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-
- pReSeNtS
-
- Amiga Formats Exploring Real3D
- ------------------------------
- Typed in by Cyanide / Lsd
- -------------------------
-
- CONTENTS
-
- INTRODUCTION ................................. 4
- OBJECTS ...................................... 7
- HIERARCHY .................................... 15
- MATERIALS .................................... 19
- BOOLEAN OPERATIONS ........................... 29
- WIREFRAME .................................... 35
- SOLID SCREEN ................................. 39
- ANIMATION .................................... 49
- APPENDICES ................................... 57
- OFFERS ....................................... 65
-
- (4)
-
- INTRODUCTION.
-
- Welcome to our humble little book, which over the coming pages will act as
- our guide to exploring the tremendously powerfull rendering engine you will
- have found on this months coverdisk.
-
- If you have found this tome in a dentists waiting room or on the top deck
- of the Clapham Omnibus, you may be wondering what is going on. This biik is
- meant to accompany the REAL 3D coverdisk, comprising the complete software
- for REAL 3D 1.4.
-
- The software will allow you to create just about any object you can
- imagine,put it in a scene and render it as a high quality 24-bit image. You
- can even animate your images to create impressive opening titles for your
- home movies, or even interesting features in their own right.
-
- Of course, to be able to do any of this you must understand how the
- software works. Thankfully, REAL 3D is fairly easy to pick up and use, but
- to help you along in your journey through all things 3D, we have put
- together hints, tips and examples of all major features of the software.
-
-
- (7)
-
- OBJECTS.
-
- Obviously, in order to render three realistic three dimensional images, you
- first need to create the objects which are going to feature in your picture
- or animation. The objects are the very guts of rendering software - if you
- can`t easily create the objects you wish to appear in your virtual world,
- you aren`t going to get very far at all. Fortunately for you, REAL 3D has
- very sophisticated modelling tools, primitives and operators, which will
- enable you to create just about anything you can imagine. This chapter will
- show you how to take advantage of REAL 3D`s exellent features.
-
- REAL 3D has two main types of object. CSG primitives and meshes based on
- polygonal lines.
-
- CSG primitives (CSG stands for Constructive Solid Geometry) are a
- collection of commonly used objects such as Spheres, Cubes, Polyhedrons,
- Cylinders, etc. CSG objects are different from most other 3D programs in
- that they aren`t made up of lots of triangles joined together to form an
- object. Instead REAL 3D sees them as the mathematical formula for the
- object which means they are very quick to render and are always perfectly
- curved. This does lead to some limitations though. To start with you can
- only perform certain modifications to them, stretching, rotating, etc work
- but you can`t, for example,pull a point on the object away to form a bump.
- A CSG object has to maintain it`s basic nature, one end of a cube can`t be
- rotated, only the entire cube.
-
- Meshes are formed in several ways, by connecting a series of lines,
- sweeping one curve along another, or by rotating one curve around another.
- The object created by these techniques is a hollow surface or skin. The
- object is made up from triangles and can be shaded to appear smooth. This
- kind of object is better suited to more organic shapes whereas CSG are
- ideal for more mechanical objects. The combination of the two provides
- perfect blend for almost any type of object.
-
- CREATING OBJECTS
-
- Primitive creation in REAL 3D consists of two main parts, regardless of the
- primitive being created. The first input for any object is for the centre
- or first corner of the object. The second stage actually defines the object
- and may require more than one click of the mouse depending on the object
- type. For example a Polyhedron can have unlimited sides and the right mouse
- button is used to finish the creation, the same is TRUE of the line and
- tube drawing tools. Objects such as cubes, spheres and cylinders only need
- two inputs, the centre or first corner and then the radius or the second
- corner. One thing to remember when creating objects is that REAL 3D doesn`t
- use dragging to size objects, each point is defined with a click and the
- mouse is moved to the next point, clicked, and so on. Mouse dragging is
- used for a different aspect of the modelling process.
-
- DRAG BOXES
-
- Any object in a view window has points wherever there is a change in
- direction of the wireframe. A cube has points on every corner, a sphere has
- 36 points, 12 on each of the 3 circles that consist of the sphere`s
- wireframe. These points can have a box dragged around them using the
- mouse., for example. Create a few objects in a view window. Try dragging
- around the points on these objects - to `drag` click and hold the left
- mouse button and you will see a `dragbox` form, When you let go of the
- mouse button REAL 3D will place the curser at the middle of all the points
- inside the dragbox. Dragboxes can be used at any time during creation or
- modification.
-
- EXAMPLE Aligning a sphere and a cylinder.
-
- * Create a cylinder in the front view.
- * In the side view drag around the right hand edge of
- the cylinder. This will place the curser at the front
- the cylinder.
-
- In the front view create a sphere in the following way.
-
- * To define the centre drag a box that encloses the
- entire cylinder.
- * To define the size drag a small box that just encloses
- the point of the cylinder at the top.
-
- If you now go to the wireframe screen and take a 45 degree view of the
- scene and then render you should be able to see that the sphere is
- perfectly aligned with the cylinder. No matter how much you zoom in you
- won`t be able to see a join, well assuming the dragging worked!
-
- REAL 3D has a couple more tricks for dragging operations. There are two
- keys that can be used immediately before a drag, "/" and "=". The "=" key
- is used when you want REAL 3D to only consider the points from the
- currently selected object. This comes in usefull when a scene becomes more
- complex and the wireframes from other objects maybe overlapping and make
- the drag difficult. The "/" key tells REAL 3D to use a 3D average of the
- points instead of the default 2D. In the example above if the "/" key had
- been pressed before the drag used to define to define the centre of the
- sphere then the sphere would have been created at the middle of the
- cylinder, not at the end.
-
- More key commands are described in Appendix 1 of this book.
-
- (15)
-
- HIERARCHY
-
- Objects in REAL 3D are constructed hierarchically. This means that they are
- organised in a very natural way, for example: A fish lives in a pond, which
- is in a forest which is in a country which is on the earth which is in the
- solar system and so on. If the country was moved then so would the forest
- and therefore the pond and therefore the fish.
-
- This is how the hierarchy works. Any object can be part of the whole and so
- modifications, animations, or anything else that effects the whole would
- therefore effect all the parts that make up the whole. When a scene is
- built in REAL 3D initially only a root level exists and anything that is
- created will be placed inside the root level. When creating a scene
- remember to think about the hierarchical structure of the objects as you
- build them, for example:
-
- ROOT
- SKY
-
- SUN
- CLOUDS
- RAINBOW
- GROUND
- GRASS
- TREES
- HILLS
- HOUSE
- WALLS
- WINDOWS
- GARDEN
- FLOWERS
- SWIMMING POOL
-
- The structure above shows a natural layout for the scene. The SKY, GROUND
- and HOUSE are all seperate elements inside the ROOT level. This means
- moving the house to a new place would only involve selecting the HOUSE
- object and performing the move. If the WALLS, WINDOWS and GARDEN were all
- just placed inside the ROOT level the move operation would have to be done
- three times, once for each object.
-
- (19)
-
- MATERIALS
-
- Creating photorealistic objects isn`t just about making them the right
- shape. many similarly shaped objects in the real world throw back light in
- a completely different way, like an orange and a ball bearing. To properly
- model objects, these properties of different types of surface must be
- modelled too. REAL 3D does this by using materials.
-
- REAL 3D`s materials consist of two main aspects, surface properties and
- textures. Surface properties are items such as how brilliant (reflective)
- or transparent an object is. Textures are image files that are wrapped on
- to the object for colour, bumpmaps, etc.
-
- To create a new material you first need to open the material window by
- selecting Project>Materials from the menus.
-
- NAME
-
- Click on this button to name a new material or to select an existing one.
-
- TXTR. INDEX
-
- This button is used to define the total number of frames used in a texture
- sequence. The format for the filename is as follows: frm0, frm1,
- frm2,,,,frm99,,,,frm546, etc If the txtr index is greater than 0 then REAL
- 3D will automatically append the current frame number to the filename when
- the scene is rendered, the software will cycle through the frames it finds
- untill the animation is finished.
-
- BRILLIANCY
-
- This is a surface property which defines how reflective the material is,
- the higher the setting the more reflective the material will be.
-
- TRANSPARENCY
-
- This slider defines how much light is transmitted through the object. Don`t
- confuse transparency with how `see through` the object is. To make a glass
- material you need to use brilliancy as well as transparency, transparency
- on it`s own can be used for making materials like paper.
-
- SPEED OF LIGHT
-
- This defines the refraction index of the material. A value of 100 is the
- same as air, the lower the value the more the light will be bent. A value
- of around 64 is good for glass. Because REAL 3D deals with with refraction
- properly, and as it is a solid modeller, you can even construct a working
- lens object.
-
- TURBIDITY
-
- Defines how foggy the material will be, or how the light is randomly
- scattered while it`s inside an object. The higher the setting the more
- `foggy` the material is.
-
- SPECULARITY
-
- Defines how sharp the specular reflections will be on the surface of the
- object. The higher the values the the smaller and sharper the specular
- highlights.
-
- SPEC. BRIGHTN
-
- Used in conjunction with specularity to define how bright the specular
- highlights appear. Note that the actual brightness of the highlight
- ultimately depends on the colour of that object at any given point. If an
- object is completely black then the highlights will never appear as all
- light hitting the object is absorbed.
-
- BUMP HEIGHT
-
- Defines the maximum bump height to be used when creating a bumpmap.
-
- PICTURE
-
- Path and filename of a picture to be used for colour, bump, or special
- mapping. Note that REAL 3D classic only supports 2,4,8,16,32,64 (EHB) and
- HAM colour images - it will read images created in AGA screen modes but the
- image will be rendered incorrectly. The select and show buttons do exactly
- what they say, let you select and view the IFF image being used as a
- texture.
-
- MAPPING
-
- Specifies the type of mapping to be used. PARALLEL - the mapping uses a
- rectangle proportional in size to the IFF image.
-
- CYLINDER - The image is wrapped around a cylinder, the X direction goes
- around the circumference and the Y direction travels along the length of
- the cylinder.
-
- SPHERE - Similar to cylinder mapping, but the top and bottom are `pinched`
- in to create a sphere. Default - This mapping has no shape so it only makes
- sense to use it with materials that do not use a texture, such as glass,
- chrome, etc.
-
- NO 0 COLOUR
-
- The first colour in the image map`s palette is treated as transparent and
- so the objects base colour will be visible through any parts of the image
- with colour 0.
-
- MAPTYPE
-
- COLOUR - Set this button to use the IFF to define the colour of the object.
-
- BUMP - Set this button to make the material a bumpmap. The height of the
- bumps depends on the red value of the IFF image, the more red the higher
- the bump.
-
- SPECIAL - This is a special type of mapping that defines a different
- property from each colour component. Red defines the bump height, blue
- defines the brilliancy, and green defines transparency. Special mapping
- means you can have a single material define all three properties to create
- some very unique effects.
-
- CLIP - This allows the IFF to `cut` away parts of the object the material
- is applied to. The No 0 Colour button has to be set for clip mapping to
- work. When active any part of the IFF that is colour 0 will be removed from
- the object. A simple example would be a mesh fence, rather than building
- thousands of individual objects to make the fence a clip map could be used
- to `cut` the holes into a simple rectangle.
-
- GRADIENT
-
- When an IFF is used for colour mapping you may notice that as you move
- close to the object the IFF starts to become pixelated or chunky. This
- happens because the way the image is being mappedonto the object and the
- size and/or closeness of the object means the IFF is in effect being
- enlarged. To prevent this happening REAL 3D can detect these situations and
- instead create a gradient from one pixel to the next in the image map. This
- smoothes out the pixels but will soften the image slightly. The gradient is
- a good way of making smooth colour gradients, e.g.. Create a 1x2 pixel
- image, the top pixel being white, the bottom one black. Use this image in a
- material with vertical gradient and apply it to a rectangle. Render the
- rectangle so that it nearly fills the screen and you will have a perfect
- gradient.
-
- TILE, FLIP AND ANGLE
-
- These three settings control exactly how the image map is wrapped onto
- objects. Tile tells the images to tile infinitely instead of the default
- once. Flip will mirror the image every time it is tiled. This means the
- images doesn`t have to have each side matching the other in order to have
- seamless edges when tiling. Angle defines how many degrees the image is
- wrapped around before it tiles when using sphere or cylinder mapping. When
- using cylinder mapping only the first angle is used, Sphere uses both.
-
- UNSHADED
-
- When active Unshaded tells REAL 3D not to perform any shading calculations
- on this material. The colour of image or the object will remain at full
- brightness regardless of lights and shadows.
-
- SMOOTH
-
- When set surface reflections will be removed from any glass like objects. A
- glass material will no longer have reflections. Smooth is often used with
- Turbidity to create fogs.
-
- LIGHTS
-
- There is no limit to the number of lights sources or their colour. By
- default REAL 3D will use auto-exposure when rendering. This mode calculates
- the amount of light falling at the origin (0,0,0) and then scales the
- brightness of all lights to keep the origin correctly lit. This has some
- disadvantages though, imagine a scene of a car driving through a city at
- night. As the car gets nearer it`s lights will be casting more and more
- light on the origin. As this happens REAL 3D will make them darker and
- darker in order to maintain a constant lightlevel for the scene. Obviously
- this is incorrect and so auto-exposure can be turned off.
-
- Doing so gives you full control over the lights, to change the brightness
- of a light simply change it`s colour. When the car moves now it`s lights
- will no longer be effected and the scene will be correctly lit. Working
- without auto-exposure can be tricky but heres a couple of tips that will
- help.
-
- * If the scene is too bright try making it bigger by selecting the root
- level and re-sizing it. This increases the distance the light has to travel
- and in effect reduces the brightness. The reverse is TRUE if the scene is
- too dark.
-
- * The colour of a light can be above 15, upto 100 in fact so if a light
- isn`t giving enough light you can always increase it`s brightness.
-
- (29)
-
- BOOLEAN OPERATIONS
-
- You may have come across the term Boolean Operator in a maths class at some
- stage, if you were paying attention. If you were, you will be able to
- understand REAL 3D`s Boolean functions ever so much easier. Boolean
- operations all work in the same way but have very different results. Two
- objects are needed for any Boolean, the target object and the tool. Imagine
- drilling a hole (tool) into a table top (target). The drill could be, for
- example, a cylinder and the table a cube. To cut the cylinder out of the
- cube you would do the following:
-
- * In the top view window create a cube.
- * In the front or side view use stretch to change the
- height of the cube so it represents a typical table top.
- * In the front or side view position the curser so it is
- just below the table.
- * In the top view create a cylinder, this will be the hole.
- * With the cylinder selected, choose Modify/Boolean/AND NOT
- from the menus.
- * The select window will now ask for an object so select
- the cube and click on OK at the bottom of the select window.
-
- The Boolean AND NOT is now complete. now delete the cylinder (by selecting
- it and using the "D" key) - if you render the cube you will see that it now
- has a hole where the cylinder was. You may also notice that the colour of
- the cube has changed in the select window. This shows that it is a Boolean
- operation.
-
- The next form of Boolean operation is AND. While AND NOT allows you to cut
- objects AND will combine objects so that only the overlapping parts of the
- two are visible. One example would be a dice which in effect is a cube with
- rounded corners:
-
- * Using the grid create a perfectly square cube.
- * Create a sphere centered in the middle of the cube but
- make the radius slightly less than that of the cube.
- * With the cube selected choose Modify/Boolean/AND from
- the menus, or using the icon.
- * Select the sphere and complete the operation.
-
- Again the colour of the object in the select window will change to show the
- object is a Boolean. Render the scene to see the final effect. Remember to
- delete the "tool" object after the operation, otherwise it will appear in
- the rendered scene too - You should always put your tools away. To create
- the circles on the dice, you could use a spherical primitive to AND NOT
- away holes on the cubes surface. This could also save you a lot of effort,
- because if you make the sphere tool white, and use the AND NOT with paint
- operator, you will save yourself the bother of having to paint the dots on.
- These are both very simple examples of boolean operations but the principal
- is the same for more complex objects.
-
- CONSTRUCTING COMPLEX OBJECTS
-
- Unfortunately the space in this book doesn`t allow for a complete tutorial
- of building a complex scene so instead here are some tips and guidelines to
- help you with the creation process.
-
- Use the hierarchy - remember to use a logical structure of levels when
- creating objects. This is especially TRUE if the scene is going to be
- animated.
-
- Break the object you are constructing into smaller pieces. The smaller the
- sections, the easier it will be to build. Most objects can be constructed
- with fewer objects when Boolean operations are used well. Here are a couple
- of good examples:
-
- * Use the lathe tool to create the profile of the guitar and then Boolean
- AND it with a cube that surrounds the entire profile but is thinner. The
- result will be an object with a flat front and back but with bevelled edges
- for the guitar shape.
-
- * Boolean AND a cutcone and polyhedron to create the tip of a screwdriver.
- The polyhedron is wider than the cutcone but not as tall so the final shape
- is a flat surface that rounds off at the edges.
-
- Try to build as much of the object as possible before applying any
- materials. This means you won`t need to re-apply the materials if the
- object has to be modified or even rebuilt.
-
- When you haven`t a clue where to start, try thinking of how the object is
- constructed in real life. You already have a lathe, and the Boolean
- operations are your milling machine - You should be able to build just
- about anything.
-
- (35)
-
- WIREFRAME
-
- The wireframe screen gives interactive control over the camera through an
- easy to use interface. The main gadgets are:
-
- AIMP - X,Y,Z coords of the aimpoint, where the camera is looking.
-
- POS - X,Y,Z coords of where the camera is currently located.
-
- POSITION GADGET
-
- The largest box with a button in the centre, to the right of the camera
- coordinates can be used to move the camera interactively. Clicking and
- holding the mouse on the button in the middle allows the view to be rotated
- in realtime. The view is always rotated around the aimpoint.
-
- DISTANCE - Defines the distance between the aimpoint and observer and
- adjusts the perspective.
-
- SCREEN - Allows the size of the image to be scaled.
-
- AR - Automatic recording. If active all changes made to the aimpoint or
- observer are recorded. Each time a new change is made the frame number is
- increased. This makes creating a manually sequenced animation a whole lot
- easier, not to mention faster.
-
- >> and << - Animation controls for stepping through frames.
-
- REC - Saves the current settings to the aimpoint and observer. If you don`t
- press this button, all the changes you make are lost when you leave the
- wireframe environment.
-
- SAVE - Allows the wireframe screen to be saved as IFF images. To do this
- define a suitable name in the solid screen but add a _w postfix. Activate
- the save button and click on play.
-
- RBOX - Turns on bounding boxes for all objects in order to speed up the
- screen refresh rate.
-
- CLEAR - Resets the aimpoint and observer coords to the default settings.
-
- PLAY - Starts animation playback in a continuous loop. To stop playback
- click the play button again.
-
- FRAME - Shows the current frame number.
-
- EDITOR/SOLID - Moves to the editor or solid screens.
-
- (39)
-
- SOLID SCREEN
-
- This screen controls all of the settings used for rendering images and
- animations. The controls are as follows:
-
- FRAME
-
- You can move to any frame in the animation using the frame field.
-
- NAME
-
- Use this field to define the path and filename to be used when rendering
- images - just click in this field and change it to any path you desire. If
- no path is set the images will be saved in the current directory.
-
- BOX OFF
-
- If a render box has been previously defined this button will delete it.
-
- BASELIGHT
-
- Defines the colour and brightness of the ambient light for the rendered
- image. The more baselight the less contrast in the final image.
-
- BACKGROUND
-
- Defines R,G,B values for the background colour of the scene. The background
- is rendered wherever an object is not present. The background colour is
- also used as the default reflection for all objects whose material has some
- brilliancy and where no other object is reflected.
-
- BRIGHTNESS
-
- Sets the global brightness for all light sources. Use this slider for
- control over how bright a scene will be rendered.
-
- OVERLIGHT
-
- Controls how bright the highlights on objects will be. If over light=0 then
- an object will never get brighter than it`s actual colour. by increasing
- the overlight shiny surfaces can be simulated without the high rendering
- times of reflective materials.
-
- ANTI-ALIASING
-
- Defines how well the scene will be anti-aliased. This function smoothes out
- jagged edges in the picture, the higher the setting the smoother the scene
- and the longer it will take to render the scene.
-
- RESOLUTION
-
- The default of 1*1 means uses normal screen resolution. Increasing the
- value means larger and larger pixels are used, upto 8*8. The image quality
- is reduced but render times are halved with each increase in pixel size
- which makes this a usefull tool for rendering quick previews of a scene.
-
- WIDTH AND HEIGHT
-
- Defines the output image size in pixels. You can set these to whatever
- values you desire. Even really large images, (larger than any screen size)
- can be used, as long as you have enough memory and disk space.
-
- RECURSION DEPTH
-
- Defines how many times a ray of light can bounce off surfaces in the scene.
- This field only has an effect when transparent and reflective objects are
- present. The higher the setting the more rendering time will be increased.
- It is worth using values 5 or 6 if you have a number of transparent objects
- in a scene.
-
- FAST MODE
-
- This is the fastest rendering mode available, no materials are used and
- only a single light source is used. The light source is always placed at
- the observer regardless of light sources in the scene.
-
- NORMAL MODE
-
- This is the highest quality rendering mode. Shadows, Reflections,
- Refraction, and all light sources are used. If you have not created a lamp
- in your scene, don`t render with this mode - all you`ll get is black.
-
- SHADOWLESS MODE
-
- This is the same as normal mode except no shadows are calculated which
- speeds up the rendering process considerably.
-
- LAMPLESS MODE
-
- This is sinilar to fast mode but materials and reflections are considered,
- again only a single light source is used.
-
- OUTLINE MODE
-
- This renders the scene using a 2 colour outline of all the objects. This
- mode is good for producing wireframe preview animations as the 2 colour
- images require very little memory and render fairly quickly.
-
- SINGLE
-
- When working on an animation this tells REAL 3D to only render the current
- frame not the entire animation.
-
- AUTOLIGHT
-
- When set REAL 3D will use automatic scaling of each light source. The
- scaling is calculated to maintain a correct level of light falling on the
- origin.
-
- INTERLACE, OVERSCAN, GREYSCALE
-
- These buttons each define the type of screen mode to be used when
- rendering.
-
- DITHER
-
- Turns dithering on which improves the image quality by mixing the available
- colours to give the impression of greater colour bandwidth. The type of
- dithering can be defined in the dither menu.
-
- HLSHADE
-
- Tells REAL 3D to only use pure colours when rendering. By default this
- option is off and REAL 3D will use proportional scaling of the colours. HL
- shade will add contrast to the scene and will help reduce fringing in HAM
- modes.
-
- SAVEMEM
-
- This tells REAL 3D to leave at least 150K of chip memory free but could
- slow down rendering.
-
- TARGA / IFF
-
- These buttons define what kind of image format to use when rendering to a
- file, both output a 24bit image in fast mode. Also, when using these
- options you will not get a screen display showing the rendering progress.
- Instead a percentage complete figure will be displayed just above the
- render button.
-
- FRAME COMMAND
-
- Allows a shell command to be executed after each frame of an animation is
- rendered. This is usefull for single-frame recording devices and other
- similar hardware.
-
- ASPECT RATIO
-
- Defines the aspect ratio used when rendering the image. The most common
- ratios are.........
-
- 640x256 = 2
- 640x512 = 1
- 320x512 = 0.5
- 640x480 = 1.0667
- 640x400 = 1.28
- 800x600 = 1.0667
-
- RENDER
-
- Starts the rendering process. If you are rendering a 24bit image to disk,
- an indicator will show, in terms of percentage, how complete the image is,
- note that some parts of the image may be quicker to render than others, so
- if the indicator says 10% completed after one minute, it does not follow
- that it will be finished completely in 10 minutes.
-
- EDITOR AND WIRE
-
- Exits the solid screen and returns to either the Editor or Wireframe
- screens.
-
- (49)
-
- ANIMATION
-
- REAL 3D has several different ways of animating objects but possibly the
- easiest to use is the orbit function. Orbits allow you to define a path
- that the object will follow over a specified number of frames. To see how
- easy the Orbit function is try the following.
-
- * Create a simple object such as a sphere.
- * With the object selected choose Project>Animation> orbit from the menu.
- * Next draw a path in one of the view windows for the object to follow.
- * To complete the path click the right mouse button.
- * A requester will appear asking for the start and end frames numbers for
- the orbit. Enter 0 and 50 and click on OK.
-
- REAL 3D will now calculate a smooth orbit for the object. Go to the
- wireframe screen and click on the play button. You will see a wireframe
- preview of the object following it`s path.
-
- A more flexible method of applying orbits is to use a pre-defined path.
- This means the path can be drawn and edited in all 3 view windows before it
- is used as an orbit. To use the path for the orbit do the following.
-
- * Select the target object.
- * Use the menu Project>Animation>Orbit
- * Press the * key on the numeric keypad.
- * REAL 3D now asks for the orbit line to
- be selected so find it in the select
- window and click on the OK button at
- the bottom.
-
- REAL 3D will then use the pre-defined curve for defining the orbit. This is
- probably the quickest way to animate an object in REAL 3D but of course the
- more complex methods allow greater control over the animation.
-
- DIRECTION
-
- Having given an orbit to an object the Direction tool can be used to make
- the object rotate as it follows the path. In order to do this make sure the
- object is rotated correctly to follow the orbit before applying the initial
- orbit. REAL 3D doesn`t know which way an object should point and so it will
- always assume the object is orientated correctly when the direction tool is
- applied.
-
- ROTATION
-
- Applying A rotation to an object works in a similar way to the orbit tool
- except instead of a path REAL 3D requires a mouse click in a view window to
- define the centre of rotation. A window will then appear asking for the
- start/end frames and angle of rotation. An angle of 360 will produce one
- revolution and 720 will produce two.
-
- Note that rotation should be applied before an orbit or the centre of
- rotation will be incorrectly placed on all frames except the first.
-
- MORPHING
-
- REAL 3D is capable of using it`s keyframe animation features to effectively
- "morph" an object, or in other words, to seamlessly transform one
- representation of an object in to an altered representation. Lets have a
- look at this. By default REAL 3D animations have only one frame, to add
- more frames the menu Project>Animation>Size is used. REAL 3D will then ask
- for a new size and add the frames to the end of the animation. Once the
- animation has more than one frame we can start to define keyframes for the
- object being morphed. To do this we need to first expose the object in
- frame one. Exposing an object tells REAL 3D that the current frame should
- be a keyframe for the object. To expose an object for any given frame
- simply select the object and current frame number and click on the (X)
- button on the title bar. Now lets animate the sphere using morphing.
-
- EXPOSE THE SPHERE ON FRAME ONE
-
- Move to frame 24 using the forward button "<" to the right of the expose
- button. Expose the sphere in frame 24 and then move it to a new position.
- You can use any of the modification tools to strtch, rotate, etc, the
- sphere. Go to the last frame of the animation, frame 49 and again expose
- the object. Again modify the object to define the final keyframe.
-
- To perform the morph use the menu Project>Animation>Morphing. A requester
- will ask for the start and end frames for the morph and curvature
- parameter. For this example use 0, 49, and 5. The curvature parameter
- defines how the object moves between keyframes, The default value of 5
- produces smooth motion, a value of 0 will give linear movement with rapid
- changes in direction and speed. Large values such as 15 will give
- exaggerated movement and may even produce extra loops between keyframes.
- Later on try this example again with different curvature values to see the
- different effects.
-
- The morph is now complete, when REAL 3D calculated the morph it looked at
- each frame the morph was to happen over and used any frame the target
- object was exposed in as a keyframe. In the example we used 3 keyframes at
- 0, 24, and 49 so REAL 3D will morph 0 to 24 to 49.
-
- Now that morphing and keyframing will only work with objects that are the
- same. You cannot morph a sphere to a cube but could morph a sphere to an
- ellipsoid. Meshes offer more flexibility for morphing as each point on the
- mesh can be edited for the morph.
-
- DE-EXPOSING
-
- After performing a morph, orbit, etc, the target object will be exposed on
- every frame the animation tool was asked to use. If you aren`t happy with
- the results there are two ways to change the animation.
-
- The first is to simply go to the frames to be changed and edit the object.
- As the object is already exposed the changes are instant.
-
- The second technique is to re-animate the object using the animation tools.
- Before you can do this you need to de-expose all frames for the object
- except the keyframes. To do this use the menu Project>Animation>DeExpose
- and REAL 3D will ask the number of frames to be de-exposed. The function
- starts from the current frame so be sure you are at the correct frame
- before using it.
-
- (59)
-
- APPENDICES
-
- APPENDIX 1 - KEYBOARD SHORTCUTS
-
- KEY FUNCTION
-
- a Rotate
- s Size
- d Delete
- f Colour
- g Stretch
- h Mirror
- j Explode
- k Move To
- i Locate (To a new level)
- x Extend
- c Clone
- v Painting, define a line representing
- the size of the materials texture.
- b Apply a material
- n Name
- m Move
- +/- Zoom in/out
- . Centre display on cursor
- O Reset display to defaults
- enter Redraw display
- 1-9 Preset grids
- 0 Turn off grid
- G Grid wireframe on/off
- L Load project
- S Save project
- D Delete project
- F Goto frame
- P Preview animation in editor
- U Undo
- i Object info
- ! Re-calculate the wireframe of a
- boolean operation
- r Redo
- ( Start macro recording
- ) End macro recording
- e Execute macro once
- $ Out of memory recovery
- Esc Cancel current function
- space Select object by mouse click,
- picks nearest object
- p Select the parent of current object
- in select window
- w Go to the wireframe screen
- q Go to the solid screen
-
- APPENDIX 2 - SUPPORT SOFTWARE
-
- DISPLAY
-
- When REAL 3D saves an image the default tool is set to this image viewing
- program so when you double click on the icon for the picture Display will
- be run to show the image. Display can show 24bit Targa images by converting
- them to HAM.
-
- DELTCONVERT
-
- This program will build a REAL 3D DELTA animation from a series of IFF
- images. To do this run the program and supply the following information:
-
- Type of compression, Small Delta, or Fast Delta or Anim5.
- Filename to save the animation as.
- First image filename (minus the frame index).
- Starting frame index.
- Final frame index.
-
- Deltaconvert will now process each image in turn and compile the animation.
- When completed you can choose to add another sequence of images or click on
- all done to complete the conversion.
-
- DELTAPLAY
-
- This program will play animations created by Deltaconvert.
-
- All animations created in Deltaconvert will have Deltaplay set as the
- default tool in their icons. To stop the playback of an animation in
- Deltaplay press "q" followed by return.
-
- SCULPT TO REAL
-
- Converts Sculpt 3D data files into REAL 3D format. It is possible to
- convert the Sculpt file into a point-editable primative or seperate
- triangles, the latter requiring much memory.
-
- APPENDIX 3 - GLOSSARY
-
- AIMPOINT
-
- The position in the 3D world of the software towards which the virtual
- camera is pointing.
-
- ANTI-ALIASING
-
- A shading technique which removes the hard edges on objects, by graduating
- the brightness between the edge and it`s background.
-
- BOOLEAN
-
- A type of logic often used in the algebra of sets. It is used in REAL 3D to
- describe tools which apply logical operations to objects.
-
- DE-EXPOSE
-
- An action which allows the sofware to forget that it has already rendered a
- number of images in an animation.
-
- DITHER
-
- A way of fooling the eye into seeing more detail and less severe blending
- of one colour into another. Dithering does increase rendering time however.
-
- KEYFRAME
-
- A frame in an animation where all the objects and views have been placed
- manually. REAL 3D will automatically calculate these positions in the
- frames between each keyframe.
-
- MESH
-
- An object consisting of curves through a set of points. Meshes are usually
- generated using one of the sweep functions.
-
- MORPHING
-
- A process in animation where an object is distorted into another shape
- seamlessly over a period of frames.
-
- OBSERVER
-
- The position in 3 dimensional space at which the virtual camera is located.
-
- RENDER
-
- This is the name given to the process by which the software generates an
- image from the objects and their positions.
-
- SPLINE CURVE
-
- A curve mathematically generated to produce a gradual sweep through or
- around a number of defined points.
-
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- ·EnD·
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