Zaxwerks PROANIMATOR, PROMODELER USER MANUAL

Zaxwerks ProAnimator / ProModeler - User Guide V. 4 1
Zaxwerks Inc. 5724 Camellia Ave. Temple City, CA 91780 (626) 309-9102 phone (626) 309-9142 fax http://www.zaxwerks.com
© 1996 - 2006 Zaxwerks Inc. All rights reserved.
This manual, as well as the software described in it, is furnished under license and may only be used or copied in accordance with the terms of such license. The information in this manual is furnished for 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.
Zaxwerks ProAnimator / ProModeler - User Guide V. 42

Table of Contents

INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
INSTALLATION INSTRUCTIONS . . . . . . . . . . . . . . . 17
WHAT’S NEW IN VERSION 4? . . . . . . . . . . . . . . . . . 23
BASIC CONCEPTS
Modeling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Surface Set-Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Scene Set-Up & Lighting . . . . . . . . . . . . . . . . . . . . . . . 28
Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Rendering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
ANIMATION TUTORIALS
ProAnimator Introduction. . . . . . . . . . . . . . . . . . . . . . 31
Creating An Animation in Five Clicks . . . . . . . . . . . . 32
Changing The Text In An Animation. . . . . . . . . . 34
Changing The Speed Of An Animation . . . . . . . . 35
Changing The Camera’s View
Of The Animation . . . . . . . . . . . . . . . . . . . . . . . 36
Rendering An Animation . . . . . . . . . . . . . . . . . . . . . . . 38
Rendering A Single Frame . . . . . . . . . . . . . . . . . . 38
Saving A Single Frame Rendering. . . . . . . . . . . . 39
Rendering The Movie . . . . . . . . . . . . . . . . . . . . . . 40
Rendering Options . . . . . . . . . . . . . . . . . . . . . . . . 41
Changing The Timing And Speed
Of An Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
What is A Pose? What Is A Transition? . . . . . . . 42
Creating A New Scene . . . . . . . . . . . . . . . . . . . . . 43
Creating The 3D Text . . . . . . . . . . . . . . . . . . . . . . 44
Adding An Animation Preset . . . . . . . . . . . . . . . . 44
Changing The Track Name. . . . . . . . . . . . . . . . . . 45
Moving Splice Points . . . . . . . . . . . . . . . . . . . . . . 45
Adding More Hold Time To
The Beginning Pose . . . . . . . . . . . . . . . . . . . . . . 46
Changing The Position Of A Segment
Without Changing Its Length . . . . . . . . . . . . . . 46
Slowing Down The Motion Of A Transition. . . . 47
Resetting An Animation Back
To A Saved Preset. . . . . . . . . . . . . . . . . . . . . . . 48
Increasing The Length Of
An Entire Animation . . . . . . . . . . . . . . . . . . . . 48
Setting The Loop Points For
The Work Area . . . . . . . . . . . . . . . . . . . . . . . . . 50
Shortening The Length Of
An Entire Animation . . . . . . . . . . . . . . . . . . . . 51
Selecting Segments That Are
Difficult To Click On . . . . . . . . . . . . . . . . . . . . 52
Changing Object Motion During Transitions . . . . . . 53
Changing The Curve Of A Motion Path . . . . . . . 53
Changing The Direction Of
The Arch In The Path. . . . . . . . . . . . . . . . . . . . 55
Zaxwerks ProAnimator / ProModeler - User Guide V. 4 3
Controlling When Objects Start To Move. . . . . . 56
Controlling The Order Of Objects
As They Cascade . . . . . . . . . . . . . . . . . . . . . . . 57
Adding Start Ease And End Ease
For A Professional Touch . . . . . . . . . . . . . . . . 60
Changing The Positions Of Objects . . . . . . . . . . . . . . 62
Moving Objects To New Positions . . . . . . . . . . . 63
Spreading Objects Apart . . . . . . . . . . . . . . . . . . . 65
Bunching Objects To A Point. . . . . . . . . . . . . . . . 66
Making Objects Spin As They Move . . . . . . . . . . 67
Randomizing Object Positions . . . . . . . . . . . . . . 68
Shuffling Objects . . . . . . . . . . . . . . . . . . . . . . . . . . 69
ANIMATION CONTROLS REFERENCE
Easy/Advanced Controls . . . . . . . . . . . . . . . . . . . . . . . 73
Track Segment Labels . . . . . . . . . . . . . . . . . . . . . . . . . 73
Selecting All Objects On A Track . . . . . . . . . . . . . . . . 74
Track Commands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Add Camera Track . . . . . . . . . . . . . . . . . . . . . . . . 75
Duplicate Selected Tracks . . . . . . . . . . . . . . . . . . 75
Move Selected Objects To Track... . . . . . . . . . . . 76
Reset Selected Tracks. . . . . . . . . . . . . . . . . . . . . . 76
Delete Selected Tracks. . . . . . . . . . . . . . . . . . . . . 77
Select All Segments. . . . . . . . . . . . . . . . . . . . . . . . 77
Flip Selected Segments . . . . . . . . . . . . . . . . . . . . 77
Object Animations Menu . . . . . . . . . . . . . . . . . . . . . . . 78
Add Object Pose . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Set As Starting Position . . . . . . . . . . . . . . . . . . . . 78
Save Preset. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
Rename Preset. . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Delete Preset . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Append Preset . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Last Applied Preset . . . . . . . . . . . . . . . . . . . . . . . . 81
Object Animations Preset List . . . . . . . . . . . . . . . 81
Object Animation TRY Button . . . . . . . . . . . . . . . . . . 82
Camera Animations Menu . . . . . . . . . . . . . . . . . . . . . . 82
Add Camera Pose . . . . . . . . . . . . . . . . . . . . . . . . . 83
Save Preset... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
Rename Preset... . . . . . . . . . . . . . . . . . . . . . . . . . . 84
Delete Preset.... . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
Append Preset... . . . . . . . . . . . . . . . . . . . . . . . . . . 84
Last Applied Preset . . . . . . . . . . . . . . . . . . . . . . . . 84
Camera Animations Preset List . . . . . . . . . . . . . . 85
Camera Animation TRY Button . . . . . . . . . . . . . . . . . 85
Animation Timeline . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Current Time Marker . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Current Time Readout (The GOTO Field). . . . . . . . . 86
Project Start Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Project Duration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Frame Rate Popup . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Motion Blur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Shutter Angle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Time Line Track Controls . . . . . . . . . . . . . . . . . . . . . . 89
Visibility . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Solo / Ghost . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Lock . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
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Animation Playback . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Play Work Area . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Work Area Start And End Markers . . . . . . . . . . . 92
Jump To Beginning . . . . . . . . . . . . . . . . . . . . . . . . 92
Back One Frame . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Play Project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Stop . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Forward One Frame . . . . . . . . . . . . . . . . . . . . . . . 93
Jump To End Of Project . . . . . . . . . . . . . . . . . . . . 93
Loop . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Loop With Hold . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
Show/Hide Paths . . . . . . . . . . . . . . . . . . . . . . . . . . 94
Animation Tracks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
Animation Poses. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
Pose Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
Animation Transitions . . . . . . . . . . . . . . . . . . . . . . . . . 98
Path Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
Primary vs. Secondary Selections . . . . . . . . . . . . . . . 99
Pose Positioning Controls For Objects . . . . . . . . . . 100
Advantages Of Using The Pose Controls. . . . . . . . . 101
Easy Controls For Poses . . . . . . . . . . . . . . . . . . . . . . 102
Bunch/Spread . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
Randomize. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
Shuffle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
Local Center Rotation . . . . . . . . . . . . . . . . . . . . . . . . 104
Move . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
Advanced Controls For Poses . . . . . . . . . . . . . . . . . . . . . 106
Start At Center . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
Advanced Move Controller . . . . . . . . . . . . . . . . . . . . 108
Numeric Move Controller . . . . . . . . . . . . . . . . . . . . . 108
Scale Controls. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
Local Center Rotation . . . . . . . . . . . . . . . . . . . . . . . . 110
Common Center Rotation . . . . . . . . . . . . . . . . . . . . . 111
Distribute. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
Range Control for Circle
& Square Distributions . . . . . . . . . . . . . . . . 112
Distribute Types . . . . . . . . . . . . . . . . . . . . . . . . . 113
Pose Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118
Timing. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118
Pose Action Type. . . . . . . . . . . . . . . . . . . . . . . . . 119
Use Common Center. . . . . . . . . . . . . . . . . . . . . . 123
Making Adjustments For Smoothness . . . . . . . 125
Visibility Actions For Poses . . . . . . . . . . . . . . . . 126
Visibility Action Types . . . . . . . . . . . . . . . . . 126
Timing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
Using Visibility Actions . . . . . . . . . . . . . . . . 127
Pose Action Presets . . . . . . . . . . . . . . . . . . . . . . . . . . 127
Pose Start / End Time . . . . . . . . . . . . . . . . . . . . . . . . 128
What Is A Tweak? . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
Reset Tweaks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
Reset Pose . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
Reset All. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
Transition Controls For Objects . . . . . . . . . . . . . . . . . . . 131
Easy Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
Zaxwerks ProAnimator / ProModeler - User Guide V. 4 5
Ease - Start & End . . . . . . . . . . . . . . . . . . . . . . . . . . . 133
Cascade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
Cascade Order . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
Arch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
Arch Direction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140
Advanced Controls. . . . . . . . . . . . . . . . . . . . . . . . . . . 140
Timing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141
Cascade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141
Cascade Order . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141
Ease . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141
Ease Amount. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141
Start Gaps & End Gaps . . . . . . . . . . . . . . . . . . . . . . . 141
Clump Size. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 142
Transition Presets. . . . . . . . . . . . . . . . . . . . . . . . . . . . 142
Paths . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 142
Keyframe-Based vs. Generated Paths . . . . . . . . . . . 143
Start/End Smoothing . . . . . . . . . . . . . . . . . . . . . . . . . 145
Advanced Arch Amount. . . . . . . . . . . . . . . . . . . . . . . 145
Arch Styles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146
Advanced Arch Direction . . . . . . . . . . . . . . . . . . . . . 149
Direction Styles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149
Arch Center . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 152
Overshoot Start/End . . . . . . . . . . . . . . . . . . . . . . . . . 152
Flatten Start/End . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153
Twist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154
Path Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154
Timing. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154
Path Action Type . . . . . . . . . . . . . . . . . . . . . . . . . 155
Making Adjustments For Smoothness . . . . . . . 163
Visibility Actions For Transitions . . . . . . . . . . . 164
Visibility Action Types . . . . . . . . . . . . . . . . . 164
Timing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165
Using Visibility Actions . . . . . . . . . . . . . . . . 165
Grouping . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166
Pose Grouping And Transition Grouping. . . . . 166
The Effect Of Grouping On Timing. . . . . . . . . . 167
Groups And Hard Groups. . . . . . . . . . . . . . . . . . 167
When To Use A Hard Group. . . . . . . . . . . . . . . . 169
Group Text By (Para/Line/Word/Char) . . . . . . 170
Make Independent. . . . . . . . . . . . . . . . . . . . . . . . 171
Animation On/Off . . . . . . . . . . . . . . . . . . . . . . . . 171
Add To Group. . . . . . . . . . . . . . . . . . . . . . . . . . . . 172
Rename Group. . . . . . . . . . . . . . . . . . . . . . . . . . . 172
Select/Structure. . . . . . . . . . . . . . . . . . . . . . . . . . 172
Select All. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174
Pose Controls For Cameras . . . . . . . . . . . . . . . . . . . 174
Transition Controls For Cameras. . . . . . . . . . . . . . . 175
Camera Timing. . . . . . . . . . . . . . . . . . . . . . . . . . . 175
Start Ease / End Ease . . . . . . . . . . . . . . . . . . . . . 175
Ease Amount . . . . . . . . . . . . . . . . . . . . . . . . . . . . 176
Camera Paths. . . . . . . . . . . . . . . . . . . . . . . . . . . . 177
Start Smoothing / End Smoothing. . . . . . . . . . . 177
Zaxwerks ProAnimator / ProModeler - User Guide V. 46
MODELING, SURFACING, & LIGHTING
Basic Tutorials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 181
Creating And Working With 3D Text . . . . . . . . . . . . 181
Applying Object Styles. . . . . . . . . . . . . . . . . . . . . . . . 183
Changing The Depth Of An Object. . . . . . . . . . . . . . 187
Coloring Objects. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 188
Coloring Objects: Method 1 . . . . . . . . . . . . . . . . 189
Coloring Objects: Method 2 . . . . . . . . . . . . . . . . 190
Coloring Objects: Method 3 . . . . . . . . . . . . . . . . 191
Editing 3D Text . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 193
How To Set The Lighting . . . . . . . . . . . . . . . . . . . . . . 195
Using Lighting Styles . . . . . . . . . . . . . . . . . . . . . 196
How To Set The Camera . . . . . . . . . . . . . . . . . . . . . . 197
Saving A View . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 199
Think Like A Photographer. . . . . . . . . . . . . . . . . . . . 201
How To Render An Image . . . . . . . . . . . . . . . . . . . . . 202
How To Get The Background To Drop Out. . . . . . . 203
Advanced Tutorials
How To Create a 3D Logo . . . . . . . . . . . . . . . . . . . . . 204
How To Make Objects Invisible . . . . . . . . . . . . . . . . 206
Moving 3D Objects - Part 1 . . . . . . . . . . . . . . . . . . . . 208
How To Reset 3D Objects . . . . . . . . . . . . . . . . . . . . . 210
Moving 3D Objects - Part 2 . . . . . . . . . . . . . . . . . . . . 211
Camera Shortcuts. . . . . . . . . . . . . . . . . . . . . . . . . . . . 214
Camera Shortcuts Exercise. . . . . . . . . . . . . . . . . . . . 216
Adjusting The Thickness of Objects . . . . . . . . . . . . 217
How To Apply An Edge Profile . . . . . . . . . . . . . . . . . 220
How To Apply A Single Material To An Object. . . . 223
How To Add A Second Material To An Object . . . . 225
How To Split A Profile To Fine Tune
Material Placement . . . . . . . . . . . . . . . . . . . . . . . 227
How To Create An Object Style . . . . . . . . . . . . . . . . 229
Coloring The Other Objects . . . . . . . . . . . . . . . . . . . 230
How To Make Lights Cast Shadows . . . . . . . . . . . . . 232
How To Move Lights. . . . . . . . . . . . . . . . . . . . . . . . . . 234
How To Save A Project . . . . . . . . . . . . . . . . . . . . . . . 236
Additional Types When Working With
Illustrator Files . . . . . . . . . . . . . . . . . . . . . . . . . . 237
MODELING, SURFACING, & LIGHTING
Reference . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 239
The Start Window. . . . . . . . . . . . . . . . . . . . . . . . . . . . 240
Create Text Objects . . . . . . . . . . . . . . . . . . . . . . . . . . 241
Text Entry Area . . . . . . . . . . . . . . . . . . . . . . . . . . 241
Setting The Block Size . . . . . . . . . . . . . . . . . . . . 241
Font Popup. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 242
Size . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 242
Leading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 243
Spacing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 243
Kerning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 243
Width Scale. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 243
Height Scale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 244
Baseline Shift . . . . . . . . . . . . . . . . . . . . . . . . . . . . 244
Justification . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 244
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Create Whitespace Objects . . . . . . . . . . . . . . . . 245
Center Text Block . . . . . . . . . . . . . . . . . . . . . . . . 246
Text Window Shortcuts . . . . . . . . . . . . . . . . . . . 247
Cleaning Up Problems With Font Models . . . . 248
Open Illustrator Artwork. . . . . . . . . . . . . . . . . . . . . . 249
Show All Files . . . . . . . . . . . . . . . . . . . . . . . . . . . 250
Open By Layers . . . . . . . . . . . . . . . . . . . . . . . . . . 250
Open As Layer Cycling Object. . . . . . . . . . . . . . 251
Use Illustrator Colors . . . . . . . . . . . . . . . . . . . . . 251
Dismantle Incoming Groups . . . . . . . . . . . . . . . 252
Move Objects To Center . . . . . . . . . . . . . . . . . . . 253
3D Primitives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 255
The PROJECT WINDOW . . . . . . . . . . . . . . . . . . . . . 259
Project Window . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 261
Scene Preview Window . . . . . . . . . . . . . . . . . . . . . . . 262
Toolbar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 262
The CAMERA CONTROLS
Camera Mode Button . . . . . . . . . . . . . . . . . . . . . . . . . 263
Camera Manipulation. . . . . . . . . . . . . . . . . . . . . . . . . 264
Camera Tumble . . . . . . . . . . . . . . . . . . . . . . . . . . 264
Camera Roll . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 265
Camera Track. . . . . . . . . . . . . . . . . . . . . . . . . . . . 266
Camera Dolly . . . . . . . . . . . . . . . . . . . . . . . . . . . . 266
Camera Manipulation Shortcut Keys . . . . . . . . 267
Zoom Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 268
Small Camera Tab Area
Views Popup . . . . . . . . . . . . . . . . . . . . . . . . . . . . 269
Lens Popup. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 270
Antialiasing Popup . . . . . . . . . . . . . . . . . . . . . . . 271
Super Fast Final Rendering . . . . . . . . . . . . . . . . 272
Resolution Settings . . . . . . . . . . . . . . . . . . . . . . . 273
Pixel Aspect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 274
Alpha Channel . . . . . . . . . . . . . . . . . . . . . . . . . . . 274
Background Color . . . . . . . . . . . . . . . . . . . . . . . . 275
Backgrounds Images And Movies . . . . . . . . . . . 275
Onscreen Grids . . . . . . . . . . . . . . . . . . . . . . . . . . 276
The LIGHTING CONTROLS
Light Mode Button . . . . . . . . . . . . . . . . . . . . . . . . . . . 277
Light Manipulation In The Scene Preview . . . . . . . 277
Lighting Manipulator Ball . . . . . . . . . . . . . . . . . . . . . 278
The Lights List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 279
Turn On This Light . . . . . . . . . . . . . . . . . . . . . . . . . . . 279
Disable All Shadows. . . . . . . . . . . . . . . . . . . . . . . . . . 280
Light Editor Area . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 280
Light Name Field . . . . . . . . . . . . . . . . . . . . . . . . . . . . 281
Light Color Picker . . . . . . . . . . . . . . . . . . . . . . . . . . . 281
Light Color Eyedropper. . . . . . . . . . . . . . . . . . . . . . . 282
Light Intensity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 282
Shadow Casting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 283
Shadow Darkness. . . . . . . . . . . . . . . . . . . . . . . . . . . . 284
Shadow Softness . . . . . . . . . . . . . . . . . . . . . . . . . . . . 284
Light Preview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 284
Zaxwerks ProAnimator / ProModeler - User Guide V. 48
Light Commands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 285
Save Light To Bin . . . . . . . . . . . . . . . . . . . . . . . . . . . . 285
Lights Bin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 286
Lights Swatch Commands . . . . . . . . . . . . . . . . . . . . . . . . 287
Apply Swatch To Light . . . . . . . . . . . . . . . . . . . . . . . . 287
Duplicate Light Swatch . . . . . . . . . . . . . . . . . . . . . . . 287
Delete Selected Swatches . . . . . . . . . . . . . . . . . . . . . 288
Clear Bin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 288
Lighting Styles Bin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 289
Lighting Styles Swatch Commands . . . . . . . . . . . . . . . . . 290
Save Lighting Style . . . . . . . . . . . . . . . . . . . . . . . . . . . 290
Apply Lighting Style . . . . . . . . . . . . . . . . . . . . . . 290
Duplicate Lighting Style . . . . . . . . . . . . . . . . . . . 291
Delete Selected Lighting Styles . . . . . . . . . . . . . 291
Clear Bin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 291
The OBJECT CONTROLS
Object Mode Button . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 292
Object Manipulation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 292
Object Nudging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 293
Object Tumble. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 294
Object Roll. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 295
Object Track . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 296
Object Dolly . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 297
Drag Using Object’s Axes . . . . . . . . . . . . . . . . . . . . . 298
Object Scale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 301
Selecting Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 302
Selection Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 302
Primary And Secondary Selections . . . . . . . . . . . . . 302
Adding To And Removing From Selections . . . . . . 303
Drag Selecting. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 304
Select All . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 304
Deselect All . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 304
Using Manipulation Tools For Selecting . . . . . . . . . 305
Small Object Tab Area. . . . . . . . . . . . . . . . . . . . . . . . . . . . 305
Object List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 306
Bold Object Names . . . . . . . . . . . . . . . . . . . . . . . 306
Italic Object Names. . . . . . . . . . . . . . . . . . . . . . . 307
Bullets In The Object List. . . . . . . . . . . . . . . . . . 307
Reset Object . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 308
Make Invisible. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 308
Delete Object . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 309
Duplicate Object. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 309
The Object Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . 310
User Prefs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 311
Clear Objects. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 311
Clear Scene . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 311
Large Object Tab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 312
Object Name Field . . . . . . . . . . . . . . . . . . . . . . . . . . . 313
Reload Layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 314
Replace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 316
File Name Field. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 318
Object Faceting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 318
Draft Quality vs. Best Quality . . . . . . . . . . . . . . 319
Zaxwerks ProAnimator / ProModeler - User Guide V. 4 9
Generate Model Parts . . . . . . . . . . . . . . . . . . . . . . . . 320
Depth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 321
Spike Buster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 322
New Looks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 323
Spike Buster And Edge Offsets. . . . . . . . . . . . . . . . . 323
Unbustable Spikes . . . . . . . . . . . . . . . . . . . . . . . . . . . 324
Edge Controls. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 325
Outside Edges vs. Hole Edges . . . . . . . . . . . . . . . . . 325
Edge Profile Popup. . . . . . . . . . . . . . . . . . . . . . . . . . . 326
Edge Scale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 328
Edge Offset . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 329
Use Same Profile for Hole Edges . . . . . . . . . . . . . . . 330
Use Same Material for Hole Edges. . . . . . . . . . . . . . 331
Use Same Scale for Hole Edges . . . . . . . . . . . . . . . . 331
CUSTOM EDGES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 332
How To Create A Custom Edge . . . . . . . . . . . . . . . . 332
Each Layer Becomes A Single Edge . . . . . . . . . . . . 333
Where Do Custom Edges Appear In The Menu? . . 333
Setting The Scale Of A Custom Edge. . . . . . . . . . . . 334
What Types Of Paths Can Edges Be? . . . . . . . . . . . . 335
Crossing The Y Axis . . . . . . . . . . . . . . . . . . . . . . . . . . 336
Crossing The X Axis. . . . . . . . . . . . . . . . . . . . . . . . . . 337
Editing A Profile While The Project Is Open. . . . . . 337
Importance Of The Starting Point For Mapping. . . 338
How To Tell Where The Seam Will Be . . . . . . . . . . . 340
Edge Profile Examples. . . . . . . . . . . . . . . . . . . . . . . . 341
The OBJECT STATS DIALOGUE . . . . . . . . . . . . . . 344
MESHING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 345
IMPORTING 3D MODELS . . . . . . . . . . . . . . . . . . . . 347
Scale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 347
Move Objects To Center . . . . . . . . . . . . . . . . . . . . . . 348
EXPORTING 3D MODELS . . . . . . . . . . . . . . . . . . . 349
Exporting All, Selected, Or Visible Objects. . . . . . . 350
Baking Transformations . . . . . . . . . . . . . . . . . . . . . . 350
LAYER CYCLING OBJECTS
What Is A Layer Cycling Object? . . . . . . . . . . . . . . . 351
Understanding Layer Cycling . . . . . . . . . . . . . . . . . . 352
Example Uses For This Technique. . . . . . . . . . . . . . 352
How To Prep The Vector File . . . . . . . . . . . . . . . . . . 356
How To Make A Layer Cycling Object . . . . . . . . . . . 357
The Layer Cycling Controls. . . . . . . . . . . . . . . . . . . . 358
The Frame Controls . . . . . . . . . . . . . . . . . . . . . . . . . . 358
Total Frames Field . . . . . . . . . . . . . . . . . . . . . . . 359
Frame Counter. . . . . . . . . . . . . . . . . . . . . . . . . . . 359
The Playback Controls. . . . . . . . . . . . . . . . . . . . . . . . 360
Start Frame . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 360
Show Before Start Frame. . . . . . . . . . . . . . . . . . 360
Change Every. . . . . . . . . . . . . . . . . . . . . . . . . . . . 361
Zaxwerks ProAnimator / ProModeler - User Guide V. 410
Sequence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 362
Random Seed . . . . . . . . . . . . . . . . . . . . . . . . . . . . 363
Exporting Layer Cycling Objects . . . . . . . . . . . . . . . 364
Combining Sequences . . . . . . . . . . . . . . . . . . . . . . . . 365
Using Cycling Objects Inside ElectricImage. . . . . . 365
Using Cycling Objects Inside Other Programs . . . . 368
Wireframe And Hidden Line Rendering . . . . . 380
How To Give Objects A Wireframe or
Hidden Line Look. . . . . . . . . . . . . . . . . . . . . 381
Making The Lines Thicker Or Thinner. . . . . . . . . . . 382
Setting The Color Between The Lines . . . . . . . . . . . 383
Making The Lines React To Lights . . . . . . . . . . . . . . 384
Making Lines Shine With Reflections. . . . . . . . . . . . 384
Applying Grid Lines Across Object Faces. . . . . . . . 385
MATERIALS
Materials Tab. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 371
Materials Bin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 372
Moving And Rearranging Swatches . . . . . . . . . . . . . 373
Selecting Swatches . . . . . . . . . . . . . . . . . . . . . . . . . . 373
Materials Tab Swatch Commands
Duplicate Selected Materials . . . . . . . . . . . . . . . . . . 373
Select All Unused . . . . . . . . . . . . . . . . . . . . . . . . . . . . 374
Delete Selected Materials . . . . . . . . . . . . . . . . . . . . . 374
Clear Bin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 374
Material Editor Area . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 375
Loading A Material Into The Editor. . . . . . . . . . . . . . . . . 376
Loading By Drag and Drop . . . . . . . . . . . . . . . . . . . . 377
Loading By Double Clicking . . . . . . . . . . . . . . . . . . . 377
Material Name Field . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 377
Material Color . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 378
Eyedropper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 379
New Material Types . . . . . . . . . . . . . . . . . . . . . . . . . . 379
Zaxwerks ProAnimator / ProModeler - User Guide V. 4 11
Cartoon Coloring . . . . . . . . . . . . . . . . . . . . . . . . . . . . 387
How To Give Objects Cartoon Coloring . . . . . . . . . 387
Absolute Coloring. . . . . . . . . . . . . . . . . . . . . . . . . . . . 389
How To Give Objects Absolute Coloring. . . . . . . . . 389
2D Graphics In A 3D World. . . . . . . . . . . . . . . . . . . . 390
Absolute Coloring For Pop Art Looks . . . . . . . . . . . 391
The Stroked Pop Art Look. . . . . . . . . . . . . . . . . . . . . 392
The Modified Pop Art Look. . . . . . . . . . . . . . . . . . . . 393
Making TV Screens. . . . . . . . . . . . . . . . . . . . . . . . . . . 394
Making 3D Environments . . . . . . . . . . . . . . . . . . . . . 394
The Matte Color Material . . . . . . . . . . . . . . . . . . . . 395
Masking Out Unwanted Objects. . . . . . . . . . . . . . . . 395
Using Matte Objects To Create Wipes . . . . . . . . . . . 396
Using 3D Mattes For Object Replacement . . . . . . . 397
Making 3D Objects Circle Around
2D Elements. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 398
The Shadow Catcher Material . . . . . . . . . . . . . 399
Setting Up The Camera For A
Shadow-Catching Project. . . . . . . . . . . . . . . . . . 401
Duplicate Material . . . . . . . . . . . . . . . . . . . . . . . . . . . 426
Save Material To Bin . . . . . . . . . . . . . . . . . . . . . . . . . 427
Clear Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 427
TEXTURE MAPPING . . . . . . . . . . . . . . . . . . . . . . . . . . 402
Picking A Texture . . . . . . . . . . . . . . . . . . . . . . . . . . . . 403
Sizing and Positioning The Maps . . . . . . . . . . . . . . . 403
Map Enabler Checkbox . . . . . . . . . . . . . . . . . . . . . . . 406
Image Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 407
Decal Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 407
Highlight Sharpness. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 409
Highlight Brightness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 410
Highlight Mapping . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 411
How To Make A Highlight Map . . . . . . . . . . . . . . . . . 411
How To Give A Material A Highlight Map . . . . . . . . 412
Creative Uses For Highlight Mapping . . . . . . . . . . . 413
Bumpiness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 415
Making Better Bump Maps. . . . . . . . . . . . . . . . . . . . . . . . 416
Transparency . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 417
Transparency Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 417
Reflectivity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 419
Reflection Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 420
Highlights And Reflections By Surface Type . . . . . . . . . 421
How The Color Channels In A Map Are Used . . . . . . . . 424
Channel Usage by Map Type . . . . . . . . . . . . . . . . . . . . . . 425
Material Commands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 426
New Material. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 426
OBJECT STYLES
Object Styles Tab. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 428
Applying Object Styles. . . . . . . . . . . . . . . . . . . . . . . . 429
Linking Objects To Object Styles . . . . . . . . . . . . . . . 429
Renaming Object Styles. . . . . . . . . . . . . . . . . . . . . . . 430
Adding Notes To An Object Style . . . . . . . . . . . . . . . 430
Object Styles Swatch Popup . . . . . . . . . . . . . . . . . . . . . . 430
Save Object Style . . . . . . . . . . . . . . . . . . . . . . . . . . . . 431
Unlink Object Style . . . . . . . . . . . . . . . . . . . . . . . . . . 431
Remove Object Style . . . . . . . . . . . . . . . . . . . . . . . . . 432
Duplicate Object Style . . . . . . . . . . . . . . . . . . . . . . . . 432
Select All Unused . . . . . . . . . . . . . . . . . . . . . . . . . . . . 433
Delete Selected Object Styles . . . . . . . . . . . . . . . . . . 433
Clear Bin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 434
Moving Object Style Swatches. . . . . . . . . . . . . . . . . . . . . 434
Regenerating Object Style Swatches
That Have Been Deleted. . . . . . . . . . . . . . . . . . . 435
MATERIAL SET-UP & ASSIGNMENT
Material Set-Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 436
Material Assignment window. . . . . . . . . . . . . . . . . . . . . . 436
Material Set-Up Toolbar . . . . . . . . . . . . . . . . . . . . . . . . . . 438
Display splits. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 438
Zaxwerks ProAnimator / ProModeler - User Guide V. 412
Split tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 438
Grabber hand . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 440
Dolly tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 441
Zoom tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 441
Palette Commands Popup . . . . . . . . . . . . . . . . . . . . . . . . 441
Clear All Splits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 442
Fit All . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 442
Swap Materials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 442
Delete Selected Materials . . . . . . . . . . . . . . . . . . . . . 443
Material Palette . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 444
Palette Checkbox. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 445
USER PREFERENCES
Shadow Quality. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 446
Duplication Offset . . . . . . . . . . . . . . . . . . . . . . . . . . . 447
Hard Shading Angle . . . . . . . . . . . . . . . . . . . . . . . . . . 448
Save Project Data As . . . . . . . . . . . . . . . . . . . . . . . . . 449
Show Floor Grid In Preview Windows . . . . . . . . . . 450
Floor Grid Y Offset. . . . . . . . . . . . . . . . . . . . . . . . . . . 450
OpenGL Texture Previews . . . . . . . . . . . . . . . . . . . . 451
Real Time Slider Interactions . . . . . . . . . . . . . . . . . . 452
Restore To Factory Settings . . . . . . . . . . . . . . . . . . . 453
ProAnimator Plug-in . . . . . . . . . . . . . . . . . . . . . . . . . 456
Differences Between The Invigorator PRO
And ProAnimator Plug-ins . . . . . . . . . . . . . . . . . 457
ProAnimator Plug-in Quick Start . . . . . . . . . . . . . 459
How To Enter ProAnimator’s World . . . . . . . . . . . . 461
How To Close ProAnimator . . . . . . . . . . . . . . . . . . . 462
How To Make A ProAnimator Animation Match
With Your After Effects Animation . . . . . . . . . . 462
Synchronizing The After Effects And The
ProAnimator Cameras . . . . . . . . . . . . . . . . . . . . 463
Making The ProAnimator Camera Follow
The After Effects Camera. . . . . . . . . . . . . . . . . . 464
Important Note About Merging 3D Images
From Two Cameras . . . . . . . . . . . . . . . . . . . . . . . 465
Making The After Effects Camera Follow
The ProAnimator Camera . . . . . . . . . . . . . . . . . 466
Applying ProAnimator Object Motion To
After Effects Planes . . . . . . . . . . . . . . . . . . . . . . 469
Speeding Up The Import Process. . . . . . . . . . . . . . . 470
Using After Effects Layers As Texture Maps . . . . . 470
Layer Map Offsets. . . . . . . . . . . . . . . . . . . . . . . . . . . . 473
Exchanging Files Between Plug-in And
Standalone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 474
SPECIAL TOPICS
Opening Version 3 Projects in Version 4 . . . . . . . . . 476
To Convert Or Not To Convert. . . . . . . . . . . . . . 477
Merging Scenes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 478
Changes To Swatch Handling . . . . . . . . . . . . . . . . . . 478
How Swatch Handling Now Works. . . . . . . . . . 479
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Benefits Of The New Swatch
Handling System . . . . . . . . . . . . . . . . . . . . . 480
Range Dragging For Double Arrow Sliders. . . . . . . 481
Offline Camera . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 482
How Do Materials Work?. . . . . . . . . . . . . . . . . . . . . . 483
Understanding Vector Objects . . . . . . . . . . . . . . . . . 487
Creating Basic Shapes . . . . . . . . . . . . . . . . . . . . . . . . 491
Creating Grids. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 493
Preparing Your Vector Files . . . . . . . . . . . . . . . . . . . 495
How To Edit An Illustrator File And Get The
3D Model To Use The Changes . . . . . . . . . . . . . 500
Using Clip Art . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 503
Overlapping Objects. . . . . . . . . . . . . . . . . . . . . . . . . . 504
The Holes In Objects Are Filling In . . . . . . . . . . . . . 505
Spikes On Smooth Curves. . . . . . . . . . . . . . . . . . . . . 506
Spike On Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 507
Using Scanned Artwork to Create Models . . . . . . . 508
Working With Objects Outside The View
Of The Camera. . . . . . . . . . . . . . . . . . . . . . . . . . . 510
Making Projects Render Faster . . . . . . . . . . . . . . . . 511
TROUBLE SHOOTING . . . . . . . . . . . . . . . . . . . . . . . 513
KEYBOARD SHORTCUTS . . . . . . . . . . . . . . . . . . . . 516
APPENDIX: The Edge Profiles . . . . . . . . . . . . . . . 520
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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 fi les 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 fi les 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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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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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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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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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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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.
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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.
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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.
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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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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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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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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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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 Readout Current Time Marker
Current Time Readout Current 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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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.
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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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