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 informational 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, ProAnimator, and ProModeler are a trademarks 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 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.
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Introduction
This user guide covers the ProAnimator and the ProModeler software.
The ProModeler is used for creating 3D models and rendering still (single) images. The ProAnimator is used for creating
3D models, animating them and rendering movies. The two programs are very similar. If you took the ProModeler and
added an animation window you would have the ProAnimator.
This user guide is divided into four major sections. The first section is a series of tutorials on how to create animations
with the ProAnimator.
The second section breaks down and explains the animation capabilities, feature by feature.
The third section is a series of tutorials on text creation, logo creation, surface coloring, manipulating the objects, moving
the camera, setting up lights and finally rendering. These features are the same in both the ProModeler and the ProAnimator. Since these features are nearly identical in both programs, the word ProAnimator is used to talk about the software.
However if you have the ProModeler just understand that we are talking about your program too. When there are differences in the way the two programs work, these differences will be noted in the text.
The fourth section breaks down and explains each feature for modeling, surface coloring, object and camera manipulation,
and lighting.
For further assistance we have additional resources on our Web site: www.Zaxwerks.com. These include a User Forum,
Troubleshooting page, a list of Frequently Asked Questions, and demonstration movies.
Have loads of fun with your new program! ProAnimator and ProModeler ROCK!
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Installation Instructions
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System Requirements
System Requirements - MACINTOSH
- G4 Power Mac (G5 recommended)
- Mac OS X 10.2.8, 10.3.9, 10.4.6
- Apple’s OpenGL system extension
- QuickTime 5 or above
- Color monitor capable of displaying at least
1024 x 768 in Millions of colors
- 128 MB RAM, (256 MB recommended)
- 100MB unused hard-disk space
- CD ROM drive
Software specifications subject to change without notice. Software used under license.
ALL RIGHTS RESERVED. Refer to the Zaxwerks End User License for more information.
System Requirements - WINDOWS
- Intel Pentium III or 4 processor
- Windows 2000 or Windows XP Pro or Home Edition
- OpenGL system .dll file
- QuickTime 5 or above
- Color monitor capable of displaying at least
1024 x 768 in True color
- 128 MB RAM (256 MB recommended)
- 100MB unused hard-disk space
- CD ROM drive
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Installing ProModeler
The ProModeler does not use an automatic installer. There is
only one step to install the software.
If you are installing from a CD ...
1- Find the ProModeler folder on the CD and drag it into the Applications folder (Mac) or Program Files Folder (PC).
If you are installing from a downloaded fi le ...
1- Unstuff or Unzip the download, then drag the ProModeler
folder into the Applications folder (Mac) or Program Files Folder
(PC).
To launch the ProModeler, open the ProModeler folder and
double click on the ProModeler application.
Installing ProAnimator
The ProAnimator can run as either a standalone or a plug-in. If
you only want to run it as a standalone follow the directions for
installing the ProModeler. If you want to run it as a plug-in do the
following:
If you are installing from a CD ...
1- Find the ProAnimator folder on the CD and drag it into the Applications/Adobe After Effects/Plug-ins folder.
TROUBLESHOOTING TIP!
TROUBLESHOOTING TIP!
The ProAnimator/ProModeler folders contain
The ProAnimator/ProModeler folders contain
many files and folders. DO NOT touch the
many fi les and folders. DO NOT touch the
contents of the main folder. During installation,
contents of the main folder. During installation,
drag ONLY the top level ProAnimator/ProMod-
drag ONLY the top level ProAnimator/ProModeler folder and all these other files and folders
eler folder and all these other fi les and folders
will be moved to the Applications folder too.
will be moved to the Applications folder too.
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Fill in all fields then click the OK button.Fill in all fields then click the OK button.
TROUBLESHOOTING TIP !
TROUBLESHOOTING TIP !
On some Windows systems you may have trou-
On some Windows systems you may have trouble typing into the Authorization Window. If this
ble typing into the Authorization Window. If this
is the case, open a program such as NotePad
is the case, open a program such as NotePad
and type the information there. Then copy and
and type the information there. Then copy and
paste the information, one line at a time, into
paste the information, one line at a time, into
the Authorization window.
the Authorization window.
If you are installing from a downloaded file ...
1- Unstuff or Unzip the download, then drag the ProAnimator
folder into the Applications/Adobe After Effects/Plug-ins folder.
We recommend that once the ProAnimator is installed, you open
the ProAnimator folder, make a Shortcut (Alias) for the standalone version and put it on your desktop.
To launch the ProAnimator standalone double click on the Shortcut (Alias).
To use the ProAnimator plug-in, launch After Effects, create a
new comp, create a new Solid that is comp sized, then from the
Effect menu choose Effect > Zaxwerks > ProAnimator.
Entering An Authorization Code For The First Time
The first time you launch the software it will ask you to enter
some information. Type your Name and Organization, and type
the Authorization Code exactly as it was given to you. Then press
the OK button.
A Temporary Code looks like this: A1234-B1234. A Permanent
Code looks like this: IPMS40-A1234-B1234-C1234 A Temporary
Code lasts for 30 days to give you time to contact Zaxwerks and
register the software. Once registered, Zaxwerks will give you a
permanent authorization code. (See the next section for infor-
mation on how to enter a permanent code.)
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If you already have a Permanent Code there is no need to enter
the Temporary Code first. Type the Permanent Code when you
see the Authorization window and you’ll be ready to go.
Demo Mode
If you don’t have either a Temporary or a Permanent Authorization Code you can run the program in Demo Mode by clicking the
DEMO button at the bottom of the authorization window. Demo
mode adds a watermark to the renderings and also limits the program in some ways, but other than that most everything works.
Demo mode lets you get an idea of how the program runs so you
can see how fast and easy it is.
Entering A Permanent Authorization Code
(If this is the first time you have run the software see the previous section titled: Entering An Authorization Code For The
First Time.)
If you have been running the software using a Temporary Authorization Code, double click on the program icon to launch it. You
will see a message window saying how many days you have left
to run the program. At the bottom of this message window there
will be a “Register” button. Click the “Register” button then enter
your Permanent Authorization Code.
A Permanent Code looks like this: IPAS40-A1234-B1234-C1234
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21
Click this link on the Zaxwerks Home page to
Click this link on the Zaxwerks Home page to
get to the registration page.
get to the registration page.
How To Get A Permanent Authorization Code
A Permanent Authorization code is sent to you directly from Zaxwerks. Contact Zaxwerks in one of the following ways:
Register by email: register@zaxwerks.com
Register online: www.zaxwerks.com/Register_English.html
Register by phone: 1-800-549-0250
You will be asked for your Temporary Authorization Code and
your contact information so you can receive notices about bug
fixes and updates.
If you bought the program directly from Zaxwerks you will have
received a green Invoice/Receipt with the Permanent codes
printed on stickers at the bottom.
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What’s New In Version 4?
Welcome to version 4 of the ProAnimator and ProModeler. This
is a huge upgrade from version 3. We have improved the programs so you can work faster, create prettier images, and build
more interesting animations.
1 - Workflow Enhancements
New features that help you work faster and keep more organized.
This includes new features such as an Offline camera, real time
slider interactions, merging scenes, a new central file system for
swatches and the ability to use movies as texture maps or backgrounds.
2 - Animation Enhancements
New features that enable you to do previously impossible animations. Highlights include duplicating tracks, flipping tracks, path
actions for creating new types of motion, new scaling controls,
new types of object distribution, locking and soloing of tracks
and a feature to animate cascading visibility.
3 - Modeling Enhancements
Now you can make spheres, cube, cones and other shapes, reuse
your text and logo models in new projects, and handle foreign
language fonts (not double-byte). If you are a ProModeler user
you get the whole text engine as a new feature too.
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4 - Surfacing Enhancements
New kinds of material controls elevate the look of your images
to new levels. Highlights here include Wireframe, Shaded Wireframe, Reflective Wireframe, Hiddlenline, Filled Hiddenline,
Cartoon Coloring, Absolute Coloring and Highlight mapping.
Materials can be mixed and matched for outstanding new looks.
There are also two special purpose materials, one for catching
3D shadows and applying them to 2D background images, and
the other for turning any 3D object into a mask. These surfacing enhancements are included in both the ProAnimator and the
ProModeler.
5 - The Plug-in version.
ProAnimator now works as a plug-in too. This means you never
have to leave your compositor in order to create amazing ProAnimator 3D elements. As a plug-in all elements are “live” so you can
make changes to any part at any time of the production process.
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Basic Concepts
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25
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BASIC CONCEPTS
The ProAnimator creates its own models and images. It does not
process existing footage to give it a “3D effect”. You create models that have depth and size, arrange them in space, and then take
pictures of them.
The ProAnimator is a true 3D program, but it has differences that
make it unique from any other 3D program. There is a tremendous amount of technology and workflow design packed into this
program, in order to make it easier to learn and faster to use.
If you are new to creating 3D graphics here is a short overview of
the steps involved:
Modeling
The ProAnimator creates models out of Adobe Illustrator files
and fonts installed on your computer. Models can be modified using the controls in the Object Tab. A selection of over 100 preset
edge profiles come built into the program or you can make your
own. You can also import models created in other 3D programs.
Surface Set-Up
The ProAnimator has a completely unique way of handling surfaces. Up to six different materials can be applied to each object
and those materials can be used in a variety of ways. Once you
DEFINITIONS
DEFINITIONS
Modeling
Modeling
The creation of the objects and adjustment of
The creation of the objects and adjustment of
their shape.
their shape.
Surface Set-Up
Surface Set-Up
The paint job that is applied to the surface of
The paint job that is applied to the surface of
the objects. Often called “Surfacing”.
the objects. Often called “Surfacing”.
Scene Set-Up
Scene Set-Up
The positioning of the objects and lights
The positioning of the objects and lights
within the 3D scene and the positioning of the
within the 3D scene and the positioning of the
camera which views the scene and takes the
camera which views the scene and takes the
picture.
picture.
Animation
Animation
Moving the objects or camera over time.
Moving the objects or camera over time.
Rendering
Rendering
Creation of the final 3D image or movie.
Creation of the final 3D image or movie.
“Taking the picture”.
“Taking the picture”.
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27
try it you will see how the ProAnimator has finally given
artists the tools to create a new generation of 3D title and
logo graphics. Graphics like you have never seen before.
Scene Set-Up And Lighting
Setting up a 3D scene has been streamlined to make it
easier for 2D 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 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.
Animation
Animation is created in a new way that is visual rather
than technical. Feedback is continuous so you can watch
the animation as you edit it. There is no need to stop and
render a preview.
Rendering
The rendering engine is designed for the rigors of professional production. It creates beautiful images of any
resolution with excellent antialiasing, image mapping, soft
shadows, transparencies for glass and chrome effects. Images and movies come with alpha channels for compositing
without the need to key the source footage.
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Animation
Tutorials
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ProAnimator Introduction
Hello and welcome to the world of the ProAnimator!
The ProAnimator is different than any other animation program.
Other animation programs make you fiddle with things like keyframes and velocity curves. The more objects you are animating
the more keyframes you have to fiddle with. Projects can get very
complicated very quickly.
The ProAnimator, on the other hand creates animations in a new
and unique way. The creation of an animation is more like directing a movie. The user is freed to create and design rather than
be forced into the roll as technician. Start to finish is only a few
steps and animating one object or 50 is the same amount of work.
There are several ways to create your animation. The first we’ll
look at is how to use a preset to make the entire animation in just
a few clicks.
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31
Beginning Tutorials
Creating An Animation In Five Clicks
Our fi rst project will show you how fast it is to create an animation from start to fi nish using the presets supplied with the
software.
TROUBLESHOOTING TIP: You must have the program
installed properly for the factory presets to be present. If
the TRY button doesn’t do anything or you don’t see any
presets in the menus when doing the following project, you
must quit and reinstall the program following the installation instructions.
1- Double click the ProAnimator icon to launch the program.
2- When you see four large buttons click the “Create 3D Text”
button.
3- Type the words News Update. Then click the OK button.
The fl at text will be turned into 3D models automatically. You
will now see many pictures of Object Styles on the right side of
the main window. An Object Style is a snapshot of all the settings
for creating an object’s “Look”.
Type the words that will become 3D.Type the words that will become 3D.
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4- Click on the top right Object Style (the blue and white one).
Hold your mouse button down and then drag to the left. As you
drag you will see a dotted rectangle moving along with the mouse
cursor. When the tip of the mouse is over one of the text letters
let up on the mouse button.
You will see that all of your letters have turned blue and white.
This “click down - hold - drag to position - and let up” procedure
is called “Drag and Drop”. Drag and Drop can be done with many
things inside the ProAnimator.
Below the main window is another window which may be partially hidden if your monitor isn’t big enough to hold them both.
Click once on the lower window to bring it to the front. This
window is called the Animation window.
5- At the top of the Animation window fi nd the fi rst red button labeled “TRY”. It is next to the button labeled “Object Animations”.
Click it once.
Watch as an animation is constructed before your eyes. The timeline will get several colored bars in “Object Track 1”, the objects
will jump to new positions, and the animation will play back over
and over.
That’s it. You’ve just created a complete 3D animation, and did
the whole thing in fi ve mouse clicks!
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Drag and Drop an Object Style to color the letters.Drag and Drop an Object Style to color the letters.
Click TRY to auto-create an animation.Click TRY to auto-create an animation.
The colored bars represent the animation.The colored bars represent the animation.
33
Click the Stop button to halt playback of the animation.Click the Stop button to halt playback of the animation.
To experiment with other animations click the “TRY” button
again. Each time you click TRY a new animation will be constructed using the text you typed.
Stop the playback of your animation by clicking the Stop button
and continue on to the next exercise.
Changing The Text In An Animation
Once you have created an animation you can change the text
without having to redo any other work.
1- Stop the animation if you haven’t already done so.
2- Click on the main Set-Up window (the large top window) to
bring it to the front, then double click on one of the letters. This
will open the same text window where you fi rst typed the words,
News Update.
3- Erase the words “News Update.” In their place type “Evening
News”. Then click the OK button. If you get a message asking if
you want to modify the objects, click “Modify”. In the 3D window
you will see the letters change.
The gray Play button only plays the area
The gray Play button only plays the area
between the green and red markers.
between the green and red markers.
4- In the Animation window click the gray Play button to play
the new animation. Notice that the animation is the same even
though the text is different.
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Changing The Speed Of An Animation
Changing the speed of an animation makes it run faster or slower.
As a general rule the faster an animation, the more punch it has.
While the slower an animation, the more grand it appears.
PREPARATION: Look at the blue bars in the Time Line. If there
is only one light blue bar then you can go to the next step. If not,
click the TRY button again and see if this new animation has only
one light blue bar. If not, click the TRY button again and again
until the program picks an animation with only one light blue
bar. Note that there will be three blue bars total. One light bar
between two dark blue bars.
To make an animation move faster all you need to do is shorten
the length of the Transition segment. A shorter segment means
less time, a longer segment means more time.
1- Position the mouse cursor over the right end of the Transition
segment (the light blue bar). When you do this you will see the
cursor turn into a left-right slider. Click down and drag the end of
the Transition to the left, making it shorter. Release the mouse
button when the Transition segment is half the length it was. Play
back the animation and you’ll see your objects are now moving
faster.
Start with an animation having two dark blue bars and a
Start with an animation having two dark blue bars and a
light one in the middle.
light one in the middle.
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Drag the end of the Transition segment to the left to
Drag the end of the Transition segment to the left to
speed things up.
speed things up.
35
Drag the end of the Transition segment to the right to
Drag the end of the Transition segment to the right to
slow things down.
slow things down.
2- Next, drag the right end of the segment to make it shorter by
half and you’ll see the objects moving even faster. You can also
drag the right end of the segment all the way to the right and you
will see the objects moving slower.
See how easy it is to adjust the timing of an animation? The 3D
window will give you real time feedback so you can adjust the
timing while watching the animation play. And notice that you
are doing this for eleven letters without touching a single keyframe!
Changing The Camera’s View Of The Animation
The motion of the objects and the viewpoint of the camera are
independent from each other. Once an animation is created you
can move the camera to any position and view the animation
from that new position.
1- Keep the animation playing. Click on the SetUp window, the
window at the top, to bring it to the front. Find the row of tools
below the 3D preview window. These are the tools that let you
change the position of the camera, lights and objects.
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2- Click on the Camera button to make it blue (it may already be
blue).
3- Next click on the Tumble tool (first tool in the group of five tool
buttons).
4- Now you can click the mouse in the 3D preview window and
drag left/right or up/down. As you drag, the camera will change
position. You can tell that it is the camera moving because the
floor and all of the objects move together. You won’t see the camera itself because it is what you are looking through.
Let up on your mouse button to watch the animation play back
from a different viewpoint.
The other three tools move the camera in different ways. Take a
moment to experiment with them to see what they do.
Tumble -Makes the camera orbit around the objects
Roll -Makes the camera tilt side to side
Track -Moves the camera left/right and up/down
Dolly -Pushes the camera closer to the objects or pulls
it further away.
Select the camera and the Tumble tool.Select the camera and the Tumble tool.
The Roll tool.
The Roll tool.
The Track tool.
The Track tool.
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The Dolly tool.
The Dolly tool.
37
A draft quality rendering.A draft quality rendering.
Chapter 2
Rendering an Animation
Now that you have an animation it’s time to render it and save the
movie as a file which you can bring into your video editor, compositor or other program.
The 3D window that the animation is created in only shows you a
draft mode view. Draft mode has no antialiasing, no motion blur,
no shadows, and no reflectivity. Only solid surface colors. That’s
because all of these things take extra time to render and the 3D
window tries to do things in real time.
There are two ways of seeing what the final image will look like:
rendering a single frame of the animation; or rendering the entire
animation.
Rendering A Single Frame
Single frame rendering is done to check what the final movie will
look like without having to render the entire movie. When you
render a single frame all of the rendering features are turned on,
so you will see the antialiasing, motion blur, textures and reflections that are usually turned off when doing previews.
A final quality rendering.A final quality rendering.
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1- To render a single frame click the Render Frame button. The
current frame is rendered and will appear in a window. You can
leave this window open and do another rendering. You can also
save the image in this window to a fi le if you want to keep it. (See
Saving A Single Frame Rendering.)
By moving the Time Marker to different places in the animation
and rendering single frames you can do spot checks to see how
the animation is going to look. Once all of these spot checks look
good move on to rendering the whole movie.
Saving A Single Frame Rendering
After a single frame rendering is done it will appear in its own
window. When you close this window, the rendering will be
erased from memory. To save one of these pictures do the following:
- Click on the image to bring it in front of all the other windows.
- Use the File > Save Picture... command.
You will be given a fi le dialogue where you can name the image
and choose the format to save it in.
If the Alpha channel checkbox was turned ON during the rendering, you will be saving the Alpha channel into the same fi le as the
RGB image. This enables you to open the fi le in Photoshop or
other image editing programs that accept Alpha channels and get
perfect antialiasing by loading the Alpha channel as a selection.
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Click the Render Frame button to render a
Click the Render Frame button to render a
fi nal quality image at the current time.
fi nal quality image at the current time.
39
Click the Render Movie button to render the whole movie or part
Click the Render Movie button to render the whole movie or part
of the move, depending on how the render options are set.
of the move, depending on how the render options are set.
Rendering The Movie
To render the fi nal movie click the Render Movie button. This
will render the movie based on the options set on the camera tab.
After clicking the Render Movie button you will see a fi le dialogue
where you can name the movie, choose the fi le format and where
to save it. After clicking the Save button you will then see the
QuickTime or AVI Compression Settings window. Choose the
compressor that gives you the best results for the editing or compositing system you will be taking the movie to.
In most cases you will want to save your ProAnimator movie with
as little compression as possible. That way you will be able to
mix it with other footage in your editor or compositor. You will
probably also want to keep the alpha channel so the background
of the movie will be removed without you having to “key it out”.
There are two compressors you can use that fulfi l both of these
requirements. One is the Animation compressor, the other is the
TGA compressor. Both of these compressors are standard QuickTime options. If you’re on Windows, the Indio compressor works
well. There may be others that will work with your specifi c editing hardware. Once you have selected a compressor you should
put the Quality slider at “Best”, and set the color depth menu
to “Millions of Colors +”. The “+” sign means you get the Alpha
channel as part of the movie fi le.
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Rendering Options
The rendering options are seen on the camera tab. These options tell the program what part of the animation you are going to
render, what size you will be rendering it at and what the quality
of the rendering should be.
(See the section on Rendering Options later in this User Guide
for explanations of these options.)
Render the whole
Render with or
Render with or
without an Alpha
without an Alpha
Channel.
Channel.
The camera tab contains the rendering options.
The camera tab contains the rendering options.
Render the whole
movie or part of
movie or part of
the movie.
the movie.
Choose the size
Choose the size
for the final ren-
for the final ren-
dering.
dering.
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41
Chapter 3
Changing The Timing And Speed Of
Parts Of An Animation
Oftentimes the preset animations will get close to what
you want but you may still need to make some adjustments to the timing in order for it to be perfect. Let’s
look at how to change the timing of an animation to better fit the requirements of a project.
Pose Segments
Pose Segments
What Is A Pose? What Is A Transition?
The first step in knowing how to change an animation is to
understand a little about how an animation is put together.
Animation is the movement of objects over time. To show
time the ProAnimator has a Time Line. When you look at
the Time Line you can see that time runs from left to right.
It starts at Time = 0 and goes to Time = 10 seconds.
An animation is shown on the Time Line as a series of
light blue and dark blue rectangles. The dark blue rectangles are called Pose segments and the light blue rectangles
are called Transition segments.
The Time Line
The Time Line
Transition Segments
Transition Segments
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A Pose is a snapshot of the position of your objects in space. A
pose is very similar to a keyframe, but a single pose can contain
hundreds of keyframes. A Transition is the movement of objects
from one Pose to the next. A Transition segment must always
have a Pose segment on either side of it. The simplest animation
would be three segments: Pose-Transition-Pose. There is no limit
to how long an animation can be. You can add segment after segment for a very long and elaborate series of movements.
The length of each segment shows you how long it lasts. The
length of a Pose shows you how long the objects will sit at that
one position. The length of a Transition shows you how long it
will take for the objects to move between two Poses.
If you did the fi rst tutorial you were introduced to changing the
length of a Transition segment. There is more than one way to do
it so let’s look at this in more detail.
Creating A New Scene
If you are continuing from the last tutorial look under the File
menu and pick the New Scene command. When it asks if you’d
like to save the current scene click No.
If you are just starting, launch the program and click the New
Scene button.
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43
Creating The 3D Text
Look under the Object menu and choose the “Create 3D Text”
command.
When you see the text window, type “Moving along” then click
the OK button.
Adding An Animation Preset
1- Go to the Animation window and click on the Object Animations popup menu. Find the preset called “Angle Slide”. Choose
it. You will see the animation start to play.
During the next series of instructions do NOT stop the playback of the animation. The ProAnimator lets you keep the
animation playing while you make changes.
Look at the Time Line. You can see that a single animation track
has been created. This track contains a starting pose, then a
transition segment, then an ending pose. To the left of the segments are the words “Object Track 1” this is a name to identify
this track.
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Changing The Track Name
1- Double click on the track name. You will see that it becomes
highlighted.
2- Type the words “Moving along” to rename the track.
3- After typing click the Return or Enter key on your keyboard, this
turns off the editing of the name so you won’t accidentally change it.
(NOTE: if you accidentally clicked and removed the highlight from
the name, click and drag over the words to select them again, then
type “Moving along.”)
Moving Splice Points
As the animation plays watch the yellow time marker. When the
time marker is at the beginning of the animation the 3D objects
are positioned below the lower left corner of the preview window.
Notice that they stay there for a bit before the letters begin to move.
The movement of the letters happens when the time marker is over
the light blue Transition segment. Once the time marker gets over
the end pose, the letters stop moving and they hold until the end of
the fi nal pose is reached.
Move the mouse cursor so it is over the place where the fi rst pose
and the transition touch each other. This is called a “Splice Point”.
When the cursor is over a splice point you will see that it changes to
the Splice Point Editor. Once the cursor changes it means you will
be able to change the position of the splice point without moving the
whole segment.
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Double click the name to change it.Double click the name to change it.
When positioned over a Splice Point the cursor will
When positioned over a Splice Point the cursor will
change and you can then drag the Splice Point.
change and you can then drag the Splice Point.
45
Drag on a Splice Point to change the length of the segments.Drag on a Splice Point to change the length of the segments.
Adding More Hold Time To The Beginning Pose
1- With the cursor over the fi rst splice point click down and drag
the splice point until it lines up with the 2 second mark on the
Time Line. Then release the mouse button.
The animation will now hold for 2 seconds at the beginning, then
all the letters will quickly move into position before holding again
at the end.
Why do the letters now move so quickly? It’s because moving
the splice point made the transition segment much shorter. The
letters have less time to move the same distance, so they have to
move faster.
Changing The Position Of A Segment Without
Changing Its Length
In the previous step you changed the length of a segment by
moving its splice point. If you drag on the center of a segment,
instead of its splice point, you can change where the pose or transition happens on the Time Line.
1- Click on the center of the transition segment, hold your mouse
button down, and drag to the left. You will see that the transition
segment sticks to your mouse cursor and moves left as you drag.
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2- Drag left until the segment stops at the left end of the Time
Line, then release your mouse button.
You will now see that there is no pause at the beginning. As soon
as the time marker gets to time “zero” the letters immediately begin to move. Once they reach their fi nal position they hold there
until the time marker reaches the end of the fi nal pose.
What happened to the starting pose? If you look closely
you will see that it is still there, but it’s only one frame long.
Remember, a transition always has to have a pose on either side, even if the pose is just one frame long.
Slowing Down The Motion Of A Transition
The speed that the letters move is related to the length of the
transition segment. The longer the transition, the slower the
movement. To make objects move slower...
1- Drag the splice point at the right end of the transition all the
way to the right. Make sure the cursor changes before you click
and drag, otherwise you may not get the desired result.
What happened to the speed of the letters? The transition segment is now 4 seconds long so it takes the letters 4 seconds to
move from their starting pose to their ending pose. This makes
the letters move much more slowly than before.
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Drag on the center of a segment to change
Drag on the center of a segment to change
the position without changing its length.
the position without changing its length.
Drag the right end of the Transition all the way to the right.Drag the right end of the Transition all the way to the right.
47
Reselect a preset from the popup menu to erase your changes.Reselect a preset from the popup menu to erase your changes.
Resetting An Animation Back To A Saved Preset
If you change an animation and want to restore it back to the
saved version all you have to do is to select the animation preset
from the menu again.
Click on the Object Animations popup menu. Find the preset
called “Angle Slide”. Choose it. This will erase the existing animation and reapply the preset animation to the objects.
TROUBLESHOOTING TIP: If nothing happens, click on the
Track’s name so it becomes dark. This tells the program
which track you want to apply the preset to.
Increasing The Length Of An Entire Animation
Sometimes you have an animation that you need to make shorter.
Other times you have an animation that needs to take up more
time. In both of these cases you must scale the duration of the
whole animation. Not just change a single segment, but affect all
of the pose and transition segments at one time. Here’s how you
do it...
1- If the animation is playing, click the Stop button.
2- Click once on the starting pose to select it. You will see a red
dotted line surrounding the pose segment.
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3- Next, hold down the Shift key on your keyboard. Keep holding
it down.
4- Now click your mouse once on the end pose. Let up on the
Shift key after having clicked on the end pose.
You will now see that there are dotted lines surrounding all of the
segments on this track. This means that all segments have been
selected. Shift-clicking is a very fast way to select all segments
that lie between two points. To scale the length of all the selected
segments do the following...
5- Hold down the Option (Alt) key on your keyboard. Position the
mouse cursor over the end of the last segment. This should be at
the 4 second mark. Click and hold down on your mouse button,
then drag to the right. You will see the segments grow longer as
you drag. Drag until the right end of the last segment is under the
8 second mark. Release the mouse button.
6- Click the gray play button. You will see that the objects now
move much more slowly than before. You should also see that
the animation doesn’t play all the way through to the end. Once
the time marker gets to 4 seconds it jumps back to the beginning
and starts over. To make it play all the way through you will need
to adjust the end loop point for the work area. (See next step.)
1
1
Shift Click between two points to select multiple segments.
Shift Click between two points to select multiple segments.
Hold the Option (Alt) key and drag the end to the 8 second
Hold the Option (Alt) key and drag the end to the 8 second
mark to scale the duration of all selected segments.
mark to scale the duration of all selected segments.
2
2
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Work Area
Work Area
Start Marker
Start Marker
Play Work
Play Work
Area Button
Area Button
Loop
Loop
Button
Button
Work Area
Work Area
End Marker
End Marker
Setting The Loop Points For The Work Area
The Work Area is the portion of the animation that is played when
the gray “Play Work Area” arrow is pushed. If the black Play arrow is pushed the animation plays all the way through from the
beginning to very end. But if the Play Work Area arrow is pushed
the animation starts playing at the green arrow and stops when it
gets to the red arrow. Additionally, if the Loop button is turned
on, the animation will play over and over until you click the
square Stop button.
The little green and red arrows in the Time Line set the beginning
and ending of the Work Area. Between the green and red arrows
the timeline is dark gray. This is to let you easily see the work
area. Playing only the work area lets you see part of your animation without having to watch other parts that you may not be
interested in.
In the last step you made the animation 8 seconds long but only
the first 4 seconds is playing back. This is because the red arrow
that marks the end of the work area loop is still sitting at 4 seconds. To set the end marker to be able to see the entire animation, position the mouse cursor over the end marker, (the red
marker) click down and drag to the right until the marker is at
the 8 second mark. Now you can click the Play Work Area button
and watch the animation all the way through.
Drag the end marker to set the end of the loop.Drag the end marker to set the end of the loop.
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Shortening The Length Of An Entire Animation
You can shorten an entire animation the same way that you
made it longer.
1- Shift-click to select all segments. (Click on the beginning pose,
hold down the shift key then click on the end pose.) You will
see dotted lines surrounding all of the segments indicating that
the whole animation is selected.
2- Next, hold down the Option (Alt) key on your keyboard. Position the mouse cursor over the end of the last segment. When
the mouse is in the correct position you will see the cursor
change from an arrow to the splice point editor.
3- Click and hold down on your mouse button, then drag to the
left. You will see all of the segments grow shorter as you drag.
Drag until the right end of the last segment is under the 2 second
mark. Release the mouse button and the Option (Alt) key.
Click the Play Work Area button. You will now see the objects
moving much more quickly.
You will also see that after the objects stop moving, the animation sits still for quite a while. This is because the the time
marker must reach the red end marker before it can loop back
to the beginning. To remove the pause, drag the red end marker
to the 2 second mark. Now the animation will loop the fi rst two
seconds over and over.
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With all segments selected, hold down the Option
With all segments selected, hold down the Option
(Alt) key and drag the end to the left.
(Alt) key and drag the end to the left.
Drag the end marker to the 2 second mark
Drag the end marker to the 2 second mark
to play back only the fi rst two seconds.
to play back only the fi rst two seconds.
51
321
321
Select a large segment then use the arrow keys on your
Select a large segment then use the arrow keys on your
keyboard to move the selection to a small segment.
keyboard to move the selection to a small segment.
Hold down the Shift key as you click the
Hold down the Shift key as you click the
arrow keys to add to a selection.
arrow keys to add to a selection.
Selecting Segments That Are Difficult To Click On
When segments are made very short it is sometimes difficult to
click on them. The ProAnimator has a way to select segments
without clicking on them.
1- Don’t hold down any other key. Click on the last segment to
the right. This segment is large so it will be easy to click on.
With one segment selected you can use the arrow keys on your
keyboard to move the selection to the right or left.
2- On your keyboard, click the left arrow key once. You will see
the red selection dots move to the transition. Click the left arrow
key again and you will see the dots surrounding the thin segment
that is the first pose.
If you hold down the Shift key while arrowing left and right
you can extend the selection. For instance, now that the start
segment is selected, hold down the Shift key and click the right
arrow two times. You should now see the dotted selection lines
surrounding the entire animation.
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Chapter 4
Changing Object Motion During Transitions
There are a great many ways you can change the motion of your
objects during an animation. When a Transition segment is selected, and the animation is not playing, the paths that the objects
move along are shown as red lines in the 3D window, and the
controls for the selected transition are shown at the bottom of the
animation window.
IMPORTANT! Before you continue with this next section you
should
1- Create a New Scene,
2- Create 3D text of the word “Transitions”, and then
3- Add the object animation called Angle Slide.
If you don’t know how to do these things please follow the instructions at the beginning of Chapter 2.
Changing The Curve Of A Motion Path
1- When you play the Angle Slide animation you can see that the
letters are moving along a straight path. Stop the playback and
click on the transition segment to select it. When a transition is
selected you can see the paths that objects move along as red
lines with red dots on them.
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The motion paths of the Angle Slide animation.The motion paths of the Angle Slide animation.
When you select a transition in the Time Line the mo-
When you select a transition in the Time Line the mo-
tion paths will be displayed in the 3D window.
tion paths will be displayed in the 3D window.
53
At the bottom right end of the animation window you will see a
slider titled “Arch”. When this slider is set to 0 there is no arch or
curve in the path. The objects move from their starting pose to
their ending pose in a straight line. The Arch slider enables you
to curve the path making it look more interesting.
The Arch Slider.The Arch Slider.
An Arch of 10 gives the paths a slight curve.An Arch of 10 gives the paths a slight curve.
An Arch of 50 gives the paths an extreme curve.An Arch of 50 gives the paths an extreme curve.
2- Drag the Arch slider to 10 then release the mouse. The paths
will now curve upward a little. Drag the Arch slider to 25. See
how the paths are now curved quite a bit. Click the gray play
arrow to start the animation playing and see how the letters now
look like they are dropping into their final position instead of sliding up into position.
3- Drag the Arch slider to 50. Now the letters look like they are
dropping into place from the top of the screen. Most likely you
can see the letters lifting up before they fall down, but the lifting
is happening offscreen. Only the light colored area in the middle
of the preview window will be rendered in the final movie. Anything that is happening in the dark gray area won’t be seen.
4- Set the Arch slider to 20, before you go to the next tutorial.
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Changing The Direction Of The Arch In The Path
Up to this point the Arch of the path has been up and over, as if
the letters are riding over the top of a hill. We can change this direction. Find the Arch Direction knob located to the right of the
Arch slider. See how the arrow on the knob is pointing up.
1- Drag the Arch Direction knob so it is pointing down. Play the
animation if it has stopped. See how the letters now swoop up
from the bottom of the screen. This has quite a different look
than the when the animation was dropping in from the top.
2- Drag the Arch Direction knob so it is pointing to the right, then
increase the Arch slider to 50. Now the letters are moving off in
the distance before turning and traveling right toward the camera.
This is a very cool multi-overlapping look and is very difficult to
get with any other software.
3- Often a little change can make a lot of difference. Instead of
setting the Arch Direction arrow to the right, which would be
the 3 o’clock position on the face of a clock, try setting it to the 2
o’clock or 4 o’clock positions. Experiment with different positions and see the effect.
4- When you are done experimenting stop the animation and pick
the Angle Slide preset from the Object Animations popup menu.
This will reset the animation to its original form.
The Arch Direction control will make
The Arch Direction control will make
objects swoop down, or to the side.
objects swoop down, or to the side.
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55
Controlling When Objects Start To Move
In the Angle Slide animation notice how each letter fl ies on
screen a little bit later than the one next to it. The secret is the
“Cascade” slider. The Cascade slider controls the timing of objects as they move along their motion path.
1- Stop the animation. Select the transition segment if it’s not
already selected. For the Angle Slide animation you’ll see that
Cascade is set to 9. Drag the slider so that Cascade reads 0. Play
the animation and you will see that now all the objects are moving together. When Cascade is at 0 all objects start moving at
exactly the same time.
2- Set the Cascade slider to 20. Now you will see that there is
space between each letter. Each letter waits a little bit before it
starts to move. This creates a spread-out cascade of letters.
3- Set the Cascade slider to 50 . Now you will see that there is
quite a bit of space between the letters. You still get the cascading effect but the spacing is so large that each letter now looks
like it is moving on its own.
4- Set the Cascade slider to 100. This is the top end of the range
and it means that each letter completely fi nishes its move before the next letter starts to move. In other words the fi rst letter
moves to its end position before the second letter starts to move.
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Then the second letter completes its move before the third letter
begins to move. This pattern continues until all the letters reach
their final position.
One thing to notice is that as you increase the amount of
Cascade, the letters move faster . This is because part of
the time a letter has to complete its move, is being spent
waiting for its turn to go. So once the letter starts moving it
has to move faster to get to the final position.
5- Set the Cascade slider back to 9, and start playing the animation if it has stopped.
Controlling The Order Of Objects As They Cascade
If you look at the Angle Slide animation as it plays you will see
that the last letter of the word comes on screen first, then the
next to last letter, and so on. The final letter to appear on screen
is the first letter of the word. The feature that controls the order
of the letters as they begin to move is called the Cascade Order.
1- The Cascade Order popup menu is located to the right of the
Cascade slider. It is currently set to “Right to Left”. Click on it
and choose “Birth Order”. Let the animation continue to play
while you make this change The animation will now play with
the “T” first followed by the “r” and then the rest of the letters in
sequence. Birth Order means the order that the letters were created in.
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57
The “Selection Order” option lets you choose the exact order
The “Selection Order” option lets you choose the exact order
that objects will fly onto the screen.
that objects will fly onto the screen.
2- From the Cascade Order popup, choose the Random option.
Now the letters build on in random order. This is a very cool
look. You can change the order of the random sequence by picking the Random option again. In other words if you don’t like
the cascade order that the Random option picked for you, you
can choose the Random option again and again until the cascade
order is more to your liking. For instance, if you wanted the T
in the word Transitions to be the very first letter that flies on, you
can pick the Random option over and over until T happens to be
picked as the first letter in the order.
The other options fit various other purposes. Top to Bottom, Left
to Right, and the others tell you what they do. There is one other
Cascade Order option that is very useful. This is the option called
Selection Order. What the Selection Order option does is it lets
you pick the letters one by one in the order that you want them to
move. Let’s do this so you can see what this can be used for.
3- Stop the animation. Click on the Transition segment to select
it, then click on the yellow Time Marker and drag it left or right
until you can see all the letters on the screen.
4- The selecting must be done in the 3D Scene preview window.
Click once on this window. Select the Selection Tool icon. (This
is the icon next to the Magnifying glass icon.) Click somewhere
in the 3D window but don’t click on an object. This will deselect
everything. You should not see any red or green selection boxes
surrounding letters.
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5- Now let’s decide which letters we want to fly on first. Say that
you want the word to build on from the ends towards the middle.
Select the T by clicking once on the letter. If you select it you will
see a red wire box around the letter. If you don’t see the wire box
try clicking on the letter again.
6- Next hold down the Shift key on your keyboard and click once
on the “s” at the end of the word Transitions. If you selected it
you will see a green wire box around the “s”. If there is a red wire
box around the “s” then you forgot to hold the Shift key down.
Go to the top of this page and start over.
7- Next select the “r” then the “n” and so on back and forth working toward the middle. Be sure to pay attention as you are selecting. You might not click on a letter. If you don’t the wire box does
not appear. Or you may accidentally click on a letter that was
already selected. If you do this the wire box will disappear so
you will have to select that letter again.
8- Once you have all of the letters selected go to the Animation
window and choose “Selection Order” from the Cascade Order
popup menu. This locks the selection order into the program’s
memory. Now play the animation. You will see the letters cascade onto the screen in the order that you selected them!
Hold down the Shift key then select the objects
Hold down the Shift key then select the objects
in the order you want them to move.
in the order you want them to move.
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59
Start Ease and End Ease are both applied using this slider.Start Ease and End Ease are both applied using this slider.
By the way you don’t need to select every letter. Sometimes you
just want a few main letters to come on first and the order really
doesn’t matter for the rest of the letters. If this is the case just
select the main letters and leave the rest unselected. The letters
that were selected will appear at the beginning and the letters
that were unselected will follow in birth order.
Adding Start Ease And End Ease
For A Professional Touch
Real life objects accelerate when they start to move and decelerate when they slow to a stop. Think of a car. When a car begins
to move it speeds up over a few seconds until it gets to full speed.
It doesn’t just go from sitting still to full speed in an instant. It
takes several seconds for it to get going.
The same thing happens when you stop a car. If you are going 40
and you step on the brake the car does not stop instantly. It takes
it a few seconds to slow down first and then it stops.
Start Ease and End Ease are animation terms that mean the
speeding up at the beginning of a movement and the slowing
down at the end of a movement. Start Ease and End Ease are one
of the little things that makes your work look really good. Without this feature letters tend to bang into place. With this feature
the letters will settle into place. As a general rule the more Ease
you use, the heavier the objects will appear.
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Find the Ease slider next to the Cascade control. Notice that it
has two slider arrows. The light arrow on the left controls Start
Ease, the acceleration of objects as they begin to move. The
dark arrow on the right controls End Ease, the slowing down of
objects as they near their fi nal position.
1- Drag the End Ease (dark) arrow to the left so it reads 60. Play
the animation and you will see that the letters now settle into
position very nicely. By setting this control to 60 you told the
program to keep the letters at a constant speed for the fi rst 60% of
the transition, and then slow down over the last 40%.
Since the letters begin offscreen there is no need to add Start
Ease. You only need to add Ease when you see the letters start or
stop while on screen, in the live area that will be rendered.
Dragging the End Ease arrow to 60 makes the objects
Dragging the End Ease arrow to 60 makes the objects
slow down over the last 40% of the transition.
slow down over the last 40% of the transition.
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61
Chapter 5
Changing The Positions Of Objects
Poses are the positions of your objects. An animation is created
by placing objects in different positions at different times, and
then having the program move the objects from one Pose to the
next. We saw in the last section how to change the way that objects move between two poses. Now we will learn how to put the
objects into those poses.
IMPORTANT! Before you continue with this next section you
should:
1- Create a New Scene,
2- Create 3D text of the word “Positions”, and then
3- Add the object animation preset called CrashZoom.
If you don’t know how to do these things read the instructions at
the beginning of Chapter 3.
If you followed the IMPORTANT step above you will now be looking at an animation of the word Positions. Notice how the starting Pose has the letters positioned behind the camera so the first
you see of them is when they appear to crash through the screen
from behind. The middle Pose has the words come to a rest in
the center of the screen, and the final Pose is once again behind
the camera as the word flies past the camera and out of view.
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Moving Objects To New Positions
The Move control is one of the tools you will use the most. When
you are setting up an animation and placing objects into their
positions the tendency is to want to drag the objects in the 3D
window. This is the old way of doing it. In fact, in most 3D programs this is the only way you have of positioning objects, but in
the ProAnimator we call this Tweaking.
Tweaking is the very last method you should use to position
objects. It is the technique you use when you can’t get the Pose
controls to do exactly what you want. One advantage of using
the Pose controls is that you will be able to save your animations
as presets and apply them to any other group of objects, so you
should get used to using these controls as quickly as possible.
(For more information about Tweaks see the section called
“What is a Tweak?” later in this guide.)
We will use the Move controls to make the objects fly to a different place on the screen. As you play the animation you can see
that the second Pose is responsible for the position of the objects
at the center of the screen.
Stop the animation playback (by clicking your spacebar), and
click on the second Pose to select it. You will see the controls for
this Pose appear at the bottom of the Animation window. There
are two parts to the Move controller; a set of direction clickpoints, and a slider to set the amount of distance to move. Cur-
The Move controls.The Move controls.
Dragging objects in the 3D window is called Tweaking- you
Dragging objects in the 3D window is called Tweaking- you
should NOT tweak objects if you can avoid it.
should NOT tweak objects if you can avoid it.
The Distance slider.
The Distance slider.
Direction Buttons.
Direction Buttons.
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1st Pose
1st Pose
2nd Pose
2nd Pose
3rd Pose
3rd Pose
rently the slider is set to 0 meaning that the objects aren’t being
moved anywhere. They are all sitting at their Home position.
Instead of having the letters fly to the center of the screen let’s
have them fly to the top third of the screen. Here’s how you do it.
1- First make sure that the second Pose is selected.
2- Drag the Move slider back and forth a few times between 0 and
500. Notice how the letters come closer to you. This is because
the center button on the direction indicator is dark. Click on
the UP arrow, and drag the slider until the letters are positioned
about a third of the way down from the top of the screen. This
should be at about 150.
By default objects move
By default objects move
forward.
forward.
Double click the center but-
Double click the center but-
ton to move objects back.
ton to move objects back.
Click the UP arrow to move
Click the UP arrow to move
objects up.
objects up.
Click the DOWN arrow to
Click the DOWN arrow to
move objects down.
move objects down.
3- Now play the animation. (Tap your spacebar.) You will see the
letters flying to this higher position instead of the center of the
screen.
4- Leave the animation playing and double click the center button.
Now you will see the letters flying to a far away position. A single
click on this button moves the objects forward, and a double
click move the objects away.
5- Leave the animation playing and click the DOWN arrow. Now
you will see the letters flying to a lower third position.
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Pretty amazing how a single click could reposition all of those
letters, changing all of those animation paths, and you never even
had to stop the animation to do it! This is something you could
never do with the Tweak method, and shows you the second main
benefit of using the Pose controls: you can make extremely fast
changes.
Spreading Objects Apart
With the word now flying to the lower third of the screen, let’s
add some spacing between the letters to give it a different look.
The Bunch/Spread slider enables you to quickly spread objects
horizontally.
1- Tap your spacebar to stop the playback of the animation. The
second Pose should still be selected. If it isn’t, click it so you see
the red dotted lines around this Pose segment.
2- Drag the Bunch/Spread slider back and forth a few times. See
how the letters bunch together as you drag to the left and spread
apart as you drag to the right.
Stop dragging when the letters just about fit the width of the
screen. This should be around 85.
Drag to the left to bunch objects together.
Drag to the left to bunch objects together.
Drag to the right to spread them apart.
Drag to the right to spread them apart.
3- Start the animation playing to see the word flying to this spread
position.
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Select the first Pose.
Select the first Pose.
1st Pose
1st Pose
Setting Bunch/Spread to -100 puts all the objects on top of
Setting Bunch/Spread to -100 puts all the objects on top of
each other, as you can see in the picture below...
each other, as you can see in the picture below...
2nd Pose
2nd Pose
3rd Pose
3rd Pose
Bunching Objects To A Point
The Bunch/Spread slider also enables you to quickly bunch the
letters into a clump. This is useful when you want the objects to
all fly from a single point. Let’s bunch the letters at the first Pose.
1- Stop the animation. Select the first Pose segment.
The controls will update to show you the settings used by the
selected Pose.
At the beginning of the animation the objects are off screen which
makes it hard to see the adjustments we make to the Pose.
2- Drag the Move slider from its current position of 1000 to a
value of 500. This will bring the objects into view so we can see
the effect of the Bunch/Spread slider. When we are done with the
Bunching we’ll return the Move slider to its original value.
3- Drag the Bunch/Spread slider to the left until it reads -100. This
puts all the letters on top of each other.
4- Set the Move slider back to 1000.
5- Play the animation. Now the letters spread out as they move.
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Making Objects Spin As They Move
You can also make objects spin as they move. There are two
ways of doing this. One way is to set the rotations as part of the
Poses. The second method is to use something called a Path
Action which adds a rotation to the objects during the Transition.
We’ll show you how to do the first method here. The second
method is discussed in the section on Path Actions.
1- Stop the animation. Select the first Pose segment if it’s not
already selected.
2- Drag the Move slider to 500 so you can see what you are doing.
(By the way, you can also move the camera to see what you are
doing, but then you have to worry about getting the camera back
to the same position. It’s much easier to drag the Move slider
instead.)
3- Drag the green oval on the Rotation control. Watch the letters
and stop dragging when they have rotated once around. It may
take you a couple of drags to get all the way around. You don’t
have to be perfect.
4- Set the Move slider back to 1000.
5- Play the animation. Now the letters both spin and spread as
they fly into position.
Drag the green oval to rotate
Drag the green oval to rotate
the letters around the Y axis.
the letters around the Y axis.
Watch the letters in the 3D window as you drag the
Watch the letters in the 3D window as you drag the
green oval on the rotation tool.
green oval on the rotation tool.
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1st Pose
Select the 3rd Pose.
2nd Pose
3rd Pose
Randomizing Object Positions
The Randomize slider gives you a quick way to jiggle object
positions. The larger the value the more distance the objects are
moved away from their original positions. Each time you click on
the slider a new random direction is picked so you can click over
and over until you get the pattern you want. For instance sometimes random positioning places two letters on top of each other.
If this happens just click on the slider and a new set of random
positions will be calculated.
Let’s randomize the positions of the letters in the final Pose.
1- Stop the animation. Select the last Pose segment. Pose number three. The Pose controls will update to show you the settings
used by this Pose.
2- Drag the Move slider from its current value (should be 950) to a
value of about 500.
3- Slowly drag the Randomize slider. As you drag you will see
the letters jumping further and further away from their original
positions. Values around 10 leave the word still read-able, but
just a little jumbled. As the values increase the letters get more
and more jumbled until you can’t read the word anymore. Set the
Randomize slider to 40.
4- Set the Move slider back to 950.
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You may see bits of a letter poking into the screen. If you do, it is
because the Randomize feature has accidentally moved an object
down in front of the camera. Each time you click on the Randomize slider arrow a new set of random directions will be picked,
so all you have to do is to click on the arrow and you will see the
letters jump to new positions. Click on the arrow over and over
until you can’t see any letters on screen.
5- Play the animation. Now as the letters fly from their lower
third position past the camera they jumble up a bit making the
animation more interesting to look at.
Shuffling Objects
Another type of randomizing can be done by shuffling the objects.
Shuffling is the process of substituting one object for another
object. The Shuffle control does a variety of different types of
shuffling. For instance if you choose the Mix 2 option every two
letters may or may not get switched for each other. This will
produce a word that is almost the same as the original word. As
you mix more and more letters together the word becomes more
and more unreadable.
A bit of one letter that has been moved in front of the camera.
A bit of one letter that has been moved in front of the camera.
Click the Randomize arrow until it goes away.
Click the Randomize arrow until it goes away.
1- Select the last Pose segment if it’s not already selected.
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Choose “Mix It Up” for the maximum amount of shuffling.Choose “Mix It Up” for the maximum amount of shuffling.
Objects that have been both Randomized and Shuffled.Objects that have been both Randomized and Shuffled.
2- Click on the Shuffle popup menu and choose the Mix It Up
option. This causes all of the letters to get shuffled together with
no regard to where the objects started. It creates the maximum
amount of shuffling.
Now as the animation plays you will see that as the letters fly off
screen they go to even more random positions giving each letter a
life of its own.
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Animation Controls
Reference
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Easy/Advanced Controls
These buttons let you switch between the Easy set of animation
controls and the Advanced set. Both sets of controls are seen
below the timeline in the “Details” area.
The Easy controls are a subset of the Advanced controls. For instance when in Easy mode you can only control the Arch and the
Arch Direction of a path. When in Advanced mode you have the
same Arch and Arch Direction controls but you also have many
more controls for setting things such as the center of the Arch,
the Twist in the path, and for making objects overshoot the start
or ends of the path.
You don’t have to be a Rocket Scientist to use the Advanced
controls, there are just more options for creating more interesting animations. However once you get used to them you’ll fi nd
yourself working in Advanced mode with no trouble at all.
Track Segment Labels
You can label any track segment on the time line. To do this just
double-click on the segment. This will open a text fi eld on the
track where you can type anything you want.
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Use these buttons to switch between
Use these buttons to switch between
the Easy or Advanced Controls.
the Easy or Advanced Controls.
The controls are revealed below the Timeline
The controls are revealed below the Timeline
Double-clicking a segment lets you label it.Double-clicking a segment lets you label it.
in the Details area.
in the Details area.
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The Track Commands menu.The Track Commands menu.
Selecting All Objects On A Track
To select all of the objects controlled by a track, hold down the
Command key (Mac) or the Alt key (Win) and click anywhere on
the track or the track’s name.
NOTE: In previous versions of ProAnimator double-clicking on
a track segment was the shortcut for adding a new pose. This is
no longer the case. Double-clicking now opens the label fi eld.
To add a pose Option-click on a segment or use the Make Object
Pose command found at the top of the Object Animations menu.
Track Commands
The Track Commands popup menu contains commands that affect the tracks on the timeline. Following are the commands and
their function.
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Add Camera Track
This command creates a track so you can animate the camera.
You are always looking through the camera lens so you don’t
need a camera track unless you want to animate the camera. Use
this command to create the camera track, then double click on
the track to create a Pose, or use the “Make Camera Pose” command. (See Make Camera Pose later in this user guide.)
Duplicate Selected Tracks
As the name says, this command will duplicate all tracks that are
selected including all of the objects on these tracks, the poses
and transition segments and all of the controller settings that create the animation.
You can use track duplication as a way to create multiple versions, (duplicate the track then edit the text to make the new
version), or to create additional background elements, (duplicate
the track then offset the timing to double the number of moving
objects without overlapping them.)
Create a camera track when you want to animate the camera.Create a camera track when you want to animate the camera.
This command duplicates a track
This command duplicates a track
and all the objects on that track.
and all the objects on that track.
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This command puts objects onto their own track.This command puts objects onto their own track.
Move Selected Objects To Track...
This command can be used in two ways. If you have some
objects that are being animated by one track and you want to
animate some of them on their own, select them and use this
command to move them to a new track.
Say for instance you have the word “Monday” and all the letters
are sliding in from the right. But then you decide you want the
M to drop down from the top and all the other letters slide in as
a second step. To do this select the M and choose Move Selected
Objects To Track and then pick the sub item “New Object Track”
this will remove the M from the fi rst track and put it on the second track. Now the M can be animated by the new track.
You can also use this command to combine objects that are on
two separate tracks. For instance if you import a logo, create
some text and want to animate them together, just select the text
and move it to the logo’s track.
Reset Selected Tracks
The Reset Selected Tracks command removes all of the animation
and tweaks that have been applied to a track returning it back to
its original state.
Reset puts a track back to the state it
Reset puts a track back to the state it
was in when fi rst added to the project.
was in when fi rst added to the project.
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Delete Selected Tracks
Use this command to delete a track and all of the objects being
controlled by it.
Select All Segments
This command will select all of the Pose and Transition segments
for whichever track you select from the submenu. Once selected
you can drag the segments left or right in the timeline, or you can
click the Delete or Backspace key on your keyboard to delete the
segments. Deleting segments will remove the animation from the
objects but leave the objects and the track.
Flip Selected Segments
The Flip Selected Segments command will reverse the sequence
of any selected pose or transition segments. For instance if you
have an animation where the objects move from left to right
across the screen, fl ipping the segments will make them go from
right to left.
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This command will reverse a sequence of segments.
This command will reverse a sequence of segments.
So Poses 1, 2, 3, 4 will become Poses 4, 3, 2, 1.
So Poses 1, 2, 3, 4 will become Poses 4, 3, 2, 1.
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Use this command to lock objects
Use this command to lock objects
into a neutral, starting position.
into a neutral, starting position.
Object Animations Menu
The Object Animations menu is the control center for managing
animation presets. You can save presets, delete and apply presets
and also create individual Poses. The following commands are
found in the Object Animations menu.
Add Object Pose
When you select this command an Object Pose will be created
at the current time. If the Time Marker is already over a Pose
segment you will get a message saying you cannot create a Pose
here. However, if the Time Marker is over a Transition segment, a
new Pose will be created that splits the Transition into two independent Transition segments.
Set As Starting Position
The Set As Starting Position command is used to lock Illustrator objects into a neutral position prior to applying animation
presets.
When working with Illustrator objects it is typical that you have
to do a little work to get them into the correct starting position.
For instance since Illustrator does not have a Z dimension all 3D
objects created from Illustrator fi les start life on the same plane.
This means that if you have overlapping objects, such as a group
of stars on a blue background, the 3D stars will be buried inside
of the large rectangular 3D slab. Once imported all you have to
do is move the stars forward to put them in front of the rectangle.
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However if you don’t use the Set As Starting Position command
before you apply Object Animation presets the stars will snap
back to their original starting positions inside of the rectangle.
To help you out in case you forget, when you apply an Object
Animation preset the ProAnimator will look to see if you have
tweaked any objects and give you a message asking if you want to
use the current positions as the starting position.
Save Preset...
Using this command will save the animation on the selected
track, putting it into the Preset List. Thereafter it will appear in
the list as an animation that can be applied to any other set of
objects on a track.
Presets that have been saved will appear in the Animation Presets
folder and can be copied to other computers and exchanged with
friends. When you are saving presets there are several important
points to remember so that the animation will work for other
projects. See the section on saving presets for more information
about this.
This message will appear if you have tweaked
This message will appear if you have tweaked
objects and forgotten to lock them in place.
objects and forgotten to lock them in place.
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Rename Preset...
This command will let you change the name of a preset. As you
click and hold on this command you will see a submenu of presets pop out to the side. Select a preset and a window will open
letting you type in a new name.
Delete Preset...
This command will let you delete a preset from the menu. As
you click and hold on this command you will see a submenu of
presets pop out to the side. Select a preset and it will be deleted.
Append Preset...
This command will add an animation after the last segment on
the selected track. It works on one track at a time. As you click
and hold on this command you will see a submenu of animation
presets pop out to the side. Select one of these presets and the
animation will be added to the track.
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Last Applied Preset
When you choose an animation from the presets list, its name
will appear here. This is especially helpful if you are using the
TRY button. You can click the TRY button over and over and then
look at this menu to see the name of the last animation that was
applied to your objects.
Object Animations Presets List
The bottom of the Object Animations menu consists of the animation presets. Selecting a preset will erase all animation segments
on the selected track, apply the preset at the project Start Time,
position the Work Area markers to surround the new animation
and start the preview play back.
If you do not want the existing animation segments to be
erased, use the Append Preset command.
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Object Animations TRY button
The TRY button will select one of the presets from the Object
Animation Presets list and apply it to the objects on the selected
track. If an animation already exists on that track it will be
erased prior to the new animation being applied. Once applied,
the Work Area markers will be adjusted to match the length of the
animation, and the animation will begin playing back in the 3D
window.
Use the TRY button to get something happening fast.Use the TRY button to get something happening fast.
The TRY button is not a settings randomizer. Picking random
settings would give mostly unusable results. The TRY button
randomly picks one of the animation presets including those you
have made yourself.
By holding down the Option (Alt) key then clicking the TRY button you will get the previous animation selected by the TRY button. If you want to see which animation the TRY button selected,
look in the Object Animation menu. (See the Last Applied Preset section earlier in this user guide.)
Camera Animations Menu
The Camera Animations menu is the control center for managing
camera animation presets. You can save presets, delete and apply
presets and also create individual Poses for the camera. The following commands are found in the Camera Animations menu.
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Add Camera Pose
When you select this command a Camera Pose will be created
at the current time. If the Time Marker is already over a Pose
segment you will get a message saying you cannot create a Pose
here. However, if the Time Marker is over a Transition segment, a
new Pose will be created that splits the Transition into two independent Transition segments.
Save Preset...
Selecting this command will save the camera animation, and put
it into the Preset List. Thereafter it will appear in this list as an
animation that can be applied to any other camera.
Presets that have been saved will appear in the Animation Presets
folder and can be copied to other computers and exchanged with
friends.
Note that a camera is usually set up to look at something
specifi c and sometimes a camera animation saved from
one project won’t work for another project. This is because
the objects in the new project are in different places.
However, once the preset is applied a little adjustment to
each camera Pose is often all that is necessary to get the
animation to look good again.
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Rename Preset...
This command will let you choose a preset and then change its
name. As you click and hold on this command you will see a
submenu of presets pop out to the side. Select a preset and a
window will open letting you type in a new name.
Delete Preset...
This command will let you delete a preset from the menu. As
you click and hold on this command you will see a submenu of
presets pop out to the side. Select a preset and it will be deleted.
Append Preset...
This command will add an animation after the last segment on
the track. As you click and hold on this command you will see a
submenu of animation presets pop out to the side. Select one of
these presets and the animation will be added to the track.
Last Applied Preset
When you choose an animation from the presets list, its name
will appear here. This is especially helpful if you are using the
TRY button. You can click the TRY button over and over and then
look at this menu to see the name of the last animation that was
applied to the camera.
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Camera Animation Presets List
The bottom of the Camera Animations menu consists of animation presets. Selecting a preset will erase all animation segments
on the selected track, apply the preset at the project Start Time,
position the Work Area markers to surround the new animation
and start the preview play back. If you do not want the existing
animation segments to be erased, use the Append Preset command.
Camera Animation TRY button
The TRY button will select one of the presets from the Camera
Animation Presets list and apply it to the camera track. If an animation already exists on that track it will be erased prior to the
new animation being applied. Once applied, the Work Area markers will be adjusted to match the length of the animation, and the
animation will begin playing back in the 3D window.
The TRY button is not a settings randomizer. Picking random
settings would give mostly unusable results. The TRY button
randomly picks one of the animation presets including those
you have made yourself. By holding down the Option (Alt) key
then clicking the TRY button you will get the previous animation
selected by the TRY button.
If you want to see which animation the TRY button selected, look
in the Camera Animation menu. (See the Last Applied Preset sec-tion earlier in this user guide.)
When you are learning, it’s best to animate
When you are learning, it’s best to animate
either the camera or the objects. Clicking both
either the camera or the objects. Clicking both
TRY buttons is sure to give undesirable results
TRY buttons is sure to give undesirable results
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Animation Timeline
The Animation Timeline marks the units of time, (either
in Time Code or Frames), and shows you the scale of
that time. The big mountain and small mountain buttons,
located below the tracks, let you zoom in to work on
details or zoom out to see the flow of the animation.
Current Time Marker
The yellow arrow that moves left and right along the top of
the Timeline is the Time Marker. It shows you the current
time of the animation. If you drag it, the animation will
scrub back and forth in the preview window.
When the duration of the animation is longer than can be
shown in the visible area of the Timeline, the scroll bar
becomes active and you can then scroll left and right to
see the hidden Transition and Pose segments.
Current Time ReadoutCurrent Time Marker
Current Time ReadoutCurrent Time Marker
Current Time Readout (the GOTO field)
These numbers tell you the current position of the Time
Marker along the Timeline of an animation is playing these
numbers will change as the animation progresses through
time.
By clicking in this field, you can type a time value and hit
<Return> to move the Time Marker to that point in time.
Timeline
Timeline
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Project Start Time
This field lets you set the Start Time for the project. Usually you
will start a project at time zero. However if you have several
animations to do for the same project, or you need to coordinate
an animation with some existing footage you can use this field to
start the time code anywhere you want.
For instance, if you had four 8 second animations to do, you
could start one at 00 seconds, one at 10 seconds, one at 20
seconds and the last at 30. This would help you to keep track of
which animation you were working on.
HOT TIP!
If you create an animation at one time and need to move
the whole animation to a new time, use the Select All Segments command in the Track Commands menu. Then you
can drag all animation segments at once.
Project Duration
Type into this field the length of time that you want the project to
last.
The Start Time field lets you set the beginning
The Start Time field lets you set the beginning
time for the Timeline
time for the Timeline
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The Duration field lets you set the length of the project.The Duration field lets you set the length of the project.
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Choose the frame rate and whether to make the Timeline dis-
Choose the frame rate and whether to make the Timeline dis-
play Frames or Time Code from this menu.
play Frames or Time Code from this menu.
Frame Rate Popup
This popup menu lets you choose the frame rate of the project.
Several presets are provided for standard frame rates, and a
custom option lets you create any frame rate you want.
Animations are based on time, not frame rate, so frame
rates can be changed at any time with no bad consequences. For instance you can create an animation and
output it for NTSC video (29.97 fps), then output it for PAL
video (25 fps), then output it for film (24 fps) without having
to do any other work besides changing this one menu item.
Motion Blur
Motion Blur is turned on with the Motion Blur popup. Motion
Blur removes the jerkiness that is sometimes seen in fast animations giving the images a more natural appearance.
Usually a Motion Blur of 8 passes will give you great results.
However you may need to increase the number of passes if the
motion is very fast and you need a smoother blur.
Motion Blur adds to the rendering time so use as few a number
of passes as you can. Motion Blur is applied to single frame renderings too so if you render a single frame and the blur is very
short, you may be able to reduce the number of passes without
changing the look of the animation.
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Shutter Angle
This controls how long the blur is. The higher the number the
longer the blur. When you have a longer blur you need to use
more “passes”, (see Motion Blur above), otherwise the blur
won’t look smooth.
Time Line Track Controls
Next to the track name you will find three buttons. These buttons
are the Visibility, Solo/Ghost and Lock buttons.
Visibility
The Visibility button controls whether objects can be seen. Turning OFF this button turns off the visibility of all objects on that
track. You cannot animate visibility with this button. To animate
visibility use the Visibility Action.
Click the eye to control the visibility of all objects on this track.Click the eye to control the visibility of all objects on this track.
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Solo is used to find the objects being controlled by a track.
Turn Solo on to make all other objects disappear.
3 tracks, all objects visible.Track 1 is now soloed.
Ghost is used to see how objects on a track
interact with other objects. Turn Ghost on to
make all other objects partially visible.
Solo is used to find the objects being controlled by a track.
Turn Solo on to make all other objects disappear.
Ghost is used to see how objects on a track
interact with other objects. Turn Ghost on to
make all other objects partially visible.
3 tracks, all objects visible.Track 1 is now soloed.
3 tracks, all objects visible.Track 1 has ghosting on.
3 tracks, all objects visible.Track 1 has ghosting on.
Solo / Ghost
This is a very useful button. It has three states. When the button is very dim its effect is turned OFF. If you click it once it will
show a small sphere indicating that you have turned on the Solo
feature. When you Solo a track all other objects in the scene
disappear. The only objects left visible are the ones on the target
track (the soloed track).
This is useful for the times when you have many tracks and you
want to quickly see which objects are on a certain track. By
turning on the Solo feature only the target objects are visible and
everything else disappears.
If you click the Solo/Ghost button again the sphere icon becomes
“ghosted”. Ghosting means that the objects on this track are fully
visible, just like what happens with soloing. However, all other
objects are shown partially visible. The other objects don’t fully
disappear, they only partly disappear. That’s why we call it the
“ghost” state.
The ghost state is useful because it lets you see the target objects
in relation to the other objects in the scene. In solo mode only
the target objects are visible so you can’t see how they interact
with other objects in the animation. But in ghost mode you see
all objects, but the target objects are fully visible while the other
objects are ghosted. This makes the target objects stand out
more making them easy to identify amidst the other objects in the
animation.
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Lock
The lock button prevents you from making any changes to
anything on a locked track. You can’t select objects, you can’t
change objects settings, you can’t select or change poses and
transitions.
Animation Playback
You can think of the animation playback controls like the buttons
on a tape recorder or a VCR. The Scene Preview window shows
you the animation in real time (or very nearly real time), and the
animation playback buttons control what is being shown.
Play Work Area
The button you will use the most is the Play Work Area button. It is the gray play button with little green and red arrows
on it. The green and red arrows are a reminder that this button
will play back the animation starting at the little green arrow on
the timeline and stopping at the little red arrow on the timeline.
These arrows are called the Work Area Markers. (See Work Area
Markers next.)
HOT TIP!
The shortcut for starting/stopping the playback is to click
the Spacebar on your keyboard.
Locking a track keeps you from
Locking a track keeps you from
accidentally altering it in any way.
accidentally altering it in any way.
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Work Area Start And End Markers
The little green and red arrows at the top of the Timeline let you
set the loop points for playback. This looping area is called the
Work Area because you can inspect a small section of your animation over and over.
The ProAnimator lets you make changes to an animation while
it is playing, so being able to watch an animation over and over
while you make changes is a huge productivity booster. The
work area markers work in conjunction with the Play Work Area
button. (See above.)
Jump To Beginning
Clicking this button will take you to the beginning of the project.
Back One Frame
Each click of this button will move the current time back one
frame.
Play Project
The Play Project button will play through the entire animation
timeline for the full duration of the project. This button ignores
the Work Area Markers.
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Stop
Once the animation is playing the playback button turns into the
Stop button. Click this button to stop the playback, or click the
spacebar on your keyboard to stop playback.
Forward One Frame
Each click of this button will move the current time forward one
frame.
Jump To End Of Project
Clicking this button will take you to the end of the project.
Loop
When this button is turned on (dark) it will make the animation go back to the beginning and continue playing, once it has
reached the end. If the Play Work Area button is down, “the end”
will be the red arrow. The Loop button works together with the
Play Work Area button to make the animation workspace play
over and over.
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When this button is ON (left) object paths are
When this button is ON (left) object paths are
displayed when a transition is selected. Turn-
displayed when a transition is selected. Turn-
ing it OFF (right) speeds up interaction.
ing it OFF (right) speeds up interaction.
When a Transition is selected
When a Transition is selected
the paths are displayed.
the paths are displayed.
Loop With Hold
This is a special kind of loop that adds a two second pause at the
end of each loop. Sometimes a rapid over-and-over loop can get
confusing and you need a little time after each loop to think about
what you just saw.
Show/Hide Paths
Whenever you select a Transition segment the paths of objects
are shown. This is done so you can see the movement that objects will take. Most of the time this works fine, but sometimes
there are so many objects in your scene that showing the paths
slows things down. Each little change you make to a slider seems
to take forever. When this is the case you can hide the paths by
clicking the Show/Hide paths button.
NOTE: You can also speed up slider interaction by holding down
the Shift key when dragging a slider. The Shift key turns off realtime slider interactions. When you release the mouse the paths
and objects will jump to their new positions. If you want realtime slider interaction turned off permanently you can set this as
a preference in the Preferences window.
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Animation Tracks
Animation tracks act as the work space for an animation. Time
runs from left to right along the timeline. Pose and Transition
segments are created on these tracks and moved in time.
Objects live on tracks. When objects are created or imported into
the program they are placed onto their own track. By placing
Poses and Transitions on the track you get the objects to move
around. Objects can be moved from one track to another. If you
remove all the objects from a track there is no need to have the
track so it is deleted.
Each track has a name at the far left. By double-clicking on the
name you can edit it.
If you hold down the Command key (Control on Windows) and
click on the track name you will select all objects controlled
by that track.
Each track in the ProAnimator can control any number of objects. You assign objects to tracks based on what you want the
objects to do. If you have a group of objects that will all move in
a similar way, then they should all be assigned to the same track.
An animation track.
Double click the name to change it.
Double click the name to change it.
Command (Control) click the name to select all objects.
Command (Control) click the name to select all objects.
In most other animation programs, each object has its own animation track. This means that if you had 50 objects you would
have 50 tracks! That is a horribly overcomplicated mess of data
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95
Before
Before
Drag an end to lengthen/shorten the segment.
Drag an end to lengthen/shorten the segment.
Drag the middle to move the segment.
Drag the middle to move the segment.
After
After
to manage. The ProAnimator coordinates the motion of many
objects at once. The result is that it’s much faster to create animations and much easier to make changes.
Animation Poses
Poses are the dark blue bars that appear on the track. (Dark
green for cameras.) A Pose is an encapsulation of the position
and orientation of the objects on a track. In other animation programs the closest thing to a Pose would be a keyframe, however
a Pose is much more than a keyframe. A Pose contains information about the position of many objects. It also contains information about how the objects got into those positions.
Poses can be saved as their own special kind of presets. This
enables you to position a group of objects in a Pose, and save the
information as a Pose Preset. Thereafter you can apply the same
Pose to any other group of objects with a single click. This is a
huge time saver when you have many graphics to do that all share
a similar look.
Poses can be lengthened or shortened by dragging on their ends.
Poses can be moved along the Timeline by dragging on their
middle.
Dragging a splice point affects both segments.
Dragging a splice point affects both segments.
If two Poses are touching and you drag on the line where they
touch (called the Splice Point) you will lengthen one and shorten
the other.
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If two Poses are touching you can create a Transition between
the two by holding down the Shift key and dragging on the Splice
Point.
A Pose can be as short as a single frame or the length of the entire
animation. When an object is in a Pose it doesn’t have to sit still.
If you want to move objects while they are in a Pose you can use
a Pose Action.
Pose Actions
A Pose Action is a secondary motion that you apply to objects
while they are sitting in a Pose. For the most part a Pose is a
single position, but Pose Actions allow you to give objects small
motions while they are generally in the same position.
Pose Actions include rotations such as tumbles, rolls and wobbles, and larger movements such as title rolls and crawls. Using
Pose Actions, a title roll can be made with one Pose and one Pose
Action. You just set the speed of the roll and you’re done. There’s
no need to set start and end keyframes and do calculations to
figure out if the speed is right.
Before
Before
After, without Shift key.
After, without Shift key.
After, with Shift key.
After, with Shift key.
To create a transition, hold down the Shift key and drag
To create a transition, hold down the Shift key and drag
the splice point between two poses. If you don’t hold
the splice point between two poses. If you don’t hold
down the Shift key you’ll just move the splice point.
down the Shift key you’ll just move the splice point.
Pose Actions are part of the Pose controls. They do not have
their own bar in the Timeline.
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The Pose Actions area is located at
The Pose Actions area is located at
the right end of the Pose controls.
the right end of the Pose controls.
97
Animation Transitions
Transitions are the light blue bars that appear on the track. (Light
green for cameras.) A Transition is an encapsulation of the WAY
that objects move from one Pose to the next. A Transition includes information about the shape of the path that objects move
along, and the timing for each object.
Light blue bars are Transition segments.Light blue bars are Transition segments.
Say for instance you have an object that starts on the left side
of the screen and ends at the right side of the screen. This start
and end position would be two Poses. The way that the object
gets from the first Pose to the second is the Transition. The
object might move in a straight line, or a curved arch. It may face
toward the camera as it moves or it may face the direction of the
path it is moving along. It may move fast or slow or it may start
out fast and end up slow. All of these possibilities are controlled
by the Transition.
Just as Poses can have extra motions called Pose Actions, Transitions can have extra motions too. Since an object is moving
along a path when these extra motions occur we call these extra
motions: Path Actions.
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Path Actions
Path Actions are the secondary motions that objects do
while they are traveling along their paths. This includes
motions such as tumbles, rolls, spins and path banking.
Without Path Actions objects pretty much face forward
while they are moving, so Path Actions are good things to
learn about. Path Actions are part of the Transition controls. They do not have their own bar in the Timeline.
Primary vs. Secondary Selections
Once a Pose or a Transition segment is on the timeline you
can display its controls by clicking on it to select it. The
controls will appear below the animation tracks at the bottom of the animation window.
The controls only show you the settings for one segment at
a time. As you click from segment to segment the controls
change to refl ect whether a Pose segment or a Transition
segment is selected.
If there is more than one segment selected only the controls for the segment with the RED dotted lines are shown.
This is the primary selection. Segments surrounded with
GREEN dotted lines are secondary selections. Their controls are not shown but the segment is still selected and can
be moved, scaled, deleted, etc. To make a secondary selection into the primary selection, just click on it.
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The Path Action Area is located at the
The Path Action Area is located at the
right end of the Transition controls.
right end of the Transition controls.
The segment surrounded by a red
The segment surrounded by a red
dotted line is the primary selection.
dotted line is the primary selection.
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Pose Positioning Controls For Objects
Double click anywhere on the animation track to create a pose.
Double click anywhere on the animation track to create a pose.
Before double click.
Before double click.
After double click.
After double click.
The Pose Positioning Controls.The Pose Positioning Controls.
Poses are created by either double clicking on the track, or by
moving the Time Marker to the proper time and using the Make
Object Pose command.
Although there is more to it, the simplest way to think of a Pose is
as a remote control device for handling the positions of objects.
A pose contains information about the position of each of the
objects that are under its control, plus information on how to reposition those objects should the number of objects change.
As you look over the Pose controls, you will see that there are
many tools which you can use to help position objects. Each tool
takes the form of a slider, a dial or a menu selection, and when
used together can quickly and easily position your objects where
you want them.
There are two basic ways to pose objects: manually or automatically. Manual posing of objects is done using the tools located
under the 3D window to move, rotate and scale the objects.
(See the section of the manual called “Object Manipulation” for
information on how to use these manual tools.)
The other way to pose objects is by using the Pose Positioning
Controls. Each slider acts like a remote control designed to do a
particular thing. For instance one control arranges objects into a
circle, and one control bunches objects into a group.
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