Zaxwerks 3D Invigorator - Promodeler - Tutorials 1
Zaxwerks 3D Invigorator - Promodeler - Tutorials 1
Zaxwerks Inc.
5724 Camellia Ave.
Temple City, CA 91780
(626) 309-9102 phone
(626) 309-9142 fax
http://www.zaxwerks.com
Sales: [email protected]
Tech Support: [email protected]
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 is a trademark of Zaxwerks Inc. After Effects, Illustrator and Photoshop are trade-
marks of Adobe Systems Inc. FreeHand is a trademark of Macromedia Inc. Apple and Macintosh are regis-
tered 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.
Software specifications subject to change without notice. Software used under license.
ALL RIGHTS RESERVED. Refer to the Zaxwerks End User License for more information.
TROUBLESHOOTING TIP!
The ProAnimator/ProModeler folder contains many files
and folders. DO NOT touch the contents of the main folder.
Drag ONLY the ProAnimator/ProModeler folder to the
Applications folder and all these other files and folders will
be moved to the Applications folder too.
You are now ready to launch the program and create your first
Invigorator project. Open the Applications folder, then open the
ProAnimator or ProModeler folder, and double click on the
program icon.
TROUBLESHOOTING TIP !
On some Windows systems you may have trouble typing
into the Authorization Window. If this is the case, open a
program such as NotePad and type the information there.
Then copy and paste the information, one line at a time,
into the Authorization window.
Click this link on the Zaxwerks Home page to If you bought the program directly from Zaxwerks you will have
get to the registration page.
received a green Invoice/Receipt with the Permanent codes
printed on stickers at the bottom.
Rendering
Creation of the final 3D image or movie.
“Taking the picture”.
TROUBLESHOOTING TIP !
You must have installed the program properly for the
factory presets to be present. Be sure to read and follow
the Installation Instructions at the beginning of this User
Guide.
2- When you see the window with four large buttons click the
“Open Illustrator File” button.
Turn ON:
- Open By Layers
- Use Illustrator Colors
- Move Objects to Center
Do not turn ON:
-Dismantle Incoming Groups
-As Layer Cycling Object
This will open the main Set-Up window and create 3D models out
of the paths in the Illustrator file.
6- Turn off the Floor Grid, then select the Dolly tool and drag your
mouse up to move closer to the models.
This confuses the camera so it shows part of one object and part
of another creating a visual mess. What’s worse is that as the
viewpoint of the camera changes different parts of the models
will flash into view because the camera can’t figure out which of
these overlapping objects to show. To get rid of the mess all we
need to do is to move the objects so some parts will be closer to
the camera than others.
Object Mode Button Object List
Let’s turn off the visibility of the text objects so we can concen-
trate on the center part of the logo.
2- Click on the Object List and choose the Deselect All item. You
will see all the green and red selection boxes disappear.
You will see a red wire bounding box appear around the word
“King” indicating that it is selected.
4- Hold down the Shift key on your keyboard, and from the
Object List choose the “Entertainment Text” item.
You will see a green bounding box appear around the word
When items in the Object List are selected,
their names will be written in bold. “Entertainment”. Click down on the Object List and look at the
menu items for the two objects you have just selected. Notice
that they are written in BOLD. This is to let you know that these
two items are selected.
Click off the Object List making sure that you don’t accidentally
deselect the objects, by clicking on a menu item.
So far you have only moved the camera. You can move individual
objects by using the manipulation tools while in Object Mode.
You should still have the Object Mode button selected from Step 1
of the last tutorial, and you should still have the Dolly tool
selected. (If these two buttons are not blue, select them now.)
2- Click down in the 3D window and drag up until the blue of the
Shield is no longer visible on the front of the yellow Face object.
What you are doing is moving the Shield backwards.
TROUBLESHOOTING TIP!
If you have the ProAnimator you will see a message saying
that you are about to Tweak something. Read the section
called “What Is A Tweak” in the Animation section for
Drag up to push the Shield away and
important information about tweaking objects. For the move it behind the other objects.
purpose of this tutorial however, just click the OK button
and repeat Step 2 again.
Drag down to pull the Face forward. Next we need to select the Eyes, but this object is partially
hidden by other objects. The best way to select the Eyes is to do
it from the Object List.
5- In the Object List select the Eyes object, then drag in the 3D
window to pull the eyes forward until they are in front of the
Face.
At this point the logo is looking fairly good. However there is one
big problem which the next step will show to you.
Drag down to pull the Crown and Eyes forward.
6- Switch to Camera mode by clicking on the Camera button,
then choose the Front View from the Views... menu.
1- From the camera Views... menu choose the High Right view.
Double click the Selection Tool as a
2- Switch back to Object Mode. shortcut for the Select All command.
2- Select the Dolly tool, then click and drag down in the 3D
window. As you drag you will see that the Shield is being pulled
Click on the shield to select it.
straight toward you. You are looking “through” the camera’s lens
so the Shield is being pulled straight toward the camera. This is
why the parts were pulled out of alignment.
3- Release the mouse button and use the Undo command from
the Edit menu. This will return the Shield to its previous position.
If it only gets part way there you may have let go of your mouse
before the dragging was completed so just select Undo again, and
again until the Shield is back to where it started.
If you Undo too many times you can the use the Redo
command to step forward again.
Dragging down pulls the shield directly toward the camera.
Notice that the Shield is now moving toward the left side of the
screen instead of coming straight at you. What’s happening is
that the Shield is moving forward and back along its own axis
instead of the camera’s axis. This means that it will stay aligned
with all the other pieces. With the “Drag Using Object’s Axes”
checkbox turned on you are able to move objects forward and
back directly along their Z axis. If you drag up you will see the
object go behind the other objects and off into the distance.
7- Select the Face and drag down to pull it forward just a bit.
8- Select the Crown and drag down until it is just in front of the
Face.
10- Select the “Crown Insignia” from the Object List and pull it
forward until you can see it in front of the Crown.
...then slowly push them back until the red wires just disappear. Now let’s check how the logo looks from the front.
11- Switch to Camera mode, and pick the Front view from the
Views... menu.
As you can see the logo pieces are still aligned and readable. In
the next sections we will fine tune the look and turn the logo into
a finished piece.
3- Hold down the Spacebar and the Control key on your key-
board, (same keys for Mac and Windows). Then drag up/down in
the 3D window.
5- Hold down the Spacebar all by itself. Then drag left/right in the
3D window.
This is the shortcut for Camera Tracking. It’s the most easy to
remember because it works just like the spacebar in Photoshop.
Holding down the spacebar and dragging is like moving the view
of your Photoshop canvas.
For the rest of the tutorials instead of telling you to switch modes
and select this or that tool, we’ll just say “Tumble the camera to
look at the sides of your objects,” or “Dolly-in to get a closer look
at how the two parts interact.”
7- Track so the objects are centered and you are back where you
started.
3 4
Got it? Great. Then let’s move on.
5 6
When objects are first created each object is made the same
thickness. The next step toward completing our logo is to make
each object the proper thickness.
1- Tumble the Camera so you are looking at the objects from the
Look at the logo from the right...
right.
You can see from this view how far apart the objects are spaced.
You can also see that parts of objects are too thick and stick out
where they shouldn’t. Usually the thicker an object is the more
solid it appears. The thinner it is the more delicate it feels. The
thickness of an object is controlled by the Depth slider. Find the
Depth slider at the bottom right corner of the Object Tab.
As soon as you release the mouse the Shield gets completely thin.
A Depth of 0 creates a plane. However, notice that the Shield
didn’t change shape until you released the mouse button. If you
hold down on your keyboard’s Shift key while you are dragging
the slider, you will see the object change depth as you drag.
3- Hold down the Shift key and drag the Depth slider to 30.
5- Select the Face object, and set its Depth to 12. Use the Select Invisible command to select the invisible objects.
7- Switch to Object Mode and use the Object List to select the
Crown Insignia object. Then set its Depth to 4.
8- Pick the Select Invisible command from the Object List. This
will select the invisible text objects. Next uncheck the “Make
Invisible” checkbox. This will make the text objects reappear.
9- Give the King Text object a Depth of 12, and the Entertainment
Text object a Depth of 4.
We’ll leave the Crown the same Depth that it already is. That
leaves us with the White Holes object. If you Tumble the camera
to the side you will see that this object sticks out behind the Face
object. All it is supposed to be is a background color to prevent
The White Holes object is sticking out behind the Face.
In order to put the White Holes object in the correct place we will
need to use all of the techniques that we’ve learned so far.
2- Pick the Dolly tool and turn on “Drag Using Object’s Axes”
mode.
Watch the red lines. As you drag
they will move through the Face.
3- Drag up and down and watch the object pass through the other
objects. Watch the lower corner of the red bounding box and
position the object so that it is near the back of the Face object
but not behind it.
4- Tumble and Track the Camera to look at the logo from the
front.
Edge Profiles are the bevels used to dress up the object. There
are over 100 profiles built into the program and you can make
your own too. Think of an Edge Profile as fancy molding that
goes around the perimeter of your objects.
This cross-section view also shows you the Edge Profile applied
to the outside edges of the Shield on the left, and on the right
would be the Edge Profile applied to the holes in the Shield, if it
had any.
3- Click on the Edge Profile menu, find the Stacks submenu and
then find the “Tiers, Rounded” item. Select it.
Next, let’s apply the Edge Profile called Power Groove Bevels, to
the “King Text” object.
The Rounded Tiers Edge Profile as it appears
in the Material Set-Up window. 1- Select the King Text object.
3- Click on the Edge Profile menu, find the Inset Face submenu
and then find the “Bevel, Power Grooves” item. Select it.
To help out the logo we need to choose a few new colors that will
enhance the look.
1- Click on the Materials Tab, located at the top right of the Set-
Up window.
Here you will see a bin full of pre-created materials. Each of the
colored balls is called a Material Swatch. We call it a Material
Material Swatch instead of a color swatch because there is more to a
Bin
material than just a color. For instance when making realistic-
looking gold, the reflectivity of the gold is just as important as the
base color.
Below the bin is the editing area where you can change the colors
and other details about a material. Look over this area and read
the names of the different attributes that are used to create a
material.
Material
Editor 2- In the second row of the bin, find the gold material swatches.
There are two of them. Double click on the one on the left.
You will also see a thick red line surrounding the swatch in both
the editor and the bin. This red line indicates that these are both
the same material and if you make changes to the swatch at the
bottom you will see the changes affect the swatch at the top.
3- Double click on the other gold material in the second row of Busier reflections are good Smoother reflections are
the bin. This one is called Polished Gold. for flat surfaces. good for curved surfaces.
4- Apply the Punchy Gold material by dragging it from the bin and
dropping it onto the King Text object.
Be sure that the point of your cursor is over the King Text object
otherwise the material may be dropped onto something else. If
you make a mistake you can always Undo it.
Even though the King Text object is now gold, it lost a little of its
punch. The best thing would be for the face of the object to be
gold while the edges were black. This would put a black edge
around the gold and the contrast will really make the logo pop.
Now look at the area below this window where you will see six
Material square docking areas the same size as a Material Swatch. This
Palette area is called the Material Palette. It shows the materials that are
being used on the selected object.
2- In the top row of the Material Bin find the black material
swatch. Drag it from the bin and drop it into dock number 2.
Once the black material has been loaded into the Material Palette
you can then apply it to the object.
3- Drag the black material from the Palette and drop it onto the
green chip sitting next to the Outside Edge Profile.
As you drag you will see that when the mouse cursor moves into
the Material Set-Up window a little green chip with the number 2
appears at the point. Drag until this chip is over the existing chip
that you want to replace. When the two chips get close to each
other they will snap together and the side of the model will
highlight in red. If you release the mouse button before you see
the red highlight then nothing will happen.
When you have successfully done the drop the green chip will
have the number 2 on it. This indicates that the material in dock Drag from the Palette into the Set-Up window. Snap the green
2 is now applied to the sides. chips together before you release the mouse.
This looks better but if you Tumble the Camera around the object
you’ll see that the sides are still a bit blocky because they are
completely black. The ideal scene would be for part of the edge
to be black and part to be gold. Fortunately we have a way to do
that.
The Split Tool is selected when it is blue. 1- Switch back to the Material Set-Up window.
We need to split the edge into two parts, then we can apply black
to one part and gold to the other.
2- Find the Split tool and select it. Click once on the edge, near
green chip #2. (Don’t double click, just click once.)
This will create a red arrow on the line, and you will now see two
#2 chips.
TIP!
To delete a split arrow drag it off the line and release the
Click once on the line to split the edge into two parts. mouse when the arrow turns light pink.
Notice that when the chips snap together only half of the edge
highlights in red. This shows you that only part of the edge will
receive the new material. When complete this chip will have a #1
on it.
4- Click the Save button. The Object Style is saved to the bin.
5- Scroll down to the bottom of the Object Style bin. You will see
a number 2 that has been built with the same settings and materi-
als as the King Text object.
This Object Style can now be used like any other Object Style. By
dropping it onto other objects those objects will receive the same
settings and materials as the original King Text object.
42 Zaxwerks 3D Invigorator - ProModeler - Tutorials
Coloring the Other Objects
(continuing from the last tutorial)
Most of the colors on the other objects are fine so let’s quickly
apply colors to the two that still need changing.
The crown already has two materials applied to it, yellow on the
face and black on the sides. The crown in the original Illustrator
file had two colors applied to it too, a fill color and a stoke color.
Move the Camera so you can see the front and side of the
When you open an Illustrator file with the “Use Illustrator Colors” Crown at the same time.
option turned ON, the fill color is applied to the face of the object
and the stroke color is applied to the sides of the object.
HOT TIP!
Once an object has been split into two parts you can drop
materials onto the individual parts in the Scene Preview.
This keeps you from having to go to the Material Set-Up
window every time you want to change the material.
2- Drag the Punchy Gold material from the bin and drop it onto
the front face of the Crown in the 3D window.
Drag and drop Punchy Gold onto the front of the Crown.
Now let’s give the K on the Crown a white front and a black side.
Drag and drop the red material onto the side of the Crown.
4- Select the K Insignia object. Switch to the Material Set-Up
window.
Here you can see that a black material is applied to the Front,
Back and Sides of the object. The black is already being used on
the sides so we can leave it as it is. All we need to do is put a
white material onto the Front face.
For the K, load the white material into dock #2, then the drag
the swatch onto the Front green chip. 5- Drag the White Material swatch from the bin and drop it into
dock #2 of the Palette.
6- Drag the White Swatch from the palette and drop it onto the
green chip next to the word Front.
7- Switch back to the Scene Preview and choose the “Front” view
from the Camera Views... menu. Dolly in a bit and take a look at
your work.
The last step in this project is to set the lights for a more dramatic
effect.
When you click on the Light Mode button the area below the
Scene Preview window changes to show the Light Manipulator
ball. The area where the Materials Tab used to be, changes to
show the Lighting Tabs.
The Light Tab is divided into a top half and a bottom half just like
the Materials Tab. The top half holds Light Swatches. The bottom
half is the editing area where you change specifics about the Light
selected light. Bin
Light
Editor
When you turn the Cast Shadows option on you won’t see a
change in the Scene Preview window. This is because shadows
aren’t rendered in the preview. In order to see shadows you need
to do a final rendering.
3- Click the Render Frame button, (or the Render button in the
ProModeler.)
4- Set the Shadow Darkness slider to 40. Render the frame and
see that the shadows are now present but they don’t overpower
the image.
Find the Light Manipulator ball. You will see the top arrow has a
red wire box around it, meaning it is selected. The name of this
light, “Light 1”, is shown on the Lights List to the right of the ball.
1- Click down on the center of the Light Manipulator ball and drag The Light Manipulator ball.
left, right, up and down.
As you drag right the arrow will be pulled to the side of the ball.
If you continue dragging right the arrow will go around to the
back of ball. If you drag up the arrow will stop at the top of the
ball. If you drag down the arrow will stop at the bottom of the
ball.
Since shadows are cast from a light, you need to change the If you drag too far the light
direction the light is pointing in to change where the shadows will may go behind the ball.
fall. If we want the shadows to fall to the left of the face we will
need to move the light to the right side of the ball.
Drag the arrow to this position. You will now see the shadows falling to the left side of the Face
object. If the arrow is too far around the side, the shadows will
be very long. If the arrow is to much in front the shadows will be
very short. Try moving the arrow and rendering a frame a few
times until you start to see how the direction of the light is
affecting the shadow.
When your work is done you will need to save the project file.
This will open a window where you can name the file and choose
where to save it.
Here is some addition information that will help with your logo
creation.
Don’t over-build the vector shapes. Keep the line art simple.
Most of the pizzazz comes from the Edge Profiles, materials and
the shading applied to the models when the image is rendered.
Filled paths become solid objects.
When the vector paths are given a Fill color in their drawing
program they create solid 3D objects when brought into the
Invigorator. Paths that have no Fill color but are given a Stroke
color create hollow 3D objects in the Invigorator. The width of
the Stroke is ignored.
Stroked paths become hollow objects.