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Table of Contents
Table of Contents
I N T R O D U C T I O N
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
O V E R V I E W
M O D E L M O D U L E
M O T I O N M O D U L E
M A T T E R M O D U L E
Table of Contents
A C T O R M O D U L E
P A R T I C L E
I N T R O D U C T I O N
Introduction
Introduction
About SOFTIMAGE 3D
SOFTIMAGE 3D allows you to create and animate virtual
objects in a three-dimensional world. Virtual cameras can
be used to record still or motion pictures. The resulting
images can be output to a variety of media, such as video,
film, or print.
O V E R V I E W
Overview
The Interface
Working in SOFTIMAGE 3D
■ To move between modules in SOFTIMAGE 3D, simply
click the module name in the title bar (always use the
left mouse button unless otherwise specified). There are
five modules in SOFTIMAGE 3D:
Model
■ This module contains the object creation and
transformation tools that allow you to model or sculpt
objects.
Motion
■ This module contains animation tools for keyframing,
editing function curves, capturing motion, constraining
objects, and creating special effects like Wave and
Flock.
Actor
■ This module contains powerful and flexible animation
tools such as inverse kinematics, dynamics simulation,
and Quick Stretch.
Matter
■ This module allows you to define the shading, texturing,
and lighting properties of your scene. You also use
Matter to render your final work.
Tools
■ This module is a collection of special utilities like the
flipbook and image converters to enhance your
production process.
Overview
Overview
Moving Around
Camera, Supra Keys
Create a sphere and use some of the Supra keys
■ Choose Get ➔ Primitive ➔ Sphere using the default
values.
■ Hold down the Supra key z while using the left mouse
button to drag the camera in any of the windows.
■ Now use the middle and right mouse buttons in any of
the windows. You will notice the camera zooms in or
out depending on which mouse button is used.
Note: In the Perspective window, this causes the lens of
Note the camera (the camera cone or “field of view”)
Fig. 1
to change as it would on a real camera.
■ The Perspective window offers more camera controls.
Hold down the Supra key o while dragging with the left
mouse button in the Perspective window. This lets you
orbit the camera.
■ Hold down the Supra key p while dragging with any of
the mouse buttons. The Supra key p activates the dolly
mode and the mouse buttons determine the speed.
■ Hold down the Supra key f with the cursor in any of the
windows. When you press the f key, the window frames
the selected model or selected group of objects.
■ To reset the camera back to the original default setting,
choose Camera ➔ Reset.
■ Choose Delete ➔ All to clear your screen.
12 SOFTIMAGE 3D Workbook
3D.book : overview.doc 13 Tue Sep 29 15:49:09 1998
Overview
3D Building Blocks
Primitives, Duplication, Transformation
Use several cubes to create a leg for a table
■ Choose Get ➔ Primitive ➔ Cube (length of 3 units).
■ Select the No hierarchy option in the Duplicate ➔ Setup
dialogue box.
■ Duplicate the cube using Duplicate ➔ Repetition. Create
three copies with a translation of -4 units along the
y-axis.
■ Hold down the Supra key z while you click the right
mouse button to zoom out to see all duplicates of the
Fig. 1 cube.
Copy the leg to create the other legs for the table
■ Switch to Multi selection mode (choose the Multi menu
cell). This allows you to select all cubes at once while
pressing the space bar and making a selection box
around the cubes.
■ Choose Duplicate ➔ Immediate to create duplicates of
the group of cubes.
■ Choose the Translation menu cells or press the Supra
key v to move the cubes. Repeat the duplication process
to create four table legs.
Create a table top
■ Switch back to Single selection mode (Single menu cell)
and duplicate one cube for the table top.
■ Use the Scale menu cells or press the Supra key x to
scale the cube into a table top. Your table should look
similar to the one shown in Fig. 1.
Overview
Overview
Jewel, Part 1
Defining a Material Animation by Keyframes
Create a jewel-like object
■ Choose Get ➔ Primitive ➔ Dodecahedron (use the
default settings).
■ Go to the Matter module by clicking on the word Matter
in the title bar or by pressing the F4 Supra key.
■ Choose the Material menu cell to display the Material
Editor.
■ Change the colour of the material by clicking the Palette
button in the bottom left of the Material Editor. Select a
colour in the palette and click Ok to confirm your
Fig. 1 choice.
■ Set the Transparency value to approximately 0.5 and the
Refractive Index to approximately 1.4.
■ Click the Preview button to render the effect of the
material on the model. Middle-click in the Preview
window to close it and then click Ok to close the
Material Editor.
Create some atmosphere by adding a light
■ Add a light to the scene by choosing Light ➔ Define and
accept the default values. Position the light above and in
front of the dodecahedron (translate it). To see the result
of your modifications, choose Preview ➔ All. To exit
Preview mode, middle-click.
Animate the jewel
■ Go to the Motion module by pressing the F2 Supra key.
■ Make sure the time line is at frame 1 and that the
dodecahedron is selected. Choose SaveKey ➔ Object ➔
Rotation ➔ All to create the first keyframe.
■ Go to frame 100 by dragging the time line pointer.
■ Press the Supra key c to activate rotation. Rotate the
cube several times around any axis or combination of
axes.
Overview
Overview
Jewel, Part 2
Rendering and Previewing a Flipbook
Render the piece of animation you created in part 1
■ Go to the Matter module and choose the Render menu
cell.
■ Change the picture resolution to 200 along x and 169
along y. This reduces the overall size of your rendered
image, so it significantly reduces rendering time.
■ Type in the file name jewel for your sequence and
click the Render Sequence button to start the rendering
of your animation.
■ The screen turns black and the rendering window
Fig. 1 appears in the centre with a frame counter. You can stop
or pause the rendering at any time by clicking the
middle mouse button. Once the rendering is complete,
the interface is displayed again.
Use the flipbook to view the rendered images
■ To preview the rendered animation, go to the Tools
module and choose the FlipBook menu cell.
■ Select any one of the file names called jewel from the
list or type jewel as the Sequence Name.
■ Click Ok to load the images into the flipbook. Once the
images are loaded in memory, the first image appears on
the screen.
■ Click the forward arrow in the playback area to play the
flipbook. You can pause the preview at any time by
middle-clicking. Pressing all three mouse buttons
simultaneously stops the flipbook.
Fig. 2
Overview
Overview
Planets
Selections, Hierarchies, and Centres
Create the sun and planets in your solar system
■ Choose Get ➔ Primitive ➔ Sphere and click Ok to accept
the default settings. Choose Info ➔ Selection and in the
Polygon Info dialogue box, type sun in the Name text
box and click Ok.
■ Create the Earth, moon, and Mars by duplicating,
scaling and transforming the sun sphere. Remember to
name each sphere accordingly as was done for the sun.
Change the rotation pivots of the planets and the moon
Fig. 1
■ Select the moon. Change from OBJ to CTR
manipulation mode. Translate the centre of the moon to
Sun the Earth’s centre using the Supra key v. Now move the
Earth’s and Mars’ centres to the sun.
Place the objects in a hierarchy
Earth Mars
■ Open a Schematic window by middle-clicking on
“Right” in the Right window title bar – the objects
Moon
should appear one after the other in a horizontal line. To
Fig. 2 make the Earth the parent of the moon, select the Earth.
Choose the Parent menu cell and then click on the
moon. Using the same steps, make the sun the parent of
the Earth and Mars. Refer to the mouse line for
reference.
Overview
Overview
Mister Roboto
Hierarchy, Centres, and Transformations
CTR of Head
Create a simple robot by combining primitive objects
CTR of U-Arm
■ Choose Get ➔ Primitive ➔ Cube with Length = 3.
* ■ Scale the cube along the y-axis by a factor of 2. This
* cube represents the torso of the robot.
CTR of L-Arm
M O D E L M O D U L E
Model Module
Curve
A curve is not visible to the renderer. It is used as a motion
path, or as a base curve to be extruded, skinned, or
revolved. The five different types of curves are Linear,
Cardinal, Bezier, B-Spline, and NURBS.
Face
Face
A face is a two-dimensional object that can have holes as
part of its definition.
Polygon Mesh
A polygon mesh object is a three-dimensional collection
Polygon mesh of polygons. Vertices on a polygon mesh are always linked
together by a straight line.
Surface
Surfaces are also three-dimensional. They are always
made from a basic grid of smaller surfaces. The two
directions of a surface are referred to as U and V. Control
points on a surface can be linked linearly or by curves.
Surface There are two types of surface objects: patch and NURBS
(Non-Uniform Rational B-Splines). NURBS surface
objects allow more detailed manipulations, and can be
“trimmed” to create complex surfaces.
Meta-Clay Element
Meta-clay elements (meta-elements) create three-
dimensional surfaces by transforming their relative size
Meta-clay and zone of influence instead of transforming control
element points.
Model Module
Model Module
Wine Glass
Grid Lock, Drawing Curves, Revolution
Draw a profile curve of a glass
■ Enlarge the Front window to full size by clicking on the
sizing icon in its title bar.
■ Choose Draw ➔ Curve ➔ NURBS and draw the profile
of a wine glass using the origin of the global axis as
your starting point (See Fig. 1 for reference). Press Esc
to end Drawing mode.
Model Module
Model Module
Zip-a-Neck
Drawing Curves and Zipping Surfaces
Create a simple head
Note: If it is available, use the head created in lesson 1
Note of the Quick Start Guide. If it is not, create a
simpler head with the following steps:
■ Choose Get ➔ Primitive ➔ Sphere and make it a B-
Spline patch.
■ Switch to TAG manipulation mode. In the Right view,
use the Supra key t to tag the sphere’s left-most point.
Translate the point in the positive z direction to create a
Fig. 1
nose (see Fig. 1).
Create a simple neck
■ Select the Layout icon in the Front window and activate
the Grid lock option for both the x and y axes.
6 ■ Draw a profile for the neck by choosing Draw ➔ Curve
➔ B-Spline. Position the cursor over the lower area of
the Front window and left-click to create six points
going from bottom to top. Use Fig. 2 as a reference.
1
Note: The U and V direction as well as the vertex order
Note is important when zipping.
Fig. 2
Fig. 3 ■ In the Zip Patches dialogue box, set the total Number of
points to 7. The values in both sliders (Number of points
Up and Number of points Down) should add up to 7,
although any combination can be used. Don’t click Ok
just yet.
Note: Any number of points in a given row can be
Note attached to the corresponding points in the target
object.
■ Still in the Zip Patches dialogue box, set the Rows down
to 2. This zips two more rows, connecting the head to
the neck. Now click Ok.
Fig. 4 Note: To get a seamless transition in a B-Spline or
Note Cardinal patch, a minimum of three rows should
be zipped.
■ Use the Shade view mode in any window to see the
result. Remember that you still have two objects. You
might want to group them in the same hierarchy to
simplify later movement.
Note: The Zip Surfaces also applies to NURBS surface
Note objects. Try this example again, but this time use
NURBS instead of a patch object.
Fig. 5
Model Module
Model Module
Missile, Part 1
Revolution, Extrusion, Duplicate Repetition
Create the body of your missile
■ Maximize the Front window by clicking on the
Maximize/Minimize button in the Front window title
bar.
■ Choose Draw ➔ Curve ➔ Linear and create a profile of
the body of your rocket. Use Fig. 1 as a reference.
■ Choose Surface ➔ Revolution to turn your profile curve
into a 3D object. In the Revolution dialogue box, select
Patch B-spline and then click Ok to accept all other
default values.
Fig. 1
Hide the body of your missile
■ Open a Spreadsheet window as you would any other
window. The Spreadsheet appears with a list of the two
objects you have created so far.
■ Position the reactor so that it fits over the tail end of the
missile’s body. To do so, use the Supra key v to activate
Translation mode and then use each mouse button as
described in the Status bar. Use Fig. 3 as a reference.
Create the wings of the missile
■ Choose Draw ➔ Curve ➔ Linear and create a profile
curve of the Missile’s wing (see Fig. 4).
■ Choose Draw ➔ Open/Close to close this curve. Then
choose Draw ➔ Convert to Face to give the wing face a
surface.
Fig. 3 ■ Choose Surface ➔ Extrusion to turn the face object into
a 3D object. In the Extrusion dialogue box, select
Polygon as the Object Type, activate Top and Bottom
bevelling, change the Depth to 0.5 and then click Ok to
accept all other default values.
■ Translate the wing so that it is attached to the side of the
missile. Use Fig. 5 as a reference.
■ Change to CTR (centre) manipulation mode and
translate the centre of the wing to the middle of the
missile. Use all four windows to position the centre
correctly. The centre of the original wing acts as a
reference point around which you place the other three
wings.
Fig. 4
■ Use the Duplicate ➔ Repetition command to create three
copies of the original wing. In the Duplicate Repetition
dialogue box, change the Occurrences to 3 and the Y
rotation value to 90 and then click Ok. You should now
have four wings around the missile 90 degrees apart
from one another (see Fig. 6).
Create a source from which particles are emitted
Model Module
Model Module
Sailboat
Skin, Tag Points
Create the cross-sections of the boat using a series of arcs
■ Choose Get ➔ Primitive ➔ Arc with a radius of 3, Begin
at 180, and End at 360. Make it a B-Spline curve.
■ Choose Draw ➔ Open/Close to close the arc, then
choose Show ➔ Point to display the points on the curve.
Use the Supra Key m to move the two top points down
to flatten the top of the curve.
Fig. 1 ■ Make sure Preferences ➔ Create Modelling Relation is
inactive (the default).
■ Choose Duplicate ➔ Repetition and make five copies of
the arc with a Scaling factor of 0.5 along each axis and a
Translation of 5 units along the z-axis.
■ Select the original arc and repeat the duplication to
create three copies, but change the Scaling factor to 0.75
along each axis and the Translation to -3 units (negative)
along the z-axis.
■ Select the original arc (the largest) and use the Supra
key t to tag the point in the centre of the arc. Change to
TAG manipulation mode and move the tagged point
down along the y-axis by about 1 unit (fig. 1).
■ Tag the control points on either side of the centre point
Fig. 2
and scale these three tagged points along the x-axis to
create the keel of the sailboat (fig. 1).
Create a 3D object using the Skin tool
■ Choose Select ➔ Clear to deselect all objects.
■ Choose Surface ➔ Skin and select each cross-section in
sequential order starting from the smallest curve (use
the Right window for reference). Once each arc has
been selected, click the right mouse button. Select Patch
and B-Spline in the Skinning dialogue box and click Ok.
■ Choose Info ➔ Selection and activate Capping for the
Bottom of the U B-Spline. This closes the bow (the front
tip) of the boat.
Model Module
Model Module
Ice Cream
Duplicate Repetition, Skin
Modify a circle and create the cross-sections of the ice
cream
■ Choose Get ➔ Primitive ➔ Circle with a radius of 5
units. Make it a B-Spline Curve Type and increase the
Step value to 16 (the step value is simply the number of
control points along an object).
■ Choose Show ➔ Point to display the points along the
circumference of the circle.
Fig. 1 ■ Switch to TAG manipulation mode. In the Front
window, hold down the Supra key t and click alternating
points along the edge of the circle to tag (select) them.
You should tag eight points in total.
■ Activate the Scale menu cell and scale the tagged points
along both the x and y-axes to create a scalloped circle
(as shown in Fig. 1). Hold down the Supra key t and
middle-click to untag (deselect) the points when you are
done.
■ Choose Duplicate ➔ Repetition using the following
settings:
No. of occurrences: 9
Scaling: X = 0.7 Y = 0.7 Z=1
Rotation: X=0 Y=0 Z = 25
Translation: X=0 Y=0 Z=1
Create a 3D object using the Skin tool
■ To see all the new objects in the windows, press the
Supra key A (Shift-a) in any window. Choose Select ➔
Clear to deselect all objects. Switch back to OBJ
(Object) manipulation mode.
■ Choose Surface ➔ Skin and select each slice starting
from the largest to the smallest circle. Once every slice
has been selected, click the right mouse button. Select
Patch and B-Spline in the dialogue box.
■ Choose Info ➔ Selection and activate Top for the U
Capping.
Fig. 2
Fig. 3
Model Module
Model Module
Body ■ Add an eye and a pupil. After you have created and
correctly positioned the first eye, use the Effect ➔
Symmetry command on the yz plane to make the second
RightEye LeftEye Mouth eye. Make sure that both the pupil and the eye are
selected before you choose Effect ➔ Symmetry.
RightPupil LeftPupil
■ To create the mouth from a torus, choose Get ➔
Primitive ➔ Torus. Make it a Cubic NURBS with radius
Fig. 4 values of 0.25 and 0.5. In TAG mode, use the Supra key
t to tag all the points on the right side of the torus (use
the Right window to tag and rotate the points). Rotate
the tagged points in x until the top and bottom portions
touch. Untag the points and position the mouth.
Name all the objects and place them in a hierarchy
■ Select each object separately and choose Info ➔
Selection. Type in an appropriate name in the text box.
■ Open a Schematic window. Hold the space bar down
while selecting one of the eyes with the left mouse
button. Choose the Parent menu cell and pick the
corresponding pupil with the left mouse button. Click
the right mouse button to end the Parent mode. Repeat
the procedure for the other eye.
■ Select the body of the fish. Choose the Parent menu cell
Fig. 5 and pick the mouth and the eyes with the left mouse
button. Your hierarchy should look similar to the one
shown in Fig. 4.
Create the ocean floor and then save your scene
■ To create the ocean floor, choose Get ➔ Primitive ➔ Grid
using the default settings – make it a cubic NURBS
surface. Translate the grid under the fish.
■ To create a bumpy surface, choose Effect ➔ Randomize
and input these settings: X = 0.05, Y = 0.5, Z = 0.05.
Scale the grid on the y-axis to adjust the deformation
effect.
■ Finish your scene by adjusting the sizes of the models.
Your final image should look similar to that shown in
Fig. 5.
■ Save your scene for use in Part 2 of the series.
Model Module
Model Module
Logo
Deformation, Effects, Surface Fitting
Set up the scene by getting a few elements
■ Choose Get ➔ Primitive ➔ Sphere. Make it a B-Spline
Patch with a Radius of 8 units.
■ Load the scene containing your extruded name (see
“Your Name in 3D”).
Place the objects into a hierarchy
■ Open a Schematic window and select the letter S.
Choose the Parent menu cell and pick the A and M as
children.
Model Module
Model Module
Rings
Duplicate from Animation
Get some primitive objects to set up the scene
■ Get a square with a length of 4.
■ Rotate the square 90 degrees around the x-axis.
■ Choose Effect ➔ Freeze ➔ Rotation. This sets the current
rotation values as the default setting allowing the
deformation tool to use these new settings as their point
of reference.
■ Get a B-Spline circle with a radius of 15 and 8 steps.
Deform the square along the circle’s path
■ Select the square and assign a deformation by curve
Fig. 1 using Deformation ➔ By Curve ➔ Node ➔ Create, and
picking the circle as the deformation path.
■ Reset the translation of the square by clicking in the
triangular tab in any Translation menu cell. Make sure
all values are defined as 0 and click Set.
Animate the square
■ To animate the square, set the length of the time line to
80 (enter 80 in the End frame box) and set the current
frame to 1.
■ Set a keyframe for the square by choosing SaveKey ➔
Object ➔ Node Curve Deformation ➔ All in the Motion
module.
■ Go to the last frame (80). In LCL mode, translate the
square in y until it reaches the starting position.
Model Module
Model Module
Soft-drink Can
NURBS and Trimming
Draw the can’s profile curve and apply weights to some
points
■ In the Model module, choose Draw ➔ Curve ➔ NURBS.
Draw the profile of the soft-drink can in the Front
window so it can be revolved around the y-axis (use the
same number of points as in Fig. 1).
■ Change the weight of points 2, 6, 7, and 11 from the
default weight of 1.0 to a value of 5.0. To do so, choose
Edit ➔ Coordinate and pick the first point (the point on
the y-axis at the top of the curve). In the Edit Coordinate
dialogue box, click the Next button until you reach point
no. 2. Change the value in the Weight (W) box to 5.0
and click Modify. Change the weights of points 6, 7, and
Fig. 1
11 in the same manner. Use the Next button to navigate
between the points. Refer to Fig. 2.
Note: When drawing NURBS curves, the first point
Note
starts at 0 and not 1. Therefore, make sure you
are assigning weights to the right points.
W=5 Tip You could also have modified the weighting of
points 2, 6, 7, and 11 by tagging the points using
the Supra key t and then choosing Edit ➔ NURBS
Weight ➔ Tagged Points. This allows you to
interactively change the weighting of several
points at the same time.
■ Activate the Preferences ➔ Create Modelling Relations
command.
W=5
Create a 3D object by revolving a curve and change its
shape
■ Choose Surface ➔ Revolution. Select the y-axis as the
Fig. 2 rotation axis (default), the Cubic option under NURBS
(create a NURBS instead of polygon object) and
activate the Close option.
■ Reshape the object with relational modelling. Select the
original NURBS curve and use the m key to edit the
position of the points. Refer to a shaded Perspective
window for interactive feedback.
Model Module
Model Module
Table
NURBS, Weighting, Instances
Create the base and shade of the lamp
■ Choose Draw ➔ Curve ➔ NURBS and draw the profile
of the base of your lamp in the Front window – use Fig.
1 as a reference.
■ Create the shade for your lamp by choosing Draw ➔
Curve ➔ NURBS – use Fig. 2 as a reference.
■ Choose Edit ➔ Coordinates and change the weighting
values in the Edit Coordinates dialogue box to those
shown in Fig. 2. You may have to manipulate some of
the points using the Supra key m to get the look you
Fig. 1 want.
Fig. 3
Model Module
Model Module
Flower Power
NURBS and Instances
Create a 2D flower object
■ Draw a flower face in the Front window by choosing
Draw ➔ Curve ➔ NURBS. Refer to Fig. 1.
■ Close the curve by choosing Draw ➔ Open/Close.
Use the default values.
■ Convert the closed curve into a face by choosing Draw
➔ Convert to Face.
Fig. 5
Model Module
Model Module
Gears
Tagging, Holes, and Extrusions
Get a circle and create the outline for the gear
■ Choose Get ➔ Primitive ➔ Circle and make it Linear
with a radius of 15, and a step of 32.
■ Choose Show ➔ Point to display the points on the circle.
■ Switch to TAG manipulation mode and using the Supra
key t, tag every other set of two points starting at top of
the circle (points 1 and 2, 5 and 6, 9 and 10, and so on).
Use Fig. 1 as a reference.
■ Click on the triangular tab in the Scale menu cells and
Fig. 1
enter 0.75 for X and Y. Click Add.
Turn the gear into a face and cut a hole in the middle
■ Switch back to OBJ manipulation mode.
■ Choose Draw ➔ Convert to Face.
■ Choose Get ➔ Primitive ➔ Circle. This time make it
B-Spline with a radius of 3 and a step of 8.
■ Select the gear outline. Choose Draw ➔ Attach Hole,
then click on the smaller circle. Your gear face should
look similar to the one in shown Fig. 2.
Turn your face into a polygon mesh object
■ With the face selected, choose Surface ➔ Extrusion.
Make it a polygon mesh object, and use the z-axis
Fig. 2
(default) with a step of 1 and a depth of 1. Select the
Close option if it isn’t already active.
■ Name the extruded object Gear1 in the Info ➔ Selection
dialogue box.
Hide the original face and create a second gear
■ Open a Schematic window and select the original face
of the gear. Choose Display ➔ Hide ➔ Toggle & Desel.
Hidden to hide the original face object.
■ Select Gear1 and choose Duplicate ➔ Immediate for
Gear1. The new gear is automatically named Gear2.
Fig. 3
Model Module
Model Module
TV Set
Top Perspective Polygon Modelling
Build the basic model of the TV using polygons
■ Choose Get ➔ Primitive ➔ Cube (default length is 10.0).
■ Select a polygon on the cube by choosing Polygon ➔
Select By Rectangle. Click and drag a rectangle around
the back polygon of the cube (for this tutorial only, the
Front Right
back is the right side in the Front window, as shown in
Fig. 1). Change from OBJ to POL manipulation mode,
then choose Duplicate ➔ Immediate.
■ Translate and scale the new polygon as shown in Fig. 2.
■ Build your TV model. Repeat the two steps of Duplicate
➔ Immediate and Scale/Translate for the remaining four
Fig. 1 polygons as shown in Fig. 3. Note that the polygon for
the screen (#5) is translated inside the cube to create the
Top Perspective TV screen.
Note: Be careful to have the proper polygon selected:
Note use the Perspective window in full screen mode
and orbit your camera around the TV. Also make
sure that only one polygon is selected at a time.
■ Deselect the polygon by choosing Polygon ➔ Select By
Front Right Rectangle and middle-clicking and dragging a rectangle
around the polygon.
Add some dimension and colour to the TV set
■ Bevel your model by choosing Effect ➔ Bevel. Accept
the default values (bevel 0.1).
■ Choose the Material menu cell in the Matter module.
Fig. 2 Enter 0.2 for Diffuse, 0.48 for Ambient RGB, 250 as the
Specular Decay, and 0.04 as the Reflection value.
4 1
5 Place one of your flipbooks onto the TV screen
Fig. 3
Model Module
Model Module
Octopus
Polygon Modelling
Create the octopus head
■ Choose Get ➔ Primitive ➔ Sphere as a Polygon with
Radius 5, Longitude 16, and Latitude 16.
Create the legs from manipulating polygons on the head
■ In the Model module, choose Polygon ➔ Select by
Rectangle (or use the Supra key y). In the Front window,
draw a rectangle around the third row of polygons from
the bottom by clicking and dragging the cursor (Fig. 1).
Fig. 1
■ In the Top window, deselect every other polygon in this
row by middle-clicking and dragging around each of the
polygons (Fig. 2).
■ Switch to Polygon (POL) manipulation mode.
■ In the Top window, press the Supra key x to scale the
polygons uniformly (all three mouse buttons in XYZ
mode or any mouse button in UNI mode) until the
corners closest to the centre touch (Fig. 3).
■ Press the Supra key v to change the Translation mode to
Local (LCL). Use the Supra key c to do the same for
Rotation. These modifications are necessary so that
Fig. 2 when these polygons are duplicated to create the legs,
they duplicate (rotate, translate, and scale) around their
local centres and not the global centre. Try the Duplicate
➔ Repetition command in different modes to see what
kind of effect they have on the final result. Use the
History ➔ Undo command between each try.
■ Choose Duplicate ➔ Repetition to create five
occurrences with these settings: Scaling X, Y, Z = 0.75,
Rotating -15 on X, and Translating 4.0 on X and Y.
Create the eyes and place all the objects in a hierarchy
■ Switch back to OBJ manipulation mode and choose Get
➔ Primitive ➔ Sphere. Define it as a Patch, B-Spline,
Fig. 3 radius 1, and a step of 8 for Longitude and Latitude.
Fig. 5
Model Module
Model Module
Torch, Part 1
Modelling
Create the basic structure of the torch
■ In the Front window, click on the Layout icon in the title
bar and activate the Grid lock option for X, Y, and Z.
Change the Grid size and Grid display to 2.0. Click Ok
to accept these modifications. Maximize the Front
window.
■ Choose Draw ➔ Curve ➔ Bezier and draw a curve
Fig. 1 similar to the one shown in Fig. 1. Press Esc to end
drawing mode.
■ Open the Layout dialogue box again and deactivate the
Grid lock option.
■ Choose Show ➔ Line to view the handles of the Bezier
curve.
■ Pressing the Supra key m, drag the handles of the Bezier
curve so that it looks similar to that shown in Fig. 2.
■ When you are satisfied with the curve, choose Surface ➔
Fig. 2 Revolution. Make the torch a Patch B-Spline. Select y
as the Axis of Revolution and click Ok.
■ Rotate the torch by 180 degrees on the y-axis.
Fig. 4
Model Module
Model Module
M O T I O N M O D U L E
Motion Module
Animation in SOFTIMAGE 3D
The basic way to animate is by keyframing.
Keyframing means that you specify values for parameters
such as position, rotation, or colour of an object at a
specific frame. After you create two keyframes,
SOFTIMAGE 3D automatically calculates the
interpolation and generates the in-between frames.
A function curve is created when keyframing.
If a function curve is associated with a specific parameter
Fig. 1
of an object, it takes precedence over any temporary
modification you might do to that object.
For example, if a cube has an explicit translation function
curve, you have to modify its function curve (by saving a
new keyframe, for example) to change its current position.
Creating Keyframes
There are three basic ways to create animation in
SOFTIMAGE 3D:
■ Traditional methods, where you define your animation
using keyframes.
■ Procedural methods, in which SOFTIMAGE 3D defines
the animation for you.
■ Recording/Control (Input/Output) methods, where
animation data is imported from or exported to an
external device.
Motion Module
Motion Module
Motion Module
Motion Module
Motion Module
Motion Module
Motion Module
Motion Module
Motion Module
Missile, Part 2
Path Animation, Tangency Constraint
Load Missile, Part 1 and set a new time frame
■ Choose Get ➔ Scene to load Part 1 of the Missile scene
you created in the Model section.
■ Change the End frame in the playback area to 200 in
order to extend the playing time of your scene.
Draw a curve representing the path for the missile to
follow
■ Draw the curve by choosing Draw ➔ Curve ➔ Bezier.
Use Fig. 1 as a reference. To modify your points, use the
Fig. 1 Supra key m with the left mouse button.
Attach the missile to the curve
■ Go to the Motion module and select the missile. Choose
Path ➔ Pick Path and pick the curve. In the Path Timing
dialogue box, make sure that the Start and End frames
are 1 and 200 respectively. Click Ok.
■ Choose FcrvSelect ➔ Object ➔ Translation to view a
graphical representation of your path. Click on LIN in
the Fcurve window title bar to make the curve’s
interpolation linear. This makes the missile travel at a
constant speed throughout the entire animation. Your
Fig. 2 curve should look similar to that shown in Fig. 2.
Position the missile on the path
■ Select the base of the missile and choose Show ➔
Centre. The centre icon, represented by three coloured
arrows, should appear in each of your windows.
■ Change to CTR manipulation mode (Supra key F10)
and rotate the centre of the missile’s body so that the
x-axis (red arrow) is pointing toward the tip of the
missile. This step constrains the missile’s x-position so
that it remains tangent to the path at all times.
Fig. 3
Motion Module
Motion Module
Fig. 3
Motion Module
Motion Module
Keep Talking
Shape Animation
Create the objects used to shape the lips
■ Choose Get ➔ Primitive ➔ Torus and make it a B-Spline
patch.
■ Rotate the torus 90 degrees on the x-axis.
■ Duplicate the torus three times using Duplicate ➔
Repetition with a translation of 20 units along the x-
axis.
Manipulate the torus to make various shapes
■ Change to TAG manipulation mode (press F9). Use the
Supra key t to tag points and modify each torus into a
different mouth shape: an open mouth, a closed mouth,
a smiling mouth, and a sad mouth (refer to the four
illustrations in Fig. 1).
Animate the lips
■ Change back to Object (OBJ) mode and select the
closed mouth. Make sure that the time line is at frame 1
and save the first key shape by choosing SaveKey ➔
Object ➔ Shape.
■ Move the time line to frame 20 and save the second key
shape by choosing Shape ➔ Select Key Shape and
picking one of the three mouths. A key shape is
automatically saved.
■ In the same fashion, save a key shape using the other
two mouths at frames 40 and 60.
■ Go back to frame 1 and move the time line pointer to
frame 80 using the right mouse button – that way the
screen does not get refreshed so the shape stays the
same. Save one last keyframe by choosing SaveKey ➔
Object ➔ Shape.
■ Play back the animation.
Fig. 1
Motion Module
Motion Module
Hang Ten
Motion Module
Motion Module
Lost at Sea
Waves, Constraints
Create a water surface
■ Choose Get ➔ Primitive ➔ Grid. Make it Patch B-Spline
and accept the default values.
Draw a one-joint chain
■ Press F3 to go to the Actor Module by choosing
Skeleton ➔ Draw 2D Chain. Position the root of the
chain at the origin and the effector at (-2, 0, 0), as in Fig.
1. Right-click to end the drawing mode.
Create various clusters on the water surface
Fig. 1
■ Go to the Motion module (press F2) and select the grid.
■ Using the Supra key t, tag a point on the grid 2 units in
negative X. Use the Top window to tag your points.
■ Set a cluster by choosing Shape ➔ Set Cluster and call
the cluster “effector”. Click on New to exit the Set
Cluster dialogue box.
■ Untag the first point and tag the point at the origin.
■ Set another cluster by choosing Shape ➔ Set Cluster.
This time call it “root” and click New.
■ Untag the point at the origin and tag a point above the
chain – as shown in Fig. 2.
■ Set another cluster using Shape ➔ Set Cluster and call it
Fig. 2
“upvector”. Click New and untag the point.
■ Choose Shape ➔ Cluster List. Select the “effector”
cluster and click Ok.
Constrain the position of the chain to the various clusters
■ Select the effector of the chain. Choose Constraint ➔
Object to Cluster and pick the grid. You might find it
easier to select objects in a Schematic window.
■ Constrain the position of the root to the “root” cluster.
With the grid selected, select the “root” cluster from the
Cluster List. Now select the root of the chain. Choose
Constraint ➔ Object to Cluster and pick the grid.
Motion Module
You may find that your flipbook is too fast. If so, try
loading it again, but this time use 15 or 20 frames per
second instead of the default value of 30.
Motion Module
Linear ■ Go to the Motion module and select the linear curve (the
curve diagonal line). Choose Effects ➔ Wave ➔ Create. Select
the spherical type of wave and set the velocity to 0 so
that the wave disturbance doesn’t travel ahead of the
wave itself. Click Ok.
Fig. 2 ■ With the wave icon selected, choose Effects ➔ Wave ➔
Attach ➔ Node and click on the intestine.
Tip Try to put two waves on the same object for some
serious indigestion!
Experiment with the scaling of your wave.
Keyframe any adjustments you make.
If you have the custom effect Draw ➔ Curve ➔
Resample, use it on the intestine profile curve
before extruding. Try increasing the number of
Samples to 100.
Motion Module
Motion Module
Sparkles
Flock Overview, Material Animation
Create a particle model, source, and destination object
■ Create a source object. Choose Get ➔ Primitive ➔
Sphere and choose a Polygon with a Radius of 2.
■ Choose Info ➔ Selection and name the sphere Source.
■ Create a destination object by choosing Duplicate ➔
Immediate. Scale the duplicate sphere by a factor of 6
times on all three axes.
■ Choose Info ➔ Selection and name the sphere
Destination.
- Number of Particles: 50
This refers to the number of particles per flock. You
are repeating the flock eight times so you should
have a total of 400 particles throughout the
animation.
- Destination Seed: 45
This relates to the particle distribution pattern. If
the Source and Destination Seed values differ then
the particles start and finish at different points
along the spheres.
- Stop Frame: 15
This relates to the life or flight time of the particle.
- Repetition: 8
- Frame Offset: 2
This relates to the number of frames separating
each repetition.
- Seed Offset: 3
This allows you to change the particle distribution
pattern between repetitions.
- Hide Before Start: ON
This simply hides the inactive particles until they
begin their “life.”
- Interpolate Materials: ON
This activates any material animation.
■ Accept the setup by clicking Ok. Open a Schematic
window and pick the small sphere as the Source object,
the larger sphere as the Destination object, and the cone
as the Particle object. SOFTIMAGE 3D then generates
the number of repetitions specified.
■ Move your time line back to frame 1. Your image
should look similar to the one in Fig. 1.
■ Play back the animation and render a small flipbook of
about 30 frames.
Note: Before rendering, hide the two spheres using
Note Display ➔ Hide ➔ Toggle & Desel. Hidden.
Motion Module
Motion Module
Sliding Blob
Lattice Deformation, Keyframing
Get a cube and a sphere and place them into a hierarchy
■ Choose Get ➔ Primitive ➔ Sphere and make it a B-
Spline Patch with a radius of 1 unit.
■ Choose Get ➔ Primitive ➔ Cube and change the length
to 4.
■ Scale the cube up by a factor of 3 on the y-axis.
■ Select the cube, choose the Parent menu cell, and pick
the sphere.
Assign a branch lattice to the hierarchy
■ Choose Lattice ➔ Branch ➔ Create with a Curve
interpolation. Using a Curve interpolation gives a
smoother deformation when animating the lattice and
Fig. 1
the sphere.
Manipulate the shape of the lattice
■ Change to TAG manipulation mode and tag various
points on the lattice using the Supra key t. Modify the
shape of the lattice by translating, scaling, and rotating
the tagged points. This deforms both the sphere and the
cube. Use Fig. 1 as a basic reference for tagging,
scaling, translating, untagging, etc.
■ Press the space bar while selecting the cube, and make it
invisible by choosing Display ➔ Hide ➔ Toggle &
Desel. Hidden.
Animate the sphere
■ Select the sphere and animate its position along the y-
axis by saving keyframes at frames 1 and 100 with
SaveKey ➔ Object ➔ Explicit Translation ➔ All.
■ Play back your animation and render a small flipbook.
Motion Module
Motion Module
City 1
Camera, Path Animation
Create a cityscape using various cubes and a grid
■ Choose Get ➔ Primitive ➔ Grid and accept the default
settings.
■ Choose Get ➔ Primitive ➔ Cube and then choose the
Duplicate ➔ Immediate command to create eight copies
of the original. Scale the cubes so that they are all
different sizes and place them on a simple grid. Use Fig.
1 as a reference.
Motion Module
Motion Module
City 2
Channels
Use the city scene and camera path you created in City 1
■ Choose Get ➔ Scene and load the City 1 scene.
■ Make sure the camera and its interest are animated
along the path.
Use channels to animate the camera and the interest
■ Choose Channel ➔ Channel Setup to activate the
channel driver. There should be an active mouse driver
with two channels: one for the x-position and another
for the y-position. Click Ok to accept the settings.
Fig. 1 ■ Choose Camera ➔ Select Camera.
■ Now connect the mouse’s movement to the camera’s
movement along the path. Choose Channel ➔
Connection Setup and select the CAM Camera1.cmtrs
function curve and the CHN I mouse.xpos channel.
Click the -> Connect -> button to set the connection.
Enter 100 in the Scaling text box and then click Ok.
Note: With path animation, the Scaling value refers to
Note the distance that your object travels along that
path with every mouse movement from one side
of the screen to the other. With a value of 100, the
camera travels from the beginning of the path to
the end with one mouse movement from the left
to the right side of the screen.
Fig. 2
■ Open the Connection Setup dialogue box again to
connect the mouse to the camera interest. This time,
select the CAM Camera1.cmitrs function curve and the
CHN I mouse.xpos channel. Click the -> Connect ->
button to set the connection. Enter 100 in the Scaling
text box and 5 in the Offset text box. Click Ok to finish
the setup.
Note: The Offset value refers to the position at which
Note the object starts its animation. You offset the
camera interest by 5 units because you want it to
remain in front of the camera at all times.
Motion Module
Motion Module
Motion Module
Motion Module
Motion Module
Motion Module
Motion Module
Flex 1
Revolution and Chains
Create two objects: a muscle and a bone structure. The
muscle is a basic patch deformed by a lattice, and the bone
structure is, of course, a skeleton.
■ To create the muscle, choose Draw ➔ Curve ➔ B-Spline.
Fig. 1
In the Front window, draw a curve similar to the one
shown in Fig. 1.
■ To give your muscle volume, choose Surface ➔
Revolution. Make it a Patch B-Spline and use x as the
axis of revolution.The muscle should be about 7 units
long and have a radius of 0.5 units (see Fig. 2). Rename
the revolution in the Info ➔ Selection dialogue box to
“muscle.”
■ The centre of the muscle should be at an extremity.
Fig. 2 Switch to CTR manipulation mode and translate the
centre of your muscle to one of the extremities (see Fig.
3).
Centre
■ For the bone, create a three-joint skeleton that relates to
your muscle. Go to the Actor module and choose
Skeleton ➔ Draw 2D Chain and create a three-joint
chain similar to the one in Fig. 4. Right-click to end the
chain drawing mode.
■ Save your scene for use in the Flex2 tutorial.
Fig. 3
Fig. 4
Motion Module
Flex 2
Lattices, Keyframing
Use a lattice to deform the shape of the muscle
■ With the muscle selected from the previous lesson,
choose Lattice ➔ Node ➔ Create in the Model module.
Accept the default settings.
■ Make sure you are at frame 1 and switch to TAG
manipulation mode. With the Supra key t, tag the middle
three columns of points on the bottom two rows of the
Fig. 1 lattice as in Fig. 1. Translate these points until the
muscle looks similar to the one in Fig. 2.
Record the animation by saving keyframes
■ Choose SaveKey ➔ Object ➔ Node Lattice to record
your first key shape.
■ Repeat the second and third steps to record keyframes at
frames 50 and 100. Use the diagrams in Figs. 3 and 4 as
a reference.
(Frame 1)
(Frame 50)
Fig. 3
(Frame 100)
Fig. 4
Motion Module
Flex 3
Expressions
Position the muscle and place the two objects in a
hierarchy
■ Place the muscle between the first and second joints
using Fig. 1 as a reference. You may need to rotate the
muscle a bit.
Fig. 1
■ Select the joint (jnt1_1), choose the Parent menu cell
and pick the muscle. The muscle should now be the
child of the joint.
Define the movement and colour of the muscle
■ Select the muscle object and choose Expressions ➔ Edit.
Enter the following expressions, use the Validate,
Fcurve, and Scn Element buttons to speed up your
process and reduce the number of typing errors.
Fig. 2
To enter several expressions for the same object, you
need to use the Next button.
ELEMENT EXPRESSION
Muscle.rotz jnt1_2.rotz / 2
This expression links the muscle’s rotation on the z-axis
to jnt1_2’s rotation on the z-axis. The relationship
between the muscle and the joint is not 1:1 because of a
divide (/) operator which reduces the muscle’s rotation
by a factor of 2.
ELEMENT EXPRESSION
Muscle.scalx 1 - ( abs( jnt1_2.rotz ) / 180 )
This expression links the muscle’s scaling in x to
jnt1_2’s rotation in z. A divider is used to reduce the
effect of the scaling by a factor of 180. The abs
(absolute) function is used to prevent the muscle’s
scaling from becoming negative and the “1 -” sets the
initial size of the muscle to its current setting.
ELEMENT EXPRESSION
Muscle.ltnode jnt1_2.rotz / 70
Motion Module
Motion Module
Alien Invasion
Direction Constraint
Create one inter-stellar T-20Z twin turbo UFO and four
HJX-106 parabolic antennas! (but some extruded curves
will do!)
■ In the Front window, create the profile of a UFO by
choosing Draw ➔ Curve ➔ B-Spline (use fig. 1 as a
reference) and then choose the Surface ➔ Revolution
command to make the object three dimensional. Make it
a Patch B-Spline and select y as the axis of revolution.
■ In the Front window, create the profile of a parabolic
dish by choosing Draw ➔ Curve ➔ B-Spline (use Fig. 1
as a reference) and then choose Surface ➔ Revolution to
make it three-dimensional. Accept the default values by
clicking Ok.
Finish the antenna and place the objects in a hierarchy
Fig. 1
■ Choose Get ➔ Primitive ➔ Cylinder to create the pole of
the antenna. Scale your cylinder and translate it under
the parabolic dish.
■ Create a logical hierarchy so the pole is the parent of the
receiving antenna.
■ In CTR manipulation mode, rotate the centre of the dish
90 degrees on the z-axis so that the x-axis (red) becomes
parallel to the receiving antenna (if you look in the Front
window, the red arrow should be pointing up). Make
sure the centre of your antenna is at the bottom of the
parabolic dish. The centre must be at the bottom for the
dish to stay attached to the pole when it rotates.
M A T T E R M O D U L E
Matter Module
Matter Module
Matter Module
Matter Module
Matter Module
Matter Module
Matter Module
Missile, Part 3
Materials, 3D Global Textures
Load the Missile scene you created earlier
■ Choose Get ➔ Scene and use the browser to load the
Missile scene you created in the Model section of this
workbook.
Apply materials to the various parts of the missile
■ Select the main body of your missile and choose the
Material menu cell. In the Material Editor dialogue box,
assign a colour to your missile by manipulating the
Fig. 1
RGB values for the Diffuse, Ambient, and Specular
areas of illumination. When you are satisfied with the
colour, click Ok.
■ Select the reactor of the missile and assign it a different
colour. Choose the Material menu cell and manipulate
the RGB values of the three areas of illumination
appropriately. Since the wings are children of the
reactor, they automatically inherit the material of their
parent.
■ Select the component you called “part_source” and
choose the Material menu cell. In the Material Editor
dialogue box, change the Shading Model to Constant
and the colour to black.
Create the sky by assigning a 3D texture to the sphere
■ Select the sphere and choose Material. Select Constant
as the Shading Model and click Ok.
■ Choose Texture ➔ 3D Global and click the Select button
beside the 3D Texture dialogue box. Use the browser to
go to the /SI_Materials/Clouds directory. A list of
several different cloud image files should appear. To
view a sample of each image file (as shown in Fig. 1),
click on Options and select Use Icons in the List
Options dialogue box. Select the texture you would like
to have as your sky and click Load.
■ Adjust the pattern of your cloud texture by changing the
scaling values on all three axes. The default scaling
value is much too large in this case because of the
Matter Module
Matter Module
Copyright Logo
Subregion Rendering and Compositing
Perspective Render one of your existing scenes in NTSC format
■ Get one of your existing scenes by choosing Get ➔
Scene. Once the scene is loaded, choose Camera ➔
Picture Format and activate the NTSC format. Click Ok.
■ Render one frame of the scene by choosing the Render
menu cell. In the Render Setup dialogue box, make sure
that both the Start and End frames are at 1 and NTSC is
Before the active format. Click Render sequence.
Perspective ■ Delete your scene by choosing Delete ➔ All.
Set a flat-field camera
■ In the Model module, choose Camera ➔ Settings. In the
Camera Settings dialogue box, change the camera’s x
and y positions to 0. Activate the Automatic Depth-of-
Field Simulation and change the Focal length to 20 mm.
Click Ok to close the dialogue box. Refer to the two
After illustrations in Fig. 1.
Matter Module
Matter Module
Matter Module
Torch, Part 2
Light
Materials, Textures, Animating Light Sources
Load the Torch, Part 1 scene
Light ■ Choose Get ➔ Scene to load the Torch, Part 1 scene you
created earlier.
Introduce a light source to your scene
■ Choose Light ➔ Define and select a point light. Change
the RGB values to R: 0.309, G: 0.237, B: 0.139. Click
Light
Ok to accept all other default values.
Light
■ Translate the light up in y to the top of the torch and then
Fig. 1
in negative Z, so that it lies between the wall and the
torch. Use Fig. 1 as a reference.
Create a flickering light source
■ Choose Light ➔ Define. In the Create Light dialogue
box, select a spot light with RGB values of 0.35, 0.27,
0.15. Make the spot light’s Cone Angle 3.0 with a
Interest
Interest
Spread of 60.0. Click Ok.
■ Translate the spot light and its interest to the positions
shown in Fig. 2. Make sure that in all four windows the
cone of your spot light hits the wall right behind the
torch. If it doesn’t, the flickering effect won’t be as
Interest Interest effective.
■ Animate the position of the light’s interest by saving
Fig. 2 keyframes at frames 60, 62, 65, and 67. Choose
SaveKey ➔ Light ➔ Interest ➔ Translation in the Motion
module, to create a translation path in the shape of an N
62 67 (move the interest about 1 SOFTIMAGE unit in the x
and y directions only). Use Fig. 3 as a reference.
60 65
■ Once you have created the translation path, choose
FcrvSelect ➔ Light ➔ Interest ➔ Translation to view the
interest’s function curve (fcurve). Edit the fcurve by
clicking on EDITKEY in the window title bar. With the
right mouse button, delete the two middle points on the
fcurve.
Fig. 3
Matter Module
Matter Module
Fig. 9
Matter Module
Matter Module
Matter Module
Render a flipbook
■ Choose the Render menu cell, name your scene
appropriately and click Render sequence.
■ Play it back by choosing FlipBook in the Tools module.
Your flipbook is in the RENDER_PICTURES
directory. Select one frame of your flipbook and click
Ok. Use the forward arrow in the playback box to view
your flipbook and press all three mouse buttons
simultaneously to exit flipbook viewing mode.
Matter Module
shadows option.
Create a short animation and then render and view the
scene
■ Set your keyframes by choosing the SaveKey ➔ Object
➔ Rotation ➔ All command in the Motion module.
■ Once you have set all the keyframes, choose the Render
menu cell in the Matter module, name your scene
appropriately and click Render Sequence.
■ View the final results by choosing the FlipBook menu
cell in the Tools module.
Fig. 2
Note: You will notice that the embossing effect of bump
Note mapping is a rendering trick only: it does not
modify the actual surface of the underlying
object’s geometry.
Render the scene using the mental ray displacement
option
■ Activate the Displacement (mr) option in the 2D texture
dialogue box. This option, unlike the bump mapping
method, allows you to change the actual geometry of the
object.
■ Select UV as the Mapping Method and click Ok.
■ Choose Info ➔ Selection, click on the Render Setup
button and activate Spatial as the Surface
Approximation method. Reduce the value to 2 to
increase your picture resolution and select Pixel length
as the units definition. Click Ok twice to exit both
dialogue boxes and to accept the values entered.
Matter Module
Matter Module
Depth of Field
mental ray, Depth of Field, .rayhosts
The F-Stop values of the camera in SOFTIMAGE 3D
don’t correspond exactly to a real 35mm camera.
However, the three automatic camera values are all
combined to determine the depth of field “look.”
As with real lenses, the shorter the focal length, the greater
the depth of field, and vice versa. Smaller F-Stop values
yield a more pronounced out-of-focus effect. The default
of 5.6 would be fine for a real lens, but for our purposes,
start with 1.0 or 0.5 instead.
Fig. 1
The mental ray rendered result is based on a traditional
pinhole camera, as opposed to the SOFTIMAGE renderer
which uses a post-processing type of effect.
■ Create a simple scene with two objects at different
distances from the camera. Animate the objects so that
one is approaching the camera and the other is moving
further away. If you like, you can use a previous scene
that seems appropriate such as Jojo the Fish, Part 3
(create a friend for Jojo if you use this scene!).
Apply the depth of field option to the scene
■ Select the camera and choose Camera ➔ Settings. In the
dialogue box, activate the Automatic Depth of Field
Simulation. Set the Focal length to 400 and the F-Stop
to 0.25.
Note: The Focal length and F-stop values can also
Note affect your depth of field. The focal length is
simply the length of your camera lens. As the
length of your camera increases, depth of field
decreases. The
F-stop refers to the size of the aperture opening.
A smaller value results in a larger opening which
in turn decreases depth of field.
The custom values for the camera lens should be
used only for the SOFTIMAGE renderer. The
mental ray renderer only uses the automatic
parameters.
Matter Module
Matter Module
Motion Blur
mental ray Motion Blur, Boolean
You need to make a few modifications to any model on
which you want to have motion blur. Each 3D object has a
motion blur option that is set in the Info ➔ Selection
dialogue box. Inside that dialogue box, click the Render
Setup button select the Linear or Exact option instead of
None.
Create an object using the Boolean command
■ Get two primitive objects: a default Dodecahedron and
an Icosahedron.
■ Select the Dodecahedron and choose Boolean ➔ Static.
Click Ok in the dialogue box to confirm the default
parameters. Pick the icosahedron to create a union
between these two objects.
■ The Boolean ➔ Static command creates a completely
new object, so you must hide the original objects by
choosing Display ➔ Hide ➔ Unselected.
Fig. 1 Assign a material to the object
■ Choose Polygon ➔ Automatic Colourize in the Matter
module. In Shade view mode, you will notice that each
polygon on your object has been assigned a colour.
■ Modify the individual material values to your liking – at
least change each color to Lambert shading instead of
Phong.
Activate the motion blur option
■ Select the Boolean “jewel: and choose the Info ➔
Selection command to open the Polygon Info dialogue
box. Change the Automatic Discontinuity value to 44,
then click the Render Setup button. In the dialogue box
that appears, change the Motion Blur option to Exact.
Click Ok to accept the set parameters in the mental ray
Render Setup dialogue box and click Ok again to exit
the Polygon Info dialogue box.
Matter Module
Matter Module
Soft Shadows
mental ray Area Lights
Create some primitive objects to set up the scene
■ Choose Get ➔ Primitive ➔ Grid.
■ Choose Get ➔ Primitive ➔ Cube and place it on the grid.
Create two other cubes by choosing Duplicate ➔
Immediate. Scale and position the cubes so they appear
similar to the ones shown in Fig. 1 on the left.
Add a point and spot light to the scene
Fig. 1
■ Choose Light ➔ Define. Make it a regular point light and
accept all other the defaults (no shadows).
■ Choose Light ➔ Define again, but make this one a spot
light. Select the Area Light option, Raytraced as the
Camera interest Shadows Type, and then set a low Umbra Intensity
value such as 0.1.
Note: The Umbra Intensity value applies a transparency
Note factor on the “main” shadow that is cast by the
object. A value of 1 would create no shadow
because the Transparency factor would be at
Spot interest 100%. A value of 0, on the other hand, would
create a completely black shadow. In this
example, use a value of 0.1 to create a dark
shadow.
Fig. 2
■ For the first few tests, you can leave the Area Sampling
at the default of 3. If you’re feeling a bit impatient, drop
that down to 1 or 2 and/or decrease the preview size.
■ Move the spot interest to the location shown in Fig. 2,
but try to have an oblique angle to exemplify the effect
of the soft edges.
■ Orient the regular point light off to the left – opposite
the spot light to give some ambient light to the rest of
the scene.
Area light sources use separate sampling values, so the
sampling level of the whole scene doesn’t need to be as
high for high-quality renders. The example image only has
a Max filter of 2, but has 6 for the light.
Matter Module
Matter Module
Fish Eye
mental ray Lens Shader
Get a previously defined scene
■ Choose Get ➔ Scene and load a scene such as Jojo the
Fish, Part 3.
Apply the fish-eye lens
■ Choose Camera ➔ Settings. In the dialogue box, click
the Select button in the Lens Shader area.
■ Use the browser to go to the CAMERA_SHADERS/
Example_Src/ directory, and then pick the fish-eye
shader. The fish-eye shader should appear in the list and
be active.
Preview the scene using mental ray
■ Choose Preview ➔ Setup and select mental ray as the
Preview Renderer. Click Exit.
■ Choose Preview ➔ All to view the fish-eye effect.
Fig. 1
Tip Create a landscape horizon line and have objects
move toward the camera, or across the field of
view (above and below the horizon) to see the
distortion effects.
The Factor number for this shader (click the Info
button) acts like a zoom or magnification to the
fish-eye effect. Leave it at the default value of 1.0
for now.
Matter Module
Bubble Wrap
mental ray Displacement Mapping
Create a basic grid
■ Choose Get ➔ Primitive ➔ Grid and make it a NURBS
or patch grid.
Apply a basic material and texture to the grid
■ Choose the Material menu cell. In the Material Editor
dialogue box, select Lambert as the Shading Model and
Fig. 1
click Ok.
■ Assign a global 2D texture called “bump1” to your
sphere. Choose Texture ➔ 2D Global and click the
Select button beside the Picture Filename text box. In
the SI_MATERIALS/PICTURES/BUMPS/ directory,
select “bump1” and click Load.
■ Set Alpha Channel Mask as the Blending choice.
■ Use zero for both the Ambient and Diffuse values so
that only the alpha information is derived from the
current map.
■ Select UV Coordinates as the Mapping Method.
■ Set the Roughness slider value to approximately 1 and
Fig. 2 select the Displacement (mr) option immediately above
it. In mental ray, this value is how many “units” the
object is displaced.
Note: The difference between the mental ray
Note displacement and roughness is that displacement
actually modifies the object’s geometry.
Roughness simply uses what is called “bump
mapping” which only affects the object’s shading
to create the illusion of roughness.
■ Increase the map repetitions by changing the Repeats
values to 5 by 5.
Preview the results and refine the image
■ Choose Preview ➔ All to view the effect.
■ This may look a bit too crude, so change the values for
the object by choosing Info ➔ Selection. Inside the
Render Setup dialogue box, select Adaptive - Spatial as
the Surface Approximation method. Change the
Adaptive setting from the default value of 5 to 2, and
select Pixel length as the units to be used.
Matter Module
Matter Module
The Asteroid
mental ray Displacement Mapping
Create a sphere
■ Choose Get ➔ Primitive ➔ Sphere. Make it a patch B-
Spline sphere and make it 4 steps by 4 steps.
■ In the Info ➔ Selection dialogue box, click the Render
Setup button. Change the Surface Approximation to
Spatial, keep the default value of 5, and select Pixel
length to define the units. Click Ok in both dialogue
boxes.
Assign a material and texture to the sphere
■ Choose the Material menu cell. Select Lambert as the
Shading model and click Ok.
■ Choose Texture ➔ 2D Global. In the 2D texture global
dialogue box, click the Select button beside the Picture
Filename text box. In the SI_MATERIALS/
PICTURES/SURFACES directory, select the “moon”
picture file and click Load.
■ Make the Mapping Method UV instead of XY
Coordinates.
■ Select the Displacement (mr) option above the
Roughness slider. Adjust the Roughness to 0.5, and
accept the texture.
Render one frame of the scene and view the results
■ Choose the Render menu cell. In the Render Setup
dialogue box, select mental ray as the Rendering Type,
change the End frame to 1, and click the Render
Sequence button to start rendering.
■ Choose the FlipBook menu cell in the Tools module to
view the final result.
Matter Module
Cloud Layers
3D Textures, Material Keyframing
Create basic elements
■ Choose Get ➔ Primitive ➔ Square. Scale the square in
the x direction to achieve the required picture format
ratio such as 1.3333 for NTSC/PAL.
■ Convert this square to a face by choosing Draw ➔
Convert to Face in the Model module.
■ Duplicate the new face using the Duplicate ➔ Immediate
command and translate the second face approximately
Fig. 1 16 units in negative z (0, 0, -16). Refer to Fig. 1.
Manipulate the camera settings
■ Set the camera perpendicular to the two planes by
choosing Camera ➔ Settings. In the Camera Settings
dialogue box, change the y camera Position to 0 (see
Fig. 2).
■ Set the desired picture format by choosing Camera ➔
Picture Format. Select the NTSC option in the Video
section and click Accept.
■ Select both faces using the Multi menu cell and scale
them larger than the viewport using UNI scaling mode.
Scale the faces until the second square is no longer
Fig. 2 visible in the Perspective window.
Matter Module
Matter Module
Matter Module
Shaders, Part 1
Material Shader (Glass)
Before starting this series of tutorials, make sure that your
Preview renderer is set to mental ray, otherwise you won’t
be able to see the shader effects. To change the preview
setup, choose Preview ➔ Setup and in the dialogue box,
select mental ray as the Preview Renderer. Click Exit.
Load a completed scene and element you created earlier
■ Choose Get ➔ Scene. In the browser, select the Table
scene created in the Model section of this workbook and
click Load.
■ Choose Get ➔ Element. Double-click the MODELS
chapter in the Load dialogue box and then select the
wine glass you created in the Model section of the
workbook or any other object with glass material.
■ Scale the model down in UNI scale mode until it fits
nicely on the table.
Assign a material to your glass object
■ Even though you will apply a shader to the glass object,
you still need to define its overall physical properties.
To do so, click the Select button next to the Material
text box. Use the browser to go to the
/SI_Materials_lib/GLASS/ directory. Select one of
the glass materials such as glass2 1.0 and click Load.
Matter Module
Matter Module
Shaders, Part 2
Light Shader (Slide)
Load a scene you created in an earlier section
■ Choose Get ➔ Scene and load the Table scene.
Create the effect of light through a window
■ Choose Light ➔ Define. In the Create Light dialogue
Fig. 1 box, select Spot as the Light Type and make the Cone
Angle sufficiently large (approximately 90 degrees).
Select the mental ray Shader option. Use the browser
that appears to go to the Shader_Lib/Example_Src/
directory. Select “slide” and then click Load.
■ Click Edit to modify the shader’s parameters (see Fig.
1). In the Slide Projector dialogue box, click the Select
button next to the Picture name text box. Use the
browser that appears to go to the Workbook Database.
Select the image called “window” and click Ok.
■ Change the Picture size to 50. A picture size of 50
SOFTIMAGE units should be large enough to cover the
scene without having to use the tiling option.
■ Click Save and name the shader instance. Click Save
again and then click Ok to exit the Slide Projector
dialogue box.
■ Click Ok to accept the light parameters you have
entered in the Create Light dialogue box.
Create an environment for your table and light shader
■ Choose Get ➔ Primitive ➔ Cube to create an enclosed
room for your table. Scale and position the cube so that
all the objects including the light and the camera lie
within its boundaries. Using the Front and Right
Fig. 2 windows, make sure the table is positioned correctly on
the “floor.”
■ Reverse the surface normals of the cube by choosing
Effect ➔ Inverse in the Model module. This allows you
to render the inside surface of the cube because the
normals are then facing in toward the camera.
■ Position the light and the camera as shown in Fig. 2.
Matter Module
Matter Module
Shaders, Part 3
2D Texture Shader (Fabric)
■ Choose Get ➔ Scene and load the Table scene.
Apply a basic material to your lamp shade.
■ Select the lamp shade. Choose the Material menu cell to
apply a basic material to the shade. In the Material
Editor dialogue box, select Lambert as the Shading
Model. Click Ok to accept these parameters.
Fig. 1
■ Choose Info ➔ Selection and change the Step value to 10
in both the U and V directions. This increases the
object’s resolution which results in a more precise
displacement map.
Apply a 2D image to your object
Note: To apply a 2D texture shader, you must first
Note apply an image to your object. Any image will
do, so choose a low resolution image.
■ Choose Texture ➔ 2D Global. In the 2D Texture File
dialogue box, click the Select button beside the Picture
Filename text box. Use the browser to go to the
/SI_Materials_lib/PICTURES/TILINGS directory.
Select a low resolution image such as “tile_blue” and
click Load.
■ Select UV as the Mapping Method.
Apply a simple procedural fabric shader to the object
Fig. 2 ■ Add a bump effect to the shader by changing the
Roughness value to 0.1 and by selecting the
Displacement (mr) option. This uses displacement
mapping which actually changes the geometry of the
object during the rendering process.
■ Select the Shader option in the mental ray area of the
dialogue box (see Fig. 1). Use the browser to go to the
Shader_Lib/FABRIC/ directory. Select “Fabric” and
then click Load.
■ Click Edit to manipulate the Fabric shader parameters
(see Fig. 2).
■ In the Preview area of the dialogue box, select Refresh.
Matter Module
shader.
Matter Module
Shaders, Part 4
3D Texture Shader (Wood)
■ Choose Get ➔ Scene and load the Table scene.
Apply a basic material to your object
■ Select the table hierarchy and choose the Material menu
cell. Select Blinn as the Shading Model and click Ok.
Apply a procedural wood shader to the table
■ With the table hierarchy still selected, choose Texture ➔
3D Global. Select the Shader option in the mental ray
area of the 3D Solid Texture (global) dialogue box. Use
Fig. 1 the browser to go to the Shader_Lib/MATTER/
directory. Select “3D_Wood” and then click Load.
■ Click Edit to open the OZ-Wood dialogue box (see
Fig. 1).
■ Select the Auto option in the Preview area and click
Refresh to open the Shaderball Preview.
■ Reduce the Grain Bias value and increase the Grain size.
Select both the Wobbly Structure and Turbulence
options. Manipulate the other variables until you
achieve the desired results. Check the results of your
modifications in the Shaderball Preview.
Matter Module
Matter Module
Shaders, Part 5
Atmospheric Shader
■ Choose Get ➔ Scene and load the Table scene you
created in the Model section of this workbook.
Add a spot light to your scene
■ Choose Light ➔ Define and select Spot as the Light
Type. Activate Raytraced as the Shadows Type and
name your light “table_lamp_spot.” Click Ok.
■ Translate the spot light so that it lies within the lamp
shade (see Fig. 1).
■ Select the spot light’s interest and position it at the very
Fig. 1 base of the lamp so that the spot light points to the floor.
■ Choose Show ➔ Cone to make the cone of light visible.
■ Choose Light ➔ Edit to adjust the Cone Angle so that it
approximates the angle of your lamp shade (see Fig. 1).
Tip Don’t use an area light until the final render since
it slows down the rendering process and is
generally not necessary for this type of visible
light effect.
Add some atmosphere with a volume shader
■ Choose Camera ➔ Show Camera to show the camera.
Use the Supra key A (Shift-a) to frame all the objects in
each window.
Fig. 2
■ Choose Info ➔ Distance to determine the distance
between the cone of light and the camera. Middle-click
near the camera and then again near the edge of the cone
of light. The distance appears in the status line. This
distance value is used to determine the starting and
ending distance values required for the Depth Fading
effect. Use Fig. 2 as a reference.
■ Determine the distance between the origin and the
furthest point of your lamp by using the same technique
as in the previous step. In this case, the distance value is
used to define a bounding box around the lamp. This
bounding box defines the area within which the shader
is visible. Right-click to end Distance mode.
Matter Module
Max XYZ.
■ Click Ok to accept all other default values.
■ Click Ok to exit the Depth Fading Setup dialogue box.
■ Choose Preview ➔ Setup and select mental ray as the
Preview Renderer.
■ Choose Preview ➔ All to view the final result.
Note: You may want to go back and increase the Step
Note Size and lower the Maximum Subdivision value
in the OZ-Raymarcher-Fractal dialogue box.
These modifications speed up rendering time, but
they also reduce the realism of the effect.
Render, view, and save your scene
■ Render your scene by choosing the Render menu cell. In
the Render Setup dialogue box, make sure that the
Rendering Type is mental ray and that the Start and End
frames are both at 1. Name your scene appropriately and
then click Render Sequence to begin rendering.
■ To view the results, choose the Picture menu cell in the
Tools module. Use the browser to go to the
RENDER_PICTURES chapter. Select your rendered
scene and then click Display.
■ Save your scene and then choose Delete ➔ All to prepare
for the next tutorial.
Matter Module
Shader, Part 6
Volume Shader
■ Choose Get ➔ Scene and load the Table scene you
created in the Model section of this workbook.
Create an “open” room for the scene and a bounding area
for the shader
■ Choose Get ➔ Primitive ➔ Cube and accept the default
settings. Get another cube by choosing Duplicate ➔
Immediate.
■ With the second cube selected, translate it in the Top
window by 0.5 units in positive x and 0.5 units in
negative z. Then in the Front window, translate the same
cube by 0.5 units in positive y. Use Fig. 1 as a reference.
■ Select the original cube, go to the Model module, and
choose Boolean ➔ Static. In the Boolean Operations
dialogue box, select Difference as the Operations type
and click Ok.
Fig. 1
■ Pick the second cube to create a new Boolean object
(see Fig. 2). A Boolean operation allows you to create a
union, intersection, or difference between any two
objects. The result is a completely new polygon mesh
object, leaving the original objects intact.
■ Select the second cube and choose Delete ➔ Selection.
■ Open a Schematic window and parent the first cube to
the Boolean object. Select the Boolean object (“bool”
prefix), choose the Parent menu cell in the Model
module, and pick the cube.
■ Taking into account the size of the table and lamp, scale,
rotate, and translate both the Boolean object and the
Fig. 2
cube. The table should be in the middle of the open
room with its legs flat on the floor.
■ The first cube is used as a bounding area to limit the
scope of your shader. Choose Info ➔ Selection and
rename the cube “fogArea.”
Matter Module
Matter Module
Planets, Part 2
Output Shader
■ Choose Get ➔ Scene and load the Planets scene created
in the Overview section of this workbook.
■ To view the results of the output shader, you must first
remove the static blur that was originally applied to the
Sun. To do so, choose the Material menu cell, deactivate
the Static Blur option in the Material Editor, and then
click Ok.
Apply an output glow shader to the sun
■ Choose the Render menu cell. In the Render Setup
dialogue box, make sure that the Rendering Type is set
to mental ray and that the Start and End frames are both
at 1.
■ Click the Options button in the lower-left corner of the
dialogue box. In the Output Shaders area of the mental
ray Options dialogue box, click Select.
Fig. 1
■ In the browser that appears, go to the Shader_Lib/
GLOWS/ directory. Select DGlow as the Output shader
and click Load.
■ With the DGlow shader selected, click Edit.
■ In the OZ-Diffusive Glow Postfilter dialogue box (Fig.
1), click the Select button beside the Object list text box.
The Object list allows you to apply the DGlow shader to
any or all objects in your scene. Select the Sun and click
Ok to exit the Object list.
■ Click Ok to exit the OZ-Diffusive Glow Postfilter
dialogue box and then click Accept in the mental ray
Options dialogue box.
■ Click Accept to exit the Render Setup dialogue box.
Preview and render the scene
■ Choose Preview ➔ All to view the results.
■ If you are satisfied, choose the Render menu cell. In the
Render Setup dialogue box, name your scene
appropriately, and then click Render Sequence to begin
the rendering process.
Note: You will notice that mental ray only applies the
Note output shader to the specified object after it has
completely rendered the scene.
Display and save your scene
■ To view the final result, choose the Picture menu cell in
the Tools module. Use the browser to go to the
RENDER_PICTURES chapter. Select your rendered
scene and then click Display.
■ Choose Save ➔ Scene and then go back and apply the
fur shader to the sun.
A C T O R M O D U L E
Actor Module
Local envelope
Global envelope
Fig. 2
Actor Module
Actor Module
Happy Sweeper
Constraints and Inverse Kinematics
Create a simple character and a broom
■ Choose the Get ➔ Primitive command to get several
primitive objects to build a sweeper similar to the one
Null 1 shown in Fig. 1.
Create arms using chains and place all objects in a
hierarchy
■ Choose Skeleton ➔ Draw 2D Chain in the Actor module
Null 2 to make two arms. Click the right mouse button to end
the chain drawing mode.
■ Make the arms children of the body by using the Parent
menu cell.
■ Use the Parent menu cell to place the remaining objects
into a logical hierarchy.
Fig. 1
Constrain the effectors to the broom handle using nulls
■ Choose Get ➔ Primitive ➔ Null and add two nulls on the
handle of the broom. The two nulls should be children
of the broom. The nulls define the position of the hands
on the broom. See Fig. 1 for null placement.
■ Select the effector on one of the arms. The effector is the
small cross icon (like a null) at the end of an articulated
chain.
■ Choose Constraint ➔ Position and pick one of the nulls
on the broom to constrain the effector of the arm to that
null (as in Fig. 1). Repeat this procedure to constrain the
other effector to the other null.
Animate the broom and save several keyframes
■ Now select the handle of the broom with the middle
mouse button and translate it. You will notice that the
arms always hold the broom or reach for it if it moves
too far away.
■ Choose SaveKey ➔ Object ➔ Explicit Translation ➔ All
in the Motion module to save keyframes at different
stages.
Actor Module
Actor Module
Starfish
Inverse Kinematics and Global Envelopes
Create one of the limbs for the starfish
■ In the Actor module, choose Skeleton ➔ Draw 2D Chain
and draw a two-joint chain in the Front window (Fig. 1).
Right-click to end the Draw 2D Chain mode.
■ Open the Translation dialogue box by clicking on the
triangular tab in one of the TransXYZ menu cells. Make
Fig. 1
sure all the values are at 0 and click the Set button. This
places the root of the chain at the origin (0, 0, 0).
Make copies of the chain to create four other limbs
■ Choose Duplicate ➔ Repetition. In the Repetitive
Duplication dialogue box, enter 4 as the No. of
occurrences and a 72 for the rotation in Y. Click Ok.
This creates five chains equally placed in a circular
fashion, as in Fig. 2.
■ Open a Schematic window. You will notice that the
duplicated chains are the children of a null. Make this
Fig. 2
null the parent of the original chain as well.
Create a body for your skeleton
■ Choose Get ➔ Primitive ➔ Sphere. Make it a Patch
Cardinal Sphere with a Longitude of 10 and a Latitude
of 2. Click Ok.
■ Go into UNI Scaling mode and scale the sphere so its
diameter matches the outside perimeter of the chain
effectors. Use Fig. 3 as a reference.
Fig. 3 ■ Select the ScaleY menu cell and flatten the sphere. Use
Fig. 4 as a reference.
Flatten the bottom of your starfish
■ Switch to the Model module. In TAG mode, tag the
bottom point of your sphere using the Supra key t. Drag
the point up in y by selecting only the TransY menu cell
(Fig. 5).
■ Use t and the middle mouse button to untag your point.
Fig. 4
Actor Module
Actor Module
Piston
Skeletons and Constraints
Create two piston sheaths
■ In the Actor module, create two triangular cylinders by
choosing Get ➔ Primitive ➔ Cylinder. In the Create
Top Perspective Cylinder dialogue box, set the Longitude Step to 3 and
the Latitude Step and Base to 1. Click Ok to close the
dialogue box.
■ Choose Get ➔ Primitive ➔ Cylinder again to create the
second cylinder. Set the Radius to 1.5 and the Height to
6. Click Ok to close the dialogue box.
Front Right
■ Orient the cylinders using the TransXYZ menu cells, so
Fig. 1 that they appear similar to the ones shown in Fig. 1.
Create two simple chains
■ Click the Layout icon in the Front window and activate
the Grid lock option in X and Y so that the chains to be
3 created are in a straight line.
b
4 ■ Create two simple chains by choosing Skeleton ➔ 2D
Chain. Click just below the lower (smaller) cylinder to
start the first chain (Pt. 1). Click again near the top of the
2 c d same cylinder (Pt. 2) – use Fig. 2 as a reference. Middle-
a
1 click to end the current chain without exiting the Draw
2D Chain mode.
■ Draw the second chain, starting above the second
Fig. 2 Fig. 3 Fig. 4
(larger) cylinder (Pt. 3) and ending near the base of the
same cylinder (Pt. 4)- refer to Fig. 2. Right-click to end
the current chain and the Draw 2D Chain mode. Turn off
the Grid lock.
Constrain each effector to the root of the other chain
■ Select the effector of the lower chain (Fig. 3, arrow a),
then choose Constraint ➔ Position and pick the root of
the upper chain (Fig. 3, arrow b). The root null should
flash red. This allows the cylinders’ movements to
remain linked when either chain is moved as a hierarchy
selection.
Actor Module
Actor Module
Walk Cycle
Skeletons, Keyframing, Function Curves
Create a leg
■ In the Actor module, choose Skeleton ➔ Draw 2D
Chain. In the Front window, draw two joints, of a length
of 3 units each (Fig. 1). Click the right mouse button to
end the draw chain mode.
Tip You can also press the Esc button to exit out of
most modes (Parent, Skin, Draw, etc.)
Make a copy of the first leg
Fig. 1
■ Select the chain with the right mouse button.
■ With the chain selected, choose Duplicate ➔ Immediate.
■ Click the LAYOUT icon in the Top window title bar and
activate the Grid lock option in Z. Click Ok.
■ In the Top window, translate the duplicated chain two
units in negative z (Fig. 2).
■ Click the LAYOUT icon in the Top window to
deactivate the Grid Lock option in Z. Click Ok.
Group the legs into a hierarchy
■ Choose Get ➔ Primitive ➔ Null.
■ In the Front window, position the null where the
stomach would be. In the Top view, move the null 1 unit
Fig. 2
in negative z, to the centre of the body (Fig. 3).
■ Choose the Parent menu cell and left-click on the two
chains. The null and both chains are automatically
selected. Right-click to end the parenting mode.
Create the up and down motion of the legs
Null1
■ Switch to the Motion module (F2) and make sure the
current frame is 1.
■ The effectors of the legs should be positioned at (1, -1)
for x and y as shown in Fig. 3. If the effectors of your
(1, -1) legs are not in this position, translate the whole
hierarchy to the (1, -1) position in the Front window.
Fig. 3
Actor Module
Actor Module
Fig. 12
Actor Module
■ Move the time line pointer with the right mouse button
to frame 60 and save another keyframe.
■ Set the current frame to 30 and open the Rotation
dialogue box. This time, enter a value of -10 for X and
15 for Y (the opposite to the rotations set at frame 1).
Click Set.
■ Save another keyframe by middle-clicking the SaveKey
menu cell.
■ Change the end frame from 60 to 59 and play back the
animation.
■ With the entire hierarchy selected, choose FcrvSelect ➔
Object ➔ Rotation➔ All to display the fcurves.
■ In Multi mode, select both the x and y rotation fcurves.
■ Choose FcrvEdit ➔ Extrap Mode ➔ Cycle to extrapolate
the curve over a continuous cycle.
■ Change the End frame to 120 and play back the
animation.
■ Change the End frame back to 59.
Tweak the walk
■ If the knee joint on either leg is overextending, modify
the explicit x position. If the walk is fine, continue to the
section “Make the legs go forward.”
■ Tag the second key point (frame 30).
■ Switch from OBJ mode to TAG mode and choose the
TransY menu cell. Drag key 2 down slightly.
■ Move the time line pointer until you’re at the peak of the
fcurve. Use the r key to refresh the model after each
movement to get a slight bend in the joint. Do this
separately on both effectors, or use copy and sequence
as described previously.
Make the legs go forward
■ Go to frame 1.
■ Choose Get ➔ Primitive ➔ Null and leave it at its default
location. Choose Duplicate ➔ Immediate and translate
the new null toward the yellow effector.
■ Choose Duplicate ➔ Immediate again and translate the
third null toward the red effector.
Actor Module
Actor Module
Wind Chime
Skeletons, Special Controls, Simulation
Create a wind chime using chains and primitive objects
■ Choose Skeleton ➔ Draw 2D Chain in the Actor module
and create a chain of four joints in the Front window
using Fig. 1 as a reference.
■ Get a primitive cube using the default values. Scale,
translate, and rotate the cube to position it over the first
joint of the chain using Fig. 2 as a reference.
■ Duplicate the cube twice and move each copy over a
joint.
Fig. 1 ■ Get a primitive sphere as a polygon mesh. Scale and
move the sphere over the fourth joint.
■ Make every joint parent of their respective object.
Add a dynamic force and a special control to the scene
■ Select the chain with the middle mouse button and apply
a default gravity factor by using Dynamics ➔ Physical
Properties. Accept the default values by clicking the Ok
All button.
■ Choose Control ➔ Get Special Control ➔ Fan and a fan
icon appears in the centre of the windows.
■ Select the fan and position it to the front and left of the
wind chime. Rotate the fan toward the wind chime (see
Fig. 3).
Fig. 2
■ Use the ScaleXYZ menu cells to define the strength of
the wind and the area and distance it affects.
Note: Each axis affects the fan in a different manner.
Note Their areas of influence are as follows:
- x scaling defines the length of the decay vector
- y scaling defines the amount of air current
generated by the fan
- z scaling defines the radius of influence of the
cone.
Fig. 3
Actor Module
Actor Module
Cannon, Part 1
Simulations and Obstacles
Create a cannon and trampoline
■ Choose Draw ➔ Curve ➔ Bezier or B-Spline and in the
Front window, draw the profile of a cannon. Use the
Surface ➔ Revolution command to give it volume – use
the cannon in Fig. 1 as a reference.
■ Add some wheels and place the elements into a
hierarchy (refer to Fig. 1).
■ Use a primitive grid and primitive cubes to build the
trampoline (refer to Fig. 1). Choose Info ➔ Selection
Fig. 1 again to rename the trampoline grid “dust”.
■ Get a second grid by choosing Get ➔ Primitive ➔ Grid.
Copy, scale, and move the grid to create a floor.
Handle bar
■ Position the cannon away from the trampoline on the
x-axis.
■ Get a primitive sphere (patch object) and name it
“cannon ball”. Scale the cannon ball until it fits in the
mouth of the cannon.
Animate the cannon ball
Fig. 2
■ Set a keyframe at frame 0 for the sphere using SaveKey
➔ Object ➔ Translation in the Motion module with the
sphere at the bottom of the cannon. Move the time line
pointer to frame 10, and translate the sphere about 20
units from the mouth of the cannon along the trajectory.
Set a second keyframe.
■ Choose FcrvSelect ➔ Object ➔ Translation. The fcurve
should look similar to the one shown in Fig. 2.
■ To remove the deceleration at the top of the fcurve, click
Fig. 3
EDITKEY in the window title bar. Click and drag the
last key point’s handle down until the fcurve looks like
the one shown in Fig. 3. By changing the fcurve this
way, you increase the cannon ball’s acceleration over
time.
Actor Module
Actor Module
Cannon, Part 2
Tweaking Motions and Wave Effects
Create a cartoon-like spitting effect to the cannon
■ Choose Draw ➔ Curve ➔ B-Spline and create a wave
profile in the Front window like the one shown in Fig. 2.
■ Choose Effects ➔ Wave ➔ Create and select a spherical
wave. Accept all other default values.
■ Position the wave icon inside the cannon. Choose
Effects ➔ Wave ➔ Attach ➔ Node and pick the cannon.
■ Play back the animation, find where the wave effect
should take place, and edit the wave. To edit the wave,
choose Info ➔ Selection. In the Define Wave dialogue
Fig. 1
box, change Velocity to 30 and Start to -5. This
increases the wave’s velocity to 30 units per second and
starts the wave five frames before the scene’s start to
synchronize the movement of the cannon with the
cannon ball.
■ Play back the animation. If the wave is not synchronized
with the cannon ball, manipulate the Velocity and
Frame Start values until you get the desired result.
Create a wave effect on the trampoline at the point of
impact
■ Select the wave profile created earlier and choose
Fig. 2 Effects ➔ Wave ➔ Create. Make it a circular wave and
then click Ok to accept the other default values.
Spherical wave
■ Choose Effects ➔ Wave ➔ Attach ➔ Node and pick the
trampoline surface, not the whole hierarchy.
■ Play back the animation. Find the exact frame when the
cannon ball hits the surface of the trampoline and then
edit the wave’s starting and ending frames to coincide
with the impact.
■ When you are satisfied, choose the Render menu cell.
Name the scene appropriately and then click the Render
Circular wave
Sequence button to begin rendering.
Fig. 3 ■ Choose the FlipBook menu cell in the Tools module to
view the final result.
Actor Module
Cheers!
Articulated Chains and Flexible Envelopes
Create a straw
■ Choose Draw ➔ Curve ➔ Bezier or B-Spline and draw
the profile of a straw in the Front window. Refer to Fig.
1 for positioning the control points.
Effector
Spline
■ Make a B-Spline patch object by choosing Surface ➔
Revolution in the Model module. Make sure the Axis of
Revolution is Y. Refer to Fig. 1 to check the result.
Use 2D chains to move the top part of the straw
Patch
■ Draw an articulated chain inside the straw using three
Revolution
joints by choosing Skeleton ➔ Draw 2D Chain in the
Actor module. Refer to Figure 2 for the position and
Root direction of the chain.
■ Select the straw object and make a global assignment by
choosing Skin ➔ Global Envelope and clicking on the
Fig. 1 Fig. 2 chain. In the Envelopes Initial Assignment dialogue
box, click Ok.
■ Choose Skin ➔ Envelope Assignment ➔ Show Vertices
and using the Supra key t, tag all rows of points on the
straw object below the root of the articulated chain (see
Fig. 3).
■ Use the Shift-a Supra key to frame all objects. Verify
that all the points below the chain’s root have been
tagged.
Assign the lower portion of the straw to No Joint.
■ Choose Skin ➔ Envelope Assignment ➔ Reassign
Manually and middle-click once in one of the windows
to remove the tag assignments from the joints. Untag the
Tagged points using the middle mouse button.
points
■ Open a Schematic window, select the chain effector, and
move it around.
■ You will notice that the straw deforms according to the
Fig. 3 chain’s orientation.
■ Build a glass and duplicate the straw with its chain to
finish your scene.
Actor Module
Octopus, Part 2
Quick Stretch
Load the Octopus, Part 1 scene
■ Choose Get ➔ Scene and select the Octopus scene you
created as a Model project.
■ Select only the body of the octopus.
Apply Quick Stretch to the octopus
■ In the Actor module, choose QStretch ➔ Setup. In the
Quick Stretch dialogue box, select the Flx (Flex) and Str
(Stretch) options for Velocity in the Modes: overview
area. Then click Ok.
Note: The Flex option bends the object in the direction
Fig. 1 Note of the motion and Stretch elongates the object in
the direction of the motion
■ Select the whole octopus hierarchy. Move it quickly
across the screen to see the Quick Stretch effect.
Animate the octopus by saving keyframes
■ Over 100 frames, set keyframes for rotation and
translation. Make sure that your octopus is moving
around quickly, otherwise it may be difficult to see the
results of Quick Stretch.
■ Save your scene.
P A R T I C L E
Particle
Introduction
About the Particle System
Particle is a pixel-based particle generation system that
lets you create three-dimensional animation that simulates
a wide variety of images containing many particles.
Particle is a separate application not found within the
SOFTIMAGE 3D interface. It is one of the options that
can be installed when you install SOFTIMAGE 3D.
To start up Particle, simply go into the directory in which
Particle was installed and type particle.
The Interface
Working in Particle
■ To move between modules within Particle, simply click
on the module name in the title bar or use the F1 to F6
supra keys. There are six modules in Particle:
Particle
■ This module allows you to define and characterize the
different types of particles that are emitted by the
particle sources in your animation. You can define as
many particle types as you want.
Source
■ This module lets you create and define sources of
particles. Each source is classified according to its name
and the type of particle it emits. The nature of the source
is determined by its geometry and emission parameters.
Obstacle
■ This module allows you to create any number of
obstacles which can affect the particles in many ways.
Obstacles can be models imported from SOFTIMAGE
3D, or procedural objects linked to hierarchies in
SOFTIMAGE 3D.
Collisions
■ This module allows you to simulate simple collisions.
Simple collisions happen between two different types of
particles coming from different sources.
Events
■ This module allows you to simulate complex collisions.
A complex collision occurs when two different types of
particles collide and their collision creates new particles.
File
■ This module allows you to launch and control
previewing of the Particle effects. It lets you start the
first pass of the rendering process, and set up the general
configuration of the software.
Particle
Particle
Torch, Part 3
Particle Parameters, Global and Local Fields
■ If you have not already done so, reduce SOFTIMAGE
3D to an icon (Alt F9) and start the Particle program.
Particle
Particle
Particle
Particle
Missile, Part 4
Particle Parameters, Global Fields
■ If you haven’t already done so, start the Particle
program as you did in the previous tutorial.
Load your 3D scene and deactivate Grid Display option
■ Go into the File module by pressing F6 or by clicking on
File in the Particle interface title bar.
■ In the 3D Scene section, click on the arrow beside
Database text box to select the database in which you
saved Missile, Part 3. Select it and click Ok.
■ Click Load and navigate through the database to find the
correct scene. Select the scene and click Ok. The 3D
missile scene is loaded into Particle. Load the latest
version of your Missile scene.
■ In the Settings section, click Layout. In the Layout
dialogue box, deactivate the Grid Display option and
Fig. 1 click Ok.
Create a particle source from an element in your 3D scene
■ Go into the Source module by pressing F2.
■ Click New to add a particle source. Rename Source_1
“blast.”
■ In the Source Parameters section, change the geometry
of the source by clicking Geom and selecting
SCENE_OBJECT. In the dialogue box, select the
element you named “Part_source” and click Ok.
■ Change the Generation setting to SURFACE so that the
particles are emitted from the entire face of the object
and not just a specific point.
Change views and play back
Fig. 2
■ Switch to Camera View by clicking on CAM above the
viewing area. This gives you the camera’s position in
which your 3D scene was rendered.
Fig. 3 ■ Click on the Loop option in the playback area and then
play back your animation by clicking on the forward
arrow.
Particle
3D scene.
■ In the Output section, make sure that the correct
database is indicated in the Rendering in Database text
box. Type in an appropriate file name in the Output file
name text box.
■ In the Compositing section, activate both the
Background Image and Z Channel options. Make sure
that both databases are correct and pick the last version
of the Missile, Part 3 scene as the Filename. By
activating these two options, the scene is rendered with
the 3D background image with all the appropriate depth
information.
■ Begin the rendering process by clicking Render
Sequence.
Fig. 9
■ When the rendering is complete, view the final scene by
returning to the Tools module in SOFTIMAGE 3D and
using the FlipBook command.
Note: You may find that your flipbook differs
Note substantially from the one provided for you. This
is a result of the difference in missile
displacement per frame. The Particle System
parameters provided relate to a missile travelling
at 10.2 units per frame. If your missile is
travelling at a slower or faster rate, these particle
parameters may not produce a realistic missile
blast. To solve this problem, increase the
Oversampling rate. Go into the File module, click
Animation, and change the Oversampling value
to about 5.
The Oversampling value determines the number
of antialiasing calculations made by the Particle
system. By increasing this value, you increase the
number of calculations performed between
frames. In this particular example, an increase in
the Oversampling rate reduces the distance
between particle emissions which results in a
more realistic fire burst.
Index
A D
Animation 102 Databases 8 to 9
channels 154 DatabaseDir.rsrc 8
flock 142 DatabaseSys.rsrc 8
keyframes 101 managing files 86
light 199 Default
material 237 transformations 57
path 97 Deformation
shape 126 by curve 65
Articulated chains by surface 61
2D 273 Delete
Atmosphere scenes 14
ambience 208 selection 35
depth fading 208 Desktop colours 287
Draw
C curves 37
Camera holes 81
depth of field 215 Duplicate
picture format 195 animated objects 66
resetting parameters 11 instances 74
selecting 151 objects 13
settings 152 setup 13
showing 151 swapping 78
Channels Dynamics
activating items 155 physical properties 295
connections 155
offset 155 E
scaling 155 Edit
Clusters points 37
creating 135 Effect menu cell
Collisions 298 alignment 151
bbox obstacles 300 beveling 85
bplane obstacles 300 convert 77
Compositing 196 plane clipping 159
Constraints randomize 58
direction 176 subdivision 61
object to cluster 135 symmetry 58
position 273 Explicit Translation 101
tangency 120 Expressions 162
up vector 136 creating 163
Index
Index
naming 25 scenes 21
normals 38 subregion 194
parenting 25 z channel 314
polygon mesh 33 Repeating
surface 33 texture maps 208
text 35
types 33 S
Saving
P scenes 14
Paint 77 Scaling
Particle 311 UNI manipulation mode 13
cam view 319 Schematic
electric fields 316 open/close 34
friction 316 Shading Model 181
glow 318 shadow objects 186
inherit velocity 325 Simulate
jitter 316 delete simulation 300
loading 3D scenes 315 save start/end 296
local fields 319 simulate(automatic) 296
magnetic fields 316 Simulations 270
multiplication 317 Single menu cell 13
oversampling 326 Skin
source parameters 315 automatic envelope 274
spread 316 bounding models 270
trail life 317 envelope assignment 305
visibility 315 flexible envelopes 269
Polygon Special Controls 294
assigning materials 85 Supra keys 10 to 11
selecting 85 Surface
Preview capping 48
setup 241 extruding 35
revolution 37
Q skinning 49
Quick Stretch 270 zipping 38, 41
setup 307
T
R Textures
Raytracing 182 2D 77
Rendering 3D 191
mental ray 210 copying 201
picture files 181 editing 203
Index
U
Undoing operations 89
V
Viewing
animation 18
rendered images 21
W
Waves
attaching 131
creating 131
decay 140
Windows
default windows 12
maximize/minimize 45
Ortho 12
schematic 25
spreadsheet 45