interface
Right: Object lofted with Linear Interpolation turned on for all deformations is a graph. Lines with control
points on the graph represent the deformations
Flip Normals—When on, reverses the normals 180 along the path. Control points on the graphs can
degrees. Use this option to correct objects that are be moved for modeling purposes or for various
inside-out. Default=off. special effects.
Quad sides—When on, and when two sections of Manually creating and placing shapes along the
a loft object have the same number of sides, the path to produce these models would be a difficult
faces that stitch the sections together are displayed task. Lofts solve this problem through the use
as quads. Sides between sections with different of deformation curves. The deformation curves
numbers of sides are not affected, and are still define changes in scale, twisting, teetering, and
connected with triangles. Default=off. beveling along the path.
Deform Scale 323

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.

Procedures You can loft objects such as columns and bugles


from a single shape that changes only its scale as it
To apply deformations to a loft:
travels along a path. Use Scale deformation when
1. Select a loft object. you want to make these types of objects.
2. Go to the Modify panel and choose Loft from These are the properties of Scale deformation
the modifier stack display if it’s not already curves:
displayed.
• The two curves are red for X-axis scaling and
3. Expand the Deformations rollout. green for Y-axis scaling.
4. Click the deformation that you want to use. • Default curve values are at 100%.
The window for the selected deformation • Values greater than 100% make the shape larger.
appears.
• Values between 100% and 0% make the shape
To toggle the deformation effect: smaller.

• 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

Using twist to deform the lofted roadway

These are the properties of Twist deformation


Scale deformation curve dialog
curves:
Procedure • A single red curve determines shape rotation
about the path.
To use Scale deformation:
• The default curve value is 0 degrees of rotation.
1. Select a loft object.
• Positive values produce counterclockwise
2. Click Loft in the modifier stack display.
rotation, when viewed from the start of the
3. Click Scale on the Deformations rollout. path.
4. Edit the deformation curves for the X axis and • Negative values produce clockwise rotation.
Y axis.
• Both twist deformation and banking produce
rotation about the path. Twist rotation is added
to a shape after the banking angle is applied.
Deform Twist
You can use Twist deformation to exaggerate or
Select a Loft object. > Modify panel > Deformations reduce the amount of banking.
rollout > Twist
See Deformation Dialog (page 1–328) for specific
Twist deformation lets you create objects that information on the dialog controls.
spiral or twist along their length. Twist specifies
the amount of rotation about the path. Procedure
To use Twist deformation:
1. Select a loft object.
2. Click Loft in the modifier stack display.
3. Click Twist on the Deformations rollout.
4. Edit the single deformation curve to specify
rotation about the path.

Twist deformation curve dialog


Deform Teeter 325

Deform Teeter
Select a Loft object. > Modify panel > Deformations
rollout > Teeter

Teeter deformation rotates shapes about their local


X axis and Y axis. Teetering is what Autodesk VIZ
does automatically when you select Contour on the
Skin Parameters rollout. Use Teeter deformation
when you want to manually control contour
effects.

Roadway lofted with teeter turned on. Teeter affects the X


and Y axis orientation of the shape in relation to the path.

These are the properties of Teeter deformation


curves:
• The two curves are red for X-axis rotation and
green for Y-axis rotation.

Teeter deformation curve dialog


• Default curve values are at 0 degrees rotation.
• Positive values rotate the shape
counterclockwise about the shape’s
positive axis.
• Negative values rotate the shape clockwise
about the shape’s positive axis.
See Deformation Dialog (page 1–328) for specific
information on the dialog controls.

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

Normal and Adaptive Beveling


Deform Bevel
The Bevel Deformation dialog provides three
Select a Loft object. > Modify panel > Deformations types of beveling: Normal, Adaptive Linear, and
rollout > Bevel
Adaptive Cubic. These are available from a flyout
at the right end of the dialog toolbar.
With normal beveling, the beveled shape
remains parallel to the original, regardless of the
crotch angle of the shape. Steep crotch angles
combined with excessive bevel amounts result in
overshooting at the crotch.
Adaptive beveling alters the length of the bevel
shape based on the crotch angle. Adaptive Linear
alters the length-to-angle in a linear fashion.
Adaptive Cubic alters it more on steep angles than
on shallow angles, producing a subtly different
effect. Both forms of adaptive beveling result in
Roadway with beveled edges
nonparallel beveled edges, and both are less likely
Nearly every object that you encounter in the to produce invalid bevels due to overshoots at the
real world is beveled. Because it is difficult and crotch.
expensive to manufacture a perfectly sharp edge,
To see the differences in the three types of beveling,
most objects are created with chamfered, filleted,
loft a star shape along a straight path and apply
or eased edges. Use Bevel deformation to simulate
a bevel. When you switch among the three types
these effects.
of beveling, you’ll see the difference in the bevel
Note: Bevel is not available when loft output is set outline. Alter one radius of the star to examine
to Patch. the beveling with shallow and with sharp crotch
These are the properties of Bevel deformation angles.
curves:
Procedure
• The single red curve is for bevel amount.
To use Bevel deformation:
• Bevel values are specified in current units.
1. Select a loft object.
• The default curve value is 0 units.
2. Click Loft in the modifier stack display.
• Positive values reduce the shape, bringing it
3. Click Bevel on the Deformations rollout.
closer to the path.
4. Adjust the deformation curve.
• Negative values add to the shape, moving it
away from the path.
When shapes are nested, the bevel direction is
reversed for interior shapes.
See Deformation Dialog (page 1–328) for specific
information on the dialog controls.
Deform Fit 327

Interface
Deform Fit Fit Deformation dialog
Select a Loft object. > Modify panel > Deformations
rollout > Fit

The Fit Deformation dialog contains different


buttons than the other deformations. For
descriptions of the first eight buttons on the
toolbar, see Deformation Dialog (page 1–328).
The following descriptions apply to the tools
specific to Fit deformation, and are listed from left
Fit curves define a lofted shape. to right in the order they appear on the toolbar.
Fit deformation lets you use two Fit curves to
define the top and side profiles of your object. Use Fit Deformation toolbar
Fit deformation when you want to generate loft
objects by drawing their profiles.
Fit shapes are really scale boundaries. As your Mirror Horizontally—Mirrors the shape across the
cross-section shape travels along the path, its X horizontal axis.
axis is scaled to fit the boundaries of the X-axis fit Mirror Vertically—Mirrors the shape across the
shape and its Y axis is scaled to fit the boundaries vertical axis.
of the Y-axis fit shape.
Rotate 90 CCW—Rotates the shape 90 degrees
Note: Fit is not available when loft output is set to counterclockwise.
Patch.
Rotate 90 CW—Rotates the shape 90 degrees
Procedure clockwise.
To use Fit deformation: Delete Control Point—Deletes the selected control
1. Select a loft object. point.

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.

Deformation Dialog Selecting Control Points

Select a Loft object. > Modify panel > Deformations


Use the Move Control Point and Scale Control
rollout > Scale, Twist, Teeter, Bevel, or Fit Point buttons with standard selection techniques
to select control points.
The Deformation dialogs for Scale, Twist, Teeter,
Bevel, and Fit use the same basic layout. The Procedures
buttons in the window’s toolbar and prompt area To drag Bezier tangent handles:
perform the following functions:
1. Select one or more Bezier Smooth or Bezier
• Change deformation curve display. Corner control points to display their tangent
• Edit control points. handles.
• Navigate the Deformation dialog. 2. Click one of the Move Control Point buttons.
3. Drag any tangent handle.
Editing Deformation Curves
• Only the tangent handle you drag is affected.
A deformation curve starts as a straight line using Tangent handles on other selected control
a constant value. To produce more elaborate points do not change.
curves, you insert control points and change their
• If the tangent handle you drag is part of a
properties.
Bezier Smooth control point, both handles
Use the buttons in the center of the Deformation move to maintain the Bezier Smooth type.
dialog toolbar to insert and change deformation • If the tangent handle you drag is part of
curve control points (see Interface, later in this a Bezier Corner control point, only that
topic). handle moves.

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:

Interface • Display X Axis—Displays only the X axis


deformation curve in red.
• Display Y Axis—Displays only the Y axis
deformation curve in green.
• Display XY Axes—Displays X axis and Y axis
deformation curves together, each using its
own color.
Swap Deform Curves—Copies curves between the
X axis and Y axis. This button has no effect when
Toolbar Make Symmetrical is on.

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

Deformation grid deformation type and the curve display setting.


The curves are color-coded by axis.
The area in the Deformation dialog that displays
the deformation curves is called the deformation A red curve displays deformation along the shape’s
grid. This grid charts the value of the deformation local X axis. A green curve displays deformation
along the length of the path. along the shape’s local Y axis.
These are the main grid components: Control Point fields—At the bottom of the
Deformation dialog are two edit fields. When a
Active area—The light-colored area of the grid
single control point is selected these fields display
defines the first and last vertex boundaries of
the path location and deformation amount of the
the path. The ends of the deformation curve lie
control point.
on each boundary and cannot be moved off the
boundary. Control Point Position—The left field displays the
location of the control point on the loft path as a
Horizontal lines—Mark deformation values on
percentage of the total path length.
the vertical scale. The following table lists each
deformation curve type and the meaning of the Control Point Amount—The right field displays the
deformation values. deformation value of the control point.
Deformation Type Deformation Value
Deformation Dialog status bar
Scale Percentage
The Deformation dialogs have their own view
Twist Rotation Angle navigation buttons in the lower-right corner.
Teeter Rotation Angle These give you controls for zooming and panning
Bevel Current Units the view of the deformation grid as you edit
the curve values. The status bar also displays
The thick horizontal line at 0 represents the information about the current tool and the selected
deformation value at the loft path. control point.
Vertical lines—Mark levels of the path. The levels Numeric fields—These two fields are accessible only
displayed vary with the Adaptive Path Steps setting if a single control point is selected. The first gives
on the Skin Parameters rollout (page 1–317). the point’s horizontal position, and the second
gives its vertical position, or value. You can edit
If Adaptive Path Steps is on, levels are displayed at
these fields with the keyboard.
all path vertices and shape locations.
Lock Aspect—This button is present only in the
If Adaptive Path Steps is off, levels are displayed
Fit Deformation dialog. When active, it restricts
only at path vertices.
zooming to vertical and horizontal at the same
Path ruler—Measures the length of the path. The time.
values on the ruler measure percentage along the
Zoom Extents—Changes the view magnification so
path. You can drag the path ruler vertically in the
the entire deformation curve is visible.
Deformation dialog.
Zoom Horizontal Extents—Changes the view
Deformation curves—You can see one or two
magnification along the path length so the entire
curves in the Deformation dialog, based on the
path area is visible in the dialog.
332 Chapter 5: Creating Geometry

Zoom Vertical Extents—Changes the view Interface


magnification along the deformation values so the
entire deformation curve is displayed in the dialog.
Zoom Horizontally—Changes magnification along
the path length.
• Drag to the right to increase magnification. Put group
• Drag to the left to decrease magnification.
Put—Places the path into the scene as a separate
Zoom Vertically—Changes magnification along the object (as a Copy or Instance).
deformation value.
• Drag upward to increase magnification.
Shape Commands
• Drag downward to decrease magnification.
Select a Loft object. > Modify panel > Modifier stack
Zoom—Changes magnification along both the display > Sub-object level > Shape > Shape Commands
path length and the deformation value, preserving rollout
the curve aspect ratio.
These controls let you align and compare shapes
• Drag upward to increase magnification.
along the loft path.
• Drag downward to decrease magnification.
Zoom Region—Drag a region on the deformation
Interface
grid. The region is then magnified to fill the
deformation dialog.
Pan—Drag in the view to move in any direction.

Scroll bars—Drag the horizontal and vertical scroll


bars to pan the view in a single direction.

Path Commands
Select a Loft object. > Modify panel > Modifier stack
display > Sub-object level > Path > Path Commands

The Path Commands rollout appears only when


you are modifying an existing loft object and have Path Level—Adjusts the shape’s position on the
selected Path from the Sub-Object list. The Put path.
command allows you to make a copy or instance
of the loft path. Compare—Displays the Compare dialog (page
1–333) in which you can compare any number of
cross-section shapes.
Reset—Undoes rotation and scale of the shape
performed with the Select and Rotate or Select
and Scale.
Compare Dialog 333

Delete—Deletes the shape from the loft object.


Compare Dialog
Align group
Select a Loft object. > Modify panel > Modifier stack
The six buttons in this group let you align the display > Sub-object level > Shape > Shape Commands
rollout > Compare button
selected shape in relation to the path. Looking
down at a shape from the viewport in which it’s The Compare dialog lets you compare any number
created, the orientation is left to right along the X of cross-section shapes in a loft object for purposes
axis, and top to bottom along the Y axis. of making sure their first vertices are properly
You can use a combination of these buttons aligned. If shapes’ first vertices aren’t aligned,
for placements such as corner alignment. The unexpected lofting results can occur.
operations are additive. In other words, you can
use both Bottom and Left to place the shape in the Interface
lower-left quadrant.
Center—Centers the shape on the path, based on
the bounding box of the shape.
Default—Returns the shape to its position when
first placed on the loft path. When you use Get
Shape, the shape is placed so that the path goes
through its pivot point. This is not always the
same as the center of the shape. Therefore, clicking
Center is different than clicking Default.
Left—Aligns the left edge of the shape to the path.

Right—Aligns the right edge of the shape to the


path.
Top—Aligns the top edge of the shape to the path.

Bottom—Aligns the bottom edge of the shape to


the path.

Put group Pick Shape—Lets you select shapes to display from


the selected loft object. Click the Pick Shape
Put—Puts the shape into the scene as a separate button in the upper-left corner of the dialog. Then,
object. in the viewport, select the shapes to display. Select
a shape a second time to remove it from the display.
When you position the mouse cursor over a shape
in the loft object, the cursor image changes to
show whether the shape appears in the dialog
window: a + sign appears if the shape isn’t selected
(indicating that if you select the shape, it will be
334 Chapter 5: Creating Geometry

added to the dialog window), and a - sign appears


if the shape is already selected.
With each shape, the Compare dialog displays the
first vertex as a small square. For correct lofting,
the first vertices of all shapes on the path need to
be in the same position.
Reset—Removes all shapes from the display.

Dialog controls • Sunlight (page 1–335) creates and animates a


You can scroll the Compare dialog with the scroll directional light that follows the geographically
bars at the bottom and right sides. You can also use correct angle and movement of the sun over the
the buttons in the lower-right corner to perform earth at a given location.
View Extents, Pan, Zoom, and Zoom Region • Daylight (page 1–335) creates an assembly with
functions. a sky and a sun. Using the Get location function
you can create and animate a light that follows
Align group the geographically correct angle and movement
While the Compare dialog is open, you can affect of the sun over the earth at a given location.
the shapes’ positions in the dialog window with the Systems are primarily intended for plug-in (page
Shape Commands rollout > Align group buttons. 3–716) component software. Additional systems
Turn off Pick Shape, select a shape in the viewport, might be available if your configuration includes
and then click the Align group buttons. See Shape plug-in systems.
Commands (page 1–332) for further information.
Procedure
To create a system:
1. On the Create panel, click Systems.

Creating Systems The Systems panel is displayed.


2. On the Object Type rollout, choose the Daylight
system.
Systems
3. Drag in a viewport to create the system.
Create panel > Systems A Compass icon is created in the viewport.
When you release the mouse button the
Systems help you create animations that would Daylight icon is created. You can adjust the
be much more difficult or time-consuming to direction of the compass using the North
produce using features independently. Direction spinner in the Site group on the
Control Parameters rollout.
Sunlight and Daylight Systems 335

The IES Sun and IES Sky lights are photometric


Bones System lights. It is appropriate to use them if you are
creating a rendering that uses radiosity (page
2–1350) with exposure control (page 3–73).
The Standard light and Skylight are not
photometric. It is appropriate to use them if
Bone Tools Rollouts your scene uses standard lighting (Sunlight
with its Directional light works for this, too).

Sunlight and Daylight


Systems
Create panel > Systems > Sunlight button and Daylight
button

Create menu > Lights > Daylight System and Sunlight


System

Create menu > Systems > Daylight System and Sunlight


System

Large view shows compass and light in a viewport. The


The Sunlight and Daylight systems use light in resulting rendered images are seen above it.
a system that follows the geographically correct
angle and movement of the sun over the earth at Note: When you create a sunlight system or a
a given location. You can choose location, date, daylight system that uses a target direct light for
time, and compass orientation. You can also the sun, the directional light’s hotspot is set to
animate the date and time. This system is suitable encompass all geometry in the scene, so that
for shadow studies of proposed and existing shadows will render correctly. Specifically, the
structures. Latitude, Longitude, North Direction, diameter of the hotspot is set to 65 per cent of the
and Orbital Scale can be animated as well. longest diagonal length of the scene extents (page
Sunlight and Daylight have a similar user interface. 3–726).
The difference is that:
Procedures
• Sunlight uses a directional light (page 2–933).
To create a sunlight or daylight system:
• Daylight combines sunlight (page 3–736) and
skylight (page 3–732). The sunlight component
can be either an IES Sun light (page 2–949), 1. On the Create panel, click Systems
or a standard light (a target direct light (page and then click Sunlight or Daylight.
2–931)). The sky component can be either an 2. Choose a viewport in which to create a compass
IES Sky light (page 2–951) or a Skylight (page rose (the compass direction of your "world").
2–935). This should be a Top or Perspective view.
336 Chapter 5: Creating Geometry

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

Sunlight—Select one of three options for sunlight


in your scene:
• IES Sun—Uses an IES Sun object (page 2–949)
to simulate the sun.
• Standard—Uses a Target Direct light (page
2–931) to simulate the sun.
• No Sunlight—No sunlight is simulated.
Active—Turns sunlight on and off in the viewport.

Control Parameters rollout


This rollout appears on the Create panel, and on
the Motion panel when the light component of the
Daylight or Sunlight system is selected. Manual Override (Daylight system only)—When on,
you can manually adjust the location of the sun
object in your scene, as well as the intensity value
of the sun object.
Azimuth/Altitude—Displays the azimuth and
altitude of the sun. Azimuth is the compass
direction of the sun in degrees (North=0,
East=90). Altitude is the height of the sun above
the horizon in degrees (Sunrise or Sunset=0).

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

Location group The Geographic Location dialog is part of the


Sunlight and Daylight systems’ (page 1–335)
Provides controls for setting the location of your
interface. It lets you set the latitude and longitude
scene in the world.
values by selecting a location from a map or a list
Get Location—Displays the Geographic Location of cities. The dialog displays a list of cities at left,
dialog (page 1–338), which lets you set the latitude and a map on the right.
and longitude values by selecting a location from
a map or a list of cities. Procedures
Note: For precise locations, enter exact coordinates To use a map:
using Latitude/Longitude. 1. In the Location group on the Control
Latitude/Longitude—Specify the location based on Parameters rollout, click the Get Location
the latitude and longitude. button.
2. On the Geographic Location dialog choose a
Site group map from the Map list.
Orbital Scale—Sets the distance of the sun (the 3. Click in the map to specify a location.
directional light) from the compass rose. Because a
Autodesk VIZ displays a small cross at the
directional light casts parallel beams, this distance
location you picked. If Nearest Big City is on, it
has no effect on the accuracy of the sunlight.
places the cross at the nearest large city on the
However, the light must point toward your model
list, and highlights the city’s name in the list.
(not away from it), and the light’s hotspot and
falloff do have an effect. 4. Click OK to set the Latitude and Longitude to
the location of the cross.
The best way to ensure that the light is set up
correctly is to change one viewport to the light’s To choose a city by name:
view (for example, Sun 01). Then adjust the light’s
1. Choose a map from the Map list.
location using Dolly (page 3–472), and set the
Geographic Location Dialog 339

The City list updates to show cities in the region


of the map.
2. Choose the name of a city from the list.
3. Click OK to set the Latitude and Longitude to
the location of the city.

Interface

City—Displays a list of cities within the selected


Map region. As an alternative to selecting a
location by clicking the map, you can select a city
directly from this list. The cross on the map moves
to the location of the selected city.
Map—Lets you choose a map for a portion of the
world, or you can choose the World map, which
includes the entire world.
Nearest Big City—When on, clicking the map
moves the cross to the nearest listed city, which
becomes highlighted in the list. When off, clicking
the map places the cross exactly where you
clicked, and its position generates the Latitude and
Longitude values for that position, regardless of
any cities that might be nearby.
City Name Text Box—Displays the name of the
city you select. If you adjust the Latitude or
Longitude spinners after selecting a location, this
area becomes blank.
340 Chapter 5: Creating Geometry
Transforms: Moving, Rotating, and
Scaling Objects

Using Transform Gizmos (page 1–348)


Moving, Rotating, and Scaling
Animating Transforms (page 1–354)
Objects
Transform Managers (page 1–354)
To change an object’s position, orientation, or
scale, click one of the three transform buttons Specifying a Reference Coordinate System (page
on the Main toolbar or choose a transform from 1–356)
a shortcut menu. Apply the transform to a
Choosing a Transform Center (page 1–356)
selected object using the mouse, the status bar
Coordinate Display fields, a type-in dialog, or any Using the Axis Constraints (page 1–358)
combination of the above.
Transform Commands (page 1–359)
Transform Coordinates and Coordinate Center
(page 1–363)
Transform Constraints (page 1–368)
Transform Tools (page 1–374)
Creating Copies and Arrays (page 2–1)
Using SHIFT+Clone (page 2–8)

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.

To use transform type-in:


1. Apply a transform to a selected object.
Axis Tripod and World Axis 343

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.

The world axis shows the current viewport orientation.

See also
Using Transform Gizmos (page 1–348)
Transform Managers (page 1–354)

The axis tripod appears when the transform gizmo is


inactive. Using Transforms
The axis tripod consists of three lines, labeled X, Y,
and Z, and shows you three things:
• The orientation of the tripod reveals the
orientation of the current reference coordinate
system.
• The location of the junction of the three axis
lines shows you where your transform center is.
Changing a model by changing its position, rotation, or
• The highlighted red axis lines show you the axis scale
or axes to which the transform is constrained.
A transform is an adjustment of an object’s
For example, if only the X axis line is red, you
position, orientation, or scale, relative to the 3D
can move objects only along the X axis.
world (or world space) in which you’re working.
You can apply three types of transform to an
object:
344 Chapter 6: Transforms: Moving, Rotating, and Scaling Objects

Using Type-In with Sub-Object Selection


• Position
You can use Transform Type-In with any
• Rotation sub-object selection or gizmo. The transform
affects the axis tripod for the selection.
• Scale
Absolute and offset world coordinates are those
This section presents these brief topics designed to
of the object’s or selection’s coordinate system,
help you quickly start learning how to transform
whose origin is indicated by the axis tripod. If
objects, and how to animate your transforms:
multiple vertices are selected, the tripod is at the
Applying Transforms (page 1–344) center of the selection and its location is given in
Moving and Rotating Objects (page 1–345) world coordinates.

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

To cancel a transform: selection. The Absolute/Offset toggle, to the


• Right-click while you’re dragging the mouse. right of the X, Y, and Z fields, lets you switch
between entering values that are absolute
To transform an object from the quad menu: (in world space) or offset (relative to the
selection’s present position, orientation, and
1. Right-click a selected object. The quad menu
dimensions).
(page 3–399) lists the three transforms.
• Drag a spinner in an axis field to update the
2. Choose one of the transforms. The equivalent
selection.
transform button is selected on the .
• Drag the object to apply the transform and
3. Drag the object to apply the transform.
read the resulting change in the X, Y, and Z
To use transform type-in: fields.

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 use transform type-in on the status bar:


1. Select an object or a group of objects.
2. On the Main toolbar, choose a transform
(Move, Rotate, or Scale) to perform on the
objects.
3. On the status bar, you can do any of the
following, switching from one to another as
required:

• Type a value in an axis field and press


ENTER to apply the transform change to the
346 Chapter 6: Transforms: Moving, Rotating, and Scaling Objects

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

You can perform both types by selecting different Non-Uniform Scale


axes on the transform. For more information, see
Using Transform Gizmos (page 1–348).

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.

Use Non-Uniform Scale (page 1–362) to scale the


selection differently along the three axes.
The Axis Constraint (page 3–396) setting
determines the axis or axes along which the
scaling occurs. The Reference Coordinate system
determines the direction of the scaling, and the
Transform Center button determines the center
about which the scaling takes place.

Squash

Uniform scale maintains an object’s proportions.

Use Uniform Scale (page 1–361) to scale the


selection equally on all three axes.
The center of the scale is determined by the
Transform Center setting. The axis constraint
setting and the Coordinate system have no effect
on uniform scaling. See topics later in this section.

Squash scales two axes in opposite directions, maintaining


the object’s original volume.

Use Squash (page 1–363) to scale the selection in


one direction along one axis and in the opposite
348 Chapter 6: Transforms: Moving, Rotating, and Scaling Objects

direction along the other axes. Squash gives the


appearance of maintaining the volume of the
selection.
The Axis Constraint setting specifies the axis
of scale, while the remaining axes scale in the
opposite direction. If you use a double-axis
constraint, the single remaining axis scales in the
opposite direction.

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.

Using Transform Gizmos


Select an object. > main toolbar > Click any transform
button to display the object’s Transform Gizmo icon.

Scale gizmo

The Transform gizmos are viewport icons that


let you quickly choose one or two axes when
transforming a selection with the mouse. You
choose an axis by placing the mouse over any axis
of the icon, and then drag the mouse to transform
the selection along that axis. In addition, when
moving or scaling an object, you can use other
areas of the gizmo to perform transforms along
any two axes simultaneously. Using a gizmo avoids
Move gizmo the need to first specify a transform axis or axes
Using Transform Gizmos 349

on the Axis Constraints toolbar (page 3–396), and


also lets you switch quickly and easily between
different transform axes and planes.
A Transform gizmo appears when one or more
objects are selected and one of the transform
buttons (Select And Move (page 1–360), Select
And Rotate (page 1–360), or Select And Scale
(page 1–361)) is active on the toolbar. Each
transform type uses a different gizmo. By default,
each axis is assigned one of three colors: X is red,
Y is green, and Z is blue. The corners of the Move
gizmo are assigned the two colors of the related
axes; for example, the corner for the XZ plane is
red and blue.
When you position the mouse over any axis, it
turns yellow to indicate that it’s active. Similarly, The Move gizmo with the YZ axes selected.
position the mouse over one of the plane handles,
and both associated axes turn yellow. You can now You can constrain translation to the viewport
drag the selection along the indicated axis or axes. plane by dragging the center box. To use this
Doing so changes the Axis Constraints toolbar optional control, turn on Move In Screen Space.
"Restrict to ..." setting (page 1–358).

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

should behave as if you were actually spinning the


trackball.
The outermost circle around the Rotate gizmo is
the Screen handle, which lets you rotate the object
on a plane parallel to the viewport.
You can adjust settings for the Rotate gizmo on
the Gizmos panel (page 3–554) of the Preferences
dialog (page 3–536)

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.

The Transform gizmo with Uniform scaling selected.

• To perform non-uniform scaling, drag on a


single axis or a plane handle.

In addition to XYZ rotation, you can also use free


rotation or the viewport handle to rotate objects.
Drag inside the Rotate gizmo (or the outer edge
of the gizmo) to perform free rotation. Rotation
Using Transform Gizmos 351

You can adjust settings for the Scale gizmo on the


Gizmos panel (page 3–554) of the Preferences
dialog (page 3–536)

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:

1. Reset the program, then create a sphere,


and then click the Select and Move button.
The Transform gizmo appears at the center of
the sphere. Because the default axis constraint
on the Axis Constraints toolbar is XY Plane,
the X and Y shafts of the Transform gizmo are
Top: The Scale gizmo with the YZ plane handle selected yellow (active), while the Z shaft is blue.
Bottom: Non-uniform scaling on the YZ plane
2. Point to any part of the sphere away from the

Note: To perform a Squash operation, you must


Transform gizmo, and drag to confirm that the
choose Select and Squash (page 1–363) on the sphere is locked to the XY plane.
main toolbar. 3. Point to the Z-axis shaft, and drag.

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

The sphere moves along the XY plane.


6. Press the SPACEBAR to turn on Selection Lock
Transform Type-In
(page 3–436). Status bar > Transform Type-In
7. Drag the mouse anywhere in a viewport away Tools menu > Transform Type-In
from the selection.
Main toolbar > Right-click Select And Move, Select And
The sphere moves along the XY plane. Rotate, or one of the Select And Scale buttons.
8. Point to the X shaft, and drag.
Transform Type-In allows you to enter precise
The sphere moves along only the X axis.
values for move, rotate, and scale transforms
Experiment with other transformations, such (page 3–742). You can use Transform Type-In
as rotation and scale. Try different reference with anything that can display an axis tripod or
coordinate systems. Experiment with sub-object Transform gizmo.
transformations.
You can also use the Transform Type-In boxes on
the status bar (page 3–427). To use the Transform
Interface Type-In boxes on the status bar, simply enter the
Change default colors—Customize menu > appropriate values in the boxes and press ENTER
Customize User Interface dialog > Colors panel to apply the transformation. You can alternate
(page 3–519) > Gizmos Element > Active between entering absolute transform values or
Transform Gizmo and Transform Gizmo X/Y/Z. offset values by clicking the Relative/Absolute
Transform Type-In button to the left of the
Enable/disable Transform Gizmo—Customize menu
transform boxes.
> Preferences > > Transform Gizmo group Gizmos
panel (page 3–554) > On check box. If you choose Transform Type-In from the Tools
Note: When you turn off the Transform gizmo menu or right-click one of the toolbar buttons, the
in Preferences, the standard axis tripod appears Transform Type-In pops up as a dialog. The title
instead. To toggle display of either the gizmo or of the dialog reflects the active transform. If Rotate
the tripod, press the X key or use Views menu > is active, the dialog’s title is Rotate and its controls
Show Transform Gizmo. affect rotation. If Scale is active, its title is Scale,
and so on. You can enter either absolute transform
There are additional controls for each Gizmo in values or offset values with the Transform Type-In
the Gizmos panel (page 3–554) of the Preferences dialog.
dialog.
In most cases, both Absolute and Offset transforms
Gizmos Preferences (page 3–554) use the currently chosen reference coordinate
system (page 1–364). The exceptions are View,
which uses the World coordinate system, and
Screen, which uses World for Absolute moves
and rotations. Also, scaling always uses the Local
coordinate system for Absolute. In the dialog,
labels change to show the reference coordinate
system being used.
Transform Type-In 353

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.

Example: To animate an object moving among three


points:

1. Turn on the Auto Key button (page


2–672).
The Auto Key button and the highlight border
around the active viewport both turn red.
2. Drag the time slider to frame 25.
An object animated among three points
3. Move the object from its current position (point
A) to another location (point B).
The software creates Move keys at frames 0 and Transform Managers
25. These appear on the track bar (page 3–432).
The establishing key at frame 0 describes the Autodesk VIZ provides three controls, collectively
object’s original position, at point A. The key referred to as the transform managers. These
at frame 25 describes the object’s position at controls modify the action of the transform tools.
point B. The transform manager controls are as follows:
4. Drag the time slider to frame 50. • The Reference Coordinate System drop-down
5. Move the object from point B to a third location list (page 1–356), which controls the orientation
(point C). of the transform axes, is found to the right of
the Move, Rotate, and Scale transform buttons
The software creates a Move key at frame 50
on the main toolbar.
that describes the object’s position at point C.
6. Click the Auto Key button to stop recording.
Transform Managers 355

• The Transform Center flyout (page 1–356), Axis Tripod Icon


which controls the center about which the
• An axis tripod appears in the viewports when
software applies the transform, is found to
you select one or more objects, to assist you
the right of the Reference Coordinate System
visually in your transforms. This tripod
drop-down list.
consists of three lines, labeled X, Y, and Z, and
• The axis constraint (page 1–358) restricts the shows you three things:
transform along one or two axes. The axis
• The orientation of the tripod reveals the
constraint tools appear on the Axis Constraints
orientation of your coordinate system.
toolbar, which is off by default. You can turn it
on by right-clicking an empty spot on the Main • The location of the junction of the three axis
toolbar and choosing Axis Constraints from lines shows you where your transform center is.
the menu. • The highlighted red axis lines show you the axis
or axes to which the transform is constrained.
Definitions For example, if only the X axis line is red, you
Certain terms are used in the description of can move objects only along the X axis.
transforms and the transform managers. Note: The Transform gizmo supplants the axis

• 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

For example, you might select a single object and


choose Use Transform Coordinate Center, and
then select multiple objects and choose Use Pivot
Point Center. When you next select a single object,
the program switches back to Use Transform
Coordinate Center. Then, when you select multiple
objects, the center switches back to Pivot Point.

1. User selects single object.


2. User clicks Use Transform Coordinate Center from Use
Center flyout on Main toolbar.
3. User adds second object to selection.
4. Transform center changes to Use Selection Center when
selection set contains more than one object.
5. User clicks Use Pivot Point Center while multiple objects
still selected.
6. User selects single object.
7. Transform center returns to Use Transform Coordinate
Center (see step 2).
8. User selects multiple objects.
9. Transform center returns to Use Pivot Point Center (see
step 5).

Transforming About Snapped Points


While the transform center choices are often useful
at the object level, they are not usually convenient
358 Chapter 6: Transforms: Moving, Rotating, and Scaling Objects

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).

• Rotate about a snapped point.


• Scale about a snapped point. Using the Axis Constraints
For more details, see Snap Settings (page 2–654). The Restrict to ... buttons, also called the Axis
Constraint buttons, are located on the Axis
Animation and the Transform Center Constraints toolbar (page 3–396), which is off by
default. You can turn it on by right-clicking an
Because of the nature of keyframing, you can
empty spot on toolbar and choosing Constraints
animate rotation and scale transforms properly
from the pop-up menu. These buttons let you
only by using an object’s local pivot point. For
specify one or two axes about or along which the
example, while modeling, you can rotate an object
transform takes place.
that’s offset from the world origin around the
world center coordinate system. The object sweeps Note: It’s generally easier to use the Transform
around the origin in a large arc. However, if you gizmos than these buttons; see Using Transform
attempt to animate this, the object rotates about its Gizmos (page 1–348). However, it is helpful to
local axis and moves in a straight line from one understand the concepts explained below.
end of the arc to the other.
To avoid this discrepancy, if the Auto Key button is
on and either the Rotate or Scale button is active,
the Use Center flyout is unavailable and set to Use
Pivot Point. When the Auto Key button is off,
all transforms use the center settings previously
described.
You can override this behavior by turning off
Axis Constraint buttons
Local Center During Animate (page 3–548) in the
Animation Preferences settings. Only one of the four Axis Constraint is active at a
time. When a button is turned on, transforms are
Keep in mind that this affects only the center of
constrained to the axis it specifies. For example,
the transform. The orientation of the selected
if you turn on the Restrict To X button, you can
transform coordinate system is still in effect.
rotate an object only about the X axis of the current
transform coordinate system.
Animating "Off-Center"
The axis or axes to which you’re constrained
You can animate a rotation or scale about an
are highlighted in red on the axis tripod icon in
off-center point by linking your object as the child
viewports, or in yellow on the Transform gizmo.
Reset XForm Utility 359

The first three buttons constrain the transform Procedure


to a single axis. The fourth button is a flyout, the To reset an object’s transform:
Restrict To Plane flyout (page 1–370), that specifies
1. Select an object.
double-axis combinations.
2. On the Utilities panel > Utilities rollout, click
For example, if Restrict To YZ Plane is active,
the More button and choose Reset XForm.
you can move an object only along the YZ plane,
you can scale it only along the Y and Z axes, and 3. On the Reset Transform rollout, click Reset
you can rotate it about the Y and Z axes (or a Selected.
combination of the two) but not about the X axis. Object rotation and scaling are now carried
Note: Normally, axis constraints apply when using by an XForm modifier placed at the top of the
Snap. You can override this by turning off Use Axis modifier stack.
Constraints in Snap Options (page 2–660). When you apply the Reset Transform utility,
an XForm modifier (page 2–309) that carries
Keyboard Shortcuts for Axis Constraints the rotation and scale values is placed at the
As an alternative to using the buttons on the Axis top of the Modifier Stack display. You can
Constraints toolbar, you can use the function keys apply other modifiers above and below the
F5 through F8 to select the four axis constraint XForm modifier. You can select the XForm
buttons. F5 activates the X button, F6 the Y, F7 the modifier and add other Move, Rotate, and Scale
Z, and F8 activates the double-axis flyout. Press F8 transforms. You can delete the XForm modifier
repeatedly to cycle through the three double-axis to completely remove the transforms from the
options. object. You can collapse the object to absorb the
rotation and scale values into the object mesh.

Reset XForm Utility Interface

Utilities panel > Utilities rollout > More button > Utilities
dialog > Reset XForm

Use the Reset Transform utility to push object


rotation and scaling values onto the modifier
stack and align object pivot points and bounding Reset selected—Removes all Rotation and Scale
boxes with the World coordinate system. Reset values from selected objects and places those
Transform removes all Rotation and Scale values transforms in an XForm modifier.
from selected objects and places those transforms
in an XForm modifier.
To reset the transform of a group, use the
Transform button in the Reset group box of the
Hierarchy > Pivot command panel.
Transform Commands
The basic transform commands are the most
straightforward way to change an object’s position,
rotation, or scale. These commands appear on
the default main toolbar (page 3–395). They are
360 Chapter 6: Transforms: Moving, Rotating, and Scaling Objects

also available from the default quad menu (page


3–399).

Select and Move (page 1–360)

Select and Rotate (page 1–360)


Moving an object
Select and Uniform Scale (page 1–361)
Move Gizmo (page 1–349)
Select and Non-Uniform Scale (page 1–362)

Select and Squash (page 1–363) Select and Rotate


Moving, Rotating, and Scaling Objects (page Main toolbar > Select and Rotate
1–341) Right-click an object. > Rotate
Using SHIFT+Clone (page 2–8)
Use the button to select and rotate objects.
Transform Type-In (page 1–352)
To rotate a single object, you don’t need to select it
first. When this button is active, clicking an object
Select and Move selects it and dragging the mouse rotates it.
When you are rotating an object about a single
Main toolbar > Select and Move
axis (as is usually the case), don’t rotate the
Right-click an object. > Move mouse, expecting the object to follow the mouse
movement. Just move the mouse straight up and
Use the Select And Move button to select and straight down. Up rotates the object one way,
move objects. down rotates it the opposite way.
To move a single object, you do not need to select it To restrict rotation about the X, Y, or Z axis, or to
first. When this button is active, clicking an object any two axes, click the appropriate button on the
selects it and dragging the mouse moves it. Axis Constraints toolbar (page 3–396), right-click
To restrict object movement to the X, Y, or Z axis, the object, and select the constraint from the
or to any two axes, click the appropriate button Transform submenu.
on the Axis Constraints toolbar (page 3–396), use
the Transform gizmo (page 1–348), or right-click
the object, and select the constraint from the
Transform submenu.
Select and Scale Flyout 361

Select and Scale Flyout


Main toolbar > Select and Scale flyout

The Select and Scale flyout provides access to three


tools you can use to change object size. These are,
Rotating an object
from top to bottom:
Rotate Gizmo (page 1–349) Select and Uniform Scale (page 1–361)
Procedure Select and Non-Uniform Scale (page 1–362)
This procedure illustrates the intuitive usage of Select and Squash (page 1–363)
the default Euler XYZ rotation controller (page Note: The Smart Scale command activates the
2–707). Select And Scale function and, with repeated
invocations, cycles through the available scaling
To animate object rotation interactively:
methods. By default, Smart Scale is assigned to
1. Add an object. the R key; you can use Customize User Interface
(page 3–511) to assign it to a different keyboard
2. Move the time
shortcut, a menu, etc.
slider (page 3–430) to a frame other than 0 and
turn on Auto Key (page 3–441).

3. Choose Select And Rotate. Select and Uniform Scale


4. Rotate the object on any axis by any amount. Main toolbar > Select and Uniform Scale (on Select And
Scale flyout)
5. Move the time slider to a later frame.
Right-click an object. > Scale (selects current toolbar
6. Rotate the object on the same axis by an amount Scale mode)
greater than 180 degrees.
7. Play back the animation. The Select And Uniform Scale button, available
from the Select And Scale flyout (page 1–361),
The rotation plays back exactly as you recorded
lets you scale objects by the same amount along
it.
all three axes, maintaining the object’s original
proportions.
362 Chapter 6: Transforms: Moving, Rotating, and Scaling Objects

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.

As an alternative to non-uniform scaling, consider using


the XForm modifier (page 2–309).

Scale Gizmo (page 1–350)


Select and Squash 363

positioning operations, you may not get the results


Select and Squash you expect. To recover from these problems, use the
Hierarchy panel’s Reset Scale button or the Utilities
Main toolbar > Select And Squash (on Select And Scale
flyout) panel’s Reset XForm utility. Either of these options
will reset the axes to use the non-uniform scale as the
Right-click an object. > Scale (selects current toolbar fundamental scale for the object.
Scale mode)
As an alternative to non-uniform scaling with Select
The Select And Squash tool, available from the And Squash, consider using the XForm modifier (page
Select And Scale flyout (page 1–361), lets you scale 2–309).
objects according to the active axis constraint.
Squashing an object always involves scaling down See also
on one axis while simultaneously scaling up
Scale Gizmo (page 1–350)
uniformly on the other two (or vice-versa).

Transform Coordinates and


Coordinate Center
Controls for setting the coordinate system and
the active center for transforms to use are on the
default main toolbar (page 3–395).

Squash scales two axes in opposite directions, maintaining


the object’s original volume.

You can restrict object scaling to the X, Y, or Z axis,


or to any two axes, by first clicking the appropriate
button on the Axis Constraints toolbar (page Reference Coordinate System (page 1–364)
3–396).
Use Pivot Point Center (page 1–367)
When the Select And Squash tool is active, clicking
an object selects it and dragging the mouse scales
Use Selection Center (page 1–367)
it.
Important: Avoid using Select And Squash at the object Use Transform Coordinate Center (page
level. The non-uniform scaling that it effects is applied 1–367)
as a transform and changes the axes of the object,
so it affects other object properties. It also alters the
Moving, Rotating, and Scaling Objects (page
properties passed hierarchically from parent to child.
1–341)
When you perform other operations on the object, such
as rotation, inverse kinematics calculations, and other
364 Chapter 6: Transforms: Moving, Rotating, and Scaling Objects

• Y always points up.


Reference Coordinate System • Z always points straight out of the screen
Main toolbar > Reference Coordinate System list toward you.

The Reference Coordinate System list lets


you specify the coordinate system used for a
transformation (Move, Rotate, and Scale). Options
include View, Screen, World (page 3–748), Parent,
Local (page 3–692), Gimbal, Grid, and Pick.
In the Screen coordinate system, all views
(including perspective views) use the viewport
screen coordinates.
View is a hybrid of World and Screen coordinate
systems. Using View, all orthographic views use
the Screen coordinate system, while perspective
Different orientations of the View coordinate system:
views use the World coordinate system.
1. Top viewport.
Note: The coordinate system is set on a 2. Front viewport.
transform-by-transform basis, so choose the 3. Left viewport.
transform before you specify the coordinate 4. Perspective viewport.
system. If you do not want the coordinate system
to change, turn on Customize menu > Preferences Screen—Uses the active viewport screen as the
> General tab > Ref. Coord. System group > coordinate system.
Constant. • X is horizontal, running in a positive direction
toward the right.
Interface • Y is vertical, running in a positive direction
upward.
• Z is depth, running in a positive direction
toward you.
Since the Screen mode depends on the active
viewport for its orientation, the X, Y, and Z
labels on an axis tripod (page 1–343) in an
inactive viewport show the orientation of
the currently active viewport. The labels on
that tripod will change when you activate the
View—In the default View coordinate system, viewport it is in.
X, Y, and Z axes are the same in all orthogonal
viewports. When you move an object using this
coordinate system, you are moving it relative to
the space of the viewport.
• X always points right.
Reference Coordinate System 365

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.

The World coordinate system is always fixed.

Parent—Uses the coordinate system of the parent


of the selected object. If the object is not linked to
a specific object, it’s a child of the world, and the
parent coordinate system is the same as the world Local uses an individual coordinate system for each object.
coordinate system.
Gimbal—The Gimbal coordinate system is similar
to Local, but its three rotation axes are not
necessarily orthogonal to each other.
366 Chapter 6: Transforms: Moving, Rotating, and Scaling Objects

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 another object as the coordinate system

Use Center Flyout


Main toolbar > Use Center flyout

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

the average geometric center of all the objects and


Use Pivot Point Center uses that for the transform center.

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.

With the Selection Center option, an averaged coordinate


system is used to rotate the objects.

Use Transform Coordinate


Center
Main toolbar > Use Transform Coordinate Center (on Use
Applying a rotation with the Pivot Point rotates each object Center flyout)
around its own local axis.
The Use Transform Coordinate Center button,
available from the Use Center flyout (page 1–366),
Use Selection Center lets you enable rotation or scaling of an object or
objects around the center of the current coordinate
Main toolbar > Use Selection Center (on Use Center flyout)
system. When you designate another object as
the coordinate system with the Pick function (see
The Use Selection Center button, available from
Specifying a Reference Coordinate System (page
the Use Center flyout (page 1–366), lets you
1–356)), the coordinate center is the location of
enable rotation or scaling of one or more objects
that object’s pivot.
around their collective geometric center. If you
transform multiple objects, the software calculates
368 Chapter 6: Transforms: Moving, Rotating, and Scaling Objects

The axis tripod (page 1–343) shows the center that


is 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 > Restrict To X (page 1–368)
Reference Coordinate System group > Constant.
Restrict To Y (page 1–369)

Restrict To Z (page 1–369)

Restrict To XY Plane (page 1–370)

Restrict To YZ Plane (page 1–371)

Restrict To ZX Plane (page 1–371)


Moving, Rotating, and Scaling Objects (page
1–341)

An example of the World coordinate center


Using the Axis Constraints (page 1–358)
Using Transform Gizmos (page 1–348)

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

Keyboard > F6 Restrict To Z lets you limit all transformations


(move, rotate, scale) to the Z axis.
Restrict To Y lets you limit all transformations
When you click Select And Move and then Restrict
(move, rotate, scale) to the Y axis.
To Z, you will be able to move the object only on
When you click Move and then Restrict To Y, this axis. Use this when you want to make sure you
you will be able to move the object only on this don’t inadvertently move an object in any other
axis. Use this when you want to make sure you direction.
don’t inadvertently move an object in any other
You can also restrict transformations to the Z axis
direction.
when using the Transform gizmo (page 1–348).
You can also restrict transformations to the Y Dragging the Z tripod leg will allow you to move
axis using the Transform gizmo (page 1–348). only in Z.
Dragging the Y tripod leg will allow you to move Note: Constraints are set on a transform-by-
only in Y. transform basis, so select the transform before you
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 >
370 Chapter 6: Transforms: Moving, Rotating, and Scaling Objects

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)

Keyboard > F8 (cycles through plane constraints)

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.

Restrict To YZ Plane Restrict To ZX Plane


Axis Constraints toolbar > Restrict to YZ Plane (on Restrict Axis Constraints toolbar > Restrict to ZX Plane (on Restrict
to Plane flyout) to Plane flyout)

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

See also Using SHIFT+Clone (page 2–8)


Snaps Toolbar (page 3–398) Creating Copies and Arrays (page 2–1)

Array Flyout
Transform Tools Extras toolbar > Array flyout

The transform tools can transform objects


according to certain conditions. Some of them,
such as Array, can also create copies of objects.
These tools (except for Array, Snapshot, Spacing
Tool, and Clone And Align) are available on the
default main toolbar (page 3–395); the remainder The Array flyout, available from the Extras toolbar
are on the Extras toolbar (page 3–397). Also, they (page 3–397), provides access to various tools for
all appear on the default Tools menu (page 3–385). creating arrays of objects. These are, from top to
bottom:
Mirror Selected Objects (page 1–375)
Array (page 1–376)
Array (page 1–376) Snapshot (page 1–380)

Snapshot (page 1–380) Spacing Tool (page 1–381)


Clone and Align Tool (page 1–386)
Spacing Tool (page 1–381)

Clone and Align Tool (page 1–386)

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)


Moving, Rotating, and Scaling Objects (page
1–341)
Mirror Selected Objects 375

The Mirror dialog uses the current reference


Mirror Selected Objects coordinate system (page 1–364), as reflected in
its name. For example, if Reference Coordinate
Main toolbar > Mirror Selected Objects
System is set to Local, the dialog is named Mirror:
Tools menu > Mirror Local Coordinates. There is one exception: If
Reference Coordinate System is set to View, Mirror
uses Screen coordinates.
As you adjust the various settings in the Mirror
dialog, you see the results in the viewports.
For more information on using Mirror, see
Mirroring Objects (page 2–21).

Procedures
To mirror an object:
1. Make any object selection.

2. Click Mirror on the Main toolbar, or


Mirroring an object
choose Tools menu > Mirror.
Clicking Mirror displays the Mirror dialog (page The Mirror dialog opens.
1–375), which enables you to move one or more
3. Set the mirror parameters in the dialog and
objects while mirroring their orientation. The
Mirror dialog also allows you to mirror the click OK.
current selection about the center of the current The active viewport changes to show the effect
coordinate system. You can create a clone with the of each parameter as you set it. When you click
mirror dialog at the same time. If you mirror a OK, the software creates the choice of mirror
hierarchical linkage you have the option to mirror that you see previewed.
the IK limits.
To make a clone using mirror:
1. Make any object selection
Mirror Dialog
2. Click Mirror on the Main toolbar, or
Tools menu > Mirror > Mirror dialog
choose Tools menu > Mirror.
Main toolbar > Mirror > Mirror dialog The Mirror dialog opens.
3. In the Clone Selection group, choose Copy,
The Mirror dialog enables you to move one or
Instance, or Reference.
more objects while mirroring their orientation. It
also lets you mirror the current selection about the 4. Make any additional settings as desired and
center of the current coordinate system. You can then click OK.
create a clone with the mirror dialog at the same
time. If you mirror a hierarchical linkage you have
the option to mirror the IK limits.
376 Chapter 6: Transforms: Moving, Rotating, and Scaling Objects

Interface Reference—Mirrors a reference (page 3–722) of


the selected object to the specified position.
If you animate (page 2–669) the mirror operation,
mirroring generates a Scale key. If you set Offset
to a value other than 0.0, mirroring also generates
Position keys.

Mirror IK Limits—Causes the IK constraints to be


mirrored (along with the geometry) when you
mirror the geometry about a single axis. Turn
this off if you don’t want the IK constraints to be
affected by the mirror command.
The end effectors used by the IK are not affected
by the Mirror command. To successfully mirror
an IK hierarchy, first delete the end effectors: Go
to the Motion panel > IK Controller Parameters
rollout > End Effectors group and, under Position,
click the Delete button. After the mirror operation,
create the new end effector using the tools on the
Mirror Axis group
same panel.
The mirror axis choices are X, Y, Z, XY, XZ,
and YZ. Choose one to specify the direction of
mirroring. These are equivalent to the option Array
buttons on the Axis Constraints toolbar (page
3–396). Extras toolbar > Array

Offset—Specifies the distance of the mirrored Tools menu > Array


object’s pivot point (page 3–715) from the original
object’s pivot point.

Clone Selection group


Determines the type of copy made by the Mirror
function. Default is No Clone.
No Clone—Mirrors the selected object without
making a copy.
Copy—Mirrors a copy of the selected object to the
specified position.
Instance—Mirrors an instance (page 3–689) of the
selected object to the specified position. A one-dimensional array
Array Dialog 377

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.

Example: To create a 360-degree array:


1. Reset Autodesk VIZ.
2. Near the top of the Front viewport (away
from its center), create a long, thin box at the
twelve-o’clock position (as if the viewport were
a clock face).
Array Transformation group
Specifies which combination of the three
transforms to use to create the array. You also
specify the extent, along the three axes, for each
transform. You can specify the extent of the
transform in increments between each object,
or in totals for all objects. In either case, the
distances are measured between the pivot points
of the objects. The arrays occur using the current
transform settings, so the group title changes
depending on the transform settings.
Click the left or right arrow button for Move,
Rotate, or Scale to indicate whether you want to set
Incremental or Total array parameters.
Array Dialog 379

Incremental Instance—Arrays instances of the selected object


to the specified position.
Move—Specifies the distance between each arrayed
object along the X, Y, and Z axes, in units. Reference—Arrays references of the selected object
to the specified position.
Rotate—Specifies the degree of rotation about any
of the three axes for each object in the array, in
Array Dimensions group
degrees.
Lets you add to the Array Transformation
Scale—Specifies the percentage of scale along any
dimension. The additional dimensions are
of the three axes for each object in the array, in
positional only. Rotation and scale are not used.
percentages.
1D—Creates a one-dimensional array, based on
Totals the settings in the Array Transformation group.
Move—Specifies the overall distance, along each of Count—Specifies the total number of objects along
the three axes, between the pivot points of the two this dimension of the array. For 1D arrays, this is
outer objects in the resulting array. For example, if the total number of objects in the array.
you’re arraying 6 objects and set Move X total to
2D—Creates a two-dimensional array.
100, the six objects will be arrayed in a row that’s
100 units between the pivot points of the two outer Count—Specifies the total number of objects along
objects in the row. this second dimension of the array.
Rotate—Specifies the total degrees of rotation X/Y/Z—Specifies the incremental offset distance
applied to the objects along each of the three axes. along each axis of the second dimension of the
You can use this, for example, to create an array array.
that totals 360 degrees.
3D—Creates a three-dimensional array.
Re-Orient—Rotates the generated objects about
Count—Specifies the total number of objects along
their local axes while rotating them about the
this third dimension of the array.
world coordinates. When clear, the objects
maintain their original orientation. X/Y/Z—Specifies the incremental offset distance
along each axis of the third dimension of the array.
Scale—Specifies the total scale of the objects along
each of the three axes.
Uniform—Disables the Y and Z spinners and
Total in Array—Displays the total number of entities
applies the X value to all axes, resulting in a that the array operation will create, including the
uniform scale. current selection. If you’re arraying a selection set,
the total number of objects will be the result of
Type of Object group
multiplying this value times the number of objects
Determine the type of copies made by the Array in the selection set.
function. The default is Copy.
Preview—Toggles a viewport preview of the
Copy—Arrays copies of the selected object to the current array settings. Changing a setting updates
specified position. the viewports immediately. If the update slows
380 Chapter 6: Transforms: Moving, Rotating, and Scaling Objects

down feedback with large arrays of complex


objects, turn on Display As Box. Snapshot Dialog
Display as Box—Displays the array-preview objects Extras toolbar > Snapshot (on Array flyout) > Snapshot
dialog
as bounding boxes instead of geometry.
Tools menu > Snapshot > Snapshot dialog
Reset All Parameters—Resets all the parameters to
their default settings.
The Snapshot tool lets you clone an object that has
been animated. You can make a single clone at any
frame, or multiple clones spaced over a selected
Snapshot number of frames. Snapshot creates static clones,
Extras toolbar > Snapshot (on Array flyout) not animation.

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.

Using an ice-cream cone animated along a path, Snapshot


creates a stack of cones. 2. Click the Snapshot button on the Extras
toolbar > Array flyout, or choose Tools menu
Clicking Snapshot displays the Snapshot dialog > Snapshot.
(page 1–380). This enables you to clone an
animated object over time. 3. Set parameters in the dialog, and click OK.

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)

Tools menu > Spacing Tool

The Spacing tool lets you distribute objects based


on the current selection along a path defined by a
spline or a pair of points.
The distributed objects can be copies, instances
(page 3–689), or references (page 3–722) of the
current selected object. You define a path by
picking a spline or two points and by setting a
Snapshot group number of parameters. You can also specify how
Single—Makes a clone of the geometry of the
the spacing between objects is determined and
object at the current frame. whether the pivot points of the objects align to the
tangent of the spline.
Range—Makes clones of the geometry of the
object along the trajectory over a range of frames.
Specify the range with the From/To settings and
the number of clones with the Copies setting.
382 Chapter 6: Transforms: Moving, Rotating, and Scaling Objects

If you click Pick Path, select a spline from your


scene to use as the path.
If you click Pick Points, pick a start and an end
to define a spline as the path. When you’re
finished with the Spacing tool, the software
deletes this spline.
4. Choose a spacing option from the Parameters
list.
The parameters available for Count, Spacing,
Start Offset, and End Offset are dependent on
the spacing option you choose.
The Spacing tool distributes the vases along the sides of the 5. Specify the number of objects to distribute by
curved street. The vases are all the same distance from each
other; fewer appear on the shorter side.
setting the value of Count.
6. Depending on the spacing option you choose,
Tip: You can use compound shapes containing adjust the spacing and offsets.
multiple splines as the spline path for distributing 7. Under Context, choose Edge to specify that
objects. Before creating shapes, turn off Start spacing be determined from the facing edges of
New Shape on the Create panel. Then create your each object’s bounding box, or choose Centers
shapes. The software adds each spline to the to specify that spacing be determined from the
current shape until you click the Start New Shape center of each object’s bounding box.
button so that it’s turned on. When you select the
8. Turn on Follow if you want to align the pivot
compound shape so that the Spacing tool can use
it as a path, objects are distributed along all of points of the distributed objects to the tangent
the splines of the compound shape. For example, of the spline.
you might find this technique useful in spacing 9. Under Type of Object, select the type of object
light standards along a path defined by separated to output (copy, instance (page 3–689), or
splines. reference (page 3–722)).
10. Click Apply.
Procedure
To distribute objects along a path:
1. Select the objects to distribute.

2. Click Spacing Tool, or choose Tools menu


> Spacing Tool.
Note: The Spacing tool is also available on
rollouts for various components of the Railing
object (page 1–188).
3. On the Spacing Tool dialog, click Pick Path or
Pick Points to specify a path.
Spacing Tool 383

Interface Spacing—Specifies the space in units between the


objects. The software determines this spacing
based on whether you chose Edges or Centers.
Start Offset—The number of units specifying an
offset from the start of the path. Clicking the lock
icon locks the start offset value to the spacing value
and maintains the count.
End Offset—The number of units specifying an
offset from the end of the path. Clicking the lock
icon locks the end offset value to the spacing value
and maintains the count.
Distribution drop-down list—This list contains a
number of options for how to distribute the objects
along the path, as follows:
• Free Center—Distributes equally spaced objects
along a straight line toward the end point of the
path, beginning at the start of the path. A spline
or a pair of points defines the path. You specify
the number of objects and the spacing.
• Divide Evenly, Objects at Ends—Distributes
objects along a spline. The group of objects
is centered at the middle of the spline. The
The Spacing tool gives you a choice of two basic Spacing tool evenly fills the spline with the
methods for setting spacing: using a path, or number of objects you specify and determines
specifying endpoints explicitly. the amount of space between objects. When
Pick Path—Click this, and then click a spline in the you specify more than one object, there are
viewport to use as the path. The software uses the always objects at the ends of the spline.
spline as the path along which to distribute objects. • Centered, Specify Spacing—Distributes objects
Pick Points—Click this, and then click a start and along a path. The group of objects is centered
an end to define a path on the construction grid. at the middle of the path. The Spacing tool
You can also use object snap to specify points in attempts to evenly fill the path with as many
space. The software uses these points to create a objects as it can fit along the length of the
spline as the path along which to distribute objects. path using the amount of space you specify.
When you’re finished with the Spacing tool, the Whether there are objects at the ends of the
software deletes the spline. path depends on the length of the path and the
spacing you provide.
Parameters group • End Offset—Distributes the number of objects
Count—The number of objects to distribute. you specify along a straight line. The objects
begin at an offset distance that you specify.
This distance is from the end of the spline to its
384 Chapter 6: Transforms: Moving, Rotating, and Scaling Objects

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

• Space from End, Specify Spacing—Distributes as Context group


many equally spaced objects as possible toward
the start of a spline or a pair of points, starting
at the end. You specify the spacing between
objects. The software locks the end offset so
that it’s the same as the spacing.
• Space from Start, Unbounded—Distributes the
number of objects you specify along a straight
line toward the end of a spline or a pair of
points, starting at the start. You specify the
spacing between objects. The software locks the
start offset so that it’s the same as the spacing.
• Space from Start, Specify Number—Distributes
the number of objects you specify toward the
end of a spline or a pair of points, starting at
the start. The Spacing tool determines the
1. Edge-to-edge spacing
amount of space between objects based on the
2. Center-to-center spacing
number of objects and the length of the spline
or the distance between the pair of points. The Edges—Use this to specify that spacing is
software locks the start offset so that it’s the determined from the facing edges of each object’s
same as the spacing. bounding box.
• Space from Start, Specify Spacing—Distributes Centers—Use this to specify that spacing be
as many evenly spaced objects as possible determined from the center of each object’s
toward the end of a spline or a pair of points, bounding box.
starting at the start. You specify the spacing
Follow—Use this to align the pivot points of the
between objects. The software locks the start
offset so that it’s the same as the spacing. distributed objects to the tangent of the spline.

• Specify Spacing, Matching Offsets—Distributes Type of Object group


as many evenly spaced objects as possible along
a spline or between a pair of points (and their Determines the type of copies made by the Spacing
offsets). You specify the spacing. The software tool. The default is Copy. You can copy, instance
locks the start and end offsets so that they’re (page 3–689), or reference (page 3–722) objects.
the same as the spacing. Copy—Distributes copies of the selected object to
• Divide Evenly, No Objects at Ends—Distributes the specified position.
the number of objects you specify along a spline Instance—Distributes instances of the selected
or between a pair of points (and their offsets). object to the specified position.
The Spacing tool determines the amount of
space between objects. The software locks the Reference—Distributes references of the selected
start and end offsets so that they’re the same as object to the specified position.
the spacing. Tip: You can use compound shapes containing
multiple splines as the spline path for distributing
386 Chapter 6: Transforms: Moving, Rotating, and Scaling Objects

objects. Before creating shapes, turn off Start New Procedure


Shape under Shapes on the Create panel. Then To use the Clone And Align tool:
create your shapes. Autodesk VIZ adds each spline
1. Create or load an object or objects to be cloned,
to the current shape until you click the Start New
as well as one or more destination objects.
Shape button so that it’s checked. When you select
the compound shape so that the Spacing tool can 2. Select the object or objects to be cloned.
use it as a path, objects are distributed along all of 3. Open the Clone And Align dialog.
the splines of the compound shape. For example,
Note: The order of steps 2 and 3 can be reversed.
you might find this technique useful in spacing
light standards along a path defined by separated 4. Do either of the following:
splines. • Click Pick once and then click each
destination object in turn. Next, click Pick
again to turn it off.
Clone and Align Tool • Click Pick List and then use the Pick
Extras toolbar > Clone and Align Tool (on Array flyout) Destination Objects dialog to pick all
destination objects simultaneously.
Tools menu > Clone and Align
5. On the Clone Parameters rollout, choose the
type of clone, and, if appropriate, how to copy
The Clone And Align tool lets you distribute source
the controller. For details, see Clone Options
objects based on the current selection to a second
Dialog (page 2–6).
selection of destination objects. For example, you
can populate several rooms simultaneously with 6. Use the Clone Parameters rollout settings to
the same furniture arrangement. Similarly, if you specify position, orientation, and scale options.
import a CAD file that contains 2D symbols that 7. At any time, when Pick is off, you can change
represent chairs in a conference room, you can use the source selection in a viewport. This causes
Clone And Align to replace the symbols with 3D the dialog to lose focus; click it again to regain
chair objects en masse. focus and refresh the viewport preview of the
The distributed objects can be copies, instances clone operation.
(page 3–689), or references (page 3–722) of the 8. To make the clones permanent, click Apply,
current selected object. You determine the number and then click Cancel or the close button (X, in
of clones or clone sets by specifying any number of upper-right corner) to close the dialog.
destination objects. You can also specify position
and orientation alignment of the clones on one,
two, or three axes, with optional offsets.
You can use any number of source objects
and destination objects. With multiple source
objects, Clone And Align maintains the positional
relationships among the members of each cloned
group, aligning the selection center with the
destination’s pivot.
Clone and Align Tool 387

Interface When the dialog focus is lost by activating another


dialog or clicking in a viewport (that is, its title bar
is gray rather than blue), the preview no longer
appears in the viewports. To make the cloned
objects permanent, click Apply when the dialog
is active.

Source and Destination Parameters rollout


Designate source objects by selecting them in a
viewport. If you do this with the Clone And Align
dialog open, the dialog loses focus; click the dialog
to regain focus and update the settings.
Destination Objects [label]—This read-only field
shows the number of destination objects. To
change this value, use Pick, Pick List, and Clear.
Pick—When on, each object you click in the
viewports is added to the list of destination objects.
Click again to turn off after picking all destination
objects.
To qualify as a valid destination object, an object
must:
• not have been designated as a source or
destination object.
• be selectable (frozen objects can’t be selected).
• not be a temporary cloned object.
Pick List—Opens the Pick Destination Objects
dialog, which lets you pick all destination objects
simultaneously, by name. In the dialog, highlight
the destination objects, and then click Pick.
Clear All—Removes all destination objects from the
The Clone and Align tool takes the form of a list. Available only when at least one destination
non-modal dialog; it remains open while you object is designated.
work in the viewports. While the dialog is active, Source Objects [label]—This read-only field shows
the results of the current settings appear as a the number of source objects. To change this value,
preview in the viewports. Because of the dialog’s keep the dialog open, make sure Pick is off, and
non-modal nature, you can change the selection of then select source objects in the viewports. When
source and destination objects on the fly and see you click the dialog, the field updates.
the results immediately in the viewports.
388 Chapter 6: Transforms: Moving, Rotating, and Scaling Objects

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.

Align Orientation group


X/Y/Z Orientation—Specifies the axis or axes about
which to align orientation. Turning on all three
options aligns each set of clones’ orientation fully
with that of the respective destination object.
X/Y/Z Offset—The angle by which the source
objects are rotated away from the destination
object’s orientation about each axis. For an Offset
Align 389

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)

Tools menu > Align

Keyboard > ALT+A

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.

Align Orientation (Local) group


These settings let you match the orientation of the
local coordinate systems between the two objects
on any combination of axes.
This option is independent of the position
alignment settings. You can leave the Position
settings alone and use the Orientation check
boxes to rotate the current object to match the
orientation of the target object.
Position alignment uses world coordinates (page
3–748), while orientation alignment uses local
coordinates. (page 3–692)

Match Scale group


Use the X Axis, Y Axis, and Z Axis options to
Align Position group
match the scale axis values between the two
X/Y/Z Position—Specifies on which axis or axes selected objects. This matches only the scale values
to perform the alignment. Turning on all three you’d see in the Transform Type-In (page 1–352).
392 Chapter 6: Transforms: Moving, Rotating, and Scaling Objects

It does not necessarily cause two objects to be the


same size. There will be no change in size if neither Normal Align
of the objects has previously been scaled.
Main toolbar > Normal Align (on Align flyout)

Tools menu > Normal Align


Quick Align Keyboard > ALT+N
Main toolbar > Quick Align (on Align flyout)
Normal Align uses the Normal Align dialog (page
Tools menu > Quick Align 1–392) to align two objects based on the direction
Keyboard > SHIFT+A of the normal (page 3–704) of a face or selection
on each object. To open the Normal Align dialog,
Quick Align lets you instantly align the position select the object to be aligned, click a face on the
of the current selection to that of a target object. object, and then click a face on a second object.
If the current selection is a single object, Quick Upon releasing the mouse, the Normal Align
Align uses the two objects’ pivots (page 3–715). If dialog appears.
the current selection comprises multiple objects If you use Normal Align while a sub-object
or sub-objects, Quick Align aligns the source’s selection is active, only that selection is aligned.
selection center (page 1–367) with the pivot of the This is useful when aligning sub-object selections
target object. of faces, since otherwise there’s no valid face
normal for the source object.
Procedure
Normal Align respects smoothing groups and uses
To use Quick Align:
the interpolated normal, based on face smoothing.
1. Select one or more objects or sub-objects to As a result, you can orient the source object face to
align. any part of the target surface, rather than having
2. Press SHIFT+A or choose Quick Align from it snap to face normals.
the Tools menu or Main toolbar > Align flyout. For an object with no faces (such as helper objects
The mouse cursor turns into a “lightning-bolt” and atmospheric gizmos), Normal Align uses the
symbol. When positioned over an acceptable Z axis and origin of the object as a normal. Thus,
alignment target, a crosshairs symbol also you can use a Point object (page 2–638) with
appears. Normal Align.
3. Click an object to which to align the selection
from step 1.
Normal Align Dialog
The alignment is performed.
Main toolbar > Normal Align > Normal Align dialog
Interface
Tools menu > Normal Align > Normal Align dialog
Quick Align has no user interface or options. See
the procedure above for usage. The Normal Align dialog, displayed by the Normal
Align tool (page 1–392), enables you to align the
normals (page 3–704) of two objects.
Normal Align Dialog 393

Procedure Interface
To align normals:
1. Select a source object. This is the object that
moves during alignment.

2. Click Normal Align on the Main toolbar,


or choose Tools > Normal Align.
3. Drag across the surface of the source object.
The Normal Align cursor appears, attached to a
pair of cross hairs. A blue arrow at the cursor
indicates the current normal.
4. Move the cursor and blue arrow until you locate
the normal you want to use, then release.
The blue arrow remains as reference to the
source normal. The Normal Align dialog lets you adjust or cancel
the current alignment, and contains the following
5. Drag across the surface of the target object.
controls:
A green arrow at the cursor indicates the
current normal. Position Offset group
6. Move the cross hairs and green arrow until you Lets you translate the source object perpendicular
locate the normal you want to use as a target, to the normal on the X, Y or Z axes.
then release.
X/Y/Z—These three fields let you affect how much
The source object moves into alignment with of an offset will be given to the selected faces.
the target normal, and the Normal Align dialog
appears. Rotation Offset group
7. Do one of the following: Lets you rotate the source object about the
• Click OK to accept the alignment. normal’s axis. You see the rotation in real time.
• Using the dialog, make modifications to the Angle—This field lets you define the angle for the
alignment before clicking OK. rotational offset.
• Click Cancel Align to cancel the alignment Flip Normal—Determines whether the source
procedure. normal matches the target normal’s direction.
This defaults to off, since you usually want the
two normals to have opposing directions. When
you turn this on or off, the source object flips 180
degrees.
OK/Cancel Align—The Cancel button is labeled
Cancel Align to make it clear that you’re not only
canceling the settings in the dialog, but canceling
394 Chapter 6: Transforms: Moving, Rotating, and Scaling Objects

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)

Tools menu > Place Highlight

Keyboard > CTRL+H

Place Highlight, available from the Align flyout


(page 1–388), enables you to align a light or object
to another object so that its highlight or reflection
can be precisely positioned.
In Place Highlight mode, you can click and
drag the mouse around in any viewport. Place
Highlight is a viewport-dependent function, so
use the viewport that you’re going to be rendering.
As you drag the mouse in the scene, a ray is shot Place Highlight aligns a camera and a spotlight to the same
face.
from the mouse cursor into the scene. If it hits a
surface, you see the surface normal (page 3–704) Other alignment tools on the Align flyout are
at that point on the surface. Align (page 1–389), Quick Align (page 1–392),
Normal Align (page 1–392), Align to Camera
When you designate a surface, any selected objects
(page 1–395), and Align to View (page 1–395).
are positioned along a line that represents the ray
reflected off the surface about the surface normal.
Procedure
The objects are positioned along this line based on
their original distance from the surface point. For To position a light to highlight a face:
example, if the object is 100 units from the surface 1. Make sure the viewport you plan to render is
point before being moved, it will be positioned 100 active, and that the object you want to highlight
units from the surface point along the reflected ray. is visible in it.
If the object is a light, the position of the highlight The result of Place Highlight depends on what
on the surface of the object will be the surface is visible in the viewport.
point that you’ve chosen. 2. Select a light object.
Tip: Place Highlight works with any kind of
selected object. It can be used to move objects 3. Click Place Highlight, or choose Tools >
based on a combination of face normals and initial Place Highlight.
distance from the face. You can also use Place Choose Tools > Place Highlight.
Highlight with a selection set that contains more
If the button is not visible on the toolbar,
than one object. All objects maintain their initial
choose it from the Align flyout.
distance from the face. In this case it has nothing
4. Drag over the object to place the highlight.
Align Camera 395

When you place an omni, free spot, or


directional light, the software displays a face 2. Click Align Camera or choose Tools menu
normal for the face the mouse indicates. > Align Camera.
3. In any viewport, drag the mouse over an object
When you place a target spotlight, the software
displays the light’s target and the base of its surface to choose a face.
cone. The chosen face normal appears as a blue arrow
5. Release the mouse when the normal or target
beneath the cursor.
display indicates the face you want to highlight. 4. Release the mouse to perform the alignment.

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

Align X, Align Y, Align Z—Specifies which local


Align to View Dialog axis of the selected object will be aligned with the
current viewport’s Z axis.
Main toolbar > Align to View (on Align flyout) > Align to
View dialog
Flip—Switches the direction of the alignment.
Tools menu > Align to View > Align to View dialog.

The Align to View dialog lets you match the local


axis of an object or sub-object selection with the
Z axis of the current viewport. There is also a Flip
option to reverse the selection on the Z axis. All
settings from this dialog update in the viewport,
so you can preview the effect before accepting it.
You can use this dialog with any selection that can
be transformed.

Procedure
To align the local axis of a selection with the current
viewport:
1. Select the objects or sub-objects to align.

2. Click Align to View.


3. Specify the local axis of the selected object to
align with the current viewport’s Z axis.
4. Select the Flip check box when you switch the
direction of the alignment.
The alignment takes place while the dialog is
displayed.
5. Click OK to complete the process.

Interface

The Align to View dialog contains the following


options:
index
Index

Symbols & Numerics absolute snap 2–651, 2–654


1-rail sweep surface 2–566 absolute/offset coordinate display 3–437
2.5D snap 2–651 acceleration (raytrace) 2–1154
2-point perspective 2–1019 acceleration techniques (raytracer) 2–1151
2-rail sweep surface 2–571 AccuRender materials
2-sided 3–587, 3–649 in Autodesk VIZ 3–354
2D activate Autodesk VIZ 3–628
2D coordinates rollout 2–1199 activate all maps 1–48
2D images 3–251 activating
2D maps 2–1199 grid object 2–650
2D snap 2–651 home grid 2–650
2D map joint axes 2–802
glossary 3–649 maps 1–48
32–bit floating-point output 3–256 active link (glossary) 3–651
3D active time segment 2–679
3D coordinates rollout 2–1237 active time segment (glossary) 3–651
3D maps 2–1236 active viewport 1–20
3D snap 2–651 adaptive antialiaser dialogs 2–1155 to 2–1156
viewing and navigating 3D space 1–19 adaptive control 1–138, 2–199, 2–1156, 2–1270
3D displacement shader (mental ray) 2–1286 adaptive degradation
3D DWF glossary 3–652
exporting 3–139 override 1–32
glossary 3–649 viewport configuration dialog 3–591
3D map adaptive subdivision dialog 2–141
glossary 3–650 add
3DS files atmosphere 2–980, 3–84
3DS import dialog 3–141 default lights to scene 1–46 to 1–47
exporting 3–143 effect 2–980
importing 3–141 note track (Track View) 2–863
3ds Max time tag dialog 3–439
files 3–136 visibility track 2–866
materials 2–1382 add keys
3dsviz.ini file 1–16 to 1–17 function curves 2–889
Track View toolbar 2–869
A add selection to current layer 3–374
about 3–628 add texture elements dialog 2–1450
about MAXScript 1–xiv add/edit DBR host dialog 2–1424
398 Index

adding editable mesh vertices 2–357


editable spline vertices 1–268 flyout 1–388
splines 1–275, 1–280 grid to view 2–650
additional help 3–628 keys (Track View) 2–866
additive opacity (glossary) 3–652 normals 1–392, 2–626
adjust animation range (track bar) 3–432 objects 2–624
adjust color dialog to view (dialog) 1–396
vertexpaint modifier 2–298 to view (toolbar) 1–395
adjust pivot rollout 2–805 allow non-vertical jambs 1–180
adjust transform rollout 2–807 alpha channel 3–53, 3–654
adjusting alpha map (baking) 2–1441
normals and smoothing 1–136 altitude (sunlight and daylight systems) 1–337
object transforms 2–777 ambient
pivots 2–769 and diffuse map lock 2–1100
Adobe Illustrator files and raytrace materials 2–1138
exporting 3–145 color (glossary) 3–654
importing AI 88 format 3–145 light 2–916, 2–918 to 2–919, 3–655
advanced effects rollout 2–970 lighting (rendered environment) 3–53
advanced file link settings 3–330 mapping 2–1122
advanced key info 2–696 ambient occlusion map 2–1442
advanced lighting analysis of lighting 2–1376
object properties 1–114 analyzing
select advanced lighting rollout 2–1350 Shockwave 3D files 3–230
advanced lighting override material 2–1188 W3D files 3–230
advanced quad menu options 3–522 anchor (VRML97 helpers) 3–240
advanced ray-traced parameters rollout 2–985 anchor patches 2–316
advanced shaders rollout angle 1–257
mental ray material 2–1169 angle of incidence 2–916, 2–918
advanced surface approximation dialog 2–606 angle separation 3–540
AEC design elements 1–180 angle snap 2–653
AEC extended 1–180 animated
editing wall objects 1–198 bitmap 2–1080
foliage 1–184 material previews 2–1079
railing 1–188 texture 3–655
wall 1–193 animating
affect region 2–52 attachment 2–779
soft selection rollout (EMesh) 2–312 cameras 2–1010, 2–1020
soft selection rollout (NURBS) 2–509 lights 2–922
affine transformation (glossary) 3–653 links 2–776
AI import dialog 3–135 materials 2–1079
aliasing/antialiasing scene 1–8
alias against background 3–540 shift+rotate 2–12
and supersampling 2–1088 shift+scale 2–12
fast adaptive 2–1155 sub-object geometry 2–353
filters 2–1343 transforms 1–354
glossary 3–653 with applied IK 2–799
multiresolution adaptive 2–1156 with IK solvers 2–786
align 1–389 with interactive IK 2–798
align geometry dialog (edit poly) 2–125 animation
and pivot point 2–805 auto key mode 2–672
camera 1–395 concepts 2–669 to 2–670
dialog 1–389 constraints 2–740
editable mesh objects 2–354 controllers 2–697, 3–656
Index 399

glossary 3–655 archive 3–111


methods 2–669 file menu 3–110
NURBS 2–455 program (files preferences) 3–548
preferences settings 3–546 archiving scenes 1–17
show ghosting 1–44 area light rollout 2–983
toggle animation mode 2–672 area light sampling rollout 2–983
utilities 2–907 area lights 3–656
with radiosity 2–1360 omni 2–938
animation controls 3–440 spotlight 2–939
animation menu 3–391 area omni light 2–938
constraints 2–724, 2–740 to 2–741, 2–743, 2–745, area shadows 3–657
2–748, 2–753, 2–756 area shadows rollout 2–986
dummy 2–631 area spot light 2–939
IK solvers 2–784 array 1–376
make preview 2–1451 arraying objects 2–14
previews 2–1451 button 1–376
rename preview 2–1453 creating 2–1
view preview 2–1453 creating arrays 2–17, 2–19
walkthrough assistant 2–1020 dialog 1–377
wire parameters 2–758 to 2–759 flyout 1–374
animation mode using the array dialog 2–15
set key 2–673 array dialog 1–377
animation modifiers 2–51 array flyout 1–374
animation quad menu 3–402 artificial light 2–919
animation range ASCII files: exporting 3–145
ignore 2–841 ASE files 3–145
respect 2–841 aspect ratio 2–1336, 3–657
anisotropic highlights 2–1116 assemblies
anisotropic shader and groups 1–93
anisotropy mapping 2–1128 and selection sets 1–93
basic parameters rollout 2–1104 attach to 1–104
antialiasing 2–1397, 3–676, 3–724 close 1–103
applied ik create 1–101
glossary 3–656 disassemble 1–104
applied IK 2–783, 2–799, 2–808 explode 1–104
apply ease curve 2–891 open 1–103
apply ease or multiplier curve (Track View) 2–891 working with 1–93
apply multiplier curve 2–891 assembly commands 1–100
applying materials 2–1035, 2–1039 assembly heads helper objects 1–105
arc 1–246 assembly menu
arc rotate 3–465 to 3–466 assemble 1–101
Architectural Desktop attach 1–104
files 3–342 detach 1–104
materials 3–344 disassemble 1–104
objects 3–343, 3–360 explode 1–104
styles 3–360 asset browser 3–117
architectural material 2–1157 geo-referencing 3–117
advanced lighting override rollout 2–1162 internet download dialog 3–130
and radiosity solution 2–1162 preferences 3–130
physical qualities rollout 2–1159 using 1–15
special effects rollout 2–1161 Volo View Express 3–117
templates rollout 2–1158 asset tracking
dialog 3–102
400 Index

icons 3–109 auto key 2–672, 3–441


open from vault 3–93 and set key 2–674
asset tracking dialog 3–102 auto termination rollout 2–816
asset tracking dialog icons 3–109 AutoCAD
asset tracking prompts 3–109 blocks 3–355, 3–357
assign importing DWG and DXF files 3–147
controller (Track View) 2–857 importing DXF files 3–159
controller rollout (motion panel) 3–495 instanced objects 3–355
material to selection 2–1071 AutoCAD blocks in Autodesk VIZ 3–340
vertex colors utility 2–1303 AutoCAD DWG/DXF import options dialog 3–147
assign renderer rollout 2–1341 AutoCAD, Architectural Desktop and Revit
assigning working with 3–339
colors to objects 1–130 autodesk inventor files
controllers 2–685 importing 3–165
materials 2–1035, 2–1039 Autodesk Vault 3–102
asterisk (in modifier stack) 2–36 Autodesk VIZ
atmospheres and effects main window 1–9
adding atmosphere 3–57 user reference 1–ix
and raytracing 2–1151 Autodesk VIZ on the web 3–628
atmospheric effect 3–53, 3–62, 3–64, 3–68 autogrid 3–659
for atmospheric apparatus 3–84 AutoGrid 2–623
for lights 2–979 automatic
atmospheric apparatus 3–83 auto archive 3–548
BoxGizmo 3–84 auto backup 1–17, 3–548
CylGizmo 3–85 auto secondary (lens effects) 3–19
SphereGizmo 3–87 auto termination (IK) 2–816
attach automatic exposure control 3–74
attach options 2–374 automatic mapping rollout
attaching and importing Autodesk VIZ objects 2–484 rendering to texture 2–1449
controls dialog (block controller) 2–737 autoplay preview file 3–537
editable mesh edges 2–362 AVI files 2–1451, 3–252
editable patch 2–337 awning window 1–228
editable patch object 2–321 axis constraints 1–368 to 1–371, 3–396
object 2–316, 2–321 and hierarchies 2–817
splines 1–266, 1–268, 1–280 and rollouts 2–817
to assembly 1–104 and scaling 1–346
to groups 1–100 and snaps 2–654
attachment axis constraints toolbar 3–396
animating 2–779 axis tripod 1–43
constraint 2–741 and transform managers 1–354
attenuation 2–916, 2–918, 3–658 and World Axis 1–343
and lights 3–551 axonometric views 1–22, 3–659
parameters 2–975 azimuth (sunlight and daylight system 1–337
raytrace attenuation rollout 2–1278
audio controller 2–698, 2–735 B
AudioClip (VRML97 helpers) 3–249 B-spline (glossary) 3–659
auto expand backburner 2–1465
animated 2–837 network rendering 2–1456, 2–1462
base objects 2–837 backburner command line control 2–1499
keyable 2–837 backface cull on object creation 3–551
materials 2–837 backfacing - ignore 2–350, 2–366, 2–375
transforms 2–837 background 1–42
xyz components 2–837 and antialiasing 2–60, 2–1343
background image 1–36
Index 401

color 3–53, 3–57 patches 2–337


image 3–53 types of beveling 1–326
reset background transform 1–43 bevel polygons dialog 2–431
sample slot 2–1063 bezier
select background image 1–40 controllers 2–699
update viewport image 1–42 handle control 2–890
viewport 3–453 bezier curves 3–660
viewport background 1–36 bias
VRML97 helpers 3–248 mental ray shadow maps 2–989
backlight (sample slot) 2–1062 bifold door 1–223
backup billboard (VRML97 helpers) 3–250
auto 3–548 binding
backing up and archiving scenes 1–17 objects 2–782, 2–786, 2–808
backup on save 3–548 vertices 1–268
files 3–548 bitmap map 2–1205
recovered files 1–18 bitmap pager 3–542
baked material rollout bitmap pager statistics dialog 3–129
rendering to texture 2–1448 bitmap/photometric path editor 3–123, 3–132
baking textures 2–1437 bitmaps
target map slot 2–1443 choosing 2–1209
texture elements 2–1440 display 3–561, 3–565
barycentric glossary 3–660
coordinates (glossary) 3–659 Material Editor 2–1205, 2–1209
basic file link settings 3–327 path configuration 3–116, 3–532
basic key info 2–694 path editor 3–123
basic parameters rollout blend
materials 2–1096 blend curve (NURBS) 2–520
basics blend element parameters 2–1436
basic building blocks 1–127 blend material 2–1178
creating and modifying objects 1–125 blend object (glossary) 3–661
file linking 3–318 blend surface (NURBS) 2–545
selecting objects 1–60 blend map (baking) 2–1441
batch Blinn highlights 2–1118
rendering 2–1456 to 2–1457, 2–1462 Blinn shader basic parameters 2–1105
batch rendering 2–1456 to 2–1457, 2–1462 block
backburner 2–1456, 2–1462 to 2–1463 controller 2–737 to 2–738, 2–740
batch render dialog 2–1457 block controller 2–702
batch render tool 2–1457 block reference 3–661
cameras 2–1456 to 2–1457, 2–1462 block/style parent 3–661
error dialog 2–1457 blocks 3–357
errors 2–1457 and linking to Autodesk VIZ 3–661, 3–745
network rendering 2–1456 to 2–1457, 2–1462 AutoCAD 3–340, 3–355
presets 2–1457 AutoCAD and Autodesk VIZ 3–336
quick start 2–1463 material assignment 3–358
scene states 2–1456 to 2–1457, 2–1462 materials 3–358
using 2–1463 multi-view 3–358
batch rendering completed 2–1457 propagation 3–355
bend modifier 2–53 blowup (render) 2–1326
bevel blur
bevel modifier 2–55 and blur offset (glossary) 3–661
bevel profile modifier 2–58 rendering effect 3–41
deformation 1–326 BMP files 3–253
faces and polygons 2–366 Boolean controller 2–705
402 Index

Booleans button sets (utilities) 3–500


alignment 1–298 clone and align tool 1–386
and editable splines 1–280 crossing 1–85
Boolean objects 1–298 current frame 3–446
Boolean operation (glossary) 3–662 dolly camera 3–467
colinear edges 1–298 dolly light 3–472
combining objects that have materials 1–305 dolly target 3–467, 3–472
complexity between operands 1–298 full screen 3–459
coplanar faces 1–298 get material 2–1069
face normals 1–298 go forward to sibling 2–1076
inverted meshes 1–298 go to end 3–446
material IDs 1–298 go to frame 3–446
overlapping elements 1–298 go to parent 2–1076
surface topology 1–298 go to start 3–445
troubleshooting problems with 3–632 light falloff 3–475
with maps and materials 1–298 light hotspot 3–473
bound vertex 1–268, 3–662 lock selection 2–865
bounding box (glossary) 3–663 make unique (Material Editor) 2–1072
box material and map type 2–1078
BoxGizmo 3–84 Material Editor 2–1057
standard primitive 1–142 Material Editor options 2–1066
box caustics filter 2–1404 maximize viewport 3–459
box selected mirror 1–375
render bounding box/selected dialog 2–1329 next frame 3–446
break normal align 1–392
spline at selected vertex 1–268 orbit/pan camera 3–470
vertices 2–357 orbit/pan light 3–477
bricks 2–1232 pan (Track View) 2–899
bridge dialog 2–432 pan (user interface) 3–465
bridge edges dialog 2–433 percent snap 2–653
brightness and contrast effect 3–46 perspective 3–468
browser pick material from object 2–1078
material/map 2–1042 place highlight 1–394
browsing from Autodesk VIZ 3–117 play/stop 3–445
brush options 2–302 previous frame 3–445
BSP method 2–1425 quick align 1–392
BSP method, raytrace acceleration 3–719 quick render (Production) 2–1330
buckets, distributed rendering 2–1421 redo 1–90
build face 2–366 render scene 2–1325
bump mapping 2–1131, 2–1161 roll camera 3–469
bump shader (mental ray) 2–1287 roll light 3–475
button scale keys 2–869, 2–888
2.5D snap 2–651 scale values 2–888
2D snap 2–651 select and link 2–768
3D snap 2–651 select and manipulate 2–643
align 1–389 select and move 1–360
align camera 1–395 select and rotate 1–360
align to view 1–395 select and uniform scale 1–361
angle snap 2–653 select by material 2–1069
animate 3–441 select by name 1–74
arc rotate 3–466 select object 1–73
array 1–376 selection center 1–367
auto key 3–441 selection lock 3–436
Index 403

sets of modifiers 3–493 camera view 1–22


show curves 3–434 camera viewport controls 3–467
show end result 2–1076 choosing for vertical views 2–995
snapshot 1–380 common parameters 2–1003
spacing tool 1–381 create camera from view 1–46
spinner snap 2–653 depth of field parameters (mental ray renderer) 2–1012
squash 1–363 dolly or target 3–467
transform coordinate center 1–367 free 2–999
truck camera 3–470 match camera to view 1–395
truck light 3–476 multi-pass parameters 2–1012
undo 1–90 orbit/pan 2–1010, 3–470
unlink selection 2–769 placing 1–6
use pivot point center 1–367 roll 3–469
zoom 3–461 setting lens size 2–1003
zoom (Track View) 2–900 target 2–1000
zoom all 3–461 truck 3–470
zoom extents 3–462 using clipping planes to exclude geometry 2–1009
zoom extents all 3–459 using horizon to match perspective 2–1009
zoom extents all selected 3–459 using move and rotate to aim 2–1008
zoom extents selected 3–462 using transforms to aim 2–1008
zoom horizontal extents 2–899 with target 2–1000
zoom region 3–464 zoom 2–1010
zoom region (Track View) 2–901 cameras palette 3–412
zoom selected object 2–896 candela 3–694
zoom value extents 2–900 canopy mode 1–184
button appearance 3–524 cap holes modifier 2–62
by layer 3–663 cap surface 2–557
bylayer 3–362 capsule 1–166
capture viewport 1–33
C casement window 1–229
C-Ext 1–171 category, hiding and unhiding objects by 1–68
calculation order (joint precedence) 2–792 caustics 2–1391, 2–1404
calculator 1–10 caustics (mental ray) 2–1380
camera correction modifier 2–1019 caustics and global illumination rollout 2–1404
camera effects rollout 2–1400 CCB files 2–299
camera map modifier cellular map 2–1238
object space 2–60 center 1–356
world space 2–41 chains (kinematic) 2–796, 3–690
camera map per pixel 2–1302 chamfer
camera match and editable splines 1–268
camera match helper 2–1018 chamfer curve (NURBS) 2–523
camera match point 2–1018 ChamferBox 1–162
camera match utility 2–1014 ChamferCyl 1–163
camera point 2–1018 editable mesh edges 2–362
CamPoint 2–1018 glossary 3–663
camera tools chamfer dialog 2–435
customize heights dialog 3–413 change of value over time 2–886
camera view
right-click menu 3–453
camera viewports 1–31, 3–467
cameras 2–995, 2–1001
align camera button 1–395
animating 2–1010, 2–1020
camera object icons 2–995
404 Index

changed feature in 2007 2–97, 2–157, 2–247, 2–252, 2–377, close


2–381, 2–384, 2–399, 2–726, 2–836, 2–860, 2–868, assembly 1–103
2–887, 2–897, 2–900, 2–989, 2–1059, 2–1320, 2–1334, group (group menu) 1–99
2–1400, 2–1409, 2–1411, 2–1413, 2–1415, 2–1421, close curve dialog 2–590, 2–597
2–1426, 2–1436, 2–1457, 3–147, 3–157, 3–258, 3–277, CLR files 3–519
3–281, 3–284, 3–292, 3–296, 3–298 to 3–299, 3–330, cmdjob.exe 2–1499
3–440, 3–529, 3–531, 3–533, 3–546, 3–548, 3–551, codec (glossary) 3–664
3–720 coincident - making splines 2–212
changed name 2–1232, 2–1254 collapse
changed path 2–1154, 2–1339, 2–1341 to 2–1342, 2–1370 collapse utility 2–314
to 2–1371, 2–1375, 2–1433 stack 2–314
changing vertices 2–357, 2–366
controller properties 2–683 collapse controller tool (Track View) 2–842
light objects 2–921 color
link inheritance 2–779 and light 2–916, 2–918, 2–961
smoothing 1–138 and program state 1–10
video system 2–1064 and realism 2–1030
channel 1–256 assigning to objects 1–130
channel (map) 3–695 balance (render effect) 3–46
checker map 2–1212 bleeding 2–1392
children changing vertex color 2–366
don’t affect 2–807 color selector 1–132
choose directory dialog 3–529, 3–531 copying 1–135, 2–1081
choose renderer dialog 2–1341 display 1–49
choosing illegal video colors 2–1064
child-to-parent precedence 2–794 name and color rollout 3–479
colors for realism 2–1030 object color dialog 1–130
parent-to-child precedence 2–795 parameters 2–975
playback speed and frame rate 2–680 selecting vertices by 2–89, 2–390
transform center 1–356 temperature (light color) 2–916
CIBSE files 3–663 color clipboard files 2–299
cineon image file format dialog 3–253 color clipboard utility 1–135
circle 1–244 color controls 2–1110
circular color modifier maps 2–1264
falloff graph 3–35 color palette
circular arrays 2–19 vertexpaint modifier 2–299
circulating color RGB controller 2–706
materials 3–355 color selector 1–132, 3–537
clean multimaterial utility 2–1308 colors panel (customize UI) 3–519
clean remove 2–404 combining objects 1–298
clipping planes 2–1003, 2–1009, 3–664 Combustion
clone 2–6 adding workspace 2–1431
clone and align tool 1–386 combustion map 2–1213
cloning 2–6 combustion workspace file 3–254
clone 2–6 command line
materials 3–355 rendering 2–1493, 2–1496, 2–1499
objects 1–380, 2–3, 2–13 command panel
shape sub-object selections 1–261 troubleshooting when missing 3–640
shift+move 2–9 command panels
shift+rotate 2–10 create 3–479
shift+scale 2–11 display 3–496
sub-object geometry 2–353 hierarchy 3–494
modify 3–480
Index 405

motion 3–495 system paths 3–531


overview 3–478 time 3–447
utilities 3–499 track bar 3–432
command-line options (MAXScript) 3–504 user paths 3–529
command-line options (starting Autodesk VIZ) 3–383 utilities button sets 3–500
command-line rendering 2–1493, 2–1499 viewports 3–585
backburner command line 2–1499 configure paths 3–529
batch render 2–1493 configure preset dialog 2–1339
DOS 2–1496 configure system paths 3–531
pre-render scripts 2–1493, 2–1499 configure user paths 3–529
commands provided only from the keyboard 3–381 bitmaps 2–1480, 3–532
comments on the documentation 3–620 file i/o path configuration 3–533
common panel FX files 3–532
render scene dialog 2–1333 plug-ins path configuration 3–535
common parameters rollout 2–1334 using 2–1480
commonality 2–38 connect compound object 1–292
communication center connect edges dialog 2–435
keyboard shortcuts 3–602 connect parameter to shader dialog (mental ray) 2–1285
compare dialog (loft objects) 1–333 constant
compass helper object 2–642 coordinate system 3–537
complete map (baking) 2–1441 facet shading 3–674
component color - specular 3–733 constrained point
composite glossary 3–665
glossary 3–664 constraints 2–682, 2–740
map 2–1260 attachment 2–741
material 2–1179 axis constraints 1–368 to 1–371, 3–396
compositor link 2–750
compositor maps 2–1259 look-at 2–753
compound materials orientation 2–756
glossary 3–664 path 2–745
kinds of 2–1177 position 2–748
compound objects 1–285 surface 2–743
Boolean 1–298 transform constraints 1–368
connect 1–292 constraints toolbar 1–370
scatter 1–286 contacting us 1–xii
ShapeMerge 1–296 containers (glossary) 3–665
terrain 1–306 content browser 3–124
concepts 2–1387 utility 3–124
concrete palette 3–405 content browser (glossary) 3–665
cone 1–143 continuity 3–665
cone (spotlight) 2–969 continuity level (glossary) 3–665
cone angle manipulator 2–643 NURBS concepts 2–456
cone caustics filter 2–1404 contour shading
configuration mental ray 2–1396
network rendering 2–1467 contrast sampling thresholds 2–1397
configuration settings 2–1415 control lattice (glossary) 3–666
configure control objects (IK) 2–781
Direct3D 3–565 control vertex (CV) 3–667
driver 3–551, 3–560 control vertex (glossary) 3–666
key mode 3–447 controller 3–666
modifier sets 3–493 controller menu, Track View 2–841
OpenGL 3–561 controller toolbar, Track View 2–852
software display driver 3–561 controller window, Track View 2–828
406 Index

controllers 2–687 to 2–689, 2–697 controls


assigning 2–685 camera viewport 3–467
audio 2–698 light viewport 3–471
bezier 2–699 perspective and orthographic 3–460
block 2–702 special 1–10
Boolean 2–705 viewport 3–457
categories of 2–682 conversion modifier
changing length 2–819 turn to mesh 2–240
changing properties 2–683 turn to patch 2–241
changing range 2–819 turn to poly 2–243
collapsing procedural controllers 2–842 convert surface dialog 2–589
color RGB 2–706 convex hull property (glossary) 3–666
copy 2–855 cool (glossary) 3–666
default settings 3–546 coordinate display (mouse position) 3–437
Euler XYZ rotation 2–707 coordinate system 1–364
frame duration 2–819 coordinate system category manager dialog 3–568
general-purpose controllers 2–687 coordinates
limit 2–709 absolute/offset display 3–437
linear 2–715 barycentric (glossary) 3–659
list 2–716 coordinate display 3–437
local euler XYZ rotation 2–718 coordinate system 1–364
look at 2–718 coordinates rollouts 2–1199, 2–1237
make unique 2–861 mapping 2–1036
noise 2–720 copies 2–2
on/off 2–721 creating 2–1
paste 2–856 overview 2–2
point3 XYZ 2–706 copy
position XYZ 2–722 a material, map, bitmap, or color 2–1048
properties 2–870 copy controller 2–855
PRS 2–723 copy keys 2–887
scale XYZ 2–724 copy map dialog 2–1080
script 2–725 copy tangent handles 1–268
slave 2–702 copy time (Track View) 2–876
smooth rotation 2–728 copying
specifying default 2–686 and pasting items/objects 2–883 to 2–884
TCB 2–728 colors 1–135, 2–1081
time duration 2–819 copy controller (Track View) 2–855
transform script 2–731 copy time (Track View) 2–876
types of 2–681, 2–857 copy track (Track View) 2–876
understanding 2–682 joint parameters 2–812
viewing types 2–682 materials 2–1039, 3–355
waveform 2–733 modifiers 2–855
working with 2–681 patch surface 2–316
controlling presets 3–335
display performance 1–26 splines 1–280
flipping on path 2–745 transform keys 2–676
IK precision 2–788 crash recovery 1–18
object display 1–49 create assembly (assembly menu) 1–101
position 2–690 create assembly dialog 1–102
rotation 2–690 create camera from view 1–46
time 2–678 create key dialog 2–677
transforms 2–690 create material preview dialog 2–1081
viewport rendering 1–25
Index 407

create menu 1–306, 3–387 faces 2–366


AEC objects 1–184, 1–188, 1–193, 1–203, 1–206, fillet curve 2–526
1–210, 1–214, 1–222 to 1–223, 1–228 to 1–233 fillet surface 2–578
cameras 2–995, 2–999 to 2–1000 independent surfaces from NURBS curve objects 2–479
compound objects 1–286, 1–292, 1–296, 1–298, 1–312 iso curve 2–530
extended primitives 1–157 lathe surface 2–552
lights 2–911 linear arrays 2–17
NURBS 2–466, 2–468, 2–471, 2–475 mirror curve 2–522
patch grids 2–346 to 2–347, 2–349 mirror surface 2–549
photometric lights 2–942 to 2–948 models with NURBS 2–459
shapes 1–234, 1–242, 1–244 to 1–250, 1–252 to 1–253, multicurve trim surface 2–576
1–255 to 1–257, 1–259 multiple slices 2–375
standard lights 2–927 to 2–928, 2–930 to 2–931, 2–933 multisided blend surface 2–575
to 2–934 normal projected curve 2–531
standard primitives 1–141 NURBS curves from splines 2–479
create new layer 3–374 NURBS CV curve 2–475
create out of range keys 2–845 NURBS models 2–444
create out-of-range keys utility (Track View) 2–872 NURBS point curve 2–471
create panel 1–126, 3–479 NURBS sub-objects 2–446
cameras 2–995 NURBS surfaces 2–465, 2–480
helpers 2–618 objects (basics) 1–125
lights 2–911, 2–941 offset curve 2–521
systems 1–334 offset surface 2–548
create position lock key 2–699 point curve on surface 2–537
create rotation lock key 2–699 point curve sub-object 2–517
create shape (editable patch) 2–333 point curve with curve fit 2–519
creating point sub-objects 2–443, 2–581
1-rail sweep surface 2–566 point surface 2–466
2-rail sweep surface 2–571 point surface sub-object 2–543
an object 1–128 primitives from the keyboard 1–140
animated material previews 2–1079 ruled surface 2–555
arrays 2–1 shapes 1–234
blend surface 2–545 sub-objects 2–539
cap surface 2–557 surface edge curve 2–539
chamfer curve 2–523 surface offset curve 2–529
circular and spiral arrays 2–19 surface sub-objects 2–539
copies 2–1 surface-surface intersection curve 2–528
curve sub-objects 2–514 transform curve 2–519
custom sample object 2–1056 transform surface 2–544
CV curve on surface 2–534 U loft surface 2–558
CV curve sub-object 2–515 UV loft surface 2–562
CV surface 2–468 vector projected curve 2–533
CV surface sub-object 2–541 creation method rollout 1–313
dependent curve point 2–582 creation parameters
dependent curve-curve point 2–585 glossary 3–667
dependent curves 2–514 cross sections 1–253, 1–255 to 1–257, 1–259, 2–63, 2–212
dependent offset point 2–581 cross-hairs cursor 3–537
dependent surface point 2–584 crossing selection 1–85
dependent surface-curve point 2–586 CrossSection modifier 2–63
dependent surfaces 2–539 CUI files 3–525, 3–527
editable mesh edges from shapes 2–362 current frame 3–430, 3–446
editable mesh vertices 2–357 current value editor 2–845, 2–874
extrude surface 2–550 currentdefaults.ini 3–510
408 Index

currently installed driver 3–551 cut time (Track View) 2–876


curve editor 2–818, 2–826, 2–847 cutout mapping 2–1162, 2–1165
display menu 2–839 CV 3–667
modes menu 2–835 CV curve
curves CV curve 2–475
curve approximation 2–600 CV curve (glossary) 3–667
curve fit 2–519 CV curve on surface 2–534
curve point 2–582 CV curve sub-object 2–515
curve-curve intersection point 2–585 CV sub-objects 2–450
curve-curve point 2–585 CV surface
freeze non-selected 2–895 CV surface 2–468
curves menu CV surface (glossary) 3–668
Track View 2–845 CV surface sub-object 2–541
curves toolbar 2–847 CWS file 2–1431
custom grid 2–635 CWS file (combustion workspace) 3–254
custom splash screen 1–16 cycling
custom UI and defaults switcher 3–509 animation 2–861
custom UI scheme 3–525 cylinder
customize chamfer 1–163
keyboard shortcut 3–355 CylGizmo 3–85
toolbar 3–355 standard primitive 1–148
customize menu 3–393 cylindrical area omni light 2–938
configure system paths 3–531
configure user paths 3–529 D
customize user interface 3–511 damping joint action 2–792
grid and snap settings 2–654 data management
load custom UI scheme 3–527 asset tracking dialog 3–102
lock UI layout 3–508 open from vault 3–93
plug-in manager 3–508 datum
preferences 3–536 define 3–570
revert to startup UI layout 3–529 manager 3–569
save custom UI scheme 3–527 modify 3–576
show UI 3–508 properties 3–569
viewport configuration 3–585 select 3–579
customize user interface 3–511 datum manager dialog 3–569
colors 3–519 datum properties dialog 3–569
keyboard shortcuts 3–512, 3–605 daylight
load UI scheme 3–527 IES sky 2–951
lock UI layout 3–508 IES sun 2–949
menus 3–517 DDS files (glossary) 3–254
overview 3–505 deactivate all maps 1–48
quad menus 3–515 decay 2–975
revert to startup layout 3–529 default
save UI scheme 3–527 controller settings 2–686, 3–546
shortcuts 3–512 controllers 2–686
tool palettes 3–520 heights 2–617
toolbars 3–513 keyboard shortcuts 3–601 to 3–605, 3–608, 3–610 to
customizing user interface 3–611, 3–617
Track View 2–903 lighting 2–911, 2–914
cut material settings 2–1072
and slice 2–362, 2–375 defaults
and snaps 2–375 setting 3–510
time (Track View) 2–876 setting and changing 1–16
switching 3–509
Index 409

defaultui.cui file 1–10 editable mesh vertices 2–357


define datum dialog 3–570 editable patches 2–337
define ellipsoid dialog 3–571 patch surface 2–316
define global coordinate system dialog 3–571 detach editable mesh vertices 2–357
defining DGS material (mental ray) 2–1170
search terms (HTML help viewer) 3–622 dgs material shader (mental ray) 2–1288
time tags 3–439 diagnostics
deform mental ray renderer 2–1420
deform bevel 1–326 dialog
deform fit 1–327 asset tracking 3–102
deform scale 1–323 bevel polygons 2–431
deform teeter 1–325 bitmap pager statistics 3–129
deform twist 1–324 chamfer 2–435
deformations (and loft objects) 1–322, 1–328 connect edges 2–435
degradation override 1–32 extrude polygons 2–437
degree 2–456, 3–668 flatten mapping 2–264
delete 1–91 MAXScript debugger 3–503
controller 2–859 normal mapping 2–265
keys 2–864, 3–432 prompts 3–109
maps 2–1044 relax tool 2–266
material 2–1044 unfold mapping 2–270
mesh modifier 2–66 unwrap options 2–271
patch modifier 2–67 XRef objects 3–284
Schematic View 3–314 dialogs
selected keys (track bar) 3–432 toggling 3–382
spline modifier 2–67 dielectric material shader (mental ray) 2–1291
time (Track View) 2–876 different ambient and different diffuse materials
Track View 2–901 to 2–902 dialog 3–128
delete keys 2–819, 2–864 diffuse
delete selected animation 3–402 diffuse color (glossary) 3–668
delete time (Track View) 2–876 diffuse distribution 2–954
delete Track View 2–901 diffuse level 2–1114
deleting diffuse level mapping 2–1124
blocks of time 2–876 diffuse mapping 2–1123
editable mesh edges 2–362 roughness mapping 2–1124
editable mesh vertices 2–357 diffuse map (baking) 2–1441
isolated editable mesh vertices 2–357 diffuse parameters rollout 2–1437
patch surfaces 2–316 diffuse texture element rollout 2–1437
splines 1–280 direct manipulation mode 2–378
vertices 1–268 Direct3D driver 3–558, 3–564 to 3–565
dent map 2–1240 Direct3D driver setup dialog 3–564
dependencies (views menu) 1–45 directional parameters 2–978
dependent sub-objects 2–452, 3–668 directories
depth of field 2–1012, 2–1389, 2–1400, 3–50 for network rendering 2–1477
description dialog 3–425 to 3–426 mounting 2–1479
deselect all 1–82 sharing 2–1479
Design Web Format 3–139 disassemble 1–104
designing materials 2–1025 disc (circular) area light 2–939
detach displace
detach (assembly) 1–104 disp approx modifier (OSM) 2–68
detach (group menu) 1–100 displace mesh (world space) 2–42
detach dialog (edit poly) 2–126 displace modifier (OSM) 2–69
detach dialog (NURBS curve/surface) 2–590 displace NURBS (world space) 2–43
410 Index

displacement mapping 2–68, 2–1135, 2–1161 distribution


displacement shading materials 3–355
mental ray renderer 2–1395 dithering (glossary) 3–669
display divide
backface cull 3–496 edges 2–375
coordinate display 3–437 editable mesh edges 2–362
display controls for NURBS models 2–482 faces 2–366
display driver (specifying at startup) 3–383 segments 1–275
display floater 3–496 docking 3–669
display floater (Schematic View) 3–313 documentation for Autodesk VIZ 1–xii
display image 3–114 DOF 2–1012, 3–50
display performance 1–26 dolly
display plane 2–622 camera 3–467
display properties rollout 1–52 light 3–472
grid settings 3–438 target 3–467, 3–472
hide/unhide (glossary) 3–684 don’t affect children 2–807
hide/unhide objects 3–496 donut 1–247
key bracket display 3–546 doors 1–180, 1–217
layer properties 3–363 bifold 1–223
line parameters for NURBS surfaces 2–483 pivot 1–222
nth frame 3–551 sliding 1–223
NU scale warning 3–537 doors / windows palette 3–405
properties 3–496 dope sheet 2–818, 2–826
reflectance 2–1060 modes menu 2–835
selection floaters 1–76 toolbars 2–850
stack collapse warning 3–537 DOS
topology-dependence warning 3–537 command-line rendering 2–1496
track bar 3–435 double-sided 3–649
transmittance 2–1060 double-sided material 2–1181
world axis 3–551 download options (asset browser) 3–130
display color rollout 1–49 download updates 3–628
display driver setup dialog 3–558 drag and drop
display menu and copied/instanced maps 2–1080
curve editor 2–839 and instanced objects 3–355
display panel 3–496 content from web pages 3–134
display color rollout 1–49 maps and materials 2–1054
display properties rollout 1–52 modifier 2–28
freeze rollout 1–51 sub-object material assignment 2–1055
hide by category rollout 1–50 with i-drop indicator 3–134
hide rollout 1–51 draw links as lines 3–551
link display rollout 1–55 drawing aids 2–617, 2–664
object display 1–49 DRF files 3–136 to 3–137
displaying driver setup/configuration 3–558, 3–561, 3–565
links 2–767 dummies
selected key statistics (Track View) 2–899 dummy helper object 2–631
selected keys 2–898 dummy object (glossary) 3–669
distance dummy objects
distance from origin (accuracy setting) 3–537 using 2–775
measuring 2–629, 2–631 duplicate name dialog (material library) 2–1082
distributed bucket rendering rollout 2–1421 DWF
distributed maps 2–1421 exporting 3–139
distributed rendering 2–1421, 3–720 DWG files 3–670
exporting 3–157
Index 411

importing 3–147 select by color 1–83


DWG/DXF import options dialog 3–147 select by name 1–83
DXF files 3–670 select invert 1–82
exporting 3–165 select none 1–82
importing 3–147, 3–159 select region crossing 1–84
selection method 1–84
E undo/redo 1–89
ease curve edit modifiers
applying 2–891 and editable objects 2–34
deleting 2–892 edit mesh modifier 2–74
enable toggle 2–892 edit patch modifier 2–74
glossary 3–670 edit poly modifier 2–76
ease out-of-range types (Track View) 2–893 edit spline modifier 2–126
edge visibility threshold 2–362 edit named selections 1–85
edges edit poly
aligning 2–362 align geometry dialog 2–125
and rendering 3–540 border 2–107
attaching 2–362 bridge edges dialog 2–433
chamfer 2–362 chamfer dialog 2–435
creating shapes from 2–362 connect edges dialog 2–435
cut and slice 2–362 detach dialog 2–126
deleting 2–362 edge 2–97
divide 2–375 keyboard shortcuts 3–603
dividing 2–362 object 2–86
extruding 2–362 paint deformation rollout 2–429
make planar 2–362 polygon/element 2–114
rotating 2–362 preserve map channels dialog 2–440
welding 2–362 relax dialog 2–441
edges, deleting 2–362 vertex 2–89
edit edit poly modifier 2–76
button appearance 3–524 edit ranges 2–882
preset settings 3–336 edit ranges mode (Track View) 2–827, 2–833
ranges (Track View) 2–882 edit texture surface dialog 2–592
tag 3–440 edit time mode (Track View) 2–833, 2–874
time 2–874 edit time tag 3–440
time tag dialog 3–440 edit UVWs dialog 2–252
edit category dialog 3–572 menu bar 2–260
edit commands 1–89 edit wire 2–759
edit curve on surface dialog 2–591 edit/editable object shortcuts 3–603 to 3–604
edit keys (Track View) 2–833, 2–864, 2–869 editable mesh 2–350, 3–671
edit keys mode 2–827 aligning 2–354
edit macro button dialog 3–524 edge 2–362
edit menu 3–385 element 2–366
clone 2–6 exploding 2–354
delete 1–91 face 2–366
edit named selections 1–85 object 2–354
fetch 1–91 polygon 2–366
hold 1–91 vertex 2–357
object properties 1–107 editable objects and edit modifiers 2–34
redo 1–90 editable patch 2–316
region 1–83 attach 2–337
Schematic View 3–304 changing vertex type 2–325
select all 1–82 deleting vertices 2–325
select by 1–83
412 Index

detach 2–337 color balance lens effects 3–46


edge 2–333 depth of field lens effects 3–50
element 2–343 effects (rendering menu) 3–2
handle 2–331 effects panel 3–3
keyboard shortcuts 3–604 environment and effects dialog 3–1
object 2–321 file output lens effects 3–47
patch 2–337 film grain lens effects 3–49
vector 2–331 glow lens effects 3–7
vertex 2–325 lens effects 3–4
visibility of 2–321 manual secondary lens effects 3–23
editable poly 2–377 merging from other files 3–4
border 2–411 ray lens effects 3–15
bridge edges dialog 2–433 rings lens effects 3–11
chamfer dialog 2–435 star lens effects 3–27
connect edges dialog 2–435 streak lens effects 3–31
edge 2–399 elements 3–671
glossary 3–671 of rendered textures 2–1440
keyboard shortcuts 3–604 rendering 2–1426
object 2–387 ellipse 1–245
paint deformation rollout 2–429 ellipsoid
polygon/element 2–418 define 3–571
preserve map channels dialog 2–440 manager 3–573
relax dialog 2–441 modify 3–577
vertex 2–390 properties 3–574
editable spline 1–261, 2–212 select 3–580
and overlapping vertices 1–261 ellipsoid manager dialog 3–573
attaching to 1–275 ellipsoid properties dialog 3–574
general rollout (for object and sub-objects) 1–261 email notification
identification numbers and 1–261 network rendering 2–1487
object 1–266 rendering 2–1339
rendering options 1–261 enable ease or multiplier curve toggle 2–892
segment 1–275 encapsulated PostScript files 3–254
setting vertex type 1–268 end effectors 2–782, 2–784, 2–788, 2–796, 3–671
spline 1–280 animating 2–786
vertex 1–268 linking to parent 2–786
vertex area selection 1–261 entering frames 2–897
editing entities
animation 2–694 AutoCAD 3–340
curve cv sub-objects 2–491 environment 3–52
curve sub-objects 2–498 and raytrace materials 2–1138
modifier stack 2–32 environment map (glossary) 3–672
named selection sets 1–63 environment panel 3–53
point sub-objects 2–487, 2–581 exposure controls 3–73
strokes 3–597 environment and effects dialog 3–1
surface cv sub-objects 2–494 effects panel 3–3
surface sub-objects 2–504 environment panel 3–53
time (Track View) 2–874 environment effect
time tags 3–440 fire 3–57
wall objects 1–198 fog 3–62
effects 3–1 volume fog 3–64
auto secondary lens effects 3–19 volume light 3–68
blur lens effects 3–41 environment shader (mental ray) 2–1292
brightness and contrast lens effects 3–46
Index 413

environments 3–1 IGES files 3–176


environment and effects dialog 3–1 objects 3–101
EPS files 3–254 selected objects 3–101
ERCO luminaires palette 3–415, 3–419 Shockwave 3D files 3–225 to 3–226
error dialog (Lightscape import) 3–224 stereolithography 3–233
errors 1–18 STL files 3–233
Euler XYZ rotation controller 2–707 to IGES 3–177
exclude VRML97 files 3–234
exclude left end point (Track View) 2–879 W3D files 3–225 to 3–226
exclude right end point (Track View) 2–880 exporting materials 2–1037
exclude/include lights 2–923, 2–965 expose transform
exclude left end point (Track View) 2–879 helper object 2–632
exclude right end point (Track View) 2–880 exposetm 2–632
excluding layers 3–337 helper object 2–632
execute network rendering 2–1471 exposure control 3–73
exit command (file menu) 3–116 automatic 3–74
expert mode 1–48 linear 3–76
explicit axis keys 2–689, 2–723 logarithmic 3–77
explode pseudo color 3–79
assemblies 1–104 expression evaluator 1–10
editable mesh objects/sub-objects 2–354 expression techniques 1–119
explode angle threshold 2–366 extended parameters rollout (materials) 2–1097
groups 1–100 extended primitives 1–157
splines 1–280 C-Ext 1–171
explode angle threshold 2–354 capsule 1–166
export Lightscape Block (BLK) file dialog 3–203 chamfer box 1–162
general panel 3–204 chamfer cylinder 1–163
lights panel 3–206 gengon 1–170
export Lightscape Layer (LAY) file dialog 3–208 hedra 1–158
export Lightscape Material (ATR) file dialog 3–208 hose 1–176
export Lightscape Parameter (DF) file dialog 3–209 L-Ext 1–169
export lightscape preparation (LP) file dialog L-Extrusion 1–169
daylight panel 3–198 oil tank 1–165
export Lightscape Preparation (LP) file dialog 3–192, prism 1–175
3–220 ringwave 1–173
animation panel 3–197 spindle 1–167
general panel 3–193 torus knot 1–160
lights panel 3–195 extended shapes
views panel 3–200 angle 1–257
windows panel 3–199 channel 1–256
export Lightscape View (VW) file dialog 3–201 tee 1–259
views panel 3–202 wide flange 1–259
windows panel 3–202 wrectangle 1–255
export selected (file menu) 3–101 extended splines 1–237
exporting extents
3D DWF 3–139 scene extents 3–726
3DS files 3–143 extents (glossary) 3–673
Adobe Illustrator files 3–145 external reference 3–749
ASCII files 3–145 external reference, AutoCAD (glossary) 3–749
DWG files 3–157 extras dope sheet toolbar
DXF files 3–165 Track View 2–852
export (file menu) 3–101 extras toolbar 3–397
FBX 3–171
414 Index

extrude FFD modifier 2–129


editable mesh edges 2–362 FFD(box) modifier 2–132
extrude modifier 2–127 FFD(cyl) modifier 2–132
extrude surface (NURBS) 2–550 FGM files 3–674
faces 2–128 field of view
faces and polygons 2–366 flyout 3–463
patches 2–337 glossary 3–674
extrude edges dialog 2–438 field-of-view
extrude polygons along spline dialog 2–436 field-of-view button 3–463
extrude polygons dialog 2–437 fields (glossary) 3–675
extrude vertices dialog 2–438 file corruption 3–630
extruded shapes 1–169, 1–171 file i/o path configuration 3–533
eyedropper tool 2–1078 file link 3–651
advanced settings 3–330
F basic settings 3–327
f-stop 2–1389, 2–1400 basics 3–318
fabrics palette 3–405 excluding layers 3–337
face extrude modifier 2–128 file link settings dialog 3–327, 3–333
face/edge thresholds (optimize modifier) 2–170 including layers 3–337
faces manager utility 3–323
assigning to smoothing groups 2–366 presets 3–327, 3–330
beveling and extruding 2–366 tips for using 3–319
creating 2–366 working with drawing files 3–316
dividing 2–366 xref resolution 3–337
tessellating 2–366 file menu 3–90, 3–385
faces sub-object archive 3–110 to 3–111
Lightscape mesh objects 3–215 exit 3–116
faces, assigning to smoothing groups 2–366 export 3–101
faceted (glossary) 3–674 export selected 3–101
fade in/out (lights) 2–975 file link manager 3–323
falloff 2–969 file properties 3–112
falloff map 2–1244 import 3–100
glossary 3–686 merge 3–97
light falloff 3–475 new 3–90
family elements open 3–91
from Revit 3–356 open recent 3–94
rendering properties 3–356 print setup 3–113
fast adaptive antialiaser 2–1155 print viewport 3–114
fast view display mode 3–586 replace 3–99
favorite location dialog 3–131 reset 3–91
favorites save 3–94
asset browser 3–131 save as 3–95
HTML help viewer 3–624 save copy as 3–96
FBX save selected 3–96
exporting 3–171 summary info 3–111
import advanced parameters dialog (animation) 3–170 view image file 3–114
importing 3–168 XRef objects 3–281
feedback about the documentation 1–xii, 3–620 XRef scene 3–292
fence selection region 1–78 file output 3–47
fetch 1–91 file properties 3–112
FFDs 3–674 file types
FFD 2x2x2 2–129 CWS 2–1431
FFD 3x3x3 2–129 file-handling commands 3–90
FFD 4x4x4 2–129
Index 415

files floating 3–669


backup and saving 3–548 flooring palette 3–405
compressed 3–548 fluorescence (glossary) 3–679
finding 3–126 fluorescent light tools
incremental saves 3–548 customize heights dialog 3–413
managing 1–13 fluorescent palette 3–412
mismatched units 3–584 flyouts 1–10
preferences settings 3–548 align 1–388
recent in file menu 3–548 arc rotate 3–466
fillet array 1–374
and editable splines 1–268 dolly camera/target 3–467
fillet curve 2–526 dolly light/target 3–472
fillet surface 2–578 field of view 3–463
fillet/chamfer modifier 2–134 flyout (glossary) 3–679
glossary 3–676 material ID channel 2–1074
film grain effect 3–49 orbit/pan light 3–477
filter color mapping 2–1128 restrict to plane 1–370
filter color/filter opacity (glossary) 3–676 selection region 1–76
filtering bitmaps 3–676 timing preferences 3–537
filters 2–1397 use center 1–366
caustics 2–1404 zoom extents 3–462
environment backgrounds (viewports) 3–551 zoom extents all 3–459
filter (track bar) 3–432 focus plane 2–1389
filter combinations dialog 1–80 fog
filtering selections 1–80 VRML97 helper 3–243
filters button (Track View) 2–853 fog environment effect 3–62
filters dialog (Track View) 2–853 foliage 1–180, 1–184
key 3–442 follow object
sampling 3–724 binding to 2–786
final gather map (FGM file) 3–674 glossary 3–679
final gather rollout 2–1409 follow/bank utility 2–907
final gathering 2–1392, 2–1409, 3–677 footcandle 3–687
finishes palette 3–405 forward kinematics 3–679
fire environment effect 3–57 and IK 2–781
first vertex 1–268, 3–678 manipulating hierarchies with 2–772
fit (deformation) 1–327 FOV
fix ambient utility 3–128 field-of-view button 3–463
fixed window 1–230 frame rate 2–680, 3–447, 3–680
fixing problems 3–629 frames (snapping) 2–865
flag properties dialog (Material Editor) 2–1229 free area light 2–948
flag with black 3–540 free camera 2–999
flat mirror map 2–1267, 2–1382, 3–678 free lights
flatten mapping 2–263 to 2–264 direct 2–933
flatten sides 2–366 linear 2–946
FLC files 3–255 spot 2–930
flip normals 1–137, 2–366 free-form deformation (FFD)
float controllers 2–689 box/cyl modifier 2–132
float limit controller 2–709 modifier 2–129
floaters 1–352, 3–496 shortcuts 3–605
display floaters 3–496 freeze
Schematic View display floater 3–313 freeze rollout (display panel) 1–51
selection floaters 1–76 freeze/unfreeze (glossary) 3–680
transform type-in 1–352 freezing/unfreezing objects 1–66, 3–496
416 Index

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

user grids settings 2–664 activate Autodesk VIZ 3–628


grid method 2–1425 additional help 3–628
grid method, raytrace acceleration 3–719 hotkey map 3–627
grids 2–649, 3–683 MAXScript reference 3–627
activating 2–650 Autodesk VIZ on the web 3–628
align to view 2–650 tutorials 3–627
aligning to 2–354, 2–357, 2–362 user reference 3–627
and resolution of patch model surface 2–321, 2–325, helper object 3–684
2–333, 2–337, 2–343 helpers 2–618, 2–629
grid and snap settings 2–654 atmospheric apparatus 3–83
grid helper object 2–635 camera match 2–1018
show home grid 2–649 compass 2–642
using 2–619, 2–621 cone angle 2–643
viewing 2–622 dummy 2–631
group menu 1–98, 1–103, 3–386 expose transform 2–632
attach 1–100 exposetm 2–632
close 1–99 grid 2–635
detach 1–100 luminaire 1–105
explode 1–100 manipulators 2–642
group 1–98 plane angle 2–645
open 1–99 point 2–638
ungroup 1–99 protractor 2–641
groups 1–92 slider 2–646
and assemblies 1–93 standard 2–631
and selection sets 1–92, 3–386 tape 2–639
closing nested groups 1–99 VRML97 3–240
detach from 1–104 hide 1–51, 3–684
explode 1–100 hide by category 1–50
smoothing 1–138 hide selection’s layer 3–375
using 3–386 hiding and unhiding 1–51
usingworking with 1–92 by category 1–50, 1–68
by selection 1–67
H edges 2–333
handle display size 3–552 editable spline vertices 1–268
HD IK solver 2–784, 2–786, 2–792, 2–808 to 2–809, 2–811 hide rollout 1–51
to 2–813 hierarchical linkage 3–684
HD solver 2–813 hierarchical subdivision surfaces 2–136
HD Solver 2–786, 2–788, 2–793, 2–796, 2–808 to 2–809, hierarchies
2–811 to 2–812 hierarchical linkage (glossary) 3–684
HDR file format 3–256 joint limits 2–767
HDRI files 3–256 navigating 2–771
head object 1–105 terminology 2–763
head object (glossary) 3–684 using multiple 2–764
hedra 1–158 viewing 2–771
helix 1–252 hierarchy panel 3–494
help 1–ix, 3–619 commands 2–804
about HTML help 3–620 IK 2–808
contents 3–620 link info rollouts 2–816
favorites tab 3–624 pivot 2–805
index 3–620 hierarchy right-click menu (Track View) 2–831
search 3–620 hierarchy window (Track View)
searching for help topics 3–622 placing selected objects 2–896
help menu 3–394 selecting by name 2–896
about Autodesk VIZ 3–628
418 Index

high dynamic range images 3–256, 3–264 ID


high intensity discharge 3–412 material ID channel 2–1073
high intensity discharge light tools IES 2–958
customize heights dialog 3–413 IES sky 2–951
high-resolution rendering 2–1487 IES sun 2–949
highlights IFL files 3–259
anisotropic 2–1116 and view file command 2–1318, 3–114
Blinn 2–1118 IFL manager utility 3–261
metal 2–1119 image file list control dialog 3–261
multi-layer 2–1120 IGES 3–687
Oren-Nayar-Blinn 2–1118 and NURBS surfaces 3–172
Phong 2–1118 export/import log file 3–174, 3–176
specular color 3–733 exporting to 3–177
hinge polygons from edge dialog 2–438 file translation 3–172
history list 3–94, 3–114, 3–303 history 3–172
history-dependent IK solver 2–784 IGES import dialog 3–174
hold (edit menu) 1–91 import table to Autodesk VIZ 3–175
home grid 1–21 log files 3–174
glossary 3–685 overview 3–172
settings 2–662 temporary files 3–174
using 2–620 ignore animation range 2–859
views based on the world coordinate axes 1–21 ignore backfacing 2–350, 2–366, 2–375
horizon (glossary) 3–685 IK
horizontal (move key) 2–887 and control objects 2–781
horizontal bezier handle control 2–890 and set key 2–674
hose 1–176 animating with interactive IK 2–798
hosts file 2–1421 IK joints 2–782
hot (glossary) 3–686 IK solution (glossary) 3–687
hot keys 3–601 to 3–605, 3–608, 3–610 to 3–611, 3–617, preferences 3–542
3–627 IK rollouts 2–808
hotkey map 3–627 auto termination 2–816
hotspot 2–969, 3–473, 3–686 inverse kinematics 2–815
how to (NURBS) object parameters 2–808
fix objects 2–463 IK solvers 2–784, 2–786
improve performance 2–464 illegal video colors 2–1064
make things 2–459 illuminance 3–687
HSDS modifier 2–136, 2–141 illumination maps
HSV (glossary) 3–722 Lightscape import 3–215
HTML help viewer image file formats 3–251
favorites tab 3–624 image file list
keyboard shortcuts 3–625 IFL control dialog 3–261
right-click menus 3–625 IFL manager utility 3–261
searching in 3–622 image motion blur (glossary) 3–688
toolbar 3–624 image sequence 2–1318
using 3–620 images (2D) 3–251
hue/saturation/value (glossary) 3–722 import
file menu 3–100
I IGES files 3–174 to 3–175
i-drop Indicator 3–134 import options 3–231
IAM files import Lightscape Preparation (LP) file dialog 3–221
importing 3–165 importing
ICB targa files 3–276 3DS files 3–141
icons Adobe Illustrator 88 files 3–145
color scheme 3–527
Index 419

and attaching Autodesk VIZ objects 2–484 intensity mapping 2–1162


DDF 3–190 intensity/color/attenuation parameters 2–975
DEM Models 3–190 intensity/color/distribution rollout 2–981
DWG and DXF files 3–147 interactive IK 2–798
DXF files 3–159 interactive manipulation mode 2–378
FBX 3–168 interactive rendering 3–745
IAM files 3–165 internet
IGES files 3–174 access 3–133
IPT files 3–165 connection 3–117
landXML 3–190 internet download dialog 3–130
PRJ files 3–142 interpolation 3–689
scenes 1–14 intersection 3–551
SHP files 3–144 introduction
STL files 3–231 inverse kinematics 2–781
VRML files 3–233 NURBS modeling 2–443
importing geometry 3–135 object selection 1–57
merge or replace scene 3–135 rendering effects 3–2
IMSQ files 3–262 sub-object selection 1–70
incandescent light tools to this reference 3–619
customize heights dialog 3–413 inventor files
incandescent palette 3–412 importing 3–165
include/exclude lights 2–923 inverse kinematics
including layers 3–337 controlling precision 2–788
incremental saves 1–17, 3–548 glossary 3–689
independent 3–172, 3–688 introduction 2–781
index of refraction 2–1097, 2–1133, 2–1138, 2–1160, methods 2–783
2–1244, 2–1274 preferences settings 3–542
indirect illumination 2–1404, 3–714 rollout 2–815
inherit rollout 2–817 terminology 2–782
inheritance 2–779 invert selection 1–82
initial graphics exchange specification (IGES) 3–172, IOR 2–1097, 2–1133, 2–1138, 2–1160, 2–1244, 2–1274
3–687 IPT files
inline (VRML VRML97 helpers) 3–251 importing 3–165
insert iso curves 2–530
time (Track View) 2–878 iso line (glossary) 3–690
vertices 1–266, 1–280 isolate selection tool 1–69
insert keys 2–868 isolate selection’s layer 3–375
inset polygons dialog 2–439 isometric views 1–22
installing isotropic light distribution 2–953
Autodesk VIZ (for network rendering) 2–1476 iteration setting (HD IK solver) 2–788
instance duplicate maps utility 2–1311
instanced modifiers 2–39 J
instanced objects jambs 1–180
AutoCAD 3–355 jitter (antialiasing control) 2–1397, 3–724, 3–726
rendering properties 3–356 to 3–357 job archives
instances 2–2 network job assignment 2–1489
glossary 3–689 network rendering 2–1465
make unique 2–883, 2–885 job dialogs (network rendering) 2–1481
of maps 2–1080 job settings (network rendering) 2–1491
overview 2–2 join dialogs (NURBS) 2–594 to 2–595
propagating materials 3–355 joints
propagation 3–355 activating joint axes 2–802
intensity (light) 2–916, 2–918 joint limits (hierarchies) 2–767
joint parameters 2–800, 2–812
420 Index

joint precedence 2–792 to 2–793, 2–811 moving a group of 2–868


joint resistance and spring back 2–792 moving horizontal and vertical (Track View) 2–887
limiting joint action 2–804 randomize 2–845
path 2–800 randomize utility 2–871
rotational 2–800 reducing 2–881
setting joint precedence 2–792 select 2–819
setting joint resistance 2–792 select by time 2–845, 2–873
setting parameters 2–800 soft selection manager 2–845
sliding 2–800 keys menu
sliding and rotational 2–813 track view 2–843
surface 2–800 keys windows (Track View) 2–822
using default joint precedence 2–793 kinematic chains 2–782, 3–690
JPEG files 3–263 knot (glossary) 3–691
knowledgebase 3–628
K Kodak Cineon 3–253
Kaydara FiLMBOX 3–168, 3–171
KBD files 3–512, 3–525 L
key filters 3–442 L-Ext 1–169
key info L-Extrusion 1–169
Bezier controllers 2–699 l-type stair 1–203
key info rollouts 2–694, 2–696 landXML importer 3–190
master track key info dialog 2–738 landXML/DEM model import dialog 3–191
key mode 3–447 Large BSP method 2–1425
key modes (links) 2–776 lasso selection region 1–78
key tangents toolbar 2–847 lathe
key tools toolbar 2–847 lathe modifier 2–142
keyable icons 2–839 lathe surface (NURBS) 2–552
keyboard lattice modifier 2–144
additional commands 3–381 launch script (glossary) 3–691
creating primitives from 1–140 layer defaults 3–537
keyboard entry rollout 1–140 layer list 3–373
keyboard panel (customize UI) 3–512 layer manager 3–364
keyboard shortcuts 3–512, 3–601 to 3–605, 3–608, 3–610 layer properties dialog 3–369
to 3–611, 3–617 layers 1–108, 3–362
HTML help viewer 3–625 AutoCAD and Autodesk VIZ 3–336
map 3–627 excluding in file linking 3–337
override toggle 3–602 freeze 3–375
keyframe interpolation 2–695 from AutoCAD 3–322
keyframe mode 3–441 from Revit 3–322
glossary 3–690 glossary 3–691
keys hide 3–375
adding 2–869 including in file linking 3–337
aligning 2–866 isolate 3–375
create out of range 2–845 layer list button 3–373
create out-of-range 2–872 layer manager 3–364
delete 2–819, 2–864 layer properties dialog 3–369
editing 2–864 select dialog 3–337
glossary 3–690 layers toolbar 3–397
interpolating 2–695 add selection to current layer 3–374
key mode 3–447 create new layer 3–374
key properties (track bar) 3–432 select objects in current layer 3–374
key statistics (Track View) 2–899 set current layer to selection’s layer 3–374
key time display (Track View) 2–897 layout (viewports) 1–24, 3–588
moving 2–867, 2–887 layout menu (Schematic View) 3–305
Index 421

layout mode and shadows 2–918


glossary 3–691 animating 2–922
legacy DWG import 3–155 atmospheres and effects for 2–979
lens effects 3–4 dolly 3–472
auto secondary 3–19 free area 2–948
blur 3–41 free direct 2–933
brightness and contrast 3–46 free linear 2–946
color balance 3–46 free point 2–944
depth of field 3–50 free spotlight 2–930
file output 3–47 light falloff 3–475
film grain effect 3–49 light include/exclude tool 2–923
glow 3–7 light lister 2–924
manual secondary 3–23 mental ray shadow maps 2–989
ray 3–15 name and color rollout 2–913
ring 3–11 omni 2–934
star 3–27 orbit/pan 3–477
streak 3–31 photometric lights 2–941
lens size (cameras) 2–1003 placing 1–6
level of detail positioning 2–921
VRML97 helpers (LOD) 3–245 properties of 2–916
light distribution roll 3–475
diffuse 2–954 standard 2–927
isotropic 2–953 target area 2–947
spotlight 2–954 target direct 2–931
web 2–955 target linear 2–945
light include/exclude tool 2–923 target point 2–943
light lister 2–924 target spotlight 2–928
light map 3–691 truck 3–476
light painting rollout (radiosity) 2–1370 types of 2–911, 2–941
light parameters using 2–913
mental ray indirect illumination rollout 2–973 viewport controls 3–473, 3–475
mental ray light shader rollout 2–974 working with 2–914
light shader rollout 2–974 lights name and color rollout 2–913
light shaders lights palette 3–412
mental ray 2–974 Lightscape 3–184
light tracer 2–1350 creating geometry for export 3–179
light viewports 1–22, 1–31, 3–471 creating materials for export 3–179
lighting export 3–178
exclude/include dialog 2–965 export Lightscape Block (BLK) file dialog 3–203
general parameters 2–961 export Lightscape Block (BLK) file dialog, general
guidelines 2–919 panel 3–204
in Autodesk VIZ 2–918 export Lightscape Block (BLK) file dialog, lights
lighting analysis 2–1375, 3–79, 3–270 panel 3–206
lighting analysis dialog 2–1376 export Lightscape Layer (LAY) file dialog 3–208
lighting data exporter utility 3–82 export Lightscape Material (ATR) file dialog 3–208
lighting map (baking) 2–1441 export Lightscape Parameter (DF) file dialog 3–209
lights 2–911, 2–941 export Lightscape Preparation (LP) file dialog 3–192,
add default lights to scene 1–46 to 1–47 3–220
advanced effects rollout 2–970 export Lightscape Preparation (LP) file dialog,
and atmospheres 2–980 animation panel 3–197
and effects 2–980 export Lightscape Preparation (LP) file dialog, daylight
and materials 2–1029 panel 3–198
and shading 2–1029
422 Index

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

loft object 1–312 main user interface shortcuts 3–605


creation method rollout 1–313 main window 1–9
deform bevel 1–326 make controller/object unique (Track View) 2–861
deform fit 1–327 make curve on surface dialog 2–588
deform scale 1–323 make loft dialog 2–596
deform teeter 1–325 make material copy 2–1072
deform twist 1–324 make point curve dialog 2–597
deformation dialog 1–328 make point dialog 2–596
deformations 1–322 make preview 2–1065, 2–1451
path commands 1–332 make unique 2–32, 2–39, 2–885, 3–491
path parameters rollout 1–316 Material Editor 2–1072
shape commands 1–332 manage scene states 3–375
skin parameters rollout 1–317 manage scene states dialog 3–377
surface parameters rollout 1–314 manager (network rendering) 2–1471
lofting 3–693 managers (transform) 1–354
shapes 1–234 managing
log file 2–1421, 3–693 files 1–13
log files scenes and projects 3–89
IGES 3–174 manipulator 2–642
logarithmic exposure control 3–77 manipulator helper objects
LogLUV format (TIFF files) 3–82 cone angle 2–643
look at controller 2–718 plane angle 2–645
look-at constraint 2–753 slider 2–646
looping manipulators
animation 2–861 built-in 2–643
animation (Track View) 2–879 to 2–880 select and manipulate 2–643
low pressure sodium light tools manual secondary flares 3–23
customize heights dialog 3–413 mapped material
low res environment background 3–551 glossary 3–696
low-polygon modeling 2–614 mapping
low-pressure sodium palette 3–412 ambient color 2–1122
LS (Lightscape Solution) files 3–218 anisotropy 2–1128
LS colors 2–45 bump 2–1131
LS colors modifier 2–45 coordinates (glossary) 3–696
LS mesh modifier 2–146 cutout 2–1165
LTLI files 3–693 diffuse color 2–1123
lume shaders 2–1284 diffuse level 2–1124
lumen 3–694 diffuse roughness 2–1124
LumeTools shaders 2–1284 displacement 2–1135
luminaire helper object 1–105 filter color 2–1128
luminaires palette 3–415, 3–419 flatten 2–264
luminance 3–694 glossiness 2–1126
luminous flux (glossary) 3–694 map network drive dialog 2–1479
luminous intensity (glossary) 3–694 mapping coordinates 2–1036
lux 3–687 metalness 2–1130
LZF files 3–694 normal 2–265
LZG files 3–694 opacity 2–1127
LZH files 3–694 orientation 2–1129
LZO files 3–694 reflection 2–1132
LZV files 3–694 refraction 2–1133
self-illumination 2–1127
M shininess 2–1126
macro recorder (MAXScript) 3–503 shininess strength 2–1125
main toolbar 3–395
424 Index

specular color 2–1125 RGB tint 2–1265


specular level 2–1125 show in viewport 2–1074
unfold 2–270 smoke 2–1251
maps 2–1236, 2–1421, 3–116 speckle 2–1252
2D 2–1199 splat 2–1252
3D 2–1236 stucco 2–1253
activate all 1–48 swirl 2–1230
camera map per pixel 2–1302 thin wall refraction 2–1274
cellular 2–1238 tiles 2–1232
checker 2–1212 to enhance material 2–1033
color modifier 2–1264 transparency 2–1165
combustion 2–1213 type button (Material Editor) 2–1078
composite 2–1260 vertex color 2–1265
compositor maps 2–1259 waves 2–1254
custom Autodesk VIZ mental ray shaders 2–1283, wood 2–1255
2–1286 to 2–1288, 2–1291 to 2–1295, 2–1299, MapScaler object-space modifier 2–147
2–1301 MapScaler world-space modifier 2–46
cutout mapping 2–1165 marble map 2–1246
deactivate all 1–48 market-specific defaults 3–510
deleting 2–1044 mask map 2–1261
dent 2–1240 mask viewport to safe region 3–551
dragging and dropping 2–1054 masonry palette 3–405
falloff 2–1244 master block parameters dialog (block controller) 2–738
flat mirror 2–1267 master object 2–24
glossary 3–697 master point controller 2–738
gradient 2–1224 material
gradient ramp 2–1226 xref material 2–1192
hierarchy (glossary) 3–699 material assignment
light map 3–691 blocks 3–358
lume shaders 2–1284 material attach options dialog (Boolean objects) 1–305
map bias (glossary) 3–695 Material Editor 2–1039
map channel (glossary) 3–695 bitmap 2–1205
map types 2–1193 maps rollout 2–1100
mapped materials 2–1074 material ID channel 2–1073
maps rollout 2–1100 menu bar 2–1059
marble 2–1246 options dialog 2–1066
mask 2–1261 shortcuts 3–608
mental ray shaders 2–1283 tools 2–1057
mix 2–1261 type button 2–1078
noise 2–1247 material ID
”other” (in the material/map browser) 2–1267, 2–1270 and attaching objects 2–374
to 2–1271, 2–1274, 2–1283 to 2–1284, 2–1286 to and Booleans 1–298
2–1288, 2–1291 to 2–1295, 2–1299, 2–1301 to and editable meshes 2–366
2–1302 and editable patches 2–337
output 2–1264 and editable splines 1–280
Perlin marble 2–1249 glossary 3–698
planet 2–1250 material ID channel
procedural 3–717 flyout 2–1074
projected 2–970 Material Editor 2–1073
raytrace 2–1270 material IDs rollout
reflect/refract 2–1271 Lightscape import 3–215
reflection and refraction 2–1267 material propagation 3–355
RGB multiply 2–1263
Index 425

material shaders rollout pick from object 2–1078


mental ray material 2–1166 propagation 3–355
material studios 3–415 to 3–416 put to library 2–1073
material to shader 2–1293 put to scene 2–1070
material xml exporter utility 2–1037 raytrace 2–1137
material/map browser 2–1042 Revit 3–352 to 3–353
material/map navigator 2–1076 saving 2–1037, 2–1039
materialbyelement modifier 2–149 scene 2–1070
materials 2–1025, 2–1030, 2–1382 select by 2–1069
adding to library 2–1037 shell 2–1187
advanced lighting override 2–1188 shellac 2–1185
and attaching objects 2–374 show end result 2–1076
and blocks 3–357 SSS materials (mental ray) 2–1173
and styles 3–360 standard 2–1093
animating 2–1079 subsurface scattering (SSS) materials (mental
applying to an object 2–1035 ray) 2–1173
applying to objects 2–1039 top-bottom 2–1186
architectural 2–1157 type 2–1027, 2–1086
Architectural Desktop 3–344 to 3–345 type button (Material Editor) 2–1078
assign to selection 2–1071 types of 2–1086
assigning 3–344, 3–353 updating 2–1070
blend 2–1178 using 1–6
blocks 3–358 using maps to enhance 2–1033
changing 3–345, 3–353 matte object (glossary) 3–700
combined when attaching objects/splines 1–266, 2–354 matte/shadow material 2–1174
components 2–1029 MAX file finder utility 3–126
composite 2–1179 MAXScript
compound materials 2–1177 about MAXScript 1–xiv
copying 2–1039 command-line 3–504
default material settings 2–1072 glossary 3–700
deleting 2–1044 listener 3–502
designing 2–1025 MAXScript listener 3–502
DGS material (mental ray) 2–1170 MAXScript reference 3–627
double-sided 2–1181 menu 3–394
dragging and dropping 2–1054 mini listener 3–428
editable 2–1157 open MAXScript 3–502
exporting 2–1037 preferences settings 3–556
get 2–1069 run script 3–502
getting from library 2–1039 running scripts from asset browser 3–117
glass (mental ray) 2–1172 MAXScript debugger dialog 3–503
glossary 3–699 MAXScript menu 3–394
hierarchy (glossary) 3–699 macro recorder 3–503
ID channel 2–1073 MAXScript listener 3–502
lightscape 2–1191 new script 3–501
loading from scene 2–1039 open script 3–502
make copy 2–1072 run script 3–502
material modifier 2–148 measure distance 2–631
material name field 2–1078 measuring 2–629, 2–639, 2–665
material properties rollout (NURBS) 2–511 memory management 3–129
matte/shadow 2–1174 memory use 2–1425
mental ray 2–1166 mental ray
multi/sub-object 2–1182 add/edit DBR host dialog 2–1424
name 2–1026, 2–1039 DGS material 2–1170
426 Index

distributed bucket rendering 2–1424 menu bar


distributed bucket rendering rollout 2–1421 curve editor 2–835
glass material 2–1172 dope sheet 2–835
material 2–1166 Material Editor 2–1059
object properties 1–116 Track View 2–835
satellite processors 2–1424 menus
satellites 2–1421 animation 3–391
subsurface scattering materials 2–1173 controller 2–841
mental ray Connection rollout 2–1090 create 3–387
mental ray indirect illumination rollout 2–973 customize 3–393
mental ray light shader rollout 2–974 edit 3–385
mental ray material file 3–385
advanced shaders rollout 2–1169 graph editors 3–392
material shaders rollout 2–1166 group 3–386
mental ray materials 2–1165 help 3–394
mental ray messages 2–1421 material editor copy and paste 2–1048
mental ray renderer 2–1377, 3–677 MAXScript 3–394
contour shading 2–1396 menu bar 3–384
diagnostic tools 2–1420 menus panel (customize UI) 3–517
displacement shading 2–1395 modifiers 3–389
feature enhancements 2–1384 rendering 3–393
FGM file 3–674 Schematic View 3–304
final gather map 3–674 tools 3–385
materials 2–1165 views 3–386
messages window 2–1386 merge 3–97
MI files 3–700 custom sections 2–229
object properties 1–116 effects 3–4
PASS file 3–712 merge dialogs 2–1083, 3–97, 3–291 to 3–292
photon map 3–714 scenes 1–14
preferences 3–545 shapes 2–229
processing panel 2–1386 merge from file
shadow map rollout 2–989 sweep modifier 2–229
volume shading 2–1393 mesh
mental ray shaders 2–1090, 2–1281, 2–1283 editable mesh 2–350
3D displacement 2–1286 mesh select modifier 2–151
bump shader 2–1287 meshsmooth modifier 2–153
connect parameter to shader dialog 2–1285 turbosmooth modifier 2–237
custom Autodesk VIZ shaders 2–1283 working with mesh sub-objects 2–353
dgs material shader 2–1288 mesh objects
dielectric material shader 2–1291 faces sub-object 3–215
environment shader 2–1292 Lightscape 3–214
material to shader 2–1293 meshing parameters rollout (radiosity) 2–1367
shader list 2–1294 meshsmooth modifier 2–153
third-party shaders 2–1282 meshsmooth selection dialog 2–439
uv coordinate 2–1299 messages 2–1421
uv generator 2–1295 metal highlights 2–1119
uv generator parameters rollout 2–1295 metal palette 3–405
uv generator shaders rollout 2–1298 metal shader 2–1105
XYZ coordinate 2–1301 metalness mapping 2–1130
XYZ generator 2–1299 methods (IK) 2–783
XYZ generator parameters rollout 2–1300 MI file 2–1415, 2–1421
XYZ generator shaders rollout 2–1301 MI files 3–700
middle button pan/zoom (viewports preferences) 3–551
Index 427

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

surface mapper (world space) 2–50 objects (basics) 1–125


SurfDeform 2–51, 2–218 more palette info dialog 3–425
sweep 2–218, 2–227 to 2–228 more tool info dialog 3–426
symmetry 2–231 motion blur 2–1388, 2–1400, 2–1411, 3–50, 3–688, 3–706,
taper 2–232 3–726
tessellate 2–234 motion panel 2–691, 2–694, 2–696, 2–788, 3–495
topology dependent 3–739 mounting a directory (network rendering) 2–1479
trim/extend 2–235 mouse sensitivity 3–551
turbosmooth 2–237 MOV files 3–263
turn to mesh 2–240 move button (select and move) 1–360
turn to patch 2–241 move keys (Track View)
turn to poly 2–243 curve editor 2–887
turn-to modifiers 2–240 to 2–241, 2–243 dope sheet 2–867
twist 2–245 edit keys 2–867
unwrap UVW 2–247 function curves 2–887
UVW map 2–274, 3–345, 3–354 move mode 1–360
UVW Xform 3–345, 3–354 moving
UVW XForm 2–285 cameras 1–6
vertexpaint 2–286 keys 2–867 to 2–868
volume select 2–303 lights 1–6, 2–922
wave 2–307 objects 1–345
world space 2–41 through time 2–680
WSM 2–41 to first frame 3–445
XForm 2–309 to last frame 3–446
modifiers menu 2–46, 3–389 to next frame 3–446
animation modifiers 2–51, 2–175 to 2–176, 2–218 to previous frame 3–445
free-form deformers 2–129, 2–132 to transform keyframes 3–447
mesh editing 2–62, 2–66, 2–74, 2–127 to 2–128, 2–167, MPEG files 3–264
2–170, 2–199, 2–204, 2–231, 2–234, 2–286 MSP files 3–702
nurbs editing 2–51, 2–68, 2–218, 2–465 multi-layer basic parameters 2–1106
parametric deformers 2–52 to 2–53, 2–69, 2–144, multi-layer highlights 2–1120
2–159, 2–164, 2–182, 2–185 to 2–186, 2–189, multi-level shader 2–1128
2–195 to 2–196, 2–200, 2–202, 2–232, 2–245, multi-pass parameters (cameras)
2–307, 2–309 depth of field 2–1012
patch/spline editing 2–63, 2–67, 2–74, 2–126, 2–134, multi-pass rendering effects 2–1377
2–142, 2–168, 2–212, 2–218, 2–227 to 2–228, multi-pass rendering effects (cameras) 2–1011
2–235 multi/sub-object material 2–204, 2–1182
radiosity modifiers 2–50, 2–209 multi-threading 3–540
selection modifiers 2–151, 2–172, 2–201, 2–303 multi-view
subdivision surfaces 2–153, 2–209 blocks 3–358
surface 2–68, 2–148 to 2–149 multicurve trim surface 2–576
UV coordinates 2–41, 2–50, 2–60, 2–274, 2–285 multiplicity (glossary) 3–702
modify child keys 2–838 multiplier (glossary) 3–702
modify child keys (Track View) 2–828 multiplier curve
modify datum dialog 3–576 applying 2–891
modify ellipsoid dialog 3–577 deleting 2–892
modify global coordinate system dialog 3–577 enable toggle 2–892
modify panel 2–28, 3–480 glossary 3–703
modify subtree (Track View) 2–828, 2–833 multiplier out-of-range types (Track View) 2–894
modifying MultiRes modifier 2–160
at sub-object level 2–35 multiresolution adaptive antialiaser 2–1156
multiple objects 2–38 multisided blend surface 2–575
NURBS models 2–446 multithreading and rendering 3–542
Index 429

MVBlocks 3–358 new Track View 2–901


new category dialog 3–579
N new feature in 2007 2–82, 2–84 to 2–85, 2–100, 2–379,
N blend surface 2–575 2–382, 2–404, 2–433, 2–435, 2–709, 2–859, 2–868,
name 2–887, 2–990, 2–1060, 2–1192, 2–1338, 2–1340,
object name 3–479 2–1400, 2–1402, 2–1424, 2–1427, 2–1433, 2–1442,
name and color rollout 3–479 2–1445, 2–1496, 3–93, 3–102, 3–109, 3–129, 3–148,
for lights 2–913 3–150, 3–262, 3–264 to 3–265, 3–268, 3–283 to 3–284,
named selection sets 1–63, 1–81, 1–85, 2–36 3–286, 3–289 to 3–290, 3–293, 3–297, 3–392, 3–503,
names 3–548, 3–554
material 2–1026 new preset 3–335
selecting by (Track View) 2–896 new settings preset dialog 3–335
naming layers 3–362 new Track View 2–901
naming materials 2–1039 next frame 3–446
natural light 2–919 next key 3–446
navigating NGon 1–248
3D space 1–19 node (glossary) 3–704
blocks 3–359 node track (glossary) 3–704
camera and light views 1–31 noise
hierarchies 2–763, 2–771 and terrain effects 2–165
rendered panorama 2–1456 noise controller 2–720
navigator (material/map) 2–1076 noise map 2–1247
NavInfo (VRML97 helpers) 3–242 noise modifier 2–164
nested expressions (HTML help viewer) 3–622 noise rollout (2D) 2–1204
net render control (common parameters rollout) 2–1379 noise threshold 2–1224, 2–1226, 2–1247, 3–62, 3–68
network plug-in configuration 3–536 non-vertical jambs 1–180
network rendering 2–1465, 2–1467, 3–720 nonrelational NURBS surfaces 2–481
advanced settings 2–1489 nonscaling object size 3–551
backburner 2–1465 normal mapping 2–263, 2–265
configuration 2–1467 normal projected curve 2–531
email notification 2–1487 normalize spline modifier 2–168
error messages 2–1473 normals 1–136 to 1–137
glossary 3–704 adjusting 1–136
how it works 2–1470 aligning 1–392, 2–626, 2–805
installing Autodesk VIZ for 2–1476 flipping 1–137
job dependencies 2–1486 normal modifier 2–167
job dialogs 2–1481 scaling vertex and face 2–350
job handling 2–1489 unifying 1–137
job settings 2–1491 viewing and changing 1–137
manager 3–703 note keys 2–863
per-job timeouts 2–1489 note track 2–863 to 2–864
pre-render MAXScript 2–1489 NSurf sel modifier 2–169
pre-render scripts 2–1465 nth serial numbering 3–540
server (glossary) 3–704 NTSC 3–540, 3–705
set up 2–1467 numeric calculator 1–10
setting up 2–1476 numerical expression evaluator 1–10
single computer 2–1463 NURBS
starting 2–1471 and animation 2–455
TCP post number 2–1489 and modifiers 2–454
troubleshooting 2–1473 blend curve 2–520
new blend surface 2–545
new command (file menu) 3–90 cap surface 2–557
new Schematic View 3–314 chamfer curve 2–523
new script 3–501
430 Index

concepts 2–456 glossary 3–705


creating models 2–459 making rigid imported surfaces independent 3–172
curve approximation 2–600 surface approximation 2–601
curve fit 2–519 NURMS 2–153, 2–357
curve point 2–582
CV curve 2–475 O
CV surface 2–468 object color dialog 1–130
definition 2–456 object data flow 2–24
extrude surface 2–550 object display 1–49
fixing problems with models 2–463 object display culling 1–56
glossary 3–705 keyboard shortcuts 3–610
improving performance 2–464 object instance 3–706
introduction 2–443 object motion blur (glossary) 3–706
lathe surface 2–552 object parameters rollout 2–808
mirror curve 2–522 copying/pasting/mirroring joint parameters 2–812
mirror surface 2–549 position/orientation/bind to follow 2–809
offset curve 2–521 precedence 2–811
offset surface 2–548 sliding and rotational joints 2–813
point 2–581 object properties 1–107, 2–1380
point curve 2–471 advanced lighting panel 1–114
point point 2–581 edit menu 1–107
point surface 2–466 general panel 1–108
ruled surface 2–555 mental ray panel 1–116
shortcuts 3–608 user defined panel 1–117
sub-object clone options dialog 2–599 object selection (introduction) 1–57
surf point 2–584 object space 3–707
surface approximation 2–601 object space modifiers 3–707
tips 2–459, 2–464 object transforms 2–777 to 2–778
transform curve 2–519 object-layer relationships 3–362
transform surface 2–544 object-space modifier 2–51
U and V iso curves 2–530 MapScaler 2–147
U loft surface 2–558 objects 1–125, 2–921
using toolbox to create sub-objects 2–448 aligning 2–624
working with models 2–445 arraying 2–14
NURBS curves 2–470 binding 2–786
creating from splines 2–479 color 1–130
fillet 2–526 combining 1–298
glossary 3–705 copies/instances/references 2–2
NURBS models 2–443 creating 1–128
creating 2–444 exporting 3–101
creating sub-objects 2–446 freezing and unfreezing 1–66
dependent sub-objects 2–452 glossary 3–706
display controls for 2–482 make controller unique (Track View) 2–861
glossary 3–705 modeling 1–5
modifying 2–446 modifying multiple objects 2–38
objects and sub-objects 2–443 moving and rotating 1–345
overview 2–445 object properties 1–108
sub-object selection 2–449 properties 1–107
working with 2–445 scaling 1–346
NURBS surfaces 2–465 select and manipulate 2–643
and IGES 3–172 select and move 1–360
creating from geometric primitives 2–480 select and rotate 1–360
display line parameters 2–483 selecting 1–57, 1–73
selecting by material 2–1069
Index 431

techniques for cloning 2–3 constraint 2–756


objects to bake rollout 2–1445 mapping 2–1129
obsolete file alert 3–94, 3–548 origin (glossary) 3–709
odd/even 3–540 origin point helper 3–330
offset origin slider 3–537
offset curve 2–521 ortho snapping mode 1–372
offset point 2–581 orthographic view 3–710
offset surface 2–548 orthographic views 1–22
offset/absolute coordinate display 3–437 out-of-range
oiltank (extended primitive object) 1–165 keys (Track View) 2–872
omni light 2–934, 3–708 types 2–861, 2–893 to 2–894, 3–710
omnidirectional light 3–708 outline 1–280
on/off controller 2–721 output map 2–1195, 2–1264
online reference output rollout 2–1195, 2–1446
introduction 3–619 overlapping vertices and editable rollout (for object and
searching in 3–622 sub-objects) 1–261
using HTML help viewer 3–620 overlays
online support 3–628 xref scenes 3–293, 3–297
opacity 2–1113 overriding (degradation) 1–32
falloff (glossary) 3–708 overshoot (glossary) 3–711
mapping 2–1127 overview of Autodesk VIZ 1–1
open
assembly 1–103 P
file (file menu) 3–91 pack UVs dialog 2–266
from vault 3–93 paint (vertexpaint modifier) 2–286
group (group menu) 1–99 paint deformation rollout 2–429
new bitmap file 2–1209 brush options 2–302
script (MAXScript menu) 3–502 paint palette 3–405
open from vault 3–93 paint selection region 1–79
open recent 3–94 paint weights 2–302
OpenEXR files paintbox
format 3–264 vertexpaint modfier 2–291
opening 3–268 painter options 2–302
saving 3–265 PAL 3–540, 3–711
OpenGL driver 3–558, 3–561 palette
opening screen 1–16 vertexpaint modifier 2–299
operands 1–298, 3–709 palette properties dialog 3–425
optimizations rollout 2–990 paletted 3–540
optimize modifier 2–170 pan
options 3–546 panning views 1–27
grid and snap 2–660 Track View 2–899
Material Editor 2–1066 viewport controls 3–465
rendering 3–540 pan view 3–465
viewports 3–551 panels
options menus (Schematic View) 3–306 to 3–307 create 3–479
orbit/pan customize UI 3–512 to 3–513, 3–515, 3–517, 3–519
camera 2–1010, 3–470 to 3–520
light 3–477 display 3–496
Oren-Nayar-Blinn basic parameters rollout 2–1107 hierarchy 3–494
Oren-Nayar-Blinn highlights 2–1118 modify (command panel) 2–28, 3–480
organic surfaces 2–212 motion 3–495
orientation render scene 2–1360, 3–3
changing 1–341 scripted utility 3–727
utilities (command panel) 3–499
432 Index

panorama exporter 2–1453 while running Autodesk VIZ 3–636


render setup dialog 2–1454 Perlin marble map 2–1249
viewer 2–1456 perspective
parallel projection 1–22 and orthographic viewport controls 3–460
parameter (glossary) 3–711 glossary 3–713
parameter curve out-of-range types (Track View) 2–861 matching 2–1009
parameter space (glossary) 3–711 viewport control 3–468
parameter wiring 2–758 to 2–759 perspective view 1–22
parameters Phong highlights 2–1118
HD Solver 2–808 Phong shader 2–1105, 2–1107
parametric (glossary) 3–711 photometric lights 1–6, 2–911, 2–941
PASS file area light sampling rollout 2–983
mental ray renderer 3–712 common lamp values 2–960
paste data file 2–958 to 2–959, 2–984
a material, map, bitmap, or color 2–1048 example of photometric data file 2–959
paste controller (Track View) 2–856 free area light 2–948
paste tangent handles 1–268 free linear light 2–946
paste time/track (Track View) 2–877 free point light 2–944
pasting joint parameters 2–812 IES standard file format 2–958
patch (glossary) 3–712 linear light rollout 2–983
patch grids 2–346 photometric webs 2–957
quad patch 2–347 preset lights 2–942
tri patch 2–349 target area light 2–947
patch select modifier 2–172 target linear light 2–945
patch surfaces 2–212, 2–346 target point light 2–943
copying 2–316 web 2–957
deleting 2–316 web parameters 2–984
PatchDeform photometry 3–714
object-space modifier 2–175 photon map 3–714
world-space modifier 2–47 photon maps 2–1392, 2–1404
path constraint 2–745 photorealistic renderer 2–1343
path joints 2–802, 2–804 physical scale 3–74, 3–76 to 3–77, 3–79
PathDeform PIC file format 3–256
object-space modifier 2–176 PIC files 3–82, 3–270
world-space modifier 2–47 pick material from object 2–1078
paths ping-pong (playback direction setting) 3–446
and AutoCAD xrefs 3–330 pivot door 1–222
and XRefs 3–296, 3–300 pivot points 2–805
configuring paths 1–13 glossary 3–715
configuring system paths 3–531 use pivot point center 1–367
configuring user paths 3–529, 3–532 to 3–535 using 2–38
glossary 3–712 pivoted window 1–231
moving a camera along 2–1010, 2–1020 pivots
path commands (loft objects) 1–332 adjust pivot rollout 2–805
path parameters rollout 1–316 adjust transform rollout 2–807
pattern background 2–1063 adjusting 2–769
per-pixel camera map 2–1302 and links 2–772
per-pixel camera projection 2–1302 resetting 2–769
percent snap 2–653 pixel 3–715
performance 2–1404, 2–1425, 3–719 pixel data (rendered frame window) 2–1320
and weight painting 2–303 place highlight 1–394, 2–921
controlling display performance 1–26 planar
improving in NURBS 2–464 constraints 1–370 to 1–371
Index 433

make edges 2–362 parameters (motion panel) 2–694


make vertices 2–357 pre-render scripts
threshold 2–151, 2–350 advanced settings 2–1465
plane 1–156 command-line rendering 2–1496
plane angle manipulator 2–645 network rendering 2–1481
planet map 2–1250 precedence 2–811
plastic palette 3–405 child-to-parent 2–794
plate match 2–1343 glossary 3–717
play selected 3–445 parent-to-child 2–795
playback speed 2–680 setting manually 2–796
playing precedence, and keyboard shortcuts 3–602
animated material previews 2–1079 precision and drawing aids 2–617
animation 3–445 preferences 3–536
preview 2–1065 animation 3–546
plug-ins asset browser 3–130
color selector (general preferences) 3–537 files 3–548
glossary 3–716 gamma 3–550
help 3–628 general settings 3–537
plug-in manager 3–508 gizmos 3–554
sharing over a network 3–536 inverse kinematics 3–542
third-party 3–628 MAXScript preferences 3–556
user path configuration 3–535 mental ray renderer 3–545
plugin.ini file 1–16, 3–628 MIDI time slider control 3–567
PMAP file 3–716 preference settings dialog 3–537
PNG file 3–271 Autodesk VIZ preferences 3–544
point 2–581 radiosity settings 3–543
glossary 3–716 rendering 3–540
helper object 2–638 Schematic View 3–307
sub-object 2–450, 2–581 strokes 3–593, 3–598
point curve 2–471 texture coordinates 3–537
glossary 3–716 viewports 3–551
on surface 2–537 premultiplied alpha 3–276
sub-object 2–517 premultiplied alpha (glossary) 3–717
point point 2–581 preserve map channels dialog 2–440
point surface 2–466 preserve modifier 2–182
glossary 3–716 preset height 3–413
sub-object 2–543 preset lights 2–942
point3 XYZ controller 2–706 preset rendering options 2–1330
polar snapping mode 1–373 preset views 1–22
poly select modifier 2–179 presets 2–1330, 3–335
polygon counter 2–614, 3–239 rendering 2–1330
polyhedra 1–158 preview
position animated material previews 2–1079
changing 1–341 make 2–1065
controlling 2–690 play 2–1065
ranges (Track View) 2–882 renderings 2–1451
position constraint 2–748 save 2–1065
position ranges (Track View) 2–882 previewing
position XYZ controller 2–722 Shockwave 3D files 3–230
position/orientation/bind to follow object 2–809 W3D files 3–230
position/rotation threshold (IK) 2–788 previous frame 3–445
position/rotation/scale (PRS) previous key 3–445
controller (Track View) 2–723
434 Index

primitives PSD file 3–271


creating with keyboard 1–140 pseudo color exposure control 3–79
extended 1–157 publish Shockwave 3–225
standard 1–141 publishing to
print setup (file menu) 3–113 3D DWF 3–139
print size wizard 2–1331 push
print viewport (file menu) 3–114 modifier 2–185
prism 1–175 put material to scene 2–1070
PRJ files 3–142, 3–650 put to library 2–1073, 2–1084
problems 3–629 pyramid 1–153
problems caused by unit settings 3–639
procedural maps Q
dent 2–1240 QOP files 3–522, 3–525
glossary 3–717 quad menu
wood 2–1255 Schematic View 3–314
process options rollout 2–1421 quad menus 2–447, 2–846, 3–399, 3–401, 3–515, 3–522
processing panel animation 3–402
mental ray 2–1386 quad patch 2–347
processing parameters rollout (radiosity) 2–1363 quads panel (customize UI) 3–515
product support 3–628 quadtree 3–718
program window 1–9 quaternions 2–707
project file format 3–142 queue manager 3–719
project workflow in Autodesk VIZ 1–1 queue monitor
projected window 1–232 client (glossary) 3–719
projection - preferences 3–551 quick align 1–392
projector light 2–970, 3–718 quick render 2–1330
projects - managing 3–89 quick start (batch rendering) 2–1463
prompt line 3–428 quickslice 2–88, 2–96, 2–105, 2–112, 2–121, 2–388, 2–396,
propagate materials to instances 3–355 2–409, 2–416, 2–425
propagation QuickTime movies 3–263
blocks 3–355
instances 3–355 R
materials 3–355 radial dialogs
styles 3–355 density 3–37
properties falloff 3–38
animation controllers 2–832 size 3–40
changing layer properties 3–374 radiance file format 3–256
controller (Track View) 2–870 radiance map 3–256
dialog (Track View) 2–832 radiance picture files 3–270
file menu 3–112 radiosity 2–918, 2–1350
of light 2–916 and animation 2–1360
viewports 3–453 and architectural materials 2–1162
waveform controllers 2–832 choosing radiosity 2–1350
protractor helper object 2–641 controls 2–1360
ProxSensor (VRML97 helpers) 3–241 how it works 2–1355
proxy object light painting rollout 2–1370
XRef object 3–299 lighting analysis 2–1375
proxy object rollout lighting analysis dialog 2–1376
XRef object 3–299 meshing parameters rollout 2–1367
PRS preferences settings 3–543
PRS controller (Track View) 2–723 processing parameters rollout 2–1363
PRS parameters 2–694 rendering parameters rollout 2–1371
PS files 3–254 skylight 2–935
statistics rollout 2–1375
Index 435

workflows 2–1357 texture surface 2–598


radiosity solution 2–1350, 2–1355 recorder (MacroRecorder) 3–503
railing 1–180, 1–188 recouple ranges (Track View) 2–883
RAM player 3–278, 3–280 _recover.max files 1–18
randomize keys 2–845 recovered file 1–18
randomize keys utility (Track View) 2–871 rectangle 1–244
ranges rectangular area light 2–939
editing 2–882 rectangular region 3–464
positioning 2–882 rectangular selection region 1–77
realigning with keys 2–883 recursion depth 2–1152
recoupling 2–883 recycled materials 3–407
ranges toolbar red/green/blue (glossary) 3–722
Track View - dope sheet 2–852 redo 1–34, 1–89 to 1–90
ray redraw all views 1–48
render effect 3–15 reduce keys (Track View) 2–881
ray tracing 2–1380, 2–1413 reference 1–ix
ray-traced reference coordinate system 1–356, 1–364, 3–537
reflections and refractions 2–1387 reference documentation 3–627
shadows 2–1388, 2–1411, 3–730 references 2–2, 2–885
ray-traced shadows glossary 3–722
glossary 3–720 overview 2–2
parameters 2–992 using XRefs 3–280
ray-trace bias (glossary) 3–720 refine
RAYHOSTS file 2–1421, 3–720 editable spline segments 1–275
specifying name and path 2–1421 editable spline vertices 1–268
raytrace glossary 3–723
acceleration parameters 2–1154 refining curves and surfaces (concept) 2–456
adaptive antialiaser dialogs 2–1155 reflect/refract map 2–1271, 2–1382
attenuation rollout 2–1278 reflectance display 2–1060
basic material extensions rollout 2–1279 reflection maps 2–1132, 2–1267
basic parameters rollout 2–1138 reflections 2–1387
extended parameters rollout 2–1143 refraction maps 2–1133, 2–1267
global settings 2–1151 refractions 2–1387
map 2–1270 refresh viewport display 1–48
map and material 2–1154 regathering 2–1360
maps rollout 2–1147 region 1–62
material 2–1137 selection 1–62, 1–76 to 1–79
messages 2–1151 selection method (edit menu) 1–83
raytracer controls rollout 2–1146 selection preferences 3–592
refractive material extensions rollout 2–1280 zoom region (viewport control) 3–464
raytrace acceleration 2–1413, 3–719 region net render 2–1487
parameters for BSP method 2–1425 register today 3–628
parameters for Grid method 2–1425 relative snap 2–651, 2–654
parameters for Large BSP method 2–1425 relax dialog 2–441
raytrace map 2–1382 relax mesh 2–321
raytrace material 2–1380, 2–1382 relax modifier 2–186
raytracer parameters rollout 2–1276 relax tool dialog 2–266
raytracing acceleration parameters dialog 2–1154 relaxing texture coordinates 2–266
real time (glossary) 3–721 remove
real-world mapping (glossary) 3–721 ease or multiplier curve (Track View) 2–892
rebuild dialogs note track (Track View) 2–864
CV curve 2–597 remove note track 2–864
CV surface 2–598 rename objects tool 1–118
436 Index

rename preview 2–1453 don’t alias against background 3–540


rename settings preset dialog 3–336 elements separately 2–1433
render email notification 2–1339
blowup 2–1326 large images 3–542
common parameters rollout 2–1334 on multiprocessor systems 3–542
dialogs 2–1084, 2–1316, 2–1322, 3–276 portions of scene 2–1009
presets 2–1330 preferences settings 3–540
render scene 2–1316, 2–1325 presets 2–1330
render type list (main toolbar) 2–1326 render farms 2–1470
rendered output 3–53 rendering method 3–586
rendering elements separately 2–1426 scene 1–8
scripts rollout 2–1340 shapes 1–234
selected objects 2–1326 to texture 2–1437, 2–1440, 2–1443
to texture 2–1437 watermark parameters 2–1349
vertex coloring 2–1265 with caustics (mental ray) 2–1380
VUE files 2–1426 with global illumination (mental ray) 2–1380
render bounding box/selected dialog 2–1329 with motion blur 2–1388
render effects 2–828, 3–2 to 3–4, 3–7, 3–11, 3–15, 3–19, with shadow maps 2–1388
3–23, 3–27, 3–31, 3–41, 3–46 to 3–47, 3–49 to 3–50 rendering algorithms rollout 2–1413
render elements 2–1426, 2–1433 rendering commands
render scene dialog render last 2–1331
advanced lighting panel 2–1350 rendering effects
common panel 2–1333 multi-pass (cameras) 2–1011
render panel 2–1316 rendering for print 2–1487
renderer panel 2–1342 rendering menu 3–393
render shortcuts toolbar 3–397 advanced lighting 2–1350
render to texture 2–1437, 2–1440, 2–1443, 2–1445 to effects 3–2
2–1446, 2–1448 to 2–1450 environment 3–52 to 3–53
render to texture dialog 2–1443 lighting analysis 2–1376
add texture elements dialog 2–1450 Material Editor 2–1039
automatic mapping rollout 2–1449 material/map browser 2–1042
baked material rollout 2–1448 print size wizard 2–1331
general settings rollout 2–1444 radiosity 2–1360
objects to bake rollout 2–1445 RAM player 3–278
output rollout 2–1446 raytrace global exclude 2–1154
renderable spline modifier 2–188 raytrace settings 2–1151
rendered frame window 2–1318 render 2–1325
rendered output 2–1456 render scene 2–1325
renderer render to texture 2–1443
configure preset dialog 2–1339 show last rendering 2–1331
renderer panel rendering parameters rollout (radiosity) 2–1371
render scene dialog 2–1342 rendering properties
renderers 2–1341, 2–1343, 2–1426 family elements 3–356
interactive 3–745 instanced objects 3–356 to 3–357
panorama exporter 2–1453 renderingmenu
photorealistic 3–726 panoramic exporter 2–1453
scanline 3–726 reparameterize dialog 2–598
viewport 3–745 repathing 3–102
rendering 2–1315, 2–1379 replace (file menu) 3–99
and multithreading 3–542 replace dialogs 2–1085, 3–99
batch 2–1456, 2–1462 to 2–1463 replace keys 2–887
command line 2–1493, 2–1496, 2–1499 replacing scenes 1–14
commands 2–1324
Index 437

requirements NURBS 2–447


system (see Installation Guide) 1–xii sample slot 2–1052
rescale world units utility 2–666 Schematic View selection 3–314
reset 3–91 snaps 2–654
reset background transform (viewport image) 1–43 spinner 2–675
reset material settings to default 2–1072 Track View 2–831, 2–846
reset XForm (transform) utility 1–359, 2–777 Track View toolbar 2–907
reset position 3–341 viewports 3–453
reset tangents 1–268 XRef entities list (XRef object dialog) 3–290
resolution XRef files list (XRef object dialog) 3–289
glossary 3–723 rigid surfaces (NURBS) 2–454
resolve externally referenced file dialog 3–337 ring
resource collector utility 3–127 render effect 3–11
resource information dialog 3–133 ringwave 1–173
respect animation range 2–860 ripple
restore modifier 2–189
active view (views menu) 1–35 RLA files 3–273
to default settings (animation controllers) 3–546 RMAT materials
restrict to axis buttons 1–368 to 1–369 in Autodesk VIZ 3–345
restrict to plane buttons 1–370 roll angle manipulator 2–965
restrict to plane flyout 1–370 roll viewport controls
restrict to x 1–368 camera 3–469
restrict to xy plane 1–370 light 3–475
restrict to y 1–369 rollout
restrict to yz plane 1–371 distributed bucket rendering 2–1421
restrict to z 1–369 rollouts 1–10, 2–805, 2–808
restrict to zx plane 1–371 inverse kinematics 2–815
reverse time (Track View) 2–878 maps 2–1100
revert to startup UI layout 3–529 materials 2–1096
reviewing and editing strokes 3–597 paint deformation 2–429
Revit rotate 1–360
files 3–346 rotating
materials 3–352 editable mesh edges 2–362
objects 3–346 lights 2–922
settings 3–349 objects 1–345
workflow 3–351 views 1–27
Revit material rotation
Autodesk VIZobjects 3–355 controlling 2–690
RGB (glossary) 3–722 increment (viewport preference) 3–551
RGB files 3–276 rotational joints 2–804, 2–813
RGB maps rotoscoping (glossary) 3–723
multiply 2–1263 roughness 2–1115
tint 2–1265 roughness mapping 2–1124
right-click menus 3–399 RPF files 3–274
additional quad menus 3–401 RPS files 2–1330
animation 3–402 rubber palette 3–405
customize display 3–507 ruled surface sub-object 2–555
display option 3–551 run script 3–502
display preference setting 3–551 RVT link 3–723
HTML help viewer 3–625
material editor copy and paste 2–1048 S
modifier stack 3–487 safe frames 3–454, 3–589, 3–744
named selection sets 1–87 safe video threshold 2–1064
438 Index

sample object 2–1062 face and vertex normals 2–350


preview 2–1065 function curves 2–888
UV tiling 2–1063 keys (Track View) 2–869, 2–888
video color check 2–1064 objects 1–346
sample range (glossary) 3–724 rendering preferences 3–540
sample rate 2–1397 scale XYZ controller 2–724
sample slot 2–1050, 2–1052 time (Track View) 2–879
active 2–1071 values (Track View Curve Editor) 2–888
adding bitmap 2–1205 scanline renderer 2–1343, 3–726
and material name 2–1026 scanline rendering 2–1413
background 2–1063 scatter 1–286
backlight 2–1062 scene extents 3–726
cool 2–1072 scene motion blur (glossary) 3–726
default 2–1072 scene state
display adjustment 2–1066 camera properties 3–375
hot 2–1072 camera transforms 3–375
right-click menu 2–1052 delete 3–377
sample type environment 3–375
cube 2–1062 layer assignments 3–375
cylinder 2–1062 layer properties 3–375
sphere 2–1062 light properties 3–375
sample UV tiling 2–1063 light transforms 3–375
sampling 3–724 materials 3–375
filters 2–1397 object properties 3–375
sampling quality rollout 2–1397 rename 3–377
thresholds 2–1397 restore 3–377
satellites 2–1421 save 3–377
save commands selected parts 3–375
hold 1–91 scene-in use tool right-click menu 3–423
save (file menu) 3–94 scene-unused tool right-click menu 3–423
save active view (views menu) 1–35 scenegraph 3–226
save as (file menu) 3–95 scene–in use palette 3–407
save copy as (file menu) 3–96 scenes 1–4
save custom UI scheme 3–527 animating 1–8
save preview (Material Editor) 2–1065 archiving 1–17
save selected (file menu) 3–96 backing up 1–17
scene/settings in buffer 1–91 importing 1–14
save copy as 3–96 managing 3–89
save custom UI scheme 3–527 merging 1–14
saving rendering 1–8
backup on save 3–548 replacing 1–14
compressed file 3–548 scene–unused palette 3–407
files from previous versions 3–94 Schematic View
material 2–1037 delete Schematic View 3–314
materials 2–1039 display floater 3–313
thumbnail image 3–548 displaying in viewport 3–453
UI configuration on exit 3–537 glossary 3–727
scale synchronization between AutoCAD and list views 3–306
Autodesk VIZ 3–323 menus 3–304
scale values (Track View) 2–888 new Schematic View 3–314
scaling 1–346, 1–361 to 1–362 preferences dialog 3–307
changing 1–341 right-click menu (selection) 3–314
deformation 1–323 Schematic View window 3–300
Index 439

selecting with 1–66 name 1–74, 2–896


shortcuts 3–610 name (button) 1–74
toolbars 3–311 name (edit menu) 1–83
using 3–302 smoothing group 2–337, 2–366
screen 3–459 time (Track View) 2–873
script vertex color 2–357
and scripting definitions 3–727 select by material ID dialog
script controller (Track View) 2–725 lightscape import 3–215
scripts select datum dialog 3–579
debugging 3–503 select ellipsoid dialog 3–580
scripts rollout 2–1340 select global coordinate system dialog 3–580
scrolling panels/toolbars 1–10 select keys 2–819
searching select keys by time 2–845
defining search terms 3–622 select menu (Schematic View) 3–304
for files 3–126 select objects dialog 1–74
for help topics 3–622 select objects in current layer 3–374
using nested expressions 3–622 select region
section 1–253 crossing 1–84
seed value (glossary) 3–727 lasso 1–78
segment (glossary) 3–728 paint 1–79
segments shadow mode 2–1411 window 1–84
select 1–363 window/crossing 1–85
select all (edit menu) 1–82 select time (Track View) 2–875
select and link button 2–768 selecting
select and manipulate 2–643 and blocks 3–359
select background image dialog 1–40 basics 1–60
select bitmap image file dialog 2–1209 by ID 1–275, 1–280, 2–337, 2–366
select invert (edit menu) 1–82 by material 2–1069
select keys by time (Track View) 2–873 by name 1–63
select layers dialog 3–337 by region 1–62
select linked objects dialog 3–338 hierarchies 2–771
select none (edit menu) 1–82 mesh sub-objects 2–353
select object (main toolbar) 1–73 named selection sets 1–63
select objects dialog 1–74 objects 1–57, 1–60
select time (Track View) 2–875 open editable mesh edges 2–362
selection floater 1–76 selection filters 1–64
select and move 1–360 shadow type 2–961
select and non-uniform scale 1–362 shape sub-objects 1–261
select and rotate 1–360 successive vertices 1–268
select and squash 1–363 time 2–875
select and transform buttons with Schematic View 1–66
move 1–360 with Track View 1–65
non-uniform scale 1–362 selecting objects to be exported 3–184
rotate 1–360 selection center (use center flyout) 1–367
scale flyout 1–361 selection commands 1–72
squash 1–363 selection filter (main toolbar) 1–80
uniform scale 1–361 selection floater (tools menu) 1–76
select and uniform scale 1–361 selection lock toggle 3–436
select bitmap image file dialog 2–1209 selection region 1–76 to 1–79
select by 1–83 selection sets 1–63, 1–80 to 1–81, 2–39
color 1–83 self-illumination 2–1104 to 2–1107, 2–1112
material 2–1069 self-illumination (glossary) 3–728
material ID 1–275, 1–280, 2–337, 2–366, 2–600 self-illumination mapping 2–1127
440 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

simple shadow mode 2–1411 snapshot dialog 1–380


single-axis constraints 1–368 to 1–369 soft selection 2–844
size of grid square 3–438 soft selection manager 2–845
sketch tool dialog 2–268 soft selection rollout
sketch UVWs 2–262 brush options 2–302
skew modifier 2–195 soft selection rollouts 2–312, 2–509
skin parameters rollout (loft objects) 1–317 software display driver 3–558, 3–561
sky 2–951 sort order (select objects dialog) 1–74
skylight 2–935 sort shadow mode 2–1411
radiosity 2–935 sound
skylight (glossary) 3–732 options dialog (Track View) 2–834
slave controller 2–702 sound plug-in (animation preference) 3–546
slave parameters dialog (block controller) 2–739 threshold 2–735
slice VRML97 helpers 3–243
editable mesh edges 2–362 spacing tool 1–381, 2–21
editable mesh vertices 2–357 special controls 1–10
modifier 2–196 special-purpose controllers 2–688
slide keys 2–868 specification 3–239, 3–687
slider manipulator 2–646 specifying
slider, time/frame 3–430 default controller values 2–686
sliding door 1–223 default controllers 2–686
sliding joints 2–802, 2–804, 2–813 speckle map 2–1252
sliding window 1–233 specular
smart scale 1–361 color 3–733
smart select 1–73, 1–76 color mapping 2–1125
smoke map 2–1251 level mapping 2–1125
smooth modifier 2–199 specular highlight 2–1106
smooth rotation controller 2–728 specular highlights
smoothing groups 3–327, 3–732 anisotropic 2–1116
assigning faces to 2–366 Blinn 2–1118
assigning patches to 2–337 metal 2–1119
viewing and changing 1–136, 1–138 multi-layer 2–1120
SMPTE (glossary) 3–732 Oren-Nayar-Blinn 2–1118
snap frames (Track View) 2–865 Phong 2–1118
snap options 2–627 specular map (baking) 2–1441
snaps sphere
2D/2.5D/3D 2–651 object 1–145
and cuts 2–375 SphereGizmo helper 3–87
grid and snap settings 2–654 spherical area omni light 2–938
options/settings 2–627, 2–660 spherify modifier 2–200
setting standard 2–626 spindle 1–167
snap commands 2–650 spinner right-click menu 2–675
snap override 2–658 spinners 1–10
snaps toggle spinner snap 2–653
angle 2–653 spiral stair 1–206
percent 2–653 splash screen 1–16
spinner 2–653 splash.bmp file 1–16
snaps toolbar 3–398 splat map 2–1252
ortho snapping mode 1–372 spline select modifier 2–201
polar snapping mode 1–373 splines 1–237, 2–212
snapshot 1–380 adding 1–275, 1–280
cloning objects over time 2–13 arc 1–246
dialog 1–380 attach 1–268, 1–280
442 Index

circle 1–244 pyramid 1–153


cleaning up segments 1–280 sphere 1–145
copying (outline) 1–280 teapot 1–154
deleting 1–280 torus 1–151
donut 1–247 tube 1–150
editable splines 1–261, 1–266, 1–268, 1–275, 1–280 standard snaps 2–626
ellipse 1–245 standard user grids 2–635
explode 1–280 star 1–249
glossary 3–733 lens effects 3–27
helix 1–252 starting
line 1–242 manager and server (network rendering) 2–1471
making coincident 2–212 network rendering 2–1471
mirror 1–280 startup files 1–16
NGon 1–248 startup layout - return to 3–529
rectangle 1–244 startup screen 1–16
star 1–249 startup script (glossary) 3–734
text 1–250 statistics rollout (radiosity) 2–1375
split mesh 2–354 status bar controls 3–427
split scan lines 2–1487 main window 3–430
spotlights Track View 2–895
parameters 2–969 steps
spotlight distribution (photometric lights) 2–954 and editable patch 2–321, 2–333, 2–337
spring back - setting (IK) 2–792 and editable spline 1–261
squash 1–363 stereolithography (STL) 3–231
squeeze modifier 2–202 stitch tool dialog 2–269
SSS materials (mental ray) 2–1173 stitch UVWs 2–262
stack 2–30, 2–32, 2–36, 3–701 STL
stack. see modifier stack 3–481 exporting files 3–233
stairs 1–180, 1–202 importing files 3–231
l-type 1–203 STL check modifier 2–204
spiral 1–206 stop animation playback 3–445
straight 1–210 straight stair 1–210
u-type 1–214 Strauss basic parameters rollout 2–1107
standard helpers 2–631 streak
compass 2–642 render effect 3–31
dummy 2–631 stretch modifier 2–206
expose transform 2–632 strokes 3–599
exposetm 2–632 defining 3–595
grid 2–635 preferences 3–593, 3–598
point 2–638 reviewing and editing strokes 3–597
protractor 2–641 viewport preferences 3–551
tape 2–639 stucco map 2–1253
standard lights 2–911, 2–927 studio palettes 3–415
skylight 2–935 studios 3–415, 3–418
standard material 2–1093 styles
standard materials and Architectural Desktop objects 3–360
shaders (glossary) 3–729 propagation 3–355
standard primitives 1–141 sub-materials 3–537
box 1–142 sub-object
cone 1–143 chamfer curve (NURBS) 2–523
cylinder 1–148 common controls 2–486
GeoSphere 1–147 glossary 3–735
plane 1–156 material assignment 2–1055
Index 443

selection 1–70, 2–35 to 2–36, 2–353, 2–449 systems 1–334


subdivide 2–333, 2–337, 2–354, 2–366, 2–375 daylight 1–335
subdivide modifier 2–209 sunlight 1–335
subdivide modifier (world space) 2–50
subdivision surfaces 2–136, 2–311 T
substitute modifier 2–210 tags (time) 3–438 to 3–439
subsurface scattering (SSS) materials (mental ray) 2–1173 tangent handles 1–268
subtractive opacity (glossary) 3–735 tangent types 2–695
subtree - modifying (Track View) 2–833 tangents
summary info 3–111 glossary 3–736
sun 2–949 locking 2–891
sunlight 1–335 type of 2–699
sunlight (glossary) 3–736 tape helper object 2–639
super black 3–540, 3–736 taper modifier 2–232
superimposed material 2–1185 targa files 3–276
supersampling 2–1088, 3–736 targa files (glossary) 3–717
surf point 2–584 target
surface approximation 2–601, 2–606 to 2–607 camera 3–467
surface constraint 2–743 lights 2–928, 2–931, 2–943 to 2–945, 2–947
surface joints 2–802, 2–804 target area light 2–947
surface properties rollout (editable objects) 2–354, 2–366 target camera 2–1000
surfaces target distance 2–1389
NURBS surfaces 2–465 target linear light 2–945
surface approximation (NURBS) 2–601, 2–607, 2–613 target map slot 2–1443
surface deform (SurfDeform) 2–51 target objects - look at controller 2–718
surface edge curve 2–539 target point light 2–943
surface mapper (world space) 2–50 TCB
surface modifier 2–63, 2–212 controllers 2–728
surface offset curve 2–529 glossary 3–737
surface parameters (loft objects) 1–314 teapot 1–154
surface point 2–584 technical support 3–628
surface properties rollout (editable objects) 1–280, techniques
2–337, 2–354, 2–357, 2–362, 2–366 NURBS 2–459
surface sub-objects - creating 2–539 tee 1–259
surface tools 2–63, 2–212 teeter deformation 1–325
surface trimming 2–445 temporary
surface-curve intersection point 2–586 buffer 1–91
surface-surface intersection curve 2–528 IGES files 3–174
SurfDeform modifiers 2–218 tension/continuity/bias (glossary) 3–737
SurfDeform modifiers 2–51, 2–218 terminating chains 2–796
swap terminators 2–782
colors 2–1081 terminology (inverse kinematics) 2–782
maps 2–1080 terrain 1–306
sweep modifier 2–218 creating effects with noise modifier 2–165
extract 2–228 glossary 3–738
merge from file 2–229 tessellate
pick shape 2–227 faces 2–366
swirl map 2–1230 tessellate modifier 2–234
symmetry modifier 2–231 tessellate selection dialog 2–441
synchronizing animated bitmap with the scene 2–1080 texel 3–738
system unit text 1–250
setup dialog 3–582 texture
units mismatch dialog 3–584 baked elements 2–1440
baking 2–1437
444 Index

rendering to 2–1437, 2–1440, 2–1443 scale (Track View) 2–879


target map slot 2–1443 selecting 2–875
texture baking - shell material 2–1187 setting time segments 2–679
textures specifying active time segment 2–679
and imported mask bitmaps 3–141 time configuration button 3–447
and material properties 2–511 time ruler (Track View) 2–828
and NURBS models 2–464 time slider 2–828, 2–866, 3–430
baking 2–1443 time tags 3–438 to 3–440
disable texture map display 3–586 time controls 3–440
pick texture option (edit UVWs dialog) 2–252 time menu, Track View 2–845
pinning 2–247 time paste (Track View) 2–877
TGA files 3–276 time reverse (Track View) 2–878
thin wall refraction map 2–1274, 2–1382 time ruler (Track View) 2–828
third-party help files 3–628 TimeSensor (VRML97 helpers) 3–247
third-party plug-ins page 3–628 tips
threshold 1–138, 2–199 adjusting radiosity 2–1162
adaptive control 2–1156, 2–1270 camera correction 2–1020
and HD IK solver 2–788 copying keys between frames 3–432
color 2–1252 to 2–1253 flipping face normals 2–373
edge visibility 2–362 magnifying camera adjustment 3–469
explode angle 2–354, 2–366 maintaining consistent camera lens size 2–1003
noise 2–1224, 2–1226, 2–1247, 3–62, 3–68 NURBS 2–459
optimize 2–170 output size and rendering speed 2–1334
planar 2–151, 2–350 playing animations in all viewports 3–445
position/rotation (IK) 2–788 propagating layer properties 3–365
reduce keys 2–881 radiosity and walkthroughs 2–1360
safe video 2–1064 selecting faces to hide 2–353
sound 2–735 testing radiosity 2–1360
super black 3–540 textures (NURBS) 2–464
supersampling 2–1088 turning off material propagation 3–491
use secondary (IK) 3–542 updating information in light lister 2–924
weld 1–268, 2–212, 2–252, 2–271, 2–357, 3–147, using file link manager 3–319
3–159, 3–231 VRML97 3–237
thumbnails toggles
open file 3–91 angle snap 2–653
viewport image 3–548 animation mode 2–672, 3–441
ticks (glossary) 3–738 auto key mode 2–672, 3–441
TIFF files 3–82, 3–277 auto material propagation 3–355
tile/mirror (glossary) 3–739 degradation override 1–32
tiles map 2–1232 enable ease or multiplier curve 2–892
time full screen 3–459
controlling 2–678 key mode 3–447
copy (Track View) 2–876 maximize viewport 3–459
cutting 2–876 percent snap 2–653
deleting 2–876 selection lock 3–436
editing 2–874 shortcut keys 3–602
fitting into 2–879 spinner snap 2–653
insert (Track View) 2–878 window/crossing 1–85
moving through 2–680 toggling dialogs 3–382
paste (Track View) 2–877 tool palettes 3–403
removing 2–878 cameras palette 3–412
rescaling active time segment 2–679 concrete palette 3–405
reverse (Track View) 2–878 doors / windows palette 3–405
Index 445

ERCO luminaires 3–419 ranges toolbar 2–852


ERCO luminaires palette 3–415 render shortcuts 3–397
fabrics palette 3–405 Schematic View 3–311
finishes palette 3–405 snaps 3–398
flooring palette 3–405 toolbars panel (customize UI) 3–513
fluorescent palette 3–412 troubleshooting when missing 3–640
gloss palette 3–405 toolbox (NURBS) 2–448
high intensity discharge 3–412 tools
incandescent palette 3–412 for low-polygon modeling 2–614
lights palette 3–412 Material Editor 2–1057
low-pressure sodium palette 3–412 precision 2–617
luminaires 3–419 rename objects 1–118
luminaires palette 3–415 tools menu 3–385
masonry palette 3–405 align 1–389
material studios 3–415 to 3–416 align camera 1–395
metal palette 3–405 align to view 1–395
new palette 3–404 array 1–376
paint palette 3–405 asset browser 3–117
palette right-click menu 3–422 camera match 2–1014
palette tab right-click menu 3–424 clone and align tool 1–386
plastic palette 3–405 color clipboard 1–135
properties right-click menu 3–421 display floater 3–496
rubber palette 3–405 floaters 3–496
scene-in use tool right-click menu 3–423 grab viewport 1–33
scene-unused tool right-click menu 3–423 isolate selection 1–69
scene–in use palette 3–407 light include/exclude 2–923
scene–unused palette 3–407 light lister 2–924
shortcuts 3–610 measure distance 2–631
Simes luminaires 3–419 mirror 1–375
Simes luminaires palette 3–415 normal align 1–392
studio palettes 3–415 open assembly 1–103
studios 3–415, 3–418 place highlight 1–394
title bar right-click menu 3–421 quick align 1–392
tool properties dialog 3–426 rename objects 1–118
tool right-click menu 3–423 selection floater 1–76
unsupported materials 3–410 snapshot 1–380
wood palette 3–405 spacing tool 1–381
tool palettes panel (customize UI) 3–520 transform type-in 1–352
tool palettes set 3–403 tools palettes
tool properties dialog (tool palettes) 3–426 view options dialog 3–427
tool right-click menu 3–423 tooltips 3–428
toolbars 3–394, 3–524 tooltips in viewports
axis constraints 3–396 preferences 3–537
controller toolbar 2–852 top/bottom material 2–1186
curve editor 2–847 topology (glossary) 3–739
displaying toolbars 3–507 topology dependent modifier 3–739
dope sheet 2–850 torus 1–151
extras 3–397 torus knot 1–160
extras dope sheet toolbar 2–852 TouchSensor (VRML97 helpers) 3–246
HTML help viewer 3–624 trace depth 2–1404, 2–1413, 3–714
icon scheme 3–527 track
layers 3–397 copying 2–876
main 3–395 glossary 3–740
446 Index

note 2–863 to 2–864 transform gizmo 3–741


track bar 3–432 transform gizmos
track view preferences 3–554
key time display 2–897 show transform gizmo 1–43
keys menu 2–843 using 1–348
value display 2–898 transform script controller 2–731
Track View transform tools 1–374
assign controller 2–857 transform type-in 1–344, 1–352, 3–437
concepts 2–822 transformation axis coordinate system list 1–364
controller menu 2–841 transforms
controller toolbar 2–852 adjusting 2–777
controller window 2–822, 2–828 and light objects 2–921
curve editor 2–818, 2–826 and mesh sub-objects 2–353
curves menu 2–845 and modifiers 2–28
customization 2–903 animating 1–354
delete Track View 2–901 to 2–902 applying 1–341, 1–344
dope sheet 2–818 commands 1–359
extras dope sheet toolbar 2–852 constraints 1–368
glossary 3–739 controllers (glossary) 3–656
hierarchy 2–828 controlling 2–690
hierarchy icons (glossary) 3–740 curve 2–519
keys window 2–822 curve sub-object 2–519
menu bar 2–835 glossary 3–742
modes menu 2–835 locking 2–778
new Track View 2–901 locking axes 2–817
pan 2–899 managers 1–354
pasting time 2–877 resetting AutoCAD objects 3–341
pick dialog (block controller) 2–740 surface 2–544
properties 2–870 surface sub-object 2–544
ranges toolbar 2–852 transform tools 1–374
selecting with 1–65 using 1–343
settings menu 2–836 viewing and copying keys 2–676
shortcuts 3–611 translate only 2–1421
sound options 2–834 translation file (specifying name and path) 2–1421
status bar/view controls 2–895 translator options rollout 2–1415
time menu 2–845 translucency 2–1115, 2–1160
tracks menu 2–843 glossary 3–743
utilities 2–871 to 2–873 translucent highlights 2–1121
utilities menu 2–845 translucent shader 2–1109
working with 2–822 transmittance display 2–1060
workspace 2–822 transparency 2–1160
zoom 2–900 tri patch 2–349
zoom horizontal extents 2–899 trigonometric functions 1–122
zoom region 2–901 trim overlapping segments 1–280
zoom selected object 2–896 trim/extend modifier 2–235
zoom value extents 2–900 troubleshooting 3–629
Track View utilities assertion failed errors 3–630
current value editor 2–874 automated error reporting 3–629
tracks menu, Track View 2–843 basic troubleshooting start point 3–643
trajectories Boolean objects 3–632
glossary 3–741 camera match 2–1014
motion panel 2–691 creases or ridges in Boolean objects 3–632
transform coordinates and coordinate center 1–363, 1–367 Direct3D failed to initialize message 3–643
Index 447

Direct3D reports a memory warning 3–643 ungroup 1–99


dual monitor configuration 3–643 unhide 1–51, 3–684
error reporting 3–629 uniform scale 1–361
large font problems 3–640 unify normals 1–137, 3–327
Lightscape import 3–218 units
lost dialogs 3–640 and display of mouse position 3–437
merging corrupt files 3–630 automatic unit conversion 3–91
missing command panel 3–640 file load units mismatch 3–584
missing gizmos 3–640 mismatch 3–584
multiple or missing buttons on toolbars 3–640 setup 3–581
network rendering 2–1473 synchronizing between programs 3–323
objects disappear when the camera gets close 3–639 system setup 3–582
remember back up files 3–630 troubleshooting problems with 3–639
slow file opening 3–636 unit scale preference 3–537
slow response to open or drag dialogs 3–636 using 2–618
slow startup time 3–636 universal naming convention (UNC) 3–743
sluggish command response 3–636 unlink selection 2–769
spanning across monitors 3–643 unlock interior edges (of selected patches) 2–316
splines and Boolean operations 3–632 unsupported materials 3–407
tips for successful Boolean operations 3–632 unwrap UVW 2–247, 3–611
unit scale and movement resolution relationship 3–639 automatic mapping 2–262
viewport transparency 3–643 Edit UVWs dialog 2–252
truck camera 3–470 options dialog 2–271
truck light 3–476 pack UVs dialog 2–266
truecolor 3–540, 3–743 relax tool dialog 2–266
tube 1–150 update
turbosmooth modifier 2–237 background image 1–42
turn to mesh modifier 2–240 background while playing 3–551
turn to patch modifier 2–241 during spinner drag 1–48
turn to poly modifier 2–243 scene materials 2–1086
tutorials 3–627 updates 3–628
tweens 2–670 use center flyout 1–366
twist use pivot point center 1–367
deformation 1–324 use selection center 1–367
modifier 2–245 use transform coordinate center 1–367
two-point perspective 2–1019 use dual planes (viewport preference) 3–551
two-sided 3–587 use pivot point center 1–367
use pivot points 2–38
U use planes (viewport preference) 3–551
U and V iso curves 2–530 use secondary threshold (IK) 3–542
U loft surface and sub-object 2–558 use selection center 1–367
u-type stair 1–214 use soft select 2–844
UI 3–393, 3–505, 3–508, 3–511, 3–527, 3–529, 3–585, use transform coordinate center 1–367
3–588 UseEnvironAlpha setting 3–672
customizing 3–525 user grids 2–635, 2–664
UI files 3–525 user interface
unbinding customizing 3–505
objects 2–786, 2–808 introduction 3–381
vertices 1–268 menu bar 3–384
UNC 3–743 problems and recovery 3–640
undo 1–10, 1–34, 1–89 to 1–90 user reference 1–ix, 3–619, 3–627
undo levels 3–537 user views 1–22
unfold mapping 2–263, 2–270 user-defined object properties 1–117
unfreezing objects 1–66, 3–496
448 Index

using IFL manager 3–261


assemblies 1–93 instance duplicate maps 2–1311
asset browser 1–15 lighting data exporter 3–82
auto key button 2–672 link inheritance (selected) 2–780
axis constraints 1–358 list of 3–499
batch rendering 2–1463 material xml exporter 2–1037
clipping planes to exclude geometry 2–1009 MAXScript 3–394
configure paths 2–1480 measure 2–665
create panel 1–126 object display culling 1–56
default joint precedence 2–793 panorama exporter 2–1453
dummy objects 2–775 polygon counter 2–614, 3–239
grid objects 2–621 randomize keys (Track View) 2–871
grids 2–619 rescale world units 2–666
groups 1–92, 3–386 reset XForm (transform) 1–359
help 3–619 resource collector 3–127
home grid 2–620 select keys by time (Track View) 2–873
horizon to match perspective 2–1009 shape check 1–237
HTML help viewer 3–620 strokes 3–599
lights 2–913 surface approximation 2–607
maps to enhance a material 2–1033 Track View 2–871
materials 1–6 utilities menu, Track View 2–845
modifier stack 2–30 utilities panel 3–499
modifier stack at sub-object level 2–36 UVW remove utility 2–1039
modify panel 2–28 visual MAXScript 3–503
move and rotate to aim 2–1008 utility
multiple computers 2–1465 content browser 3–124
named selection sets 1–63 UV
NURBS toolbox to create sub-objects 2–448 coordinates 2–1036
online reference 3–619 loft surface 2–562
polygon counter (VRML97 Export) utility 3–239 sample UV tiling 2–1063
Schematic View 3–302 uv coordinate shader (mental ray) 2–1299
select by name 1–63 uv generator shader (mental ray) 2–1295
selection filters 1–64 uv generator shader parameters rollout (mental
shapes 1–234 ray) 2–1295
shift+clone 2–8 uv generator shaders rollout (mental ray) 2–1298
standard view navigation 1–26 UVW
transform gizmos 1–348 coordinates 2–1036
transforms 1–343 coordinates (glossary) 3–743
transforms to aim a camera 2–1008 edit UVWs dialog menu bar 2–260
units 2–618 map modifier 2–274
utilities mapping in Architectural Desktop objects 3–345
animation 2–907 mapping in Revit objects 3–354
asset browser 3–117 remove utility 2–1039
assign vertex colors 2–1303 XForm modifier 2–285
camera match 2–1014
clean multimaterial 2–1308 V
collapse 2–314 v command-line option 3–384
color clipboard 1–135 -v command-line option 3–384
create out-of-range keys (Track View) 2–872 value display 2–898
dialog 3–500 VDA targa files 3–276
Autodesk VIZ file finder 3–126 vector
fix ambient 3–128 editable patch handle sub-object 2–331
follow/bank 2–907 handles and editable patch vertex sub-objects 2–325
introduction 1–123
Index 449

vector handles (glossary) 3–744 viewing


vector projected curve 2–533 3D space 1–19
verbosity (messages) 2–1421 and changing normals 1–137
versioning 3–102 grid objects 2–622
vertex alpha 2–288 portions of scene 2–1009
vertex color 2–286 smoothing 1–138
rendering 2–1265 transform keys 2–676
vertex color map 2–1265 viewport clipping 2–1009, 3–453, 3–586
vertex display size 3–552 viewport configuration 3–585
vertex illumination 2–288 adaptive degradation 3–591
vertex normals (scaling) 2–350 layout 3–588
vertex type 2–325 regions 3–592
vertexpaint modifier 2–286 rendering method 3–586
adjust color dialog 2–298 safe frames 3–589
color palette 2–299 viewport configuration dialog 3–585
paintbox 2–291 viewport controls 3–457
palette 2–299 viewport navigation
vertical (move key) 2–887 walkthrough 1–28, 3–459 to 3–460
vertices viewport properties menu 3–453
adding 1–268, 1–275 viewport renderer (glossary) 3–745
align 2–357 viewport rendering 3–586
attach/detach 2–357 viewport shading 3–586
breaking 2–357 viewports 1–20, 3–451
checking for alignment in loft objects 1–333 and display of modifier effect 3–481
creating 2–357 arc rotate snap angle preference 3–551
deleting 1–268, 2–357 background 1–36
inserting 1–266, 1–280 background image 1–36
make planar 2–357 configuring 3–585
painting 2–286 controlling rendering 1–25
selecting by color 2–89, 2–390 create snapshot of 1–33
slice 2–357 general concepts 1–20
weld 2–357 grab 1–33
video color check 2–1064 layout 3–588
video driver and display problems 3–643 preferences 3–551, 3–558, 3–560
view print 3–114
align to view button 1–395 prompt line 3–428
axonometric views 1–22 redraw all views 1–48
camera views 1–22 reset layout 3–505
light views 1–22 right-click menu 3–453
navigation 1–26 setting layout 1–24
perspective views 1–22 status line 3–430
preset 1–22 tooltips 3–451
view file dialog 3–114 tooltips preference 3–537
view image file (file menu) 3–114 viewport controls 3–457, 3–460, 3–467, 3–471
view preview (rendering menu) 2–1453 viewport renderer (glossary) 3–745
view change 1–34 views menu commands and 3–386
view image file 3–114 views menu 3–386
view menu (Schematic View) 3–305 activate all maps 1–48
view options dialog 3–427 adaptive degradation toggle 3–591
view samples 3–724 add default lights to scene 1–46
view steps 2–321, 2–325, 2–333, 2–337, 2–343 create camera from view 1–46
view-handling commands 1–33 deactivate all maps 1–48
expert mode 1–48
450 Index

grids 2–649 wall 1–180, 1–193


redraw all views 1–48 editing wall objects 1–198
reset background transform 1–43 warning messages 3–548
restore active view 1–35 watermarks and rendered images 2–1349
save active view 1–35 wave
shade selected 1–45 wave modifier 2–307
show dependencies 1–45 waveform controller 2–733
show ghosting 1–44 waves map 2–1254
show key times 1–44 web distribution 2–955, 2–957, 2–984
show transform gizmo 1–43 web parameters rollout 2–984
undo/redo 1–34 web site
update background image 1–42 getting content from 3–117
update during spinner drag 1–48 welcome 1–ix
viewport background 1–36 weld
viewport image 1–42 to 1–43 editable mesh edges 2–362
virtual viewport 3–592 editable mesh vertices 2–357
visibility tracks 2–859, 2–866 threshold 1–268, 2–212, 2–252, 2–271, 2–357, 3–147,
visible/invisible 2–362 3–159, 3–231
VIZ Render files 3–136 to 3–137 vertices 1–268
Linked Geometry 3–137 weld vertices/edges dialog 2–442
VIZBlock 3–745 wide flange 1–259
VIZBlocks window/crossing toggle 1–85
selecting when file linking 3–338 windows 1–180, 1–224
vizstart.cui file 1–10, 1–16 Autodesk VIZ 1–9
vizstart.max file 1–16 awning 1–228
volo view express 1–15, 3–117 casement 1–229
volume fog environment effect 3–64 fixed 1–230
volume light environment effect 3–68 pivoted 1–231
volume select modifier 2–303 projected 1–232
volume shading sample preview 2–1050
mental ray 2–1393 sliding 1–233
voxel 2–1154 wire editor 2–759
voxel size 2–1425 wire parameters 2–758 to 2–759
VRML format 3–233 expression techniques 1–119
VRML97 3–237 wireframe color 3–479
exporting to 3–234, 3–237 wireframes 1–44, 1–49, 3–747
helpers 3–240 to 3–243, 3–245 to 3–251 wood map 2–1255
specification 3–239 wood palette 3–405
VST targa files 3–276 workflow
VUE file Revit 3–351
glossary 3–745 workflows
renderer 2–1426 designing materials 2–1025
edit poly 2–78
W editable poly 2–378
W3D files project workflow in Autodesk VIZ 1–1
analyzing 3–230 radiosity 2–1357
exporting 3–225 to 3–226 set key 3–443
previewing 3–230 sub-object selection (NURBS) 2–449
walkthrough assistant 2–1020, 3–747 working with AutoCAD, Architectural Desktop and Revit
walkthrough button 1–28 files 3–339
walkthrough flyout 3–459 to 3–460 working with drawing files 3–316
walkthrough navigation 1–28, 3–459 to 3–460 world axis 1–343
keyboard shortcuts 3–617 world coordinate system (glossary) 3–748
Index 451

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

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