This Help will allow you to find information on all of the functions and features of Presenter 3.0. The topics are arranged as Menus and Windows and Palettes and Dialog Boxes. Note that there is a Helpful Hints section at the end of the Help Menu.
To use Help:
◊ Pick Help… from the Apple Menu. (All right, so you've done that already.)
◊ Click on the menu name of the topic you are interested in.
◊ At this point the right-side window will display information about that topic.
◊ Click on the parent indicator of the sub-topic on which you need info.
◊ Repeat steps 2 thru 4 until you get to the topic you want.
To use the Topic window:
◊ Click on a closed topic to open the next level.
◊ Click on an open topic to close it and all of the sub topics opened under it.
To move sequentially through topics:
◊ Click on the upper right of the Page Flip icon to move forward through the topics.
◊ Click on the lower left of the Page Flip icon to move backwards through the topics.
To FIND topics:
◊ Type the name of the topic you wish to find in the Text Edit.
◊ Click the FIND button.
To FIND the next instance of that topic:
◊ Click on the NEXT button.
`Apple Menu
This menu gives you access to the About… dialog, Presenter 3.0 Help, and Desk Accessories.
``About Presenter 3.0
Displays information about the version and creators of Presenter 3.0.
`` Help…
You're Here! Please see 'About Help' for more information.
`` Desk Accessories
Presenter3.0 allows for normal access to all Desk Accessories.
`File Menu
This menu gives you access to all of the file manipulation tools available in Presenter 3.0.
``Open Model…
Displays the standard Open… dialog box. Locate the model you want to open, double-click on it, or select it and click on Open.
``Close Model
Closes the current file. Prompts you to Save, if you have not saved the file just prior to closing it.
``Save Model
Saves the current file. Prompts you for a name and save-location, if you have not previously saved the file.
``Save Model As…
Prompts you for a name and save-location for a copy of the current file. This is useful for saving iterations of the same file.
``Import Model…
Used to access non-ModelPro databases.
``Export Model…
Prompts you to save the model in non-ModelPro database format.
``Save Sound Track
Prompts you for a name and save location for the sound track.
``Open Image/Movie…
This command allows you to select a movie or picture file from disk and display it in a window. Displays the standard Open… dialog box, with a Preview option. The movie display window shows the PICT or Quicktime movie selected; there are three playback modes: play once, play continuously forward and back, and play continuously returning to start each time; there is also play, stop, step forward/back, and volume control.
``Close Window
Closes the top-most window.
``Page Setup…
This is the standard Macintosh Page Setup command and is used to set the page characteristics for your printouts. The dialog which is displayed varies depending upon the type of printer being used. The options for the ImageWriter® includes page orientation, page sizes, and reduction. The Apple LaserWriter® page setup also includes enlargement, font substitution, smoothing and fast bitmap printing. Please refer to your printer manual for additional information.
``Print Window…
Prints the top-most window. See Page Setup above.
``Transfer to ModelPro
This command transfers control to ModelPro.
``Quit
This command exits Presenter3.0, and returns you to the Macintosh desktop. If you attempt to Quit without saving changes, you will be prompted to do so.
`Edit Menu
This menu gives you access to tools for screen data manipulation. Note that Presenter 3.0 uses its own local clipboard, not the standard Macintosh clipboard (this means the clipboard cannot be used to transfer Presenter 3.0 data to other applications).
``Undo
This command negates the last operation performed. You can undo up to 10 operations. To "redo" an Undo, select the Redo item also in the Edit menu.
``Cut
This command removes the current selection (collection of groups, elements and/or surfaces) from a design and places it in a temporary Presenter clipboard (not to be confused with the standard Macintosh Clipboard). All attributes pertaining to that group are removed from the current database. Cutting a folder removes all elements contained in it.
If a folder or element is Cut unintentionally, you can return it with the Undo or Paste command. Each time the Cut command is used, the cut selection replaces anything previously in the Presenter 3.0 clipboard.
``Copy
This command works like Cut, but does not remove the group from the current design. A copy is placed in the Presenter 3.0 clipboard for later placement in the same or different design. The copied data replaces anything previously in the Presenter 3.0 clipboard.
``Paste
This places the last Cut or Copied selection into a model. The data remains in the Presenter 3.0 clipboard and can be pasted as many times as needed.
``Clear
Clear works like the Cut command but does not save the cut elements in the temporary Presenter 3.0 clipboard. Instead, Clear removes data permanently from a model. If a group is cleared unintentionally, it can only be returned by Undoing the Clear. It is suggested that you always use Cut rather than Clear to delete groups.
``Redo
Restores an operation negated by the Undo command. You can redo up to 10 operations.
``Select All Cells
Selects all cells in the time line.
``Preferences
Gives access to display and feature preferences i.e. grid set-up, color palette and screen preferences.
``Animation Settings
This displays a dialog box with the following time parameters:
Total Time - the total length of your animation; displayed as SMPTE time code. SMPTE time code is a time display presented as follows:
hours : minutes : seconds . frames
Start Time - the point along the Total Time at which you want to start a preview/render; displayed as SMPTE time code. This parameter may be set intuitively using the slider bar at the bottom of the Active Camera window.
End Time - the point along the Total Time at which you want to end a preview/render; displayed as SMPTE time code. This parameter may be set intuitively using the slider bar at the bottom of the Active Camera window.
Offset - use this value to align your rendered animation SMPTE time code with an existing animation/video SMPTE time code; displayed as SMPTE time code.
Frame Rate - the number of frames that will render for each second of your animation. Default is 10 FPS. Standards: U.S. television (NTSC) -30 FPS; European television (PAL) -25 FPS; Motion Picture-24 FPS.
Play Rate - this determines the rate at which the preview runs in the Active Camera window. This is also limited by the rate at which your computer can refresh its screen, and the resolution at which you are displaying the animation (bounding boxes, dot mode, splines or solid splines).
``Ambient Light
Click here to access a dialog box in which you set the color (standard color dialog) and the brightness (percentage of the color).
`Action Menu
This menu give you access to create New folders in your script list (to fine tune your object hierarchy for better, easier animation), and to re-calculation functions (enabling you to manage your own and your computer's time).
Some Animators (see Attributes below) generate ND cells. ND cells are events requiring a software calculation to recognize and display the event properly (i.e. a collision). If an attribute which generates ND cells is applied or altered, a re-calculation is necessary to preview or render the animation.
The user is left to start Re-Calculate ND Cells and Mix Sound Tracks because these functions may take an excessive amount of time. The most efficient/profitable way to conduct an animation/rendering session is to give the user flexibility in allocating time resources.
``New Folder
Inserts a new folder into the database at the current insertion point.
``Re-Calculate ND Cells
Erases any old ND (yellow) cells from the current database and then creates new ones by calling any animators that create them. Refer to the Script Window Topic for more information on cells.
``Re-Calculate Interactive
Erases any old ND (yellow) cells from the current database and then creates new ones by calling any animators that create them. It also updates the active camera window to display the current frame being calculated. Pressing Command-period will abort the operation.
``Delete ND Cells
Erases any ND (yellow) cells from the current database.
``Mix Sound Tracks
This command scans the database for any attached sound attributes and mixes them into the interactive sound track. You must use this command if you want to hear any sounds when the active camera is in play mode.
`Windows Menu
This menu gives the user control over the screen display (enabling/disabling the display of windows and palettes).
``Clean Up Windows
Returns all open windows to the most efficient layout; the startup screen.
``Top/Front/Right
Activate or deactivate display of Top or Front or Right window by clicking on the appropriate name. Check mark indicates window is being displayed.
``Script
Activate or deactivate display of the Script window. Check mark indicates window is being displayed.
``Active Camera
Activate or deactivate display of the Active Camera window. Check mark indicates window is being displayed.
``Render Queue
Use Processing on/off switch to organize and edit the render queue. Displays an information/dialog box with the following headings:
Active/Waiting - Lists names of files on queue and shows. Double-click a name to access and edit render parameters.
Renderer - Lists the type of renderer selected for the corresponding file.
Frames - Lists the total number of frames to be rendered for the corresponding file.
Est. Render Time - Shows the estimated time to complete the rendering for the corresponding file.
Suspended - Lists names of files and shows.
Total Render Time - Shows the total render time for files which are complete or suspended.
Status - shows rendering status of corresponding file.
``Attributes
This window displays icons (or names) for available attributes (Animators, Textures, Shaders and Sounds). Simply drag the desired icon from the Attributes Window onto the Attributes section in an Object Info window to apply that attribute.
Included in the pull-down menu are the following:
Animators - drag-n-drop icons used to apply automated, unscripted animation sequences.
Textures - drag-n-drop icons used to apply Presenter texture mapping features.
Shaders - drag-n-drop icons used to apply Renderman shaders.
Sounds - drag-n-drop icons used to apply sound effects, and sound tracks.
Once an attribute has been applied, its icon expands to include some control features. Double-click on the expanded icon to access the edit dialog for the attribute.
The control features* are displayed as buttons with green on/off "lights", and operate as follows:
*The far left column of three buttons is used to control how the attribute is applied in the object hierarchy:
The top button is a "check box" and applies the attribute to the top-most (current) folder in the hierarchy.
The middle button is a "folder" and applies the attribute to the first-level items under the current folder.
The lower button is a "pencil" and applies the attribute to all items, individually, under the current folder.
*The column of three buttons second from the left is used to apply the attribute to a specific color ND cell (see Action Menu above). Each of the three icons is a round shape--blue, yellow and green. These buttons allow you to apply a single attribute to many ND cells (i.e. "boink" sound each time a 'super ball' strikes a surface as it ricochets about a room).
*If the attribute generates ND cells, a button indicating this shows on the top, far right of the expanded icon. Click on this button to define the color ND cell to be generated. This flexibility in color choice is to assist in organizing a complex animation and is not function specific.
``Activity Log
Logs error messages; particularly those associated with render operations. Hold the option key when choosing to start render for expanded log.
`Tool Palette
This palette contains all of the tools you need for placing and manipulating objects, cameras, microphones, and lights.
``Selector
Use this tool in the View windows to select and manipulate objects cameras, lights and microphones.
``Rotation
Use this tool to intutitively rotate objects in the view windows. An object rotates only in the view in which it is selected (Top, Front or Right). The default center of rotation is the center of the object. Simply drag the center of rotation to a new position as desired.
3-D Rotation - Use this tool the same as the Rotation tool. Note that the rotation occurs in all three views independent of one another.
``Hand
Use this tool to navigate about in the view windows. Simply Click-drag to adjust view. Note that using this tool in the Active Camera window actually changes camera/light position, not just the view.
``Magnifier
Use this tool to zoom in/out in the view windows. Drag a marquee around the area you want to zoom into and that area will fill the window.
``Light
Use this tool to place the desired type of light in a scene. Simply select the Light tool (click-hold-drag to the desired type of light), then click in the appropriate view window to place a light source.
Point Light - Light rays radiate around this type of light in all directions. Intensity decreases with distance. Drag the light bulb icon to position it. Drag a control point on the "active radius" to expand or contract the range of the light.
Parallel Light - Light rays radiate in parallel lines from this type of light. Intensity remains constant over distance. Drag the target point to reposition it. Drag the sun icon to manipulate the sun position about the target point. Drag the target line to move the "assembly" about in the scene.
Spot Light - Light rays radiate in user-defined direction and coverage from this type of light. Intensity decreases with distance. Drag the target point to reposition it. Drag the spot light icon to manipulate the light position about the target point. Drag a field of view line to move the "assembly" about in the scene. Note that the Active Camera window shows the view from the spot light for intuitive positioning/aiming.
Projector - Use this tool to project PICTs or Quicktime movies onto objects in a scene. Access the source to be projected by applying a Texture Attribute. Drag the target point to reposition it. Drag the projector icon to manipulate its position about the target point. Drag a field of view line to move the "assembly" about in the scene. Note that the Active Camera window shows the view from the projector for intuitive positioning/aiming.
``Camera
Use this tool to place a camera into a scene. Simply select the Camera tool, then click in the appropriate view window to place a camera. Drag the target point to reposition it. Drag the camera icon to manipulate the camera position about the target point. Drag a field of view line to move the "assembly" about in the scene.
``Spline Path
Use this tool to create a path for an object to follow. Click from point to point for a straight line; Click-hold-drag to create a smooth curve through points.
``Microphone
Use this tool to place a microphone into a scene. Simply select the Camera tool, then click in the appropriate view window to place a microphone. Drag the microphone icon to position it. Drag a control point on the "active radius" to expand or contract the range of the microphone.
`Script Window
This window contains your script list and time line, and provides a means to access information, and control display of objects, cameras, lights and microphones.
``Script List
This shows all of the cameras, objects, lights and microphones in a scene. The grouping hierarchy from ModelPro is displayed here as well as supporting grouping created in Presenter.
``Time Line
This is a graphic representation of your animation.
The time is displayed across the top (hrs:min:sec).
The blue arrow (movable), near the top of the window, denotes the current point in the animation, shown in the Active Camera window. The blue start/end markers (stationary) denote the beginning and end of the animation. Intuitively set these markers using the slider bar along the bottom of the Active Camera window.
The Rainbow markers at the top denote key frames for the "virtual camera." Use this "virtual camera" to create an animation sequence with multiple camera views. Double-click-hold on an Rainbow marker to expose a pop-up menu showing which camera is active from that point to the next Rainbow marker. Hold the option key and click-drag a Rainbow marker to create a new marker.
Each item in the script list has its own bar extending the length of the animation. In these bars, key frame event markers (cells) denote item characteristics/animation-events (cells).
``Red/Blue/Yellow/Green markers
These are key frame event markers (cells). These markers are round shapes when generated; they become square shapes when an attribute is applied at the cell. Hold the option key and click-drag a marker to create a new one (retains the Base Info and Attributes). Some markers are created automatically (i.e. place or alter an object, camera, light or microphone).
Red markers denote cells for item placement, movement or applied attribute.
Blue/Yellow/Green markers denote ND cells (see Action Menu above).
``Active Camera pull-down
Choose which camera, spot light or projector is showing in the Active Camera window.
``Script List pull-down
Choose what items are displayed in the script list below (All Objects, Cameras Only, Lights Only)
``Insert column
To place an object, camera, light or microphone into a particular spot in the script list, move the red arrow to the desired insertion point.
``Display column
Click in this column to enable/disable the display only of any item. Disabling the display of a light turns the light off. This feature is valuable for accessing a single item within a complex scene.
`Active Camera Window
Displays the view from the current active camera, and animation preview. You can intuitively position cameras, projectors and spot lights from the Active Camera Window using the Hand tool.
``View pull-down
Shows which view is currently being displayed. Starts out with Active Camera. The menu allows you to select any camera or projector or spot light source currently in the database. Selecting a light source changes the view in the window to show how the light will fall on the model.
``Time Display
Gives precise information about the current still display, and gives running information during animation previews; displayed in SMPTE time code.
``Slider Bar
Allows you to intuitively set the Start Time and End Time for an animation preview/render, and move to a point along the animation.
Note that changes made on the slider bar are mirrored by the blue markers at the top of the Script Window time line.
``FPS check box
Enable this check box to set the preview play rate to the value you have in the Animation Settings dialog box (Edit Menu). When the box is not checked, the play rate in 10 FPS.
``Preview Controls
Play - starts animation preview
Stop - stops animation preview
Step Forward/Back - step forward/back one frame at a time
Audio
Center button - enables/disables stereo playback.
Left button - enables/disables left speaker playback.
Right buton - enables/disables right speaker playback.
Playback Control - click here to choose for the animation preview to play to the end and stop, or to play continuously; returning to the start point for each loop.
``Display Control
Bounding Boxes - displays objects as bounding boxes only.
Dot Mode - displays objects as dots on invisible 3-D surfaces.
Splines - displays objects as splines.
Solid Splines - displays objects as solid spline shapes.
``Camera Bank Angle scroll bar
Rotates the camera (thereby rotating the view) on the target line axis.
``Aiming Guide
Expands the preview to show what is just outside the camera view. Works only with a camera view.
``Zoom In/Out
Be careful here. These buttons do more than zoom your view in and out. These buttons actually move your camera position closer to and further from the model, along the target line.
`Top/Front/Right Windows
Use the Top, Front and Right windows to access the scene for intuitive placement and manipilation of objects, cameras, lights and microphones.
The Top, Front and Right windows each present an orthographic view of the model. Each view is fixed in relation to the the other two (90° rotation), and together give you an undistorted view of all three principle dimensions (length, width and depth) of the model. There is no perspective distortion in the orthogonal views.
Top Window - shows the top view of the model.
Front Window - shows the front view of the model.
Right Window - shows the right view of the model.
``Fit to Window button
Clicking on this sizes the entire extent of your model to fit within the window. This does not affect the dimensions of your model, only the scale factor of a given window.
``Zoom In button
Clicking or holding on this icon moves your viewer position closer to the model, thus enlarging the model in the window view.
``Zoom Out button
Clicking or holding on this icon moves your viewer position away from the model, thus showing more of the model in the window.
``Close Window box
Click in this box to close the active window.
``Display Quality Control
Three buttons, in the upper right corner of the screen, control the display quality of objects in the Top, Front and Right view windows. You may select to view objects as Bounding Boxes, Dot Mode or Splines.
``Grid Display and Lock
Two buttons, in the upper right corner of the screen, control grid display and lock.
The Grid Display button enables/disables grid display in Top, Front, Right and Active Camera windows.
The Grid Lock button enables/disables the locking grid in Top, Front, Right windows.
`Render Control Palette
The controls you need to start and execute a render operation are located at the top of the screen.
``Render Animation button
The movie camera icon at the top-left of the screen prompts you for a name and save location for your rendered animation.
Choose to save as Quicktime movie or numbered PICT's
Allows you access to set Quicktime parameters.
``Render Still Frame button
The still-camera icon at the top-left of the screen prompts you for a name and save location for your rendered still frame. Saves as a PICT file.
``Render Type pull-down
Gives you options for rendering engine for your render operation, including:
Quick Render - smooth shaded rendering. This method does not render reflections, textures or shaders. Use this method to fine tune object and light placement, and for rough draft animation renders.
Ray Trace - produces the most realistic final product. This method can render light and shadow effects, texture maps and shaders. This is also the most time-consuming of the render engines.
AutoStereogram - Random Dot AutoStereogram. Image hidden in a colored dot pattern. Cannot be viewed by focusing on the dot pattern. You know, you have to focus on a reflection or cross your eyes to see the 3-D image.
Renderman - is a high-end rendering engine with extensive configuration options, and supports features such as motion blur and displacement mapping.
``Default Settings
Customized render set-ups are added to this list.
``Camera Type pull-down
Gives you option to set your camera to:
Mono - single image
Stereoscopic - double image
Red/Blue Stereo - Dual images; one Red, one Blue slightly offset. Final animation to be viewed with special glasses.
``Frame Size pull down
Allows you to choose from a list of standard frame sizes. Click on the size in the box to get a dialog box to customize the frame size.
``Render Quality Features
These buttons (red ball icons at the top-center of the screen) allow you to customize your render quality. Use these buttons to enable/disable the following features:
Anti-Alias
Shadows
Textures/Shaders
Motion Blur
Reflection
Transparency
``Background Color chit
Click here to access the color dialog box and set your background color.
`Info Dialog Boxes - General
Cameras, Lights, Microphones and Objects all have Info Dialog Boxes.
These dialog boxes enable you to name the item, apply attributes to the item and access base information parameters. Double-click on a spot light in the script list, on a key frame marker, or on the item in a view window to access the info dialog box. Note that when you access an Info Dialog Box, it is defined by item name and time (SMPTE). This time is a specific point in the animation and the information at a particular time is not necessarily the same as at other points in time.
``Attributes
Holding area for drag-n-drop icons applied from the Attributes Window (Windows Menu). Double-click on an icon here to edit the attribute.
``Include Parental Influences check box
This function is enabled as a default. If this item is part of a group structure, then attributes applied to items higher in the structure are applied to this item.
``Velocity/Time Curves
Each item in a Base Information parameters list has a Velocity/Time Curve. The velocity/time curve determines how the change in a parameter occurs over time.
Click on a velocity/time curve button to access the dialog box. You may choose from some preset curves in the pull-down menu or set your own, or simply "inject" the change in parameters at the key frame.
``Animation Curves
Some Base Information parameters have Animation Curves. The animation curve determines how the obect physically passes through a point in space at the key frame.
There are four Animation Curves to choose from:
Straight in - Straight out
Curve in - Straight out
Straight in - Curve out
Curve in - Curve out (smooth)
`Camera Info Dialog Box
This is your access to numeric information and input for a camera. Also enable/disable the camera with the on/off switch. Double-click on a camera in the script list or on a key frame marker to access the base information, and apply attributes.
``Base Information
Location - x,y,z coordinates
Target - x,y,z coordinates
Bank Angle - degrees
Field of View - degrees
Focal Distance - inches
Lens size - mm
F-stop - Applies only in Renderman
`Spot Light Info Dialog Box
This is your access to numeric information and input for a spot light. Also enable/disable the spot light with the on/off switch. Double-click on a spot light in the script list or on a key frame marker to access the base information, and apply attributes.
``Base Information
Location - x,y,z coordinates
Target - x,y,z coordinates
Field of View - degrees
Brightness - % of color
Intensity - watts
Color - click on the color chit for color dialog box
`Projector Info Dialog Box
This is your access to numeric information and input for a projector. Also enable/disable the projector with the on/off switch. Double-click on a projector in the script list or on a key frame marker to access the base information, and apply attributes.
``Base Information
Location - x,y,z coordinates
Target - x,y,z coordinates
Field of View - degrees
Brightness - % of color
Bank - %
`Sun (Parallel) Light Info Dialog Box
This is your access to numeric information and input for a sun light. Also enable/disable the sun light with the on/off switch. Double-click on a sun light in the script list or on a key frame marker to access the base information, and apply attributes.
``Base Information
Location - x,y,z coordinates
Target - x,y,z coordinates
Field of View - degrees
Brightness - % of color
Color - click on the color chit for color dialog box
`(Point) Light Bulb Info Dialog Box
This is your access to numeric information and input for a light bulb. Also enable/disable the light bulb with the on/off switch. Double-click on a light bulb in the script list or on a key frame marker to access the base information, and apply attributes.
``Base Information
Location - x,y,z coordinates
Brightness - % of color
Intensity - watts
Coverage - inches
Color - click on the color chit for color dialog box
`Object Info Dialog Box
This is your access to numeric information and input for an object. Double-click on an object in the script list or on a key frame marker to access the base information, and apply attributes.
``Base Information
Offset - x,y,z coordinates
Center - x,y,z coordinates
Scale - x,y,z coordinates
Rotation - x,y,z coordinates
Linear Velocity - x,y,z coordinates
Angular Velocity - x,y,z coordinates
Mass - grams
Elasticity - %
Breakability - %
Opacity - White=Opaque; Black=Transparent
`Microphone Info Dialog Box
This is your access to numeric information and input for a microphone. Double-click on a microphone in the script list or on a key frame marker to access the base information, and apply attributes.
``Base Information
Location - x,y,z coordinates
Sensitivity - %
Attach to Track - None
Mono
Stereo Left
Stereo Right
`Helpful Hints
Here are some hints and tips to make using Presenter easier for you.
``Intuitive Camera/Spot light Positioning
In the Active Camera Window, use the Hand tool to position a camera or spot light intuitively. Here's how:
1. Note which camera/light is currently in use for preview. Choose the Hand Tool.
2. Click-drag in the preview window; note that you are actually moving the camera/light position.
3. Hold the option key to reposition the target.
4. Hold the command key to zoom in/out along the target line.
``Rendering
To abort a rendering in progress, close the render window. If the window doesn't close, hold down the option key a click on the close box (causing a forced close even when the renderer plug-in doesn' t think it's rendering)
``Play Mode
Holding down the option-key while pressing the PLAY button in the active camera window will cause the animation to play in the TOP/FRONT/RIGHT windows as well.
Holding down the command-key while pressing the PLAY button in the active camera window will cause the SCRIPT window to follow along with the animation (Player Piano Mode).
``Script Cells
Holding down the CONTROL key while clicking on a cell in the cell window will display a pop-up menu showing all attributes attached to that cell. Selecting one of the menus items will call the config routine for that attribute.