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- Left & Right Clicking
- File Menu
- Actor Menu
- Path Menu
- Timeline Menu
- Frame Menu
- View Menu
- Help Menu
- Memory
- Icons
- 9
- Load
- Save Anim
- Export
- Modeler
- Keyframer
- Viewer
- Spawn
- Execute
- Exit
- 14
- Add Actor
- Delete Actor
- Add Costume
- Delete Costume
- Add Effect
- Select by Name
- Selected info
- Show Actor Axes
- Snap to Cursor
- Place Cursor
- Grabber
- Rotator
- Scaler
- Pose Robot
- 10
- Edit On/Off
- Subdivide
- Delete point
- Next Point
- Last Point
- Snap to start
- Snap to end
- Snap to point
- Velocity Graph
- Position Graph
- 10
- Add Position
- Add Rotation
- Add Scale
- Add Position Key
- Add Rotation Key
- Add Scale Key
- Next Key Frame
- Last Key Frame
- Tween Editor
- Rotation Editor
- 11
- First
- Previous
- Next
- Last
- Play Bounded
- Play 3D
- Make Preview
- Play Preview
- Free Preview
- Render Frame
- Show Frame
- 12
- Draw Bounded
- Draw Selected
- Draw Deselected
- Draw All
- Lock Bounded
- Grid On/Off
- Define Grid
- Restore View
- Full World View
- Swap View Point
- Screen Colors
- Feedback
- 3
- Screen
- Menus
- Icons
- 1
- Low Memory
- 1
- Icons
- LOAD ANIM ... Loads in an animation from its STG file.
- ANIM TEMPLATE ... A number of simple and common animations
- can be set up automatically. NEW ... Start again.
- SAVE ANIM ... Saves the current animation is a STG file.
- If the file exists a prompt requires confirmation before it is
- overwritten.
- EXPORT ... ANIM SCRIPT ... Make a script for the animation.
- FRAME SCRIPT ... Make script for current frame.
- Script files are used by the stand alone and Low Memory Renderer.
- MODELER ... Go to the Modeler, enough memory must be available
- to load the module and the data. If there is not enough memory
- then use the option from the Execute sub menu.
- KEYRAMER ... Go to the KeyFramer. The KeyFramer is used to set
- up animations by drawing time lines and adding actors. The
- KeyFramer is important and you should consult the documentation.
- VIEWER ...
- View an image stored in a GIF type image file.
-
- SPAWN ... Load one of the utility modules to Play an animation
- view an image or build an FLI/FLC animation file.
- If there is insufficient memory available use the Execute option.
- EXECUTE ... Overlay with the selected module.
- Note **** Since this option uses all available memory, the
- animation should be saved before Executing the module.
- EXIT ...
- Exit Envisage! 3D
-
- ADD ACTOR ... Add a new actor to the animation.
- Specify the name of the actor and the type of actor. You
- will also be asked if you want a costume loaded as well.
- DELETE ACTOR ...
- Delete the Selected actor.
-
- ADD COSTUME .. Add a costume for the indicated actor
- the costume will have a time line that spans the
- current frame and is as long as possible.
- DELTE COSTUME ... Delete the costume for the selected actor.
- The coustume deleted is the one for which the costume time
- line spans the current frame.
- ADD EFFECT ... Add a special effect to model actors only.
- Notes: The effect is NOT visible until the frame is rendered.
- Applies to vertices (too few vertices and effect may not be seen)
- SELECT BY NAME ... Choose the actor to be selected from
- a list of all actors in the animation. Actors will only be
- selected if they have a costume at the current frame.
- SELECTED INFO ... Display information about the selected actor.
-
-
- SHOW ACTOR AXES ... Position the 3-D cursor at the loacation
- of the center of the selected actor.
- Note. If the grabber is in use the Actor will be offset!
- SNAP TO CURSOR ... Snap the selected actor to the 3-D cursor's
- position.
-
- PLACE CURSOR .. Enter a co-ordinate in the current units to
- which the 3D cursor is to be moved.
-
- GRABBER ... Get the Grabber tool for moving actors around.
-
-
- ROTATOR ... Get the Rotator tool for rotating actors.
- Note: Use the Ctrl modifier key to swivel up/down.
- Use the Alt modifier ley to bank to the left/right.
- SCALER... Get the Scaler tool for enlarging/shrinking actor.
- Note: Use on the camera to change the aspect ratio!
-
- POSE ROBOT ... If the actor is a robot then use this tool
- to pivot the robots joints.
- Note: Almost exactly similar to use as modeler skeleton.
- EDIT ON / OFF ... Toggles path editing mode on and off.
- To move a control point: Drag the 3-D cursor to a convienent
- position. Then press right button and move the control point.
- SUBDIVIDE ... Create a new path control point.
- The new point is place mid-way between the current selected point
- and the next point on the path.
- DELETE POINT ... Deletes current selected path point.
- The selected (yellow) point is cut out of the path. This means
- that the path does not break apart when the point is deleted.
- NEXT POINT ... Select the next point on the path.
- Selected points are drawn in yellow. If the last point of the
- path was selected, then selection will loop back to the start.
- LAST POINT ... Select previous path control point.
-
-
- SNAP TO START ... Position the 3-D cursor at the start of
- the path.
-
- SNAP TO END ... Position the 3-D cursor at the end of
- the path.
-
- SNAP TO POINT ... Position the 3-D cursor at the currently
- selected (yellow) path point.
-
- VELOCITY GRAPH ... Edit the velocity vs. time graph for a path.
- Draw the graph from LEFT to RIGHT. Use this feature to control
- acceleration along a path. See documentation for more info.
- POSITION GRAPH ... Edit the distance vs. time graph for a path.
- Draw the graph from LEFT to RIGHT. Use this feature to direct
- movement along a path. See documentation for more info.
- ADD Position ... Add a time line for for the position of
- the selected actor. The time line spans the current frame and
- is as long as possible.
- ADD Rotation... Add a time line for for the rotation of
- the selected actor. The time line spans the current frame and
- is as long as possible.
- ADD Scale ... Add a time line for for the scale of
- the selected actor. The time line spans the current frame and
- is as long as possible.
- ADD POSITION KEY ... Make the current frame a key position frame
- for the selected actor in its position time line.
- A position time line must already exist.
- ADD ROTATION KEY ... Make current frame a key frame for position
- of the selected actor. Key is added to actors rotation time line.
- A rotation time line must already exist.
- ADD SCALE KEY ... Make current frame a key frame for the scale
- of the selected actor. Key is added to actors scaling time line.
- A scale time line must already exist.
- NEXT KEY FRAME ... Go to the next key frame of the selected
- actor. Note that if a tool is active then the next key frame is
- the frame for that tool.
- LAST KEY FRAME ... Go to the previous key frame of the selected
- actor. Note that if a tool is active then the next key frame is
- the frame for that tool.
- TWEEN EDITOR ... Move/Timeshift/Delete/Add, keyframes for TWEEN
- or SPLINE TWEEN positions in all keyframes, show locations in
- all keyframes. Choose action by holding CTRL key and clicking
- ROTATION EDITOR .. Turn/Timeshift/Delete/ADD, keyframes for
- TWEEN/ACCELERATE rotation in all keyframes at once. Show
- direction in all keyframes at once.
- FIRST ... Go to the first frame of the animation.
-
-
- PREVIOUS ... Move to the previous frame of the animation.
- Use the keyboard equivalent instead,
- or click on the << icon.
- NEXT ... Move to the next frame of the animation.
- Use the keyboard equivalent instead,
- or click on the >> icon.
- LAST ... Go to the last (final) frame of the animation.
-
-
- PLAY BOUNDED... Play the animation in the CAMERA window using
- the bounding boxes. Unless the scene is very complex, the
- action should be in or faster than real time.
- PLAY3D ... Play the animation starting at the current
- frame as fast as the computer can draw the wireframe.
-
- MAKE PREVIEW ... Draw every frame in the animation and
- record the wireframe drawing so that it can be played back
- in real time. Use this option to preview an animation.
- PLAY PREVIEW ... Play the last recorded wireframe animation.
- Left Shift key slows, Ctrl key speeds up, mouse button pauses.
- Use this option after executing MAKE WIRE.
- FREE PREVIEW ... If the preview is held in memory then erase it
- to free the allocated memory for other usages.
-
- RENDER FRAME ...
- Call the renderer to render the current frame.
-
- SHOW FRAME ... Show the last rendered frame.
-
-
- DRAW BOUNDED ... Draw all actors that represent models
- as bounding boxes. Other actors are represented by icons.
-
- DRAW SELECTED ... Draw all actors except the selected one as
- bounding boxes. The selected actor is drawn in full wireframe.
-
- DRAW DESELECTED ... Draw the selected Actors costume as a
- bounding box. All other objects are drawn in full wireframe.
-
- DRAW ALL ... Draw all actors costumes in full wireframe.
-
-
- LOCK BOUNDED ... Lock the actor into quick draw mode.
- Applies even to the wireframe.
-
- GRID ON/OFF ...
- Toggle between continuation variation of cursor
- movement and movement only between points in the 3-D grid.
- DEFINE GRID ...
- Set the grid spacing in the current units.
-
- RESTORE VIEW ... Reset the view windows to default position
- and size.
- Use this if you get lost.
- FULL WORLD VIEW ...
- Move and position the working volume of space
- so that all the actors in the animation are visible.
- SWAP VIEW POINT ... Change from a PLAN/REAR/SIDE view scheme
- to a PLAN/FRONT/SIDE view scheme.
- Use to work round a two sided model.
- SCREEN COLORS... Change the colors used on the Modeler and
- animator screen. The information is saved in the file CONFIG.EVI
- Different colors may be used in Modeler and Animator.
- FEEDBACK...
- Toggle the settings of additional feedback items such
- as Spotlight extent and camera field of view.
- SCREEN ...
- Display a screen showing the function of the
- on screen icons.
- MENU ....
- Provide help on the functions in the pull down
- menus.
- ICONS....
- Switch on or off the one line pop-up information line on
- the highlighted icon.
- Low Memory.. In cases where memory is low (large models in an
- animation) use the Execute Option to call the Modeler and
- Renderer. Remember to save the animation before calling.
- ICONS
- To select an icon click the left mouse button on the icon.
- The position of icons are descibed on the summary screen.
- ...
-