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Aveva Review 12.1 PDF
Aveva Review 12.1 PDF
1
User Guide
AVEVA Solutions Ltd
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AVEVA Review User Guide
Contents Page
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iii 12.1
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Introducing Review
1 Introducing Review
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Introducing Review
Each of the Menu Bar options are explained in detail later in this User Guide.
Note: The exact content of the Edit and Tools pull-down menus varies according to which
of the Observer View (see Manipulating the Observer View) or other Camera Views
(refer to The Keyplan View) is active.
The user can begin access to many of Review's functions by clicking on one of the buttons
in the Standard Toolbar:
The way in which the view manipulation features of Review work is controlled from the
Navigation Toolbar:
The function of each of the buttons on the two toolbars is explained in detail later in this User
Guide, but in summary:
Open Opens a Review model file into Review. Other Review file
types can also be loaded (refer to Open a Model File in
Review).
Save Save a Review file. Different levels of data can be saved, for
example the camera data can be saved separately from model
data.
Search Enables the user to search for elements within the model files
currently loaded into Review - refer to Searching the Model in
Chapter The View Panels.
Camera Allows the user to define the view by entering explicit positions
Definition and directions or by manipulating the line of sight interactively.
Refer to Controlling the View in Chapter The View Panels for
details.
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Introducing Review
Keyplan View Allows the user to define the view by manipulating small-scale
plan and elevation views of the model. Refer to The Keyplan
View for details.
Lighting Allows the user to control the lighting applied to the view by
specifying the positions, colours and intensities of the light
sources. Refer to Adjusting the Light Sources for details.
Path Editing Allows the user to define an animation path. An animation can
then be played along the path - refer to Defining an Animation
in Chapter The View Panels.
Signboard Allows the user to define a Signboard which can show any
user-defined text or image on its surface.
Clip Volume Allows the user to define a 3D rectangular volume within the
model space, such that objects may be displayed or not
according to if they fall partially or wholly within that volume.
Clip Plane Allows the user to define a 3D plane within the model space,
such that objects may be displayed or not according to if they
fall partially or wholly within that volume.
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Introducing Review
Load from Loads into the Dataviewer from the SQL viewer.
SQL Server
Flythrough Allows the user to fly around the model. See The
Mode Navigation Toolbar in Chapter Manipulating the
Observer View for details.
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Introducing Review
Right click context menus are grouped by user activity, for example the functions that control
the camera are grouped separately from those that control the clipboard.
Depending on the task that the user is carrying out some of the options may appear greyed
out because they are not relevant to that task.
Note: The terms that this table refer to are described more in detail later in this guide.
3D View Functions
Change Material Open the Select Materials Window allowing the user to
select a different material for the loaded elements in
Explorer or in Observer.
Camera Functions
Note: The camera functions are only available to the user once the element has been
added to the Observer, otherwise they will be greyed out.
Focus On Moves the camera to the selected element and looks at it.
Dynamic Focus On Moves the camera to the selected element, with dynamic
movement, and looks at it. The dynamic movement
animates the camera from the start position to the end
position.
Move Close To Moves the camera to a short distance away from the
identified element and looking at it. Unlike Focus On
commands this operation does not attempt to fit the item
in into the graphics window.
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Introducing Review
Locate in Dataviewer Locates the selected element in Dataviewer (this can only
be available once the user has followed the procedures in
section DataViewer Results and has populated the
Dataviewer Results window). The element will be
highlighted when it is found in DataViewer Results
Window.
Clipboard Functions
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The Observer, the Cameras and the Model
The content of the displayed view depends upon four chief factors:
• The location of the observer (the user) or camera positions.
• The location of the design model.
• The orientation of the design model with respect to the viewer.
• The angle of view of the observer or camera lens.
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The Observer, the Cameras and the Model
• The model's through point (or to point or centre of interest) is the point in model space
which coincides with the centre of the display area.
• The line of sight, which is the line through the eye point and the through point, is the
axis along which the view is looking.
• The angle of view is the angle subtended at the eye point by the vertical side of the
display area.
When the view is to be changed, the view geometry may be specified in the following ways:
• The eye point is specified by its 3D coordinates in the model's axis system. The eye
point may also be derived from a specified through point and line of sight, but this is
much less common.
• The through point may either be specified by its 3D coordinates in the model's axis
system or it may be derived from a specified line of sight.
• The line of sight may either be specified as a direction (expressed as bearing plus
elevation components) from the eye point or it may be derived from a specified through
point.
• The angle of view may either be specified directly as an angle or it may be derived from
a specified display area.
The user can manipulate the view in the following ways:
• Rotation of the view may take place either about the observer's eye point or about the
model's through point.
• Roll of the view corresponds to rotation of the view pyramid about the line of sight.
• Zooming of the view corresponds to movement of the observer's eye point backwards
or forwards along the line of sight, thus changing the distance between the eye point
and the model, with the angle of view kept constant. This changes the amount of the
model which fits into the effective display area without changing the perspective angle.
• Field of view changes correspond to a narrowing or widening of the view angle with the
distance between the through point and the eye point kept constant. This changes the
amount of the model which fits into the effective display area by changing the
perspective angle (like changing the focal length of a camera lens).
Review allows the user to define eight different views at any one time, identified by
reference to an observer or to any of seven numbered cameras.
• The Observer View offers the maximum scope for customisation and manipulation of
the view, and it is this view which the user will use for most complex operations such as
measurement and labelling.
• The camera views offer a more limited range of viewing options, restricted primarily to
differences of viewpoint, but the user can switch quickly between them without having
to redefine the view pyramid parameters each time.
By default, the view the user sees displayed is set up for the observer.
For details of how the Camera View options are used, refer to the corresponding
descriptions for the Observer View throughout this guide.
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Open a Model File in Review
Review files are based on model files created from an AVEVA Plant or AVEVA Marine
database. The model file contains:
• The design model geometry; that is, the dimensions and locations of all primitives that
make up the design.
• The logical design hierarchy; that is, the family tree showing the owner-member
relationships between named design elements.
Review includes three sample model files, atest.rvm, stab.rvm, and allsrp.rvm
(as well as man.rvm, the 'scale man') which the user can load in order to practise using
Review.
The sample model files are located in the following folder:
C:\AVEVA\Review12.1\models
Note: When one user opens a Review a .rvf file for editing and a second user opens the
same .rvf, the second user will only be able to read the document and not be able to
edit it (the second user will be prompted of this with a dialog box).
To open a Review file the user can either drag and drop a file from a Windows folder or
select File > Open from the Review toolbar.
Click File > Open from the main toolbar to display the Open Review Files window.
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Open a Model File in Review
File Purpose
Review model file (.rvm) A standard model file, exported from PDMS.
Review zip file (.rvz) A zip archive containing one or more model
and status files, allowing all files to be loaded
in one step.
Review file (.rvm, .rvs, .rvz) (All .rvm, .rvs and .rvz files will be listed in the
file browser.)
When a file is opened the contents will be displayed in The Explorer the user can then
individually select parts of the model to display in the Observer by right clicking on an
element and selecting 3D View > Add (refer to Common Right Click Context Menus). The
Explorer and Observer are described in detail later in this guide.
Review will not load the actual model primitives until elements from the Explorer are added
to the Observer. This is particularly beneficial to the user if a very large files is being opened.
For example the user could quickly visualise the pipe routes of a plant without the need of
loading the entire plant model data (which could take a considerable amount of time).
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Open a Model File in Review
If the model is too big to load into the users memory, a prompt will be displayed indicating
that this is the case and loading will stop. The user can then unload parts of the model to
free up memory and then load in specific parts of the model using The Explorer.
An administrator can change the memory limit that Review will attempt to allocate by
referring to the appendix Loading Large Model Files.
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Open a Model File in Review
For a detailed description of opening Streamable Model files refer to Open and View
Streamable Models.
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Open a Model File in Review
The Explorer will be displayed automatically when the user opens a Review file either from a
database (described later in Connect to a Project Database), selecting from the toolbar (File
> Open > Open Review Files) or drag and dropping a file from the windows user interface.
The Review user interface will lock during the loading process. For further information refer
to Open and Load Large Files.
The user can see more or fewer sub-elements by expanding or collapsing the hierarchy. A
plus sign next to an element indicates that it can be expanded to show more entries; a
minus sign indicates that it can be collapsed.
The user can add elements and sub elements from the hierarchy to the Observer by right
clicking over an element in the explorer and selecting an option from the 3D View context
menu (Refer to Common Right Click Context Menus). The user can choose to add the entire
element if required.
Added elements in the Observer will be highlighted in bold in the Explorer indicating the
element is loaded in the Observer and if the element is removed from the Observer or not
loaded the element will not be selected bold (as shown in the following screen shot).
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Open a Model File in Review
If an element in the Explorer does not have all of its child items loaded then that element will
be displayed in italics. In the example below element E1301 is displayed in italic because
item CYLINDER 3 of EQUIPMENT /E1301 has not been loaded.
The Explorer operates similarly to the Windows Explorer, although the shortcut menu
options accessed from the right mouse button are different.
For further information on the right click buttons of the shortcut menu, Refer to Common
Right Click Context Menus.
The user can select multiple items in the tree. Multiple selections make by using the
standard Windows Ctrl key for adding to a selection and Shift key for a range selection when
selecting elements.
Note: The element names in the model file are case sensitive.
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Open a Model File in Review
3. Type in the Project Code that the user wants to connect to or expand the pulldown to
select from a list of available Project Codes.
4. Type the Username of the Project that the user wants to connect to.
5. Type the Password associated with the Username.
Note: The Username and Password are both case sensitive.
Note: In some rare situations an error can occur if the user attempts to connect to a
database created in an earlier version of PDMS that has since been converted to
12.0. if the user experiences an error refer to the appendixTroubleshoot Toolbox
Module Errors.
The Database Connection window will appear inactive if it is opened after a successful
connection has already been made. All the input fields will be disabled.
Note: It is not possible to use this function with data that has been loaded from a SQL
Server.
To view data from a project database, it is necessary to first establish a connection with the
project database (refer to Connect to a Project Database).
When a connection has been established, it is possible to view data from the project
database in the Database Explorer. On the Database menu, click Database Explorer.
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Open a Model File in Review
The user can see more or fewer sub-elements by expanding or collapsing the hierarchy. A
plus sign next to an element indicates that it can be expanded to show more entries; a
minus sign indicates that it can be collapsed.
The user can drag and drop items from the Database Explorer into the Observer, doing so
will load the selected item (and its sub items) into Review.
The Review user interface will lock during the loading process. For further information refer
to Open and Load Large Files.
In the Database Explorer window the user is given the following tools to help the user to
locate elements in Database Explorer.
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Open a Model File in Review
Button Function
Search This allows the user to search the current tab for a particular
character string. It is case sensitive and will select words in
the hierarchy that have same string entered. For more
information see The Explorer.
Find This enables the user to search the current tab for an
element with a name containing the character string entered
in the Find input field. Searches are case sensitive.
The Find Next (>) button will locate the next occurrence of
the character string entered. The Find Previous (<) button
will locate the previous occurrence of the character string.
Refresh Refresh will clear the results of any previous searches. It will
retrieve the data from the database and rebuild the
hierarchy in the current tab, removing any additional tabs
that have been created.
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Open a Model File in Review
3. The new tab is opened and will display only those elements associated with the branch
selected.
The new tab is populated with a copy of the elements below the selected item. As a result,
the user can load and view smaller elements from the Project database.
The user can drag and drop elements into the Observer in the same way as the main
Database Explorer. The user can also right click on an element and selecting 3D View >
Add (refer to Common Right Click Context Menus)
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Open a Model File in Review
Any elements added or removed from the database since Review first made a connection
will be reflected in the Explorer and Observer.
The Get Work button is located at the bottom of the Review user interface.
If the user is synchronising a large database with Review it is possible to click Cancel to
stop the synchronisation.
The viewer tracks the currently selected element within Review and displays all PDMS
attributes associated with that element.
As a prerequisite for displaying attribute data the viewer requires that Review be connected
to PDMS (see section 3.2 Connect to a Project Database).
If PDMS is not connected the viewer will simply show Not connected to Database.
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Open a Model File in Review
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Open a Model File in Review
Note: A long delay can be expected while Review retrieves a full list of pseudo attributes
from the connected database.
The Pseudo Attributes will be listed in the Database Attribute Viewer only for the currently
selected element. If the user navigates to another element in the database then the
Database Attribute Viewer will revert to showing only standard attributes (the user will need
to select Show Pseudo Attributes again to see Pseudo Attributes).
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Open a Model File in Review
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The View Panels
Having entered Review and loaded a model file (see Open a Model File in Review in
Chapter Open a Model File in Review), a typical main Review window would appear as
shown below:
A set of view panels may be displayed within the main window, being accessed from the
View pull-down menu. The Main Review Window shown at the start of Section 1 shows a
main window with three panes.
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The View Panels
The Camera Control form allows the user to define the view by entering explicit positions
and directions or by manipulating the line of sight interactively. Any changes made are
immediately visible within the Observer View.
The Camera Setting For option allows the user to define view settings for the Observer or
for any of seven cameras. Make the appropriate selection from the pull-down menu or use
the wheel on the mouse (if present) to scroll through the menu.
The Current Mode option allows the user to select the current viewing mode (see The
Navigation Toolbar in Chapter Manipulating the Observer View for details of each of the
modes).
Notice how the Camera Settings panel expands appropriately according to the camera
setting/viewing mode selected.
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The View Panels
This panel enables the user to change the settings for the selected camera. Walkthrough,
Flythrough and Fixed Focus display navigation modes share the same settings. Classic
navigation mode has some extra settings.
The appearance of the panel for Walkthrough, Flythrough and Fixed Focus modes can be
seen above.
Display Camera, when selected, gives a colour-shaded Observer View. Wireframe View
gives a wireframe Observer View.
The Step Speed slider allows the user to set the speed for step movements in the view
such as from panning or the W,S,A and D keys.
When in Classic navigation mode, the following settings are available:
About Eye sets the camera to rotate about the eye; About Model sets the camera to rotate
about the model.
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The View Panels
The Camera Movement options are as follows: Continuous sets Continuous mode for
mouse-controlled rotates and zooms (the view changes continuously for as long as the user
hold down the mouse button); Single Step sets Single Step mode for mouse-controlled
rotates and zooms (the view changes only when the user releases the mouse button); and
Step sets Step mode for mouse-controlled rotates and zooms (the view changes
continuously for as long as the user holds down the mouse button).
Continuous mode and Step mode are very similar; see Setting the Manipulation Mode in
Chapter View Manipulation in Review 6.4 or Later (Secondary Manipulation Mode) for more
detail on the above options.
The Step Size slider sets the speed for step size movements such as zoom and pan.
This panel enables the user to set the position of the camera and the through point. Enter
the required values in the text boxes and press Enter to observe the effect on the display.
Clicking on East, North, Up changes them to West, South, Down respectively.
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The View Panels
This panel enables the user to set the camera orientation and field of view.
The current horizontal bearing is shown by the position of the radial line (the 'compass
needle'), and in figures (degrees). The view direction is from the centre of the dial looking
outwards along the line.
To change the bearing, drag the compass needle round to the required setting with the left-
hand mouse button held down. Release the mouse button to fix the direction.
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The View Panels
The current vertical elevation is shown by the position of the radial line, and in figures
(degrees). The view direction is from the centre of the dial looking outwards along the line.
To change the elevation, drag the radial line round to the required setting with the left-hand
mouse button held down. Release the mouse button to fix the direction.
The current angle of view is shown by the angle between the solid lines and in figures
(degrees). This angle is that subtended at the eye point by the vertical side of the displayed
area of the model. (The angle between the dotted lines approximates to the natural viewing
angle of the human eye.)
To change the angle of view, and hence the field of view, drag the lines closer together or
further apart with the left-hand mouse button held down. Release the mouse button to fix the
angle.
Note: Reducing the angle of view effectively magnifies the display (like increasing the focal
length of a camera lens while keeping the camera-to-subject distance constant). This
is not the same as moving the observer closer to the model, since the latter keeps
the angle of view constant. The difference is illustrated, in a slightly different context,
in Section 3.1.
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The View Panels
The current angle of roll in the vertical plane is shown by the angle of the aeroplane's tail fin
(0 = tail fin at the top, as illustrated), and in figures (degrees).
To change the angle of roll, drag the aeroplane's tail fin round to the required setting with the
left-hand mouse button held down. Release the mouse button to fix the direction.
The Groups form allows the user to link displayed elements together into logical groups, so
the user can then manipulate them collectively.
Working with Groups, Including the Scale Man is fully described in Section 12.
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The View Panels
On the View Menu, click Visual Properties to display the following screen.
(In the illustration, an item has been selected in the Observer View.)
The Visual Properties form allows the user to view or change the material properties of a
selected element. Any changes made on the Visual Properties form will be immediately
shown in the Observer View. Single or multiple selections made in the currently active
window will be tracked and, where possible, the properties for those elements will be
displayed.
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The View Panels
then the form will show the text No Common Material and there will be no preview primitive
shown.
To change the material of the entire selection click on Change Material… This brings up the
Change Material form as shown below.
See Editing Materials in Chapter Defining Materials for more details of this form.
Click on the required material to select it or type in the name of an element to select the
material of that element, and then click Apply.
To apply the material to an owner of the selected element, use the mouse to bring up the
shortcut menu on element. This displays a list of owners for the item under the mouse to
paint to. See below for an example:
The material will be painted to the element under the mouse when the mouse button is
released. On mouse down the item will be highlighted. Moving the mouse around while the
mouse button is down will change the item to be painted to the item under the mouse. This
is particularly useful if the user missed the item to be painted when the mouse button was
pressed. Moving the mouse with the button still down will allow for the correct item to be
painted.
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The View Panels
The pointer remains as a paintbrush until Esc is pressed, Material Painter… is selected
again or Cancel Format Painter is selected from the shortcut menu.
Note: The Material Painter uses the setting of the Graphical Selection: preference on
the Preferences form to determine which element to paint to when the mouse is
clicked. For example with this preference set to Normal clicking on box BOX1 of /
EQUI1 will paint the material to the box. When this preference is set to Pick
Significant Element clicking on this box paints the material to equipment EQUI1.
From the main toolbar select Tools > Options >Preferences to open the Preferences
dialogue and then click Selection.
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The View Panels
The Search form enables the user to search for an element name within the model files
currently loaded into Review. Searches can be run against part of the element name by
using wildcards. The search can be further refined by searching on the element's material
type, visibility and auto-tagging setting.
For example, with the settings shown below, when Search is clicked the search is run to find
all elements with '1502' anywhere in their name and a material type set to 'Material02' and
that are translucent.
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The View Panels
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The View Panels
The With visibility set to: list allows the user to choose a visibility setting to search on.
Selecting a visibility setting from this list will further refine the search by only searching for
elements with that visibility setting. Any visibility searches for an element regardless of
material type.
The With auto-tagging: list allows the user to choose an auto-tagging setting to search on.
Selecting an auto-tagging setting from this list will further refine the search by only searching
for elements with that auto-tagging setting. Any auto-tagging searches for an element
regardless of material type.
See Tagging and Autotagging Objects in Chapter Identifying Objects in the Model for details
of auto-tagging.
The input field will auto populate as the user starts to type.
Note: For the following example to work it is necessary to load the example Stabilizer
model (stab.rvm) and the streamable Stabilizer model (stab.rvm) supplied with
the Review 12.1 installation.
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The View Panels
Clicking on an entry will populate the input field with the selected element name.
By default the Observer view will automatically Focus On the element selected in the Quick
Find box.
Once an element name has been entered into the input field, clicking on the arrow to the
right of Focus On will expand a pulldown which will alter the action taken when a search is
conducted.
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The View Panels
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The View Panels
See Setting Up Animated Display Sequences for a full description of setting up and playing
animations.
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The View Panels
See Setting Up Animated Display Sequences for a full description of setting up and playing
animations.
Clicking the Close button at the top right-hand corner will remove the view pane.
Clicking the Auto Hide button will cause the panel to disappear whenever the pointer
is moved into the graphical view.
For example, for the Explorer, moving the pointer over the button at top left
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The View Panels
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The View Panels
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Manipulating the Observer View
This Section describes the principal ways of manipulating the graphical view of the model
displayed in the Observer View window. These are:
• By using the mouse buttons, where the observed effect is governed by the position of
the pointer within the screen area.
• By using the keyboard, where the arrow keys and numeric keypad keys change the
view in specific ways.
• From within the view definition forms. These allow the user to enter explicit instructions
for setting the required view or to manipulate the view by using controls on the forms.
• By selecting an option from the Edit > Look submenu option
• By constraining movement to a sequence of fixed directions by setting a specific walk
path.
Note: Some of the menu bar options presented in this Section will only be visible if the
Observer View is made active (by clicking in it).
The Navigation toolbar controls the way in which the view manipulation features of Review
work. Most navigation operations can be performed using the mouse or keyboard, as
detailed below.
The four buttons on the left select Walkthrough mode, Fixed Focus mode, Flythrough
mode and Classic mode (see below).
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Manipulating the Observer View
(Click) In all modes, clicking the right-hand mouse button with the
pointer over an object causes the shortcut menu to appear. See
Section Direct Manipulation Using the Shortcut Menu.
(Drag) In all modes, pressing and holding down the left-hand mouse
button causes the name and model coordinates of the element under
the pointer to appear in the status line.
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Manipulating the Observer View
The observer walks forward and backwards along his line of sight.
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Manipulating the Observer View
Note: An option on the Preferences form enables the axis direction for up/down rotations
to be inverted:
From the main toolbar select Tools > Options >Preferences to open the Preferences
dialogue and then click Advanced Navigation.
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Manipulating the Observer View
W Walk forwards
S Walk backwards
A Step left
D Step right
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Manipulating the Observer View
R Step up
F Step down
Pan up
Pan down
Pan left
Pan right
(Click) Centres the view on the pointer position if the pointer is located
over an object. IT is not possible to centre the view on a blank space
between two objects.
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Manipulating the Observer View
The observer moves closer to/further away from the model, along his
line of sight.
A Step left
D Step right
R Step up
F Step down
Pan up
Pan down
Pan left
Pan right
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Manipulating the Observer View
A number of options for moving the observer are available from the shortcut menu (the right
hand mouse button menu) with the pointer over an object in the Observer View. In all
operations the observers looking direction remains unchanged. For further information on
the right click buttons of the shortcut menu, Refer to Common Right Click Context Menus.
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Manipulating the Observer View
All movements initiated by key presses are independent of the pointer position within the
graphical view and always give Step mode changes; that is, each key press moves the view
by a full increment (unless reduced by a factor of 10 by holding down the (Shift) key, or
increased by a factor of 10 by holding down the Ctrl key). If the user holds down a key, the
view is redrawn at the screen's redraw rate until the key is released.
The following constraints apply:
• If Num Lock is on then numeric keypad keys 4 and 6 rotate the model about the
observer in Walkthrough mode, or rotate the model about its centre in Fixed Focus
mode.
Exercise:
Set Step mode and observe the effect of pressing each of the model-manipulation keys
in turn.
Try holding down first the (Shift) key and then the Ctrl key while pressing each of
the model-manipulation keys and note the change in the rate of movement of the view in
each case.
Try pressing different pairs of keys simultaneously to produce composite movements; for
example, pan + zoom, rotate + zoom, pan + rotate. Press pairs of 'opposite' keys, such
as pan left + pan right or zoom in + zoom out, and note that the effects cancel out to
leave the view stationary.
Experiment by using the model-manipulation keys in each of the other modes (Single
Step, Continuous and Spin). Change between eye movement and model movement and
observe the different effects.
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Manipulating the Observer View
5.5.1 Look>From>
These settings enable the user to set the eye point to a specific location while retaining the
current through point.
Option Function
Look>From>Camera> Sets the eye point to that which is currently defined for the
observer or a chosen camera number.
Look>From>Name… Displays the Look From form which allows the user to
specify the name of an element whose origin is to define
the new eye point.
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Manipulating the Observer View
Option Function
Look>From>Model Centre Moves the eye point to the geometric centre of the model.
(If the through point is at the model centre, the eye point
and through point will become coincident and the line of
sight will be set to look South.)
5.5.2 Look>Towards>
These settings enable the user to set the through point to a specific location while retaining
the current eye point. This is equivalent to rotating the model about the eye.
Option Function
Look>Towards>Model Centre Moves the through point to the geometric centre of the
model (which is usually the default setting).
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Manipulating the Observer View
5.5.3 Look>As>
These options reset both the eye point and the through point for the Observer View to
those which are currently defined for the specified camera view.
Thus Look>As>Camera Two changes the Observer View so it shows exactly the same
view as the Camera View for Camera Two. This is a convenient way to store a set of view
parameters for later recall.
5.5.4 Look>Window>
Both of the Look>Window> submenu options prompt the user to define a region of interest
by dragging a resizable window to the required position and size within the Observer View
display. The cross at the centre of the window determines the new through point and the
size of the window determines the new angle of view (field of view).
Both options effectively zoom the view in (they cannot be used to zoom out, since the
defining window cannot be made larger than the current Observer View area).
Option Function
Look>Window>By Position Effectively moves the eye point closer to the new
through point while keeping the angle of view constant,
as shown by the view pyramid in
Figure 5 1.
Look>Window>By Angle Changes the angle of view without moving the eye point,
as shown by the view pyramid in
Figure 5 1
Figure 5:1. The effects of the Look>Window> options (cross-Sections of view pyramids)
5.5.5 Look>Direction>
The effects of the Look>Direction> options depend on whether the user is currently in Eye
or Model rotation mode (as set from the Camera Definition form).
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Manipulating the Observer View
If the user is in Model rotation mode, Look>Direction>East (say) is equivalent to setting the
Bearing to East.
If the user is in Eye rotation mode, Look>Direction>East changes the line of sight so that
the user looks toward East from the current eye point.
5.5.6 Look>ISO>
The effects of the Look>ISO> options depend on whether the user is currently in Eye or
Model rotation mode (as set from the Camera Definition form).
These options behave in the same way as the Look>Direction> options, except that the
view direction is changed to that defined for the specified isometric quadrant. These
directions are shown below.
5.5.7 Look>Reset
Look>Reset resets the view to a default display of the whole model. This default view will
override that which may have been defined by any previously loaded status file (see
Chapter Widescreen Review for details about status files).
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Manipulating the Observer View
Exercise:
Try the effects of each of the Edit>Look options in turn. (the user will probably not yet
have defined any groups, but the user should be able to use the scale man as a
reference for the Edit>Look>From>Group and Edit>Look>Towards>Group options
for this exercise.)
Use Tools>Options>Observer to switch between Eye and Model rotation modes where
these affect the way in which the Look commands behave.
The user may find it easiest to see the differences between the effects of the various
Look options if the user uses Edit>Look>Reset to return the user to a common starting
point between each part of the exercise.
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The Keyplan View
This Section describes how to use the Keyplan View. Some of the concepts involved here
are described in later Sections; the user can refer back to this Section as the user
encounters them.
The Keyplan View is displayed when the user clicks the Keyplan View button
on the toolbar or when the user selects View>Keyplan View from the menu
bar. While the user is learning how to use the Keyplan, the user may want to
enlarge the window.
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The Keyplan View
The user can toggle the Keyplan Zoom button to show or . When the button is set
to , moving the pointer into one of the Keyplan View windows and clicking the middle
mouse button will zoom in. When the button is set to , moving the pointer into one of the
Keyplan View windows and clicking the middle mouse button will zoom out.
The Zoom button is an exception to the On/Off convention: repeated selection of the button
toggles its setting between Zoom In and Zoom Out modes.
When the Camera button, , is selected the current active camera position (the eye
point ), the centre of interest of the model (the through point ), and the line
connecting them (the line of sight) are drawn on the Keyplan.
To drag the eye point to a new position, position the tip of the pointer at the centre of the
eye's surface, thus . To drag the through point to a new position, position the tip of
the pointer at the centre of the circle, thus . To pan the line of sight, position the
tip of the pointer on the line.
When the Camera button is unselected, the viewing positions are not drawn.
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The Keyplan View
Light Indicator
Infinite Light
Local Light
Spot Light
To drag the active light to a new position, position the tip of the pointer at the centre of the
circle, thus .
When the Lighting control button is Off, the light position is not drawn.
When the Path button, , is selected, the current active animation path (if any) is drawn
on the Keyplan for reference.
When the Path button is unselected, the animation path is not drawn.
See Chapter Setting Up Animated Display Sequences for details of setting up animation
paths.
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The Keyplan View
When the Group Origin button, , is selected, the axes of the current active group are
drawn. The user can move the group's origin by dragging the axes to the required position in
either Keyplan View. See Section The Keyplan Elements Panel for more on selecting the
active Keyplan group.
To drag the origin of the active group to a new position, position the tip of the pointer at the
origin of the displayed axes, thus .
When the Group Origin button is unselected, the group position cannot be manipulated
from the Keyplan View.
pointer at the arrowhead on the displayed axes in the relevant view, thus .
When the Group Bearing/Elevation control button is Off, the group bearing and elevation
cannot be manipulated from the Keyplan View.
When the Group Roll button, , is selected, the user can change the angle of roll of the
current active group by dragging the control points in either Keyplan View.
To drag the active group to a new roll angle, position the tip of the pointer at the arrowhead
When the Group Roll button is unselected, the angle of roll of the group cannot be
manipulated from the Keyplan View.
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The Keyplan View
Option Function
Show Path Performs the same functions as the Path button, see
Section The Path Button. The required path, and the
group to be moved along it, can be selected from the
option list to the right.
Show Clip Volume Performs the same functions as the Edit Clip button,
see Section The Edit Clip Button. The effected Clip
Volume can be selected from the option list to the
right.
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The Keyplan View
Clicking on one of the Look options changes the Keyplan Viewing direction as appropriate,
Clicking Reset will reset the view to its starting setting.
If a clip volume has been defined (see Chapter Defining a Clip Volume) the options on this
panel may be used to display the full or clipped model within the Keyplan View.
Option Function
Visible Makes the view contents visible (after they have been made
invisible, see below.)
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The Keyplan View
Option Function
Change Materials… Use Change Material (All) form to change material of all
displayed items.
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The Keyplan View
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Defining Some General View Settings
This Section describes the options which affect the general appearance of the graphical
view. These options include:
• Whether the model display is colour-shaded or wireframe.
• Whether the model is drawn at all.
• What colour is used for the background.
• Whether the model atmosphere is clear or foggy, or whether a scenic backdrop is used.
• Autotagging.
• Shadowing.
• Texture mapping.
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Option Function
Imaging parameters for Use this option list to specify the view which the user wants
to change (observer or a camera), then set the required
resolution levels as described in the following subSections.
Static detail level Use these option lists to choose the level of detail to be
displayed for static and dynamic views. Performance will be
Dynamic detail level improved if a detail level of Low or Medium is selected,
especially for dynamic views.
Camera Backdrop The user can select two realistic backdrops (in addition to the
current background colour) by selecting from the Camera
Backdrop option list.
The backdrops that can be selected are Sky and Sea or Sky
and Land.
Backdrops are large but finite: if the user zooms out a very
long way from the model, the user will see the edge of the
backdrop
Horizon Height This allows the user to set the height of the horizon above (or
below) the observer's line of sight through the model origin.
Only has any effect in backdrop views.
The default measurement units in Review are mm, so large
values (of the order of 100) need to be entered before any
effect will be observed.
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Defining Some General View Settings
Option Function
The Define Fog Colour (Observer) form will appear, enabling the user to set the density
and colour of the fog. A fog density of 0% will not obscure the model display at all, a density
of 100% will obscure it completely. The default colour of the fog is grey. To change the fog
colour click Choose… .
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Defining Some General View Settings
The Windows Colour dialogue box will be displayed. Use the Windows colour chooser to
create the required effect. Note that the effect of the fog on the appearance of parts of the
model increases with the distance from the observer. The current colour is shown in the
sample panel at the right-hand side of the form.
To remove the fog effect from the display, select Edit > Fog > Enabled again.
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Defining Some General View Settings
Ship Grid is used in AVEVA Marine, where the Ship grid system is used to locate certain
parts or section of the ship using Frame and Longitudinal positions on the grid system. To
find and locate a certain part of the ship on the grid, the user is shown the Frame Position
(FP) and the Longitudinal Position (LP) on the grid.
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Defining Some General View Settings
Once the user has made Database connection with AVEVA Marine the user can load a
model or a part from the database to the Observer, as shown below:
The user can access the ship grid by clicking Edit > Ship Grid.
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Defining Some General View Settings
The user can select on what axis the ship grid should be displayed. The user can select the
following axis:
XY axis
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Defining Some General View Settings
XZ axis
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Defining Some General View Settings
YZ axis
The user is able to change the grid colours for individual axis by selecting Change Colour..,
as shown below.
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Defining Some General View Settings
The user is able to change the Tag Spacing increments on the grid, Tag spacing on XZ axis
is shown to be five (for example LP45, LP40, LP45, etc.), as shown below.
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Defining Some General View Settings
The user has changed the Tag spacing to increments of 10, tag spacing is used according to
user preferences, as shown below.
The user is able to change the grids point of origin (Locate At LP or Locate At FR). For
example on the XZ Grid the Locate At LP is 0 which is a default setting, as shown below:
The user changes the Locate At LP to 10, the grids point of origin has moved along the x-
axis, as shown below. The user is able to change the grids point of origin on all the axis
depending on user preferences.
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Defining Some General View Settings
The user is able to locate the exact position of a panel (or a part) by clicking on the desired
panel and holding the mouse button down (which will be highlighted in green) and on the
bottom right hand side of the viewer the exact co-ordinates are displayed and the name of
the selected panel on the bottom left hand side of the viewer, as shown below.
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Defining Materials
8 Defining Materials
Every element in a model can have a Review material applied to it. For each material, the
user can set a colour and properties such as shininess and smoothness. The user can have
any number of materials, each with a unique name. The user can also apply textures to
materials to represent, for example, brick walls or grids. See Chapter Texture Mapping.
There are no default materials supplied with Review, although the user will see some
materials defined when the user opens the Materials Palette form. These will correspond to
colour numbers in the model, if the user has one loaded, and the Scale Man.
Materials are created, edited, copied and deleted by clicking the Material
Definition button on the toolbar (or select View>Material Definition).
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Defining Materials
The Materials Palette form shows the properties of the current material, which is the
material the user is editing; by default, this will be the first material in Review's list of
materials. The user can change the current material as much as the user likes until the user
obtains the effect it wants. Then the user must save the material definition by clicking Apply
Changes.
If the user has created a new material, it will be added to the materials list so that the user
can apply it to the model. When the user edits an existing material, saving it will apply the
changes to the existing material in the materials list and in the model.
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Defining Materials
, able to paint elements in the Observer View with the current material.
• The user can change the primitive shape used to preview the current material. Select
sphere, cube, circular pyramid and hemisphere from the Preview Primitive drop down.
• The Change Colour… control which brings up the Windows Colour dialogue box,
enabling the user to set the colour of the material
The Select material of: text box (at the top of the Materials Palette form) allows the user to
either type the name of an element into this box, or pick the element in the graphics area
(using the left mouse button as usual), and paste it into the text box. Click Select Material
Of and the information on the form will be updated to show the properties of the current
material.
If the user has changed the properties of the current material but not saved it, and wants to
return to the stored definition, click Discard Changes. If the user dismisses the form and
then displays it again, it will be the same as when it was dismissed.
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Defining Materials
• Select an element in the model and paste its name into the Select material of: text
box. A primitive with the selected material will appear within the Material Definition
pane.
• Select an alternative material by clicking on its icon within the display at the top of the
Materials Palette form. The information within the Materials Definition panel will be
updated to show the selected material.
By default, all existing materials are displayed as spheres. The colours and other properties,
including textures, are shown. Note that the sphere showing the current material looks as if
it is on a button which has been pressed, and the name of the selected material is shown in
the title bar of the Materials Palette form.
Note: The user can change the material applied to selected elements by selecting
Edit>Make DrawList>Change Materials… on the DrawList form (see Chapter
Controlling How Much of the Model is Drawn).
As an alternative to the spherical icons, the material list can be displayed as a scrolling list
of material names. To switch to this type of display, click at the top of the Materials
Palette form. If the user has many materials defined, and the user knows which ones it
wants, it is quicker to use the scrolling list. Click to return to the icon display.
Note: If the user opens the Materials Palette form with no model loaded, the only colours
the user will see are those used to display the Scale Man, and any new materials it
has created.
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Defining Materials
The effect of moving the sliders is shown immediately on the preview primitive in the
Materials Definition pane. Discard Changes at the top of the Materials Palette form
returns the sliders to the values they had when the form was displayed. If the user dismisses
the panel and then redisplay it, the sliders will be the same as when the form was
dismissed.
If the user is defining a new material, the default settings of the surface properties are
displayed.
8.5 Textures
Textures can be applied to materials, starting from the Texture Properties pane:
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Defining Materials
In addition the user can type an element name in the text field and then click Select
Material of. This will pick the material that is currently applied to that element.
After making a selection either from the list view or graphical view click OK to apply that
material to the selected element.
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Controlling How Much of the Model is Drawn
This Section explains how to specify which parts of the complete design model are to be
included in the graphical display. The principal ways of doing this are:
• By editing the DrawList which identifies the specific elements which are available for
display.
• By defining a 3D volume (a clip volume) such that only elements which are wholly
inside or outside that volume (the user can specify which) are drawn.
Option Function
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Controlling How Much of the Model is Drawn
Option Function
All Clip Volume functions are controlled from the Clip Volumes form. To display
this, click on the View Clip Volumes button in the toolbar or select View>Clip
Volumes.
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The white panel in this form will list all available Clip Volumes. Initially this will appear empty
but will fill as new Clip Volumes are created.
Select a Clip Volume in the panel to make it active. Only one Clip Volume can be active at a
time. Clicking in empty space in the viewer will de-activate the Clip Volume.
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Exercise:
1. Click New Clip Volume to create a new Clip Volume.
The user will be prompted to enter a name for the new Clip Volume:
2. Enter a name for the new Clip Volume e.g. 'New Clip Test'.
3. Click OK.
The new Clip Volume will now appear as an entry in the list of available clip volumes.
Clip Volumes can be removed from the list and the 3D view by highlighting the Clip
Volume and then clicking Delete Clip Volume.
Clicking Focus on Clip Volume will adjust the Observer camera so that the outline of
the Clip Volume highlighted in the Clip Volumes list is brought into view.
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Exercise continues:
By default the Clip Volume Position bar is collapsed.
Define two diagonally opposed corners for the clip volume by entering specific
coordinates in the two sets of text boxes, using the option buttons to toggle between
North/South, East/West and Up/Down as necessary.
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Alternatively the user can Define a Clip Volume from a selection in the 3D view.
5. Click Define Clip Volume from Selection.
Option Function
Bounding Specifies that the clip volume will be defined just large enough to
Box… encapsulate the bounding box of each element in the selection set,
encapsulating all associated sub elements.
Origin… Specifies that the clip volume will be defined just large enough to
encapsulate only the origin of each element in the selection set. This
may result in clipping of sub elements which may be associated with
the object.
Note: The choice of option button must be made prior to using the Pick Contents From
Observer tool.
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A Clip Volume can now be created directly from a selection of objects within the current
Observer 3D view
6. Click Pick Contents from Observer.
While Pick Contents from Observer is active hovering over objects in the 3D Observer
will cause them to highlight. The Pick Contents from Observer option will also turn red
from blue.
Clicking on a highlighted object will add the object to the Clip Volume Extents Picker list.
7. Hover over an object and click on the left mouse button.
8. Hover over a second object and click on the left mouse button.
As objects are added to the Clip Volume Extents Picker the Clip Volume will update to
accommodate them.
9. Press Enter on the keyboard to de-activate the Pick Contents from Observer tool.
10. Click Close to exit the Clip Volume Extents Picker.
To remove an item from the Clip Volume Extents Picker list highlight an entry and then
click Remove Selected.
Click Remove All to clear the Clip Volume Extents Picker list.
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9.3.2 Manipulation
Once the Clip Volume has been positioned the user can manipulated using the 3D viewer.
Exercise continues:
11. Click the Manipulation Clip Volume bar to expand and display as follows (by
default the Manipulation Clip Volume bar is expanded).
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Controlling How Much of the Model is Drawn
Exercise Continues:
Where the Clip Volume edges intersect it is possible to click and drag the region so that it
can be resized.
Clicking the Continuously Update Graphics check box will draw the crop in real time. This
is CPU and Graphics card intensive so this should be left unchecked on underpowered
workstations.
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Exercise continues:
Having defined a Clip Volume, the user can then remove selected parts of the design
model from the display.
13. Click on the Perform Clipping Action bar to expand and display as follows (by
default the Perform Clipping Action bar is expanded).
14. Click on Enable Clipping to enable the Clip Volume in the Observer 3D view
(enabled by default).
Clicking Enable Clipping Outline will make the margins of the Clip Volume visible in the
3D view.
By default the Outside Section option button will be selected. The choices for clipping
the displayed model are as follows:
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Option Function
Outside Section… This cancels the effects of any current clipping and then
removes from the display all elements which are wholly outside
the selected clip volume. Items intersected by the clip volume
are Sectioned and capped.
Outside… Only those elements which are wholly or partially inside the clip
volume remain displayed.
Inside… Only those elements which are wholly outside the clip volume
remain displayed.
All Clip Plane functions are controlled from the Clip Planes form. To display
this, click on the View Clip Planes button in the toolbar or select View>Clip
Planes.
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The white panel in the form lists all available Clip Planes. Initially this will appear empty but
will populate as new Clip Planes are created.
Select a Clip Plane in the panel to make it active. Only one Clip Plane can be active at a
time. Clicking in empty space in the viewer will de-activate the Clip Plane.
Exercise:
1. Click New Clip Plane.
The user will be prompted to enter a name for the Clip Plane. By default a suggested
name 'Clip Plane 1' will be populated in the input field.
2. Enter a name for the Clip Plane by typing into the input field.
3. Click OK.
The new Clip Plane will now appear as an entry in the list of available Clip Planes.
Clip Planes can be removed from the list and the 3D view by highlighting the Clip Plane
and then clicking Delete Clip Plane.
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Exercise continues:
4. Click on the Clip Planes bar to expand and display the following form.
Note: By default the clip plane will be enabled in the 3D view. On creation the plane
origin will automatically centre to the currently open model.
In the 3D Observer view right click on an element the user intends the plane to pass
through and select Copy.
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Controlling How Much of the Model is Drawn
5. Paste the result into the At Element field and press enter on the keyboard.
The East, North and UP coordinates will update to reflect the position of the selected
element.
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Display Options:
By default the Clip Plane will be enabled but it may be necessary to toggle the visibility of
the plane for example when re-positioning the plane at another location.
6. Click Enable Plane to toggle the visibility of the Clip Plane.
When Enable Plane is checked the Clip Plane will be drawn through the selected
element's point of origin as shown below.
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Note: Check the Continuously Update Graphics box to draw the crop in real time.
This is CPU and Graphics card intensive so this should be left unchecked on
underpowered workstations.
Clicking and dragging the axis will result in the Clip Plane moving along the axis.
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Controlling How Much of the Model is Drawn
Clicking the down arrow to the right of Clip East will reveal a set of options. The Clip
Plane can be orientated in the following configurations:
• Up
• Down
• East
• West
• North
• South
8. Select Clip Up from the pulldown.
This will re-orientate the clip plane horizontally and everything upward from the plane
will be clipped from view.
The plane will also orientate to the axis. As described earlier in this section the plane can
be moved along this axis to bring elements within the plane into view.
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Controlling How Much of the Model is Drawn
Checking the Section box will clip both sides of the plane leaving only a Sectioned slice
of the model. The following graphic shows the plane sectioned after re-orientating the
axis back to east.
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The user can set the clip distance of 5000 mm as an example or a distance that the user
wants to use, this would clip any geometry closest to the camera (from the plane), but not
items further away.
As shown below on the screen shot shows the camera at normal view of a compartment
(the clip plane is directly in front of the camera at the default setting of 100 mm).
When the user sets the clipping distance for example to 5000 mm, the following will happen,
as shown in the following screen shots below. It shows the compartment walls have been
cropped showing the compartments internal items such as the chair and table and
everything within the set clipping distance has been cropped of the camera view. This is
because the wall resides within the boundaries of the clip plane (within the 5000 mm)
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The user can use the normal navigation actions to navigate around the 3D Viewer and
which ever way the user navigates whether it is 'walk' or 'rotate' the items in the 3D View will
be cropped according to the set clipped distance.
Clipping when using the 'walk' action:
Note: If the user sets the value (500000), as expected nothing will be viewed on the 3D
View as the camera view would have cropped beyond the geometry's scale. If this
was done and was not changed when a new user uses it on the same machine, the
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user will not be able to view it as it will still have the old clip settings set by the
previous user.
The user must know that the clip distance value was beyond the geometry of the drawing or
the previous user must change the clipping distance back to default, which is 100 mm, to
prevent any confusion.
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Adjusting the Light Sources
The model can be illuminated by any combination of ambient light and up to seven
individual light sources. This chapter explains how to adjust the positions, colours and
intensities of the light sources, and whether the lights cast shadows.
To control the model lighting, click the Lighting button on the toolbar (or
select View>Lighting Control). This displays a Light Definition form which
allows the user to set the characteristics of each light source.
Ambient light represents a non-directional light source illuminating the whole model. This
affects all surfaces equally, irrespective of their positions. The user can switch ambient light
on and off, but the user cannot change its properties.
All the other lights can be set to the following types:
Type Description
Infinite Directional wrt Viewer gives a parallel directional light whose position is
fixed relative to the observer's eye point (like a light held by the
observer). This is the default type for all lights. Both types of infinite light
can cast shadows.
Infinite Directional wrt Model gives a parallel directional light whose position is
fixed relative to that of the model (like the sun). Both types of infinite
lights can cast shadows.
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Type Description
Spot Light Gives a cone of light from a given position along a given direction.
Each light source is defined in terms of its intensity, its colour, and its direction (for a parallel
source at infinity) or its position (for a local point source).
window. To do so, set the Lighting control button, , in the Keyplan to On and then
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drag the displayed light source to the required position. The position of the current light is
shown in the Keyplan thus: .
Exercise:
Tip: The easiest way to check the current settings is to switch each light on in turn,
with all others off, and observe the effect on the displayed model as the user
changes the light parameters.
Use the Light Definition form to set up white light for Ambient and at least one of each
of the other types. For example, set Light 1 to be Infinite, Directional wrt
Viewer; set Light 2 to be Infinite, Directional wrt Model; and set Light 3
to be Local.
Switch on each light source in turn (with all others off) and, for each non-ambient light,
adjust its position or direction (as appropriate) using the Light Position form so that it
clearly illuminates the model. Observe the effect on the illumination of the Observer
View as the user rotates the model.
Now switch on different combinations of light sources and again observe the effects on
the Observer View model. If the user wants, try changing the colour of one or more
lights.
Finally, use the Keyplan View, with the Lighting control button On, to move the local
light(s). Select the Continuously Update Graphics button, , so that the user can
see the effect of moving the light source as a user would do so.
10.2 Shadows
The Shadowing option list on the Light Definition form is used to specify that an infinite
light will cast shadows. The Shadowing option cannot be used for local or spot lights.
The most efficient use of shadows is a static shadow from a light fixed with respect to the
model. Unfortunately a static shadow cannot reflect the effect of shadows from moving
groups; in this case dynamic shadows should be used.
The larger the Observer View window, the better the shadow resolution; but the resolution
of shadows is limited and poor results are sometimes inevitable. The larger the Observer
View window, the longer the time taken to draw the shadow.
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To obtain the best possible performance and resolution of shadows, these guidelines should
be followed:
• Use static shadows.
• Put the Observer View into Fullscreen mode (select Tools>Options>Full Screen), so
that the shadow is created at the maximum possible resolution.
• Leave Fullscreen mode and resize the Observer View to a smaller size.
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Identifying Objects in the Model
This chapter tells the user how it can identify the various objects which make up the
displayed design model. It also explains how to carry out some related functions. It covers
the following aspects:
• Identifying primitives or components by picking them with the mouse pointer.
• Tagging and autotagging primitives or components with automatically generated
identifiers.
• Labelling primitives or components with user-defined texts.
• Deriving the distances between two points (which may be either the origins of specified
elements or specified points of the model's surfaces).
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the name repeats along its length so that it is always visible even when the user can
see only part of the object in the view. Only the significant part of the full PDMS name,
i.e. the text after the first / character, is shown.
11.2.1 Tagging
To add a tag to an object:
1. Select Tools > Options > Tag to display a Tag Element form.
2. In the Name… text box, enter the name of the object to be tagged. The easiest way to
do this is usually by using the pick-and-paste technique.
3. Click the Tag button.
To remove a tag from an object:
1. Select Tools > Options > Tag to display a Tag Element form.
2. Click the Remove button to display a Remove Tag form which includes a list of all
currently tagged elements.
3. Select the elements whose tags are to be removed and click the Remove button.
Use the Show All Tags check box to toggle between showing and hiding all current tags.
11.2.2 Autotagging
To add autotagging to one or more objects:
1. Use the Edit > Make All > Autotag menu to set autotagging on.
2. Select Tools > Options > Preferences menu to display a Preferences form, then click
on Camera Display.
3. On the Camera Display tab, set the Maximum font height, Minimum font height
and Repeat spacing (for repeating the name along the length of the object) in the
current units of measurement. The actual font height used is derived automatically from
the dimensions of the object on which it is displayed; if this would exceed the maximum
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setting, the height is scaled down to that maximum; if it would be less than the
minimum setting, the autotagging text will not appear on that object. If the user sets the
Repeat spacing to less than the length of the naming text (e.g. to zero), the name will
repeat with one character space between each string.
4. The two option buttons control which surfaces of the primitive the name is shown on.
Horizontal Tagging (the default) adds the name to the sides of boxes and to two
diagonally opposed sides of cylinders. Horizontal and Vertical Tagging also shows
the name on the top and bottom of boxes and on the other two sides of cylinders.
5. Click Apply to display the autotagging names on the selected items.
To remove autotagging from all objects, use Edit > Make All > UnAutotag menu.
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Measure Mode checkbox and then click on the ‘from’ point on the model and then the
‘to’ point; the names will be automatically inserted into the fields:
Note: Only the most recent measurement will be shown on the display at any time.
Both the direct point-to-point distance and the horizontal projection of this distance
(horizontal true distance) will be shown on the form. The form will also show the
displacement of the second point relative to the coordinates of the first point.
If the Show Measure Rod box is checked, the line of measurement and the associated data
will be shown on the Observer View display. To remove this from the display, uncheck
Show Measure Rod.
Note: Only the most recent measurement will be shown on the display at any time.
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Angle Dimension - Measures the angle between two linear items. Also will
measure the angle subtended by an arc, for example the angle of a pipe elbow
or cable tray turn.
Point to Point Dimension - Measures the distance between any two selected
points (see below for selected point types).
Along Axis Dimension - Measures the distance between two points along a
specified axis.
XYZ Mode - Modifies the current dimensioning tool to appropriately display the
x, y and z components of the resultant dimension.
Toggle Geometry Selection - Inverts the current state of each selection filter.
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Working with Groups, Including the Scale Man
This chapter explains how the user can link displayed elements together into logical
groups, so that the user can manipulate them collectively. It covers the following aspects:
• Defining a group in terms of its constituent elements.
• Manipulating a group as a composite entity.
• Checking for clashes between a moving group and other objects within the model.
• Using the Scale Man (a special predefined group).
• Defining and positioning signboards carrying text and/or graphical images in the
display.
The principal use of the group function is to allow the user to move a collection of elements
together as part of an animation sequence, as explained in Chapter 13.
All group definition and manipulation functions are controlled from the Groups
form. To display this, click on the Groups button in the toolbar or select
View > Groups.
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A group may contain any number of objects in the design model, from a single primitive up
to the whole model. To create a new group, click New Group… in the top-most panel of the
Groups form, enter the name of the group in the resulting Name Group text box and click
OK.
To populate the group, click Pick Contents from Observer… from the Contents panel of
the Groups form then click on objects in the Observer View that the user wants to add to
the group (the pointer will change to a ‘hand’ symbol ( ). Click Pick Contents from
Observer… again when the user has finished.
When in this mode the shortcut menu for elements in the Observer View contains the
following extra entries:
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Option Function
Add to Group Displays a popup menu containing the owners of the item
under the mouse. This allows for owning elements to be
added to the list.
Exit Group Add Exits from the Pick Contents from Observer mode.
Alternatively, select the elements in the Explorer view that the user wants to group, Copy
the elements (shortcut menu) in the Explorer window and Paste them (shortcut menu) into
the Contents panel of the Groups form.
Note: Standard Windows selection techniques can be used here to add several elements
into the group contents list with a single paste operation.
Note: When the Scaleman group is selected the Contents panel is not visible. This is
because it is not possible to modify the contents of this group.
To modify an existing group, click on the required group in the top panel of the Groups form.
Add new members to the group as explained above, or remove members from the group by
selecting the member to be removed and clicking on Remove Selected.
The name of an existing group may be changed by clicking on the required group in the top
panel of the Groups form and selecting Rename from the shortcut menu.
Focus on Group moves the Observer View to the group and orients the camera to look at
it.
Note: These options store the definitions internally for the duration of the current Review
session only. They do not save the definitions in an external file.
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Using the Group Settings panel of the Groups form, enter the coordinates of the point
which is to be treated as the origin in the North/South, East/West and Up/Down text
boxes. Alternatively, enter the name of an element whose origin corresponds to the required
point in the As Element text box.
Remember the pick-and-paste technique using the left-hand and middle mouse
buttons; an element name can also be pasted at this point after it has been copied
from its selection in the Explorer.
• Modifying Groups
Enable Clashing on the Group Settings panel on the Groups form, will allow an object in
the 3D viewer to be moved into a position that may cause a clash with another object. If this
box is unchecked, it will not be possible to move an element in the 3D viewer to a position
that will cause it to clash.
In the Group Settings pane, a group can be moved or rotated dynamically by dragging with
the mouse pointer. The locator handles are displayed, at the group origin, by selecting
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Enable Graphical Modification on the Group Settings panel on the Groups form. This
will allow an element to be moved freely within the 3D viewer.
Using the Position panel of the Groups form, enter the coordinates of the point to which the
user wishes to move the origin in the North/South, East/West and Up/Down text boxes.
Alternatively, enter the name of an element whose origin corresponds with the required
point in the Position Group At: text box. Pressing Enter at this point will cause the group to
move in the Observer View. Click Reset Position to reset the group position to the group
origin.
Note: The user should not try to delete the Scaleman definition.
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The user can manipulate a group, as a single entity by using graphical controls on the
Manipulation panel of the Groups form, by using the locator handle, or by using the
Keyplan View.
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The arrowed regions behave in similar ways to the corresponding screen regions used for
panning the Observer View thus:
• The direction of movement depends on which arrow-box the pointer is in.
• In Continuous mode (Classic view manipulation mode only), the extent of movement
depends on the position of the pointer within the arrow-box: the closer it is to the tip of
the arrow head, the larger each translational step. The maximum step size
corresponds to the current translational increment for groups: the user can change this,
if necessary, by first entering the required value in the Movement Increments text box
of the Group Settings pane.
If Continuously Update Graphics is selected, movement of the group will be shown
continuously as the user uses the controls. If Continuously Update Graphics is not
selected, movement will only occur when the user releases the mouse button.
If Step Increments is selected, translational movements using the arrow controls moves the
group's origin by the amount defined by the current translational increment for groups. If
Step Increments is left clear, movement is in Continuous mode and is proportional to the
position of the pointer along the arrow's axis.
Note: To modify the extent of each rotational or translational increment temporarily, hold
down the (shift) key to reduce the increment by a factor of 10 (giving a finer
control) or hold down the Ctrl key to increase the increment by a factor of 10 (giving a
coarser control).
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At any point during the drag pressing Esc will cancel the action and return the group to its
position before the drag was initiated.
When the locator handle is active the group will be highlighted in wire frame and the locator
handle will be displayed at the origin of the group. An example of this can be seen below.
A shortcut menu is available on the linear movement handle prior to a drag. The Move
Handle options enable the drag handle to be moved.
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Option Function
Enter Value… Brings up the locator handle - Enter Value form which
enables the user to enter an explicit distance to move the
group in the direction of the handle.
Set 3D Position… Brings up the locator handle - Enter Value form which
enables the user to move the group to an explicit position.
Clicking Preview… moves the group as specified. Clicking
Ok confirms the move.
Set Increments... Brings up the Preferences form which enables the user to
set the movement and rotation increments for the locator
handle
Move Handle>Enter Brings up the locator handle - Enter Value form which
Value… enables the user to enter an explicit distance to move the
handle in the handle direction.
Move Handle>Set 3D Brings up the locator handle - Enter Value form which
Position… enables the user to move the handle to an explicit position.
Clicking Preview… moves the handle as specified. Clicking
Ok confirms the move.
Move Handle>To Group Resets the handle position to the group origin.
Origin
A further shortcut menu is available on the linear movement handle during a drag:
Option Function
Move Here Moves the group by the amount specified by the drag.
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A shortcut menu is available on the planar movement handle prior to a drag. The Move
Handle options enable the drag handle to be moved.
Option Function
Enter Value… Brings up the locator handle - Enter Value form which
enables the user to enter explicit distances to move the
group along the selected plane.
Set 3D Position… Brings up the locator handle - Enter Value form which
enables the user to move the group to an explicit position.
Clicking Preview… moves the group as specified. Clicking
OK confirms the move.
Set Increments... Brings up the Preferences form which enables the user to
set the movement and rotation increments for the locator
handle.
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Option Function
Move Handle>Enter Brings up the locator handle - Enter Value form which
Value… enables the user to enter explicit distance to move the
handle along the selected plane.
Move Handle>Set 3D Brings up the locator handle - Enter Value form which
Position… enables the user to move the handle to an explicit position.
Clicking Preview… moves the handle as specified. Clicking
OK confirms the move.
Move Handle>To Group Resets the handle position to the group origin.
Origin
A further shortcut menu is available on the planar movement handle during a drag:
Option Function
Move Here Moves the group by the amount specified by the drag.
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As the mouse moves over a rotation handle, the pointer changes to the rotation drag
symbol, and half of the rotation handle arc changes to show two arrows.
A shortcut menu is available on the rotation handle prior to a rotate. The Rotate Handle
options enable the drag handle to be rotated.
Option Function
Enter Value… Brings up the locator handle - Enter Value form which
enables the user to enter an explicit angle to move the
group through.
Rotate Handle>Enter Brings up the locator handle - Enter Value form which
Value… enables the user to enter an explicit angle to move the
handle through.
Rotate Handle>To World Aligns the locator handle with the World axis. Useful
when, for example, it is necessary to move the group up
but the local orientation of the handle does not have a
handle pointing directly up.
Rotation Handle>To Group Aligns the locator handle with the orientation of the group.
Orientation
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Option Function
Set Increments... Brings up the preferences form which enables the user to
set the movement and rotation increments for the locator
handle.
Option Function
Rotate Here Rotates the group by the angle specified by the drag.
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From the main toolbar select Tools > Options > Preferences to open the Preferences
dialogue and then click Feedback Rendering.
Option Function
Enable Overlay Planes Defines that overlay planes will be available for use by
Review. (Greyed out if no there is no overlay plane
facility.)
Enable High Performance If selected, the locator handle will be drawn in black and
Locator Handle white, or in the overlay planes if they are enabled (see
above).
Enable Dynamic Clashing If selected and Clash Detection mode is on (see Section
Clash Detection), then clashes will be shown
dynamically (by a wireline red box) as the group is
moved.
Draw Clash Highlighting On Determines whether the red line feedback for clashing is
Top always drawn on top of the model or if it is drawn to fit
round the clashing elements.
Draw Selection Highlighting When selected, all the lines that highlight an element
On Top. will be drawn on top of all other model elements, so the
lines are visible all the time. When unselected, the
highlighting lines are drawn in the model space, so other
geometry can obscure them.
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• To reposition the group's origin, select the button. The current origin will be
shown by a set of three axial arrows in each view. Drag the origin to the required
position.
• To change the group's bearing and/or elevation, select the button. The current
orientation will be shown by axial arrows in both Keyplan Views. To change the bearing,
drag the 'arrowed' axis to the required direction in the plan view. To change the
elevation, drag the 'arrowed' axis to the required direction in the elevation view.
• To change the group's angle of roll, select the button. The current angle will be
shown by axial arrows. Drag the axes to rotate the group to the required angle.
Exercise:
Create a group comprising several adjacent objects in the displayed model and store its
definition with any name the user chooses. List the available groups and note that both
the newly named group and the default scale man group are shown.
Move the group within the model, using both the graphical controls on the Groups form
and the Keyplan facilities. Change, in turn, the group's origin, bearing, elevation and
angle of roll.
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Option Function
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The white panel in the form lists all Available Signboards. Initially this will appear empty but
will fill as new Signboards are created.
Exercise:
1. Click New to create a new Signboard
A new signboard will be created in the Available Signboards list with the default
name Signboard1 and the text will be pre-populated with Example.
Signboards can be removed from the list of Available Signboards and the 3D view
by highlighting the signboard in the list and clicking Delete.
Clicking Refresh will update the list of Available Signboards.
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Exercise continues:
A signboard can include any user-defined text as its foreground and any predefined
material (which can include a graphical image) as its background.
By default the Properties bar is collapsed.
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Exercise continues:
It is now possible to edit the basic properties of the signboard.
A key aspect of this form is a live preview of the signboard. As the following steps of this
guide populate the form, the preview will change.
3. Click in the Name field and enter Test Sign
4. Click in the Text field and enter Test Sign Text
5. In the Width field enter 2200
6. In the Height field enter 1500
7. Clicking on the blue Colour link will open a standard windows colour picker.
8. Choose a colour from the palette and select OK this will be applied to the text of the
signboard.
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Exercise continues:
The selected colour will now be displayed in the properties group.
Note: The colour will also be applied to the text of the signboard and this is reflected in
the preview.
10. Select a different material and then click OK to apply the material selection.
The selected material will now be displayed in the properties group preview.
At this stage the user must Apply the material if it wants to commit this to the signboard.
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Exercise continues:
By default the Signboard Position bar is collapsed.
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Exercise continues:
11. Click the Position bar to expand and display as follows.
The Position on Surface button allows the user to pick a location within the model
(streamable and non streamable model) without specifying coordinates.
12. Click the Position on Surface blue text.
13. Click on an element within the Observer view.
The signboard will be created at the coordinates of surface of the element where the
click occurred.
Note: The Position on Surface tool will not detect the orientation of the surface of which
the signboard is being applied. This means that it may be necessary to adjust the
Bearing, Elevation and Roll after applying the signboard to an elements surface.
The exact position can be specified by entering the coordinates of the signboard origin
in the North/South, East/West, Up/Down text boxes. Alternatively, enter the name of
an element whose origin corresponds with the required point in the Position At text
box.
Clicking Apply will commit the changes to the model.
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12.6.3 Manipulation
Exercise continues:
Since a signboard, with its associated text and background material, behaves as a group,
the user manipulate the signboard like any other group.
By default the Signboard Manipulation bar is collapsed.
Signboard Manipulation features a set of graphical tools which allow granular control
over the orientation of the signboard on the model. Using these tools will directly affect
the values populated in the Position form.
Clicking the Link button (icon depicting a chain) will toggle 'Continuous Graphics
Update', if selected movement of the signboard will be shown continuously in the 3D
view as the user uses the controls. If unselected, movement will only occur when the
Checking the Step checkbox will incrementally step adjustments. Un-checking will allow
smooth progressive adjustments.
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The current horizontal bearing is shown by the position of the radial line (the 'compass
needle'), and in figures (degrees) in the position form. The view directions is from the centre
of the dial looking outwards along the line.
To change the bearing, drag the compass needle round to the required setting with the left-
hand mouse button held down. Release the mouse button to fix the direction.
Note: While dragging the bearing field in the position form and 3D view will simultaneously
update if the Link Button is active.
The current vertical elevation is shown by the position of the radial line, and in figures
(degrees) in the position form. The view direction is from the centre of the dial looking
outwards along the line.
To change the elevation, drag the radial line round to the required setting with the left-hand
mouse button held down. Release the mouse button to fix the direction.
The current angle of roll of the signboard is shown by the angle of the aircraft schematic's
tail fin (0=tail fin at top, as illustrated), and in figures (degrees), this is also displayed in the
position form.
To change the angle of roll, drag the aircraft's tail fin round to the required setting with the
left-hand mouse button held down. Release the mouse button to fix the direction.
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Click and drag the white graphic left or right to adjust the Roll of the signboard.
Clicking in an extreme position of the Fine Adjustment tool will move a diagonal along the
signboard axis.
For example clicking between U and R will move the signboard up and right along its axis.
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Setting Up Animated Display Sequences
This chapter explains how the user can create a sequence of views by moving the observer
(or a light or a group) progressively along a predefined path. The user can then play back
this sequence to create an animation which shows the effects of this movement.
The steps to create an animated sequence are:
1. Define the object or group which is to be moved in a specific animation sequence. See
Chapter 12 for details of working with groups.
2. Define one or more paths along which an animated object may be moved.
3. Play back the view sequence which would be generated as each specified object
moves along its animation path, such that the Observer and Camera Views display
the effect of the animation.
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The animation path is drawn as a blue line through the view with the waypoints drawn as
light blue squares. It is possible to click on a point to select it. The currently selected point
will have its point number and time displayed.
The 'look to' point will be displayed with a yellow cross and the look direction of the waypoint
will be displayed in yellow.
The Path Editing family of forms allows the user to define an animation path, An animation
can then be played along the path - see Section Running an Animation Sequence.
On the View Menu, click Path Editing to display the following screen.
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To create a new animation path, click New Path… and enter the name of the path in the
resulting New Path text box.
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Option Function
Show Path in Observer Shows the animation path in the Observer View as the user
define it.
Show Waypoint Grid Causes the Path Details panel to be displayed, giving the
co-ordinates (and other attributes) of each waypoint to be
displayed as it is created. Selection of waypoints in both the
Observer View and the Path Details form is then
synchronised so a point selected in the Observer View will
be selected in the Path Details form and vice versa.
Show Preview Camera Shows the Animation Preview window, which shows the
view from the currently selected animation waypoint - see
Section Manipulating a Waypoint
Show Advanced Displays a form that contains advanced controls for creating
Waypoint Creation form waypoints - see Section Advanced Waypoint Creation.
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3. Click Waypoint Placer… on the Waypoint Creation pane. To use the waypoint placer,
click an element surface in the Observer View to place an animation waypoint. The
point will appear in the Observer View (as a blue triangle) as if a camera is placed at
"person height" above the point on the surface clicked on. This allows for a quick
definition of a walkpath by clicking on the points where the observer is to stand.
Note: When using the waypoint placer to define an animation walkpath the look-to direction
for waypoints will be kept updated to ensure that the camera is always looking along
the path. Once the path is defined use the Locator handle to adjust the viewing
direction at any of the waypoints.
4. The definition of the point will be copied into the Path Details panel and the form will
change automatically to allow the user to define the next waypoint. The view through
the camera at this point is shown in the Animation Preview window.
5. Repeat the preceding steps to define Point 2 at Time 1 second, and so on until the user
reaches the end of the path. (Note: The term 'second' is used here to specify relative
times only.)
6. Alternatively, use the Track Position of Item options to specify whether the user wants
to attach the path definition point to the active Camera, Group or Light. It is sensible,
but not essential, to define the path using the object which will be moved along it during
the animation sequence. (See also Section 13.2.6.)
7. To change explicitly an entry in the Path Details table, double-click on the entry. All
normal Windows facilities can then be applied to the content of the entry. Double-
clicking on a Path entry allows the user to select Spline or Linear, depending on the
type of transition which the user wants from the current point to the next.
Note: Each Spline/Linear option applies from the current point to the next. If the user
changes this smoothing mode at an intermediate point, the apparent direction of
motion of the observer will change sharply at that point during the animation.
When adding waypoints to the path with a set velocity the calculations for the timing
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of waypoints on tight corners will attempt to keep a smooth pace round the corner.
For example, while cornering on a landing on a flight of stairs. It is possible to adjust
the cornering speed by increasing or decreasing the velocity.
If the speed around a corner is too fast or too slow it is possible to adjust the speed of
the cornering. In the Path Velocity pane select the range of waypoints for the corner
and try different velocities over these points until the speed seems right. Note that it
is also possible to play back the animation over only these points in the Animation
Controls path - see Section Running an Animation Sequence. This makes it easier
to check the speed of the corner.
Note: These options store the path definition internally for the duration of the current
Review session only; they do not save the definition in an external file.
To save the definition to an external text file, click Export Points to File… on the Path
Settings pane. See also Chapter 14, which tells the user how to save animation path data
in status files.
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• Waypoint Number
This Section of the form is used to identify the number that the waypoint will be given.
Waypoints can be inserted Before, After or can even Replace a given waypoint on the
path.
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Option Function
Fixed Interval Sets the time to be a fixed value from the time of the
previous waypoint.
Maintain velocity of Calculates the time setting of the waypoint using the
specified velocity
Midway between Points This option is used for inserting waypoints in-between two
other waypoints. The time will be midway between the times
of the previous and next waypoints.
• Waypoint Position
Once the time setting is chosen the final thing to do is define the position. As with the
Waypoint Creation panel on the Path Editing form there are different ways to do this.
• Waypoint Placer
First there is the Waypoint Placer. This works in the same way as the waypoint placer from
the Path Editing form. An extra feature for the advanced form is the ability to specify the
height of the waypoint above the identified surface.
• Path Representation
It is also possible to define whether the point is entered as a spline or linear path. Use the
With path representation: option lists to specify a Spline or Linear path for the position
and look to position.
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The locator handle can be used to reposition or re-orientate the point, in a similar way to
manipulation of Groups. See Chapter Working with Groups, Including the Scale Man for
details.
To aid the visualisation of editing points, particularly when editing an animation path relating
to a camera, the Animation Preview window will show the view through the camera at that
point. An example of a view in this window can be seen below.
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The view in the Animation Preview window will update automatically when the locator
handle moves or rotates the waypoint.
Note: If the Enable High Performance locator handle checkbox on the Preferences
form (see Varying Group Manipulation Graphical Performance in Chapter Working
with Groups, Including the Scale Man) is clear then the view will only update at the
end of the drag with the locator handle. This setting is preferable for lower spec
machines running large models.
Further actions can be carried out on individual waypoints using the Actions for Point
pane:
Selecting a point in the Path Details panel and then clicking Focus on Point moves the
Observer View near to the waypoint and orients the camera such that the waypoint is in the
centre of the Observer View.
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Selecting an item from the lists under Snap Item to Waypoint: and then selecting the
appropriate option changes the position and orientation of the identified object to that of the
waypoint.
To insert an additional point, select the point in the Path Details panel (or from the Insert
After Point list in the Waypoint Creation pane) after which the user wanta to insert the new
point. Click on Insert Waypoint.
A new point will be inserted at a position derived from the Track Position of Item settings.
The co-ordinates of the point can then be adjusted by double-clicking on the Path Details
table entries, and entering new values as required.
Alternatively, to insert an additional point via the Observer View, proceed as follows:
1. In the Observer View, click in the path (the light blue line) where the new point is to be
inserted.
2. From the shortcut menu, select Insert Waypoint. The new waypoint will be inserted. If
Allow Graphical Modification is selected in the Path Settings pane, the locator
handle will be displayed on the new point to allow the point to be manipulated as
desired.
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Option Function
Focus on Waypoint Moves the camera near to the waypoint and orients the
camera such that the waypoint is in the centre of the View.
The following shortcut menu is available over animation waypoints in the Path Details grid:
Option Function
Focus On Moves the camera near to the waypoint and orients the
camera such that the waypoint is in the centre of the View.
Dynamic Focus On Dynamically moves the camera near to the waypoint and
orients the camera such that the waypoint is in the centre of
the View.
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Option Function
Bearing, Elevation, Roll Sets the grid to display orientation in terms of bearing,
elevation and roll.
Look at Centre Sets the grid to display orientation in terms of Look position.
The animation speed between any two points can be adjusted using the Set Path Velocity
controls. Select the two points between which the user wants to adjust the speed and click
Perform Adjustment.
The speed between subsequent points remains at its current setting, and so the cumulative
animation Time at each point will be adjusted accordingly. (The effect of this can be seen in
the Path Details pane.)
The animation time between a set of waypoints can be adjusted using the Shuffle
Waypoint Times controls. To shuffle the times by a given time offset select the start
waypoint along with the required offset from the lists and click Perform Adjustment. This
will shuffle the specified waypoint and all subsequent waypoints by the specified time offset.
Note: Positive or negative values can be entered to increase or reduce (respectively) the
animation times between the points.
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Note: Although a path may be associated with any camera, group or light, the user will
usually find it most useful if it defines each path by using the appropriate object with
which it is to be associated as an animation pair.
When the user runs an animation sequence, all animation pairs listed in the Animation
Status form will be actioned simultaneously.
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Setting Up Animated Display Sequences
To run an animation sequence, first select from the top panel of the Animation Control
form the object (Observer, Group or Light) that the user wishes to move along the path.
Clicking Add Group or Add Light allows the user to select from a list of groups or lights.
Having selected the object to move, clicking in the Along Path cell will produce a list of
paths for the user to select from.
An animation sequence will be played forwards and from the start of the animation to the
end, unless the user changes these settings from the Play Backwards and Play between a
time range controls.
When the user runs an animation sequence, the animated objects will be moved along the
defined paths and the views will be updated a predetermined number of times between
each point on the path. By default, the view is updated 25 times between each pair of points
so that, if the time interval between points is 1 second, the effective replay speed is 25
frames per second.
Note: Although all animation times in Review are indicated in seconds, the actual
animation rate depends on the conditions under which the replay sequence takes
place (particularly upon the speed with which the display can be redrawn on the
workstation). The user should regard these timings only as relative values rather
than as actual elapsed times.
Normally, the video will be played as quickly and as smoothly as possible, regardless
of the waypoint time settings. If the user wants to play the video using the preset
waypoint timing settings, select Realtime playback in Observer in which case the
total animation time will be exactly that defined for the path.
To change the number of view updates between each pair of points on the path, enter the
required frame rate in the fps text box.
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Use the following controls to stop and start the animation sequence as required:
Button Function
Runs the complete sequence once, from one end of the path to the other.
Runs the sequence repeatedly, so that when the animated object reaches
one end of the path it jumps to the other end and starts again.
Stops the animation and displays the current frame. Click Play > to continue
from the point at which the user paused.
Moves the display sequence on to the next frame when in Pause mode. This
allows the user to step through the sequence frame by frame for a detailed
observation of particular parts of the model.
Records the animation to AVI file or bitmap frames (see Section Recording
an Animation Sequence to a Set of Files).
When the animation is played the user interface will be locked. However during playback the
user can still pause and continue the animation by pressing the F5 key or stop the animation
completely by pressing the Esc (escape) key.
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The Recording Options panel provides settings to use when recording animations.
Options include whether to save to AVI file, bitmap frames or both, what screen size to use
and the compression settings.
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• Oversampling
Oversampling enables a higher level of detail to be used when creating the animation.
Select the Enable Oversampling checkbox to produce high-fidelity animations.
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Exercise:
Open the Path Editing form and define a new animation path through the displayed
model. (Use the Group>Scaleman option and use Spline mode for all points.) Set three
points first, and then insert a fourth point between the first two. Note how the point
numbers and times are set automatically. Add more points to the path if the user wishes
and then store the path definition as, say, Path 1 (note that names may include spaces).
Use the Add Group option on the Animation Control form to add the scale man to Path
1. Ensure that the scale man is made visible in the Observer View
(Tools>Scaleman>Make>Opaque).
Open the Animation Controls panel and click . Notice how the display shows the
progression of the scale man along the defined path. Pause the playback ( )
button)and select Play Backwards in the Playback Options pane. Click again. Use
the / buttons to look at two or three individual frames. Notice how the animation
path is displayed when the user pauses the playback.
Run the sequence again with Enable Clashing selected and watch what happens if the
scale man (who now has his own limits box) hits the model.
Now dismiss/close the Animation Control and Path Editing forms and run the
animation sequence again by using the F5 key, pausing the animation once or twice
during its duration.
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Widescreen Review
14 Widescreen Review
14.1 Introduction
A widescreen facility is provided which allows two or three sessions of Review to be linked
together to present an image with a wide field of view (e.g. 120º). This facility allows Review
to be used in Virtual Reality Theatres running two or three networked of a similar type.
Typically the images would be projected onto a screen and may be passed through special
video processing equipment to seamlessly blend the edges of the images together.
14.2 Setting Up
The required geometry of the views in each of the Review sessions changes with the
system used to display the widescreen image. For example, the screen may be curved or a
single flat surface. They geometry of the projector system and the screen(s) must be
considered and any video edge blending equipment would require the images at the
blended edges to overlap.
The control of the geometry of each of the Review sessions in widescreen mode is provided
through environment variables which directly or indirectly determine such parameters as
view direction, field of view, skew of view and view overlap. These environment variables
are set by the special scripts that will need to be customised for each widescreen setup.
There may be extra help in setting these variables in the scripts themselves but some of the
variables and their effects are briefly described below. Whatever the setup, one of the
Review sessions is in control: the Master.
If running three Review processes, then the Master is the one providing the centre image
and the Slaves are on the left and right. All user navigation is achieved through interaction
with the Master, which controls the Left and Right Slaves. In widescreen mode the views in
the left and right Slaves can either share the view direction with the master and be skewed
from the Master's or can each have a separate view direction rotated outwards from the
Master's.
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The golden rule for running Review in widescreen mode is that the Master must be running
in widescreen mode before the Slaves. If the variable RVR_WIDESCREEN_CHANNEL is
set, then a Widescreen entry is added to the Options pull-down menu of the Observer
View. Remember that if the variable RVR_WIDESCREEN_MODE is set then Review goes
straight into widescreen mode. It is suggested that this is left unset and that the Widescreen
Mode menu option be used to put each of the Master and Slaves into widescreen mode.
Once all the review Master and Slaves are up and running then the Master should be put
into widescreen mode first, followed by the Slaves. The Observer View on the Master will
not be refreshed until the Slaves synchronise with the Master. If a Slave is put into
widescreen mode before the Master then it will never synchronise and the Review
processes will have to be restarted.
The Master can drop out of widescreen mode if the Esc (escape) key is pressed in the
Master's Observer View. By using the menu option as before, the Master can be put back
into Widescreen mode and the Slaves will re-synchronise.
Once the Slaves have been put into widescreen mode, they cannot be removed from this
mode until the Master session has been terminated.
It should be obvious that each of the Master and Slaves should load the same model and
status files, although some interesting effects can be achieved with minor status file
modifications; (by altering the drawing representation in a Slave to wire-frame for example).
The frame rate in widescreen mode will be affected by the speed of the network and the
performance of the graphics cards on the Master and Slaves. The graphics cards in the host
computers should be as comparable as possible.
Note that Review animations may be run in the Master (but that groups will not be animated
in the Slaves) and that Voyager may also be used when Review is in widescreen mode
(linked with the Master).
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When starting Review, ensure -qstereo is specified on the command line, and make sure
the user enters Stereo mode from the Observer > Options menu before entering
widescreen mode on the Master and the Slaves.
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Quad Buffer Stereo
In order to view stereoscopic images with Review, the user will need a graphics card that
supports quad buffer stereo and display hardware that can decode such images. To enable
stereo mode, ensure Quad Buffer Stereo is enabled on the graphics card. When starting
Review -qstereo must be specified on the command line. To switch to stereoscopic mode,
select Options>Stereo>On from the Observer View menu.
To change the distance between the effective eye points from which the stereoscopic image
is derived, thereby changing the apparent depth of the 3D effect, select Options > Stereo >
Separation and enter the required separation distance in the displayed form.
To revert to non-stereoscopic mode, select Options > Stereo > Off from the Observer
View menu.
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Laser Model Interface Support
Review provides support for rendering Laser Model Interface (LMI) data exported from
PDMS, effectively providing support for 3rd party LMI applications from vendors such as
Quantapoint, Z+F, Trimble and Leica.
This allows the user to import the LMI model into Review and display it alongside the
Review model, and will enable the user to pick points in the LMI data and perform
measurements between the LMI data and the Review model.
Note: Review supplies only the API to the vendors and there is no end user UI provided.
Moreover, Review does not require an LMI license, although the user does require a PDMS
LMI license in order to export data from PDMS.
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Exporting and Viewing 3D Models from Review
These functions take the currently loaded Review scene and exports it in a format suitable
for viewing by appropriate third party applications.
Due to restrictions in the size of a model that various viewing tools can handle the export
functionality is best used for distribution or collaboration of small models (less than 30 MB),
or limited to specific areas within the Review model. The Explorer can be used to unload
parts of a larger model and isolate only the parts that are to be exported.
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This will generate a new XGL file that contains multiple streamable models with its position,
orientation and scale.
Note: This will not include RVM models even if they have been opened from a replication
server or ReviewShare server.
Models must be completely published and be available over the network in order for the
composite to save successfully.
If there are any models not meeting this criteria the file cannot be saved and an error
message will be displayed. Any errors can be resolved by removing the models from the list
of streamable models through the streamable model control. The resulting composite may
be opened in Review as a streamable model only.
To open and view streamable model files, refer to Open and View Streamable Models.
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Saving Review Settings to Files
Review provides facilities for exporting some or all of its settings to the following types of
data file:
• A status file (RVS) is a binary file which holds display configuration settings from one
Review session.
• A textual report file is an ASCII file which holds the same display configuration settings
as a binary status file, but in a user-readable format.
• An RVZ file that allows the user to save the currently loaded model. This can be saved
to a replication directory for automatic publication to the ReviewShare server.
The user can also save the content of the Observer View display as a picture file. This is a
bit-mapped image file, in the default format for the workstation, which the user can load into
any suitable graphics program for modification and/or printing.
3. The Export Status Data window uses the standard Windows Save dialogue box.
Navigate to the directory which is to contain the data file.
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4. Select an existing data file from the list if the user wanys to overwrite it, or enter a new
file name in the File name: text box.
5. If the user wants to add text to, or modify, the file note associated with the data file (so
that the note may be read back when a binary status file is reloaded, or included in the
header of an ASCII file), click the Edit File Note button on the Export Status Data
form (File > Save Selection…) and enter the text on the displayed form.
6. Make sure that the Save as type option list is set to the type of data file which the user
wants to create, namely Review Status File or Textual Report.
7. To save all available data in the format applicable to the specified type of file, select
Save All Data on the Export Status Data form and click OK.
After the path and file name for the Status File or Textural Report has been selected the
following items will become available for selection:
1. For each of the following item types, the user may select which ones are to be saved:
2. Select the relevant type of item from the list and then click Select to see a list of
available items of that type. Highlight the ones which are to be saved in the status or
report file.
3. Check one or more of the Labels, Tags, Preferences, Keyplan State, Material
Changes, Visibility Changes, Autotagging Changes and Signboards check boxes
if the user wants to save the corresponding data. (Any options for which there is no
data available for saving will be 'greyed out'.)
4. Click OK to create a status or report file containing the specified settings.
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old ones for some types (clip volumes, groups, paths and animations), while for other types
(such as materials) the old settings will be overwritten automatically.
Note: The details of any streamable models open in the viewer are saved into the RVZ (but
not RVS)
2. This will open the standard Windows Save As dialogue box from which the user can
save the model.
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3. Select the directory where the user wants to save the model.
4. Type the file name.
5. Select the file type.
6. Click Save.
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Full Screen Save the content of the Observer View at the maximum
possible size
Save Observer View Save the content of the Observer View at its currently
displayed size
Save 2X fullscreen To produce a better quality picture when plotted, use either
Save 2X fullscreen or Save 4X fullscreen.
Save 4X fullscreen These options effectively save the content of the Observer
View at a greater resolution than the screen resolution, giving
finer grained plots. 2 times the current screen resolution or 4
times the current screen resolution.
Custom If custom is selected the user can enter width and height
values in the text boxes provided. The custom values default
to the users full screen size. Values must be entered as a
pixel value, for example 1024 x 768.
4. The Oversample check box should be used in conjunction with the Save 2X
fullscreen and Save 4X fullscreen option. Oversample has the effect of minimising
pixel artifacts which may occur when re-sizing an image.
5. Use the right hand pulldown to specify the output file format. Options available are:
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Texture Mapping
19 Texture Mapping
Bitmap images can be wrapped onto surfaces to produce a realistic appearance. For
example, a picture of bricks applied to a flat upright box would represent a brick wall. The
user can use the texture images supplied with the hardware, or the user can create thier
own using the texture creation utility on the hardware.
The larger the texture image, the better defined it will be when viewed closely. However,
large texture images use valuable memory and reduce performance, so textures should be
kept as small as possible. Texture images larger than 512 x 512 pixels will be scaled down
automatically when read into Review.
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The user can browse through a collection of textures before making a choice of texture to
apply to a material. To open the Texture Browser window click Browse Textures from the
Materials Palette.
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The user can install an optional texture library from the supplied Review disk. The texture
library contains a collection of sample textures that can be used in a Review scene.
The user can add additional textures to the library at any time.
Note: The following screens may differ if the user has not installed the Review texture
library.
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The Texture Browser has a link to Add New Library, when clicked on will open a context
menu to select a path on the hard disk to a folder containing image files which can be added
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to the texture library (only PNG images within the folder will be displayed) (or alternatively
the user can right click on the tree view for a context menu).
On opening the Texture Browser, Review will detect whether the ReviewTextureLibrary is
installed, and if so, prompt the user to add it to the texture browser.
The main panel lists the available textures in the system. The list is filtered by whatever
checkboxes are ticked in the top treeview.
The slider on the right controls how large the preview images are (this does not affect the
resultant image size).
A progress bar is displayed while the textures are opened from disc. The smaller preview
thumbnails are generated and cached to a folder on the user's machine. The user can
control where to place these preview images through the 'Change Cache Location' option in
the Preferences dialogue:
From the main toolbar select Tools > Options > Preferences to open the Preferences
dialogue and then click on Texture Browser.
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Right clicking on the selected thumbnails brings up a context menu where the user can add
the textures into the Review materials palette or they can use the links below the main
panel.
Add as New Material adds the selected thumbnails as new materials into the material
palette.
The Apply as Current Material option is only enabled when a single item is selected.
Which sets or replaces the texture of the currently selected material in Reviews material
palette with the currently selected thumbnail.
The texture will be added into the materials palette with the options at the bottom of the
panel:
The name of the items added to the material palette match the image name. If an entry of
that name already exists then the request is silently ignored.
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Having loaded a texture file, the user can change the tile size and shape using the Width
and Height text boxes on the Texture Properties pane. Note that if the Keep Tile Shape
box is selected, changing either the Width or Height will change the other dimension
automatically; if the Keep Tile Shape box is clear, the tile will be distorted.
The Advanced Texture Properties panel on the Materials Palette form allows the user to
control how tiles are placed on the primitive.
There are two tiling directions: Horizontal and Vertical. If the user uses a box primitive, by
default the texture will be tiled onto the primitive with the bottom left corner of the pattern at
a bottom-left corner of the box. Because both the default width of the pattern and the side of
the box are 1 metre, the pattern will exactly map in the horizontal direction. Assuming the
height is not 1 metre, the pattern will be repeated (or truncated) so that it covers the height
of the box.
The Offset is given as a fraction of the dimension of the tile. For example, if the user sets an
offset of 0.5 in the horizontal direction, the bottom left corner of the tile will be positioned in
the middle of the bottom edge of the box.
By default, texture images are tiled over the entire surface of a primitive. The user can
switch off texture tiling in the horizontal and/or vertical directions, so that only one tile
appears in the given direction, using the buttons to the left of the horizontal and vertical text
boxes. Note that if the user is using a texture as a decal, the user can use an alpha mask
and the stick-on option, see below.
The texture may also be rotated about its origin (lower left corner) through a given angle (in
degrees).
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Exercise:
Using the box primitive, load a texture. Size the tile and switch pattern repeating off so
that a single pattern is mapped onto the centre of each face of the box.
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in the texture image, the alpha mask will make the colour transparent when the texture is
applied to a primitive.
If the user ticks the Invert Masks checkbox on the Texture Browser, all pixels with the
same colour as the top-left pixel will be visible and all other colours invisible.
A texture with a mask can be used in three different modes, as selected from the Alpha
Mode option list on the Texture Browser panel of the Materials Palette form:
• By Ignoring the mask, the texture will behave as any other.
• The Cut out option makes the underlying primitive invisible where the mask is not set.
• The Stick on option allows the underlying material colour to show where the mask is
not set.
The Cut out option can be used to put holes in surfaces to represent gratings etc.; the Stick
on option can be used to stick a texture image as a decal onto a surface.
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The DataViewer
20 The DataViewer
The DataViewer provides a way of viewing PDMS attribute data for Review model
elements. The DataViewer can read from multiple data sources including common file
formats, an SQL Server database or from a PDMS Design database.
Using the DataViewer it is possible to navigate to elements in Review or set their material
representation. An example of using the DataViewer would be to colour code elements in
Review to reflect build status.
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The DataViewer
There are three ways in which the user can search the database. These are listed below.
Type the character string of the elements the user wants to retrieve from the database in the
Search Element Names Containing box.
When the user has made its selection, click Search Now.
The data retrieved from the search will appear in the DataViewer Results pane.
Select Load Search to load in a saved search. After loading a search the all input criteria
including the search input field, Scope of Search, Attribute Filters and column setup will be
populated with the criteria saved earlier.
The user can also Select Columns which lets the user create a more detailed search by
including more of the Database columns in the search results, for further details refer to
Choose Default Columns.
The user has the option to Save Search. The Save Search will save all of the criteria for the
search to an xml file, this will include all of the criteria input in the search input field, Scope
of Search, Attribute Filters and column setup.
• Scope of Search
Scope of search provides the user with three options to refine the search and restrict the
elements retrieved from the database.
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The DataViewer
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The DataViewer
Pick Contents from Observer, allows the user to select elements from the Observer.
These are added to the list of elements. Elements that have been added to the list can be
individually removed or all items in the list can be removed by Remove All.
The geometric data can be captured from a Bounding Box that surrounds all the elements in
the list or from the origin of the element.
Once the Search criteria has been established, click Search Now on the Search Database
form. It is possible to restrict the attribute data that the user wants to retrieve. This is
explained below.
• Attributes Filters
Attributes Filters allows the user to specify a list of attributes that the user wants to retrieve
from the database for the elements found in the search.
On the Search Database form, expand the Attributes Filters tab to reveal the following
pane:
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The DataViewer
The Attributes Filters pane allows the user to create a list of attributes that will be retrieved
from the database for the elements found.
Option Function
Attribute From the drop down box, type in the Name of the attribute
the user wants to filter
Value Specifies the actual value that the attribute must have
before it can be selected.
When the user has made the selection, click the Search Now tag on the Search Database
form.
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The DataViewer
Select the name of the server that contains the SQL database the user wants to import data
from and click on Next >. This brings up the next page of the form that allows the user to
identify the database and table to import from.
Select the appropriate database and table from this page and click Next > to continue. The
final page allows the user to choose which columns to import from the table.
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The DataViewer
Identify the columns the user wants to import by clicking on the checkboxes and click Finish
to import the data.
Note: Some sample SQL Data for use with the stabilizer model is provided on the Review
Install as an example.
Once the data is imported into the DataViewer there are two ways to view it, these can be
selected using the following option buttons:
Button Function
Show All Entries Displays all of the data that is loaded into the viewer.
Filter by Review Selection Show only the data that relates to the elements that have
been selected in Review. This tracks the selection in the
currently active window in Review and show any data that
has been imported for those elements.
One of the columns in the imported data must contain the names of the elements the data
relates to. The combo box Column containing element names will be populated with the
column titles. Use this to identify the column that contains the element names.
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The DataViewer
Option Function
Column containing Note: This option is only available when data is loaded
element names: from a csv or Excel file.
Show All Entries Displays all of the data that is loaded into the viewer
Filter by Review Selection Show only the data that relates to the elements that have
been selected in Review. This tracks the selection in the
currently active window in Review and show any data that
has been imported for those elements
Export to CSV File Allows the user to export data as a CSV file. This can be
used by most spreadsheet and database applications.
Click Export to CSV File to display the standard windows
file selection dialog. Use this dialog to export the data and
save the file.
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The DataViewer
Option Function
Export to Excel Allows the user to export the data as a Microsoft Excel file.
A standard windows Save As dialog will display prompting
the user for the location to write the Excel file to.
Option Function
Load from File… Load data into the grid from a text file.
Load from Database Load data into the grid from a SQL database.
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The DataViewer
In the above screen the selected attributes column has the attributes FLNM and NAME.
This means that by default when the DataViewer Results window is opened, only column for
the FLNM and NAME attribute will be included in the table of results.
To include more columns select an item in the Available attributes column and click > to
include a column for that attribute.
Note: The Available attributes column contains a complete list of all Standard attributes and
Pseudo attributes.
To remove a column select and attribute in the right hand column and click <.
Click Make Current to update the DataViewer Result window with the columns selected in
the Selected attributes part of the window.
Note: The Make Current will be enabled after searching the attributes in Search database
pane.
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ReviewShare Add-in
21 ReviewShare Add-in
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ReviewShare Add-in
Running ReviewShare within Review allows the user to capture and mark-up 2D and 3D
views.
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ReviewShare Add-in
In the following diagram shows the basic process for the publication of a ReviewShare
document.
1. From PDMS save an RVM document to a network share on the ReviewShare Server.
2. Load the RVM document into Review from the network share on the ReviewShare
Server.
3. Launch the ReviewShare add-in within Review and use the Screen Capture tool (see
Capturing from Review Cameras) to attach the model to a new collaboration document.
4. Publish the collaboration document as an RVF file either by attaching it to an email or
distributing the RVF file over the network (detailed in the ReviewShare User Guide).
When a Replication Server is required the process is very similar, the only difference being
the necessity of saving the RVM files first to a share on the Replication Server which will
then upload the files to the ReviewShare Server for distribution.
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ReviewShare Add-in
Observer
Allows the current Review Observer view to be captured; if viewed while not connected to a
ReviewShare Server (or Replication directory), a thumbnail will open a 2D capture of the
current 3D camera view in a 2D Viewer. If viewed while connected to a ReviewShare Server
(or Replication Directory) the 3D Model Viewer will open and position the camera to the co-
ordinates where the capture was made.
ReviewShare Viewer
This will capture directly from the ReviewShare add-in built in 3D Viewer.
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ReviewShare Add-in
Camera Number
In Review it is possible to set up multiple camera angles. The ReviewShare add-in allows
capturing from any of these.
From the File Type pulldown select either ZGL file (*.zgl) or XGL file (*.xgl) types.
Click Open to attach the file to the ReviewShare add-in 3D view pane.
Note: Attaching a ZGL or XGL file to the ReviewShare 3D view does not actually attach the
file to the ReviewShare document itself. It only provides the ability to take captures of
the 3D view (these are ultimately what is attached to the ReviewShare document
discussion).
Option Function
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ReviewShare Add-in
If the check box Publish Local Models On Demand is checked then the currently opened
model Review model data will be copied to the specified ReviewShare location. The
ReviewShare addin will then wait for the ReviewShare Server to create a streamable file
that ReviewShare can then read (however the user can continue to work while the process
takes place).
The ReviewShare Viewer allows users to navigate, focus on and select objects from a
model on a ReviewShare Server.
The model displayed is specified either by using the 'Attach ZGL' feature or by activating a
snapshot from a comment in the document.
The user is able to synchronise the ReviewShare view-state with the Review view-state,
provided the loaded Review model matches that of the ReviewShare model.
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Open and View Streamable Models
Models can be streamed directly from a ReviewShare Server and viewed within Review to
make part or all of a scene. A scene in Review can be made up of streamed and non stream
model data which will be transparent to the user and the funtionality will be common.
Streaming models must be published onto a ReviewShare Server (or Replication Server)
before the files can be streamed to Review.
When a model is streamed into Review the components of the model can be selected from
the Streamable Model Explorer. The Streamable Model Explorer functionality is consistent
with the Explorer provided for non streamed model data. When the user clicks on a certain
item in the streamable model, it will be highlighted in green as shown below.
In the Streamable Model Explorer the user is able to right click on the names of the loaded
models and through the use of a context menu the user has the same navigation options as
are generally available in Review. For further details on the right click function, refer to
Common Right Click Context Menus.
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Open and View Streamable Models
The user is able to view the ReviewShare server models alongside native Review models.
This allows the user to visualise a complete scene that is made up of many individual parts.
In the screen shot below two versions of the Stabilizer model have been opened side by
side. Visually there is no difference between a streamed and non streamed file. However
there is a massive gain in performance achieved by streaming model data. Streaming model
data allows the user to create much larger and more complex scenes than would normally
be the case if the user was not streaming from a ReviewShare server.
The user is able to open streamable models by clicking the Open link on the Streamable
Model form or remove a loaded model by clicking on the Remove link (when one or more
models are selected).
The user is able to select streamed models and change the position, orientation and scale
of the model. The controls will become enabled when a streamed model is selected.
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Open and View Streamable Models
The user is able to move the model to the desired location and orientation, for further
information on position and orientation refer to Controlling the View (sections on camera
position panel and camera manipulation panel).
The user is able to right click on the names of the loaded models and through the context
menu they have the same navigation options that are also available in Review.
When a streamable model file is loaded into Review, the following symbol in the streamable
windows form indicates that the model is loaded into Review . If a stremable model file is
being loaded and it is taking longer to load into Review then this symbol will be shown
indicating the user to wait as a large file is being loaded.
The benefits of opening a streamed model file in Review are:
• Open multiple files for viewing which would usually take a very long time to load in
Review or not load at all due to memory constraints.
• Open multiple files and build up a huge scene, for example to visualise a complete
Plant.
• Comman functionality with non streamed models.
• View STP and IGS files from other CAD applications.
The user is able to open STP or IGS files that are published in the ReviewShare Server
folder. The user will be abe do same functions as a non streamed model and can be loaded
in a scene where there is streamed, non streamed and STP or IGS model files are loaded
and all three files will be transparent and will have comman functionality. An example of an
STP file uploaded into Review is shown below.
Also observe that the STP file has been positioned at a specific location in the scene using
the Position panel described in the section Controlling the View. The name of the STP file is
also visible in the Streamable Models panel.
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Open and View Streamable Models
Depending on the performance of the workstation the user may need to optimise the way
that Streamable Models are displayed on screen. To change the performance refer to
section VizStream Performance that follows.
22.1 Limitations
In Clip Volume, performing a clip action Inside of a VizStream model is not supported, refer
to Perform Clipping Action.
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VizStream Performance
23 VizStream Performance
The VizStream Performance tab allows the user to optimise the way that Streamable
Models are displayed. For more information about opening Streamable Models refer to
section Open and View Streamable Models.
The user can fine tune the way that VizStream models are drawn by adjusting the Render
Settings and Advanced Settings which are described in detail below.
From the main toolbar select Tools > Options >Preferences to open the Preferences
dialogue and then click VizStream Performance.
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VizStream Performance
If the user clicks on the Advanced option button then more control will be available to
independently change the Image Quality and Maximum Frame Rate.
The image quality can be directly controlled by adjusting the Image Quality slider. The slider
is measured as a percentage, for example 35.000 equates to 35% quality.
The frame rate, measured in frames per second (f/s) can also be adjusted by specifying the
rate as a decimal value in the Target Frame Rate field (depending on the hardware capacity
it may not be able to sustain to that frame rate). Reducing this value can improve
performance on under powered workstations.
Note: Increasing this value beyond its default can have a detrimental effect in performance.
23.2.1 Memory
By default, Review dynamically grows and shrinks the size of its buffer pool (cache)
depending on the physical memory load reported by the operating system and complexity of
the model. As long as enough memory is available to allow paging (between 4 - 10 MB), the
Review buffer pool can continue to grow.
Clicking the Automatically limit memory use to reduce system load check box will allow
Review to automatically monitor memory usage so that performance of other running
applications is not compromised. Alternatively if left unchecked a cap may be specified in
the But do not exceed field, this should be an integer value as megabytes.
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VizStream Performance
23.2.2 Cache
Review will automatically use the local hard drive to cache data. This means that
subsequent requests for information are much faster.
Within Review, it is possible to specify the amount of free space available for the cache
data. Move the Percentage of free space to use slider to the right to increase the percentage
and to the left to reduce the percentage. Alternatively, the user can specify an actual
percentage value by typing directly into the Percentage box, which is adjacent to the slider.
The Current Usage box indicates how much of the free space that has been allocated for
cache data is being used.
The Reset to Default button will restore the ReviewShare Models values to their original
settings.
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VizStream Performance
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Command Line Options When Starting Review
When Review is first installed a short-cut will automatically be placed in the Start menu
Program Groups. But the user can start Review from the Microsoft Windows command line.
From the directory where the Review program files have been installed, the user would type:
Optional arguments can be specified after the Review command to automate various
processes.
An example of a correctly formatted command would be as follows:
Review -m models\atest.rvm -imperial 2
This would load the atest.rvm model file with dimensions to be shown in feet and inches,
rounded to the nearest ½ inch.
Note: The following arguments are no longer supported in Review 6.4 or later:
-credit png_file Loads the specified PNG-format graphics file and displays
the image on the Review screen.
The following sections describe the command line arguments available within Review.
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Command Line Options When Starting Review
Argument Function
If the user uses the -m, -s and -c arguments to load model, status and clip files, respectively,
Review will carry out the following operations on start up:
1. The clip file specified by the -c option will be loaded first. Any clip volumes defined
within this file will be shown when the clip definitions are listed and will be available for
use as soon as the user enters Review.
2. The model files specified will be loaded in the order in which they follow the -m option.
If a clip file has been loaded, only those parts of the models which comply with the
definition of the first clip volume within that file will be loaded. When the user loads
more than one model file in this way, checks are not made for duplication of element
names.
3. The status files specified will be loaded in the order in which they follow the -s option
and the configurations defined by them will be applied to the displayed model. If any
part of the configuration conflicts with a preceding status file, the user will be asked if
the later data is to overwrite the earlier.
4. Review will automatically focus the model after it has been loaded from the command
line.
Note: The files specified by these arguments are always loaded and actioned in the order -
c -m -s, as shown by the above numbered steps, regardless of the order in which
they occur in the command line.
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Command Line Options When Starting Review
minimum Z maximum Z
Limits for first clip volume; all in metres.
minimum Y maximum Y
Z, Y and X limits must be minimum X maximum X specified
minimum Maximum X in this order.
minimum Z maximum Z
Limits for second clip volume.
minimum Y maximum Y
minimum X maximum X
Repeat sequence for each clip volume, as many times as necessary. The user can create
and/or edit such a clip file using any text editor.
+Z = Up -Z = Down
+Y = North -Y = South
+X = East -X = West
decimal or 0 Dimensions will be shown with decimal values for inches; for
example, 3' 6.75.
2, 4, 8, 16, 32 or 64 Dimensions will be shown with fractional inches, rounded to
a precision of 1/2, 1/4, 1/64 inch, respectively; for example,
3'6.3/4
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Command Line Options When Starting Review
Where:
F = feet
I = inches
n/d = fractional inches
fff = decimal inches
All inches may be followed by an optional " symbol (except for I" where it is mandatory).
All formats may be preceded by a - sign (for negative values).
Argument Function
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Command Line Options When Starting Review
Argument Function
In the following example all of the arguments are used to fully populate a new RVF file:
Note: The following example of a command is spread over several lines. But in actual use
all arguments should be specified on the same command line.
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Running Linked Review Sessions
The obvious requirement is that all workstations which are to take part in the linked sessions
must be networked together so that they can share data using a suitable communications
protocol. The protocol used by Review is TCP (Transmission Control Protocol). The
schematic configuration is as follows:
The process requires a broker daemon to be running on a nominated host on the network.
This can be one of the workstations to be used to run Review (either as the host or as a
satellite), or any other accessible workstation. This broker will control all Review traffic within
the workgroup.
It will record all changes to the model view, as received from the master workstation, in a
state change table and will send the current data to any satellite workstation which requests
it. There may be many brokers running on a single host, each with a different port number
and each representing a different workgroup.
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Running Linked Review Sessions
Once the broker daemon is running, the first Review session to connect to the workgroup
becomes the host session by default. All other sessions which connect will be satellite
sessions. The host session can relinquish its status in favour of one of the satellite sessions
at any time, and any session can disconnect from the workgroup at any time.
All sessions must be loaded with the same model and status files to ensure compatibility
between them.
Enter the name of the Host (that is, the workstation on which the broker daemon is running)
and the number of the Port via which it is accessible on the network (the System
Administrator can give the user these details). Click Connect to make the link.
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Running Linked Review Sessions
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Running Linked Review Sessions
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PDMS Design Export Utility
The PDMS Design Export utility extracts from the PDMS Design database the relevant
data for the primitives which will make up the display, including the Design hierarchy, and
stores it in an intermediate file (a model file) for use by Review.
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PDMS Design Export Utility
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Review Application Link
At the top of the form is the current status of the server. This indicates if the server is running
and the connection port it is running on.
Start Server starts the Remoting server on the port indicated in the Connection Port field
(see below). If the server is already running then this will read Stop Server.
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Review Application Link
The Connection Port field allows for a port number to be specified for the Server
connection. The user must select a port number which does not conflict with any existing
processes. Contact the system administrator for help on this.
It is possible the have the Application Link server start automatically when Review starts. To
do this, check the Start Server on Application Startup checkbox.
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Linking to Review via a Remote Client
28.1 Introduction
Review includes the ApplicationLink add-in which exposes the Review API via .NET
remoting technology. Now the power of the Review API is not limited simply to add-ins but
any program linked to the Review API and communicating through .NET remoting.
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Linking to Review via a Remote Client
This should create a project containing a blank Windows Form. Next give the form a name
(in this example the Form is named 'MyClient').
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Linking to Review via a Remote Client
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Linking to Review via a Remote Client
View the code for the Form. Then add the following line to the using statements for the form:
At the end of the constructor, add the following lines to initialise the form:
These are used to store the remote connection made to Review via remoting.
Go to the designer and double-click the Connect link label - new click event handler code
will be generated for the user.
Before using the API we must first add code to first connect to the Review ApplicationLink
server and then register for unsolicited events so that camera, material and visibility
changes etc. can be detected by the client.
Fill the body of this method as follows:
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Linking to Review via a Remote Client
When add-ing the CameraChanged event handler a new method CameraChanged will by
generated for the user. This is fired when a new camera position event is received from
Review. Fill in its body as follows to display the camera position in the client application:
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Linking to Review via a Remote Client
To create the Look at Random Element method we must create a random number
generator. Add the following member to the form class.
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Linking to Review via a Remote Client
Now view the form in the designer and double-click the Look at Random Element to create
the click event handler code. Add the following lines:
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Linking to Review via a Remote Client
Click Connect - this initiates the connection to the ApplicationLink. If successful the
remaining tools on the form will be enabled.
The user can now check that navigating around the model in Review will update the client
Camera Position text.
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Linking to Review via a Remote Client
Clicking Look At Element focuses on the element named in the text box.
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Linking to Review via a Remote Client
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Review Collaboration
29 Review Collaboration
29.1 Introduction
The Review Collaboration add-in allows multiple workstations that are running Review to
connect to each other. Using this connection, movements of the Observer View and
element material/visibility changes on a master workstation can be viewed by several client
workstations.
Note: Before running a Collaboration session the same model and status file should be
loaded on all workstations.
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Review Collaboration
Significant events such as clients joining the session are logged in the event log. Expand the
event log by clicking on the title or the expand icon.
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Review Collaboration
Checking this option opens up more options on the form that allows the user to specify the
connection settings.
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Review Collaboration
There are two options available in this panel. Any free port is the default option described
above. Click on Specific Port and enter the port number in the text box to listen on a
specific port.
Note: If the client workstations do not have the same graphics processing power of the
master then the frame rate of the movements may be lower in the clients.
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29.4.4 Materials
When materials are created or deleted in the master the client workstations are updated to
reflect the new materials. Also when the properties of a material are changed in the master
the client workstations are updated.
Note: Texture property information changes on the master are not sent to the client
workstations.
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Review Collaboration
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View Manipulation in Review 6.4 or Later
Note: The facilities detailed here are only those which are exclusive to Classic mode. See
Other View Manipulation Facilities - All Modes in Chapter Manipulating the Observer
View for other facilities available in Classic mode.
Note: The user can set the Spin direction to Clockwise or Anticlockwise.
In Single Step mode the view changes only when the user releases the mouse button
(giving one move per press of the button).
In Step mode the view changes continuously for as long as the user holds down the mouse
button (although the user can still execute a single step change by clicking the button
quickly). The extent of the change for each interval of the movement is equal to the current
increment settings.
In Continuous mode the view changes continuously for as long as the user holds down the
mouse button (although the user can still execute a single step change by clicking the
button quickly). The extent of the change for each interval of the movement, up to a
maximum determined by the current increment settings, is determined by the position of the
pointer on the screen, as explained in Section A.1.4. This gives the user finer control over
the movements than Step mode.
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View Manipulation in Review 6.4 or Later
In Spin mode the view rotates continuously (overriding the primary mode) even after the
user has released the mouse button, until the user specifically pauses it or stops it. The
incremental change during spinning is the current rotational increment.
To stop a 'spinning' model, select Tools > Options > Mode > Spin > Stop.
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View Manipulation in Review 6.4 or Later
pressing the middle mouse button depends on the position of the pointer in the graphics
area:
In continuous mode, the extent of each zoom operation depends on how far the pointer is
from the screen centre. The further it is from the centre, the greater the effect. The
maximum change (when the pointer is at the top or bottom of the screen) corresponds to a
movement of the eye point along the line of sight by the current translational increment.
Exercise:
Zoom in and out of the displayed view by different amounts. Notice how the pointer
changes shape when the middle mouse button is pressed; the shape depends on which
band of the screen the pointer is in.
Try the different effects of using single step, step and continuous modes.
Try using different Range Variation settings and notice how the model flips under some
circumstances as the user zooms the eye point through the through point.
In continuous mode, the extent of each rotate operation depends on how far the pointer is
from the screen centre. The further it is from the centre, the greater the effect. The
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View Manipulation in Review 6.4 or Later
maximum change (when the pointer is at the edge of the screen) corresponds to a
movement of the line of sight by the current rotational increment.
Exercise:
Try the effects of rotating the line of sight by different amounts in all directions. Notice
how the pointer changes shape when the middle mouse button is pressed; the shape
depends on which area of the screen the pointer is in.
Try using single step, step and continuous secondary modes, and changing between eye
movement and model movement, to see the different effects.
Start the model spinning continuously by selecting Tools > Options > Mode > Spin >
Clockwise.
In continuous mode, the extent of each pan operation depends on how far the pointer is
from the screen centre. The further it is from the centre, the greater the effect. The
maximum change (when the pointer is at the edge of the screen) corresponds to a
movement of the line of sight by the current translational increment.
Exercise:
Try the effects of panning the displayed view by different amounts in all directions. Notice
how the pointer changes shape when the middle mouse button is pressed; the shape
depends on which area of the screen the pointer is in.
Try using single step, step and continuous secondary modes to see the different effects.
Note: If the user has a 'wheel mouse', then the wheel can be used to perform zooming and
'vertical' pan and rotate operations.
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View Manipulation in Review 6.4 or Later
the user uses the zoom function to change the view. In such a case, the use of a walk path
constrains movement of the eye point relative to the fixed straight line in one of the following
ways:
• When in Eye mode, zooming moves the eye point along the defined walk path itself.
The eye point cannot be moved off the walk path.
• When in Model mode, the user can rotate the line of sight so as to move the eye point
off the defined walk path; subsequent zooming then moves the eye point along a line
through its new starting point and parallel to the defined walk path.
Walk paths are of most use in Eye mode, which gives the effect of an observer moving
along, say, a walkway and being able to look in any direction while doing so. Only this mode
will be considered further.
To define a walk path, select Tools > Options > Walkpath > Towards > with the Observer
View selected and define a point within the displayed view in either of the following ways:
Centre defines the walk path as the line through the current eye point and the centre of the
screen display (i.e. the current through point).
>Name… defines the walk path as the line through the current eye point and the origin of a
named element. Enter the required element name in the displayed text box.
When the user defines a walk path in this way, the user automatically enters Walkpath
mode. To remove the walkpath constraints and return to normal manipulation of the view,
select Tools > Options > Walkpath > Clear.
Exercise:
Set up the Observer View display so the latest model is approximately centred in the
view and looking North.
Make sure that the user is in Continuous : Zoom : Eye mode and use the zoom function
to move towards and away from the displayed model once or twice.
Now select Tools > Options > Walkpath > Towards > Name and enter the name of an
element well away from the centre of the current display (say the top of the tall column)
and Apply the Define Walkpath Towards form. Select Tools > Options > Walkpath >
Clear to leave Walkpath mode.
A:5 12.1
AVEVA Review User Guide
View Manipulation in Review 6.4 or Later
A:6 12.1
AVEVA Review User Guide
Defining PDMS Export Colour Rules for Review
All of the tools incorporated into AVEVA Review that allow the user to acquire data directly
from a PDMS database (see section 3.2 Connect to a Project Database) use a set of rules
to define the 'colour' of exported elements. Ideally these export colour rules will match those
used in PDMS to visualise the database.
Review installation comes with a standard PDMS macro file that defines a set of export
colour rules that match a typical PDMS / Marine installation.
This ExportConfig.mac is located in the Review installation folder in the subdirectory of
CAFAddins.
The macro is executed each time model data is loaded from a PDMS database.
B:1 12.1
AVEVA Review User Guide
Defining PDMS Export Colour Rules for Review
It is not necessary to maintain the ExportConfig.mac to have multiple sections for various
Plant/Marine versions. If the user knows the version of Plant/Marine that Review is
connecting to the redundant sections in the macro file can simply be removed.
Note: Please note these options are supported in Plant/Marine 12.0.SP5 and later only.
To export an RVM perform the following steps in the command line or macro file:
• Configure geometry representation
REPR LEV 6
REPR LEV PIPE 6
REPR LEV NOZZ 6
REPR LEV STRU 6
REPR MASS 6
EXPORT HOLES ON
• Configure UTF8 name encoding
EXPORT ENCODING UTFEight
• Configure export auto-colours
EXPORT AUTOCOLOUR RESET
EXPORT AUTOCOLOUR ON
• The user needs to setup their own export auto colour rules at this point.
• Configure support of RGB colour and translucency export
EXPORT REPR ON
B:2 12.1
AVEVA Review User Guide
Defining PDMS Export Colour Rules for Review
B.3 Customisation
Note: Any changes to the ExportConfig.mac should be made by an experienced Review
administrator.
Administrators can edit the default macro file or replace it completely to better suit their
export configuration requirements.
It should be noted however that this macro file persists for every user of the Review
installation.
B:3 12.1
AVEVA Review User Guide
Defining PDMS Export Colour Rules for Review
B:4 12.1
AVEVA Review User Guide
Loading Large Model Files
There is, however, still a finite limit to the number of model primitives the user can load at
any one time regardless of available memory due to a limitation on 32 bit Windows systems.
The user can edit the boot.ini file using the msconfig tool supplied with Microsoft Windows.
To launch msconfig click Start > Run then enter msconfig at the prompt.
C:1 12.1
AVEVA Review User Guide
Loading Large Model Files
The Model Memory Limit must only be changed by an experienced administrator. Allocating
too little or too much memory may affect the performance and stability of the computer.
If the memory limit is reached then the user will be prompted and any loading operation will
be stopped (this is described more in the section Open and Load Large Files).
Review will set the initial Model Memory Limit based on the current computer configuration
as follows:
C:2 12.1
AVEVA Review User Guide
Troubleshoot Toolbox Module Errors
In some situations a error can occur if the user attempts to connect to a database created in
a version of PDMS that has since been converted to 12.0:
AVEVA Review will attempt to reference the Toolbox module definition in the PDMS
database (module 95), in some cases this module definition may not have been created
correctly.
To resolve this problem the user should conduct the following procedure:
1. Close AVEVA Review.
2. Launch PDMS in the Admin Module.
3. Selecting Display > Command Line from the main menu toolbar.
D:1 12.1
AVEVA Review User Guide
Troubleshoot Toolbox Module Errors
4. Type LIS MOD 95 at the command line to test if the Toolbox module definition exists. If
not the conduct the following steps.
5. In the Command Window enter the following commands. Each command should be on
a new line.
LOCK
MODULE 95 TOOLBOX
M DESI RW
M NSEQ RW
M ISOD R
M SCHE R
M CATA R
M PROP R
M DICT R
M DESI DEFAULT
M TRAN RW
BUFFER 12800000
UNLOCK
6. Close the Admin Module by selecting Admin > Exit from the main menu toolbar.
7. Click on Yes when prompted to confirm leaving Admin and exit.
D:2 12.1
AVEVA Review User Guide
Troubleshoot Toolbox Module Errors
D:3 12.1
AVEVA Review User Guide
Troubleshoot Toolbox Module Errors
D:4 12.1
AVEVA Review User Guide
Index
D M
DB Explorer . . . . . . . . . . . . . . . . . . . . . . . 3:7 Materials . . . . . . . . . . . . . . . . . . . . . . . . . 8:1
Direction or position . . . . . . . . . . . . . . . 10:2 Colour . . . . . . . . . . . . . . . . . . . . . . . 8:3
Creating Materials . . . . . . . . . . . . . . 8:3
G Editing Materials . . . . . . . . . . . . . . . 8:3
Material Properties . . . . . . . . . . . . . . 8:4
Groups . . . . . . . . . . . . . . . . . . . . . 4:7, 12:2 Textures . . . . . . . . . . . . . . . . . . . . . . 8:5
Group Settings . . . . . . . . . . . . . . . . 12:4 Measuring Distances . . . . . . . . . . . . . . 11:3
Listing and removing definitions . . . 12:5 Menu Bar . . . . . . . . . . . . . . . . . . . . . . . . 1:1
Manipulation . . . . . . . . . . . . . . . . . . 12:6 Mouse Operations . . . . . . . . . . . . . . . . . 5:2
Positioning the group origin . . . . . . 12:5 Fixed Focus . . . . . . . . . . . . . . . . . . . 5:6
Storing the definition . . . . . . . . . . . . 12:3 Flythrough . . . . . . . . . . . . . . . . . . . . 5:3
Walkthrough . . . . . . . . . . . . . . . . . . . 5:3
K
Keyplan Control Buttons . . . . . . . . . . . . . 6:2 Q
Camera . . . . . . . . . . . . . . . . . . . . . . . 6:2 Quick Find . . . . . . . . . . . . . . . . . . . . . . 4:14
Continuously Update . . . . . . . . . . . . 6:2
S
Spinning the Model . . . . . . . . . . . . . . . . . 5:9
T
The Explorer . . . . . . . . . . . . . . . . . . . . . . 3:4
The Observer . . . . . . . . . . . . . . . . . . . . . 2:1
Toolbars . . . . . . . . . . . . . . . . . . . . . . . . . 1:1
Navigation Toolbar . . . . . . . . . . . . . . 1:4
Standard Toolbar . . . . . . . . . . . . . . . 1:2