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StudioTools 9.5
Learning StudioTools 9.5.
© 2000 Alias|Wavefront.
Printed in the U S A by R.R. Donnelley, All rights reserved.
Studio Documentation Team: Mona Albano, Pat Anderson, Matt Chaput, Stephen Gaebel,
Karen Hoogsteen, Adam Kozyniak, Joanne MacPhail, Margot Meijer.
Special Thanks to: Blake Avery, Sean Brice, Tim Brown, Chris Cheung, Paul Delaney, Rick Fischer,
Mark Jamieson, Tasnim Kaushal, Tod Melville, Shelley Nicholson, Kevin Richards, Paul Roy, John Schrag,
Steve Spenceley, Desiree Sy, Severin Wille, John Yee.
Microsoft and Windows NT are registered trademarks of Microsoft Corporation in the United States and/
or other countries. Solaris is a trademark of Sun Microsystems Inc. All other product names mentioned are
trademarks or registered trademarks of their respective holders.
This document contains proprietary and confidential information of Alias|Wavefront, Inc. and is protected
by international copyright law. The contents of this document may not be disclosed to third parties,
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The information contained in this document is subject to change without notice. Neither Alias|Wavefront,
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this material or liable for technical or editorial omissions made herein.
Graphic Conventions 3
Terms 3
Starting StudioTools 6
Conclusion 84
iii
Part 8: Viewing the kettle in shaded mode 153
Conclusion 156
Conclusion 226
Conclusion 285
iv
Part 3: Creating the top surface 315
Conclusion 342
Conclusion 393
v
Part 4: Animating the camera 471
Conclusion 510
Conclusion 519
vi
How To Use This Book
Introduction
Welcome to StudioTools and the world of three
dimensional modeling, rendering, and animating.
Graphic Conventions
When we want to highlight part of a screen shot, we
draw a thick line around it. For example, in the
picture shown, we have indicated the location of the
close box on the Action Window.
Terms
Click: Move the mouse pointer over an object and
press a mouse button once.
Welcome to the first StudioTools tutorial! ■ Objects > Primitives > Cube
(page 21)
In this tutorial, you’ll model a chair like the one ■ Xform > Scale (page 23)
below using primitive cubes.
■ Xform > Local > Set Pivot
(page 25)
● Starting StudioTools
Starting StudioTools
Note Depending on which product you are using,
the StudioTools icon may have a different
name, such as DesignStudio or AutoStudio.
menu bar
The StudioTools interface contains a menu bar, a tool
palette, and a view window area.
palette
Using Help
Creating a cube
Next you’ll center the cube’s pivot point and scale its
width.
Retrieving a file
Retrieving a file
Click YES.
4 Select the Scale tool (Xform > Scale), and drag the
right mouse button up to scale the chair leg until
it’s the same height as the chair leg in the image.
8 Select the Move tool (Xform > Move) and drag the
middle mouse button to position the duplicated
chair leg over the armrest in the image.
6 Select the Move tool (Xform > Move) and drag the
right mouse button to move the duplicated chair
leg over the horizontal support beam.
7 Select the Scale tool (Xform > Scale) and scale the
duplicated chair leg until it is the same length as
the horizontal support beam.
2 Select the Scale tool (Xform > Scale) and drag the
middle mouse button to scale the cube
horizontally.
2 Select the Move tool (Xform > Move) and drag the
mouse to move the duplicated seat over the
chair back in the image.
4 Select the Scale tool (Xform > Scale) and drag the
middle mouse button to scale the duplicated seat
to the correct size.
Conclusion
Congratulations! You have completed the chair.
● Start StudioTools
● Use Help
● Open files
● Save files
● Duplicate objects
● Group objects
● Mirror objects
3 Select the Move tool (Xform > Move) and drag the
mouse to move the CV so that the curve lies
directly on the edge of the kettle in the reference
image.
1 Select the Pick Object tool (Pick > Object) and pick
the profile curve.
Select the Pick CV tool (Pick > Point Types > CV)
and click on the third CV to pick it.
3 Select the Pick Object tool (Pick > Object) and drag
a pick box around all of the objects to select
them.
3 Select the Three Point Arc tool [Curves > Arcs > Arc
(three point)].
2 Select the Three Point Arc tool [Curves > Arcs > Arc
(three point)] and hold down the Ctrl and Alt
keys to turn on curve snap mode.
Tip The Tool Tip name for this tool is Arc (three
point).
4 Select the Scale tool (Xform > Scale) and drag the
mouse to scale the circle to the correct size.
6 Select the Set Pivot tool (Xform > Local > Set Pivot).
6 Select the Pick Object tool (Pick > Object) and pick
all of the grip curves and surfaces.
8 Select the Scale tool (Xform > Scale) and drag the
right mouse button to scale the cylinder
vertically until it is the same height as the
cylinder in the reference image.
9 Select the Move tool (Xform > Move) and move the
cylinder up so that it is resting on top of the
kettle body curve.
Conclusion
Congratulations! You now know how to:
● edit a curve
◆ revolved surfaces
◆ planar trimmed surfaces
◆ extruded surfaces
◆ skinned surfaces
● duplicate objects
ew in this Tutorial:
■ Marking Menus (page 160)
Introduction
■ ObjectDisplay > Control ❐ (page 167)
In this lesson, you will model a computer mouse. ■ Curves > New Curves >
New curve (edit pts) (page 168)
4 Hold down the Ctrl and Shift keys, and click the
middle mouse button to display its marking menu.
1 Press and hold the Ctrl and Shift keys, and click
the left mouse button.
2 Select the Pick CV tool (Pick > Point Types > CV).
Tip Choose the Pick > Object tool from the left
mouse button marking menu.
4 Select the New Edit Point Curve tool [Curves > New
Curves > New Curve (edit pts)]. This tool allows you
to create a curve by placing edit points.
8 Dolly out from the sketch, and place the last edit
point high above the mouse, well beyond the
end of the sketched curve.
6 Select the Pick CV tool (Pick > Point Types > CV)
from the left marking menu, and then
immediately select the Move tool (Xform > Move)
from the middle marking menu. This will allow
you to continuously select and move the CVs
without having to select the Pick CV tool and
Move tool each time.
1 Select the Pick Object tool (Pick > Object) from the
left marking menu and click on the top profile
curve to select it.
Now you’ll trim off the excess from the side and top
surfaces.
1 Select the Trim tool (Surface Edit > Trim > Trim).
1 Select the Pick Object tool (Pick > Object) and click
on an isoparm of each sphere to pick the three
spheres.
2 Select the Trim tool (Surface Edit > Trim > Trim).
6 In the Top view, scale and move the right and left
spheres until they match the sketch of the right
and left mouse buttons.
Conclusion
Congratulations! You have completed this tutorial.
You now know how to:
● intersect surfaces
● pick curves-on-surface
● trim surfaces
top curve
1 Select the Pick Object tool (Pick > Object). The new
surface is automatically picked.
Square surfaces
2
3
1 Select the Trim tool (Surface Edit > Trim > Trim).
Creating a plane
Do It Yourself!
Do It Yourself
Conclusion
Congratulations! You have completed the shower
gel bottle. You now know how to:
You will learn how to: ■ Object Edit > Offset > Offset
(page 333)
● create an arc tangent to a curve
● offset curves
2 Select the Arc Tangent to Curve tool (Curves > Arc >
Arc tangent to curve).
2 Select the Three Point Arc tool [Curves > Arc > Arc
(three point)].
1 Select the Trim tool (Surface Edit > Trim > Trim).
7 Choose the Trim tool (Surface Edit > Trim > Trim).
First you’ll create the button holes for the top of the
TV Remote.
5 Select the Trim tool (Surface Edit > Trim > Trim).
● offset curves
In this tutorial, you’ll learn how to: ■ Creating shadows (page 389)
2 Select the Spot Light tool (Objects > Lights > Spot).
Direction
3 Select the Show Pix command (File > Show > Pix)
to display the rendered image.
● edit lights
● position lights
● create shadows
● Part 5: Raytracing
Part 5: Raytracing
So far you have been rendering your scene using a
type of renderer called a raycast renderer. A raycast
rendering requires a lot of tricks to make it look real,
because raycasted images do not produce reflection
or refraction.
Conclusion
Congratulations! You have finished the advanced
rendering tutorial.
● delete a texture
● raytrace a scene
Setting keyframes
Adding keyframes
3 Select the Pick Object tool (Pick > Object) and click
on the sphere to select it.
4 Select the box beside the Set Motion tool (Anim >
Set motion ❐) to open the Set Motions Option box.
2 Select the Pick Object tool (Pick > Object) and click
the motion path curve to select it.
8 Select the Move tool (Xform > Move) and drag the
right mouse button up to move the CV up.
4 Select the Pick Object tool (Pick > Object) and click
on the mouse to pick the mouse and the mouse
pad.
5 Select the Pick Object tool (Pick > Object) and drag
a pick box around the mouse to select all of its
components.
3 Select the Pick Object tool (Pick > Object) and click
on a mouse button to select all three mouse
buttons. (The mouse buttons are grouped
together as node #70.)
Note Make sure that you do not also select the last
keyframe of the horizontal blue curve!
2 Select the Move tool (Xform > Move) and drag the
right mouse button to move the circuit board
above the base of the mouse.
Conclusion
Congratulations! You have completed this tutorial.
You now know how to:
● set keyframes
● move keyframes
● set a motionpath
● animate a camera
● delete animation
Overview
Image planes are two-dimensional images that you
can import into Studio to use as guides for building
three-dimensional models.
1 From the tool palette, choose Pick > Object Types >
Image plane.
Conclusion
Congratulations! You now know how to:
Glossary
Absolute mode
See Addressing mode.
Action
An action is a mapping of time versus values (animation).
Active window
A StudioTools modeling window. Actions are performed based on the active window. Clicking on
a window makes it active.
Adaptive subdivision
See Subdivision.
Addressing mode
The way the Alias system handles the co-ordinates you enter when moving, scaling, or rotating
objects.
In absolute mode, moves occur with respect to the location (0,0,0) in world space, and rotations
occur with respect to the object’s original orientation to the world space X, Y and Z axes, and
scaling occurs with respect to the object’s original size.
In relative mode, moves and rotations occur with respect to the object’s current position and
rotation with respect to the X, Y and Z axes, and scaling occurs with respect to the object’s current
size.
Algorithm
A rule or procedure for solving a mathematical problem that frequently involves the repetition of
an operation.
Alias
A name used for the Alias|Wavefront software system for modeling, animation, painting and
rendering, with connections to peripheral input and output devices. Also the name of the main
menu level in that system.
Alpha Value
The level of transparency of an object. 1=opaque, 0=transparent.
Anamorphic
A type of unsymmetrical lens. In the Camera Editor for SurfaceStudio, you can select Film Back
values to mimic the squeeze ratio of an anamorphic lens
Anchor
An anchor is a bone acting as the root node for any bones beneath the anchor. See Inverse
kinematics (IK).
Anim sweep
A type of surface created by the movements of an animated curve through time. Studio takes a
series of “snapshots” of the curve, which you can connect for a skinned surface; or you can use the
snapshots as “generation” curves for other surface commands such as Extrude, Swept, or Birail.
See the Swept Surfaces > Anim sweep command.
Animation
The process of creating and recording images that change over time. Though often interpreted as
implying only two-dimensional image changes, it can be applied to any model or scene changes in
three dimensions as well.
Animation parameter
An attribute of an item that can be animated. For example, X, Y, and Z Translation, Rotation, and
Scale.
Animation SDL
A file format used to store animation information. It is a text file format similar to SDL, but
includes hierarchy and animation information.
Anti-aliasing
A group of methods for avoiding unwanted visual effects due to limited display resolution. These
effects include staircasing along diagonal lines, moiré effects in checkerboards, and temporal
aliasing (strobing) in animated scenes.
ASCII
American Standard for Computer Information Interchange. Alphanumeric text interchange
format readable by a number of machines and programs.
Attributes
Qualities or characteristics that affect the visual representation of surfaces, for example: color,
reflectivity, transparency, and texture(s).
Autofly
The action of animating the camera view of a scene along a path to simulate passage through a
scene.
Axis, Axes
An axis is a straight line indicating the origin and direction. By using two axes, a plane is
determined: for example, the XY plane is defined by placing the x and y axes so they intersect at
the 0 point (origin). Three dimensions are determined by using three axes: X, Y, and Z.
Azimuth
The horizontal angle from a reference point. In StudioTools, a horizontal angle from the camera’s
current orientation.
B-spline
A particularly smooth class of approximating splines. B-splines are fully approximating: such a
curve generally passes through its control points only if several of them lie on the same straight
line. See also NURBS.
Backdrop
An image brought in to one or more modeling windows. Backdrops are not rendered. They are
used for reference purposes when constructing models and scenes.
Background
An image, color, color ramp, or environment rendered behind all objects in a scene.
Bake
The creation of animation curves with keyframes at regularly specified intervals.
Bi-cubic
Describes a surface that is defined by a cubic equation in both dimensions.
Bi-linear
Describes a surface that is defined by a linear equation in both dimensions.
Birail
A type of surface created by moving one or more “generation” curves along two path curves, or
“rails.” The new surface is the surface described by the generation curves. See the Swept Surfaces >
Birail command.
Bit mapping
A technique for creating a graphics display by describing it in terms of pixels.
Bitpad
A two-dimensional input device, consisting of a sensing surface (pad) and a pointing device (pen,
mouse, or puck).
Blend curve
A normal NURBS curve created with construction history by blend curve tools.
Blinn shading
A method of computing the shading of three-dimensional surfaces, developed by James Blinn. It is
used mostly for metallic surfaces. It has four characteristics: Diffusion, Specularity, Eccentricity and
Refractive Index. See also Lambert shading and Phong shading.
Bone
The connection between each joint (rotation pivot point) in the skeleton. Bones are used to build
skeletons for inverse kinematics animation.
Boolean Tools
Tools that work on shells. They allow you to combine, remove, or keep only the intersections of
shell volumes. See Surface Edit > Shells (See also NURBS).
Bounding Box
In a modeling window, a box that encloses an object and its CVs.
Branch node
Among DAG nodes, branch nodes have two or more nodes below them. For more information, see
DAG node. Also called a group node.
Buffer
A memory area in which information is stored for later retrieval.
Bump mapping
A rendering technique that simulates bumpiness. It achieves this result by using the surface
normals of a bumpy surface in place of the true values of the surface in a rendering.
Cache
Temporary storage for frequently used data.
CAD/CAM
Computer Aided Design/Computer Aided Manufacturing.
CAI
CATIA/neutral format. File names are of the form *.cai.
CAID
Computer Aided Industrial Design. The method of designing electrical and mechanical devices,
components, and systems using computer systems. CAID typically makes extensive use of
computer graphics.
Camera
A position from which a scene is viewed. A camera is described by a combination of its position,
viewing direction, rotation, and field of view.
Camera depth
A file that contains depth information corresponding to the image created from a camera. It is
used for post-render 3D compositing.
Caustic
A bright spot formed when light refracts through a transparent object or reflects off a curved
surface in such a way that it is focused into a small area. Monte Carlo path tracing can correctly
compute images containing caustics, as part of global illumination.
Chain
A number of bones between an anchor and an end-effector. A chain can be part of a DAG node
hierarchy or an entire hierarchy.
Checkpoint
A checkpoint is an interim, saved copy of your work. If necessary, you can reload the checkpoint
and abandon work done since it was saved.
Chord-length parameterization
See Parameterization.
ClayMate
An AutoStudio tool used to incorporate digitized data back into a 3D wireframe model.
Clipping
Removing the parts of the graphic image that are outside defined boundaries.
Cluster
A group of CVs and DAG nodes that can be transformed and manipulated together. A cluster has
no geometry of its own, but refers to other geometry. You specify the members of the cluster and
can name it.
Color map
An image applied to a shader that varies the color information across the surface.
Color value
The relative lightness or darkness of a color.
Comb plot
A graphical tool that evaluates the quality of a curve, and of the surface resulting from it. The tool
projects a series of lines perpendicular to the curve in the direction the curve is bending. The
length of each line represents the curvature of the curve at the point intersected by the line.
Component
Part of an object, such as one face of a cube. A component is easily identified by examining the
SBD (Scene Block Diagram). Any node beneath the top node (object level) and above the bottom
node (control vertex level) represents a component of the object.
Composite
An image formed by combining two or more images.
Confirmation box
A popup window that appears when a choice must be made or an error or other condition must
be acknowledged. The window contains an explanatory message and one or more selections.
Console window
A command-line window provided by your operating system; for example, an MS-DOS window
in Windows NT or a shell window in UNIX.
Contiguous
Being in contact with. For example, a surface is contiguous with another surface when it shares an
edge.
Continuity
The measure of how well two curves or surfaces “flow” into each other. Finding undesired
discontinuities is one of the main reasons for using curve or surface evaluation tools. Alias
provides specific curve continuity and surface continuity functions, as well as tools to create
continuity relationships between objects.
Control hull
See Hull.
Coordinate system
A method of describing the placement of a point in some space. In computer graphics, there are
several coordinate systems, each one holding the values for the picture at some stage of the
graphics process. See also World space.
Cursor
An arrow or other shape showing the current location of the pointing device.
Curve-on-surface
A type of curve that exists directly in the parameter space of an existing surface. A curve-on-
surface is typically used in trimming operations or as a boundary curve for surface construction
that will match the curvature of the surface on which the curve was constructed.
CV
See Control vertex (CV).
DAG node
DAG stands for “directed acyclic graph.” “Acyclic” means that the DAG nodes can not form loops
- the hierarchy goes from the top down and never from a lower level to a level higher up. A DAG
node is represented in the Scene Block Diagram (SBD) by a rectangle. DAG nodes at different
levels of the hierarchy represent groups, sub-groups or components, objects, surfaces, and control
vertices. Imagine that a hierarchy is an upside-down tree: leaf nodes are located at the ends of
branches. The root node is the node from which all branches originate.
Data files
User-generated and user-saved files from painting, modeling, rendering, animation, filming, and
printing.
Default
The initial setting of a menu, pop-up, or function. You get this setting when you first start using
the system.
Degree
A measure of the complexity of a curve or surface. Degree 1 is linear; degree 2 is quadratic; degree
3 is cubic.
Depth map
A function that creates a file that defines the Z depth of each pixel. The depth file is used to create
texture maps, and is valid under IRIX, Solaris, and Windows NT.
Diffusion
A measure of the diffuse component of the light reflected from the surface of an object. The diffuse
component carries the color of the surface; the specular component appears as highlights.
Dolly
To move the camera forward (dolly in) or backward (dolly out).
Drag
To click on an object, and while the mouse button is held down, to move the cursor to another
location.
Eccentricity
A way of describing and controlling the size of highlights on an object when using the Blinn
shading model.
Edit point
A point that controls the shape of a curve or surface and is placed directly on the spline.
Elevation
(1) An angle that something is above the horizon.
In the Perspective window using Tumble, if you type a positive value for elevation angle, the
camera turns downwards, so objects appear to move up. In the Perspective window using Local
Camera Move, for Azimuth/Elevation a positive number moves the camera up under the scene. (2)
In drafting, it means a view from the side.
End-effector
Typically, the last bone in a skeleton chain; you can use any bone as the end-effector. See Inverse
kinematics (IK).
Environment map
A texture map that, applied to a surface, provides a reflective appearance without raytracing.
EvalViewer
A purchasable option for UNIX platforms that examines surface quality.
Extrude
To make a three-dimensional surface or shape by sweeping a curve or face through space. The
extrusion will have the curve or face as its cross-section. Extrude is sometimes known as “sweep,”
although another surfacing option exists called Sweep which is more powerful.
Face
A type of specialized surface defined by a closed curve. The surface may have holes in it. Faces,
being lightweight and planar, render very quickly. However, a face’s surface is never explicitly
represented; the only way to change the shape of a face is by modifying its boundary curves. This
means that most surface modification tools will not work on faces. However, they work with most
curve editing tools. Unless you are trying to reduce file size and rendering time, you will want to
use other types of surfaces instead.
Fast Render
A real-time rendering tool capable of handling Alias models, multiple light sources, texturing, and
reflection mapping. As this tool was designed to take advantage of SGI’s Reality Engine board set,
we suggest that you use this hardware for maximum performance.
FBD
Frame Buffer Device (video term).
FDM
Fused Definition Modeling. A manufacturing technique.
File
Information stored on disk under a name. A file can contain information about a scene, textures,
animation, or text.
Filter
An algorithm for converting data, for example from IGES to wire file format. Also, in non-
technical uses, anything that chooses some items while rejecting others.
Fractals
A class of shapes that exist in fractal or non-integer dimensions, created by fractal geometry,
which applies recursive subdivision to a basic form while introducing a random factor at each
subdivision.
Frame buffer
Memory used for storing an image for viewing.
Frustum
The camera frustum (or frustrum) is a truncated pyramid that encloses the volume of space
visible from the camera. The truncated pyramid is defined by three rectangles: the first (closest to
the eye point) represents the near clipping plane; the second represents the plane at the focal
distance from the eye point; and the third represents the camera’s far clipping plane.
Gamma correction
A process of adjusting the relative light intensities in a display device (video or film) to achieve
correct apparent brightness or colors.
Geometric data
In solid modeling theory, describes the basic shape of an object. In StudioTools, it is represented
by NURBS.
Gradient
See Ramp.
Group
When an object is part of a group, it retains its own transformations (position, rotation and scale)
and can also be affected by any transformations made to the group.
Hermite
A type of spline curve that passes through the control points and has the specified slope at each
control point. Hermite curves are used in animation for specifying parameter curve actions.
Hidden surfaces
Surfaces that are obscured from view in the current rendering of the object.
High degree
Curves or surfaces that are higher than degree 3 in either parametric direction. Such objects may
exist as a result of data transfer from other systems. See the introduction to Advanced Modeling.
HSL
Hue, Saturation, and Luminance are the three components of the HSL color model. Hue describes
the color (red, yellow, etc.), saturation describes the amount of white mixed in (red vs. pink), and
luminance describes the overall brightness of the color.
HSV
Hue, Saturation, and Value are the three components of the HSV color model. Similar to HSL, but
Value describes the lightness or darkness of a color.
Hue
One component of color. Hue describes the tone of the color (red, yellow, blue, etc.). See HSL and
HSV.
Hull
A network of lines that join the control vertices of a curve or surface. The hull shows the
relationship between neighboring CVs. The hull is tangent to the endpoints of the curve. With B-
splines, the hull of a closed curve is larger than, and surrounds, the curve.
IGES
Initial Graphics Exchange Specification. A file format for transferring graphics data between
CAD/CAM systems.
Image plane
A two-dimensional image that can be added to a model. It always directly faces the computer
screen.
Image resolution
The number of pixels in the horizontal and vertical directions.
Inflection line
A curve on a surface that lies between saddle- shaped regions and the rest of the surface. Saddle
shaped regions, or ogees, occur near a pucker in a surface, and these regions often represent flaws
in the shape of the surface.
Inflection point
A point on a curve where curvature changes from concave to convex or vice versa.
Information line
Gray rectangle beneath the buttons on the menu bar. Information, prompts, and warnings are
provided here. Also called the status line.
IRIS
Integrated Raster Imaging System. The name of a workstation family on which Alias software
runs.
Joint
The rotation pivot point at the top end of a bone node, with three axes of rotation. See Inverse
kinematics (IK).
Keyframe
In animation, the state (size, location, etc.) of an item at a point in time is specified by a keyframe.
Intermediate frames are created by the system.
Knot spacing
See Parameterization.
Lambert shading
A method of shading developed by J.H. Lambert. It is used mostly for matte surfaces, such as
chalk or latex paint. The Lambert model has only one characteristic, Diffusion. See also Blinn
shading and Phong shading.
Layer
An association or a collection of objects completely independent of any group hierarchy in your
model. Each stage has a different set of layers.
Leaf node
Among DAG nodes, leaf nodes have no nodes below them. For more information, see DAG node.
Light
A source of illumination in the three-dimensional model. A light can be assigned an intensity,
color, position, etc.
Light, ambient
A lighting model that produces a constant illumination on all surfaces, regardless of their
orientations. The StudioTools system also provides an ambient shade value to give depth to
objects.
Light, area
A lighting model that produces a sheet of illumination with parallel rays traveling along the
normal to the surface, like a rectangular light box.
Light, directional
Light from a point light source located at infinity in the user’s world coordinates. The rays from
the source are parallel and the direction of light is the same for all objects, regardless of their
position. A directional light is similar to the sun.
Light, linear
A lighting model that produces lines of illumination, like fluorescent lighting tubes.
Light, positional
Light from a point light source that is relatively close to the viewing area. Rays from this type of
light source are not parallel, and the position of the object with respect to the light source affects
the angle at which light strikes the object.
Light, spot
A lighting model that produces illumination radiating in a cone from the light source.
Lightgroup
A group of nodes representing a light in the SBD window.
Local Axis
Default origin or local axis intersects a pivot point.
LOM
Laminated object manufacturing. A manufacturing technique.
Lossy compression
A compression method that omits less significant data in order to reduce the space taken by the
data.
Magnet snap
See Snap.
Mask
A mask overlay is used to partially or completely prevent painting over an area of the image. The
mask can be edited, like the image. A mask can be used to selectively restrict file input operations.
Matte
A matte is like a mask, but it defines the areas of an image to which file input operations are to
occur. The file format for matte files describes the matte area by scanline. It is valid under IRIX,
Solaris, and Windows NT.
Menu bar
A horizontal set of menus located at the top of the workspace window, containing such functions
as File, Edit, Display, and Help.
MetaCycle Window
The MetaCycle window is used to break up an animation into component sequences that each
describe a discrete movement. For example a metacycle character might have a walk cycle, a run
cycle, a kick move, and a punch move defined for a fighting game. See also Snippets, and
Transitions.
Model guides
Orthographic drawings that are set up as image planes to guide the building of models.
Modeling coordinates
A coordinate system used in computer graphics that is used to represent an object in terms you
define. For example, a car might be defined in terms of millimeters. Also known as world
coordinates.
Modeling window
An orthographic view or perspective view window where you can see the appearance of a model;
not the SBD window.
Monochrome
An image with a single hue. All variation in the image is based on value or luminosity. Typically, a
monochrome image has gray values only.
Motion path
A three-dimensional curve that defines the x, y, z position of an item during an animation.
Mouse
Hand-held input device used for pointing on screen, which might be used with a mouse pad.
Mouse pad
The small rectangular surface upon which a mouse rests.
Multi-knot
A condition where a curve contains multiple edit points that are coalesced together. Multi-knots
are usually the result of curve or surface editing operations that require a sharp turn in a curve.
They are generally undesirable, as they will cause some tools (such as Birail) to fail, and many
CAD packages will not accept models containing them. See also Multiplicity.
N direction
Normal (at right angles) to a curve or surface.
Non-rational
Curves or surfaces that do not have a weight associated with control vertices, or where the weight
for each CV is 1. This geometry is simpler than rational geometry and is faster to display and
render, but is not sophisticated enough to represent cones, spheres and other conic objects
without some small variation in shape from the true object. Compare with Rational.
Normal
An imaginary line perpendicular to a point on a surface. Surface normals are used to calculate
surface shading. See also Continuity.
NURBS
NURBS (Non-Uniform Rational B-Splines) are a special type of B-spline that can have weighted
control points. NURBS create smooth curves that the Alias system can read from many CAD/
CAM systems, and vice versa. See also Non-rational.
Object
Primitives, text, lights, patches, or other items, especially when situated at the top level of the
Scene Block Diagram. See also Component.
Ogee
A saddle shaped regions, that occurs occur near a pucker in a surface. See Inflection line.
Option Box
A window containing choices that may be made for an executable action.
Original curve
Curve that is to be modified or used to construct a surface. Option boxes frequently have a Keep
Originals option to retain the original curves once the surface has been built.
Paint
Microsoft Paint or some other third party package for editing bitmapped graphics.
Palette
A matrix of colors in the DesignPaint and StudioTools programs.
Parabola
A curve consisting of all points that lie at the same distance from some fixed line and a fixed point.
Parameter
1. A physical property whose value determines a characteristic or behavior of something. 2. (a) An
arbitrary constant whose value characterizes a member of a system (as a family of curves); (b) an
independent variable used to express the coordinates of a variable point and functions of them.
For example, a CV has a parametric surface value. On a curve, this value is expressed in terms of
“U”; on a surface, it is expressed in terms of “U” and “V”.
Parameter curve
A curve that maps the value of an animation parameter (for example, the scale, rotation, or
translation) versus time.
Parameter window
A window containing choices that may be made for parameters that affect an executable action.
For example, the default shader is a blue Lambert shader. By opening the parameter window,
different parameters that affect the shader (such as the shading model, transparency, and color)
may be changed interactively.
Parameterization
The method of assigning numbers to every point on a curve. Edit points are given values first (the
label of a given edit point is its knot value), and then other points are given values based on their
position on the curve relative to the edit points. The difference between the knot values at adjacent
edit points is the knot spacing.
There are two methods of parameterization. Uniform parameterization distributes knot values at
equal separations (1, 2, 3, and so on), regardless of where they lie in space. The difference in values
between two points on a curve is not related to their true distance from each other.
Chord-length parameterization distributes knot values evenly so that the knot spacing is
proportional to the straight-line distance between edit points.
Parametric equation
Any of a set of equations that express the coordinates of the points of a curve as functions of one
parameter or that express the coordinates of the points of a surface as functions of two
parameters. For example, B-splines, NURBS. See also Parameterization.
Parametric surface
A surface in 3D defined by three parametric equations of two parameters each. See also
Parametric equation.
Patch
As a noun, a rectangular portion of a parametric surface. As a verb, to create the 3D free-form
surface.
Patch precision
The number of curves displayed per patch. These curves create a “wire frame” that is
representative of the underlying surface. This wire frame helps to show the shape of that surface.
Path (animation)
The trail along which an object is animated.
Pathname
The location of a file in the computer or network file system (on disk). Pathnames begin with a
drive designation, such as “C:\” in Windows or “/” in UNIX, to signify the base or root of the file
system.
Perspective window
A non-orthographic modeling window that provides a three dimensional view of the scene.
Objects close to the eye appear larger; objects further from the eye appear smaller.
Pick
To choose a component or object with the mouse, making it active.
Pick box
A rectangle drawn from the mouse cursor from the point where the mouse button is pressed to its
diagonally opposite corner where the mouse button is released after a drag operation. Everything
encompassed or partially encompassed by this box has its current active status reversed. The type
of entity chosen depends on the selected Pick type.
Pick mask
Enables you to select which kinds of components can be picked. The pick mask is a series of small
buttons. It is equivalent to the Pick Component Options box.
Pick walk
The timesaving action of picking one object after another using the Shift or Ctrl keys and the arrow
keys.
Pitch
To plunge or rise: to rotate about a horizontal axis that is at right angles to the direction of travel. It
is relative to the current position.
In the Perspective window using Local Camera Move, for Yaw/Pitch you define the eye position,
view point position (what the camera is looking at), and up vector end point.
Pix
The file format of a 2D picture file produced by Alias RayCasting, RayTracing or QuickRender.
The file format encodes RGB information.
Pixel
A blending of the words “picture element”. A discrete unit of picture information, the smallest
unit of raster graphics. The smallest element of a display surface that can be independently
assigned a color.
Point clouds
Each point in a cloud of points is the measured position of a sampled point of the shape
represented by the cloud. These clouds are used as a way of scanning three dimensional models.
Polyset
A set of polygons, usually triangles, making up a polygonal surface.
Polyset vertex
A corner of a polygon.
Pop-up menu
A menu that appears above a button a mouse button click. An item on a pop-up menu can be
chosen by dragging the mouse over the menu.
Primitive
One of the basic geometric building blocks of object modeling (sphere, cube, cone, etc.) built into
the Alias system.
Procedural texture
A texture created by a computer procedure with a set of parameters, instead of a 2D pix file. The
Alias system provides both 2D and 3D procedural textures.
Quadrilateral (Quad)
A 4-sided polygon. In Alias, a quadrilateral is made up of four normals, vertices, and parametric
coordinates. See also Polygon.
QuickRender
A limited quality, high speed method of adding surfaces and lights to objects, usually for testing
their appearance before rendering.
QuickShade
A high speed hardware rendering of surfaces and lights that permits the user to rotate, scale,
and/or translate objects in near real time.
QuickWire
A limited-quality, high-speed display for wireframe objects. It is useful for displaying unchanging
objects in a crowded scene while you are working on other objects.
Rational
Curves or surfaces whose control vertices have different weight values (greater than or less than
1). CVs with lesser weight influence the surface or curve less. The weight must be above zero. This
geometry is more sophisticated than non-rational geometry, but it may create multi-knots and is
slower to display and render. Compare with Non-rational.
RayCasting
A technique for rendering scenes in computer graphics. The casting of non-bouncing rays from the
eye to the object.
RayTracing
A method for tracing the path of light rays from their source to the viewer's eye as they reflect
from and/or pass through the objects (like water or glass) that make up a scene.
Reference surface
An Alias surface that is not be modified but that is to be considered for both position and
continuity constraints when modifying another Alias surface with ClayMate.
Reflectivity
In computer graphics, a surface characteristic used to determine color intensity in lighting models,
which therefore helps determine how the surface looks.
Refraction
The bending of light when passing through a transparent or translucent object.
Refractive index
The degree to which light bends when passing through a transparent or translucent object. For
reference, the refractive index of a vacuum is 0.0, and of water is 1.0.
Relative mode
See Addressing mode.
Rendering
The process of creating finished output from a software scene description. The process of
producing images or pictures. Rendering techniques such as shading, light sourcing, or depth
cueing are sometimes used to make the image look realistic.
RGB
Red, green, and blue. Three additive color components used to create any color by mixing.
Roll
To tilt from side to side: to rotate about a horizontal axis that is along the direction of travel. It is
relative to the current position.
In the Perspective window using Local Camera Move, you can define the eye position, view point
position (what the camera is looking at), and up vector end point.
Root
In UNIX systems, the base of the system. The system administrator account or the level of file
storage that is not in any directory.
Root node
Among DAG nodes, root nodes are the base from which all other nodes spring. For more
information, see DAG node.
Rotate
A transformation turning an object around an axis.
Rotoscoping
Using live footage in the background, to which you can match Alias models.
Saturation
The amount of white mixed in a color (for example, red is more saturated than pink). See HSL and
HSV.
SBD
See Scene block diagram (SBD).
Scaling
The changing of the size of an object, without changing its location or orientation.
.
SDL files are generated by the renderer and can be hand-edited for greater control of the final
rendered images.
Screen resolution
The maximum number of displayable pixels in the horizontal and vertical directions. Also the
number of pixels per inch.
Scroll
To move through a file vertically or horizontally with the use of either scroll bars or arrows. Scroll
bars move through a file quickly; arrows move through the file in small increments.
SDL
See Scene description language (SDL).
Select
In a menu, to highlight. In a model, to pick.
Set
A selection of objects that are grouped together, but do not have a hierarchy. Sets can be exclusive
sets, meaning that their members can not belong to any other sets, or multi-sets, whose members
can belong to other sets.
SGC
Solid ground curing. A manufacturing technique.
Shading
The difference in color across a surface due to different surface characteristics and lighting.
Shading model
The algorithm used to create the intensity and color of the visible portions of a scene. The shading
model usually incorporates the surface normal information, the surface reflectance attributes, and
the lighting model.
Shadow
An area that is totally or partially obscured from light by an object. In computer graphics,
RayTracing and RayCasting are two illumination models that can create shadows.
Skeleton
A hierarchical group of bones and joints. See Inverse kinematics (IK).
Sketch
A StudioTools tool for Windows NT used to interactively create freeform curves by dragging the
mouse.
Skin
A surface created to span a number of cross-sectional curves.
Skinning
To create a surface that fits across a number of cross-sectional curves.
SI
Solid imaging. An STL file is “sliced” and the slices are used to create models.
SLA
Stereolithography is a solid imaging technology. (Compare STL.)
Slider
A control in StudioTools for adjusting a value.
Smooth
A StudioTools tool used to smooth a curve, surface, or section of a curve or surface. The result of
the smooth operation is a curve or surface with a more continuous curvature distribution.
Smooth shading
The process of smoothing the polygonal edges of a model to make it appear realistically three-
dimensional. See also Blinn shading, Phong shading, and Lambert shading.
Snap
The ability to position a point or object in exactly the same location as another point or object, to
guarantee continuity. You can snap to CVs and edit points (by holding down the Ctrl key—also
called magnet snap), grid lines (by holding down the Alt key—also called grid snap), or curves (by
holding down both the Ctrl and Alt keys).
Snippets
In the MetaCycle window, snippets represent a single basic movement or cycle that a character
may perform, such as a walk cycle. A snippet is specified by a character's range of frames in a
specified stage.
Solid texture
A procedural texture that, when applied to a three-dimensional surface or group of surfaces, gives
the appearance of an object that has been carved from a block of a substance. Unlike parametric
textures, solid textures have no edges, but provide a continuous-looking appearance.
Specular reflection
The type of reflection that happens when light hits a shiny surface. It causes highlights on the
object.
Specular rolloff
Controls the effect where some surfaces are more reflective at oblique angles. Rolloff values
around 0.700 will create a “wet” look on a surface. Specular rolloff is only applicable to Blinn
shading. Also affects reflected rays in reflection maps.
STA
Stereolithography Apparatus
Stage
Objects, lights, and environment saved together as a wire file for retrieval into a scene.
Stage set
Editable text files that refer to the complete collection of all the individual components of a
complex model or scene, including all wirefiles that make up the model and the states in which
they were saved.
STC
Stereolithography Contour is a 2D description of a 3D surface.
STL
A file format used in Stereolithography (a solid imaging technology). This 3D Systems file format
provides a tessellated description of a NURBS surface. (Compare SLA.)
StudioTools
The name of the Alias|Wavefront software system for modeling, animation, painting and
rendering, with connections to peripheral input and output devices. Also the name of the main
menu level in that system.
Subdivision
The division of a surface into tessellated polygons.
Adaptive subdivision is based on the curvature of the surface and divides it into the minimum
number of polygons to produce that curve.
Uniform subdivision divides each patch of the surface into a fixed number of polygons, which are
specified in the U and V directions. The rectangular polygons of initial subdivision are divided
into triangles to create the tessellation.
Approximate total subdivision divides the surface into a number of polygons close to the specified
total.
Surface normal
See Normal or Vertex normal.
Sweep
To create a surface by moving one or more “generation curves” along a “path curve.” The new
surface is the surface described by the generation curves.
Swept surface
In general, any surface created by a Swept Surfaces command, namely Extrude, Swept, Birail, or
Anim Sweep. In particular, a surface created by Swept Surfaces > Swept.
Tablet
Part of an input device, consisting of a mouse or puck and a digitizing tablet.
Tangent
A tangent vector is used to determine the slope of a curve or a surface at a given point. See also
Continuity.
Template
An object can be made into a template for use as a background drawing or modeling reference (the
way a grid is used). The template remains visible, but cannot be picked as an object (it is
protected). A template can also be turned back into an object.
Tessellated
Polygonized, usually with triangles but occasionally with quadrilaterals. Said of a surface (to
convert a NURBS surface to its approximation in polygons). See also Subdivision.
Timing curve
The timing curve graphs the percentage of the total length of the motion path traveled versus time.
It is used to position the in-between frames along the path. Each object in an animation that has a
motion path also has a timing curve.
Toggle
A mode or a button that turns on or off. Each selection of the mode or button causes the action to
be switched.
Topological data
In solid modeling theory, data that describes how the geometric components of an object are
connected. Loops, edges, and vertices contain the topological relationships between the surfaces
that form the model. Surfaces are called faces and each face comprises loops, edges, and vertices.
Edges connect two loops from adjacent surfaces.
Transform
To rotate, scale, and/or translate a graphical object.
Transitions
Procedurally defined blends that link snippets together. Transitions can be specified in the
MetaCycle window. See Animating in Alias for more information.
Translation
The changing of position of an object without changing its shape, size, or orientation. All points in
a translated object undergo a linear displacement.
Transparency
The amount that light travels through a surface. Complete transparency allows all light through;
no transparency makes the surface completely opaque.
Transparency map
A parametric texture map that varies the transparency and transparent color across a surface.
Trimmed surface
A surface that has been cut by a line, curve-on-surface, or another surface using Trim.
Tumble
To revolve the camera by varying the azimuth and elevation angles in the perspective window.
Turntable
An animation-related function that lets you animate an object or group of objects in a circular
fashion, as though they were revolving on a turntable. Turntable can be used with any of the Alias
rendering packages.
U direction
See UV.
Uniform parameterization
See Parameterization.
Uniform subdivision
See Subdivision.
Units
The default units in which measurements are shown and specified. Linear units include feet,
meters, and so on. Angular units include degrees or radians. You can specify major and minor
units and sub-units, such as miles, feet, and inches or degrees, minutes, and seconds.
UNIX
(Trademark of AT&T/Bell Laboratories.) A platform under which StudioTools runs,
encompassing both IRIX and the Solaris software environment.
Untrim
Untrimming restores the trimmed surface and turns the trim boundaries back into curves-on-
surface, displayed below the surface node.
UV
A grid system for identifying points on a surface. The U, ‘parametric dimension’, represents a grid
line in one direction (that of the original curve) and the V represents a grid line in another
direction (across the surface from the original curve). (Thus they correspond roughly to width and
length.) In the Texture Placement window, the surface’s U and V are mapped to the window’s S
and T dimensions. The UV value of any point on a surface is determined by the U and V values of
the grid lines that intersect at that point. Assignment of the grid lines in one direction is closely
related to curve parameterization.
V direction
See UV.
Value
Lightness or darkness of a color: one component of the HSV (Hue, Saturation, Value) color model.
See HSV.
Vertex normal
The vector coming from the vertex of a polygon; often an average of the normals from all
adjoining surfaces. Vertex normals are used in calculating surface shading. Compare to Surface
Normal.
Vertex
A point in a network of lines that terminates or serves as a connection for another line (the plural
of vertex is vertices).
VRML
Virtual Reality Modeling Language
Weight
A spline curve lies in the region of its control points. For non-rational surfaces, control points are
equally weighted; that is, they have equal influence on the shape of the curve.
For rational surfaces, you can increase or decrease the weight of a particular control point. By
increasing its weight, a control point has more influence on the shape of the curve, usually
drawing the curve closer to it. Conversely, decreasing its weight reduces its influence, often
allowing the curve to move away from the control point. See also Rational and Non-rational.
Windows NT
(Trademark of Microsoft Corporation.) One of the operating systems under which the StudioTools
runs.
Wireframe
An image made up of the edges of objects, and drawn as lines. It resembles a model made of wire.
Objects are displayed as wireframes in the modeler. A method of model construction that
produces objects defined by a network of straight lines, characteristic of vector-based systems.
The drawing of a model by tracing features such as edges or contour lines without attempting to
remove invisible or hidden parts or to fill surfaces.
World
The entire collection of objects which exist as wireframes in the current working environment.
Xform
Transform. The transformation of control vertices, curves, or objects by moving, scaling or
rotating.
Yaw
To turn left or right: to rotate horizontally about a vertical axis. It is relative to the current position.
In the Perspective window using Local Camera Move, for Yaw/Pitch you can define the eye
position, view point position (what the camera is looking at), and up vector end point.
Zoom
To increase the length of a camera lens, magnifying an aspect of a scene. Note that the results of
zoom and dolly are quite different. Dolly physically moves the camera closer to the point of
interest without changing the length of the lens; perspective distortions peculiar to the lens length
may result at the edges of the scene. Zoom increases the size of the point of interest by increasing
the lens length; depth is not as well perceived as with a shorter lens.