Zaxwerks 3D Invigorator USER MANUAL

The Zaxwerks 3D Invigorator
for After Effects
®
User Guide
Covering Classic and PRO v.4
Zaxwerks 3D Invigorator for AE - User Guide 1
Sales: sales@zaxwerks.com Tech Support: support@zaxwerks.com
© 1996 - 2005 Zaxwerks Inc. All rights reserved.
This manual, as well as the software described in it, is furnished under license and may only be used or copied in accordance with the terms of such license. The information in this manual is furnished for informa
­tional use only, is subject to change without notice, and does not represent product specifications or com­mitment on the part of Zaxwerks. Zaxwerks assumes no responsibility or liability for any error or inaccuracies that may appear in this document.
The Zaxwerks 3D Invigorator is a trademark of Zaxwerks Inc. After Effects, Illustrator and Photoshop are trademarks of Adobe Systems Inc. FreeHand is a trademark of Macromedia Inc. Apple and Macintosh are registered trademarks of Apple Computer, Inc. Windows, Windows 2000, and Windows XP are registered trademarks of Microsoft, Inc. OpenGL is a trademark of Silicon Graphics Inc. All other product names or trademarks are the property of their respective owners.
Zaxwerks 3D Invigorator for AE - User Guide2

Table of Contents

A Word From Zax . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
INSTALLATION INSTRUCTIONS
Macintosh installation . . . . . . . . . . . . . . . . . . . . . . . . . 14
Windows installation . . . . . . . . . . . . . . . . . . . . . . . . . . 17
BASIC CONCEPTS
Modeling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Surface Set Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Scene Set Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Rendering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
QUICK START . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Think Like A Photographer . . . . . . . . . . . . . . . . . . . . 28
EXPANDED QUICK START
Create The Beginning 2D Shapes . . . . . . . . . . . . . . . 29
Adding The Shapes To The 3D Invigorator . . . . . . . . 30
Adjusting The Camera, Lights, or Objects . . . . . . . . 31
Creating The Animation . . . . . . . . . . . . . . . . . . . . . . . 33
Rendering The 3D Graphic . . . . . . . . . . . . . . . . . . . . . 34
Saving Your Work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
TUTORIALS
Tutorial 1
A Camera Animation . . . . . . . . . . . . . . . . . . . . . . 39
Tutorial 2 A Walk-About Through The Set-Up Window . . . 51 Tutorial 3 Selecting, Renaming & Manipulating Objects . . 60
SELECT ARTWORK
Show All Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
Open By Layers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
Use Illustrator Colors . . . . . . . . . . . . . . . . . . . . . . . . . 74
Dismantle Incoming Groups . . . . . . . . . . . . . . . . . . . 74
Move Objects To Center . . . . . . . . . . . . . . . . . . . . . . . 75
The EFFECT CONTROLS WINDOW
Scene Preview Window . . . . . . . . . . . . . . . . . . . . . . . . 78
Toolbar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
Mode Buttons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
Display Textured/Shaded/Wireframe . . . . . . . . . . . . 80
Manipulator Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Tumble Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Roll Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
Track Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
Dolly Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Scale Tool For Sets . . . . . . . . . . . . . . . . . . . . . . . . 83
Selection Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
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Zoom Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
Create Button . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
Views Popup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
Lights Popup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Sets Popup. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Help Button . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Update Camera Button . . . . . . . . . . . . . . . . . . . . . . . . 87
Update Lights Button . . . . . . . . . . . . . . . . . . . . . . . . . 87
Set-Up Window Button . . . . . . . . . . . . . . . . . . . . . . . . 88
Linking To The AE 3D Cameras and 3D Lights . . . . 89
Limitations Of The Comp Camera Option . . . . . . . . 94
The ANIMATABLE PARAMETERS
Animatable Camera Parameters . . . . . . . . . . . . . . . . 96
Camera Type . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
Which Camera To Use . . . . . . . . . . . . . . . . . . . . 102
Animatable Lighting Parameters . . . . . . . . . . . . . . . 103
Light Color . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
Light Intensity . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
Light Direction . . . . . . . . . . . . . . . . . . . . . . . . . . 105
Animatable Set Parameters . . . . . . . . . . . . . . . . . . . 106
Set Position . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
Set Rotation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
Set Depth Scale . . . . . . . . . . . . . . . . . . . . . . . . . . 110
Layer Map Parameters . . . . . . . . . . . . . . . . . . . . . . . . 110
Layer Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
Composite On Original . . . . . . . . . . . . . . . . . . . . . . . 113
AE Reset Button . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
Caps Lock Key . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
The SET-UP WINDOW . . . . . . . . . . . . . . . . . . . . . . . . 117
Scene Preview Window . . . . . . . . . . . . . . . . . . . . . . 119
Toolbar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
The CAMERA CONTROLS
Camera Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
Camera Manipulation . . . . . . . . . . . . . . . . . . . . . . . . 121
Camera Tumble . . . . . . . . . . . . . . . . . . . . . . . . . . 121
Camera Roll . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Camera Track . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Camera Dolly . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
Camera Manipulation Shortcut Keys . . . . . . . . 126
Zoom Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
The Camera Tab
Camera Views Presets . . . . . . . . . . . . . . . . . . . . 128
Camera Lenses . . . . . . . . . . . . . . . . . . . . . . . . . . 129
Super Fast Rendering (PRO Feature) . . . . . . . 130
Antialiasing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
Alpha Channels . . . . . . . . . . . . . . . . . . . . . . . . . . 132
Background Color . . . . . . . . . . . . . . . . . . . . . . . 133
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The LIGHTING CONTROLS
Light Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
Light Manipulation
In The Scene Window . . . . . . . . . . . . . . . . . . . . . 134
Light Manipulator Ball . . . . . . . . . . . . . . . . . . . . 135
Spot Lights And Point Lights . . . . . . . . . . . . . . 136
Creating and Using . . . . . . . . . . . . . . . . . . . 137
Lights List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
Turn On This Light . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
Disable All Shadows . . . . . . . . . . . . . . . . . . . . . . . . . 140
Light Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140
Light Name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141
Light Color Picker . . . . . . . . . . . . . . . . . . . . . . . . . . . 141
Light Color Eyedropper . . . . . . . . . . . . . . . . . . . . . . 142
Light Intensity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 142
Shadow Casting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
Shadow Darkness . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
Shadow Softness . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145
Light Preview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145
Light Commands Popup . . . . . . . . . . . . . . . . . . . . . . . . . . 146
Save Light To Bin . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146
Lights Bin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147
Lights Swatch Commands . . . . . . . . . . . . . . . . . . . . . . . . 148
Apply Swatch To Light . . . . . . . . . . . . . . . . . . . . . . . 148
Duplicate Light Swatch . . . . . . . . . . . . . . . . . . . . . . . 148
Delete Selected Swatches . . . . . . . . . . . . . . . . . . . . 149
Clear Bin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149
Lighting Styles Bin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150
Lighting Styles Swatch Commands . . . . . . . . . . . . . . . . 151
Save Lighting Style . . . . . . . . . . . . . . . . . . . . . . . . . . 151
Apply Lighting Style . . . . . . . . . . . . . . . . . . . . . . . . . 151
Duplicate Lighting Style . . . . . . . . . . . . . . . . . . . . . . 152
Delete Selected Lighting Styles . . . . . . . . . . . . . . . . 152
Clear Bin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 152
OBJECT CONTROLS
Object Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153
Object Manipulation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153
Object Nudging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154
Object Tumble . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155
Object Roll . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
Object Track . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
Object Dolly . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158
Drag Using Object’s Axes . . . . . . . . . . . . . . . . . . . . . 159
Object Scale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162
Selecting Objects
Selection Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 163
Primary And Secondary Selections . . . . . . . . . . . . . 163
Adding To And Removing From Selections . . . . . . 164
Drag Selecting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165
Select All . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165
Deselect All . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165
Select Invisible . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165
Using Manipulation Tools For Selecting . . . . . . . . 166
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Small Object Tab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166
Object List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 167
Bold Object Names . . . . . . . . . . . . . . . . . . . . . . 167
Italic Object Names . . . . . . . . . . . . . . . . . . . . . . 168
Bullets In The Object List . . . . . . . . . . . . . . . . . 168
Set Assignment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 169
Make Invisible . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170
Reset . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 171
Delete . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172
Duplicate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172
Move To Center . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173
Create Object . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174
User Prefs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175
Clear Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175
Clear Scene . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175
Large Object Tab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 176
Object Name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 177
Object Stats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 178
Reload Layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 180
Replace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 182
File Name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 184
Object Faceting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 184
Draft Quality vs. Best Quality . . . . . . . . . . . . . . . . . . 185
Generate Model Parts . . . . . . . . . . . . . . . . . . . . . . . . . . . 186
Front Faces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 186
Back Faces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 186
Outside Edges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187
Hole Edges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187
Depth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187
Spike Buster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 188
New Looks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 189
Spike Buster and Edge Offsets . . . . . . . . . . . . . . . . 189
Unbustable Spikes . . . . . . . . . . . . . . . . . . . . . . . . . . . 190
Edge Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191
Outside Edges vs. Hole Edges . . . . . . . . . . . . . . . . . 192
Edge Profiles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 193
Edge Scale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 194
Use Same Profile for Hole Edges . . . . . . . . . . . . . . 195
Use Same Material for Hole Edges . . . . . . . . . . . . . 196
Use Same Scale for Hole Edges . . . . . . . . . . . . . . . . 196
The MATERIAL CONTROLS
The Classic Materials Tab . . . . . . . . . . . . . . . . . . . . . 197
The PRO Materials Tab . . . . . . . . . . . . . . . . . . . . . . . 198
Materials Bin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 199
Moving And Rearranging Swatches . . . . . . . . . . . . 200
Selecting Swatches . . . . . . . . . . . . . . . . . . . . . . . . . . 200
Duplicate Selected Materials . . . . . . . . . . . . . . . . . . 200
Select All Unused . . . . . . . . . . . . . . . . . . . . . . . . . . . . 201
Delete Selected Materials . . . . . . . . . . . . . . . . . . . . . 201
Clear Bin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 201
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Material Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 202
Loading A Material Into The Editor . . . . . . . . . . . . . . . . 203
Loading By Drag and Drop . . . . . . . . . . . . . . . . . . . . 203
Loading By Double Clicking . . . . . . . . . . . . . . . . . . . 204
Material Name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 204
Material Color . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 204
Eyedropper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 205
TEXTURE MAPPING . . . . . . . . . . . . . . . . . . . . . . . . . . 206
Picking A Texture Map . . . . . . . . . . . . . . . . . . . . . . . 206
Sizing and Positioning The Maps . . . . . . . . . . . . . . 207
How Auto-Sizing Works . . . . . . . . . . . . . . . . . . . . . . 208
Map Enabler Checkbox . . . . . . . . . . . . . . . . . . . . . . 210
Layer Map Selector . . . . . . . . . . . . . . . . . . . . . . . . . . 211
Image Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 212
Decal Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 213
Highlight Sharpness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 214
Highlight Brightness . . . . . . . . . . . . . . . . . . . . . . . . . . . . 216
Bumpiness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 217
Making Better Bump Maps . . . . . . . . . . . . . . . . . . . . . . . 218
Transparency . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219
Transparency Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219
Reflectivity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 221
Reflection Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 222
Highlights And Reflections By Surface Type
Polished Jewelry and Stone . . . . . . . . . . . . . . . . . . .
Glass and Vinyl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 223
Chrome . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 224
Plastics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 224
Polished Wood . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 225
Satins/Metals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 225
Paper/Cloth/Rough Cut Stone/Unfinished Wood . . 226
How The Color Channels In A Map Are Used . . . . . . . 226
Channel Usage by Map Type . . . . . . . . . . . . . . . . . . . . . . 227
Material Commands
New Material . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 228
Duplicate Material . . . . . . . . . . . . . . . . . . . . . . . . . . . 228
Save Material To Bin . . . . . . . . . . . . . . . . . . . . . . . . . 229
Clear Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 229
Seeing Textures And Reflections In Draft Mode . . . . . . 230
223
OBJECT STYLES
Object Styles Tab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 232
Applying Object Styles . . . . . . . . . . . . . . . . . . . . . . . 233
Linking Objects To Object Styles . . . . . . . . . . . . . . 233
Renaming Object Styles . . . . . . . . . . . . . . . . . . . . . . 234
Adding Notes To An Object Style . . . . . . . . . . . . . . . 234
Object Styles Swatch Popup . . . . . . . . . . . . . . . . . . . . . . 234
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Save Object Style . . . . . . . . . . . . . . . . . . . . . . . . . . . . 235
Unlink Object Style . . . . . . . . . . . . . . . . . . . . . . . . . . 235
Remove Object Style . . . . . . . . . . . . . . . . . . . . . . . . . 236
Duplicate Object Style . . . . . . . . . . . . . . . . . . . . . . . . 236
Select All Unused . . . . . . . . . . . . . . . . . . . . . . . . . . . . 237
Delete Selected Object Styles . . . . . . . . . . . . . . . . . . 237
Clear Bin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 238
Moving Object Style Swatches. . . . . . . . . . . . . . . . . . . . . 238
Regenerating Deleted Object Styles . . . . . . . . . . . . . . . . 239
MATERIAL SET-UP & ASSIGNMENT
Material Set-Up Button . . . . . . . . . . . . . . . . . . . . . . . 240
Material Assignment Window . . . . . . . . . . . . . . . . . . . . . 240
Material Set-Up Toolbar
Display Splits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 242
Split Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 242
Grabber Hand . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 244
Dolly Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245
Zoom Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245
Palette Commands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245
Clear All Splits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 246
Fit Edge Style . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 246
Swap Materials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 246
Delete Selected Materials . . . . . . . . . . . . . . . . . . . . . 247
Materials Palette . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 248
Palette checkbox . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 249
USER PREFERENCES
Default Set Number . . . . . . . . . . . . . . . . . . . . . . . . . . 250
Shadow Quality. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 251
Duplication Offset . . . . . . . . . . . . . . . . . . . . . . . . . . . 252
Hard Shading Angle . . . . . . . . . . . . . . . . . . . . . . . . . . 253
Save Project Data As . . . . . . . . . . . . . . . . . . . . . . . . . 254
Show Ground Plane In Preview Windows. . . . . . . . 255
Ground Plane Y Offset . . . . . . . . . . . . . . . . . . . . . . . . 255
ADDITIONAL PRO FEATURES
EDGE OFFSET . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 258
CUSTOM EDGE PROFILES
How To Create A Custom Edge . . . . . . . . . . . . . . . . 260
Each Layer Becomes A Single Edge . . . . . . . . . . . . 261
Where Do Custom Edges Appear In The Menu? . . 261
Setting The Scale Of A Custom Edge. . . . . . . . . . . . 262
What Types Of Paths Can Edges Be? . . . . . . . . . . . . 263
Crossing The Y Axis . . . . . . . . . . . . . . . . . . . . . . . . . . 264
Crossing The X Axis. . . . . . . . . . . . . . . . . . . . . . . . . . 265
Editing A Profile While The Project Is Open. . . . . . 265
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Importance Of The Starting Point For Mapping. . . 266
How To Tell Where The Seam Will Be . . . . . . . . . . . 268
Edge Profile Examples. . . . . . . . . . . . . . . . . . . . . . . . 269
Combining Sequences . . . . . . . . . . . . . . . . . . . . . . . .
Using Cycling Objects Inside ElectricImage. . . . . . 286
Using Cycling Objects Inside Other Programs . . . . 289
286
LAYER CYCLING
What Is A Layer Cycling Object? . . . . . . . . . . . . . . . 272
Understanding Layer Cycling . . . . . . . . . . . . . . . . . . 273
Example Uses For This Technique. . . . . . . . . . . . . . 273
How To Prep The Vector File . . . . . . . . . . . . . . . . . . 277
How To Make A Layer Cycling Object . . . . . . . . . . . 278
The Layer Cycling Controls. . . . . . . . . . . . . . . . . . . . 279
The Frame Controls . . . . . . . . . . . . . . . . . . . . . . . . . . 279
Total Frames Field . . . . . . . . . . . . . . . . . . . . . . . 280
Frame Counter. . . . . . . . . . . . . . . . . . . . . . . . . . . 280
The Playback Controls. . . . . . . . . . . . . . . . . . . . . . . . 281
Start Frame . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 281
Show Before Start Frame. . . . . . . . . . . . . . . . . . 281
Change Every. . . . . . . . . . . . . . . . . . . . . . . . . . . . 282
Sequence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 283
Play Once . . . . . . . . . . . . . . . . . . . . . . . . . . . 283
Play Once And Hold. . . . . . . . . . . . . . . . . . . 283
Loop . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 283
Ping-Pong . . . . . . . . . . . . . . . . . . . . . . . . . . . 283
Reverse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 284
Randomize . . . . . . . . . . . . . . . . . . . . . . . . . . 284
Random Seed . . . . . . . . . . . . . . . . . . . . . . . . . . . . 284
Exporting Layer Cycling Objects . . . . . . . . . . . . . . . 285
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IMPORTING 3D MODELS . . . . . . . . . . . . . . . . . 290
EXPORTING 3D MODELS . . . . . . . . . . . . . . . . . . . . 292
Exporting All, Selected Or Visible Objects . . . . . . . 293
Baking Transformations . . . . . . . . . . . . . . . . . . . . . . 293
MESHING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 294
WHAT’S NEW IN 4.0 PRO?. . . . . . . . . . . . . . . . . . . . 296
CREATING TEXT OBJECTS . . . . . . . . . . . . . . . . . . 300
Text Entry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 300
Setting The Block Size . . . . . . . . . . . . . . . . . . . . . . . . 300
Font Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 301
Size . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 301
Leading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 302
Spacing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 302
Kerning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 302
Width Scale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 302
Height Scale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 303
Baseline Shift . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 303
Justification . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 303
Cleaning Up Problems With Font Models . . . . . . . . 304
3D Text Editing Tips. . . . . . . . . . . . . . . . . . . . . . . . . . 305
3D PRIMITIVES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 307
Making a Primitive Object. . . . . . . . . . . . . . . . . . . . . 307
Changing A Primitive’s Shape. . . . . . . . . . . . . . . . . . 308
Coloring A Primitive Object . . . . . . . . . . . . . . . . . . . 308
Animating A Primitive Object . . . . . . . . . . . . . . . . . . 308
Making A Primitive Look Faceted . . . . . . . . . . . . . . 309
How To Squash Or Skew A Primitive. . . . . . . . . . . . 309
THE .ZXO IMPORT / EXPORT FORMAT . . . . . . . 310
How To Save A .ZXO Object . . . . . . . . . . . . . . . . . . . 310
Adding .ZXO Objects To Other Projects . . . . . . . . . 311
Making .ZXO Objects Larger or Smaller . . . . . . . . . 312
MOTION BLUR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 313
LAYER MAP ANIMATION . . . . . . . . . . . . . . . . . . . . . 314
How To Animate A Layer Map . . . . . . . . . . . . . . . . . 314
Finding The Perfect Reflection. . . . . . . . . . . . . . . . . 316
HIGHLIGHT MAPPING . . . . . . . . . . . . . . . . . . . . . . . 317
How To Make A Highlight Map . . . . . . . . . . . . . . . . . 317
How To Give A Material A Highlight Map . . . . . . . . 318
Creative Uses for Highlight Mapping . . . . . . . . . . . . 319
RENDER FARMING . . . . . . . . . . . . . . . . . . . . . . . . . . 321
ADDITIONAL MATERIAL TYPES . . . . . . . . . . . . . . 322
Wireframe And Hiddenline Rendering. . . . . . . . . . . 322
How To Give Objects A Wireframe
or Hiddenline Look . . . . . . . . . . . . . . . . . . . 323
Making The Lines Thicker or Thinner . . . . . . . 325
Setting The Color Between The Lines . . . . . . . 326
Making The Lines React To Lights . . . . . . . . . . 327
Making Lines Shine With Reflections . . . . . . . . 328
Applying Grids Across Object Faces . . . . . . . . 329
Cartoon Coloring . . . . . . . . . . . . . . . . . . . . . . . . . . . . 330
How To Give Objects Cartoon Coloring . . . . . . 330
Absolute Coloring. . . . . . . . . . . . . . . . . . . . . . . . . . . . 332
How To Give Objects Absolute Coloring . . . . . 332
2D Graphics In A 3D World . . . . . . . . . . . . . . . . 333
Absolute Coloring For Pop Art Looks . . . . . . . 334
The Stroked Pop Art Look . . . . . . . . . . . . . . . . . 335
The Modified Pop Art Look . . . . . . . . . . . . . . . . 336
Making TV Screens . . . . . . . . . . . . . . . . . . . . . . . 337
Making 3D Environments. . . . . . . . . . . . . . . . . . 337
The Matte Color Material . . . . . . . . . . . . . . . . . . . . . 338
Making Transition Effects . . . . . . . . . . . . . . . . . 338
Masking Out Unwanted Objects . . . . . . . . . . . . 339
Making Objects Circle Around 2D Elements . . 340
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The Shadow Catcher Material . . . . . . . . . . . . . . . . . . . . . 341
Setting Up The Camera For
A Shadow Catcher Project . . . . . . . . . . . . . . . . . . . . 343
TRACKING AE’S 3D OBJECTS . . . . . . . . . . . . . . . 344
What Kinds Of Objects Can
Track An AE Plane? . . . . . . . . . . . . . . . . . . . . . . 345
How To Make A Set Track A 3D Plane. . . . . . . . . . . 346
Animating With A Controller Plane . . . . . . . . . . . . . 349
Adding Objects To The Tracking Set . . . . . . . . . . . . 350
What To Do If Objects Are Rotating Off Center . . . 351
Troubleshooting Tracking Problems . . . . . . . . . . . . 353
Using 3D Tracking To Scale In All 3 Dimensions . . 355
SPECIAL TOPICS
Changes To Swatch Handling . . . . . . . . . . . . . . . . . 358
What Is A Set? What is An Object?. . . . . . . . . . . . . . 360
How To Place The Center of Rotation For A Set . . 362
How Do Materials Work?. . . . . . . . . . . . . . . . . . . . . . 365
Understanding Vector Shape & Text Objects . . . . . 369
Creating Spheres And Other Primitives. . . . . . . . . . 373
Creating Grids. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 376
Working With Objects Outside The View
Of The Camera. . . . . . . . . . . . . . . . . . . . . . . . . . . 378
Preparing Your Vector Files . . . . . . . . . . . . . . . . . . . 379
How To Edit An Illustrator File And Get The
Invigorator To Use The Changes . . . . . . . . . . . . 384
Using Clip Art . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Overlapping Objects. . . . . . . . . . . . . . . . . . . . . . . . . . 388
The Holes In Objects Are Filling In . . . . . . . . . . . . . 389
Spikes On Smooth Curves. . . . . . . . . . . . . . . . . . . . . 390
Spikes On Points. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 391
Using Scanned Artwork. . . . . . . . . . . . . . . . . . . . . . . 392
The Tiny Camera And Light Buttons . . . . . . . . . . . . 394
Making Projects Render Faster . . . . . . . . . . . . . . . . 396
387
TROUBLESHOOTING . . . . . . . . . . . . . . . . . . . . . . . . 398
KEYBOARD SHORTCUTS . . . . . . . . . . . . . . . . . . . . 403
APPENDIX: The Edge Profiles
Bevels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 407
Inset Faces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 409
Pipes & Half Pipes . . . . . . . . . . . . . . . . . . . . . . . . . . . 411
Sharp . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 412
Stacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 414
Chiseled . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 415
Special Purpose . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 416
Woodwork. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 418
INDEX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 419
Zaxwerks 3D Invigorator for AE - User Guide 11

A Word From Zax

Welcome my friends to the world of the 3D Invigorator. Like its name implies, the Invigorator will help bring energy and life to your graphics.
The 3D Invigorator is the first 3D tool ever designed from the ground up for the needs of the graphic artist on a deadline. Like the best ideas, it was born from the nursery of experience, and the school of hard knocks. Too much labor, too many sleepless nights, there had to be a better way!
Current 3D tools have not been designed for the fast paced world of everyday graphics production. They are too difficult to use, take too long to learn and produce modest results until you have “mastered” them. The Invigorator changes all that. If you are brand new to the world of 3D you will find the Invigorator to be very inviting. You can play and experiment with your designs as you go, refining your work in “passes” rather than working along a constricting series of steps. You can get beautiful images right out of the box. These are concepts almost unheard of in 3D work.
If you are already familiar with 3D applications you’ll find tools in the Invigorator that you won’t find anywhere else. We have broken new ground in 3D modeling technology enabling you to add details to text and logo models that are extraor­dinarily difficult to create in any other modeler. We have also created some exciting new techniques for texturing and antialiasing that enable you to easily get images of beauty and depth.
As rookie or veteran, the 3D Invigorator will be an experience you won’t find elsewhere. Merging your 3D application into your 2D compositor raises your creative work to new heights. It unlocks the restrictions of working in different environ­ments and enables you to mix 3D and 2D at will.
So, welcome to a whole new way of looking at 3D graphics. The Invigorator makes working in 3D such a fun and fast expe­rience I’m sure you will feel, like many of our users, that you have just stepped into the 21st Century!
All my best!
Zax Dow, President
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Installation Instructions
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Drag the Zaxwerks folder into the AE Plug-ins folder.
INSTALLATION INSTRUCTIONS
System Requirements - MACINTOSH
- A PowerPC Macintosh running Mac OS 9.2.2 or 10.2.8 or 10.3.8.
- Apple’s OpenGL 1.2.1 system extension.
- A High Rez color monitor set to Millions of Colors.
- Adobe After Effects version 6.0 or 6.5
- 128 MB of RAM allocated to After Effects, plus 36 MB of “Larg­est Unused Block” RAM once all applications are open.
- 50 MB of unused hard disk space.
Installation Instructions - MACINTOSH
The 3D Invigorator software consists of a plug-in, several folders of support files, and the OpenGL system extension. All of these files are required for the software to run correctly. Fortunately it’s easy to put the right things in the right places, so follow the direc­tions and you’ll be up and running quickly.
1 - Insert the application CD and open it, or decompress the archive you downloaded.
The disk or download archive you received contains a main folder with the words 3D Invig in the title. Double click on this folder to open it.
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Inside the window that opens you will find a folder called Zaxwerks. Inside this folder is the 3D Invigorator AE plug-in, the Zaxwerks Invigorator Startup file, the Zaxwerks Swatches folder and several other support files and folders. Locate the Zaxwerks folder. It will be used in the next step.
2 - Find and open the Adobe After Effects folder, then find the Plug-ins folder inside of it. Drag the Zaxwerks folder from the CD or downloaded archive into the Plug-ins folder.
WARNING: Do not move the folders inside the Zaxwerks folder! Drag ONLY the Zaxwerks folder into the After Effects > Plug-ins folder. This will copy all the required files into the appropriate location on your hard drive. If you drag individual files you may end up missing the swatch libraries and other support files.
The Invigorator requires Apple’s OpenGL system extension. If you have OpenGL already installed on your Mac, then make sure it is turned on. If you don’t have OpenGL then you must either install it from your system CD, or download it from the Apple website at http://www.apple.com/opengl/.
You are now ready to launch After Effects and create your first Invigorator project.
The Invigorator, OpenGL and RAM Usage
The Invigorator is not an ordinary plug-in. It’s a full 3D application that runs inside After Effects. Because of this there are some important things you need to keep in mind when using it.
1. Every Invigorator effect you add to a project will use from 5 to 10 megs of RAM. It doesn’t matter whether a particular Invigorator is visible, invisible, in the current Comp or in a Pre-Comp sitting off to the side. If it’s in the open AE project, it’s using RAM. So if you have lots of Invigorator effects in your project you may run out of RAM and crash.
2. OpenGL uses its own RAM. (Mac OS9 only) If you have After Effects set to use too much RAM, or have other programs open that are using the available RAM you may crash. OpenGL is a system extension so it allocates more RAM as it needs it. You can’t set aside RAM for it, you just have to make sure free RAM is available when OpenGL wants it.
Continued in sidebar on next page.
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The Invigorator, OpenGL and RAM Usage
(continued)
3. The Invigorator uses additional system RAM. The Invigorator uses a special type of memory handling, similar to a system extension, that will allocate system RAM on the fly. As you add more Invigorator effects to the same project, or work with high resolution renderings, you may find that there is no free RAM available and you may get a crash.
Solution: If you are experiencing crashes try setting the amount of RAM allocated to After Effects either up or down, and make sure you don’t have other programs open that are taking up additional RAM
If After Effects is set to use nearly all of the available RAM (i.e. you are running with a “larg est unused block” of less than 30 megs) then turn the amount of RAM allocated to AE down.
NOTE: If you are on Windows or OSX you can­not set RAM sizes so you most likely won’t expe­rience out of RAM conditions, unless you’re run­ning less than minimum system requirements.
Authorization
You will find the Invigorator plug-in under the Zaxwerks menu. (Effect > Zaxwerks > 3D Invigorator.) The first time you add the plug-in to a project it will ask you to enter your Authorization code. Enter your Name and Organization, and type the code exactly as it was given to you, then press the OK button. If you click the Demo or Cancel buttons you will have to relaunch After Effects before it will give you the authorization window again.
System Requirements - WINDOWS
-
- Intel Pentium III or 4 processor.
- Microsoft Windows 2000 or Windows XP.
- The OpenGL system .dll file.
- A High Rez color monitor set to True Color. (OpenGL accelerator card recommended.)
- 256 MB of RAM, 50 MB free disk space.
- Adobe After Effects version 6.0 or 6.5
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Installation Instructions - WINDOWS

The 3D Invigorator software consists of a plug-in and several fold­ers of support files. All of these files are required for the software to run correctly. Fortunately it’s easy to put the right things in the right places, so follow the directions and you’ll be up and running quickly.
1 - Insert the application CD and open it, or decompress the archive you downloaded.
The disk or download archive you received contains a main folder with the words 3D Invig in the title. Double click this folder to open it.
Inside the window that opens you will find the main folder. Inside this folder is the 3D Invigorator AE plug-in, the Zaxwerks Invigorator Startup file, the Zaxwerks Swatches folder and several folders of support files. Locate the Zaxwerks folder. It will be used in the next step.
2 - Find and open the Adobe After Effects folder, then find the Plug-ins folder inside of it. Drag the Zaxwerks folder from the CD or downloaded archive into the Plug-ins folder. (See the Warning sidebar.)
You are now ready to launch After Effects and create your first Invigorator project.
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Zaxwerks
WARNING Do not move the folders inside the Zaxwerks folder!
Drag ONLY the Zaxwerks folder into the After Effects > Plug-ins folder. This will copy all the required files into the appropriate location on your hard drive. If you drag individual files you may end up missing the swatch libraries and other support files.
NOTE: The Invigorator requires OpenGL 1.1 to run. OpenGL is
a system extension (opengl32.dll) that comes with your Windows operating system. If you try to run the Invigorator and get an error saying OpenGL is missing, reinstall it from your System CD or download it from the Microsoft website Downloads Center (http://www.microsoft.com/downloads)
Authorization
You will find the Invigorator plug-in under the Zaxwerks menu. (Effect > Zaxwerks > 3D Invigorator.) The first time you add the plug-in to a project it will ask you to enter your Authorization code. Enter your Name and Organization, and type the code ex­actly as it was given to you, then press the OK button.
If you click the Demo or Cancel buttons you will have to relaunch After Effects before it will give you the authorization window again.
TROUBLESHOOTING TIP On some systems running Windows XP, you will not be able to type any more than 2 or 3 characters per field. If this happens to you, type the information into NotePad then copy each line and paste it into the appropriate field.
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Basic Concepts
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BASIC CONCEPTS

The 3D Invigorator creates its own images. It does not process existing footage to give it a “3D effect”. Instead, you create a Solid and apply the 3D Invigorator filter to it.
The 3D Invigorator is more like a full application than it is a plug-in. Like After Effects it has a workflow style that is straight­forward and quick to understand. Like most other plug-ins it can be used within minutes of opening it up. Unlike most plug-ins however, it has the depth of a full application. There is a tremen­dous amount of technology and workflow design packed into this program. The reason it was made as a plug-in is because a tight integration of a plug-in with its host speeds up the workflow, in­creases flexibility and raises the overall quality of the final work.
To aid in getting the most from the 3D Invigorator, here is a short overview of the steps for creating a 3D graphic.
Modeling
The creation of an object’s shape.
Surface Set Up
The “paint job” that is applied to the sur­face of the models.
Scene Set Up
The positioning of the objects and lights within the 3D scene. Also the positioning of the camera which views the scene and films the animation footage.

Modeling

The 3D Invigorator creates its own models out of Adobe Illustra­tor files and Vector Clip art. Models can be modified using the controls in the Object Tab. A selection of over 100 preset edge “bevels” come built into the program.
The PRO version of the 3D Invigorator can also import models that were created in other 3D programs, build basic shapes of its
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Animation
The moving of the camera, objects or the lights within the 3D scene.
Rendering
Processing the animation into the final movie footage.
own, and create models out of fonts. There are thousands of 3D models that can be purchased or downloaded for free from web­sites around the world. Look on the goodies page of our website for links to other websites that offer 3D models. (www. zaxwerks.com/goodies.html)

Surface Set Up

The Invigorator has a completely unique way of handling sur­faces. Up to six different materials can be applied to each object and that object may use those six materials in a variety of ways. Once you use it you will see how the Invigorator has finally given to 3D artists the tools to create a new generation of 3D title and logo graphics. Graphics like you have never seen before.

Scene Set Up

Setting up a 3D scene has been streamlined to make it easier for 2D motion graphic artists to make the jump to 3D. A scene can have as many objects as you need and objects or groups of objects can be rotated and positioned independently. Up to six lights can be used, and once you get your lights perfect they can be saved and reused in future projects.
Object manipulation within the 3D scene is being done in a way that’s completely new. Single and multiple objects can be ma­nipulated with speed and fluidity. There are a full compliment of short cut keys. Even nudge keys are supported.
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Animation

The animation is handled completely from inside the AE Effect Controls window and the AE Timeline. All your familiar methods for handling Keyframes, Ease In/Out, Expressions and Animation Assistants can be used. When animating, only the animation tools are presented, so there is less to worry about and the workflow is once again faster.
The rest of the manual is divided into the fol­lowing sections:
The Quick Start section will give you a quick overview of the 3D Invigorator process. It uses standard 3D terminology and is geared toward users with previous 3D experience.

Rendering

The rendering engine is designed for the rigors of professional production. It creates beautiful images with excellent antialiasing, image mapping, bump mapping, reflection mapping, soft shadows, transparencies for glass effects, chrome effects, fly­throughs, fly-bys and can even place After Effects movie footage onto any object in the 3D scene.
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The Tutorials section will walk you through the process of creating many different kinds of 3D Invigorator projects. It’s best to follow the tutorials in order since each builds on material presented in earlier tutorials.
The Feature Reference section presents in­depth explanations of what each tool and set­ting does and how to apply them.
The Special Topics section addresses common questions and their solutions.
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Quick Start
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Quick Start

(Also see the Expanded Quick Start section)
These are the most basic steps required to create a 3D graphic.
1. Draw some 2D shapes in a vector drawing program or select
them from a vector-based clip art library. Save the file in Illustra­tor CS or earlier format.
Use vector artwork made in Illustrator or FreeHand.
2. Add a 3D Invigorator effect to a Solid and bring the shapes into
it by opening the Illustrator file made in Step 1. The shapes will automatically become 3D objects. NOTE: Do not turn on the 3D switch for this solid. (For the PRO version, first click the “Open
Illustrator File” button, then open the file made in step 1.)
Find the 3D Invigorator under the Effect menu. A
box will open for you to pick a vector file.
3. Open the 3D Invigorator’s Set-Up window (click the Red Ball
button) to enhance the object shapes, set surface materials, set lights and position the camera. Use the Effect Controls window to set keyframes for animating the camera, lights and objects.
The Set-Up window is where you do everything except setting
animation keyframes. Click the tiny Red Ball button to open it.
4. Create the final 3D image by setting the Solid to Best Quality.
The Invigorator contains dozens of presets you can use to make your objects look like gold, chrome and glass, in a variety of shapes and sizes. These can all be dropped onto your objects from inside the Set-Up window.
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Turn on the Best Quality switch to see exactly
how the final rendering will look.
We highly recommend you read the Expanded Quick Start and the Tutorials section. The Expanded Quick Start is short, and contains information that will dramatically affect the quality of your work.

Think Like A Photographer

It’s important to remember that when you work with the 3D In­vigorator you are using a real 3D program. 3D programs simulate a photographer’s studio. You can move objects, set lights, and reposition the camera.
You are always looking at the scene through the lens of the camera. The Preview window shows you what the camera sees. What you see through the Camera lens (the Preview window) is what you will get in the final rendering.
Thinking like a Photographer helps you figure out what to do. For instance, moving one object closer to the camera will make that object bigger. On the other hand, moving the camera closer to the objects will make all the objects bigger.
If you are taking a picture of a group of people and you can’t see them all in the camera’s viewfinder, what do you do? Have every­one move back? Or move the camera back? Both would work, but one is easier.
Once you start to think like a person shooting a picture with a camera, things start to make more sense.
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Expanded Quick Start Step 1 - Create The Beginning 2D Shapes

Draw some shapes in a bezier-based vector drawing program such as Illustrator, FreeHand or Corel Draw and save them in Illustrator format (CS version or lower) or select vector clip art from a vector-based clip art library.
The shapes must be vector outlines. Pixel images or scans won’t work unless you turn them into vector outlines by tracing them.
(See the section called Using Scanned Artwork in the Special Topics section.)
Don’t over build. Keep the line art simple. Most of the pizzazz comes from the Edge Styles and shading applied to the models inside the 3D Invigorator.
When the vector paths are filled they create solid 3D objects. Paths that only have a stroke create hollow 3D objects. Stroke widths are ignored.
To create text in the Classic version, layout the text in your vector drawing program, then convert the text to outlines before saving the file. If you have the PRO version you can type text directly into the text window and make unlimited changes at any time.
Use Vector Outlines
Stroked paths become hollow objects.
Filled paths become solid objects.
A Text Object Vector Outlines
Convert Text to Outlines before saving.
Raster images
won’t work
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Expanded Quick Start Step 2 - Adding The Shapes To The 3D Invigorator

Pick a vector file when you see this dialogue box.
Comp window
Effect Controls window
Add the 3D Invigorator to a Solid.
In After Effects create a Solid that you want the size of your 3D rendering to be. The 3D Invigorator uses the size of the Solid as the size of the final rendering. There is no limit on the size of the Solid, however most times the solid is the same size as the comp.
NOTE: Do not turn on the 3D switch for this Solid. It must remain a 2D layer.
Select the Solid and add the 3D Invigorator from the Effect menu. (Effect > Zaxwerks > 3D Invigorator) A dialogue box will open asking you to open the vector file you created in Step 1.
(If you are using the PRO version you will first see a window with several buttons on it. Click the button that says “Open Il­lustrator File”.)
Select the file containing the vector shapes you want to invigorate and click Open. The shapes will automatically be turned into 3D models using the default Object Style.
The Effect Controls window will open and you will see a Preview window of the objects in the 3D scene. A Draft mode rendering will be done and placed into the Comp window. Draft mode has no textures, shadows or antialiasing. However it renders in near­real time so it’s perfect for motion tests.
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If you want to create more objects click the Create... button and open another file. In the PRO version this button is actually a menu of creation options and is called the Object menu.
A file may be added more than once to create multiple 3D ob-
Click this button to add more objects.
jects which all look the same. When you do this though, the 3D shapes will be in exactly the same place making it look like you have only one 3D object. Go into the Set-Up window, click on the Object tab, then use the tools to move them apart.

Expanded Quick Start Step 3a - Adjust The Camera, Lights or Objects

Under the Scene Preview window in the Effect Controls, click the little button with the Red Ball on it to open the Set-Up window.
The Effect Controls contains everything that is animatable.
The Set-Up window contains everything non-animatable.
Change the shape of the objects, their Depth and the Edge Profile applied to them by selecting the objects, then changing the sliders and popup menu choices in the large Object Tab on the right half of the Set-Up window.
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Click this button to open the Set-Up window.
Object shape and depth is controlled here.
Assigning Object 1 to Set 1.
Color the objects by dragging and dropping material swatches on them from the bin of swatches in the large Materials Tab.
Change the direction, color and intensity of the lights by clicking on the Light mode button in the toolbar to reveal the direction manipulator and other lighting controls.
Change the position and rotation of each Object by clicking on the Object mode button in the toolbar, then selecting and ma­nipulating single or multiple objects using the manipulator tools. Hold down the Shift key and click on objects to add them to the current selection.
Assign objects to animatable Sets by choosing a Set number from the Sets popup menu. A Set is a parent which can move multiple children at one time. After Effects can animate eight parent Sets. The Set assignment is done in the Set-Up window, but the anima­tion is done in the Effect Controls window.
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Expanded Quick Start Step 3b - Creating The Animation

Animation is done by dragging in the Scene Preview window seen in the Effect Controls. Setting keyframes is handled inside the After Effects Timeline with the standard keyframing techniques.
The Camera, three Lights and eight Sets can be animated. To cre
­ate keyframes enable the animation stopwatches for the param­eters you want to animate. Then move the Time Marker and drag in the Scene Preview window. Do not drag in the Comp window.
(NOTE: Both the Classic & PRO versions can use the AE cam­era. See the section called: Linking to the AE 3D Camera)
Drag in the Effect Controls window to set keyframes.
Mode buttons
Manipulation tools
The three mode buttons (Camera, Light, Set) located below the preview window, tell the program which type of object will be affected when you use the manipulation tools.
To rotate or move the Camera, click on the Camera tab, then use the manipulation tools. (Tumble, Roll, Track, Dolly)
Click the Camera Mode button to manipulate the camera.
Lights are handled the same way, except you can only tumble lights, you cannot Track or Dolly them.
(NOTE: To create Spot Lights or Point lights see the see the sec
-
tion called: Linking to the AE 3D Camera and 3D Lights)
Click the Light Mode button to manipulate the lights.
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Click on the Sets Mode button to manipulate sets of objects.
To rotate or move a Set, first click on the Sets button (3 cubes), then use the manipulation tools. Remember, animating a Set will affect all the objects that have been assigned to that Set.
When objects are first loaded into the 3D Invigorator, they are assigned to Set 1 by default. This can be changed in the Invigora­tor’s User Prefs. When you select a Set (click on it) you will see bounding boxes around each object within that Set. Objects can be freely moved from one Set to another when you are inside the Set-Up window.

Expanded Quick Start Step 4 - Rendering The 3D Graphic

The rendering quality is controlled by the Draft/Best quality switch on the Solid that the 3D Invigorator effect is applied to. Draft mode produces OpenGL renderings which have no shadows or antialiasing, but render in nearly real time which makes doing motion tests incredibly fast.
The layer quality switch on Draft Mode.
Full 3D rendering takes quite a bit of time and is not interactive, so you should leave the solid on Draft mode unless you are work­ing on the final look of the 3D scene. When setting up the Render Queue, adjust the settings for Best Quality and the layer will then render with all textures, shadows, reflections and antialiasing.
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What goes into a Best quality rendering is controlled from inside the Set-Up window. You can adjust the antialiasing level from a popup seen below the toolbar when the Camera mode button is clicked.
Shadows, textures, reflections and layer maps are all set up inside the Set-Up window and don’t appear until a Best quality rendering is done.
Inside the Set-Up window, holding down the Command key (Mac)
Antialiasing popup menu
or Alt key (Windows) turns the OK button into the Test button which will do a Best quality rendering at small size. This is very useful for testing the look of the lighting and textures without having to go back to the AE comp window to see the results of your changes.
Do a test render to get a Best Quality rendering
while inside the Set-Up window.
Back in After Effects, the Caps Lock key is used to abort render­ings in progress. Turning on the Caps Lock key will stop any rendering within seconds so you can make adjustments.
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Saving Your Work

Your work is saved as part of the After Effects project file. When you next open your AE project the data is reloaded and the 3D scene is recreated, ready to be edited or rendered.
Each Invigorator effect you add to the project carries its own 3D scene data, as well as all of the settings needed to recreate the materials, lights, and objects styles.
The swatches in the bins are not saved into the project file, they are saved into the Zaxwerks Swatches folder which is located on your hard drive in the same folder as the 3D Invigorator plug-in. By saving them into this central database any material or object style you create is available to be used by any other 3D Invigora­tor project.
All swatches that appear in the Invigorator are saved
into the central library called Zaxwerks Swatches.
One thing to remember however, is if you delete swatches from the bins they will be deleted permanently from the hard drive. Deleting swatches does not hurt your current projects, it just means that the swatch disappears from the bin.
Once cleared from the bins, swatches can be regenerated by selecting an object and clicking the Material Set-Up button. The swatches will appear at the bottom of the window in the Materi­als Palette. Once regenerated they can be dragged to the bin and used in other projects.
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Tutorials

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These tutorials are designed to get you acquainted with the 3D Invigorator by walking you through simple projects.
Before You Start
Please follow the installation instructions to make sure you have the plug-in and all supporting files installed on your machine in the correct locations before you start the tutorials.
This manual assumes you have an understanding of After Effects. If the tutorial says “Make a new Comp” or “Open the Effect Controls window”, and you don’t know how to do that, please go back to the After Effects manual, do the tutorials there and get familiar with how After Effects works.
TUTORIAL 1
A Camera Animation
Title animations that introduce a show, tell you what’s coming up next or identify a presenter can be brought to life by the use of a simple camera animation.
In this tutorial we will import a graphic, turn it into 3D models, then animate the camera around the models to lend a very simple but effective 3D feel to the graphic making it much more inviting and attractive to look at.
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Add The Invigorator To Your After Effects Project

Every 3D Invigorator animation starts the same way. You must create a Solid and then apply the 3D Invigorator to it by selecting the effect from the Effects menu.
1. Open After Effects.
2. If you’re starting from scratch create a new Comp and a new
Solid. The size of the Solid determines the size of the 3D render­ing. Most times you’ll make the size of the Solid the same size as the Comp. NOTE: Do not turn on the 3D switch for this Solid. It must remain a 2D layer.
3. Select the Solid, apply the 3D Invigorator to it which is located in the Effect menu.
(Effect > Zaxwerks > 3D Invigorator)
4. The Select Artwork dialogue will open which lets you pick
an Adobe Illustrator type of file containing vector artwork. The file must have vectors in it and saved in Illustrator CS or earlier format. Bitmaps and scans will not create 3D models.
Macromedia FreeHand and Corel Draw both have options to export their files in Illustrator format.
The Select Artwork dialogue
If you are using the PRO version you will first see a window with several buttons on it. Click the button that says “Open Illustrator File.”
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5. Find the Gold Rush.ai file which is located in the Invigorator Tutorials folder.
6. Double click on the Illustrator file or click Open. This will put you back into the main After Effects interface and open the Effect Controls window. Here you will see a 3D Scene Preview window, a toolbar and the animation controls. A Draft mode rendering of the image will also appear in the Comp window.
7. The right side of the 3D Scene Preview window will be clipped off by the edge of the Effect Controls window. Drag the bottom right corner of the Effect Controls win­dow to make it larger so the Preview window doesn’t get clipped off.
8. In the Effect Controls window, click on the Views popup and select High Left. This will move the camera closer to the words.
Notice how the Illustrator graphic has already been turned into 3D objects, (called models in 3D­speak.) The Invigorator creates the models based on default settings but you can change the set­tings to change the look of the models.
Drag here to make the Effect Controls window wider.
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Drag in the Scene Preview window
to manipulate scene elements.

Looking Over The Effect Controls

Take a moment to familiarize yourself with the layout of the controls. The animation control center for the Invigorator is the Effect Controls window. Here you can see a 3D Scene Preview window which shows you your 3D scene. This window shows you solid 3D objects but it does not show you shadows, reflec­tions or image maps. Rendering those things takes extra time and the Scene Preview window is designed for speed. It’s a preview of the rendering. To see the final full quality rendering set the layer to Best quality and look in the Comp window.
The Scene Preview window is also where you drag the cursor to affect the camera, lights or objects. Select a tool from the Tool­bar, pick which scene element you want to adjust, and then drag the cursor in the window to see the effect. Dragging things with these tools is how you set keyframes to create an animation.
You get to the part of the Invigorator that handles object set up, surface set up and all the other non-animatable aspects of a 3D scene by clicking the Set-Up button which is the red ball, located just below the Scene Preview window. Do not click it at this time, we’ll be getting to it in a moment.
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Keyframing and animation editing is controlled from the Timeline window, where all the other After Effects animation editing is done.
The Comp window shows you the current composite. The Invigo­rator will render a frame and show it to you in the Comp window
The Timeline window is where all keyframes are set.
respecting whether you have Draft or Best mode turned on.
Be aware that unless you are linking to the AE Comp camera or lights, you cannot drag anything in the Comp window that will affect the 3D scene. You can drag the rendered 2D image just like any other layer, but interacting with the 3D scene is done from the Scene Preview window in the Effect Controls.
Going back to the Effect Controls then, you will notice that in the toolbar directly under the Scene Preview window the first icon
Camera Mode
Button
The Cameraʼs
Manipulator Tools
on the left, the Camera, is highlighted in blue. This means it is turned ON and you are in Camera mode. Any dragging you do inside the Scene Preview window will affect only the Camera.
Take a moment and do this. Make sure the Camera icon is blue,
The Effect Controls Toolbar
then click on one of the four manipulator tools on the right: Tumble, Roll, Track and Dolly. Try out each tool and see what it does. If you get lost you can always use Undo to get back to where you started.
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Select High Left in the Views popup menu.
1. Click on the Camera mode icon, then click on the Tumble tool and drag in the Scene Preview window. Drag up/down/left/right and watch what happens to the scene.
2. Select each of the other tools and drag them in the Scene Pre- view to see their effect.
Remember you are looking through the lens of a camera. As you drag you are moving the camera around the ob­jects. It may feel like you are moving the objects in front of the camera, but if the Camera button is blue, you are really moving the camera.
Watch the floor grid as you drag. Notice that the floor is moving too. This lets you know you are moving the camera. If you were moving objects the floor would stay in place.
3. When you’re done experimenting select the High Left option in the Views popup menu located just under the Tool bar. This will set you back to the default view.
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Adding Color To The 3D Scene

Since you are working in a full 3D program you get to play with the lighting! Let’s add a little color to the scene by changing the color of the lights.
Below the Scene Preview window is a list of animation chan- nels. They are organized by Camera controls first, then Lighting controls, then Set controls, then Layer Maps.
1. Click on the arrow next to Lights to reveal the three animatable lights, then click on the arrow next to Light 1 to see the animation channels.
The 3D Invigorator has six possible lights but only three of them can be animated. These animatable lights are set to have a direc­tion only. There is no position to worry about so you won’t acci­dentally find yourself placing a light behind the objects or point­ing them away from the objects. You set the direction you want the light to shine in and the program will automatically place it so that all the objects will receive the light.
See the section called: “Linking to the AE 3D Camera & 3D Lights” for information on how to create Spot lights and Point lights.
Click the color chip to change a light’s color.
Next you will change the color of the lights by changing the color chip for Light 1.
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Click on the Light Color Chip and pick from the color picker.
2. Click on the Light 1 color chip and pick a saturat- ed yellow color. If you have an image on your screen with a strong yellow in it you may use the Eyedrop­per tool to pick the color from that image.
Once you do this you will notice how there is a strong yellow cast shining on the left side of the objects. These objects all started out white so you see the full effect of the lighting. As object colors get darker and more saturated you will see less effect from colored lights.
Now change the color of the second light.
3. Click on the Light 2 color chip and pick a strong red color that’s not too dark.
Now you will see the right sides of the objects lit up in Red. Where the two lights shine on the same surfaces they mix to a nice golden color. Light 3 is turned off so we won’t do anything with it.
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Animating The Camera

Now that the lighting is set, it’s time to create our first animation.
Go back to the toolbar and switch to Camera mode. There are three types of cameras in the Invigorator. These are selected from the Camera Type popup: Orbit, Look At and Hand Held.
The Orbit camera is what we will use for this animation because it’s the perfect camera for doing table-top-style shots. The Look At camera is best for fly-bys and fly-throughs. The Hand Held camera is best for animations where you need to “wander” through a scene frequently changing what you’re looking at. It’s more flexible but takes more control. These camera types are covered in detail in the camera section.
1. Under the Scene Preview window, click on the Camera icon to activate the camera controls.
Below the toolbar are several popups and buttons. Find the popup that says Views. The contents of this popup changes based on whether the Camera, Lights, or Sets icon is blue. When the Camera icon is blue the Views popup displays a list of preset camera views and also lets you save your own views.
2. From the Views popup, select the Low Right view preset. This will move your camera so you are looking up at the objects from a little off to the right side making the objects look large and grand. This will be the position of your first keyframe.
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Click on the animation stop watches for both Camera Tumble
channels to turn on animation for these channels.
In order to set a keyframe we need to enable the animation chan­nels for the Camera.
3. In the Effect Controls window turn down the arrow in front of “Camera” and find the two channels labeled Camera Tumble. Click on the little stopwatches in front of the two tumble chan­nels to enable animation for these parameters.
This is the fastest way to turn on animation for a channel. The other way is to go to the Timeline window, turn down the arrows until you find the Tumble parameters for the camera then click on the animation stopwatch icons.
4. In the Timeline window move the Time Marker to the 4 second mark.
Now you are ready to set your second keyframe.
5. Return to the 3D Invigorator Scene Preview window and select the Tumble tool. Click in the window and drag to the right. This will orbit the camera around the objects. Drag until you have a viewing angle that is similar to the Low Right view you started with but is now looking from the left. Release the mouse to set the keyframe.
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If you now drag again without moving the Time Marker the Invigorator will simply update the existing keyframe. There is no need to remove the old keyframe in order to change it.
Be careful, however, not to drag with any other tool besides the tumble tool. In Step 3 only the animation channels for the Tumble tool were enabled, so using any other tools will affect the entire animation, not just the current time.

Previewing Your Animation

You can now preview the animation by clicking the Play button in the After Effects Time Controls palette.
If you like you can click the RAM Preview button and watch your
Drag with the Tumble tool active to orbit the Camera.
animation play back in real time! If you want the viewing angle to change more, stop the preview and go to the keyframe you want to change. Then, in the Invigorator Scene Preview window, drag to change the view, then Preview again.
You are never locked into one view or one animation. Everything can always be changed. Experiment with setting the second keyframe to end with a high view instead of a low view.
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Click the RAM Preview button in the AE Time Controls
palette to watch animation playback in real time.
Drag up
with the
Dolly
tool to
move the
Camera
closer
to your
objects.
If you’d like to experiment with coming closer to the objects as you orbit around them, go back to the first keyframe. Find the channel in the list titled Camera Distance, enable animation for this channel, then go to the second keyframe, select the Dolly tool (the one that looks like an arrow pointing in and out of the screen) and drag up and down to move the camera closer to or farther away from the objects.

Rendering The Final Animation

To render the final version of your animation all you need to do is set the layer to Best quality instead of Draft quality and pick Make Movie, from the Composition menu.
At this point however, you will not see much difference between the Draft version and the Best version with the exception that the images are now antialiased. This is because the surfaces of your objects are simply colored white. There are no shadows, reflec­tions or images covering your objects which are the things that come out during the final Best quality rendering pass.
To change the surfaces you must click the Red Ball button to enter the Invigorator’s Set-Up interface. This is where most of the controls are and a 3D program has a lot of controls. However, we’ve organized things to be easy to get to and the next tutorial will walk you through the highlights of the Set-Up interface.
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TUTORIAL 2
A Walk-About Through The Set-Up Window
The part of the Invigorator program that lets you set up every­thing prior to the final animation stages is opened by clicking the Set-Up (red ball) button below the Scene Preview window. This is called the 3D Invigorator Set-Up window.
If you are starting fresh with Tutorial 2 and don’t have any objects in your scene, do Step 1. Otherwise proceed to Step 2.
1. Open After Effects. Create a New Comp. Create a New Solid. Select the Solid and apply the Invigorator (Effect > Zaxwerks > 3D Invigorator). Find the Gold Rush.ai file in the Tutorial Files folder. Double click the Gold Rush.ai file to open it.
This will return you to After Effects and open the Effect Controls where you will see the Invigorator’s Scene Preview window. Be­low the Scene Preview window is the Set-Up (red ball) button.
2. Click the Set-Up button to open the 3D Invigorator Set-Up window.
The Set-Up window can be divided into a left half and a right half. The left half has the 3D Scene Preview at the top, the toolbar below that and a small tab area that changes at the bottom.
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Click on the Set-Up (red ball) button in the Effect
Controls window to open the Set-Up window,
Camera Mode button
Views... menu
Lens popup
3. Click on the Camera mode button to see
some settings and controls for the camera.
Here you see the Views... popup like you saw below the toolbar in the Effect Controls window. There is also another popup menu which lets you change the lens the camera uses. Using a shorter lens (one with a lower mm value) emphasizes the perspective, mak­ing near objects appear much larger than distant objects.
Light Swatch Bin
Light Editor
4. Click on the Light mode button. When you do this two things happen at once. First the small tab area at the bottom of the left half of the interface changes to show you the light­ing controller and the lights list where you can select different lights to work with.
The second thing that happens is the whole right half of the interface changes to show you the Light Editor at the bottom and a bin of light swatches at the top. This bin of swatch­es contains preset lights which can be applied by clicking and dragging one of the swatches and dropping it onto the current light’s swatch located in the Light Editor.
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These light swatches contain information for only a single light, letting you fine tune one light at a time. To apply a whole scene’s worth of lights in one ac­tion you can use the Lighting Styles swatches.
5. Click on the Lighting Styles tab located at the top of the right half of the lighting interface.
This tab contains swatches of Lighting Styles. A Lighting Style is a complete set of lights, includ­ing their positions, directions, colors, intensities, shadows and every other setting used to arrange the lights in exactly the same way as when the swatch was saved.
Lighting Styles is a very powerful feature. It enables you to design a particular lighting set up and then save it for future use. The Light­ing Styles swatches can be exchanged with other artists so a Creative Director can design a particular look for the project and have all the other artists working on the project use the same lighting.
A Lighting Style swatch is applied by dragging it from it’s location in the swatch bin, and dropping it into the Scene Preview window. When you do this you will replace all other lights currently in the scene.
Click the Lighting Styles tab.
Drag a Lighting Style swatch from the swatch bin
and drop into the Scene Preview window.
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Object Mode button
Set Assign­ment popup
6. Back at the toolbar, click on the Object Mode button.
When you were working in the Effect Controls window this button had three cubes on it and was called the Set Mode button. This is because you can only animate Sets in After Effects not individual objects.
Object List
The Object tab controls the shape of the models.
Inside the Set-Up window however, you get to work with in
­dividual objects and the Object Mode button has only a single cube on it to show you this.
When you clicked on the Object Mode button two things hap­pened. First the area under the toolbar changed to show you the Create Object button which you use to create new objects. It also shows you the Object List popup where you select individual objects, and the Set Assignment popup which you use to assign an object to one of the animatable Sets.
The second thing that happened is the entire right half of the in­terface changed from the Lighting controls to the Object controls. You’ll notice up at the top there are three tabs. There’s a tab for Objects, a tab for Materials and a tab for Object Styles.
The Object tab controls the shape of the models. The Materi- als tab controls the color and appearance of the surface of each model. The Object Styles tab contains customizable presets for the complete look of a model, both shape and surface settings.
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7. Click on the Object tab, if it’s not already the front-most tab.
This tab is where you control the shape of your objects. The controls in it will change based on which object is select­ed. Select an object in the Scene Pre­view window. If more than one object is selected (shift click), it will show you the controls for the Primary selection which was the object selected first.
The Primary selection is given a red bounding box in the Scene Preview window, whereas the other selected objects have green bounding boxes.
8. Click on the Materials tab.
This is where you create materials that will be applied to the surface of an object. At the top of this tab is a storage bin of material swatches similar to the storage bin of light swatches you saw in the Lights tab.
Primary Selection
Object, Materials & Object Styles Tabs
Secondary Selections
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Texture Map Thumbnails appear here
Enable Texture Check Box
Materials Swatch Bin
Material Editor
Current Material being edited
Layer Map Selector
PRO Features
Material swatches are saved into a central library on disk and loaded in the bins each time the Set-Up window is opened. Each swatch contains all the settings needed to create a mate­rial, including pointers to the texture maps used. Texture maps are scans or pictures applied to objects to make their surface color and texture more interesting.
At the bottom of the Materials tab is an area containing the material controls. This area is called the Material Editor. The swatch ball shows you the current material that is loaded into the Material Editor. The sliders control various set­tings, and the boxes show any texture maps used. The little checkboxes turn the texture maps on or off.
You load a swatch into the Mate
­rial Editor by either double click­ing on it, or by dragging it from the bin and dropping it onto the swatch in the Editor.
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9. Click on the red material swatch in the Materials bin , drag it into the Scene Preview window, and drop it onto one of the selected objects. This is the fastest way to apply ma­terials to objects.
10. Click on the Object Styles tab. This tab contains swatches of Object Styles. An Object Style is a complete set of every material and every shape setting used to cre­ate and color an object.
This is a very powerful feature! It enables you to design a look for an object, save it and then apply it to something else with one action. Object Styles swatches are saved into a central library, so they can be exchanged with other artists and reused on future projects. They enable you to design a look and then reuse that look over and over.
Applying an Object Style takes nothing more than dragging it from its location in the bin and dropping it onto a selected object in the Scene Preview window. If more than one object is selected, the swatch gets applied to all of them at once!
Apply a material by dropping
a swatch onto an object.
Apply an Object Style by dropping
a swatch onto an object.
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Edge
Profile
selected
object
Materials
Palette
of
Material Chips
11. Above the Scene Preview window is a button titled Material Set-Up. Click it. (Make sure an object is selected or else the Mate­rial Set-Up button will be dimmed.)
When you click the Material Set-Up button you do two things at once. You reveal the Material Set-up window, and you reveal the Materials Palette which is the set of six square docks where mate­rial swatches can be placed. The palette can also be hidden and revealed on its own by using the Palette checkbox.
The Material Set-up window shows you a drawing of the Edge Profile applied to the currently selected object. If more than one object is selected you will see the Edge Profile applied to the Primary selection, which is the object with the red bounding box in the Scene Preview window.
The Material Set-up window also shows you the materials as­signed to the Edges and Faces of your objects. You can apply up to six different materials to each object. By default the material in dock #1 is applied to everything. You can see this by spotting the green material chip, with the number 1 in it, sitting next to the Front Faces, Outside Edges and Back Faces in the window.
Docks
The Materials Palette for Vector and Text objects has six docks.
The Materials Palette for Imported objects has only one dock.
The Materials Palette for Primitives changes based on the number of sides.
You can change the material applied to an object by simply drag
­ging a swatch from the Materials bin on the right, and dropping it into dock #1 in the Palette. (Click on the Scene Preview button to see what the color looks like applied to your object.)
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To assign more than one material to an edge profile, drag another swatch from the Materials bin down and into an empty dock in the Materials Palette. Select the Split Point tool and click on the black line of the edge profile at the point where you want the color to change from one material to another. Then drag the new swatch from the palette and drop it onto one of the green chips.
(See more on assigning materials in the Material Set-Up Win­dow section of the manual.)
12. Click on the Scene Preview button to return to the main 3D window and see what your model color looks like.
Split Points
Split Point tool
- – —————————— – -
Drag the swatch from the Materials Palette and
drop it onto one of the material chips.
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TUTORIAL 3
Selecting, Renaming And Manipulating Objects
Let’s look at the basics of how we work with individual objects.

Clearing An Old Scene And Creating New Objects

1a. If you are continuing from the end of Tutorial 2: Open the Set-Up window and click on the Clear Scene button, which is located to the left of the Objects List once you’ve made the Object mode button active (blue). This will delete all objects from your scene and set everything back to its default state. Next do Step 2.
1b. If you are starting fresh with this tutorial: Add a 3D Invigora­tor effect to a Solid. When the file picker appears open the Stars. ai file and once the Effect Controls window appears find the Invigorator’s Scene Preview window and click the Set-Up (red ball) button just below it. Now skip Step 2 and continue with the next section.
2. Click on the Create Object button. (If you are using the PRO version click on the “Object...” popup menu and pick “Open Il­lustrator File”) When you see the Select Artwork window find
the Stars.ai file located in the Invigorator Tutorials folder, and click the Open button.
This will open an Illustrator file containing some stars.
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Examining The Object List

1. Click on the Object Mode button, if it’s not already blue, and then click and hold down on the Object list.
The Object List is a pop up menu containing a list of all objects in the Invigorator.
You will notice that there are four items in the list: Object 1, 2, 3 and Group 1. These are the default names given to the objects as they were imported from the Illustrator file.
Notice that all the objects have 3D boxes around them made of lines. These are called wireframe bounding boxes.
You can see that the bounding box of the first star is red while the others are green. The red object is called the Primary selection and its settings are displayed in the Object tab.
If you look in the Object list you will see that the item called Ob- ject 1 has a bullet in front of its name. That’s because Object 1 is the Primary selection.
The other objects are called Secondary selections and their settings are not shown in the Object tab. We can change which object is the Primary selection by choosing a different object from the Object list.
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Selecting Object 2 from the Object list.
2. Click on the Object list and release the mouse on Object 2.
Now the red bounding box is surrounding the second star. This star looks hollow. That’s because when it was created in Illustra
­tor, this object was given a stroke color, but no Fill color. When it comes into the Invigorator you see the edges but no centers.
The first star, Object 1, had a fill color so it appears solid when it is turned into a 3D object.
3. Click on the Object List and release the mouse on Object 3.
You will see that the third star now has a red bounding box and its name is displayed in the Object list when this popup is in its closed state.
This object was created as a compound path inside Illustrator by using one of the Pathfinder tools. A compound path is two or more vector shapes that make up a single object.
In most cases the extra shapes are holes. The Invigorator knows when you have holes in your Illustrator shapes and creates the models accordingly. There are even special controls for giving holes extra attention.
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4. Click on the Object list and release the mouse on Group 1.
A Group is a set of shapes which have been combined into one locked multi-part object by selecting them all in Illustrator and using Illustrator’s “Group” command on them. When objects are grouped together they all move as one unit.
Anything that appears as a single item in this object list is always referred to as an object. This is because even though there are several individual stars in Group 1, all those stars are locked together and can only move as a single unit.
Important Point To Remember
Anything that is grouped in Illustrator will come into the Invigorator locked together.
If you need to rotate, position or color objects individu
­ally you must remember to ungroup them in Illustrator before saving the Illustrator file.
5. At the top of the Object List is a menu item called Select None. Pick this command.
All the bounding boxes will disappear signifying that no objects are selected.
Use the Select None command to deselect all objects.
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Click one of the Manipulator tools to make it
active, then click once on an Object in the
Scene Preview window to select it.

Selecting And Renaming Objects

There are four tools located in the toolbar under the Scene Pre­view window that are used to manipulate objects. These are the Tumble tool, the Roll tool, the Track tool and the Dolly tool.
These Manipulator tools can also be used to select objects.
1. Click on the Tumble tool to select it, (making it blue), then click once on the first star.
Be sure not to drag when you click. If you drag, the program will think you are trying to tumble something, however if you click without dragging the program knows to select the object that was under the mouse.
If you cannot hold the mouse still enough during the click to select the first star you can use the Selection tool instead. The Selection tool isn’t particular about whether you click or drag during a selection, so it’s easier to make selections with it. The Selection tool is the icon of an arrow with a little “click” at its end. It’s right next to the magnifying glass.
When selected you can see how the bounding box is red. This again means that this object’s settings are being displayed in the Object tab.
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2. Take a look at the Object tab.
At the top is an edit box containing the name Object 1. This is where you can change the name of the object to something more meaningful.
3. Click and drag over the name Object 1 in the edit box. Type in the words: First Star.
When you hit the enter key, or the tab key, or click on another popup or edit box, the Invigorator will accept the name and you will see the new name in the Object list.

Manipulating Objects

With the first star selected, you can now tumble it around its center point.
1. Check to be sure the Object button and the Tumble tool are still selected. Select them if they’re not. Then click and drag the mouse in the Scene Preview window to tumble the first star.
Play with the star for a little bit. See what happens when you drag left and right and then up and down. Release the mouse and then click and drag again, observing what happens this time. Notice that if you get the object upside down, left and right seems to be reversed. Of course it’s not, its just because the object is upside down.
Change the name of an Object in the Object Name field.
Click the Object button and the Tumble tool button, then click
and drag in the 3D window to tumble the selected object(s).
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Select the Roll tool, click and drag an Object.
Troubleshooting Tip
If you click and let up on the mouse without dragging, then click again to start the drag, chances are nothing is happening. That’s because you deselected the star with the first click so the Tumble tool doesn’t have any­thing to tumble.
If this is what happened, click on the star until you see the wireframe bounding box. Then you can click and start dragging all in one motion and you will see your star tumbling in space.
2. Select the second tool, the Roll tool. Click on the second star to select it, then change the star’s name to Second Star.
3. Once you’ve done Step 2, drag the mouse in the Scene Preview window to Roll the second star.
Play with the second star a little bit. See what happens when you drag left and right and then up and down. Notice that you don’t move your mouse in circles around the star, you just drag left and right. Dragging up and down doesn’t do anything. Release your mouse and then drag again. See how the star continues to spin from where you left off.
Also notice how the rotation of the second star is a little off. This is because the camera is viewing the scene from an angle. If the camera was viewing the scene from the front the star would spin more like a propeller. (See section on Drag Using Objects Axis.)
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4. Release the mouse but leave the Second Star selected. Click
the right arrow key on your keyboard several times. Watch the Star as you do this. Then hit the left arrow key several times.
What you are doing is nudging the star. Each click of the arrow key rotates the star five degrees. If you hold the Shift key and click an arrow key you nudge 15 degrees at a time. If you want to rotate an object a perfect 90 de­grees, hold down Shift and hit the arrow key six times.
Nudging works for all the manipulator tools.
5. Select the third tool, the Track tool. Click once on the third star to select it. Then rename it Third Star.
6. Drag in the Scene Preview window to see what the Track tool does. Hit the arrow keys to see what Track tool nudging does.
Notice that the Track tool doesn’t actually move objects in the X and Y directions, it moves the objects parallel to the computer screen. This means the direction changes based on the viewing direction of the camera.
Now, just for fun, select two objects at the same time.
7. Hold the Shift key down and click on the First Star. This will leave the Third Star as the Primary Selection, but then add the First Star to the current selection, so both stars will be selected.
When two objects are selected, tracking moves then both.
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When two objects are selected, tumbling rotates
them both around a common center.
8. Drag with the Track tool to see both objects moving. Change
to the Tumble tool and drag again.
You will now see both objects tumbling. But notice something different. They are both rotating around a common center!
Important Point
Whenever you have multiple objects selected they will all rotate around a common center. If you add objects to the selection, the center of the rotation will change so the pivot point remains at the common center of all the currently selected objects.
9. Shift click to add the Second Star to the current selection, then
experiment Tumbling, Rolling and Tracking all three objects at once.
Once you’re done playing, leave all three objects selected and find the Reset button. It’s located below the Scene Preview window.
10. Click the Reset button.
This will move all currently selected objects back to their starting points. It does not however, remove keyframes. All keyframe issues are handled inside the main After Effects interface, not inside the Invigorator’s Set-Up window.
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11. Click on one of the little stars without holding the Shift key
down. This will deselect the other objects and select only the ob­ject you clicked on. Since these three stars were grouped together in Illustrator, clicking on one of them selects the whole group.
12. Rename Group 1 to Star Cluster.
13. Select the fourth tool, the Dolly tool, and experiment with us-
ing it on the Star Cluster object.
Notice that this tool only works when you drag it up and down. Pulling down pulls the object toward you and pushing up pushes the object away from you.
This is opposite to how the Dolly tool works on the Camera.
14. Click on the Camera button.
This will now make the Dolly tool operate on the Camera instead of on any objects.
By clicking on one of the tiny stars, you select the whole group. They were grouped together in Illustrator.
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15. Drag up and down with the Dolly tool.
Notice how pushing up now makes the objects bigger, and pulling down makes them smaller. That’s because what you’re pushing and pulling is the camera, you’re no longer pulling the objects.
When you’re in Camera mode you’re pushing and pulling the camera. So when you drag up you are pushing the camera toward the objects which makes them get bigger because the camera is getting closer to them.
In Camera Mode, by using the Dolly tool you push and pull
the Camera closer to or further away from the objects .
When you drag down you’re pulling the camera away from the objects which makes them look smaller because the camera is getting further away from them. Got that? It acts just like a real camera. So whenever you’re in doubt about what to do, just say to yourself “What would I do if I were holding a real camera?” That’ll usually keep things straight in your head.
That’s it for how to manipulate, rename and select objects. You should be quite a pro at it now.
16. Click the Clear Scene button.
That will erase all Objects and reset the Camera.
17. Take a break.
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Feature Reference

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Select Artwork

This is the window that opens when you first add an Invigorator to your project, or when you click the Create Object button. (If
you are using the PRO version this is the window you get when you choose the Open Illustrator File button from the Start win­dow.) This window tells you to Select an Illustrator format
vector file to open.
This window is where you find the Illustrator file that will be turned into 3D models. It does not create a link to the file. When you open an Illustrator file the Invigorator stores all of the vector information it needs, so you don’t have to worry about hurting your project by moving or losing the original Illustrator file.
Any Illustrator file from version 88 to CS can be used to create Invigorator models. If you use FreeHand to create your vector files, use the “Export As Illustrator 5.5” export option and the files will work without a hitch.
If you are creating text, be sure to convert the text to bezier curves before saving the final file. Use the Create Outlines com­mand in Illustrator to do this.
Following are explanations of the options available from this window.
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Show All Files

The Show: menu lets you pick which files are displayed in the Select Artwork window. The All Files option makes the file win dow show all files present. This is useful for the times when the Illustrator file you are attempting to open comes from a PC or a Mac, or doesn’t have the correct .ai extension.
-

Open By Layers

At the bottom of the Select Artwork dialogue is a checkbox labeled Open By Layers. If this option is checked, when the Illus­trator file is opened each layer in the Illustrator file becomes one object in the Invigorator.
This feature lets you do two things. First it enables you to name the objects while you are still inside Illustrator. The name of the layer will become the name of the object. It doesn’t matter how many vector paths are on each layer, everything on a single layer will become a single, locked together, 3D object.
Opening a file by layer also enables you to use the Reload Layer feature. This lets you make changes to the Illustrator file, and then exchange the new vector paths for the old paths with one click. (See the Reload layer section.)
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Use Illustrator Colors

If this option is checked when you open the Illustrator file, the colors you have applied to each vector path will be converted into an Invigorator material and applied to the 3D object.
If a vector object has a fill color but no stroke color, the fill color will be applied to the whole 3D object. If a vector object has both a fill color and a stroke color, the front and back faces will be given the fill color and the edges will be given the stroke color.
Once inside the Invigorator colors can be changed just like any other color.

Dismantle Incoming Groups

If this option is checked when you open the Illustrator file, any bunch of vector objects that have been grouped together in the vector file will be separated into their individual pieces.
Normally the Invigorator respects the grouping structure in the Illustrator file, meaning any objects that have been grouped to­gether will come into the Invigorator grouped into one big object. This makes it very easy to move and color objects that are to be treated the same, such as all of the stars on a flag.
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However, sometimes you will open a piece of clip art only to find that every single path in the file has been grouped together so it’s impossible to do anything with the resulting 3D objects. This command will separate the individual pieces of that vector file so you can animate or color them individually.

Move Objects To Center

When you open an Illustrator file with this option turned on, all of the objects created from this Illustrator file will be moved to the center of the 3D world as one big group.
Inside the program there is also a Move to Center button. The one difference between using Move To Center when you open a file compared to when you use it from inside the Invigorator’s Object tab, is that with the first way it doesn’t center the objects on the Z-axis. The front faces are left at Z = 0.
This is done so that 3D slabs created in the Invigorator will regis­ter perfectly with 3D planes created in After Effects.
If you group together objects that overlap, you may get strange holes or flashing polygons where the 3D model geometry lies on top of itself. If you have overlapping shapes it is better to combine them into one shape using Illustrator’s Pathfinder tools or FreeHand’s Path Operation tools.
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The Effect Controls Window
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The Effect Controls Window

The 3D Invigorator has two main interfaces. One for creating animation keyframes, and the other for handling all of the set up tasks that are non-animatable, such as working with the shapes and colors of the objects. The Effect Controls window contains the part of the interface for creating animation keyframes.

Scene Preview Window

The Scene Preview window is where you do the interactive dragging to create Camera, Light, and Set keyframes. This window shows you the 3D scene as the camera sees it. Since it’s a preview it does not show textures, shadows, transparency or antialiasing. However it’s perfect for interactive dragging, and navigating from shot to shot.
There are three types of scene elements that you can drag around inside this window. The camera, the lights, and the objects which have been grouped into Sets.
Scene elements are moved by first selecting the appropriate mode button, then selecting one of the manipulator tools, and then clicking down and dragging inside the Scene Preview window. Dragging must start with the cursor inside the preview window.
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Toolbar

The toolbar is located directly below the Scene Preview window and contains buttons and popup menus for activating tools and issuing commands.

Mode Buttons

When the Camera Mode button is active (blue), the manipulator tools will affect only the Camera. Dragging in the Scene Preview window with one of the manipulator tools selected will change what the camera is looking at.
When the Light Mode button is active, the manipulator tools will affect only the selected light . Which Light is currently selected is picked from the Lights popup menu.
When the Sets Mode button is active, the manipulator tools will affect only the selected Set . Which Set is currently selected is picked from the Sets popup menu, or by clicking on it in the Scene Preview window with the Selection tool or one of the manipulator tools.
Mode Buttons
Manipulation Tools
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Display Textured/Shaded/Wireframe

Clicking this button toggles between Wireframe, Solid, and Tex tured display modes. This button only affects Draft mode render­ing. It has no effect on Best quality rendering.
-

Manipulator Tools

These are the tools that let you move and rotate the scene ele­ments inside the 3D world of the Invigorator. The manipulator tools will work on the Camera or the Lights or a selected Set of objects, depending on which one of the Mode buttons is active.
It’s important to note that Set manipulations occur with respect to the camera axes, not the axes of the Set. This means that manipulating a Set will yield a different result if the Camera is viewing the object from different directions. Try looking at an object from the front and comparing a roll manipulation to what happens when you view the same object from the side.
Tumble Tool
The Tumble tool works by placing the cursor inside the Scene Preview window, and then dragging left to right or up and down. The selected Set (or light or camera) will rotate in the direction of the drag. In 3D terminology a left to right drag rotates around the and Y axis, and an up and down drag rotates around the X axis.
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When dragging you can hold down the Shift key to constrain the drag to only left-right or only up-down. Nudging with the arrow keys on the keyboard does not work here in the Effect Controls window. Nudging only works inside the Set-Up window.
Roll Tool
The Roll tool will work on either the camera or the current selected Set. It does not work on lights. This tool only responds to a left-right drag. When rolling the camera, the view will spin around the center of the camera lens. When rolling a Set, the Set will spin around the camera’s Z axis. Again, remember that the Z axis is based on the direction the camera is pointing, so the direc­tion of the roll will change as the direction of the camera changes.
Track Tool
The Track tool responds to left-right or up-down drags, and can move the Camera or Sets. The movement is parallel to your computer monitor’s screen. Like the other manipulator tools, the effect of a drag will change based upon the current viewing direc­tion of the camera.
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Dolly Tool
The Dolly tool responds to up-down drags only. When manipu­lating the camera, the Dolly tool will push the camera in closer to the objects or pull it out away from the objects. It does this directly along its line of sight.
The Dolly tool acts slightly different depending on which Cam­era Type you have selected. When the camera is in Orbit mode, there is an invisible Target point which the camera orbits around. Dollying-in while in Orbit mode will move the camera closer and closer to this target point but it won’t let it go past.
When in Look At mode, the camera and its Target point move together at the same time. This is so you get a smoother mo­tion when doing fly-throughs and fly-bys. It also lets you go right through an object if that’s what you want to do.
When in Hand Held mode, there is no target point, so the Dolly tool simply moves the camera forward or backward along its line of sight.
When using the Dolly tool on a Set, the Set will be pulled closer toward the camera or pushed back away from the camera along the camera’s line of sight. This is also how the Dolly tool works inside the Set-Up window, however there is an extra option inside the Set-Up window called Drag Using Object’s Axes which makes the Dolly tool act differently. (See the Object’s Axes section.)
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There’s one other important point about the Dolly tool that will help you use it. This may sound obvious, but when you’re in Camera mode you’re dollying the Camera. When you’re in Sets mode you’re dollying a Set. When you’re dollying the Camera, a drag up with the mouse pushes the camera closer to the objects making them appear larger, while a drag down with the mouse pulls the Camera back away from the objects, making them ap­pear smaller.
Object
What the
camera sees
Object
What the
camera sees
On the other hand when you’re dollying Sets, dragging up with the mouse pushes the Set away from the Camera. The further something is from the camera the smaller it looks. Dragging down with the mouse pulls the Set closer to the Camera making it appear larger.
Camera
Dollying the camera
pushes the camera
closer to the objects.
Camera
Dollying objects or Sets
pushes them away
from the camera.
Try this out and you’ll understand why this makes sense.
Set Scale Tool
The Scale tool works only on the currently selected Set. It does not affect lights or the camera. This tool only responds to an up/down drag of the mouse.
Sets scale only in the Z direction. Their scaling center is set by the position of the Set’s pivot point. By setting the pivot point to the back of the Set, you are able to animate the scale of a Set to make it enlongate toward the camera.
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The Set Scale tool makes objects larger or
smaller, only in the Z direction.

Selection Tool

With the Selection tool you can click on Sets in the Scene Pre­view window to select them. You can do the same thing with any of the manipulator tools too, as long as you are careful to click without dragging the mouse. However, with the Selection tool you can also drag a box around many objects to select them all at once.
You can hold down the Shift key and click on other Sets to add them to the Selection, or you can click on already selected Sets to remove them from the current Selection. Shift-clicking can also be done with the manipulator tools.
When a Set is selected all objects within the Set are given blue wireframe bounding boxes. This is different than the red and green wireframe bounding boxes that appear when objects are selected inside the Set-Up window.

Zoom Tool

When the Zoom tool is selected, clicking the cursor in the Scene Preview window will move the camera forward. This has the effect of magnifying the view. Holding down the Option (Alt) key while clicking the mouse moves the camera back instead of forward causing the view to shrink. Double clicking on the Zoom tool is a shortcut for the Fit All command.
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Create Button

Clicking on the Create button opens the Select Artwork dialogue box. This is the same window that opens when you first add an Invigorator effect to your project. It lets you open an Illustrator format vector file which will then turn into a 3D model. You can add as many 3D models to an Invigorator project as you want.
PRO NOTE: If you are running the PRO version this button will say “Object”.
The Classic “Create” button.

Views Popup

The PRO “Object” popup menu.
The Views popup appears whenever the Camera button is high­lighted. It contains preset camera views as well as the command to Fit All Sets within the current view, or to fit whatever is selected into the current view. It does this by repositioning the Camera while preserving the general direction that the Camera is pointing in. It does not move the Sets themselves.
The Save View command at the bottom of this popup lets you save the current Camera position and direction information as a custom view. Custom Views appear at the bottom of the popup, and are shared between the Effect Controls window and the Set-Up window, so a Custom View saved in one window will also appear in the Views menu in the other window.
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Use the Save View command to
store important camera views.

Lights Popup

The Lights popup appears whenever the Light mode button is highlighted. You use it to select one of the animatable Lights. When a Light has been selected, dragging your cursor in the Scene Preview window will change the direction of the light. As the light direction is being changed you will see its effect on the objects in the scene .

Sets Popup

The Sets popup appears whenever the Sets mode button is highlighted. You can select one of the eight animatable Sets by picking it from this list. You can also deselect all Sets by picking the Select None command.
At the bottom of this popup is the Recenter Pivot command. This command is used by first selecting the Set whose center of rotation needs to be recentered, and then picking this command from the popup. The Invigorator will examine the current posi­tion of all objects within the Set, and move the pivot point to the common center of all those objects.

Help Button

Clicking the Help button opens the Invigorator Help window. This window contains a variety of tips including some advice on how to choose when to use each of the three camera types. Once the Help window is open click anywhere on it to close it.
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Update Camera Button

The tiny camera button below the right corner of the Scene Preview is called the Update Camera button. It enables you to change the view in the Effect Controls window to match the last Camera view seen inside the Set-Up window.
This is useful for the times when you have created a camera ani­mation and you don’t want the act of entering the Set-Up window to accidentally add a keyframe or change an existing keyframe. You can enter and exit the Set-Up window as often as you like, and as long as you don’t click the Update Camera button your camera animation will be left untouched.
When the Invigorator effect is first added to the project, clicking the Update Camera button acts as a shortcut for picking the High Left Camera View preset.

Update Lights Button

The tiny light button below the right corner of the Scene Preview window is called the Update Lights button. It works similarly to the Update Camera button, in that changes made to the Lights inside the Set-Up window will not affect the Effect Controls part of the interface unless you click the Update Lights button.
If you make changes to the lights while inside the Set-Up window, and those changes don’t “stick” when you exit the Set-Up win dow, then what you need to do is click the Update Lights button.
-
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This includes making changes by using the Lighting Style presets and doing things like turning shadows on or off. Even though a new lighting style might change every one of your lights inside the Set-Up window, you still need to click the Update Lights button to see those changes in the rendering that appears in the Comp window.

Set-Up Window Button

Click the Set-Up (red ball) button to open the Set-Up window.
You can also open the Set-Up win-
dow by clicking the Options button.
Clicking this button opens the Invigorator’s Set-Up area which controls all of the non-animatable parts of a project. This in­cludes adjusting the shape of the objects, their color and set assignment, as well as adjusting the shadows, texture maps and rendering quality.
The Set-Up window can also be opened by clicking the Options button above the Scene Preview window.
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Linking To The After Effects 3D Cameras And 3D Lights

Much has been done to closely integrate the Invigorator with Af­ter Effects. One of the big results of this integration is the ability to link together the Invigorator’s and AE’s cameras and lights.
There are two checkboxes below the Invigorator’s toolbar in the Effect Controls window. One says Use Comp Camera, and the other says Use Comp Lights. When these options are checked the Invigorator’s camera and lighting controls are dimmed and control is passed over to the AE camera and lights. This means that when you move the AE camera you will also be moving the Invigorator’s camera, and when you reposition one of AE’s 3D lights you will also reposition the Invigorator’s lights.
This is an excellent feature because it merges the two programs very tightly. You can seamlessly mix 3D AE layers and 3D Invigo­rator objects in the same Comp. Although the two programs are rendering images in different “spaces” those spaces use the same camera angle and lighting so objects in the two spaces look as though they are in the same space.
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It’s best to be in Draft mode during interactive dragging.
To use this feature just turn on the Use Comp Camera or Use Comp Light checkboxes. Now you can drag the AE camera in the Comp window, and as you do you will see the Invigorator scene moving at the same time. It’s best to have your Invigorator layer set to Draft mode while dragging otherwise the drag speed will drop to only a frame or two per second. On the other hand if you are trying to set your lights so the shadows fall in the correct position, getting a frame a second is a pretty nice way to go!
Sometimes you will want to use the Comp Camera, but not use the Comp Lights. This would happen when you wanted to apply different lighting to the Invigorator objects. For instance you could have dark and moody lighting on the AE layers, but bright lighting on your Invigorator 3D logo. The two elements will move together as the camera moves around them, but the lighting will be entirely different.
Here is some important information you need to know to work effectively with AE’s cameras and lights:
1- To get the Invigorator to use the AE camera and lights turn on the checkboxes in the Effect Controls window. These checkboxes are located below the Invigorator’s toolbar. One says “Use Comp Camera” and the other says “Use Comp Lights”.
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2- For the Invigorator’s camera and the AE camera to match properly, you must have the size of the Invigorator’s Solid be the same size as the composition. For example, if your Comp size is 640 x 480, then you must use a Solid that is 640 x 480 too. If you change the size of your Composition, you must remember to also change the size of the Solid.
3- The Invigorator camera follows what After Effects calls the “Active Camera”. This is the camera view seen when the 3D Views popup is set to Active Camera. It’s also the camera used when rendering a movie.
Because the Active Camera can change during the course of an animation, the Invigorator’s camera can also change from posi­tion to position during an animation. This means you can animate the objects in a scene and then have several cameras positioned at different spots to record the action from different angles. By animating from camera to camera you will be cutting from one camera to the next, as though you were switching between video feeds during a live event!
Switching between cameras during a rendering
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The Move To Center option puts the Illustrator artwork
at the center of AE’s 3D world.
4- When you turn on the Use Comp Camera button the camera will shift positions making it look like your objects jumped. To keep the jump to a minimum we have a special feature called “Move To Center”. This option is found in the window where you pick an Illustrator file and is turned on by default. (See more
about this feature in the “Move To Center” section of this guide.)
5- In the sample files folder there is a file called “640x480 plane. ai”. This is a rectangle that will perfectly match a 640 x 480 pixel solid created in After Effects.
If you open this file in the Invigorator and turn on the Use Comp Camera, the slab it creates will register perfectly with a 3D Solid that is 640x480 pixels in size. As you move the AE camera around, the 3D Solid will look like it is stuck to the front face of the Invigorator’s 3D slab. This allows you to use the Invigorator’s Edge Profiles to put fancy edges around any AE 3D layer. Now AE layers can have thickness and nice frames!
When you use this technique it is important that you do NOT move or animate the position or rotation of the Solid or Invigora­tor object. If you do, the two elements will not align anymore. Only animate the After Effects camera. By animating only the camera, you can make the slab fly on and off the screen, and the two elements will remain locked together.
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Another way of making an After Effects layer have depth and fan­cy edges is by using the Layer Mapping technique. This technique has none of the limitations of the technique described above.
In a nutshell what you do is to make the AE layer a Layer Map, then apply the layer map to the front of an Invigorator slab. Then you can animate the slab in any way you want and can even mix slabs and other 3D objects together. By turning on the option to show textures in the Comp window you will have no trouble at all setting up exactly the animation you are looking for. (See the sec-
tion in this User Guide called “Seeing Textures and Reflections in Draft Mode” for more about this technique.)
6- In example number 5 above, you were told that a 640x480 point Illustrator rectangle brought into the Invigorator will register with a 640x480 pixel After Effects Solid. Thus “points” in Illustrator become “pixels” in After Effects. This is how you set the size for everything you do.
When working inside of Illustrator, preparing text and logos to bring into the Invigorator, it is a great idea to make a rectangle that is the same size as the After Effects Comp. That way you can see whether you are creating objects that are generally too big or too small for your After Effects project.
An AE 3D plane and an Invigorator 3D slab perfectly
registered. The AE plane creates the front face and the
Invigorator creates the beveled edges and sides.
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For instance, text that is only 12 points tall in Illustrator will be teeny when brought into AE. When you are creating text to turn into 3D objects with the Invigorator you should keep it around 72 to 100 points tall. A little larger or smaller is OK, but if you go too far away from this range the presets may not create the desired effect and it will take more fine tuning of the settings to get every­thing to look right.
12 point text appears bloated when the Invigorator’s
default settings are applied.
Text in the 72 to 100 point range looks great when
the Invigorator’s default settings are used.
Limitations Of The Comp Camera Option
When you start to use the Comp Camera option you will find that in some situations one of the images is always in front of the other. Here’s an explanation of why this happens...
AE and the Invigorator each have their own “3D space”. Think of them like two different photo studios. Each photo studio is a separate room, and each has their own camera, lights and objects inside the room.
When you turn on Use Comp Camera you are not merging the two rooms together, you are making one camera control the position of the other camera. Think of this as if the Invigorator’s camera becomes a robot, and as you move the AE camera, the robot cam­era follows along matching the moves of the AE camera every step of the way.
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The cameras are moving in perfect sync, but you still have two different cameras in two different rooms. Got it?
The pictures created by these two different cameras are each on their own layer in the AE Project Timeline, and whichever one is on top in the list of layers will always be shown in front of the other one. This causes an “always in front” problem as you orbit the AE camera around to the back. The top AE layer always stays in front, because these are two separate movies created by two separate cameras.
The useful range of motion to prevent this problem is about +/- 45 to 60 degrees off center. Much further than this and the AE planes flatten too much and the images will start to skid past each other.
HOT TIP! The perfect workaround for the “always in front” problem, is to create a rectangle in Illustrator that is the size of your AE layer. Then open this rectangle in the Invigorator, set its Depth to 0, and apply the AE layer to the rectangle as a Layer Map.
When you do this the AE layer is now inside of the Invigora­tor’s 3D space so it will interact perfectly with any other In­vigorator object. Shadows work, perspective works, camera moves work. It’s a beautiful thing.
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Animatable Parameters

Below the Scene Preview window and Toolbar menu, are all the Invigorator parameters that you can animate. They are divided into four groups: Camera parameters, Light parameters, Sets parameters and Layer Maps.
Animatable Camera Parameters
If you turn down the arrow next to the word Camera , you will see all of the parameters you can animate for the camera. At first glance there seems like an awful lot of them, but once you get used to it you realize that only a few are used at a time.
The Camera Type popup menu lets you select one of three styles of camera (See the section on Camera Type). The other ten camera parameters all work together to position the camera in space and point it in the right direction.
The three Camera Eye parameters position the eyepiece of the camera in XYZ space. The three Camera Target parameters are used to position an invisible target point which the camera al­ways looks at as it moves around. The Camera Distance parame­ter is used to measure the distance from the Camera Target to the Camera eyepiece. The two Camera Tumble parameters are used to control left-right and up-down camera rotations The Camera Roll parameter is used to spin the camera clockwise or counter­clockwise around its line of sight.
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You’ll notice that the name of each parameter has some letters at the beginning. There are three letters used, O, L, and H. These letters stand for the names of each of the Camera Types. O stands for Orbit, L stands for Look At, and H stands for Hand Held.
The letters help you to see which parameters are used by each of the three Camera Types. The ones with the O in front of their names are used by the Orbit camera. The ones with the L in front of their names are used by the Look At camera. The ones with the H in front of their names are used by the Hand Held camera.
Fortunately you don’t need to know much about what all of these parameters do. When it’s time to animate the Camera, turn on the animation stopwatches for all ten parameters. Then as you drag in the Scene Preview window, using the manipulation tools, keyframes will be set for only the parameters that are affected.
Camera Type
The Invigorator has three different types of camera. Each camera is designed for a certain type of animation project. The three types are Orbit, Look At and Hand Held.
Orbit Camera is designed to move the camera in curved arcs.
It always keeps the Camera’s Eye Point the same distance away from its center point. This makes it very easy to create an anima­tion which smoothly moves around a set of objects.
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Top View
A
The Orbit camera always keeps the same
distance away from its center target point.
Top View
A
The Look At camera will take the shortest distance
between two keyframes rather than creating an arc.
B
B
You can create an orbiting animation with only two keyframes whereas creating a smooth orbit with the Look At or Hand Held types of Camera takes at least five keyframes.
The Orbit camera is made to keep the same distance between the Camera Eye and center points. However, you can animate this distance value to get smooth spiral-type motions. An Orbit camera will never go past the center point of the orbit, meaning the distance will get smaller and smaller and then stop when it reaches zero. The distance won’t go negative which would put the camera on the other side of the object.
The Look At camera is designed for fly-throughs and fly-bys.
The Eye and the Target are tracked based on their independent positions in space. This means the camera will take the shortest distance between two keyframes rather than create an arc from keyframe to keyframe, like the Orbit camera does. Because of this, if you try to do Orbiting animations with the Look At camera, the objects will appear to grow and shrink as the camera goes by. However, the Look At camera is perfect for animations where you want to fly past objects (fly-bys), or travel through a scene in a forward (depth) direction (fly-throughs).
Above, we said that the Orbit camera would stop when the dis­tance between the Eye and the Target reached zero, but with the Look At camera the Eye and Target are tracked only by their posi­tions in space and the distance between them is ignored.
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As you move the Eye forward to do a fly-through, the Target also moves forward. This makes it easy to travel down tunnel-type objects or pass objects arranged like billboards along the road.
The Look At Camera also has a special horizon stabilizer feature that the other two Cameras don’t have. For instance, if you use the Tumble tool with the Orbit camera and you drag up/down, you will see that you can rotate the Camera right over the top of your Objects. If you keep dragging, the scene will appear upside down.
This won’t happen with the Look At camera. With the Look At camera, the up direction will always appear at the top of the image. So taking the same example as above, if you drag up/down with the Tumble tool while the camera is in Look At mode, you will see the camera automatically roll-over as it goes over the top of the objects. If the camera Eye goes directly over the top of its Target point, the roll-over happens very quickly and is disturbing to look at when the animation plays back. However by staying a little off to the side you can create a fantastic “helicopter shot” . The roll happens much more slowly and lends a great feeling of flying to your animation.
The Hand Held Camera handles multiple-points-of-interest shots.
The Look At camera
automatically rolls
over as it goes over
the top of objects.
1
2
3
An animation that has multiple points of interest is one where the
4
camera first looks at one thing then moves and looks at another. This type of camera creates shots that feel like you are moving through a scene with a camera on your shoulder. It’s the type of camera that most closely simulates how a person moves their head.
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The Hand Held camera does not have a Target point that controls the center of what it looks at. It only has an Eye point. Because of this the Tumble manipulator tool works very differently with the Hand Held camera versus the other cameras. With the Hand Held camera, the Tumble tool rotates the Eye point left and right like you do when you rotate your head left and right. This motion is called panning and is the type of motion that occurs when you have a camera mounted on a tripod and you swing the camera left and right. The Camera Eye point stays in the same position in space while it rotates.
When you use the Tumble manipulator with the Orbit and Look At cameras, the Eye point moves and rotates at the same time, in an attempt to keep the central objects in view. With the Hand Held camera, tumbling rotates the camera in the direction of the drag. So, just like real life, if you rotate your head to the right, the objects you were just looking at will end up at the left side of your view.
Panning a Hand Held camera to the right
is like rotating your head to the right.
Once you go through a few exercises and get used to how the various cameras work you’ll find that the Hand Held camera really does the trick when there is more than one thing to look at. It enables you to look at one object, turn your head to spot another object, move in to look at it closer, and so on. Doing the same type of animation with the other cameras is cumbersome and difficult.
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