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3DInvigAE UserGuide40

Zaxwerks 3D Invigorator(tm) for After Effects(r) User Guide Covering Classic and PRO v.1 and v.2. This manual is furnished under license and may only be used in accordance with the terms of such license.

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0% found this document useful (0 votes)
406 views428 pages

3DInvigAE UserGuide40

Zaxwerks 3D Invigorator(tm) for After Effects(r) User Guide Covering Classic and PRO v.1 and v.2. This manual is furnished under license and may only be used in accordance with the terms of such license.

Uploaded by

bamads
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 428

The Zaxwerks 3D Invigorator™

for After Effects®

User Guide

Covering Classic and PRO v.4

Zaxwerks 3D Invigorator for AE - User Guide 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]

© 1996 - 2005 Zaxwerks Inc. All rights reserved.

This manual, as well as the software described in it, is furnished under license and may only be used or
copied in accordance with the terms of such license. The information in this manual is furnished for informa-
tional use only, is subject to change without notice, and does not represent product specifications or com-
mitment on the part of Zaxwerks. Zaxwerks assumes no responsibility or liability for any error or inaccuracies
that may appear in this document.

The Zaxwerks 3D Invigorator is a trademark of Zaxwerks Inc. After Effects, Illustrator and Photoshop are
trademarks of Adobe Systems Inc. FreeHand is a trademark of Macromedia Inc. Apple and Macintosh are
registered trademarks of Apple Computer, Inc. Windows, Windows 2000, and Windows XP are registered
trademarks of Microsoft, Inc. OpenGL is a trademark of Silicon Graphics Inc. All other product names or
trademarks are the property of their respective owners.

2 Zaxwerks 3D Invigorator for AE - User Guide


Table of Contents TUTORIALS
Tutorial 1
A Camera Animation . . . . . . . . . . . . . . . . . . . . . . 39
A Word From Zax . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Tutorial 2
A Walk-About Through The Set-Up Window . . . 51
INSTALLATION INSTRUCTIONS Tutorial 3
Macintosh installation . . . . . . . . . . . . . . . . . . . . . . . . . 14 Selecting, Renaming & Manipulating Objects . . 60
Windows installation . . . . . . . . . . . . . . . . . . . . . . . . . . 17
SELECT ARTWORK
BASIC CONCEPTS Show All Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
Modeling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Open By Layers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
Surface Set Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Use Illustrator Colors . . . . . . . . . . . . . . . . . . . . . . . . . 74
Scene Set Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Dismantle Incoming Groups . . . . . . . . . . . . . . . . . . . 74
Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Move Objects To Center . . . . . . . . . . . . . . . . . . . . . . . 75
Rendering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
The EFFECT CONTROLS WINDOW
QUICK START . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Scene Preview Window . . . . . . . . . . . . . . . . . . . . . . . . 78
Think Like A Photographer . . . . . . . . . . . . . . . . . . . . 28 Toolbar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
Mode Buttons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
EXPANDED QUICK START Display Textured/Shaded/Wireframe . . . . . . . . . . . . 80
Create The Beginning 2D Shapes . . . . . . . . . . . . . . . 29 Manipulator Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Adding The Shapes To The 3D Invigorator . . . . . . . . 30 Tumble Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Adjusting The Camera, Lights, or Objects . . . . . . . . 31 Roll Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
Creating The Animation . . . . . . . . . . . . . . . . . . . . . . . 33 Track Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
Rendering The 3D Graphic . . . . . . . . . . . . . . . . . . . . . 34 Dolly Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Saving Your Work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Scale Tool For Sets . . . . . . . . . . . . . . . . . . . . . . . . 83
Selection Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84

Zaxwerks 3D Invigorator for AE - User Guide 3


Zoom Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84 Composite On Original . . . . . . . . . . . . . . . . . . . . . . . 113
Create Button . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85 AE Reset Button . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
Views Popup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85 Caps Lock Key . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
Lights Popup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Sets Popup. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Help Button . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 The SET-UP WINDOW . . . . . . . . . . . . . . . . . . . . . . . . 117
Update Camera Button . . . . . . . . . . . . . . . . . . . . . . . . 87 Scene Preview Window . . . . . . . . . . . . . . . . . . . . . . 119
Update Lights Button . . . . . . . . . . . . . . . . . . . . . . . . . 87 Toolbar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
Set-Up Window Button . . . . . . . . . . . . . . . . . . . . . . . . 88
Linking To The AE 3D Cameras and 3D Lights . . . . 89
Limitations Of The Comp Camera Option . . . . . . . . 94 The CAMERA CONTROLS
Camera Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
Camera Manipulation . . . . . . . . . . . . . . . . . . . . . . . . 121
The ANIMATABLE PARAMETERS Camera Tumble . . . . . . . . . . . . . . . . . . . . . . . . . . 121
Animatable Camera Parameters . . . . . . . . . . . . . . . . 96 Camera Roll . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Camera Type . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97 Camera Track . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Which Camera To Use . . . . . . . . . . . . . . . . . . . . 102 Camera Dolly . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
Animatable Lighting Parameters . . . . . . . . . . . . . . . 103 Camera Manipulation Shortcut Keys . . . . . . . . 126
Light Color . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104 Zoom Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
Light Intensity . . . . . . . . . . . . . . . . . . . . . . . . . . . 105 The Camera Tab
Light Direction . . . . . . . . . . . . . . . . . . . . . . . . . . 105 Camera Views Presets . . . . . . . . . . . . . . . . . . . . 128
Animatable Set Parameters . . . . . . . . . . . . . . . . . . . 106 Camera Lenses . . . . . . . . . . . . . . . . . . . . . . . . . . 129
Set Position . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107 Super Fast Rendering (PRO Feature) . . . . . . . 130
Set Rotation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108 Antialiasing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
Set Depth Scale . . . . . . . . . . . . . . . . . . . . . . . . . . 110 Alpha Channels . . . . . . . . . . . . . . . . . . . . . . . . . . 132
Layer Map Parameters . . . . . . . . . . . . . . . . . . . . . . . . 110 Background Color . . . . . . . . . . . . . . . . . . . . . . . 133
Layer Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111

4 Zaxwerks 3D Invigorator for AE - User Guide


The LIGHTING CONTROLS Lighting Styles Bin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150
Light Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134 Lighting Styles Swatch Commands . . . . . . . . . . . . . . . . 151
Light Manipulation Save Lighting Style . . . . . . . . . . . . . . . . . . . . . . . . . . 151
In The Scene Window . . . . . . . . . . . . . . . . . . . . . 134 Apply Lighting Style . . . . . . . . . . . . . . . . . . . . . . . . . 151
Light Manipulator Ball . . . . . . . . . . . . . . . . . . . . 135 Duplicate Lighting Style . . . . . . . . . . . . . . . . . . . . . . 152
Spot Lights And Point Lights . . . . . . . . . . . . . . 136 Delete Selected Lighting Styles . . . . . . . . . . . . . . . . 152
Creating and Using . . . . . . . . . . . . . . . . . . . 137 Clear Bin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 152
Lights List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
Turn On This Light . . . . . . . . . . . . . . . . . . . . . . . . . . . 139 OBJECT CONTROLS
Disable All Shadows . . . . . . . . . . . . . . . . . . . . . . . . . 140 Object Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153
Light Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140 Object Manipulation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153
Light Name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141 Object Nudging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154
Light Color Picker . . . . . . . . . . . . . . . . . . . . . . . . . . . 141 Object Tumble . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155
Light Color Eyedropper . . . . . . . . . . . . . . . . . . . . . . 142 Object Roll . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
Light Intensity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 142 Object Track . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
Shadow Casting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143 Object Dolly . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158
Shadow Darkness . . . . . . . . . . . . . . . . . . . . . . . . . . . 144 Drag Using Object’s Axes . . . . . . . . . . . . . . . . . . . . . 159
Shadow Softness . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145 Object Scale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162
Light Preview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145 Selecting Objects
Light Commands Popup . . . . . . . . . . . . . . . . . . . . . . . . . . 146 Selection Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 163
Save Light To Bin . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146 Primary And Secondary Selections . . . . . . . . . . . . . 163
Lights Bin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147 Adding To And Removing From Selections . . . . . . 164
Lights Swatch Commands . . . . . . . . . . . . . . . . . . . . . . . . 148 Drag Selecting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165
Apply Swatch To Light . . . . . . . . . . . . . . . . . . . . . . . 148 Select All . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165
Duplicate Light Swatch . . . . . . . . . . . . . . . . . . . . . . . 148 Deselect All . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165
Delete Selected Swatches . . . . . . . . . . . . . . . . . . . . 149 Select Invisible . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165
Clear Bin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149 Using Manipulation Tools For Selecting . . . . . . . . 166

Zaxwerks 3D Invigorator for AE - User Guide 5


Small Object Tab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166 Outside Edges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187
Object List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 167 Hole Edges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187
Bold Object Names . . . . . . . . . . . . . . . . . . . . . . 167 Depth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187
Italic Object Names . . . . . . . . . . . . . . . . . . . . . . 168 Spike Buster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 188
Bullets In The Object List . . . . . . . . . . . . . . . . . 168 New Looks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 189
Set Assignment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 169 Spike Buster and Edge Offsets . . . . . . . . . . . . . . . . 189
Make Invisible . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170 Unbustable Spikes . . . . . . . . . . . . . . . . . . . . . . . . . . . 190
Reset . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 171 Edge Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191
Delete . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172 Outside Edges vs. Hole Edges . . . . . . . . . . . . . . . . . 192
Duplicate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172 Edge Profiles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 193
Move To Center . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173 Edge Scale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 194
Create Object . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174 Use Same Profile for Hole Edges . . . . . . . . . . . . . . 195
User Prefs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175 Use Same Material for Hole Edges . . . . . . . . . . . . . 196
Clear Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175 Use Same Scale for Hole Edges . . . . . . . . . . . . . . . . 196
Clear Scene . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175
Large Object Tab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 176
Object Name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 177
The MATERIAL CONTROLS
Object Stats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 178
The Classic Materials Tab . . . . . . . . . . . . . . . . . . . . . 197
Reload Layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 180
The PRO Materials Tab . . . . . . . . . . . . . . . . . . . . . . . 198
Replace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 182
Materials Bin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 199
File Name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 184
Moving And Rearranging Swatches . . . . . . . . . . . . 200
Object Faceting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 184
Selecting Swatches . . . . . . . . . . . . . . . . . . . . . . . . . . 200
Draft Quality vs. Best Quality . . . . . . . . . . . . . . . . . . 185
Duplicate Selected Materials . . . . . . . . . . . . . . . . . . 200
Generate Model Parts . . . . . . . . . . . . . . . . . . . . . . . . . . . 186
Select All Unused . . . . . . . . . . . . . . . . . . . . . . . . . . . . 201
Front Faces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 186
Delete Selected Materials . . . . . . . . . . . . . . . . . . . . . 201
Back Faces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 186
Clear Bin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 201

6 Zaxwerks 3D Invigorator for AE - User Guide


Material Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 202 Highlights And Reflections By Surface Type
Loading A Material Into The Editor . . . . . . . . . . . . . . . . 203 Polished Jewelry and Stone . . . . . . . . . . . . . . . . . . . 223
Loading By Drag and Drop . . . . . . . . . . . . . . . . . . . . 203 Glass and Vinyl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 223
Loading By Double Clicking . . . . . . . . . . . . . . . . . . . 204 Chrome . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 224
Material Name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 204 Plastics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 224
Material Color . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 204 Polished Wood . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 225
Eyedropper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 205 Satins/Metals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 225
Paper/Cloth/Rough Cut Stone/Unfinished Wood . . 226
TEXTURE MAPPING . . . . . . . . . . . . . . . . . . . . . . . . . . 206 How The Color Channels In A Map Are Used . . . . . . . 226
Picking A Texture Map . . . . . . . . . . . . . . . . . . . . . . . 206 Channel Usage by Map Type . . . . . . . . . . . . . . . . . . . . . . 227
Sizing and Positioning The Maps . . . . . . . . . . . . . . 207 Material Commands
How Auto-Sizing Works . . . . . . . . . . . . . . . . . . . . . . 208 New Material . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 228
Map Enabler Checkbox . . . . . . . . . . . . . . . . . . . . . . 210 Duplicate Material . . . . . . . . . . . . . . . . . . . . . . . . . . . 228
Layer Map Selector . . . . . . . . . . . . . . . . . . . . . . . . . . 211 Save Material To Bin . . . . . . . . . . . . . . . . . . . . . . . . . 229
Image Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 212 Clear Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 229
Decal Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 213 Seeing Textures And Reflections In Draft Mode . . . . . . 230
Highlight Sharpness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 214
Highlight Brightness . . . . . . . . . . . . . . . . . . . . . . . . . . . . 216
OBJECT STYLES
Bumpiness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 217
Object Styles Tab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 232
Making Better Bump Maps . . . . . . . . . . . . . . . . . . . . . . . 218
Applying Object Styles . . . . . . . . . . . . . . . . . . . . . . . 233
Transparency . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219
Linking Objects To Object Styles . . . . . . . . . . . . . . 233
Transparency Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219
Renaming Object Styles . . . . . . . . . . . . . . . . . . . . . . 234
Reflectivity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 221
Adding Notes To An Object Style . . . . . . . . . . . . . . . 234
Reflection Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 222
Object Styles Swatch Popup . . . . . . . . . . . . . . . . . . . . . . 234

Zaxwerks 3D Invigorator for AE - User Guide 7


Save Object Style . . . . . . . . . . . . . . . . . . . . . . . . . . . . 235 USER PREFERENCES
Unlink Object Style . . . . . . . . . . . . . . . . . . . . . . . . . . 235 Default Set Number . . . . . . . . . . . . . . . . . . . . . . . . . . 250
Remove Object Style . . . . . . . . . . . . . . . . . . . . . . . . . 236 Shadow Quality. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 251
Duplicate Object Style . . . . . . . . . . . . . . . . . . . . . . . . 236 Duplication Offset . . . . . . . . . . . . . . . . . . . . . . . . . . . 252
Select All Unused . . . . . . . . . . . . . . . . . . . . . . . . . . . . 237 Hard Shading Angle . . . . . . . . . . . . . . . . . . . . . . . . . . 253
Delete Selected Object Styles . . . . . . . . . . . . . . . . . . 237 Save Project Data As . . . . . . . . . . . . . . . . . . . . . . . . . 254
Clear Bin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 238 Show Ground Plane In Preview Windows. . . . . . . . 255
Moving Object Style Swatches. . . . . . . . . . . . . . . . . . . . . 238 Ground Plane Y Offset . . . . . . . . . . . . . . . . . . . . . . . . 255
Regenerating Deleted Object Styles . . . . . . . . . . . . . . . . 239

MATERIAL SET-UP & ASSIGNMENT


Material Set-Up Button . . . . . . . . . . . . . . . . . . . . . . . 240
Material Assignment Window . . . . . . . . . . . . . . . . . . . . . 240 ADDITIONAL PRO FEATURES
Material Set-Up Toolbar
Display Splits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 242
Split Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 242 EDGE OFFSET . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 258
Grabber Hand . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 244
Dolly Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245 CUSTOM EDGE PROFILES
Zoom Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245 How To Create A Custom Edge . . . . . . . . . . . . . . . . 260
Palette Commands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245 Each Layer Becomes A Single Edge . . . . . . . . . . . . 261
Clear All Splits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 246 Where Do Custom Edges Appear In The Menu? . . 261
Fit Edge Style . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 246 Setting The Scale Of A Custom Edge. . . . . . . . . . . . 262
Swap Materials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 246 What Types Of Paths Can Edges Be? . . . . . . . . . . . . 263
Delete Selected Materials . . . . . . . . . . . . . . . . . . . . . 247 Crossing The Y Axis . . . . . . . . . . . . . . . . . . . . . . . . . . 264
Materials Palette . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 248 Crossing The X Axis. . . . . . . . . . . . . . . . . . . . . . . . . . 265
Palette checkbox . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 249 Editing A Profile While The Project Is Open. . . . . . 265

8 Zaxwerks 3D Invigorator for AE - User Guide


Importance Of The Starting Point For Mapping. . . 266 Combining Sequences . . . . . . . . . . . . . . . . . . . . . . . . 286
How To Tell Where The Seam Will Be . . . . . . . . . . . 268 Using Cycling Objects Inside ElectricImage. . . . . . 286
Edge Profile Examples. . . . . . . . . . . . . . . . . . . . . . . . 269 Using Cycling Objects Inside Other Programs . . . . 289

LAYER CYCLING IMPORTING 3D MODELS . . . . . . . . . . . . . . . . . 290


What Is A Layer Cycling Object? . . . . . . . . . . . . . . . 272
Understanding Layer Cycling . . . . . . . . . . . . . . . . . . 273 EXPORTING 3D MODELS . . . . . . . . . . . . . . . . . . . . 292
Example Uses For This Technique. . . . . . . . . . . . . . 273 Exporting All, Selected Or Visible Objects . . . . . . . 293
How To Prep The Vector File . . . . . . . . . . . . . . . . . . 277 Baking Transformations . . . . . . . . . . . . . . . . . . . . . . 293
How To Make A Layer Cycling Object . . . . . . . . . . . 278
The Layer Cycling Controls. . . . . . . . . . . . . . . . . . . . 279 MESHING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 294
The Frame Controls . . . . . . . . . . . . . . . . . . . . . . . . . . 279
Total Frames Field . . . . . . . . . . . . . . . . . . . . . . . 280
Frame Counter. . . . . . . . . . . . . . . . . . . . . . . . . . . 280 WHAT’S NEW IN 4.0 PRO? . . . . . . . . . . . . . . . . . . . . 296
The Playback Controls. . . . . . . . . . . . . . . . . . . . . . . . 281
Start Frame . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 281 CREATING TEXT OBJECTS . . . . . . . . . . . . . . . . . . 300
Show Before Start Frame. . . . . . . . . . . . . . . . . . 281 Text Entry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 300
Change Every. . . . . . . . . . . . . . . . . . . . . . . . . . . . 282 Setting The Block Size . . . . . . . . . . . . . . . . . . . . . . . . 300
Sequence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 283 Font Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 301
Play Once . . . . . . . . . . . . . . . . . . . . . . . . . . . 283 Size . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 301
Play Once And Hold. . . . . . . . . . . . . . . . . . . 283 Leading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 302
Loop . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 283 Spacing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 302
Ping-Pong . . . . . . . . . . . . . . . . . . . . . . . . . . . 283 Kerning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 302
Reverse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 284 Width Scale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 302
Randomize . . . . . . . . . . . . . . . . . . . . . . . . . . 284 Height Scale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 303
Random Seed . . . . . . . . . . . . . . . . . . . . . . . . . . . . 284 Baseline Shift . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 303
Exporting Layer Cycling Objects . . . . . . . . . . . . . . . 285 Justification . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 303
Zaxwerks 3D Invigorator for AE - User Guide 9
Cleaning Up Problems With Font Models . . . . . . . . 304 RENDER FARMING . . . . . . . . . . . . . . . . . . . . . . . . . . 321
3D Text Editing Tips. . . . . . . . . . . . . . . . . . . . . . . . . . 305
ADDITIONAL MATERIAL TYPES . . . . . . . . . . . . . . 322
3D PRIMITIVES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 307 Wireframe And Hiddenline Rendering. . . . . . . . . . . 322
Making a Primitive Object. . . . . . . . . . . . . . . . . . . . . 307 How To Give Objects A Wireframe
Changing A Primitive’s Shape . . . . . . . . . . . . . . . . . . 308 or Hiddenline Look . . . . . . . . . . . . . . . . . . . 323
Coloring A Primitive Object . . . . . . . . . . . . . . . . . . . 308 Making The Lines Thicker or Thinner . . . . . . . 325
Animating A Primitive Object . . . . . . . . . . . . . . . . . . 308 Setting The Color Between The Lines . . . . . . . 326
Making A Primitive Look Faceted . . . . . . . . . . . . . . 309 Making The Lines React To Lights . . . . . . . . . . 327
How To Squash Or Skew A Primitive. . . . . . . . . . . . 309 Making Lines Shine With Reflections . . . . . . . . 328
Applying Grids Across Object Faces . . . . . . . . 329
THE .ZXO IMPORT / EXPORT FORMAT . . . . . . . 310 Cartoon Coloring . . . . . . . . . . . . . . . . . . . . . . . . . . . . 330
How To Save A .ZXO Object . . . . . . . . . . . . . . . . . . . 310 How To Give Objects Cartoon Coloring. . . . . . 330
Adding .ZXO Objects To Other Projects . . . . . . . . . 311 Absolute Coloring. . . . . . . . . . . . . . . . . . . . . . . . . . . . 332
Making .ZXO Objects Larger or Smaller . . . . . . . . . 312 How To Give Objects Absolute Coloring . . . . . 332
2D Graphics In A 3D World . . . . . . . . . . . . . . . . 333
MOTION BLUR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 313 Absolute Coloring For Pop Art Looks . . . . . . . 334
The Stroked Pop Art Look . . . . . . . . . . . . . . . . . 335
LAYER MAP ANIMATION . . . . . . . . . . . . . . . . . . . . . 314 The Modified Pop Art Look . . . . . . . . . . . . . . . . 336
How To Animate A Layer Map . . . . . . . . . . . . . . . . . 314 Making TV Screens . . . . . . . . . . . . . . . . . . . . . . . 337
Finding The Perfect Reflection. . . . . . . . . . . . . . . . . 316 Making 3D Environments. . . . . . . . . . . . . . . . . . 337
The Matte Color Material . . . . . . . . . . . . . . . . . . . . . 338
HIGHLIGHT MAPPING . . . . . . . . . . . . . . . . . . . . . . . 317 Making Transition Effects . . . . . . . . . . . . . . . . . 338
How To Make A Highlight Map . . . . . . . . . . . . . . . . . 317 Masking Out Unwanted Objects . . . . . . . . . . . . 339
How To Give A Material A Highlight Map . . . . . . . . 318 Making Objects Circle Around 2D Elements . . 340
Creative Uses for Highlight Mapping . . . . . . . . . . . . 319

10 Zaxwerks 3D Invigorator for AE - User Guide


The Shadow Catcher Material . . . . . . . . . . . . . . . . . . . . . 341 Using Clip Art . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 387
Setting Up The Camera For Overlapping Objects. . . . . . . . . . . . . . . . . . . . . . . . . . 388
A Shadow Catcher Project . . . . . . . . . . . . . . . . . . . . 343 The Holes In Objects Are Filling In . . . . . . . . . . . . . 389
Spikes On Smooth Curves. . . . . . . . . . . . . . . . . . . . . 390
TRACKING AE’S 3D OBJECTS . . . . . . . . . . . . . . . 344 Spikes On Points. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 391
What Kinds Of Objects Can Using Scanned Artwork. . . . . . . . . . . . . . . . . . . . . . . 392
Track An AE Plane? . . . . . . . . . . . . . . . . . . . . . . 345 The Tiny Camera And Light Buttons . . . . . . . . . . . . 394
How To Make A Set Track A 3D Plane. . . . . . . . . . . 346 Making Projects Render Faster . . . . . . . . . . . . . . . . 396
Animating With A Controller Plane . . . . . . . . . . . . . 349
Adding Objects To The Tracking Set . . . . . . . . . . . . 350 TROUBLESHOOTING . . . . . . . . . . . . . . . . . . . . . . . . 398
What To Do If Objects Are Rotating Off Center . . . 351
Troubleshooting Tracking Problems . . . . . . . . . . . . 353 KEYBOARD SHORTCUTS . . . . . . . . . . . . . . . . . . . . 403
Using 3D Tracking To Scale In All 3 Dimensions . . 355
APPENDIX: The Edge Profiles
SPECIAL TOPICS Bevels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 407
Changes To Swatch Handling . . . . . . . . . . . . . . . . . 358 Inset Faces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 409
What Is A Set? What is An Object?. . . . . . . . . . . . . . 360 Pipes & Half Pipes . . . . . . . . . . . . . . . . . . . . . . . . . . . 411
How To Place The Center of Rotation For A Set . . 362 Sharp . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 412
How Do Materials Work?. . . . . . . . . . . . . . . . . . . . . . 365 Stacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 414
Understanding Vector Shape & Text Objects . . . . . 369 Chiseled . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 415
Creating Spheres And Other Primitives. . . . . . . . . . 373 Special Purpose . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 416
Creating Grids. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 376 Woodwork . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 418
Working With Objects Outside The View
Of The Camera. . . . . . . . . . . . . . . . . . . . . . . . . . . 378 INDEX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 419
Preparing Your Vector Files . . . . . . . . . . . . . . . . . . . 379
How To Edit An Illustrator File And Get The
Invigorator To Use The Changes . . . . . . . . . . . . 384
Zaxwerks 3D Invigorator for AE - User Guide 11
A Word From Zax
Welcome my friends to the world of the 3D Invigorator. Like its name implies, the Invigorator will help bring energy and
life to your graphics.
The 3D Invigorator is the first 3D tool ever designed from the ground up for the needs of the graphic artist on a deadline.
Like the best ideas, it was born from the nursery of experience, and the school of hard knocks. Too much labor, too many
sleepless nights, there had to be a better way!

Current 3D tools have not been designed for the fast paced world of everyday graphics production. They are too difficult to
use, take too long to learn and produce modest results until you have “mastered” them. The Invigorator changes all that.
If you are brand new to the world of 3D you will find the Invigorator to be very inviting. You can play and experiment with
your designs as you go, refining your work in “passes” rather than working along a constricting series of steps. You can get
beautiful images right out of the box. These are concepts almost unheard of in 3D work.
If you are already familiar with 3D applications you’ll find tools in the Invigorator that you won’t find anywhere else. We
have broken new ground in 3D modeling technology enabling you to add details to text and logo models that are extraor-
dinarily difficult to create in any other modeler. We have also created some exciting new techniques for texturing and
antialiasing that enable you to easily get images of beauty and depth.
As rookie or veteran, the 3D Invigorator will be an experience you won’t find elsewhere. Merging your 3D application into
your 2D compositor raises your creative work to new heights. It unlocks the restrictions of working in different environ-
ments and enables you to mix 3D and 2D at will.
So, welcome to a whole new way of looking at 3D graphics. The Invigorator makes working in 3D such a fun and fast expe-
rience I’m sure you will feel, like many of our users, that you have just stepped into the 21st Century!

All my best!
Zax Dow, President

12 Zaxwerks 3D Invigorator for AE - User Guide


Installation Instructions
Zaxwerks 3D Invigorator for AE - User Guide 13
INSTALLATION INSTRUCTIONS
System Requirements - MACINTOSH
- A PowerPC Macintosh running Mac OS 9.2.2 or 10.2.8 or 10.3.8.
- Apple’s OpenGL 1.2.1 system extension.
- A High Rez color monitor set to Millions of Colors.
- Adobe After Effects version 6.0 or 6.5
- 128 MB of RAM allocated to After Effects, plus 36 MB of “Larg-
est Unused Block” RAM once all applications are open.
- 50 MB of unused hard disk space.

Installation Instructions - MACINTOSH


The 3D Invigorator software consists of a plug-in, several folders
of support files, and the OpenGL system extension. All of these
files are required for the software to run correctly. Fortunately it’s
easy to put the right things in the right places, so follow the direc-
tions and you’ll be up and running quickly.

1 - Insert the application CD and open it, or decompress the


archive you downloaded.
The disk or download archive you received contains a main
folder with the words 3D Invig in the title. Double click on this
Drag the Zaxwerks folder into the AE Plug-ins folder. folder to open it.

14 Zaxwerks 3D Invigorator for AE - User Guide


Inside the window that opens you will find a folder called
Zaxwerks. Inside this folder is the 3D Invigorator AE plug-in, the The Invigorator, OpenGL and RAM Usage
Zaxwerks Invigorator Startup file, the Zaxwerks Swatches folder
and several other support files and folders. Locate the Zaxwerks The Invigorator is not an ordinary plug-in. It’s a
folder. It will be used in the next step. full 3D application that runs inside After Effects.
Because of this there are some important things
you need to keep in mind when using it.
2 - Find and open the Adobe After Effects folder, then find the
Plug-ins folder inside of it. Drag the Zaxwerks folder from the 1. Every Invigorator effect you add to a project
CD or downloaded archive into the Plug-ins folder. will use from 5 to 10 megs of RAM. It doesn’t
matter whether a particular Invigorator is visible,
invisible, in the current Comp or in a Pre-Comp
WARNING: Do not move the folders inside the Zaxwerks folder!
sitting off to the side. If it’s in the open AE
Drag ONLY the Zaxwerks folder into the After Effects > Plug-ins
project, it’s using RAM. So if you have lots of
folder. This will copy all the required files into the appropriate
Invigorator effects in your project you may run
location on your hard drive. If you drag individual files you may
out of RAM and crash.
end up missing the swatch libraries and other support files.
2. OpenGL uses its own RAM. (Mac OS9 only) If
you have After Effects set to use too much RAM,
The Invigorator requires Apple’s OpenGL system extension. If
or have other programs open that are using the
you have OpenGL already installed on your Mac, then make sure
available RAM you may crash. OpenGL is a
it is turned on. If you don’t have OpenGL then you must either
system extension so it allocates more RAM as it
install it from your system CD, or download it from the Apple
needs it. You can’t set aside RAM for it, you just
website at http://www.apple.com/opengl/.
have to make sure free RAM is available when
OpenGL wants it.
You are now ready to launch After Effects and create your first Continued in sidebar on next page.
Invigorator project.

Zaxwerks 3D Invigorator for AE - User Guide 15


The Invigorator, OpenGL and RAM Usage Authorization
(continued)
You will find the Invigorator plug-in under the Zaxwerks menu.
3. The Invigorator uses additional system RAM. (Effect > Zaxwerks > 3D Invigorator.) The first time you add the
The Invigorator uses a special type of memory plug-in to a project it will ask you to enter your Authorization
handling, similar to a system extension, that code. Enter your Name and Organization, and type the code
will allocate system RAM on the fly. As you add exactly as it was given to you, then press the OK button. If you
more Invigorator effects to the same project, or click the Demo or Cancel buttons you will have to relaunch After
work with high resolution renderings, you may Effects before it will give you the authorization window again.
find that there is no free RAM available and you
may get a crash.
Solution: If you are experiencing crashes try
setting the amount of RAM allocated to After
Effects either up or down, and make sure you
don’t have other programs open that are taking
up additional RAM
If After Effects is set to use nearly all of the System Requirements - WINDOWS
available RAM (i.e. you are running with a “larg-
est unused block” of less than 30 megs) then - Intel Pentium III or 4 processor.
turn the amount of RAM allocated to AE down. - Microsoft Windows 2000 or Windows XP.
- The OpenGL system .dll file.
- A High Rez color monitor set to True Color.
NOTE: If you are on Windows or OSX you can-
(OpenGL accelerator card recommended.)
not set RAM sizes so you most likely won’t expe-
- 256 MB of RAM, 50 MB free disk space.
rience out of RAM conditions, unless you’re run-
- Adobe After Effects version 6.0 or 6.5
ning less than minimum system requirements.

16 Zaxwerks 3D Invigorator for AE - User Guide


Installation Instructions - WINDOWS
The 3D Invigorator software consists of a plug-in and several fold-
ers of support files. All of these files are required for the software
to run correctly. Fortunately it’s easy to put the right things in the
right places, so follow the directions and you’ll be up and running
quickly.

1 - Insert the application CD and open it, or decompress the


archive you downloaded.

The disk or download archive you received contains a main


folder with the words 3D Invig in the title. Double click this
folder to open it.

Inside the window that opens you will find the main Zaxwerks
folder. Inside this folder is the 3D Invigorator AE plug-in, the
Zaxwerks Invigorator Startup file, the Zaxwerks Swatches folder WARNING
and several folders of support files. Locate the Zaxwerks folder. Do not move the folders inside the Zaxwerks
It will be used in the next step. folder!

2 - Find and open the Adobe After Effects folder, then find the Drag ONLY the Zaxwerks folder into the After
Plug-ins folder inside of it. Drag the Zaxwerks folder from the Effects > Plug-ins folder. This will copy all the
CD or downloaded archive into the Plug-ins folder. required files into the appropriate location on
(See the Warning sidebar.) your hard drive. If you drag individual files you
may end up missing the swatch libraries and
You are now ready to launch After Effects and create your first other support files.
Invigorator project.

Zaxwerks 3D Invigorator for AE - User Guide 17


NOTE: The Invigorator requires OpenGL 1.1 to run. OpenGL is
a system extension (opengl32.dll) that comes with your Windows
operating system. If you try to run the Invigorator and get an
error saying OpenGL is missing, reinstall it from your System CD
or download it from the Microsoft website Downloads Center
(http://www.microsoft.com/downloads)

Authorization
You will find the Invigorator plug-in under the Zaxwerks menu.
(Effect > Zaxwerks > 3D Invigorator.) The first time you add the
plug-in to a project it will ask you to enter your Authorization
code. Enter your Name and Organization, and type the code ex-
actly as it was given to you, then press the OK button.

If you click the Demo or Cancel buttons you will have to relaunch
After Effects before it will give you the authorization window
again.

TROUBLESHOOTING TIP
On some systems running Windows XP, you will not be able
to type any more than 2 or 3 characters per field. If this
happens to you, type the information into NotePad then
copy each line and paste it into the appropriate field.

18 Zaxwerks 3D Invigorator for AE - User Guide


Basic Concepts
Zaxwerks 3D Invigorator for AE - User Guide 19
20 Zaxwerks 3D Invigorator for AE - User Guide
BASIC CONCEPTS
The 3D Invigorator creates its own images. It does not process
existing footage to give it a “3D effect”. Instead, you create a
Solid and apply the 3D Invigorator filter to it.
Modeling
The 3D Invigorator is more like a full application than it is a
The creation of an object’s shape.
plug-in. Like After Effects it has a workflow style that is straight-
forward and quick to understand. Like most other plug-ins it can
be used within minutes of opening it up. Unlike most plug-ins Surface Set Up
however, it has the depth of a full application. There is a tremen- The “paint job” that is applied to the sur-
dous amount of technology and workflow design packed into this face of the models.
program. The reason it was made as a plug-in is because a tight
integration of a plug-in with its host speeds up the workflow, in- Scene Set Up
creases flexibility and raises the overall quality of the final work. The positioning of the objects and lights
within the 3D scene. Also the positioning of
To aid in getting the most from the 3D Invigorator, here is a short the camera which views the scene and films
overview of the steps for creating a 3D graphic. the animation footage.

Modeling Animation
The moving of the camera, objects or the
The 3D Invigorator creates its own models out of Adobe Illustra- lights within the 3D scene.
tor files and Vector Clip art. Models can be modified using the
controls in the Object Tab. A selection of over 100 preset edge
Rendering
“bevels” come built into the program.
Processing the animation into the final
movie footage.
The PRO version of the 3D Invigorator can also import models
that were created in other 3D programs, build basic shapes of its
Zaxwerks 3D Invigorator for AE - User Guide 21
own, and create models out of fonts. There are thousands of 3D
models that can be purchased or downloaded for free from web-
sites around the world. Look on the goodies page of our website
for links to other websites that offer 3D models.
(www. zaxwerks.com/goodies.html)

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

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

22 Zaxwerks 3D Invigorator for AE - User Guide


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

The Tutorials section will walk you through


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

Zaxwerks 3D Invigorator for AE - User Guide 23


24 Zaxwerks 3D Invigorator for AE - User Guide
Quick Start
Zaxwerks 3D Invigorator for AE - User Guide 25
26 Zaxwerks 3D Invigorator for AE - User Guide
Quick Start
(Also see the Expanded Quick Start section)
These are the most basic steps required to create a 3D graphic. Use vector artwork made in Illustrator or FreeHand.

1. Draw some 2D shapes in a vector drawing program or select


them from a vector-based clip art library. Save the file in Illustra-
tor CS or earlier format.

2. Add a 3D Invigorator effect to a Solid and bring the shapes into


Find the 3D Invigorator under the Effect menu. A
it by opening the Illustrator file made in Step 1. The shapes will
box will open for you to pick a vector file.
automatically become 3D objects. NOTE: Do not turn on the 3D
switch for this solid. (For the PRO version, first click the “Open
Illustrator File” button, then open the file made in step 1.)

3. Open the 3D Invigorator’s Set-Up window (click the Red Ball


button) to enhance the object shapes, set surface materials, set
lights and position the camera. Use the Effect Controls window to The Set-Up window is where you do everything except setting
animation keyframes. Click the tiny Red Ball button to open it.
set keyframes for animating the camera, lights and objects.

4. Create the final 3D image by setting the Solid to Best Quality.


The Invigorator contains dozens of presets you can use to make
your objects look like gold, chrome and glass, in a variety of
shapes and sizes. These can all be dropped onto your objects
from inside the Set-Up window.
Turn on the Best Quality switch to see exactly
how the final rendering will look.

Zaxwerks 3D Invigorator for AE - User Guide 27


We highly recommend you read the Expanded Quick Start and
the Tutorials section. The Expanded Quick Start is short, and
contains information that will dramatically affect the quality of
your work.

Think Like A Photographer


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

28 Zaxwerks 3D Invigorator for AE - User Guide


Expanded Quick Start
Step 1 - Create The Beginning 2D Shapes

Draw some shapes in a bezier-based vector drawing program


such as Illustrator, FreeHand or Corel Draw and save them in
Illustrator format (CS version or lower) or select vector clip art Use Vector Outlines Raster images
from a vector-based clip art library. won’t work

The shapes must be vector outlines. Pixel images or scans won’t


work unless you turn them into vector outlines by tracing them.
(See the section called Using Scanned Artwork in the Special
Topics section.)
Stroked paths become hollow objects.
Don’t over build. Keep the line art simple. Most of the pizzazz
comes from the Edge Styles and shading applied to the models
inside the 3D Invigorator.

When the vector paths are filled they create solid 3D objects.
Paths that only have a stroke create hollow 3D objects. Stroke Filled paths become solid objects.
widths are ignored.

To create text in the Classic version, layout the text in your vector
drawing program, then convert the text to outlines before saving
the file. If you have the PRO version you can type text directly
A Text Object Vector Outlines
into the text window and make unlimited changes at any time.
Convert Text to Outlines before saving.

Zaxwerks 3D Invigorator for AE - User Guide 29


Expanded Quick Start
Step 2 - Adding The Shapes To The 3D Invigorator
In After Effects create a Solid that you want the size of your 3D
Add the 3D Invigorator to a Solid. rendering to be. The 3D Invigorator uses the size of the Solid as
the size of the final rendering. There is no limit on the size of the
Solid, however most times the solid is the same size as the comp.
NOTE: Do not turn on the 3D switch for this Solid. It
must remain a 2D layer.
Select the Solid and add the 3D Invigorator from the Effect menu.
(Effect > Zaxwerks > 3D Invigorator) A dialogue box will open
asking you to open the vector file you created in Step 1.
(If you are using the PRO version you will first see a window
Pick a vector file when you see this dialogue box. with several buttons on it. Click the button that says “Open Il-
lustrator File”.)
Select the file containing the vector shapes you want to invigorate
and click Open. The shapes will automatically be turned into 3D
models using the default Object Style.
The Effect Controls window will open and you will see a Preview
window of the objects in the 3D scene. A Draft mode rendering
will be done and placed into the Comp window. Draft mode has
no textures, shadows or antialiasing. However it renders in near-
real time so it’s perfect for motion tests.
Comp window
Effect Controls window

30 Zaxwerks 3D Invigorator for AE - User Guide


If you want to create more objects click the Create... button and
open another file. In the PRO version this button is actually a
menu of creation options and is called the Object menu.

A file may be added more than once to create multiple 3D ob- Click this button to add more objects.
jects which all look the same. When you do this though, the 3D
shapes will be in exactly the same place making it look like you
have only one 3D object. Go into the Set-Up window, click on the
Object tab, then use the tools to move them apart.

Expanded Quick Start


Step 3a - Adjust The Camera, Lights or Objects Click this button to open the Set-Up window.

Under the Scene Preview window in the Effect Controls, click the
little button with the Red Ball on it to open the Set-Up window.

The Effect Controls contains everything that is animatable.


The Set-Up window contains everything non-animatable.

Change the shape of the objects, their Depth and the Edge Profile
applied to them by selecting the objects, then changing the sliders
and popup menu choices in the large Object Tab on the right half
of the Set-Up window. Object shape and depth is controlled here.

Zaxwerks 3D Invigorator for AE - User Guide 31


Color the objects by dragging and dropping material swatches on
them from the bin of swatches in the large Materials Tab.

Change the direction, color and intensity of the lights by clicking


on the Light mode button in the toolbar to reveal the direction
manipulator and other lighting controls.

Change the position and rotation of each Object by clicking on


the Object mode button in the toolbar, then selecting and ma-
nipulating single or multiple objects using the manipulator tools.
Hold down the Shift key and click on objects to add them to the
current selection.

Assign objects to animatable Sets by choosing a Set number from


the Sets popup menu. A Set is a parent which can move multiple
children at one time. After Effects can animate eight parent Sets.
The Set assignment is done in the Set-Up window, but the anima-
tion is done in the Effect Controls window.
Assigning Object 1 to Set 1.

32 Zaxwerks 3D Invigorator for AE - User Guide


Expanded Quick Start
Step 3b - Creating The Animation

Animation is done by dragging in the Scene Preview window seen


in the Effect Controls. Setting keyframes is handled inside the
After Effects Timeline with the standard keyframing techniques.

The Camera, three Lights and eight Sets can be animated. To cre-
ate keyframes enable the animation stopwatches for the param-
eters you want to animate. Then move the Time Marker and drag
in the Scene Preview window. Do not drag in the Comp window.
(NOTE: Both the Classic & PRO versions can use the AE cam- Drag in the Effect Controls window to set keyframes.
era. See the section called: Linking to the AE 3D Camera)
Mode buttons Manipulation tools

The three mode buttons (Camera, Light, Set) located below the
preview window, tell the program which type of object will be
affected when you use the manipulation tools.

To rotate or move the Camera, click on the Camera tab, then use
the manipulation tools. (Tumble, Roll, Track, Dolly)
Click the Camera Mode button to manipulate the camera.
Lights are handled the same way, except you can only tumble
lights, you cannot Track or Dolly them.

(NOTE: To create Spot Lights or Point lights see the see the sec-
tion called: Linking to the AE 3D Camera and 3D Lights)
Click the Light Mode button to manipulate the lights.

Zaxwerks 3D Invigorator for AE - User Guide 33


To rotate or move a Set, first click on the Sets button (3 cubes),
then use the manipulation tools. Remember, animating a Set will
affect all the objects that have been assigned to that Set.

When objects are first loaded into the 3D Invigorator, they are
assigned to Set 1 by default. This can be changed in the Invigora-
tor’s User Prefs. When you select a Set (click on it) you will see
bounding boxes around each object within that Set. Objects can
Click on the Sets Mode button to manipulate sets of objects. be freely moved from one Set to another when you are inside the
Set-Up window.

Expanded Quick Start


Step 4 - Rendering The 3D Graphic
The rendering quality is controlled by the Draft/Best quality
switch on the Solid that the 3D Invigorator effect is applied to.
Draft mode produces OpenGL renderings which have no shadows
or antialiasing, but render in nearly real time which makes doing
motion tests incredibly fast.
The layer quality switch on Draft Mode. Full 3D rendering takes quite a bit of time and is not interactive,
so you should leave the solid on Draft mode unless you are work-
ing on the final look of the 3D scene. When setting up the Render
Queue, adjust the settings for Best Quality and the layer will then
render with all textures, shadows, reflections and antialiasing.

34 Zaxwerks 3D Invigorator for AE - User Guide


What goes into a Best quality rendering is controlled from inside
the Set-Up window. You can adjust the antialiasing level from a
popup seen below the toolbar when the Camera mode button is
clicked.

Shadows, textures, reflections and layer maps are all set up inside
the Set-Up window and don’t appear until a Best quality rendering
is done.

Inside the Set-Up window, holding down the Command key (Mac) Antialiasing popup menu
or Alt key (Windows) turns the OK button into the Test button
which will do a Best quality rendering at small size. This is very
useful for testing the look of the lighting and textures without
having to go back to the AE comp window to see the results of
your changes.

Do a test render to get a Best Quality rendering


while inside the Set-Up window.

Back in After Effects, the Caps Lock key is used to abort render-
ings in progress. Turning on the Caps Lock key will stop any
rendering within seconds so you can make adjustments.

Zaxwerks 3D Invigorator for AE - User Guide 35


Saving Your Work

Your work is saved as part of the After Effects project file. When
you next open your AE project the data is reloaded and the 3D
scene is recreated, ready to be edited or rendered.

Each Invigorator effect you add to the project carries its own 3D
scene data, as well as all of the settings needed to recreate the
materials, lights, and objects styles.

The swatches in the bins are not saved into the project file, they
are saved into the Zaxwerks Swatches folder which is located on
your hard drive in the same folder as the 3D Invigorator plug-in.
By saving them into this central database any material or object
style you create is available to be used by any other 3D Invigora-
tor project.
All swatches that appear in the Invigorator are saved
into the central library called Zaxwerks Swatches. One thing to remember however, is if you delete swatches from
the bins they will be deleted permanently from the hard drive.
Deleting swatches does not hurt your current projects, it just
means that the swatch disappears from the bin.

Once cleared from the bins, swatches can be regenerated by


selecting an object and clicking the Material Set-Up button. The
swatches will appear at the bottom of the window in the Materi-
als Palette. Once regenerated they can be dragged to the bin and
used in other projects.
36 Zaxwerks 3D Invigorator for AE - User Guide
Tutorials
Zaxwerks 3D Invigorator for AE - User Guide 37
38 Zaxwerks 3D Invigorator for AE - User Guide
These tutorials are designed to get you acquainted with the 3D
Invigorator by walking you through simple projects.

Before You Start


Please follow the installation instructions to make sure you have
the plug-in and all supporting files installed on your machine in
the correct locations before you start the tutorials.
This manual assumes you have an understanding of After Effects.
If the tutorial says “Make a new Comp” or “Open the Effect
Controls window”, and you don’t know how to do that, please
go back to the After Effects manual, do the tutorials there and get
familiar with how After Effects works.

TUTORIAL 1
A Camera Animation
Title animations that introduce a show, tell you what’s coming up
next or identify a presenter can be brought to life by the use of a
simple camera animation.
In this tutorial we will import a graphic, turn it into 3D models,
then animate the camera around the models to lend a very simple
but effective 3D feel to the graphic making it much more inviting
and attractive to look at.

Zaxwerks 3D Invigorator for AE - User Guide 39


Add The Invigorator To Your After Effects Project
Every 3D Invigorator animation starts the same way. You must
create a Solid and then apply the 3D Invigorator to it by selecting
the effect from the Effects menu.

1. Open After Effects.

2. If you’re starting from scratch create a new Comp and a new


Solid. The size of the Solid determines the size of the 3D render-
ing. Most times you’ll make the size of the Solid the same size as
the Comp. NOTE: Do not turn on the 3D switch for this Solid. It
must remain a 2D layer.

3. Select the Solid, apply the 3D Invigorator to it which is located


in the Effect menu.
(Effect > Zaxwerks > 3D Invigorator)

4. The Select Artwork dialogue will open which lets you pick
an Adobe Illustrator type of file containing vector artwork. The
file must have vectors in it and saved in Illustrator CS or earlier
format. Bitmaps and scans will not create 3D models.

Macromedia FreeHand and Corel Draw both have options


to export their files in Illustrator format.

If you are using the PRO version you will first see a window with
several buttons on it. Click the button that says “Open Illustrator
The Select Artwork dialogue File.”
40 Zaxwerks 3D Invigorator for AE - User Guide
5. Find the Gold Rush.ai file which is located in the
Invigorator Tutorials folder.

6. Double click on the Illustrator file or click Open. This


will put you back into the main After Effects interface
and open the Effect Controls window. Here you will see
a 3D Scene Preview window, a toolbar and the animation
controls. A Draft mode rendering of the image will also
appear in the Comp window.

7. The right side of the 3D Scene Preview window will


be clipped off by the edge of the Effect Controls window.
Drag the bottom right corner of the Effect Controls win-
dow to make it larger so the Preview window doesn’t get
clipped off.

Drag here to make the Effect Controls window wider.


8. In the Effect Controls window, click on the Views
popup and select High Left. This will move the camera
closer to the words.

Notice how the Illustrator graphic has already


been turned into 3D objects, (called models in 3D-
speak.) The Invigorator creates the models based
on default settings but you can change the set-
tings to change the look of the models.

Zaxwerks 3D Invigorator for AE - User Guide 41


Looking Over The Effect Controls
Take a moment to familiarize yourself with the layout of the
controls. The animation control center for the Invigorator is the
Effect Controls window. Here you can see a 3D Scene Preview
window which shows you your 3D scene. This window shows
you solid 3D objects but it does not show you shadows, reflec-
tions or image maps. Rendering those things takes extra time
and the Scene Preview window is designed for speed. It’s a
preview of the rendering. To see the final full quality rendering
set the layer to Best quality and look in the Comp window.

The Scene Preview window is also where you drag the cursor to
affect the camera, lights or objects. Select a tool from the Tool-
bar, pick which scene element you want to adjust, and then drag
the cursor in the window to see the effect. Dragging things with
these tools is how you set keyframes to create an animation.

You get to the part of the Invigorator that handles object set up,
Drag in the Scene Preview window surface set up and all the other non-animatable aspects of a 3D
to manipulate scene elements.
scene by clicking the Set-Up button which is the red ball, located
just below the Scene Preview window. Do not click it at this
time, we’ll be getting to it in a moment.

42 Zaxwerks 3D Invigorator for AE - User Guide


Keyframing and animation editing is controlled from the Timeline
window, where all the other After Effects animation editing is
done.

The Comp window shows you the current composite. The Invigo-
rator will render a frame and show it to you in the Comp window The Timeline window is where all keyframes are set.
respecting whether you have Draft or Best mode turned on.

Be aware that unless you are linking to the AE Comp


camera or lights, you cannot drag anything in the Comp
window that will affect the 3D scene. You can drag the
rendered 2D image just like any other layer, but interacting
with the 3D scene is done from the Scene Preview window
in the Effect Controls.

Going back to the Effect Controls then, you will notice that in the Camera Mode The Cameraʼs
toolbar directly under the Scene Preview window the first icon Button Manipulator Tools
on the left, the Camera, is highlighted in blue. This means it is
turned ON and you are in Camera mode. Any dragging you do
inside the Scene Preview window will affect only the Camera.

Take a moment and do this. Make sure the Camera icon is blue, The Effect Controls Toolbar
then click on one of the four manipulator tools on the right:
Tumble, Roll, Track and Dolly. Try out each tool and see what
it does. If you get lost you can always use Undo to get back to
where you started.

Zaxwerks 3D Invigorator for AE - User Guide 43


1. Click on the Camera mode icon, then click on the Tumble tool
and drag in the Scene Preview window. Drag up/down/left/right
and watch what happens to the scene.

2. Select each of the other tools and drag them in the Scene Pre-
view to see their effect.

Remember you are looking through the lens of a camera.


As you drag you are moving the camera around the ob-
jects. It may feel like you are moving the objects in front of
the camera, but if the Camera button is blue, you are really
moving the camera.
Watch the floor grid as you drag. Notice that the floor is
moving too. This lets you know you are moving the camera.
If you were moving objects the floor would stay in place.

3. When you’re done experimenting select the High Left option in


the Views popup menu located just under the Tool bar. This will
set you back to the default view.
Select High Left in the Views popup menu.

44 Zaxwerks 3D Invigorator for AE - User Guide


Adding Color To The 3D Scene
Since you are working in a full 3D program you get to play with
the lighting! Let’s add a little color to the scene by changing the
color of the lights.

Below the Scene Preview window is a list of animation chan-


nels. They are organized by Camera controls first, then Lighting
controls, then Set controls, then Layer Maps.

1. Click on the arrow next to Lights to reveal the three


animatable lights, then click on the arrow next to Light 1 to see
the animation channels.

The 3D Invigorator has six possible lights but only three of them
can be animated. These animatable lights are set to have a direc-
tion only. There is no position to worry about so you won’t acci-
dentally find yourself placing a light behind the objects or point-
ing them away from the objects. You set the direction you want
the light to shine in and the program will automatically place it so
that all the objects will receive the light.

See the section called: “Linking to the AE 3D Camera &


3D Lights” for information on how to create Spot lights and
Point lights. Click the color chip to change a light’s color.

Next you will change the color of the lights by changing the color
chip for Light 1.

Zaxwerks 3D Invigorator for AE - User Guide 45


2. Click on the Light 1 color chip and pick a saturat-
ed yellow color. If you have an image on your screen
with a strong yellow in it you may use the Eyedrop-
per tool to pick the color from that image.

Once you do this you will notice how there is a strong


yellow cast shining on the left side of the objects.
These objects all started out white so you see the full
effect of the lighting. As object colors get darker and
more saturated you will see less effect from colored
lights.

Now change the color of the second light.

3. Click on the Light 2 color chip and pick a strong


red color that’s not too dark.

Now you will see the right sides of the objects lit
up in Red. Where the two lights shine on the same
Click on the Light Color Chip and pick from the color picker. surfaces they mix to a nice golden color. Light 3 is
turned off so we won’t do anything with it.

46 Zaxwerks 3D Invigorator for AE - User Guide


Animating The Camera
Now that the lighting is set, it’s time to create our first animation.
Go back to the toolbar and switch to Camera mode. There are
three types of cameras in the Invigorator. These are selected from
the Camera Type popup: Orbit, Look At and Hand Held.

The Orbit camera is what we will use for this animation because
it’s the perfect camera for doing table-top-style shots. The Look
At camera is best for fly-bys and fly-throughs. The Hand Held
camera is best for animations where you need to “wander”
through a scene frequently changing what you’re looking at. It’s
more flexible but takes more control. These camera types are
covered in detail in the camera section.
1. Under the Scene Preview window, click on the Camera icon to
activate the camera controls.

Below the toolbar are several popups and buttons. Find the
popup that says Views. The contents of this popup changes
based on whether the Camera, Lights, or Sets icon is blue. When
the Camera icon is blue the Views popup displays a list of preset
camera views and also lets you save your own views.

2. From the Views popup, select the Low Right view preset.
This will move your camera so you are looking up at the objects
from a little off to the right side making the objects look large and
grand. This will be the position of your first keyframe.

Zaxwerks 3D Invigorator for AE - User Guide 47


In order to set a keyframe we need to enable the animation chan-
nels for the Camera.

3. In the Effect Controls window turn down the arrow in front


of “Camera” and find the two channels labeled Camera Tumble.
Click on the little stopwatches in front of the two tumble chan-
nels to enable animation for these parameters.

This is the fastest way to turn on animation for a channel. The


other way is to go to the Timeline window, turn down the arrows
until you find the Tumble parameters for the camera then click
on the animation stopwatch icons.

4. In the Timeline window move the Time Marker to the 4 second


mark.

Now you are ready to set your second keyframe.

5. Return to the 3D Invigorator Scene Preview window and


select the Tumble tool. Click in the window and drag to the right.
This will orbit the camera around the objects. Drag until you
have a viewing angle that is similar to the Low Right view you
Click on the animation stop watches for both Camera Tumble
started with but is now looking from the left. Release the mouse
channels to turn on animation for these channels. to set the keyframe.

48 Zaxwerks 3D Invigorator for AE - User Guide


If you now drag again without moving the Time Marker the
Invigorator will simply update the existing keyframe. There is no
need to remove the old keyframe in order to change it.

Be careful, however, not to drag with any other tool besides


the tumble tool. In Step 3 only the animation channels for the
Tumble tool were enabled, so using any other tools will affect
the entire animation, not just the current time.

Previewing Your Animation


You can now preview the animation by clicking the Play button
in the After Effects Time Controls palette.
Drag with the Tumble tool active to orbit the Camera.
If you like you can click the RAM Preview button and watch your
animation play back in real time! If you want the viewing angle
to change more, stop the preview and go to the keyframe you
want to change. Then, in the Invigorator Scene Preview window,
drag to change the view, then Preview again.

You are never locked into one view or one animation. Everything
can always be changed. Experiment with setting the second Click the RAM Preview button in the AE Time Controls
keyframe to end with a high view instead of a low view. palette to watch animation playback in real time.

Zaxwerks 3D Invigorator for AE - User Guide 49


If you’d like to experiment with coming closer to the objects as
you orbit around them, go back to the first keyframe. Find the
channel in the list titled Camera Distance, enable animation for
this channel, then go to the second keyframe, select the Dolly
tool (the one that looks like an arrow pointing in and out of the
screen) and drag up and down to move the camera closer to or
Drag up farther away from the objects.
with the
Dolly
tool to Rendering The Final Animation
move the
Camera To render the final version of your animation all you need to do
closer is set the layer to Best quality instead of Draft quality and pick
to your Make Movie, from the Composition menu.
objects.

At this point however, you will not see much difference between
the Draft version and the Best version with the exception that the
images are now antialiased. This is because the surfaces of your
objects are simply colored white. There are no shadows, reflec-
tions or images covering your objects which are the things that
come out during the final Best quality rendering pass.

To change the surfaces you must click the Red Ball button to
enter the Invigorator’s Set-Up interface. This is where most of
the controls are and a 3D program has a lot of controls. However,
we’ve organized things to be easy to get to and the next tutorial
will walk you through the highlights of the Set-Up interface.

50 Zaxwerks 3D Invigorator for AE - User Guide


TUTORIAL 2
A Walk-About Through The Set-Up Window
The part of the Invigorator program that lets you set up every-
thing prior to the final animation stages is opened by clicking the
Set-Up (red ball) button below the Scene Preview window. This
is called the 3D Invigorator Set-Up window.

If you are starting fresh with Tutorial 2 and don’t have any objects
in your scene, do Step 1. Otherwise proceed to Step 2.

1. Open After Effects. Create a New Comp. Create a New Solid.


Select the Solid and apply the Invigorator (Effect > Zaxwerks >
3D Invigorator). Find the Gold Rush.ai file in the Tutorial Files
folder. Double click the Gold Rush.ai file to open it.
This will return you to After Effects and open the Effect Controls
where you will see the Invigorator’s Scene Preview window. Be-
low the Scene Preview window is the Set-Up (red ball) button.

2. Click the Set-Up button to open the 3D Invigorator Set-Up


window.
The Set-Up window can be divided into a left half and a right half. Click on the Set-Up (red ball) button in the Effect
The left half has the 3D Scene Preview at the top, the toolbar Controls window to open the Set-Up window,
below that and a small tab area that changes at the bottom.

Zaxwerks 3D Invigorator for AE - User Guide 51


3. Click on the Camera mode button to see
Camera Mode button
some settings and controls for the camera.
Views... menu
Here you see the Views... popup like you
Lens popup saw below the toolbar in the Effect Controls
window. There is also another popup menu
which lets you change the lens the camera
uses. Using a shorter lens (one with a lower
mm value) emphasizes the perspective, mak-
ing near objects appear much larger than
distant objects.

4. Click on the Light mode button. When


Light
Swatch you do this two things happen at once. First
Bin
the small tab area at the bottom of the left half
of the interface changes to show you the light-
ing controller and the lights list where you can
select different lights to work with.

The second thing that happens is the whole


Light
Editor right half of the interface changes to show you
the Light Editor at the bottom and a bin of
light swatches at the top. This bin of swatch-
es contains preset lights which can be applied
by clicking and dragging one of the swatches
and dropping it onto the current light’s swatch
located in the Light Editor.

52 Zaxwerks 3D Invigorator for AE - User Guide


These light swatches contain information for only a
single light, letting you fine tune one light at a time.
To apply a whole scene’s worth of lights in one ac-
tion you can use the Lighting Styles swatches.
5. Click on the Lighting Styles tab located at the
top of the right half of the lighting interface.
This tab contains swatches of Lighting Styles. A
Lighting Style is a complete set of lights, includ-
ing their positions, directions, colors, intensities, Click the Lighting Styles tab.
shadows and every other setting used to arrange the
lights in exactly the same way as when the swatch
was saved.
Lighting Styles is a very powerful feature. It
enables you to design a particular lighting set
up and then save it for future use. The Light-
ing Styles swatches can be exchanged with
other artists so a Creative Director can design
a particular look for the project and have all
the other artists working on the project use the
same lighting.
A Lighting Style swatch is applied by dragging it
from it’s location in the swatch bin, and dropping
it into the Scene Preview window. When you do
this you will replace all other lights currently in the Drag a Lighting Style swatch from the swatch bin
scene. and drop into the Scene Preview window.

Zaxwerks 3D Invigorator for AE - User Guide 53


Object Mode button 6. Back at the toolbar, click on the Object Mode button.

When you were working in the Effect Controls window this


button had three cubes on it and was called the Set Mode
Set Assign- button. This is because you can only animate Sets in After
ment popup
Effects not individual objects.

Object
List
Inside the Set-Up window however, you get to work with in-
dividual objects and the Object Mode button has only a single
cube on it to show you this.

When you clicked on the Object Mode button two things hap-
pened. First the area under the toolbar changed to show you
the Create Object button which you use to create new objects. It
also shows you the Object List popup where you select individual
objects, and the Set Assignment popup which you use to assign
an object to one of the animatable Sets.

The second thing that happened is the entire right half of the in-
terface changed from the Lighting controls to the Object controls.
You’ll notice up at the top there are three tabs. There’s a tab for
Objects, a tab for Materials and a tab for Object Styles.

The Object tab controls the shape of the models. The Object tab controls the shape of the models. The Materi-
als tab controls the color and appearance of the surface of each
model. The Object Styles tab contains customizable presets for
the complete look of a model, both shape and surface settings.

54 Zaxwerks 3D Invigorator for AE - User Guide


7. Click on the Object tab, if it’s not
already the front-most tab. Object, Materials & Object Styles Tabs

This tab is where you control the shape


of your objects. The controls in it will
Primary Selection
change based on which object is select- Secondary
Selections
ed. Select an object in the Scene Pre-
view window. If more than one object is
selected (shift click), it will show you the
controls for the Primary selection which
was the object selected first.

The Primary selection is given a red


bounding box in the Scene Preview
window, whereas the other selected
objects have green bounding boxes.

8. Click on the Materials tab.

This is where you create materials that


will be applied to the surface of an
object. At the top of this tab is a storage
bin of material swatches similar to the
storage bin of light swatches you saw in
the Lights tab.

Zaxwerks 3D Invigorator for AE - User Guide 55


Material swatches are saved into a
central library on disk and loaded in
the bins each time the Set-Up window
Materials
is opened. Each swatch contains all
Swatch the settings needed to create a mate-
Bin
rial, including pointers to the texture
maps used. Texture maps are scans
or pictures applied to objects to make
their surface color and texture more
interesting.
Material
Editor
At the bottom of the Materials tab is an
area containing the material controls.
Current
Material This area is called the Material Editor.
being The swatch ball shows you the current
edited
material that is loaded into the Material
Editor. The sliders control various set-
PRO
tings, and the boxes show any texture
Features maps used. The little checkboxes turn
the texture maps on or off.
Texture Map Thumbnails Enable Texture Layer Map
appear here Check Box Selector
You load a swatch into the Mate-
rial Editor by either double click-
ing on it, or by dragging it from
the bin and dropping it onto the
swatch in the Editor.

56 Zaxwerks 3D Invigorator for AE - User Guide


9. Click on the red material swatch in the
Materials bin , drag it into the Scene Preview
window, and drop it onto one of the selected
objects. This is the fastest way to apply ma-
terials to objects.

10. Click on the Object Styles tab.


This tab contains swatches of Object Styles.
Apply a material by dropping
An Object Style is a complete set of every
a swatch onto an object.
material and every shape setting used to cre-
ate and color an object.

This is a very powerful feature! It enables


you to design a look for an object, save it
and then apply it to something else with
one action. Object Styles swatches are
saved into a central library, so they can be
exchanged with other artists and reused on
future projects. They enable you to design a
look and then reuse that look over and over.

Applying an Object Style takes nothing more


than dragging it from its location in the bin
and dropping it onto a selected object in the
Scene Preview window. If more than one
object is selected, the swatch gets applied to Apply an Object Style by dropping
all of them at once! a swatch onto an object.

Zaxwerks 3D Invigorator for AE - User Guide 57


11. Above the Scene Preview window is a button titled Material
Set-Up. Click it. (Make sure an object is selected or else the Mate-
rial Set-Up button will be dimmed.)

When you click the Material Set-Up button you do two things at
once. You reveal the Material Set-up window, and you reveal the
Materials Palette which is the set of six square docks where mate-
Edge rial swatches can be placed. The palette can also be hidden and
Profile revealed on its own by using the Palette checkbox.
of
selected The Material Set-up window shows you a drawing of the
object
Material
Edge Profile applied to the currently selected object. If
Chips more than one object is selected you will see the Edge
Profile applied to the Primary selection, which is the object
with the red bounding box in the Scene Preview window.

The Material Set-up window also shows you the materials as-
signed to the Edges and Faces of your objects. You can apply up
Materials to six different materials to each object. By default the material
Palette
in dock #1 is applied to everything. You can see this by spotting
the green material chip, with the number 1 in it, sitting next to the
Front Faces, Outside Edges and Back Faces in the window.
Docks
You can change the material applied to an object by simply drag-
The Materials Palette for Vector and Text objects has six docks. ging a swatch from the Materials bin on the right, and dropping it
The Materials Palette for Imported objects has only one dock. into dock #1 in the Palette. (Click on the Scene Preview button to
The Materials Palette for Primitives changes based on the
see what the color looks like applied to your object.)
number of sides.

58 Zaxwerks 3D Invigorator for AE - User Guide


To assign more than one material to an edge profile, drag another
swatch from the Materials bin down and into an empty dock in
the Materials Palette. Select the Split Point tool and click on
the black line of the edge profile at the point where you want the
color to change from one material to another. Then drag the new
swatch from the palette and drop it onto one of the green chips.
(See more on assigning materials in the Material Set-Up Win-
dow section of the manual.)
Split Points Split
12. Click on the Scene Preview button to return to the main 3D Point
window and see what your model color looks like. tool

- – —————————— – -

Drag the swatch from the Materials Palette and


drop it onto one of the material chips.

Zaxwerks 3D Invigorator for AE - User Guide 59


TUTORIAL 3
Selecting, Renaming And Manipulating Objects
Let’s look at the basics of how we work with individual objects.

Clearing An Old Scene And Creating New Objects


1a. If you are continuing from the end of Tutorial 2: Open the
Set-Up window and click on the Clear Scene button, which is
located to the left of the Objects List once you’ve made the Object
mode button active (blue). This will delete all objects from your
scene and set everything back to its default state. Next do Step 2.

1b. If you are starting fresh with this tutorial: Add a 3D Invigora-
tor effect to a Solid. When the file picker appears open the Stars.
ai file and once the Effect Controls window appears find the
Invigorator’s Scene Preview window and click the Set-Up (red
ball) button just below it. Now skip Step 2 and continue with the
next section.

2. Click on the Create Object button. (If you are using the PRO
version click on the “Object...” popup menu and pick “Open Il-
lustrator File”) When you see the Select Artwork window find
the Stars.ai file located in the Invigorator Tutorials folder, and
click the Open button.

This will open an Illustrator file containing some stars.

60 Zaxwerks 3D Invigorator for AE - User Guide


Examining The Object List
1. Click on the Object Mode button, if it’s not already blue, and
then click and hold down on the Object list.

The Object List is a pop up menu containing a list of all objects


in the Invigorator.

You will notice that there are four items in the list: Object 1, 2, 3
and Group 1. These are the default names given to the objects as
they were imported from the Illustrator file.

Notice that all the objects have 3D boxes around them made of
lines. These are called wireframe bounding boxes.

You can see that the bounding box of the first star is red while the
others are green. The red object is called the Primary selection
and its settings are displayed in the Object tab.

If you look in the Object list you will see that the item called Ob-
ject 1 has a bullet in front of its name. That’s because Object 1 is
the Primary selection.

The other objects are called Secondary selections and their


settings are not shown in the Object tab. We can change which
object is the Primary selection by choosing a different object
from the Object list.

Zaxwerks 3D Invigorator for AE - User Guide 61


2. Click on the Object list and release the mouse on Object 2.

Now the red bounding box is surrounding the second star. This
star looks hollow. That’s because when it was created in Illustra-
tor, this object was given a stroke color, but no Fill color. When it
comes into the Invigorator you see the edges but no centers.

The first star, Object 1, had a fill color so it appears solid when it
is turned into a 3D object.

3. Click on the Object List and release the mouse on Object 3.

You will see that the third star now has a red bounding box and
its name is displayed in the Object list when this popup is in its
closed state.

This object was created as a compound path inside Illustrator


by using one of the Pathfinder tools. A compound path is two or
more vector shapes that make up a single object.

In most cases the extra shapes are holes. The Invigorator knows
when you have holes in your Illustrator shapes and creates the
models accordingly. There are even special controls for giving
holes extra attention.

Selecting Object 2 from the Object list.

62 Zaxwerks 3D Invigorator for AE - User Guide


4. Click on the Object list and release the mouse on Group 1.

A Group is a set of shapes which have been combined into one


locked multi-part object by selecting them all in Illustrator and
using Illustrator’s “Group” command on them. When objects are
grouped together they all move as one unit.

Anything that appears as a single item in this object list is always


referred to as an object. This is because even though there are
several individual stars in Group 1, all those stars are locked
together and can only move as a single unit.

Important Point To Remember


Anything that is grouped in Illustrator will come into the
Invigorator locked together.
If you need to rotate, position or color objects individu-
ally you must remember to ungroup them in Illustrator
before saving the Illustrator file.

5. At the top of the Object List is a menu item called Select


None. Pick this command.

All the bounding boxes will disappear signifying that no objects


are selected. Use the Select None command to deselect all objects.

Zaxwerks 3D Invigorator for AE - User Guide 63


Selecting And Renaming Objects
There are four tools located in the toolbar under the Scene Pre-
view window that are used to manipulate objects. These are the
Tumble tool, the Roll tool, the Track tool and the Dolly tool.

These Manipulator tools can also be used to select objects.

1. Click on the Tumble tool to select it, (making it blue), then


click once on the first star.

Be sure not to drag when you click. If you drag, the program will
think you are trying to tumble something, however if you click
without dragging the program knows to select the object that was
under the mouse.

If you cannot hold the mouse still enough during the click to
select the first star you can use the Selection tool instead. The
Selection tool isn’t particular about whether you click or drag
during a selection, so it’s easier to make selections with it. The
Selection tool is the icon of an arrow with a little “click” at its
end. It’s right next to the magnifying glass.

When selected you can see how the bounding box is red. This
again means that this object’s settings are being displayed in the
Click one of the Manipulator tools to make it
active, then click once on an Object in the Object tab.
Scene Preview window to select it.

64 Zaxwerks 3D Invigorator for AE - User Guide


2. Take a look at the Object tab.

At the top is an edit box containing the name Object 1. This is


where you can change the name of the object to something more
meaningful.

3. Click and drag over the name Object 1 in the edit box. Type in
the words: First Star.

When you hit the enter key, or the tab key, or click on another
popup or edit box, the Invigorator will accept the name and you
Change the name of an Object in the Object Name field.
will see the new name in the Object list.

Manipulating Objects
With the first star selected, you can now tumble it around its
center point.

1. Check to be sure the Object button and the Tumble tool are
still selected. Select them if they’re not. Then click and drag the
mouse in the Scene Preview window to tumble the first star.

Play with the star for a little bit. See what happens when you
drag left and right and then up and down. Release the mouse
and then click and drag again, observing what happens this time.
Notice that if you get the object upside down, left and right seems
to be reversed. Of course it’s not, its just because the object is
upside down. Click the Object button and the Tumble tool button, then click
and drag in the 3D window to tumble the selected object(s).

Zaxwerks 3D Invigorator for AE - User Guide 65


Troubleshooting Tip
If you click and let up on the mouse without dragging,
then click again to start the drag, chances are nothing
is happening. That’s because you deselected the star
with the first click so the Tumble tool doesn’t have any-
thing to tumble.
If this is what happened, click on the star until you see
the wireframe bounding box. Then you can click and
start dragging all in one motion and you will see your
star tumbling in space.

2. Select the second tool, the Roll tool. Click on the second star
to select it, then change the star’s name to Second Star.

3. Once you’ve done Step 2, drag the mouse in the Scene Preview
window to Roll the second star.
Play with the second star a little bit. See what happens when you
drag left and right and then up and down. Notice that you don’t
move your mouse in circles around the star, you just drag left and
right. Dragging up and down doesn’t do anything. Release your
mouse and then drag again. See how the star continues to spin
from where you left off.
Select the Roll tool, click and drag an Object.
Also notice how the rotation of the second star is a little off. This
is because the camera is viewing the scene from an angle. If the
camera was viewing the scene from the front the star would spin
more like a propeller. (See section on Drag Using Objects Axis.)

66 Zaxwerks 3D Invigorator for AE - User Guide


4. Release the mouse but leave the Second Star selected. Click
the right arrow key on your keyboard several times. Watch the
Star as you do this. Then hit the left arrow key several times.

What you are doing is nudging the star. Each click of the
arrow key rotates the star five degrees. If you hold the
Shift key and click an arrow key you nudge 15 degrees at
a time. If you want to rotate an object a perfect 90 de-
grees, hold down Shift and hit the arrow key six times.

Nudging works for all the manipulator tools.

5. Select the third tool, the Track tool. Click once on the third
star to select it. Then rename it Third Star.

6. Drag in the Scene Preview window to see what the Track tool
does. Hit the arrow keys to see what Track tool nudging does.
Notice that the Track tool doesn’t actually move objects in the X
and Y directions, it moves the objects parallel to the computer
screen. This means the direction changes based on the viewing
direction of the camera.

Now, just for fun, select two objects at the same time.
7. Hold the Shift key down and click on the First Star. This will
leave the Third Star as the Primary Selection, but then add the
When two objects are selected, tracking moves then both.
First Star to the current selection, so both stars will be selected.

Zaxwerks 3D Invigorator for AE - User Guide 67


8. Drag with the Track tool to see both objects moving. Change
to the Tumble tool and drag again.

You will now see both objects tumbling. But notice something
different. They are both rotating around a common center!

Important Point
Whenever you have multiple objects selected they will
all rotate around a common center. If you add objects
to the selection, the center of the rotation will change
so the pivot point remains at the common center of all
When two objects are selected, tumbling rotates
them both around a common center. the currently selected objects.

9. Shift click to add the Second Star to the current selection, then
experiment Tumbling, Rolling and Tracking all three objects at
once.

Once you’re done playing, leave all three objects selected and find
the Reset button. It’s located below the Scene Preview window.

10. Click the Reset button.

This will move all currently selected objects back to their starting
points. It does not however, remove keyframes. All keyframe
issues are handled inside the main After Effects interface, not
inside the Invigorator’s Set-Up window.

68 Zaxwerks 3D Invigorator for AE - User Guide


11. Click on one of the little stars without holding the Shift key
down. This will deselect the other objects and select only the ob-
ject you clicked on. Since these three stars were grouped together
in Illustrator, clicking on one of them selects the whole group.

12. Rename Group 1 to Star Cluster.

13. Select the fourth tool, the Dolly tool, and experiment with us-
ing it on the Star Cluster object.
Notice that this tool only works when you drag it up and down.
Pulling down pulls the object toward you and pushing up pushes
the object away from you.
By clicking on one of the tiny stars, you select the
This is opposite to how the Dolly tool works on the Camera.
whole group. They were grouped together in Illustrator.

14. Click on the Camera button.

This will now make the Dolly tool operate on the Camera instead
of on any objects.

Zaxwerks 3D Invigorator for AE - User Guide 69


15. Drag up and down with the Dolly tool.
Notice how pushing up now makes the objects bigger, and pulling
down makes them smaller. That’s because what you’re pushing
and pulling is the camera, you’re no longer pulling the objects.

When you’re in Camera mode you’re pushing and pulling the


camera. So when you drag up you are pushing the camera toward
the objects which makes them get bigger because the camera is
getting closer to them.

In Camera Mode, by using the Dolly tool you push and pull When you drag down you’re pulling the camera away from the
the Camera closer to or further away from the objects . objects which makes them look smaller because the camera is
getting further away from them. Got that? It acts just like a real
camera. So whenever you’re in doubt about what to do, just say
to yourself “What would I do if I were holding a real camera?”
That’ll usually keep things straight in your head.

That’s it for how to manipulate, rename and select objects. You


should be quite a pro at it now.

16. Click the Clear Scene button.

That will erase all Objects and reset the Camera.

17. Take a break.

70 Zaxwerks 3D Invigorator for AE - User Guide


Feature Reference
Zaxwerks 3D Invigorator for AE - User Guide 71
Select Artwork
This is the window that opens when you first add an Invigorator
to your project, or when you click the Create Object button. (If
you are using the PRO version this is the window you get when
you choose the Open Illustrator File button from the Start win-
dow.) This window tells you to Select an Illustrator format
vector file to open.

This window is where you find the Illustrator file that will be
turned into 3D models. It does not create a link to the file. When
you open an Illustrator file the Invigorator stores all of the vector
information it needs, so you don’t have to worry about hurting
your project by moving or losing the original Illustrator file.

Any Illustrator file from version 88 to CS can be used to create


Invigorator models. If you use FreeHand to create your vector
files, use the “Export As Illustrator 5.5” export option and the files
will work without a hitch.

If you are creating text, be sure to convert the text to bezier


curves before saving the final file. Use the Create Outlines com-
mand in Illustrator to do this.

Following are explanations of the options available from this


window.

72 Zaxwerks 3D Invigorator for AE - User Guide


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

Open By Layers
At the bottom of the Select Artwork dialogue is a checkbox
labeled Open By Layers. If this option is checked, when the Illus-
trator file is opened each layer in the Illustrator file becomes one
object in the Invigorator.

This feature lets you do two things. First it enables you to name
the objects while you are still inside Illustrator. The name of the
layer will become the name of the object. It doesn’t matter how
many vector paths are on each layer, everything on a single layer
will become a single, locked together, 3D object.

Opening a file by layer also enables you to use the Reload Layer
feature. This lets you make changes to the Illustrator file, and
then exchange the new vector paths for the old paths with one
click. (See the Reload layer section.)

Zaxwerks 3D Invigorator for AE - User Guide 73


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

Dismantle Incoming Groups


If this option is checked when you open the Illustrator file, any
bunch of vector objects that have been grouped together in the
vector file will be separated into their individual pieces.
Normally the Invigorator respects the grouping structure in the
Illustrator file, meaning any objects that have been grouped to-
gether will come into the Invigorator grouped into one big object.
This makes it very easy to move and color objects that are to be
treated the same, such as all of the stars on a flag.

74 Zaxwerks 3D Invigorator for AE - User Guide


However, sometimes you will open a piece of clip art only to find
that every single path in the file has been grouped together so If you group together objects that overlap, you
it’s impossible to do anything with the resulting 3D objects. This may get strange holes or flashing polygons
command will separate the individual pieces of that vector file so where the 3D model geometry lies on top of
you can animate or color them individually. itself. If you have overlapping shapes it is
better to combine them into one shape using
Illustrator’s Pathfinder tools or FreeHand’s Path
Operation tools.

Move Objects To Center


When you open an Illustrator file with this option turned on, all of
the objects created from this Illustrator file will be moved to the
center of the 3D world as one big group.

Inside the program there is also a Move to Center button. The


one difference between using Move To Center when you open
a file compared to when you use it from inside the Invigorator’s
Object tab, is that with the first way it doesn’t center the objects
on the Z-axis. The front faces are left at Z = 0.

This is done so that 3D slabs created in the Invigorator will regis-


ter perfectly with 3D planes created in After Effects.

Zaxwerks 3D Invigorator for AE - User Guide 75


76 Zaxwerks 3D Invigorator for AE - User Guide
The Effect Controls Window
Zaxwerks 3D Invigorator for AE - User Guide 77
The Effect Controls Window
The 3D Invigorator has two main interfaces. One for creating
animation keyframes, and the other for handling all of the set up
tasks that are non-animatable, such as working with the shapes
and colors of the objects. The Effect Controls window contains
the part of the interface for creating animation keyframes.

Scene Preview Window


The Scene Preview window is where you do the interactive
dragging to create Camera, Light, and Set keyframes. This
window shows you the 3D scene as the camera sees it. Since it’s
a preview it does not show textures, shadows, transparency or
antialiasing. However it’s perfect for interactive dragging, and
navigating from shot to shot.

There are three types of scene elements that you can drag around
inside this window. The camera, the lights, and the objects which
have been grouped into Sets.

Scene elements are moved by first selecting the appropriate mode


button, then selecting one of the manipulator tools, and then
clicking down and dragging inside the Scene Preview window.
Dragging must start with the cursor inside the preview window.

78 Zaxwerks 3D Invigorator for AE - User Guide


Toolbar Mode Buttons Manipulation Tools

The toolbar is located directly below the Scene Preview window


and contains buttons and popup menus for activating tools and
issuing commands.

Mode Buttons
When the Camera Mode button is active (blue), the manipulator
tools will affect only the Camera. Dragging in the Scene Preview
window with one of the manipulator tools selected will change
what the camera is looking at.

When the Light Mode button is active, the manipulator tools will
affect only the selected light . Which Light is currently selected
is picked from the Lights popup menu.

When the Sets Mode button is active, the manipulator tools will
affect only the selected Set . Which Set is currently selected
is picked from the Sets popup menu, or by clicking on it in the
Scene Preview window with the Selection tool or one of the
manipulator tools.

Zaxwerks 3D Invigorator for AE - User Guide 79


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

Manipulator Tools
These are the tools that let you move and rotate the scene ele-
ments inside the 3D world of the Invigorator. The manipulator
tools will work on the Camera or the Lights or a selected Set of
objects, depending on which one of the Mode buttons is active.

It’s important to note that Set manipulations occur with


respect to the camera axes, not the axes of the Set. This
means that manipulating a Set will yield a different result if
the Camera is viewing the object from different directions.
Try looking at an object from the front and comparing a
roll manipulation to what happens when you view the same
object from the side.

Tumble Tool
The Tumble tool works by placing the cursor inside the Scene
Preview window, and then dragging left to right or up and down.
The selected Set (or light or camera) will rotate in the direction of
the drag. In 3D terminology a left to right drag rotates around the
and Y axis, and an up and down drag rotates around the X axis.

80 Zaxwerks 3D Invigorator for AE - User Guide


When dragging you can hold down the Shift key to constrain the
drag to only left-right or only up-down. Nudging with the arrow
keys on the keyboard does not work here in the Effect Controls
window. Nudging only works inside the Set-Up window.

Roll Tool
The Roll tool will work on either the camera or the current
selected Set. It does not work on lights. This tool only responds
to a left-right drag. When rolling the camera, the view will spin
around the center of the camera lens. When rolling a Set, the Set
will spin around the camera’s Z axis. Again, remember that the Z
axis is based on the direction the camera is pointing, so the direc-
tion of the roll will change as the direction of the camera changes.

Track Tool
The Track tool responds to left-right or up-down drags, and can
move the Camera or Sets. The movement is parallel to your
computer monitor’s screen. Like the other manipulator tools, the
effect of a drag will change based upon the current viewing direc-
tion of the camera.

Zaxwerks 3D Invigorator for AE - User Guide 81


Dolly Tool
The Dolly tool responds to up-down drags only. When manipu-
lating the camera, the Dolly tool will push the camera in closer
to the objects or pull it out away from the objects. It does this
directly along its line of sight.

The Dolly tool acts slightly different depending on which Cam-


era Type you have selected. When the camera is in Orbit mode,
there is an invisible Target point which the camera orbits around.
Dollying-in while in Orbit mode will move the camera closer and
closer to this target point but it won’t let it go past.

When in Look At mode, the camera and its Target point move
together at the same time. This is so you get a smoother mo-
tion when doing fly-throughs and fly-bys. It also lets you go right
through an object if that’s what you want to do.

When in Hand Held mode, there is no target point, so the Dolly


tool simply moves the camera forward or backward along its line
of sight.

When using the Dolly tool on a Set, the Set will be pulled closer
toward the camera or pushed back away from the camera along
the camera’s line of sight. This is also how the Dolly tool works
inside the Set-Up window, however there is an extra option inside
the Set-Up window called Drag Using Object’s Axes which makes
the Dolly tool act differently. (See the Object’s Axes section.)

82 Zaxwerks 3D Invigorator for AE - User Guide


There’s one other important point about the Dolly tool that will What the What the
help you use it. This may sound obvious, but when you’re in camera sees camera sees
Object Object
Camera mode you’re dollying the Camera. When you’re in Sets
mode you’re dollying a Set. When you’re dollying the Camera, a
drag up with the mouse pushes the camera closer to the objects
making them appear larger, while a drag down with the mouse
pulls the Camera back away from the objects, making them ap-
pear smaller.

On the other hand when you’re dollying Sets, dragging up with


Camera Camera
the mouse pushes the Set away from the Camera. The further
something is from the camera the smaller it looks. Dragging Dollying the camera Dollying objects or Sets
pushes the camera pushes them away
down with the mouse pulls the Set closer to the Camera making it closer to the objects. from the camera.
appear larger.

Try this out and you’ll understand why this makes sense.

Set Scale Tool

The Scale tool works only on the currently selected Set. It does
not affect lights or the camera. This tool only responds to an
up/down drag of the mouse. The Set Scale tool makes objects larger or
smaller, only in the Z direction.

Sets scale only in the Z direction. Their scaling center is set by


the position of the Set’s pivot point. By setting the pivot point to
the back of the Set, you are able to animate the scale of a Set to
make it enlongate toward the camera.
Zaxwerks 3D Invigorator for AE - User Guide 83
Selection Tool
With the Selection tool you can click on Sets in the Scene Pre-
view window to select them. You can do the same thing with any
of the manipulator tools too, as long as you are careful to click
without dragging the mouse. However, with the Selection tool
you can also drag a box around many objects to select them all at
once.

You can hold down the Shift key and click on other Sets to add
them to the Selection, or you can click on already selected Sets to
remove them from the current Selection. Shift-clicking can also
be done with the manipulator tools.

When a Set is selected all objects within the Set are given blue
wireframe bounding boxes. This is different than the red and
green wireframe bounding boxes that appear when objects are
selected inside the Set-Up window.

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

84 Zaxwerks 3D Invigorator for AE - User Guide


Create Button

Clicking on the Create button opens the Select Artwork dialogue


box. This is the same window that opens when you first add an
Invigorator effect to your project. It lets you open an Illustrator
format vector file which will then turn into a 3D model. You can The Classic “Create” button.
add as many 3D models to an Invigorator project as you want.

PRO NOTE: If you are running the PRO version this button
will say “Object”.

The PRO “Object” popup menu.


Views Popup
The Views popup appears whenever the Camera button is high-
lighted. It contains preset camera views as well as the command
to Fit All Sets within the current view, or to fit whatever is
selected into the current view. It does this by repositioning the
Camera while preserving the general direction that the Camera is
pointing in. It does not move the Sets themselves.

The Save View command at the bottom of this popup lets you
save the current Camera position and direction information as a
custom view. Custom Views appear at the bottom of the popup,
and are shared between the Effect Controls window and the
Use the Save View command to
Set-Up window, so a Custom View saved in one window will also store important camera views.
appear in the Views menu in the other window.
Zaxwerks 3D Invigorator for AE - User Guide 85
Lights Popup
The Lights popup appears whenever the Light mode button is
highlighted. You use it to select one of the animatable Lights.
When a Light has been selected, dragging your cursor in the
Scene Preview window will change the direction of the light. As
the light direction is being changed you will see its effect on the
objects in the scene .

Sets Popup
The Sets popup appears whenever the Sets mode button is
highlighted. You can select one of the eight animatable Sets by
picking it from this list. You can also deselect all Sets by picking
the Select None command.

At the bottom of this popup is the Recenter Pivot command.


This command is used by first selecting the Set whose center of
rotation needs to be recentered, and then picking this command
from the popup. The Invigorator will examine the current posi-
tion of all objects within the Set, and move the pivot point to the
common center of all those objects.

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

86 Zaxwerks 3D Invigorator for AE - User Guide


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

Update Lights Button


The tiny light button below the right corner of the Scene Preview
window is called the Update Lights button. It works similarly to
the Update Camera button, in that changes made to the Lights
inside the Set-Up window will not affect the Effect Controls part
of the interface unless you click the Update Lights button.
If you make changes to the lights while inside the Set-Up window,
and those changes don’t “stick” when you exit the Set-Up win-
dow, then what you need to do is click the Update Lights button.

Zaxwerks 3D Invigorator for AE - User Guide 87


This includes making changes by using the Lighting Style presets
and doing things like turning shadows on or off. Even though a
new lighting style might change every one of your lights inside the
Set-Up window, you still need to click the Update Lights button
to see those changes in the rendering that appears in the Comp
window.

Set-Up Window Button

Click the Set-Up (red ball) button to open the Set-Up window. Clicking this button opens the Invigorator’s Set-Up area which
controls all of the non-animatable parts of a project. This in-
cludes adjusting the shape of the objects, their color and set
assignment, as well as adjusting the shadows, texture maps and
rendering quality.

The Set-Up window can also be opened by clicking the Options


button above the Scene Preview window.
You can also open the Set-Up win-
dow by clicking the Options button.

88 Zaxwerks 3D Invigorator for AE - User Guide


Linking To The After Effects 3D Cameras
And 3D Lights

Much has been done to closely integrate the Invigorator with Af-
ter Effects. One of the big results of this integration is the ability
to link together the Invigorator’s and AE’s cameras and lights.

There are two checkboxes below the Invigorator’s toolbar in the


Effect Controls window. One says Use Comp Camera, and the
other says Use Comp Lights. When these options are checked
the Invigorator’s camera and lighting controls are dimmed and
control is passed over to the AE camera and lights. This means
that when you move the AE camera you will also be moving the
Invigorator’s camera, and when you reposition one of AE’s 3D
lights you will also reposition the Invigorator’s lights.

This is an excellent feature because it merges the two programs


very tightly. You can seamlessly mix 3D AE layers and 3D Invigo-
rator objects in the same Comp. Although the two programs are
rendering images in different “spaces” those spaces use the same
camera angle and lighting so objects in the two spaces look as
though they are in the same space.

Zaxwerks 3D Invigorator for AE - User Guide 89


To use this feature just turn on the Use Comp Camera or Use
Comp Light checkboxes. Now you can drag the AE camera in the
Comp window, and as you do you will see the Invigorator scene
moving at the same time. It’s best to have your Invigorator layer
set to Draft mode while dragging otherwise the drag speed will
drop to only a frame or two per second. On the other hand if you
are trying to set your lights so the shadows fall in the correct
position, getting a frame a second is a pretty nice way to go!
It’s best to be in Draft mode during interactive dragging.

Sometimes you will want to use the Comp Camera, but not
use the Comp Lights. This would happen when you wanted
to apply different lighting to the Invigorator objects. For
instance you could have dark and moody lighting on the
AE layers, but bright lighting on your Invigorator 3D logo.
The two elements will move together as the camera moves
around them, but the lighting will be entirely different.

Here is some important information you need to know to work


effectively with AE’s cameras and lights:

1- To get the Invigorator to use the AE camera and lights turn on


the checkboxes in the Effect Controls window. These checkboxes
are located below the Invigorator’s toolbar. One says “Use Comp
Camera” and the other says “Use Comp Lights”.

90 Zaxwerks 3D Invigorator for AE - User Guide


2- For the Invigorator’s camera and the AE camera to match
properly, you must have the size of the Invigorator’s Solid be the
same size as the composition. For example, if your Comp size is
640 x 480, then you must use a Solid that is 640 x 480 too. If you
change the size of your Composition, you must remember to also
change the size of the Solid.

3- The Invigorator camera follows what After Effects calls the


“Active Camera”. This is the camera view seen when the 3D Views
popup is set to Active Camera. It’s also the camera used when
rendering a movie.

Because the Active Camera can change during the course of an


animation, the Invigorator’s camera can also change from posi-
tion to position during an animation. This means you can animate
the objects in a scene and then have several cameras positioned
at different spots to record the action from different angles. By
animating from camera to camera you will be cutting from one
camera to the next, as though you were switching between video
feeds during a live event!
Switching between cameras during a rendering

Zaxwerks 3D Invigorator for AE - User Guide 91


4- When you turn on the Use Comp Camera button the camera
will shift positions making it look like your objects jumped. To
keep the jump to a minimum we have a special feature called
“Move To Center”. This option is found in the window where
you pick an Illustrator file and is turned on by default. (See more
about this feature in the “Move To Center” section of this guide.)

5- In the sample files folder there is a file called “640x480 plane.


ai”. This is a rectangle that will perfectly match a 640 x 480 pixel
solid created in After Effects.

If you open this file in the Invigorator and turn on the Use Comp
Camera, the slab it creates will register perfectly with a 3D
Solid that is 640x480 pixels in size. As you move the AE camera
The Move To Center option puts the Illustrator artwork around, the 3D Solid will look like it is stuck to the front face of
at the center of AE’s 3D world. the Invigorator’s 3D slab. This allows you to use the Invigorator’s
Edge Profiles to put fancy edges around any AE 3D layer. Now AE
layers can have thickness and nice frames!

When you use this technique it is important that you do NOT


move or animate the position or rotation of the Solid or Invigora-
tor object. If you do, the two elements will not align anymore.
Only animate the After Effects camera. By animating only the
camera, you can make the slab fly on and off the screen, and the
two elements will remain locked together.

92 Zaxwerks 3D Invigorator for AE - User Guide


Another way of making an After Effects layer have depth and fan-
cy edges is by using the Layer Mapping technique. This technique
has none of the limitations of the technique described above.

In a nutshell what you do is to make the AE layer a Layer Map,


then apply the layer map to the front of an Invigorator slab. Then
you can animate the slab in any way you want and can even mix
slabs and other 3D objects together. By turning on the option to
show textures in the Comp window you will have no trouble at all
setting up exactly the animation you are looking for. (See the sec-
tion in this User Guide called “Seeing Textures and Reflections
in Draft Mode” for more about this technique.)

6- In example number 5 above, you were told that a 640x480 point


Illustrator rectangle brought into the Invigorator will register with
a 640x480 pixel After Effects Solid. Thus “points” in Illustrator
become “pixels” in After Effects. This is how you set the size for
everything you do. An AE 3D plane and an Invigorator 3D slab perfectly
registered. The AE plane creates the front face and the
Invigorator creates the beveled edges and sides.
When working inside of Illustrator, preparing text and logos to
bring into the Invigorator, it is a great idea to make a rectangle
that is the same size as the After Effects Comp. That way you can
see whether you are creating objects that are generally too big or
too small for your After Effects project.

Zaxwerks 3D Invigorator for AE - User Guide 93


For instance, text that is only 12 points tall in Illustrator will be
teeny when brought into AE. When you are creating text to turn
into 3D objects with the Invigorator you should keep it around 72
to 100 points tall. A little larger or smaller is OK, but if you go too
far away from this range the presets may not create the desired
effect and it will take more fine tuning of the settings to get every-
thing to look right.

12 point text appears bloated when the Invigorator’s


default settings are applied.
Limitations Of The Comp Camera Option

When you start to use the Comp Camera option you will find that
in some situations one of the images is always in front of the
other. Here’s an explanation of why this happens...

AE and the Invigorator each have their own “3D space”. Think
of them like two different photo studios. Each photo studio is a
separate room, and each has their own camera, lights and objects
inside the room.
Text in the 72 to 100 point range looks great when
the Invigorator’s default settings are used.
When you turn on Use Comp Camera you are not merging the two
rooms together, you are making one camera control the position
of the other camera. Think of this as if the Invigorator’s camera
becomes a robot, and as you move the AE camera, the robot cam-
era follows along matching the moves of the AE camera every
step of the way.
94 Zaxwerks 3D Invigorator for AE - User Guide
The cameras are moving in perfect sync, but you still have two
different cameras in two different rooms. Got it?

The pictures created by these two different cameras are each on


their own layer in the AE Project Timeline, and whichever one
is on top in the list of layers will always be shown in front of the
other one. This causes an “always in front” problem as you orbit
the AE camera around to the back. The top AE layer always stays
in front, because these are two separate movies created by two
separate cameras.

The useful range of motion to prevent this problem is about +/- 45


to 60 degrees off center. Much further than this and the AE planes
flatten too much and the images will start to skid past each other.

HOT TIP!
The perfect workaround for the “always in front” problem,
is to create a rectangle in Illustrator that is the size of your
AE layer. Then open this rectangle in the Invigorator, set its
Depth to 0, and apply the AE layer to the rectangle as a
Layer Map.
When you do this the AE layer is now inside of the Invigora-
tor’s 3D space so it will interact perfectly with any other In-
vigorator object. Shadows work, perspective works, camera
moves work. It’s a beautiful thing.

Zaxwerks 3D Invigorator for AE - User Guide 95


Animatable Parameters
Below the Scene Preview window and Toolbar menu, are all the
Invigorator parameters that you can animate. They are divided
into four groups: Camera parameters, Light parameters, Sets
parameters and Layer Maps.

Animatable Camera Parameters


If you turn down the arrow next to the word Camera , you will
see all of the parameters you can animate for the camera. At first
glance there seems like an awful lot of them, but once you get
used to it you realize that only a few are used at a time.
The Camera Type popup menu lets you select one of three styles
of camera (See the section on Camera Type). The other ten
camera parameters all work together to position the camera in
space and point it in the right direction.
The three Camera Eye parameters position the eyepiece of the
camera in XYZ space. The three Camera Target parameters are
used to position an invisible target point which the camera al-
ways looks at as it moves around. The Camera Distance parame-
ter is used to measure the distance from the Camera Target to the
Camera eyepiece. The two Camera Tumble parameters are used
to control left-right and up-down camera rotations The Camera
Roll parameter is used to spin the camera clockwise or counter-
clockwise around its line of sight.

96 Zaxwerks 3D Invigorator for AE - User Guide


You’ll notice that the name of each parameter has some letters at
the beginning. There are three letters used, O, L, and H. These
letters stand for the names of each of the Camera Types. O stands
for Orbit, L stands for Look At, and H stands for Hand Held.

The letters help you to see which parameters are used by each
of the three Camera Types. The ones with the O in front of their
names are used by the Orbit camera. The ones with the L in front
of their names are used by the Look At camera. The ones with the
H in front of their names are used by the Hand Held camera.

Fortunately you don’t need to know much about what all of these
parameters do. When it’s time to animate the Camera, turn on
the animation stopwatches for all ten parameters. Then as you
drag in the Scene Preview window, using the manipulation tools,
keyframes will be set for only the parameters that are affected.

Camera Type
The Invigorator has three different types of camera. Each camera
is designed for a certain type of animation project. The three
types are Orbit, Look At and Hand Held.
Orbit Camera is designed to move the camera in curved arcs.
It always keeps the Camera’s Eye Point the same distance away
from its center point. This makes it very easy to create an anima-
tion which smoothly moves around a set of objects.

Zaxwerks 3D Invigorator for AE - User Guide 97


Top View
You can create an orbiting animation with only two keyframes
whereas creating a smooth orbit with the Look At or Hand Held
A B types of Camera takes at least five keyframes.

The Orbit camera is made to keep the same distance between


the Camera Eye and center points. However, you can animate
this distance value to get smooth spiral-type motions. An Orbit
camera will never go past the center point of the orbit, meaning
the distance will get smaller and smaller and then stop when it
The Orbit camera always keeps the same reaches zero. The distance won’t go negative which would put
distance away from its center target point. the camera on the other side of the object.

The Look At camera is designed for fly-throughs and fly-bys.

The Eye and the Target are tracked based on their independent
positions in space. This means the camera will take the shortest
distance between two keyframes rather than create an arc from
Top View keyframe to keyframe, like the Orbit camera does. Because of
this, if you try to do Orbiting animations with the Look At camera,
A B the objects will appear to grow and shrink as the camera goes by.
However, the Look At camera is perfect for animations where you
want to fly past objects (fly-bys), or travel through a scene in a
The Look At camera will take the shortest distance forward (depth) direction (fly-throughs).
between two keyframes rather than creating an arc.
Above, we said that the Orbit camera would stop when the dis-
tance between the Eye and the Target reached zero, but with the
Look At camera the Eye and Target are tracked only by their posi-
tions in space and the distance between them is ignored.
98 Zaxwerks 3D Invigorator for AE - User Guide
As you move the Eye forward to do a fly-through, the Target also
moves forward. This makes it easy to travel down tunnel-type objects The Look At camera
automatically rolls
or pass objects arranged like billboards along the road. over as it goes over
the top of objects.
The Look At Camera also has a special horizon stabilizer feature
that the other two Cameras don’t have. For instance, if you use the 1
Tumble tool with the Orbit camera and you drag up/down, you will
see that you can rotate the Camera right over the top of your Objects.
If you keep dragging, the scene will appear upside down.
This won’t happen with the Look At camera. With the Look At
camera, the up direction will always appear at the top of the image. 2
So taking the same example as above, if you drag up/down with the
Tumble tool while the camera is in Look At mode, you will see the
camera automatically roll-over as it goes over the top of the objects.
If the camera Eye goes directly over the top of its Target point, the
roll-over happens very quickly and is disturbing to look at when the
3
animation plays back. However by staying a little off to the side you
can create a fantastic “helicopter shot” . The roll happens much more
slowly and lends a great feeling of flying to your animation.
The Hand Held Camera handles multiple-points-of-interest shots.
An animation that has multiple points of interest is one where the 4
camera first looks at one thing then moves and looks at another. This
type of camera creates shots that feel like you are moving through a
scene with a camera on your shoulder. It’s the type of camera that
most closely simulates how a person moves their head.

Zaxwerks 3D Invigorator for AE - User Guide 99


The Hand Held camera does not have a Target point that controls
the center of what it looks at. It only has an Eye point. Because
of this the Tumble manipulator tool works very differently with
the Hand Held camera versus the other cameras. With the Hand
Held camera, the Tumble tool rotates the Eye point left and right
like you do when you rotate your head left and right. This motion
is called panning and is the type of motion that occurs when you
have a camera mounted on a tripod and you swing the camera
left and right. The Camera Eye point stays in the same position in
space while it rotates.

When you use the Tumble manipulator with the Orbit and Look
At cameras, the Eye point moves and rotates at the same time,
in an attempt to keep the central objects in view. With the Hand
Held camera, tumbling rotates the camera in the direction of the
drag. So, just like real life, if you rotate your head to the right,
the objects you were just looking at will end up at the left side of
your view.

Once you go through a few exercises and get used to how the
Panning a Hand Held camera to the right various cameras work you’ll find that the Hand Held camera
is like rotating your head to the right.
really does the trick when there is more than one thing to look
at. It enables you to look at one object, turn your head to spot
another object, move in to look at it closer, and so on. Doing the
same type of animation with the other cameras is cumbersome
and difficult.

100 Zaxwerks 3D Invigorator for AE - User Guide


TUMBLE ROLL TRACK DOLLY
View through camera lense

O Top View
R
B
I drag left drag right 1 2
1 2
T Camera Eye point always looks Camera Eye rolls around the
toward Target point, preserving the center of its lens. Target and Eye Camera Eye and Target move Camera Eye moves, but the Target
distance between Target and Eye. positions are not affected. together. point stays still.

L Top View
O
Roll is identical for all
O three Camera types.
K 1 2
1 2
A Eye point looks toward Target
T point, but the distance between
Camera Eye and Target move Camera Eye and Target move
together. together.
Target and Eye is not preserved
Top View
H
A
N
D Roll is identical for all
1 2
three Camera types.
H 1 2
E Camera Eye pans in the direction
L of the drag, like turning your head. Camera Eye moves. Camera Eye moves.
D There is no Target point. There is no Target point. There is no Target point.
Zaxwerks 3D Invigorator for AE - User Guide 101
Which Camera To Use?
Here are some rules of thumb you can use when deciding which
camera to use. You will find exceptions to these rules but until
you gain the firsthand experience to know which camera works
best with your animation style, these rules will help you nicely.

First decide if you have only one thing to look at, or if there are
several points of interest. If there are several, use the Hand Held
type of camera.

If there is only one main point of interest you will need to decide
between the Orbit or the Look At cameras. Sometimes you may
have two things to look at, but the amount of change between
the two is fairly small. Choose the Hand Held camera only if the
change is large.

If you are flying into the depths of a 3D scene you must use the
Look At or the Hand Held camera. If the fly-through is complex,
where you turn and look this way or that while you are flying,
then you should use the Hand Held camera.

If you are flying around a single thing that is the main center of
interest, always keeping it centered in the view, then use the Orbit
type of camera.

102 Zaxwerks 3D Invigorator for AE - User Guide


By the way, it’s best not to change the Camera Type once you’ve
set keyframes. If you do your animation won’t appear as ex-
pected because each Camera Type uses different parameters.

With that said it’s important to not hesitate to switch cameras if


you get part way through an animation and realize that it might
work better using a different one. You will find that throwing
out your work and redoing the animation from scratch will take
only a fraction of the time as your first pass, and the quality will
always turn out better. If you stick with a camera just because
you’ve labored with it for so long, you may find the going pretty
rough and frustrating.

Animatable Lighting Parameters

There are six lights you can use to illuminate your 3D scene.
Three of them are animatable. The lights are of the directional
variety. This means they have a direction only. You do not set
their position in space, nor do you set a “cone angle” that de-
scribes the central area inside of which objects are illuminated.
All you have to do is set the direction the light is shining in, and
the rest is taken care of for you. In other 3D programs these NOTE:
type of lights are called Sun lights or Parallel lights. To get Spot lights and Point lights you need to
link up to the 3D lights in After Effects. (See the
The lighting controls that you can animate are Color, Intensity, section called “Linking to the AE 3D Cameras
and Direction. and 3D Lights”)

Zaxwerks 3D Invigorator for AE - User Guide 103


Light Color
The color of a light can be animated. Coloring lights works well
for setting moods. Most artists use straight white lights and then
apply color to their models, but white models are very good for
picking up color changes that occur with the lights.

Colored lights are also good for adding an extra level of color that
helps to make your animation look especially nice. An extra light
shining from the side, with a strong color, provides a rim light and
highlights that add a nice touch to the final image.

When setting light color be careful not to use a dark color. This
will only decrease the intensity of the light. It’s better to use the
Light Intensity control to darken the light. That way you can
always brighten it up when you need it.

In case you’re wondering, setting the Light Color to black has the
same effect as setting the Intensity to zero. It turns off the light.

104 Zaxwerks 3D Invigorator for AE - User Guide


Light Intensity
The intensity of a light can be increased or decreased during an
animation. This can be used to create some interesting effects
like where pulsating the light intensity makes it look like there
are emergency lights off screen, or also to simulate the light
coming from a flickering light that is burning out and leaves the
Objects lit only by the rim light.
The intensity of the light is at full value when it is at 100%. But
the possible range goes up to 300%. A 300% light intensity creates
an overly bright light that will bleach out the side of the object
that the light is facing. This type of effect is useful for creating
the feeling of an overpowering presence off-screen. The sort of
light that you have to squint to look into.

Light Direction
The direction of a light is controlled by two parameters one for
the up/down direction and one for the side to side direction.
However, the two work together and are controlled by the same
Tumble manipulation.
The big Set-Up window has a Lighting Ball Manipulator which
shows you direction arrows for the lights in the scene. The Light-
ing Ball Manipulator is not available in the AE Effect Controls
window so light direction animation is set only by dragging in the
Scene Preview window and observing the effect of the light direc-
The Lighting Ball Manipulator inside the Set-Up window.
tion change.
Zaxwerks 3D Invigorator for AE - User Guide 105
Keyframes can be set with the Lighting Ball Manipulator, in a
two step method, by opening the Set-Up window and moving the
lights with the lighting ball, then closing the Set-Up window and
clicking the Update Lights button.

Click the “Update Lights” button to bring the changes you’ve


made in the Set-Up window into the Effect Controls window.

Animatable Set Parameters


These controls allow you to animate objects inside the Invigo-
rator. If you want to move objects independently from other
objects, you assign them to one of the eight animatable Sets and
then animate the Set.

The nice thing about Sets is that they can contain any number of
objects so animating a single object or multiple objects is exactly
the same process.

You can change the Set an object is in by simply picking a dif-


ferent Set from the Set Assignment popup, located in the Set-Up
window. (See the section on the Set Assignment popup.)

There is a section in the Special Topics part of this User Guide


that contains a complete discussion about what a Set is.

106 Zaxwerks 3D Invigorator for AE - User Guide


There are eight possible Sets that you can animate in an Invigo-
rator effect. If you need to animate more than eight objects, you
can add a second Invigorator from the Effects menu.

If you click the arrow in front of the Sets parameter you will see
Sets 1 through 8 listed underneath it. Opening the arrow for one
of the Sets will reveal the animatable parameters. X, Y & Z Posi-
tion, X, Y & Z Rotation and Depth Scale.

Set Position
Set Position controls the location of the objects in the Invigora-
tor’s 3D space. Working with objects in 3D is a little harder than
working with them in 2D as the distance of the object away from
the camera determines the object’s visibility and its size. There
is no such thing as layers or stacking order. If one object is
closer to the camera than another object, the closer one is going
to be visible. Just like real life.

After Effects doesn’t have a parameter type that holds all X,


Y and Z values at the same time, so we have to have separate
controls for each one. They all work together, however, so when
you turn on animation for a Set you should enable all three
position or rotation parameters. Otherwise you may get some
unexpected results.

Zaxwerks 3D Invigorator for AE - User Guide 107


The positioning of Sets should be done by dragging with a ma-
nipulator tool inside the Scene Preview window. You should not
attempt to set position keyframes directly with the sliders, unless
you know what you are doing.

All objects come into the Invigorator standing up and facing


forward. This is different than some other 3D programs where
Illustrator files come in laying down as if they were drawn on a
table top. The Invigorator treats Illustrator files as though they
have been drawn on the wall which is how people work with Il-
lustrator files on their computer screen.

Because of this convention, the X direction is left/right; the Y


direction is up/down; and the Z direction is forward/back-
ward. The Z direction can also be thought of as in/out, as in into
the computer screen and out of the computer screen.

Set Rotation
The X, Y and Z Set rotation controls determine an object’s orien-
tation in 3D space.

X rotation is a forward/backward motion. If you held a


broomstick horizontally out in front of you and rotated your hand
around the broomstick you would be doing an X rotation. This is
the rotation of a car tire or a rocking chair.
X rotation for Set 1.

108 Zaxwerks 3D Invigorator for AE - User Guide


Y rotation is a spinning rotation. If you spun a basketball and
balanced it on your finger, it would be doing a Y rotation. This is
the rotation you get when unscrewing the lid of a jar, the beaters
of a mixer, a Hoola-Hoop or driving around a corner in a car.

Z rotation is a whirling rotation. The propeller of an airplane


spins with a Z rotation. This is also the rotation of a clothes
dryer, and the steering wheel of a car.

Most often things in real life are combinations of all three rota-
tions.

Sets rotate around a central point called the pivot point. (There
is a section in the Special Topics part of the User Guide that
contains a complete discussion about how to set and control
pivot points.)

Y rotation for Set 1.

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Set Depth Scale
The Depth scale parameter lets you grow or shrink objects only in
the Z direction. This enables you to animate the depth of objects
for various effects.
A Depth Scale of 100 retains the original size of the objects within
the Set. Higher values stretch the objects and lower ones squash
them.

Layer Map Parameters


Layer Mapping is texture mapping where the texture comes from
an After Effects layer. The layer map can be used for the color of
an object, the bumpiness of an object, or to control which parts
of the object are transparent, or what image appears in the reflec-
tion bouncing off the surface of an object. In other words any
part of a material that can be controlled with a standard texture
map, can be controlled with an After Effects layer.

This means you can have moving images in your texture maps.
As the animation progresses, each new frame of the 3D animation
receives the appropriate frame pulled from the layer map.

You can use a Pre-Comp as a Layer map. This means you can use
any number of movies or effects to create a composite texture
map that is calculated on the fly and requires no pre-rendering.
This greatly speeds up the production process, especially when
clients ask for changes that affect texture maps.
110 Zaxwerks 3D Invigorator for AE - User Guide
Layer Maps

If you turn down the twirly arrow next to Layer Maps in the AE
Effect Controls window, it will reveal ten popup menus labeled
Layer Map 1 through Layer Map 10. To make Layer Maps work,
there are two steps to follow.

First, you click on one of these popups and pick any layer inside
the current After Effects project. That assigns the layer to the
Layer Map you clicked on. For instance clicking on Layer Map
1 and picking a layer in your project called Fire Footage, assigns
the Fire Footage to Layer Map 1.

Second you must go to the Material Editor inside the Set-Up


window. There, next to each texture map thumbnail box is a little
popup menu. This menu is usually empty and says No Maps if
you click on it. However, when you have assigned a layer to one
of the Layer Map popups, like you did in Step 1, the mini popup
menu will display the Map number.

For instance, if you did Step 1 and picked a layer for Layer Map 1,
then this little popup will have a line item in it saying Layer Map
1. It will only display maps that have a layer assigned to them,
so if this popup says No Maps, then you need to go back to AE
and assign a map to one of the Layer Map popups in the AE Effect
Controls window.

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Once you’ve picked a Layer Map from this mini popup menu you
will see a picture in the texture map thumbnail box which says
From Layer. We can’t show you what the map is, so this indi-
cates you are using a layer as a map.

If you look over the Material Editor you’ll notice that there is a
mini Layer Map popup next to every texture map thumbnail box.
This means you can use a Layer Map for the color of your objects,
the bump map on your objects, the transparency map and the
reflection map too. Moving images can be used for any of these
attributes. And again, since Layer Maps can be Pre-Comps, any
effect or adjustment can be used in the creation of your texture
maps. The reason why we stress the word Pre-Comp here is
because any effect that you apply to a layer must be Pre-Comped
with that layer in order for you to see its effect in the texture map.

Pre-Comping bakes the effects into the layer footage so you can
use the output for further purposes. Many users make the mistake
of applying some effect (such as blur) to a piece of footage, use
the footage as a Layer Map, and then don’t understand why the ef-
fect doesn’t appear in the final rendering. In order for the effects
applied to a layer to show up in a Layer Map, the layer must be
Pre-Comped and the Pre-Comp then used as the Layer Map.

The same Layer Map can be picked from each of the mini pop-
ups. This means you could use the same Layer Map to control
the transparency and the color, and the other texture mappable
attributes, all by the same AE layer.
112 Zaxwerks 3D Invigorator for AE - User Guide
It also means you could use the same Layer Map on several dif-
ferent Materials. This can come in very handy . For instance,
say you had the same moving cloud movie being used as a
reflection in some Gold, Silver and Chrome materials. Making
changes to the clouds layer back in AE will affect all three ma-
terials, and it will affect every single place those three materials
have been applied to objects. No matter how many times those
materials have been used in the scene.

Composite On Original

This feature is used when you want more than one Invigorator
per layer. When this checkbox is turned off (the default), the
Invigorator will use only its own pixels. This causes the under-
lying footage to be completely ignored. When this checkbox is
turned on, the underlying footage shows and the Invigorator’s
image is composited over the top of it.

This feature can also be used when you want more than one
Invigorator per layer. When you apply two or more Invigora-
tor effects the second one down the list in the Effect Controls
window replaces the image produced by the one above it. But
with the Composite On Original checkbox turned on, the second
Invigorator’s image is composited over the top of the first, so
you see them both.

Zaxwerks 3D Invigorator for AE - User Guide 113


AE Reset Button

This is the word button found at the top of the AE Effect Controls
window. If you click it, all parameters will reset back to their
default values. These are the same values that are set when you
first add an Invigorator effect to a layer.

The AE Reset button only resets the animatable parameters. This


button does not, however, reset anything that you’ve done inside
the Set-Up window. So if you have rotated or moved individual
objects you must enter the Set-Up window, select all, and then
use the Reset button found below the Object List.

Caps Lock Key

If you find you are having to leave the Caps Lock key down all
the time, it’s possible that you are leaving the Best quality switch
turned on for the layer the Invigorator is applied to. Best quality
does full renderings with all the bells and whistles. Draft quality
does fast rendering where there are no shadows, no antialiasing
and no textures but the objects still look solid.
Draft quality can render in near-real time and is sufficient for mo-
tion tests, whereas Best quality takes much longer but gives you
much nicer pictures. So it’s better to leave the layer on Draft and
It’s best to be in Draft mode during interactive dragging. turn it up to Best only during the rendering of the final movie.

114 Zaxwerks 3D Invigorator for AE - User Guide


The Set-Up Window
Zaxwerks 3D Invigorator for AE - User Guide 115
116 Zaxwerks 3D Invigorator for AE - User Guide
Zaxwerks 3D Invigorator for AE - User Guide 117
Set-Up Window
The Set-Up window contains everything that is not
animatable within the Invigorator. It is the main control in-
terface for setting up the 3D scene and handles all shape
and material settings, the lighting controls, the camera lens
and rendering controls.

The user gains access to the Set-Up window by clicking either the
red ball button at the right end of the toolbar, or by clicking the
Options button just above the Scene Preview window.

Click this button to open the Set-Up Window.

The Set-Up window and the Effect Controls window each have
different lights and cameras. When you exit the Set-Up window,
you are able to bring the last camera view or lighting arrangement
from the Set-Up window into the Effect Controls window. This is
The Update Camera & Update Lights buttons.
done by clicking the Update Camera or Update Lights button.

Updating the camera or lights will either change the current key-
frame, or add one if one isn’t present.

118 Zaxwerks 3D Invigorator for AE - User Guide


Scene Preview Window
This is the area in the interface which shows you the actual 3D
scene. When in draft mode it shows you an OpenGL draft mode
rendering of the 3D scene where all objects are solid, but there
will be no shadows, transparency, textures or reflections.
If you hold down the Command key (Mac) or Control key (Win)
and then click the OK button (which will now say “Test”) a Best
quality rendering will be done and displayed in this window.
Hold down the Command key (Mac) or Control key (Win)
The size of the Scene Preview window cannot be changed. to turn the OK button into the Test Render button.

Toolbar
Mode buttons Manipulator tools
The toolbar is directly below the Scene Preview window. It has
tools for manipulating the scene elements and mode buttons for
switching between different types of scene elements.
There will always be two buttons on the toolbar that are blue.
The three buttons on the left tell the program which type of scene
element you want to manipulate, the buttons in the center choose
a manipulation tool.
When a button is highlighted in blue it means that that tool or
mode is turned on or selected.

Following are descriptions of each Mode and Tool button.

Zaxwerks 3D Invigorator for AE - User Guide 119


Camera Controls
Camera Mode

When this button is made active (blue) the camera controls will
be revealed and the manipulator tools will affect the 3D camera.

You will know that the camera is the thing that’s moving because
all objects will move as if they’re stuck together. You’ll also
notice that the floor grid moves too. You can’t directly move the
floor grid so if you see it moving, you are moving the camera.
Camera Mode button

Sometimes it’s difficult to get used to the idea that you are moving
a camera because there is no other feedback except for the image
in the scene preview window. However, with a little experience
you’ll get the hang of it. Just remember that moving the camera
will make it look like you are moving everything in the 3D scene.
If you want to move certain objects independently from the rest,
you have to have Object mode enabled, not Camera mode.

120 Zaxwerks 3D Invigorator for AE - User Guide


Camera Manipulation

When the Camera mode button is blue and one of the four ma-
nipulation tools is selected, clicking and dragging in the Scene
Preview window will move the camera. You must start the ma-
nipulation drag by clicking down inside the scene window. Don’t
start dragging while clicking on a button.

Also note that if you click on an object, then let up on the mouse
button without dragging, you may change which object is se-
lected. Clicking without dragging, makes the manipulator tools,
act like the selection tool. When you do a camera manipulation,
verify that Camera mode is active, select a tool, then click and
immediately drag in the Scene Preview window.

Camera Tumble

This tool responds to mouse movement in any direction. Tum-


Camera Tumble Tool
bling the camera makes it orbit around a central target point.
This point is placed at the center of the objects by default.
Nudging with the Tumble tool
When in Orbit mode, most of the manipulation tools will leave Each click of an arrow key on your keyboard,
the target point in its same position, however the target point will will tumble the camera 5 degrees in the direc-
be moved out of position if you use the Track tool. This means tion of the click. (left / right / up /down)
that once you use the Track tool the camera may start to orbit Holding the Shift key down and clicking an
off-center. arrow key will tumble the camera 15 degrees.

Zaxwerks 3D Invigorator for AE - User Guide 121


If the camera starts to tumble off center you can recenter the tar-
get point by using any of the camera presets (Front, High Right,
etc.) from the Views popup menu, or by using the Fit All com-
mand. Using the Fit Selected command will place the target point
at the center of the selected object(s).

The Dolly tool will move the camera’s eye point closer and closer
to the target point but won’t go past it. This is to prevent the
camera from going through an object.

When in Look At mode, instead of Orbit mode, the target point


can be moved by using the Track tool and the Dolly tool. With the
Views popup menu Look At camera, the Dolly tool will move the target point forward
at the same time it moves the eye point forward. This makes the
Look At camera ideally suited for fly-through animation where the
camera keeps going and going and going forward.

Camera tumbling will work for both the Orbit and Look At types
of camera. When the Hand Held type of camera is in use, the
tumble tool makes the camera pan and tilt instead of orbit.
Camera Type popup in the Effect Controls window

122 Zaxwerks 3D Invigorator for AE - User Guide


Pan and tilt is what a camera does when it’s sitting on a tripod. Top View
The eye point of the camera doesn’t move from its spot on the tri-
pod, it’s the camera’s viewing direction that changes. Pan swings
the camera’s view from side to side, and tilt angles the camera’s
The Look At camera moves directly
view to point up or down. from one keyframe to the next.

Also be aware that when using a Look At type of camera, using Top View
the camera tumble tool in the interactive scene preview window
preserves the distance between the eye and target points. This is
done as an aid in setting keyframes. However when the key-
frames are interpolated during an animation, a Look At camera
pays no attention to the distance between the camera’s eye and
target points.

Preserving the distance between the camera’s eye and target The Orbit camera moves in smooth
arcs between keyframes.
points during an animation is only done with the Orbit style of
camera. This makes the Orbit camera ideally suited for arcing
types of camera moves. Two keyframes with an Orbit camera (In the above illustrations, the black
will create a perfectly smooth arc all the way around an object, cameras are keyframes and the grey
cameras are the in-between positions.)
whereas the same two keyframes with a Look At camera will
make the camera pass right through the object.

Holding the Shift key down will constrain the Tumble tool to only
one axis. Up/down drags will tumble around the X axis only.
Right/left drags will tumble only around the Y axis.

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Camera Roll
This tool responds to mouse movement only in the left/right
direction. The Roll tool will spin the Camera’s Eye Point making
the horizon tilt left or right. You don’t drag the mouse in a circle
The Roll tool spins the Camera’s Eye
Point, tilting the horizon left or right. around the center of the picture, you just drag left or right.

When working with the Roll tool imagine that you are grabbing
a wheel at the top (12 o’ clock position) so when you drag to the
right you are spinning the wheel to the right and when you drag
Nudging with the Roll tool to the left you spin the wheel to the left.
Each click of an arrow key on your computer
The Shift key has no effect on this tool.
keyboard, will roll the camera 5 degrees in
the direction of the click. (left/right only)
Camera Track
Holding the Shift key down and clicking an
This tool responds to mouse movement in any direction. The
arrow key will roll the camera 15 degrees.
Track tool moves the camera’s eye and target points to the
left/right or up/down without rotating the camera. It changes the
position of the camera, not it’s rotation.

The movement is always parallel to your computer monitor’s


Nudging with the Track tool screen, so left/right/up/down are based on the direction that the
Each click of an arrow key on your computer camera is currently facing.
keyboard, will track the camera 1 point in the Holding the Shift key down will constrain the Track tool to only
direction of the click. (left/right/up/down) one axis. Up/down drags will track in the Y direction only. Right/
Holding the Shift key down and clicking an left drags will track only along the X axis. Remember that these
arrow key will track the camera 10 points. axes are based on the camera’s current viewing direction.

124 Zaxwerks 3D Invigorator for AE - User Guide


Camera Dolly What the What the
camera sees. camera sees.
This tool responds to mouse movement only in the up/down di-
rection. The Dolly tool pushes the camera closer to the objects
and pulls it away from the objects. This is similar to holding a
camera and walking toward your subject or backing up away
from your subject.

As mentioned in the Camera Tumble section, when using an Dollying the Camera Dollying the Object
Orbit type camera the camera won’t dolly through the target
point. However, when using the Look At type of camera the
Dolly tool will move both the eye point and target point equally
so the camera will continue moving forward as long as you are
dragging up.

With the Hand Held type of camera there is no target point so


the Dolly tool will move the camera forward even if it goes Nudging with the Dolly tool
right through an object. Each click of an arrow key on your computer
keyboard, will dolly the object 1 point forward
The Shift key has no affect on this tool. or back in the direction of the click. (up/down
only)
Holding the Shift key down and clicking an
arrow key will doll the camera 10 points.

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Camera Manipulation Shortcut Keys

The shortcut keys for camera manipulation are only available


Camera Track is activated by holding down
inside the Set-Up window. They are extremely useful and should
the Spacebar only (Mac and Win).
be learned at once. No matter which mode you are in these
Camera Tumble is activated by holding down shortcuts will activate the camera and let you manipulate it. This
the Spacebar + Command (Mac) or Spacebar + makes it very fast to do things such as moving the camera to a dif-
Alt (Win). ferent angle while you are still working on an object.

Camera Dolly is activated by holding down Notice that there is a pattern to the keyboard shortcuts. They all
the Spacebar + Control (Mac and Win). use the Spacebar and sometimes one or two other keys. The Shift
key is always reserved for constraining the drag.
Camera Roll is activated by holding down the
Spacebar + Option (Mac) or Spacebar + Alt+ Also notice that the keyboard finger positions are identical be-
Control (Win). tween the Mac and Windows versions. This is to make it seam-
less for the user to switch between Mac and Windows systems.
Note: If you also hold down the Shift key dur-
ing any of the above keyboard shortcuts, you
will enable constrained dragging.

126 Zaxwerks 3D Invigorator for AE - User Guide


Zoom Tool

The Zoom tool looks like a magnifying glass and is found at the
right end of the toolbar. It combines the actions of the Dolly and
Track tools into a single tool. Because of this, using the Zoom
tool will change or add keyframes. Zoom Tool

When you select the Zoom tool and do not have any other key Double clicking on the Zoom tool is a very use-
held down, each click with the tool will zoom in a certain amount. ful shortcut for issuing the Fit All command.
You must click inside the Scene Preview window to execute the
zoom. Clicking on the Zoom button will only select the tool.

When you do a zoom, the spot that you clicked on will pretty
much stay under the point of the cursor.

If you hold down the Option key (Mac) or Alt key (Win) and then
click, the Zoom tool will zoom out instead of zooming in.

The shortcut for selecting the Zoom tool is to press the Z key on
your keyboard. (This works inside the Set-Up window only.)

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The Camera Tab
Camera View Presets

The Views popup menu contains a list of preset camera views,


such as Front, High Right and Low Left. It also contains the Fit
All, Fit Selected, and the Save View... commands.

Fit All moves the camera back along its line of sight until all
objects are within the view of the camera. If needed it will also
track the camera side to side or up and down so the objects fit
with the least amount of extra space on the sides.

Fit Selected does the same thing as Fit All except it fits only
the currently selected objects into the 3D window. More than
one object can be selected and they don’t have to be next to each
other. As with Fit All, the camera won’t change the direction it is
The Views popup menu
pointing in, it will just move backward / forward, and left / right
until the objects are on screen.

During either of the Fit commands the length of the lens doesn’t
change. It’s as if you had used only the Track and Dolly tools to
reposition the camera until the objects fit into the window.

128 Zaxwerks 3D Invigorator for AE - User Guide


Save View... will create a preset out of the current camera view
and save it under a name you can specify. The named view will
appear at the bottom of the Views popup menu. You can return
to the view at any time by picking it from the menu the same way
you can pick any of the factory preset views.

Camera presets are saved only inside the project. They won’t ap-
pear in the views menu of any other project.

Camera Lenses

This menu lets you switch between lenses of various lengths. All
lens lengths are based on the viewing angle of a 35 mm single lens
reflex camera. So with this as the film base, a 50mm lens is con-
sidered a Normal view, 28 mm is a wide angle view and 200 mm is
a telephoto view.

At the top of this popup is a special type of lens called Ortho-


graphic. This lens removes all the perspective from the image,
so parallel lines won’t converge. This means objects that are the
same size will stay the same size no matter how far away from the
camera they are.

The Orthographic lens is a good choice when you want to see 3D Lens popup menu
edge effects on lettering, but don’t want the letters at the end of
the word to get smaller as they go off in the distance. With the
Ortho lens the letters will stay the same size.
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Super Fast Final Rendering (PRO Feature)
PRO NOTE - Super Fast Final Rendering The Invigorator PRO has the ability to use an OpenGL accelera-
is part of the PRO version. You must have tor card to do Broadcast quality final rendering with antialiasing,
the PRO version to use this feature. reflections and textures. OpenGL is not made to do final quality
antialiasing so there were some interesting tricks involved in get-
ting this to work. However, the outcome was that you can render
very nice images very very quickly. In many cases at less than
one second per frame!

Interactive Tip To turn on this option, open the Invigorator’s Set-Up window and
If you leave the Invigorator’s layer set to change the renderer popup from Invigorator renderer to Hi-Qual-
Best quality and then try to drag a 3D ob- ity OpenGL renderer. That’s all you have to do. To see a frame
ject or camera, the OpenGL Render Buffer rendered with the Hi-Quality OpenGL renderer, close the Set-Up
may pop open while you are in the middle window and turn the quality switch for the Invigorator’s layer to
of the drag. To keep this from happening Best quality.
set the layer to Draft mode quality.
When you do this you will most likely see a window appear that
says “OpenGL Render Buffer” at the top. Do not be alarmed.
This window is where OpenGL is doing its magic. When it disap-
pears the final image will be handed off to After Effects and then
displayed in the Comp window.

The Hi-Quality OpenGL renderer is perfect when you need anti-


aliased images with color texture maps and reflections. However,
it does not render shadows, transparencies or bump maps, so you
can’t do glass effects, but there is a lot of bread and butter work
It’s best to be in Draft mode during interactive dragging. that makes this one feature very worthwhile.
130 Zaxwerks 3D Invigorator for AE - User Guide
Antialiasing

The Antialiasing popup menu lets you select between


various levels of antialiasing. (3x3 is roughly twice as
smooth as 2x2, and 4x4 is roughly twice as smooth as
3x3.) The nice thing about the Invigorator renderer is
that it only applies antialiasing where it’s needed so you
can change antialiasing levels without severely impact-
ing your rendering times.

PRO Note: The High Quality OpenGL rendering op-


tion slows down quite a bit as antialiasing levels are
Antialiasing popup menu.
increased.

You will see other numbers in the antialiasing popup


such as +0.6, +1.0, and +1.5. These extra values are
No antialiasing AA Level=1x1
anti-crawl filtering for video playback purposes. Each
Web sharp AA Level=2x2
level of anti-crawl filtering makes the image a little more
Web smooth AA Level=4x4
fuzzy. This fuzziness is visible on your computer screen,
Video sharp AA Level=3x3 plus crawl filtering of 1x0.6
but when played back on a television helps to prevent
Video smooth AA Level=5x5 plus crawl filtering of 1x1.0
jitter around the edges of your images.
Video smooth+ AA Level=5x5 plus crawl filtering of 1x1.5
Film sharp AA Level=5x5
If you are used to setting the antialiasing using the pre-
Film smooth AA Level=5x5 plus crawl filtering of 1x1.0
3.0 menu here are the conversions to the new settings...
Print sharp AA Level=3x3
Print smooth AA Level=5x5 plus crawl filtering of 1x0.6

Zaxwerks 3D Invigorator for AE - User Guide 131


Alpha Channels

The Alpha Channel checkbox enables the creation of an alpha


channel during the Invigorator rendering. When this option is
turned on, which it is by default, the background color of the
Invigorator scene drops out and only the pixels making up the 3D
image will remain. If this option is turned off, you will see the 3D
image as well as the Invigorator’s background color which will fill
in the rest of the Solid it is applied to.

The alpha channel also contains the antialiasing information. This


is used to make the 3D rendering composite perfectly with the
underlying layers.

NOTE: The alpha channel option applies to both Draft and Best
quality rendering modes. In Best mode renderings the alpha
channel contains the edge antialiasing. In Draft mode renderings,
however, there is no antialiasing so the alpha channel will be jag-
ged and non-antialiased.

132 Zaxwerks 3D Invigorator for AE - User Guide


Background Color

The Background Color swatch shows the color of the background


used in the Invigorator’s scene preview window, and used in the
rendered image if the Alpha Channel option is turned off.

The color can be changed by clicking on the color swatch itself.


This will open up a color picker where you can pick any color.

NOTE: The Background color is independent from the color of


the Solid, or the Background color of the Comp that the Invigora-
tor is applied to. Changing the color of the Solid or the Comp will
do nothing to change the Invigorator’s background color.

Background Color swatch

Zaxwerks 3D Invigorator for AE - User Guide 133


Lighting Controls
The Invigorator has three kinds of lights, but two of them are only
available if you link to the 3D lights in After Effects. If you don’t
link to AE’s lights the only type of light available is the kind that
has a direction but no position. After Effects calls this a Parallel
light. Parallel lights are perfect for beginners because you can’t
Light Mode button
accidentally place the light in the wrong position. Once a light is
turned on it has an effect on every object in the scene. However,
the other light types are very useful and create different looks.

Light Mode
When the “Use Comp Lights” checkbox is NOT turned on, the
Invigorator has control over its own lights. When the light mode
button is made active (blue) the Lighting Controls are revealed,
and the manipulator tools will affect the lights.

Manipulating lights is done in two ways, by dragging directly in


the 3D Scene Preview window, or by dragging on the light ma-
nipulator ball found below the Scene Preview window.

Light Manipulation In The Scene Window


When the Light mode icon is activated you will notice that all of
the manipulator tools turn gray except for the Tumble tool. This
The lighting direction changes by dragging is because lights in the Invigorator have a direction but no posi-
in the Scene Preview window. tion. Lights of this type are much easier and faster to work with.
134 Zaxwerks 3D Invigorator for AE - User Guide
You don’t have to worry about objects going outside the cone of a
spotlight or accidentally placing an object behind a light pointing Dragging up will raise the light until it stops
in the wrong direction. directly overhead. Dragging down will lower
the light until it stops directly underneath the
By simply dragging with the Tumble tool in the 3D Scene Preview objects. Dragging left and right will roll the
window you will rotate the currently selected light to change light around the objects. If you keep drag-
the direction it is pointing. As you drag you will see the lighting ging, the light will circle around the objects
change as it illuminates the objects. and come back to where it started.
Select the light you want to manipulate by picking it from the
Lights List popup.

Lighting Manipulator Ball


The Lighting Manipulator looks like a ball and is revealed when
the Light mode icon is selected (blue). Clicking and dragging
on this ball will manipulate the currently selected light. You will
see the light pointer move as you drag. The pointer indicates the
direction of the selected light.

Select a light by picking it from the Lights List, not by clicking on


the pointer inside the Lighting Manipulator window.

Once you have dragged the light pointer to a new location, releas-
ing the mouse button will make the 3D Scene Preview window Clicking and dragging on the Lighting Manipulator ball
moves the currently selected light.
re-render and show you the effect of the new light direction.

Zaxwerks 3D Invigorator for AE - User Guide 135


Spot Lights and Point Lights
The other two light types are Spot lights and Point lights. You
create these type of lights by linking to the AE lights (See the
next section for more on this.) As the name suggests, Spot lights
shine light in a circular spot of light. If the source is very close to
the object, the circle of light is small so not much is illuminated.
As the light and objects get further away from each other, the cir-
cle gets bigger and bigger so more and more area is illuminated.

Spot lights have controls for how the circle of light spreads,
(called Cone Angle because the circle is the bottom of an imagi-
nary cone), and the softness of the illuminated area near the
edges (called Cone Feather). You place Spot lights at a position
in space and then point them in the direction you want them to
illuminate. Since the Cone Angle, position, direction, and distance
from light to subject all affect the final look of the illuminated
areas, it takes practice to learn how to set up a Spot light. Some-
times you will try and try and the light just doesn’t seem to be
turned on, but finally you discover that you’ve placed the light
behind the object you are trying to light up or you have it pointing
in the wrong direction. So you need some patience when learning
how to control Spot lights. Still, the time you spend is well worth
Three AE spot lights pointing in different directions the investment. Spot lights can add a great deal of interest to the
with varying sizes of cone angle. lighting of a scene.

136 Zaxwerks 3D Invigorator for AE - User Guide


Point lights are like uncovered light bulbs. They have a position in
space and cast light in all directions. You can’t point a Point light
in the wrong direction, but you can accidentally put it behind the
object you are trying to illuminate so you need to be careful.

Always switch to a Top or Side view to make sure you are setting
the light at the correct depth in the Scene. Using that extra Z-
dimension in 3D space can be a little tricky on a flat 2D computer
monitor.

Creating And Using Spot Lights and Point Lights

You make a light into a Spot light or a Point light by changing Using Spotlights can make a scene look much nicer, but takes
its Light Type inside of After Effects. Double click on the name extra time and practice to set up.
of the light in the After Effects Timeline and the Light Settings
window will open.

To make the Invigorator use Spot lights and Point lights, turn on
the Use Comp Lights checkbox located below the Invigorator’s
toolbar in the Effect Controls Window. You cannot make an
Invigorator light be a Spot light or a Point light while inside the
Invigorator’s Set-Up window. You can only get spot or point lights
by linking to the lights in the After Effects composition.

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Once you have linked to the AE Comp lights, you can no longer
use the Invigorator’s lighting controls. Now you adjust the posi-
tion and direction of your lights by using the regular After Ef-
fects light manipulators. Do this by selecting the light you want
to move and then dragging the light’s manipulator handles in the
Comp window.

You’ll notice that when you turn on Use Comp Lights the look of
a Spot light while in Draft quality mode is jaggy and very differ-
ent from the look of a Spot light when in Best quality mode. This
Special Note: Whenever you turn on Use Comp is because Draft mode uses OpenGL rendering and that’s just the
Lights you should also turn on Use Comp Cam- way OpenGL Spot lights look. There are fancy things you can
era. Otherwise it will be very difficult to move do to make the lights look better but those tricks require extra
the lights properly. hardware and are part of the Invigorator PRO version.

Once you set the layer to Best quality, Spot lights are rendered
using our Invigorator’s internal renderer which makes them look
nearly identical to what they look like inside of After Effects.
This enables you to mix Invigorator 3D objects with After Effects
3D layers and it will look like the same light sources are lighting
all objects.

Draft Spotlights have jag- Best Spotlights have


ged edges. smooth edges.

138 Zaxwerks 3D Invigorator for AE - User Guide


Lights List
The Lights List popup menu contains a list of all lights in the
Invigorator. The currently selected light is the one whose name
shows when the popup is collapsed. Selecting a different light
is done by clicking on the popup, dragging down to highlight the
light you want to select, then releasing the mouse.

The text style used for the names of the lights tells you informa-
tion about the lights. If a light’s name is written in Bold, then
you know the light has shadow casting turned on. If the name is
written in Italics, then the light has been turned off. In this way
you can quickly scan down the list and see how many lights are
bold, meaning they’re casting shadows, or if a light is turned off
(italics) that should really be turned on.

Turn On This Light


This checkbox lets you turn a light on or off. The Invigorator
comes with six lights, some are turned on by default and some
are turned off. This checkbox acts like a light switch.

When you turn a light on, its name will change from italics to
plain text in the Lights List. You will also see a new light pointer
appear in the Lighting Manipulator window.

Zaxwerks 3D Invigorator for AE - User Guide 139


Disable All Shadows
The Disable All Shadows checkbox turns off shadow casting for
all lights in the 3D scene. The lights will still have their Shadow
Casting checkboxes turned on, and the Shadow Darkness and
Softness settings will remain, but the shadows won’t be rendered
in a Best quality rendering.

This feature lets you temporarily disable all shadows to speed up


Best quality rendering while you are working on the look of other
things in the scene. Shadows take extra time to render so keep
this feature in mind. It greatly speeds up the creation process
when you flip one switch and turn off the shadows, work out the
textures, then flip the switch back on and have all the shadows
set up the way you left them.

The Light Editor


The settings for lights are located on the right side of the inter-
face below the lighting swatches. This area is called the Light
Editor, all the settings for a light are contained in this one spot.

As you select different lights, their settings will be shown by the


controls in the Light Editor. Only the settings of the currently se-
lected light are shown, (the light whose name is displayed in the
Lights List.) When you select a different light the controls update
to show you the settings of the new light.
The Light Editor.

140 Zaxwerks 3D Invigorator for AE - User Guide


Light Name
This is an editable text field where you can change the name
of the current light. Click in this field and type something new.
When you hit the Return or Enter keys, or click on a different
control, the new name will be accepted and the Light List will
change to show you the new name.

You cannot name two lights the same name.

The Light Name field.


Light Color Picker
The little box next to the word “Color” shows you the color of the
currently selected light. To change a light’s color click once in
the color box. This will open your computer’s color picker where
you can pick a different color and click OK to get back to the
lighting controls.
When picking a color for a light, remember that picking a darker
color has the same effect as lowering the intensity of the light. So
picking a dark blue has the same effect as picking a bright blue
and lowering its intensity. Click once in this box to open the Color Picker.
Sometimes you will find yourself having to raise the light intensity
above a value of 100 in order to get the light bright enough. If
you do this you should check to see if your light color is working
against you and perhaps you should lighten the color instead of The color of a light can be animated, but the
increasing the intensity. keyframes must be set inside the AE Timeline.

Zaxwerks 3D Invigorator for AE - User Guide 141


Light Color Eyedropper
The color eyedropper is located next to the color box. You use it
by clicking on it once, moving the eyedropper cursor over an area
you want to sample the color from, then click the mouse again.

If you want, you can hold the mouse button down during the sam-
pling process and drag it around. As it passes over new colors
The Light Color Eyedropper. you will see the color box changing. When you’ve sampled the
color you want, stop dragging and release the mouse button.

Light Intensity
The light intensity slider controls how bright or dark a light is.
An intensity of 100 means the light is “full on”. An intensity of 0
means the light is turned off. Changing between 0 and 100 acts
like a dimmer switch that increases or decreases the electricity
applied to the light.

Notice that above the slider is a text field where the numbers
appear. This text field can be typed into directly. This is useful
when you want a value that is greater than 100 or less than 0.

The Light Intensity slider. A light intensity greater than 100 will start to bleach out the
scene. It makes the objects very white wherever the light hits.

142 Zaxwerks 3D Invigorator for AE - User Guide


A light intensity less than 0 creates a “negative” light. This is a
light that removes light wherever it hits. A negative white light
makes the objects darker wherever it shines on them. A negative
red light removes red making the objects more cyan.

Shadow Casting
Lights in the Invigorator do not cast shadows by default. Shadow
casting takes extra rendering time and isn’t always desired. Shad-
ows do however, add to the realism of a scene making the images
look very nice.

Shadows are turned on by first selecting the light you want


to have shadows come from, then putting a checkmark in the
Shadow Casting checkbox. When you do this you’ll see the slid-
ers become active so you can change them if you want.

It’s good to know that the Invigorator creates 3D shadows. This


is where shadows are cast from one 3D object onto other 3D
objects in the same Invigorator scene. Shadows are not cast from
3D objects onto other layers in an AE project.
Turn on the Shadow Casting checkbox to enable shadows.
Many times you may be wanting to create a “drop-shadow” effect
where the shadow from a 3D object falls onto another AE layer.

Zaxwerks 3D Invigorator for AE - User Guide 143


If this is what you are looking for, then don’t do it by having the
Invigorator create 3D shadows, just apply AE’s drop shadow ef-
fect to the same layer the Invigorator is on. This will make a drop
shadow out of the alpha channel the Invigorator creates. The
drop shadow effect renders much faster than full 3D shadows.

The quality of a shadow is determined by the size of the shadow


map it creates. Sometimes, depending on how spread out your
objects are in the scene, your shadows will look a little ragged
around the edges. When this happens click the User Prefs button
and increase the Shadow Quality setting.

Increase the Shadow Quality setting in the User Prefs.

Shadow Darkness
The Shadow Darkness setting controls how contrasty the shadow
is. A setting of 100% creates a very dark shadow. A setting of 0%
makes the shadow so light you can’t see it.

Most of the time you will use lower settings when the shadows
fall on light colored objects and higher settings when they fall
Use higher settings for Shadow Darkness when onto dark colored objects.
shadows fall onto dark colored objects.

144 Zaxwerks 3D Invigorator for AE - User Guide


Shadow Softness
The Shadow Softness setting lets you control how fuzzy and dif-
fuse a shadow is. The default value gives you a fairly soft shad-
ow. Move the slider to the right to get a softer shadow and move
it to the left to get a crisper shadow.

Note: Softer shadows increase rendering time.


Move the Shadow Softness slider to
the right to get softer shadows.

Shadow Quality
See the section on Shadow Quality under User Preferences.

Light Preview
The Light Preview is the picture in the top right corner of the
light Editor area. It shows you an example of what the currently
selected light looks like when shining on a white sphere. This in-
cludes the color and intensity of the light as well as its direction.

The Light Preview always shows the ball from a front view, so for
lights that shine on the backs of objects the Light Preview will The Light Preview shows what
show the current light as a rim of color on one edge of the ball. If the selected light looks like
the light is far enough behind the sphere, the Light Preview won’t applied to an object.
show the light at all.

Zaxwerks 3D Invigorator for AE - User Guide 145


To save a light swatch, click on the sphere and drag it from
the light editor up into the Lights bin, releasing it over an
empty dock.
To apply a light swatch to a light, select the light you want
to color, then drag the swatch from the bin down into the
light editor and drop it onto the Light Preview.

Light Commands Popup


Drag a swatch from the bin on to the Light Preview to apply the
The Light Commands popup menu is seen just above the Light
swatch to the selected light.
Preview ball. Clicking on it reveals the commands available to
use. Drag down to highlight a command and release the mouse to
execute it.

Save Light To Bin


Using this command will save the settings for the light currently
seen in the light editor as a reusable swatch. The swatch will be
placed in the first available dock in the lights bin, directly above
the light editor.
Using this command saves the current light’s settings as a
swatch in the Lights Bin. Saving the current light’s settings as a swatch can also be done
by clicking on the Light Preview ball and dragging it up into the
lights bin.

146 Zaxwerks 3D Invigorator for AE - User Guide


Lights Bin
The Lights Bin is found at the top of the Lights tab. It is an array
of docks which can each contain a Light swatch. Each Light
swatch contains the settings for intensity, color, shadow and
direction. When a Light swatch is dragged from the bin down
to the Light Editor area and dropped onto the Light Preview the
currently selected light will receive the settings contained in the
Light swatch. In this way Lights that have been created at other
times can be used over and over again, by simply dragging the
swatch onto the Preview image in the light editor.
When swatches are saved to the bin they are immediately saved
to disk. This way they are available to reuse in any other Invigo-
rator project.
The Lights Bin is located at the top of the Lights tab.

Important Note
The swatches in the Lights Bin are not linked to the
lights currently in use. They are simply a convenient
way to encapsulate a group of settings. If you drag a
swatch from the bin to the light editor this will apply its
settings to the current light. If you then edit the set-
tings you will not change the swatch in the bin. You will
only be changing the current light.

Zaxwerks 3D Invigorator for AE - User Guide 147


Lights Swatch Commands
The Swatch popup menu for lights is seen at the top right corner
of the Lights tab. Clicking on it reveals commands which deal
with the organization and management of the swatches in the
Lights bin. Drag down to highlight a command and release the
mouse to execute it. Explanations of the commands follow.

Apply Swatch To Light


This command applies the selected Light Swatch to the currently
selected light. It takes all of the settings in the Light Swatch and
applies them to the light seen in the Light Editor.

The same thing can be done by dragging a Light Swatch from the
bin and dropping it onto the preview picture in the Light Editor.

If more than one Light Swatch is selected, only the first selected
will be used. The first selected light is displayed with a red selec-
tion rectangle around the swatch.

Duplicate Light Swatch


This command will duplicate the selected light swatch and place
it at the first available dock in the bin. If more than one swatch is
selected, then all selected swatches will be duplicated.

148 Zaxwerks 3D Invigorator for AE - User Guide


Delete Selected Swatches
This command will delete all light swatches that are currently se-
lected. Selected swatches have red or green selection rectangles
around them.

When you delete swatches from bins, you are deleting them from
your hard drive too.

Deleting swatches does not hurt the project. It only removes the
pictures from the bins.

Clear Bin
Clearing the bin will delete all of the swatches from the bin. It will
also delete them from your hard drive so they won’t be available
to use in any other project.

Deleting swatches will not change the lights in the current proj-
ect. It only removes the pictures from the bins.

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Lighting Styles Bin
The Lighting Styles bin is where entire lighting set ups are stored.
A Lighting Style is a recording of the settings for all of the lights
used in a 3D scene. Saving a Lighting Style uses the current lights
to light a proxy scene and then makes an icon out of it. The icon
appears in the Lighting Styles bin ready to drag and drop into the
3D scene window.

Each Lighting Style has two editable fields next to the picture.
The top one is only one line long and is for the name of the Light-
ing Style. The lower one can have multiple lines and is where the
user can type in notes, such as which project the Lighting Style
came from, or anything else.

Lighting Styles are applied to the current project by dragging the


picture icon from the bin and dropping it into the 3D window.
When you drag over the window you will see a red highlight
Type a name into the top text field. around the window indicating that this target is ready to receive
Type notes into the bottom text field. the drop.

You cannot name two Lighting Styles the same name.

150 Zaxwerks 3D Invigorator for AE - User Guide


Lighting Styles Swatch Commands
The Swatch popup menu for Lighting Styles is seen at the top
right corner of the Lighting Styles tab. Clicking on it reveals
commands which deal with the organization and management of
the swatches in the bin. Drag down to highlight a command and
release the mouse to execute it. The Lighting Styles Swatch popup menu

Save Lighting Style


This command is how Lighting Styles are created. Set up the
scene lighting, then pick this command. A small image of the
scene window will be rendered and placed into the first available
dock in the Lighting Styles bin.
Changing the scene’s lights after you have saved the Lighting
Style will not automatically update it. If you change the scene’s
lights, delete the old Lighting Style and save the new one.

Apply Lighting Style


The Apply Lighting Style command will take the currently select-
ed Lighting Style and apply it to the 3D scene. An alternative way
to do this is to drag the Lighting Style swatch from the bin and
drop it into the 3D window.

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Duplicate Lighting Style
This command will duplicate the selected Lighting Style and place
it in the first available dock.

Delete Selected Lighting Styles


Selecting one or more Lighting Styles and then using this com-
mand will delete them from the bin and from the hard drive.

This will not change the lighting in the current 3D scene.

Clear Bin
Clearing the bin will remove all of the swatches from the bin and
from the hard drive.

This will not change the lights in the current project.

152 Zaxwerks 3D Invigorator for AE - User Guide


Object Controls
Object Mode
When this button is made active (blue) the Object controls and
tabs are revealed and the manipulator tools will affect the objects
in the 3D scene.
Sometimes you may want to manipulate individual objects, but all
of the objects act like they are stuck together. This usually means
you are in Camera mode, not in Object mode. Look to see if the
Camera button is blue or if the Object button is blue. Another Objects need to be selected before they can
clue is that if you are manipulating the camera, the floor grid will be manipulated. If you drag and nothing is
move as you drag. When you manipulate objects, the floor stays moving, check to see if you have selected the
in the same place. objects you are trying to move.
Also notice that inside the Set-Up window the Object button has
only one cube on it, whereas in the Effect Controls window the
Sets button has three cubes. This is to help you remember that in
the Effect Controls you are manipulating sets of objects, while in
the Set-Up window you can manipulate individual objects

Object Manipulation
To drag objects in the Scene Preview window you have to do the
following three things: 1- Click on the Object mode button so
it appears blue; 2- select one of the five manipulation tools; and
3- select one or more objects. If you miss one of the three parts,
you won’t be able to manipulate objects.

Zaxwerks 3D Invigorator for AE - User Guide 153


When manipulating objects select the tool then start the drag
inside the 3D scene window. Don’t start dragging while clicking
on a manipulator tool button.
3
If you click the mouse button, then let up without dragging,
you may change which objects are selected. Clicking
without dragging, makes the manipulator tools act like the
selection tool.
When you do an object manipulation, verify that Object
1 2 mode is active, select a tool, then click and immediately
drag in the Scene Preview window.

Object Nudging
Do three things to drag objects: When you’re manipulating objects and you need to make small
1- Click the Object mode button. adjustments to an object’s rotation or position, the nudge keys
2- Select a manipulation tool.
3- Select an object.
come in very handy. All of the manipulation tools respond to
Now you can drag in the window and clicks on your keyboard’s arrow keys. The Camera, Light and
the object will move. Object manipulators all respond to nudging, so be sure you are in
the correct mode with the desired manipulation tool active.

If nudging doesn’t appear to be working, click on the manipula-


tion tool again to put the keyboard’s focus on that tool. (See the
side-bars on the next few pages for specifics about how nudging
affects each tool.)

154 Zaxwerks 3D Invigorator for AE - User Guide


Object Tumble
This tool responds to mouse movement in any direction. Tum-
bling objects makes them rotate around a common rotational
center. When only one object is selected, this central pivot point
is located at the center of the object. When more than one object
is selected the pivot point is at the center of all selected objects.
Keyboard shortcut: inside the Set-Up window,
When inside the Set-Up window, the pivot point will change based tap the T key to activate the Tumble tool.
on the size of the objects and which objects are selected at the
time of the tumble. On the other hand, the pivot point for each
Set stays in the same position unless changed. (See the section on
Set Rotation.) Nudging with the Tumble tool
The axes which objects rotate around are relative to the current Each click of an arrow key on your computer
view direction of the camera, so a rotation around the X axis keyboard, will tumble the object 5 degrees in
means the camera’s current X axis. If you want to rotate the the direction of the click. (left/right/up/down)
object around its own X axis you must turn on the “Drag Using Holding the Shift key down and clicking an
Object’s Axes” option found just below the manipulator tools. arrow key will tumble the object 15 degrees.
(See the section on Drag Using Object’s Axes.)

Holding the Shift key down will constrain the Tumble tool to only
one axis. Up/down drags will tumble only around the X axis.
Right/left drags will tumble only around the Y axis.

When the Tumble tool is active, holding the Control key (Mac &
Win) will temporarily activate the Roll tool. This enables you to
get X, Y and Z rotations without changing tools.

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Object Roll
This tool responds to mouse movement only in the left/right
direction. The Roll tool will spin the object(s) like the propeller
of an airplane. You don’t drag the mouse in a circle around the
center of the picture, you just drag more to the left or to the right.
Keyboard shortcut: inside the Set-Up window,
tap the R key to activate the Roll tool. When working with the Roll tool imagine that you are grabbing
a wheel at the top (12 o’ clock position) so when you drag to the
right you are spinning the wheel (objects) to the right and when
you drag to the left you spin the wheel to the left.
Nudging with the Roll tool
Like the Tumble tool, the Roll tool will rotate a single object
Each click of an arrow key on your computer around its center point, and if more than one object is selected
keyboard, will roll the object 5 degrees in the when the roll starts they will all be rotated around their common
direction of the click. (left/right only) center point.
Holding the Shift key down and clicking an The roll axis is relative to the current viewing direction of the
arrow key will roll the object 15 degrees. camera, meaning that the roll will happen around the camera’s
current Z axis. If you want to rotate the object around its own
Z axis you must turn on the “Drag Using Object’s Axes” option
found just below the manipulator tools. (See the section on Drag
Using Object’s Axes.)

The Shift key has no effect on this tool.


When the Roll tool is active, holding the Control key (Mac & Win)
will temporarily activate the Tumble tool. This enables you to get
X, Y and Z rotations without changing tools.
156 Zaxwerks 3D Invigorator for AE - User Guide
Object Track
This tool responds to mouse movement in any direction. The
Track tool moves objects left/right or up/down without rotating
them.
Keyboard shortcut: inside the Set-Up window,
The movement is always parallel to your computer monitor’s tap the M key to activate the Move (Track) tool.
screen, so left/right/up/down are based on the direction that the
camera is currently facing.
Holding the Shift key down will constrain the Track tool to only Nudging with the Track tool
one axis. Up/down drags will track along the Y axis. Right/left
Each click of an arrow key on your computer
drags will track along the X axis. Remember that these axes are
keyboard, will track the object 1 point in the
based on the camera’s current viewing direction. (See the section
direction of the click. (left/right/up/down)
on Drag Using Object’s Axes for how to move objects along their
own axes.) Holding the Shift key down and clicking an
arrow key will track the object 10 points.
When the Track tool is active, holding down the Control key (Mac
& Win) will temporarily activate the Dolly tool. This enables you
to move in the X, Y or Z directions without changing tools.

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Object Dolly
This tool responds to mouse movement only in the up/down di-
rection. The Dolly tool pushes objects away from the camera or
pulls them in closer toward the camera.
Keyboard shortcut: inside the Set-Up window,
tap the D key to activate the Dolly tool. Notice that the up/down response is reversed when dollying the
camera vs. dollying objects. This is because you are operating on
two different types of thing.
Nudging with the Dolly tool
Remember that you are always looking at the scene through the
Each click of an arrow key on your computer,
lens of the camera, so dragging up pushes an object away from
will dolly the object 1 point forward or back in
the camera making it smaller in the window, whereas if you’re in
the direction of the click. (up/down only)
camera mode, the same drag up pushes the camera closer to the
Holding the Shift key down and clicking an objects making them appear larger in the window. Once you un-
arrow key will dolly the object 10 points. derstand when you are moving objects and when you are moving
the camera, the drag motion makes sense.

The Shift key has no effect on this tool.

When the Dolly tool is active, holding down the Control key (Mac
& Win) will temporarily activate the Track tool. This enables you
to move in the X, Y or Z directions without changing tools.
Dollying the Camera Dollying objects
pushes the camera pushes objects away
closer to the objects. from the camera.

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Drag Using Object’s Axes

This option is found just below the toolbar when the Object Mode
button is highlighted. When this option is enabled it makes the
manipulator tools work differently. Usually objects will move
or rotate relative to the direction the camera is viewing them in.
However, when the Drag Using Object’s Axes option is turned on,
the manipulation happens relative to the direction the object is
currently facing.

For instance if you highlight Object mode, uncheck Drag Using


Object’s Axes, select an object and pick the Dolly tool, dragging
up and down will move the object closer or further away from the
camera.

With Drag Using Objects Axes option turned on, the


But if you check Drag Using Object’s Axes you will see that the
Object moves in the direction it is facing.
object moves in the direction its front and back faces are pointing
in. (This is most easily seen when you are viewing the scene from
a high right or high left angle.) Keyboard Shortcut
When dragging with a manipulator tool,
Even if the object has been rotated at some odd angle you will see holding down the Command key (Mac)
that the Dolly tool still moves the object in the direction that its or Alt key (Win) will temporarily activate
front and back faces are pointing. Drag Using Object’s Axes mode. This en-
ables you to quickly switch between drag
modes without having to stop and click
checkboxes on and off.

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With Drag Using Object’s Axes turned on, the Track tool will
move the object in the direction its sides are pointing in. Drag-
ging up/down will move the object towards its top/bottom. Drag-
ging left/right will move the object toward its left/right sides.

If an object has been rotated upside down, and “Drag Us-


ing Object’s Axes” is turned on, dragging up will make it
move down and dragging down will make it move up. This
is one of those things that looks so funny when you see it
happen it should trigger in your mind that you must have
“Drag Using Object’s Axes” turned on.

The rotation tools work in Object Axes mode too. The Roll tool
will always spin the object like a propeller, directly around the
center of its front face.

The Tumble tool will rotate the object as if it has had a broom-
With Drag Using Object’s Axes option turned on,
the Track tool will move the object in stick pushed through it from top to bottom or from left to right.
the direction its sides are pointing in.
This feature is very useful when you are first spacing out your
objects in the Z dimension. The Invigorator does not have the
traditional Top-Front-Side views found in some 3D programs.
Moving objects straight back to space them out would usually be
done by selecting an object in the Front view, then moving it in
the side or top view.

160 Zaxwerks 3D Invigorator for AE - User Guide


However, with Drag Using Object’s Axes turned on, Dollying the
object back will move it only in the Z direction, preserving the X
and Y positions of the original artwork. The artwork will move
properly no matter which direction you are viewing it from.

Experiment with this option on and off to get a feel for when
you might use it. You’ll find that it is very useful when you need
to rotate or move an object and you don’t want to reposition the
camera to do it.

Dragging With Multiple Objects Selected


When multiple objects are selected and Drag Using Object’s
Axes mode is turned on, the axis of the Primary Selection is
used as the drag axis. This makes all the selected objects
move along the axis of the Primary Selection.

This will keep the selected objects together, otherwise ob-


jects that are facing different directions would spread apart
in an unpredictable way.

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Object Scale

This tool responds to mouse movement in any direction. The


Scale tool makes objects bigger or smaller along one or more
axes. Dragging to the right increases the object’s X scale. Drag-
ging to the left decreases the object’s X scale. Dragging up or
down affects the object’s Y scale. Holding down the Shift key will
Keyboard Shortcut: Inside the Set-Up window, constrain the scaling to only the X or Y axis or it will scale both
tap the S key to activate the Scale tool. the same amount if you drag at a 45 degree angle away from the
point where you started the drag.

To make an object Scale along its Z axis, hold down the Control
Nudging with the Scale Tool key (Mac & Win) before dragging. Holding down the Shift and the
Each click of an arrow key on your computer Control keys at the same time will make the object scale propor-
keyboard, will increase or decrease the tionally along all three axes.
object’s scale by 1% , based on the arrow key
clicked. (Y scale = up/down, X scale = left/ Scaling is always based on an object’s original axes, which is the
right, hold the Control key down (Mac & Win) way the object appeared when it first came into the Invigorator.
and click the up/down arrows to get Z scale.) If you’ve rotated the object to some odd angle, the scale may not
Holding the Shift key down and clicking look like it’s acting right. (This is similar to how Drag Using
an arrow key will increase or decrease an Object’s Axes works, so see that section if you are uncertain
object’s scale by 10%. what this means.)

If you have multiple objects selected, using the scale tool will
scale each object individually along its own original axis. This
prevents objects from distorting, or “skewing.” If you want to
distort the objects, scale the Set the objects are assigned to.

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Selection Tool

There is a rule that the Invigorator follows that says, “if a change Primary selection Secondary selections
is made, then whatever is selected gets the change.” Knowing
this, it’s important to be able to select and deselect objects at will.

The Selection Tool is the arrow cursor with a “click” at its point.
It is used to select objects in the 3D scene. Click on the tool to
highlight it, then click on objects in the Scene Preview window.
When an object is selected a wireframe bounding box appears
around it.

Objects can also be selected by dragging with the Selection tool


and by picking them from the Object List. (See the sections on
Drag Selecting and the Object List.)

Primary And Secondary Selections

When objects are selected, wireframe bounding boxes are drawn Selection tool
around them. Sometimes the bounding box around an object is
red and sometimes it is green. When the bounding box is red it Keyboard Shortcut: Inside the Set-Up window,
means it was the first object selected and is called the Primary tap the V key to activate the Selection tool.
selection. Its settings are the ones shown in the Object tab.

Zaxwerks 3D Invigorator for AE - User Guide 163


If the bounding box is green it means the object was selected
after the Primary object had already been selected. The green
selections are called Secondary selections. The settings for a
Secondary selection are not shown, you must make an object the
Primary selection for its settings to be shown.

The name of the Primary Selection is shown on the Object List


popup when this popup is collapsed. It also has a bullet in front
of its name in the Object List.

Adding To And Removing From Selections

A single click on an object will select that object. If you don’t


hold down any other key, then clicking on another object will
deselect what is currently selected and select the new object.

Holding down the Shift key when you click will add other objects
to the current selection when you click on them.

If an object is already selected, holding down Shift and clicking


on it will remove it from the current selection. If you Shift-click
on the Primary selection it will be deselected and a different ob-
ject will become the Primary selection.

Hold down the Shift key and click on other objects


to add to the current selection.

164 Zaxwerks 3D Invigorator for AE - User Guide


Drag Selecting
You can drag with the Selection tool to select multiple objects in
one motion. Any object that is partially contained inside the drag
rectangle will be selected. You do not have to drag around the
entire object to select it.

Select All
Double clicking the selection tool is the shortcut for the
Select All command.

Using a menu command you can select everything by picking


Select All from the top of the Object List.

Deselect All
If you click in the 3D scene window on a spot where there are no
objects, you will deselect all objects that are currently selected.

You can also deselect everything by picking the Deselect All com-
mand from the top of the Object List.

Select Invisible
The Select Invisible command is used to quickly select all invis-
ible objects so you can make them visible again.

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Using The Manipulation Tools For Selecting

You can use the manipulation tools to select objects. This is a


very useful technique and prevents you from having to switch
back and forth between the selection and manipulation tools.

To make this work all you have to do is select any manipulation


tool and click on an object without dragging the mouse. This will
make the tool temporarily act like the selection tool and select
your object. If you drag, the tool won’t make a selection. Instead,
the tool’s main function will kick in and whatever is already se-
lected will get manipulated.
Click without dragging to make selections while using
the manipulator tools.

Small Object Tab

When you click on the Object mode button you reveal a group of
object controls below the Scene Preview window. We call this
the small object tab to distinguish it from the large object tab on
the right half of the Set-Up window.

The small object tab.

166 Zaxwerks 3D Invigorator for AE - User Guide


Object List

The popup menu called the Object List contains a listing of all 3D
objects that are inside your scene. If it’s not in this list, it’s not
inside the Invigorator.

Click on the popup and hold down to see the list. Drag down to
highlight one of the items and let go to select it.

If you hold down the Shift key when selecting objects from the
object list you can add or remove objects from the current selec-
tion, the same way Shift-clicking works when selecting objects in If it’s not in this list, it’s not in the project.
the 3D scene preview window.

The text style, in which the object names are written, tells you
information about them. Following are explanations of what each
text style means.

Bold Object Names

When objects are selected their names in the Object List are writ-
ten in Bold. If you click and hold down on the Object List you
can quickly scan down the list and see which objects are selected
because all of the selected object names will be written in Bold.
Selected objects are indicated by a Bold text style.

Zaxwerks 3D Invigorator for AE - User Guide 167


Italic Object Names

There is a checkbox located just below the Object List that says
“Make Invisible” next to it. Objects that have been made invisible
will have their names written in Italics. This makes it very easy to
see which objects are invisible. You simply open the Object List
and scan down it to see which object names are written in italics.

Invisible objects are indicated by Italics. Bullets In The Object List

When objects are selected you will notice that one of them will
have a bullet (a good sized dot) in front of its name inside the
Object List. The bullet is in front of the object that is the Primary
Selection. As discussed in the section on Primary and Secondary
selections, only one group of object settings are displayed at a
time, and the Primary Selection is the object whose settings get
this honor.

You can change which object is the Primary Selection by clicking


on the Object List, highlighting the object that you want to be the
Primary Selection and releasing the mouse on the new object’s
name. It will now become the Primary selection and the various
The Primary Selection has the bullet. object controls will update to show you the settings for the new
Release the mouse on another object to
make it the Primary Selection. primary object.

168 Zaxwerks 3D Invigorator for AE - User Guide


Set Assignment

Next to the Object List is a tiny popup menu called the Set Assign-
ment popup. This popup is what you use to assign objects to one
of the animatable Sets. After Effects has a limit on the number of
objects you can animate so we have pre-configured the Invigora-
tor to have eight animatable sets of objects.

We call it a Set because each Set can contain any number of ob-
jects. When it’s animated, a Set moves the objects assigned to it
as though they were all locked together.
Assigning Object 1 to Set 1
Any number of objects can be assigned to a Set at one time. Se-
lect all objects you want to assign to a Set, then pick the Set num-
ber from the Sets Assignment popup. Since they were all selected Understanding Sets
they will all receive the same Set number.
Imagine you had a house with furniture in it.
The house would be the Set and the furniture
Objects can be moved from one Set to another by first selecting would be the objects. Now imagine that you
the object, then picking a different Set from the Set Assignment could see the furniture but the house was invis-
popup. ible. And finally, imagine what would happen
if you took ahold of the house and lifted it up,
and moved it, and rotated it. What would hap-
pen? Since the furniture objects are sitting on
the floors of the house they would be carried
along with the house as it was moved. That’s
how a Set moves its objects.

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If the Set is empty when the objects are assigned to it, the
rotational center for the Set is placed at the common cen-
ter of all the objects. Once objects have been assigned
to a Set the rotational center (also called the “pivot point”)
is not moved until either the Set gets emptied out, or the
Recenter Pivot command is used. This command is found
in the Sets popup menu inside the Effect Controls window.

Moving objects inside the Set-Up window will move them inside
The Recenter Pivot command is located in the Sets their Set but will not recenter the pivot point. So if you assign
popup menu inside the Effect Controls window. a single object to a Set, then move that object when inside the
Set-Up window it will no longer be centered on the pivot point.
You will have to use the Recenter Pivot command to put the pivot
point at the new center of the objects.

Make Invisible

The Make Invisible checkbox turns off the visibility of an object.


All of the settings needed to rebuild the object will be preserved,
but the modeling process will be turned off.

To generate the model again, select it from the Object List and
uncheck the Make Invisible checkbox. Note that there is a Select
Invisible command in the object list which can be used to quickly
select all invisible objects.

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Reset
The Reset button will remove the position and rotation changes,
also called object manipulations, that you have applied to an
object while inside the Set-Up window. (It will not remove the
manipulations applied to Sets. See below.)
When this button is clicked, the selected objects will be returned
to the positions where they first appeared inside the Invigorator.
Nothing will happen to the materials or shape settings applied to
the objects, only the manipulations will be removed.
If you click the Reset button and the objects don’t go back to
their starting position it may be because the Set that the object
is inside of has also been manipulated. To Reset a Set, go to the
Effect Controls window and click the Reset button that appears
next to the effect’s name. This will reset all the animatable param-
eters for the whole Invigorator. Sets, Camera and Lights. If you If you have rotated or repositioned the
only want to reset a single Set, open the twirly arrows for that Set Set that an object is assigned to, clicking
and return the position and rotation settings to zero. the Reset button inside the Set-Up window
will not remove the Set manipulations, it
DOUBLE CHECK FOR SELECTIONS! Of course there’s another will only remove the Object manipulations.
reason why clicking the Reset button inside the Set-Up window Remember this and tuck it away in the
may not make an object return to its original position. That’s if back of your mind, so that if you ever click
the object you are trying to reset is not selected. If a button or a the Reset button and the objects do not go
command doesn’t work, always be sure to double check that the back to their original position, realize that
objects you are trying to apply the command to are selected. the Set the object is assigned to, must also
be rotated or moved.

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Delete
Selecting an object and clicking the Delete button will remove the
object from the 3D scene. If more than one object is selected, all
selected objects will be deleted.
You cannot delete a Set. You can only delete objects. Clicking
the Delete button inside the Effect Controls window will delete
the whole 3D Invigorator effect.
While inside the Invigorator’s Set-Up window, you can also hit the
Delete key on your keyboard to delete the selected objects.

Duplicate
The Duplicate function will make an exact copy of the selected
objects and place them in a new position that is slightly offset
from the original. The default offset position is 50 points down
and 50 points to the right of the original object, but this offset can
be changed inside the User Prefs window.
By changing the amount of the offset you can quickly make rows
of objects such as grid lines, roof arches, and patterns of stars.
Duplicated objects are given the same Object Style as the original
object, so changing the material or edge settings for one of the
objects will affect all of them. To gain control over each object

172 Zaxwerks 3D Invigorator for AE - User Guide


independently you have to give each object its own Object Style
or use the Unlink Object Style command from the Swatch popup
in the Object Styles tab.

Using Move To Center From The Small Objects Tab


Objects can be moved to the center of the world at any time dur-
ing a project. Inside the Invigorator’s Set-Up window is a Move To
Center button located on the small object tab directly below the
Object List.

When you click this button, all selected objects will be moved to
the world origin as a big group. If you only have one object se-
lected, only that object will be centered. If you have many objects
selected, all of them will be moved to the origin in one unit.

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Create Object

This is the button you click when you want to bring objects into
the Invigorator’s 3D world. Clicking it will open the same “Open
Illustrator File” window that you see when you first add an In-
vigorator effect to an After Effects project.

Take a moment to familiarize yourself with the location of this


button. Notice that it is on the small object tab. So when you
want to create a new object, you click on the Object Mode button
which reveals the small object tab, and there you will see the Cre-
ate Object button.

Click this button to add objects to the Invigorator. Something good to know is that when you open an Illustrator
vector file, the vector paths are extracted from the file and stored
inside the Invigorator effect. This data is stored inside the After
PRO NOTE Effects project It does not create a link to it.
In the Pro version, the Create Object button
is replaced by the Object... popup. Inside The original Illustrator file is not needed to reopen an exist-
the Object... popup, the “Open Illustrator ing project. The Invigorator doesn’t re-read the file every time
File” command does the same thing as the it opens, so you don’t have to worry about keeping the original
Create Object button. Illustrator file around. (Texture maps, however, are not stored
inside the AE project so you do have to keep them with the rest of
your source files.)

174 Zaxwerks 3D Invigorator for AE - User Guide


User Prefs
Clicking the User Prefs button will open the User Prefs win-
dow. This window contains various settings such as the default
Set number that new objects are automatically assigned to, and
whether or not the floor grid is shown in the preview window.
This is also where you tell the Invigorator to save the settings you
want to use for your default material, default bevel settings, and
default Object Style. (See the User Prefs Window section.)

Clear Objects
Clicking this button will remove all of the objects from your 3D
scene. Whether they are selected or not doesn’t matter, every
object will be deleted. Everything else will be left as it is. The
materials bin, custom camera views, etc. will not be touched.
Only the objects will be deleted.

Clear Scene
Clicking this button will erase everything and reset the entire
scene to its default state. All objects and camera views will be
deleted. The scene will look as it does when a brand new Invigo-
rator effect is created. To add objects to a cleared Invigorator
scene click the Create Object button or, if you are using the PRO
version, use the Object... popup.

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The Large Object Tab
The right side of the Set-Up window contains the main controls
for objects, lights and the bins of material and light swatches. As
you click between the Camera, Light and Object buttons the right
Click this to reveal the large Object Tab. half of the Set-Up window changes to reveal the controls that are
relevant for the mode you are in.

When you click on the Object Mode button the right half of the
Set-Up window displays three tabs, the Object tab, the Materials
tab and the Object Styles tab. We call the Object tab contained
here the “large Object tab” to distinguish it from the “small Object
tab” seen below the Scene Preview on the left half of the Set-Up
window.

The large Object tab contains the settings that control the shape
of the objects. At the top of the large Object tab you will see a
title that says Vector Shape Object. This means the object was
created using Illustrator vector shapes for the input. The controls
in this Object tab will change to show you their current state for
the selected object. If more than one object is selected the con-
trols will show you the settings for the primary (red) selection.

The small Object Tab. The large Object Tab.

176 Zaxwerks 3D Invigorator for AE - User Guide


Object Name
When objects are first created they are simply called Object 1,
Object 2, Group 1, etc. The Object Name field is where you can
change these default names to something more memorable.

No two objects inside the Invigorator can have the same names.

Inside an Illustrator file you cannot give names to individual The Object Name Field.
paths, however you can give names to layers. So when you open
Illustrator files and use the Open By Layers option, the name of
each object will be the same as the layer it came from.

Once you have loaded the objects by layers you can change the
name inside the Invigorator by editing it inside the Object Name
field. Even if you change the name here the Invigorator will still
be able to find the original layer inside the vector file it came from WARNING
so the Reload Layer feature will still work. Do not name two layers the same name
inside of Illustrator. If you do, the Invigorator
Once you have use the Open By Layers option, do not change the won’t be able to tell one from the other when
name of the layer inside the original Illustrator file, as the Invigo- you use the Reload Layer operation, and
rator will no longer be able to find the layer and the Reload Layer will simply reload the first one it comes to.
operation will fail.

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Object Stats
If you’re the kind of person who likes to work with numbers, then
the Object Stats window is for you.

You open this window by clicking the Stats button located un-
derneath the object’s name on the Object tab. An object must be
selected for this button to be active. If you have more than one
object selected the information for only the primary selection will
The Stats button opens the be shown.
Object Stats window.
When the Object Stats window opens, the name of the object is
displayed at the top of the dialogue. This helps you know for
certain which object you are working with.

Inside this window you will find the numerical readouts for the
Position, Rotation and the Scale of the object. If you are running
the PRO version you will also see the Meshing controls.

To change a value, type a new number into one of the edit fields.
Clicking one of the Reset buttons will set the values to 0,0,0 for
Position and Rotation, and 1,1,1 for Scale.

Click the OK button to close the dialogue or click the Apply but-
ton to watch the change take effect without closing the dialogue.
You can drag the Object Stats window to get a better view of the
The Object Stats window for the Classic version. scene window.

178 Zaxwerks 3D Invigorator for AE - User Guide


If you are using the PRO version of the Invigorator the Object
Stats window will have extra controls for Meshing.

Meshing is used to prep an object so that it can be deformed.


(Read more about Meshing in the section called “Meshing” else-
where in this User Guide.)

The Object Stats window for the PRO version.

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Reload Layer

The Reload Layer button, in combination with the Open By Lay-


ers option, are the keys to a great work saver. What this button
enables you to do is to change the shape of your 3D models by
changing the vector paths being used to create those shapes. It
does this by reloading the original Illustrator file you used to cre-
ate the models and then switching the old vector shapes for the
new vector shapes. If you have changed the vector shapes in the
Illustrator file, the result is that the 3D models change shape to
reflect those changes.

For example say you had the words Monday Night Sports and
you wanted it to become Tuesday Night Sports. By replacing the
word Tuesday for the word Monday in the original Illustrator file
and then clicking the Reload Layer button, you will switch them
out. The layer will be “re-loaded”. The model will be rebuilt us-
ing all the same settings as were used to build the original model.
But now it will say Tuesday instead of Monday.

In order for this feature to work, you must have prepared for it by
splitting your vector paths among several different layers. Then
when opening the Illustrator file for the first time, check the
Open By Layers checkbox in the Select Artwork window. Each
Opening an Illustrator file using the ‘Open By Layers’ option.
layer will become a separate item in the Object List.

180 Zaxwerks 3D Invigorator for AE - User Guide


Once that is done you are ready to make changes to the Illustra-
tor file, then update the models made from them by reloading the Position things on the Illustration page the way
layers they are on. you want them to appear in the final project,
otherwise they may jump after reloading.
In steps that’s:
- Change the vector paths in the original Illustrator file.
- Save your changes.
- Select the object inside the Invigorator that you will be updating.
- Click the Reload Layer button.

(See the section above on the Object Name Field for more infor-
mation about using the Reload Layer feature.)

If you haven’t prepared for using this feature, you can still update
existing models by using the Replace feature. (See next page.) Before using Reload Layer.

IMPORTANT POINT
Whenever you edit Illustrator files remember that the
position of the vector shapes on the Illustrator page
determines where the 3D objects end up inside the
Invigorator.
For instance when you erase the word Monday and
insert the word Tuesday, be sure to position the new
word in the same spot as the old word. Otherwise the
new word will shift positions during Reload or Replace
operations. After using Reload Layer, when the new
(See pictures on this page.) objects were placed out of position.

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Replace

Like the Reload Layer button, the Replace button will let you up-
date the 3D models by switching the vector artwork. With Reload
Layer however, you have to plan ahead by separating the vector
paths onto different layers and turning on the Open By Layers
checkbox when you first load the Illustrator file.

With the Replace function you do not have to pre-plan anything.


You can update any 3D model by loading in a new Illustrator file
to replace the old vector paths. However since Illustrator does
not attach names to individual vector paths there is a rule you
have to follow to get this function to work properly. The rule is:

During the Replace operation the Invigorator will use all


visible vector paths in the Illustrator file and switch them for
the vector paths of the Primary Selection only.

When we say “visible vector paths,” what we mean is, paths


which are on a layer and that layer’s visibility is turned ON.

Everything you do not want to become part of the new 3D object


should be put on a different layer, and that layer’s visibility eye-
ball should be turned OFF. When that is done the invisible layer
will be ignored when the file is opened.
(Continued next page)

182 Zaxwerks 3D Invigorator for AE - User Guide


Visibility does not mean “hidden”. As in how you can show/hide
paths inside Illustrator. To make paths invisible to the Invigora-
tor, they must be on their own layer and that layer’s visibility
eyeball must be turned OFF.

Let’s use the same example of Monday Night Sports becoming Special Note
Tuesday Night Sports. We’ll assume that each word had been If the word Monday wasn’t grouped to-
grouped together in Illustrator so there are only three items in gether but instead was six individual letters
the Object List. (If they weren’t grouped together see the Special there are two things you can do with it.
Note side-bar.) First, if each letter is being animated on its
own you will have to do the Replace func-
Inside Illustrator create a new layer and put the word Tuesday
tion six times, one for each letter.
on it. Position it directly on top of the word Monday. Then turn
off the visibility of the other layers leaving only the word Tues-
If on the other hand the whole word is in
day visible on its own layer. Save the file.
the same Set but it just wasn’t grouped
Back in the Invigorator, select the Monday object and click the together inside Illustrator, what you do is
Replace button. This will open a file picker. Find the Illustra- delete all the letters except for the M in
tor file you just saved and click Open. The Invigorator will load Monday. Then you use the Replace opera-
in the visible paths in the file and switch them out for the paths tion to switch out the M for the whole word
used to make the selected object. The model will then rebuild Tuesday. This will keep you from having to
itself using all the same settings as were used for the Monday do the Replace operation more than once
object, except now the model says Tuesday. and you’ll still get the same result.

When you replace vector paths, the Invigorator doesn’t care how
you change the vector file. You could replace a single letter for
an entire alphabet, or you could replace a letter for a logo. It
doesn’t matter.
Zaxwerks 3D Invigorator for AE - User Guide 183
File Name

Below the Object Name field is an area that displays the name of
the file the vector paths came from. This file name is not editable.
It is there to help you remember which file was used to create the
objects.

Object Faceting

The Object Faceting settings control how many polygons are cre-
ated for the 3D models. Polygons are little flat surfaces that are
connected together to build the whole model. The smaller they
are, the smoother the curves in a model. However, the smaller
they are, the more of them it takes to build the model, and the
longer it takes to render the 3D image, so there’s a speed trade-off
Low Object Faceting Low Object Faceting to take into account.
High Antialiasing Low Antialiasing
The Object Faceting sliders range from .1 to 10. As you move the
slider to the left it means that the polygons become smaller so the
curves become smoother.

Think of a circle. If you use a hundred short line segments to


draw a circle the circle will look very smooth. On the other hand,
if you use only eight line segments to draw a circle, the circle will
High Object Faceting High Object Faceting look “chunky” or “faceted.” In fact it will look like an octagon,
High Antialiasing Low Antialiasing which you don’t usually think of as being a circle at all.

184 Zaxwerks 3D Invigorator for AE - User Guide


Note that the faceting of an object is a different setting than
the antialiasing of the pixels. Decreasing Object Faceting
smooths out the curves in an object, but it does not increase the
antialiasing. Antialiasing is a camera rendering control. Object
Faceting is an object modeling control.

Object Faceting: Draft Quality vs. Best Quality

You’ll notice that there are two sliders for Object Faceting. One
slider controls the smoothness of the 3D models during Draft
Quality renderings. The other controls how smooth the 3D mod-
els are during final, Best Quality renderings.

The reason there are two sliders is that the smoother the objects,
the more polygons created. More polygons take more time to Setting Best Quality TIP
render. When setting up animations using Draft Quality rendering
When figuring out what setting the Best
you don’t need completely smooth objects. You can tell perfectly
Quality slider should be set to, there’s a
well an object’s shape and location without having completely
trick you can use. Since you can’t see the
smooth models. Since the models aren’t so complicated they
effect of the Best Quality slider inside the
render very quickly. This keeps the creation and animation phase
Set-Up window, use the Draft Quality slider.
very fast and interactive. It also lets you render motion tests at
Draft Quality very very quickly. Adjust the Draft slider until the 3D model
looks smooth, then slide the Best Quality
When it’s time to do the final rendering, switch the Invigorator’s slider until it matches. Finally, set the Draft
After Effects layer to Best mode and the model is automatically Quality slider back to what it was before,
rebuilt using the Best Quality setting. (the default setting is 3).

Zaxwerks 3D Invigorator for AE - User Guide 185


NOTE: You may notice that when you adjust the Best Quality
slider nothing appears to happen, whereas when you adjust the
Draft Quality slider the model rebuilds in the Scene Preview
window. This is correct. The Scene Preview window shows the
draft quality model. The best quality 3D model won’t be created
until you switch the After Effects layer to Best Quality mode and
render the Comp window.

Generate Model Parts


This little area contains four checkboxes. Each checkbox
enables or disables the generation of one of the four parts of a
model.

Front Faces - Putting a checkmark in this checkbox enables the


creation of the front faces of a Vector model. The front faces are
the part of the model taken directly from the vector shapes in the
Illustrator file. Disabling the front faces lets you look into the 3D
model creating a “bowl” type of effect.

Back Faces - The back face of an object is a copy of the Front


Face placed behind the front face at a distance set by the Depth
control. Texture maps applied to the back faces are automati-
cally flipped so they are right reading when viewed from behind.

All Model Parts turned on Front Faces only Turning off the front and back faces creates a tube effect where
you can look right through the object.
186 Zaxwerks 3D Invigorator for AE - User Guide
Outside Edges - The outside edges of a model are the sides
around the outside perimeter. These have separate controls from
the edges that are built inside holes. The outside edges include
the bevels, corners, sides and indentations; everything that is not
a front or back face.
Hole Edges - The hole edges of a model are the sides built
around the insides of holes. For instance a T, C, S or U doesn’t
have holes so they won’t have any hole edges. On the other hand
a B, D, P and O all have holes so extra edges need to be created Outside Edges Hole Edges
around the inside of the holes.
Turning off the Hole Edges checkbox will prevent the generation
of the sides built around the inside of the holes,

Depth
The Depth slider controls the distance between the front and
back faces. The units the Depth slider works in is points. A 100
x 100 point rectangle made in Illustrator and brought into the
Invigorator will become a perfect cube if its Depth is set to 100.
As you increase the Depth of an object you will notice that the
object also gets fatter. This is because object edges are applied
proportionally. As you increase the Depth (which increases the
distance between the front and back faces) the edges will get
proportionally bigger which makes them taller, wider, thicker and
fatter all at the same time.

Zaxwerks 3D Invigorator for AE - User Guide 187


To thin down objects that get too fat without changing their
depth, adjust the Edge Scale.

There is no limit as to how deep you can make an object. If you


want a value that is outside the range of the slider, all you have to
do is to type it into the edit box.

Spike Buster
Spike Buster helps you clean up problem vector shapes. Some-
times you will see long spikes jutting out of an object. These
spikes are caused by very sharp points in the vector file. The
points could be so small they can hardly be seen, but when used
Before using Spike Buster. to create a 3D model they cause big problems such as spikes.

To remove the spikes, slide the Spike Buster slider to the right.
The amount of “busting” is based on the angle between the sides
of the sharp points. For instance, a value of 10 will clip off the
end of any spike whose two sides meet at an angle of ten degrees
or less.

After using Spike Buster.

188 Zaxwerks 3D Invigorator for AE - User Guide


New Looks

Spike Buster can also be used to clip the corners of objects even
if they don’t have spikes. Clipped corners have an intriguing bev-
eled look to them and may be just the thing you’re looking for to Clipping the corners of objects for a new look.
add an extra bit of detail to a design. The slider goes up to 110
degrees so it’s easy to clip the corners off of right-angled objects.

Like everything else in the Invigorator you are never stuck in a 1 2


decision. Try it to see if you like it. If you don’t like it, just set the
slider back to zero.

If you need an angle greater than 110 degrees type it into Spike
Buster’s edit field.

Before Edge Offset. Edge Offset can pinch the


object into two parts.

3 4
Spike Buster And Edge Offsets

When using the Edge Offset feature, part of the PRO version, to
make your object’s faces smaller, you may pinch the object into
two or more parts. When a pinch occurs a spike will jump out be-
cause of the sharp angle at the point of the pinch. When you see
this happen, turn on Spike Buster and the spikes will disappear. The pinched points be- Spike Buster cleans up the
come spikes when the spikes.
edges are applied.

Zaxwerks 3D Invigorator for AE - User Guide 189


Unbustable Spikes
Sometimes a spike won’t bust. When this happens there is some-
thing about your vector file that is preventing Spike Buster from
working. If you find a case like this you will need to trace the
spike to the area on the object that is causing the problem, then
go back to your vector drawing program and clean up the vectors
by hand. Usually a quick drag with Illustrator’s Smoothing tool
will do it, but sometimes there is a difficult area and you have to
do some major work.

You may also find that some spikes are caused by vectors in your
file that can be called nothing else but “junk.” This junk could be
partial paths, duplicated pieces, or templates left over from the
construction process. Whatever the case, these types of prob-
lems are simple to repair once you know what they are.

Problems of this kind happen mostly when you inherit a vector


file from another artist. One user found that his problem file had
30 copies of various parts of the artwork all stacked on top of
each other and grouped together. To clean up the file he dragged
each piece off of the main group, one at a time, to see if it was
needed. If not needed, the part was deleted. When the clean up
was done the file worked perfectly.

Another thing that can influence the success of spike busting is


the Object Faceting setting. By changing the Object Faceting
level higher or lower you may get a pesky spike to bust cleanly.

190 Zaxwerks 3D Invigorator for AE - User Guide


Edge Controls

The edge applied to a Vector Shape object is one of the main


design features that changes the look of your 3D models. Edges
can be thick or thin, simple or complex. If you know from
woodworking what a router is, think of the edge as a fancy router
bit. You can also think of an edge as a flexible picture frame. It’s
a decorative edge treatment that perfectly follows the curves of
your original vector paths.

The Edges Controls contain the settings that let you decide which
edge to apply to your text and vector shape objects, as well as the
scaling for that edge and whether or not to use a different edge
style for the holes.

PRO NOTE
If you are using the PRO version of the Invigorator you will
see more edge controls than are shown in the following pic-
tures. These additional controls, such as Edge Offset, are
explained in the PRO section of the user guide.

Zaxwerks 3D Invigorator for AE - User Guide 191


Outside Edges vs. Hole Edges

As was discussed in the Generate Model Parts section, the edges


applied to holes in objects are treated separately from the edges
Outside applied to the outside perimeter of an object. This puts the
Edge Invigorator in the unique position of letting you apply different
controls edges, or scaling values, to the holes.

The value in this feature is in the following situation. Oftentimes


putting a nice looking edge around the outside of an object will
end up plugging the holes inside an object. By having separate
controls for the holes you are able to leave the outside edges the
way they are, and make adjustments to only the holes, which will
Hole make the text and logos more readable.
Edge
controls
If you look at the interface you will see that there is a bar separat-
ing the controls for the Outside Edges from the controls for Hole
Edges. The Outside Edge controls will affect the whole model
unless specifically told to treat the holes differently. This is done
by disabling the checkboxes in the Hole Edges area.

The edge controls for the Classic version.

192 Zaxwerks 3D Invigorator for AE - User Guide


Edge Profiles

The Edge Profile popup is where you pick the shape that is ap-
plied to the edges of an object. Each object can use a different
Edge Profile. The Classic version of the Invigorator comes with
over one hundred edge profiles built in as presets. The Profiles
are divided into groups of similar profiles. The Appendix of this
manual contains pictures of them all.

You can see the profiles one by one, by clicking on the Material
Set-Up button. This will reveal the Material Set-Up window and
a picture of the profile currently selected. As you change the
profile the picture changes.

The Edge Profile Popup.


Once you’ve picked an edge profile you can use your keyboard’s
up/down arrow keys to step through the popup menu. With each
click you will step to a different profile. This will cause the model
will rebuild itself so you can see what it looks like with that edge
profile applied to it.

When you click down on the popup you will see that the menu
has two levels. The first level lists the the profiles by group. The
second level contains the actual profiles. Once you’ve selected a profile you can use the up/
down arrow keys to step through the profile list.

Zaxwerks 3D Invigorator for AE - User Guide 193


To pick an Edge Profile, click on the popup and drag down to one
of the main groups. When the second level opens, drag over to
the sub-menu and highlight the Edge Profile you want to apply.
When you let go of the mouse name of the Edge Profile you just
picked will appear on the closed popup menu.

Once an Edge Profile has been selected a bullet is placed in front


of its name in the menu so you can find it quickly again. An arrow
is put in front of the first level menu item so you can tell which
sub-menu the chosen profile is inside of.

Edge Scale

The Edge Scale slider makes the edges of an object thinner or


thicker without affecting its depth. The Depth control also makes
edges thinner or thicker so these two features have to be adjusted
together. The best way to work is to set the Depth first, then
adjust the Edge Scale if you need to.

Sometimes when you make an object very thick the object puffs
up like a balloon. This “puffiness” can be fixed by reducing the
Edge Scale. Be careful though not to reduce the Edge Scale so
much that the slider goes negative, unless you want that look.

Half Pipe @ 50% Half Pipe @ 100% Half Pipe @ 200%

194 Zaxwerks 3D Invigorator for AE - User Guide


Edge Scale does not affect the width of the original vector
artwork. Making the scale negative will not “cut into” the vec-
tor paths thinning them down. It only affects the width of the
edge profile itself. If you want the edges to cut into the original
artwork you need to use the Edge Offset feature.

Use Same Profile For Hole Edges


When this checkbox is checked, the same profile is applied to
both the perimeter and the holes of the object.

When this checkbox is turned off, the Edge Profile popup menu
for holes becomes active and you are then able to pick a different
edge profile for the holes.

The second Edge Profile popup menu works the same way as the
first one. Click down, drag to highlight one of the main groups,
drag to highlight a profile, release on the one you want. Once
you’ve made a selection, the up/down arrows will blink indicating
you can use the arrow keys on the keyboard to step through the
edge list.

To make the arrow keys work on the first Edge Profile popup
again, you must click on that popup. To switch to the second,
click on the second. If you ever wonder why the arrow keys
aren’t working, just click on the popup with your mouse because
you probably clicked on something else.

Zaxwerks 3D Invigorator for AE - User Guide 195


Use Same Material For Hole Edges

With this checkbox turned on the arrangement of surface colors,


texture maps, split points, and where they appear along the edge
is the same for both outside and hole edges.

The effect of turning this option off is seen in the Material Set-
Up window. If you look in this window you’ll notice how the
profile used for holes is normally drawn with a dotted line. This
indicates that the hole edges are being controlled by the same set-
tings as the outside edges and you can’t do anything to them. But
when you uncheck the “Same Material” checkbox the hole profile
becomes solid and it gets its own green material chip.

With its own material chip, you can set split points and material
chips on the holes side independently from the outside. (See the
section on the Material Set-Up window.)

Use Same Scale for Hole Edges


This is the hole control you’ll use most often. When this option is
on, the scale of the holes is the same as the scale of the edges ap-
plied to the outsides. But when this option is unchecked you can
adjust the hole scale on its own.

When the holes in letters fill in because the edges are too large,
this is the feature that enables you to open them back up.
196 Zaxwerks 3D Invigorator for AE - User Guide
Material Controls
The Classic Materials Tab
When the Object mode button is highlighted, the right side of The
the Set-Up window displays three tabs at the top. One tab for Materials
Objects, one for Materials and one for Object Styles. Clicking on Bin
the Materials Tab reveals the controls for setting up, editing and
storing the materials used to color your objects.
Think of a material as the paint job applied to the models. The
Object Tab controls the shape of the models and the Materials
Tab controls the appearance of a model’s surface.
A Material is much more than just the color of the paint, however.
It defines what the object is made of, the “feel” of the surface and
whether or not the object is new or old, weathered and beaten, or The
Material
new and polished. Editor
The Materials Tab is divided into two halves. The bottom half is
called the Material Editor. This is where materials are created
and changed. The top half is called the Materials Bin. This is
where materials are stored as swatches for easy access.

Note: If you don’t see any material swatches


in the bin then the software hasn’t been in-
stalled correctly. Go to the Troubleshooting
section or reread the Installation Instructions.

Zaxwerks 3D Invigorator for AE - User Guide 197


The PRO Materials Tab

The Materials Tab of the Invigorator PRO version looks very


much like the Classic version. The main differences are that the
Classic version can only render in what is called “photo-real”
style. The PRO version also does photo-real rendering, and sup-
ports many other rendering styles too, such as absolute render-
ing, wireframe rendering, hidden line rendering, cartoon coloring,
shadow catching and matte coloring.

Each of these additional styles gives you a better tool palette for
creating unique and eye-catching graphics.

Find out all about each of these additional PRO features in the
PRO section of this user guide.

198 Zaxwerks 3D Invigorator for AE - User Guide


Materials Bin
The top half of the Materials Tab is called the Materials Bin. It is an array of docks that can each hold one material swatch.
When you first add an Invigorator effect, swatches are loaded into the bin from the swatches folders. Once loaded they are
ready to be used.
The Invigorator supports “drag and drop” of materials as the main method of moving them around and applying them to
objects. Materials can be dragged and dropped in the following ways:

Drag from the Materials Bin, then drop: Gives the Result:
onto unselected objects ———————————— applies material to a single object
(with no other objects selected)
onto groups of selected objects ————————— applies material to all selected objects
onto an object with splits defined ———————— applies material to only the split part
onto the Material Editor dock —————————— loads material for editing
onto an empty dock in the Materials bin ————— moves the swatch
onto an empty dock in the Materials bin ————— duplicates the material
(while holding down the Option/Alt key)
onto an empty dock in the Materials Palette ——— readies the material for use
onto a occupied dock in the Materials Palette —— replaces last material

Drag from the Materials Palette, then Drop: Gives the Result:
onto a little green material chip ————————— applies material to a split section
onto an empty dock in the Materials bin ————— saves the material swatch to the bin
onto the Material Editor dock —————————— loads material for editing
onto an empty dock in the Materials Palette ——— moves the material
onto an empty dock in the Materials Palette ——— applies the same material to the second dock
(while holding down the Option/Alt key)

Zaxwerks 3D Invigorator for AE - User Guide 199


Moving And Rearranging Swatches
Swatches can be freely moved to different docks by dragging
them from one dock to another. This enables you to put swatches
that work together next to each other.

Selecting Swatches
Drag swatches from one dock to another to organize materials.
Swatches are selected by clicking on them once. If you double
click on a swatch you will load it into the Material Editor. You
can select more than one swatch at a time by Shift-clicking on
them. (Holding down the Shift key and clicking with the mouse.)

You will need to select swatches in order to use the Swatch com-
mands on them.

Duplicate Selected Materials


Double click on a swatch in the bin to load it into the
This command duplicates all material swatches that are currently
Material Editor.
selected and places the duplicates at the bottom of the bin. You
select a swatch by clicking once on it. Hold down the Shift key
and click on other swatches to add them to the selection.
You can also duplicate a material by holding down the Option key
(Mac) or Alt key (Win) then drag the swatch to an empty dock. Be
sure to let up the mouse key before letting up the modifier key.

200 Zaxwerks 3D Invigorator for AE - User Guide


Select All Unused
The Select All Unused command inspects the swatches in the Ma-
terials Bin and selects those that are not being used by any Object
or Object Style. Once selected you can use the Delete Selected
Materials command to remove them from the bin.

Delete Selected Materials Regenerating Swatches

This command will remove from the Materials Bin any materials Sometimes swatches will get deleted acciden-
that are currently selected. Removing materials from the bin will tally. Or sometimes they get deleted from one
not hurt or affect any objects in the 3D scene. However, deleting project but then you open a different project
Materials from the bin will also delete them from the main library and wish you had something back.
until they are regenerated. No worries, mate. Swatches that have been
applied to objects can always be regenerated.
Just do the following...
Clear Bin
1- Select the object that has the Material ap-
Using the Clear Bin command will remove all of the swatches
plied to it.
from the bin. This will not delete or change the materials being
used on objects in this scene, or any other existing scene. 2- Click the Palette checkbox to show the Mate-
rial Palette. All Materials used on that object
However, clearing the bin will remove all swatches from the main will regenerate and be displayed in the docks.
library on disk, which means that the swatches will be removed
from all other projects too. 3- Drag the swatches from the docks into the
Materials Bin. This will save the swatches to
disk and they will hereafter appear in the bin.

Zaxwerks 3D Invigorator for AE - User Guide 201


The Material Editor
The Material Editor Area is the bottom half of the Materials Tab.
This is where materials are created and changed. All controls for
materials are in this one spot.

You’ll notice that a material is composed of several attributes.


Each of the attributes work together to create a final “look”.
Since that look is more than just the color, we call the combina-
tion of attributes a “Material.”

(PRO NOTE: If you are using the Invigorator PRO version, the
Material Editor will have additional controls. See the section
on PRO features at the end of this user guide.)

A Material is applied to an object or to part of an object. You can


All controls for materials are located in the Material Editor area. use up to six different materials on a single object. Applying ma-
terials is done by either dragging and dropping a material swatch
directly onto an object, or by splitting the object into sections and
then dropping a material onto each section. This last method is
done in the Material Set-Up window.

The Material Editor shows you a preview of what your material


looks like, on the little ball sitting in the editor’s single dock. This
dock is at the top right corner of the editor area and is called the
Material Preview. This picture contains all the settings of the
The Material Preview contains all settings of a material. material and can be dragged from its position and dropped onto
objects or into the Materials Bin for saving.
202 Zaxwerks 3D Invigorator for AE - User Guide
The material attributes in the Editor are arranged into little
groups. The name of each attribute is just above the slider that
controls it. If an attribute can be affected by a texture map (a
picture that controls the attribute on a pixel by pixel basis lend-
ing much variation to the image), the thumbnail of the map is
displayed in the box to the right of the slider. If no thumbnail is
available a placeholder image appears in the thumbnail box to let
The texture map thumbnail for color.
you know that a texture map is being used.

Loading A Material Into The Editor

There are two methods for loading a material swatch into the
Material Editor. Drag and drop, and double clicking.

A material can only be loaded once you see its swatch. If you
can’t see the swatch you can’t double click on it, or drag it.

Loading By Drag and Drop


Click directly on a swatch, hold down the mouse, drag the swatch
from its current location, and position it over the swatch in the
Material Editor. Once in position, let go of the mouse button to
drop the swatch, and it will load into the editor. The sliders, text
fields and image map thumbnails will update to show you the
settings used to create this material. You can now change the set- Drag on a swatch in the bin and drop it on the Material
tings to change the material. Preview (ball) to load it into the Material Editor.

Zaxwerks 3D Invigorator for AE - User Guide 203


Drag and drop of a material swatch will work from either the
Materials used in a project are only found in
Materials Bin to the editor, or from the Materials Palette to the
two places. The Materials Bin which is the top
editor.
half of the Materials Tab, and the Materials
Palette which is the six dock area seen at the
bottom left of the interface when you click the
Material Set-Up button. Loading By Double Clicking
To find which materials have been applied to Double clicking any swatch will load it into the Material Editor.
an object, make the object the Primary selec- This works from inside the Materials Bin and also from inside the
tion and then click the Material Set-Up button Materials Palette.
to see the Materials Palette. The materials
applied to the object will be shown in the six
docks at the bottom of the area revealed.
Material Name
This is an editable text field where you can change the name of
the material loaded into the editor. Click in this field and type
something new. When you click Return, Enter or click on a dif-
ferent control, the new name will be accepted.

You cannot name two materials the same name.

Material Color
The colored rectangle with the word “Color” next to it, shows you
the base color of the object. We call it the “base” color instead
of just “the color” because there are several other things that can

204 Zaxwerks 3D Invigorator for AE - User Guide


influence the color of an object. Reflections, bumps and texture
maps all add to the look of the material. However, the base color
is what will be used by an object during Draft mode renderings When a texture map is applied to an object,
when texture maps and other things are not factored into the often times the base color of an object is never
object’s color. seen. However, it’s a good idea to make the
base color of an object something besides the
To change the color, click once on the color box itself. This will default light gray because then it’s easier to
open your computer’s color picker. Pick a color and click OK. tell when a material has been applied to an
This will return you to the Invigorator and set the new color as object.
the object’s base color.

Another reason we call this an object’s “base” color is because, if


a texture map has an alpha channel, wherever the alpha channel
is black you will not see the texture map, but will see the underly-
ing base color of the object. (See Decal Maps for more info.)

Eyedropper

The eyedropper tool is located just to the right of the color box.
Clicking once on this tool will activate it so you can pick a color
from anywhere on your computer screen. Move the eyedropper
cursor so its point is over the color you want to “sample” and
click the mouse button. This will load the color into the Material
Color rectangle.

Zaxwerks 3D Invigorator for AE - User Guide 205


Texture Mapping
There is a word in 3D terminology called “texture mapping”
which means “the application of a picture to an object’s surface”.
A “texture map” is the picture being applied.

When you’re new to 3D, the word “texture” makes you think of
the feel of an object or surface. While the feel of a surface is one
of the things you can control with texture mapping, the term is
used more generally to take into account the application of a
picture to control any of the surface attributes.

The phrase “texture mapping” can be considered a catch-all


which refers to different techniques. The Invigorator supports
five different texture mapping techniques. Image Mapping, Decal
Mapping, Bump, Transparency, and Reflection Mapping. High-
light Mapping is also supported in the PRO version.

Picking A Texture Map

Each one of the dark gray boxes next to the material attribute
sliders is where a small thumbnail version of a chosen texture
map appears. The thumbnail box is also a button. By double-
clicking on it you will open a file picker to choose a texture map.
Double-click on a thumbnail box to open a file picker,
When you click Open, the picture will be loaded and you will see
then choose an image for a texture map.
a thumbnail of the image in the thumbnail box.

206 Zaxwerks 3D Invigorator for AE - User Guide


You can load a single PICT, JPG or TARGA image as a texture
map. If you want to use a movie or any other type of image for
your texture map you can bring them into After Effects, and then
use the Layer Map feature. (See the Layer Map section.)

To change the image used for the texture map, double click on
the thumbnail image and the file picker will open again. At the
top of the file picker you will see the name of the image currently
being used for the texture map. Find a new image and open it. Double click on the thumbnail box to change the
The new image will be loaded, replacing the old one. image used for a texture map.

Sizing And Positioning The Maps


In Invigorator Classic, maps are applied and sized automatically.
This makes it very easy to get up and running quickly. Once you
know how the auto-sizing works it’s easy to get specific parts of a
map to appear where you want them.

First off, all maps are applied the same way with one exception.
Images used for the Color, Bump, and Transparency attributes
stick to the surface they are applied to. As the object moves the
part of the image that appears on the front surface will stay on
the front surface and the part that appears on the sides will stay
on the sides.
However, reflections don’t stick to the surface of an object. As
the object moves the reflections will change, just like how the im-
age that appears in a mirror changes as you turn the mirror.
Zaxwerks 3D Invigorator for AE - User Guide 207
When a map is applied to the front or back faces, the
How Texture Map Auto-Sizing Works
height of the map will be scaled until it fits the height of the
1
object. The width of the map is scaled until it fits the width
of the object.
This means that the map may be stretched more in one
1 direction than the other in order to make it fit the propor-
tions of the object. For instance applying the same map to
a circle and applying it to a thin rectangle looks fine on the
circle but very compressed on the rectangle.
The original picture
(texture map). Texture maps are applied to the edges (sides) of objects using
1 0.5 a different method than is used on the front and back faces of
objects. Maps applied to the edges are wrapped around the ob-
ject in a counter-clockwise direction. The wrapping follows the
curves and corners of an object.
1 1 Think of how you would wrap wallpaper around a room that was
shaped like an L. At one corner you would be wrapping the paper
around the corner and at the other you would be tucking it into
the corner. Now think of wrapping wallpaper around a room that
Picture and object have Picture and object have was shaped like an S. It’s slightly more complicated, but the idea
the same proportions. different proportions. is the same. The paper would wrap around the inside of some
curves and then wrap around the outside of other curves.

In both of these cases, you would start wrapping at one spot,


work your way around the letter and end up back at the point
where you started.

208 Zaxwerks 3D Invigorator for AE - User Guide


The starting point for a texture map is determined by the “Low-
est-Leftest” rule. Mapping begins at the lowest-leftest point on
the object. For instance if the object is a circle the lowest point
would be at the center of the bottom curve. It doesn’t matter if
you rotate the object upside down, the lowest point will always
be based on how the object originally came into the Invigorator.
In other words, the lowest point on the object as it appears in the
Illustrator file.
Maps wrap around an object in a counter-clockwise direction.
The wrapping follows the curves and corners of an object.

If there is any question about what the lowest point is, the Invigo-
rator will select the left-most of all the equally low points. If we
use the letter E for example, there are two points that are equally
at the bottom of the E. One on each side of the bottom leg. In
fact if you also include the distance between the ends of the leg
there could be a great number of spots where you could start the
texture map.
Lowest point Multiple points equally low

What the Invigorator does is to look at all of the points that are
equally low and then picks the one that is furthest to the left. It
applies the left edge of the texture map to this point, wraps the
texture counter clock-wise around the edge of the object, and
ends with the right side of the texture map meeting the left side
back at the starting point. Wrapping starts at the lowest point farthest to the left.

Zaxwerks 3D Invigorator for AE - User Guide 209


Map Enable Checkbox

There is a checkbox located next to each of the texture map


thumbnail boxes. This checkbox turns the texture map or the
layer map ON or OFF.

If turned OFF, a map will be ignored. The map isn’t removed


from the object, it’s just temporarily disabled so it isn’t used dur-
ing the final rendering. To get the map to be used again, just turn
The Map Enable checkbox turned on. the checkbox back ON.

For some attributes a texture map is required to get an effect.


For instance, no matter how high you set the bump slider, a bump
map is needed before you will see an effect. Likewise the reflec-
tivity setting doesn’t do anything unless it has an image to reflect.

Turning OFF the checkbox for the color map will remove the
picture from the object. It will appear in its base surface color.

When the Map Enable checkbox is turned off,


the texture map is not applied to the object.

210 Zaxwerks 3D Invigorator for AE - User Guide


Layer Map Selector

If you want to use a movie instead of just a still image as a texture


map, you need to load it directly into After Effects and drag it into
the Comp window so that the movie becomes a layer. Then you
can assign the movie to a Layer Map in the Effect Controls win-
dow. (See the Layer Map Popup section earlier in this manual.)

The Layer Map Selector Popup menu, inside the Set-Up window,
is the little mini popup menu next to each texture map thumbnail
where you select which Layer Map will be used as the texture The Layer Map Selector Popup.
for this attribute. A texture map can be either a still image or a
movie. Still images are loaded by double clicking on the dark
gray thumbnail box. Movies are loaded by picking them from the
Layer Map Selector.

Notice that there is a Layer Map Popup next to each of the tex-
ture map thumbnail boxes. Each of these popups can be set to
use the same layer or a different layer. For instance you could
use some moving clouds footage for the image map and the re-
flection map in a material.

The same layer map can also be used on different materials and
different objects. For instance, you could use the same layer map
for the reflection in two different materials. You are not limited
to using a Layer Map only once.

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Layer mapping becomes especially powerful when you have
many variations on the same material and they all use the same
layer map. By simply changing the footage being used as the
layer map you can update all of the materials with one click.
For instance, say you had to make a weather announcement and
needed a snow advisory graphic where the titles use five different
colors (light blue, medium blue, dark blue, white and yellow) and
all of these materials used the same snow footage as the reflec-
tions that appeared in the titles. Each of these materials would
Choosing Snow as the footage used for the Reflection Map have used Layer Map 1 for the reflection map.
Now say you had to create the same graphics for a rain advisory.
Well, instead of recreating the graphics from scratch all you have
to do is to load the new rain footage into After Effects and change
Layer Map 1 from the snow footage to the rain footage. That’s it.
When Invigorator renders the image, all of the materials that used
Changing the footage changes every use of Layer Map 1
Layer Map 1 will now use the rain footage for their reflections.

Image Maps
The Image Map control is the dark gray box to the right of the
Material Color box. Image mapping is the process of applying a
picture to an object’s surface so the color of the picture becomes
the color of the object. This is similar to how wallpaper can be
applied to a wall so the color of the wallpaper becomes the sur-
face of the wall. If the wall turns a corner the wallpaper follows
along. In the same way a picture applied to an object will follow
The Image Map control. the curves and corners of the object’s shape.
212 Zaxwerks 3D Invigorator for AE - User Guide
The main thing to remember is that if you want the object to
look like the picture has been painted on it, then you want
to use the Image Map technique. + =

Decal Maps Image Map (RGB) 3D Object Mapped 3D Object

Decal Maps are Image Maps where not all of the image shows.
When you think of a real-life decal you think of something like a
sticker that you apply to models, cars, boats, windshields, things
like that. Wherever the decal is opaque you see the decal and
wherever the decal is transparent you see the underlying surface
color of the object you are applying it to.

Decal Maps work the same way. Wherever a Decal Map is opaque
you see the decal image, and wherever it’s transparent you see
the surface color of the object you are applying it to. So the ques-
Image Map (RGB)
+ =
tion then is, how do you make a Decal Map so that some parts are
opaque and some are transparent?
3D Object Mapped 3D Object
The answer lies in the Alpha channel. The white pixels in the
with base color show-
alpha channel tell the Invigorator to use the image map, whereas ing where the alpha
black pixels in the alpha channel tell the Invigorator that the im- was black.
age map is transparent and to let the underlying surface colors Decal Map (Alpha)
show through. Wherever the alpha channel has gray pixels you
will get a mix of the two.

Zaxwerks 3D Invigorator for AE - User Guide 213


So for instance if you had a picture of a star that you wanted to
apply to the face of an object you would put the color version
of the star in the RGB channels of the Image Map and then you
would put a white star on a black background in the alpha chan-
nel. Wherever the alpha channel was white the star would show
and where the alpha channel was black the underlying surface
color would show.

Remember to antialias the star in the alpha channel otherwise it


will look like a bad composite.

Decal Maps are applied exactly the same way as Image


Antialiased star Non antialiased star Maps, by loading the picture into the same thumbnail box.
The only difference between the two is that an Image Map
has no alpha channel and a Decal Map has an alpha chan-
nel.

Highlight Sharpness

The Highlight Sharpness setting controls the size of the highlights


that appear on your objects. Highlights are reflections of the
light sources in the scene. Highlights look different based on the
“polish” of their surface. If an object is polished the highlights
will appear small and focused. If the object is not so polished the
highlights will be more spread out. If the object is not polished at
all there will be no highlights.

214 Zaxwerks 3D Invigorator for AE - User Guide


The Sharpness control ranges from 2 - 200. As you move the
slider to the right the highlight becomes smaller and smaller
indicating a more polished surface. As you move it to the left the
highlight gets bigger and bigger indicating that the surface is get-
ting rougher. Remember that to the right is “more sharp” and to
the left is “less sharp.”

Usually, in real life, as the highlight spreads out the brightness Keep this in mind as you design the shapes of
dims. So whenever you adjust one control you should also adjust your model:
the other one too.
Curved surfaces and curved Edge Profiles
will show highlights very easily.
Notice that Highlight Sharpness and Brightness are material
settings. This means that different materials can have different Flat surfaces are difficult to get highlights
settings. It’s not like you get one highlight setting per object. to appear on.
Each material that you apply to your objects can have a different
“polish”.

The flatter the surface the more a highlight will spread. For
instance a highlight that appears on the curved edge of an S
will usually be fairly small because curved surfaces condense
reflections. On the other hand the same highlight appearing on
the front face of the same S might smear across the entire face,
because flat surfaces spread reflections.

Highlights on curved Highlights on flat sur-


surfaces are small. faces are large.

Zaxwerks 3D Invigorator for AE - User Guide 215


Highlight Brightness

The Highlight Brightness setting controls the intensity of the high-


lights that appear on the surfaces of your objects. As mentioned
above, highlights are reflections of the light sources in your
scene, so the Highlight Brightness setting controls the intensity of
the hot spots caused by the light sources.

When the surface of an object is highly polished the highlights are


small and bright. As the surface becomes rougher the highlights
become dimmer and more spread out.

The range of the brightness slider goes from 0 to 100 % where 0


means the highlight is turned off, and 100 is full brightness.

When using high brightness values you should be careful


about highlight “washout”. This is what happens when the
highlights are too bright creating big white spots that look
very bad.
If you see this happening you should lower the brightness
value so the highlight will still look bright but it just doesn’t
turn into a big white blob. Washout occurs most often on
lightly colored objects.

216 Zaxwerks 3D Invigorator for AE - User Guide


Bumpiness

The Bumpiness slider is used in conjunction with a Bump Map. A


Bump Map is a picture (usually grayscale) that is used to give the
surface of an object a rough feel. Creating roughness takes a long
time to render if done by sculpting the geometry of the object, but
can be done with Bump mapping in a very short time. The trade
off is that the “bumps” can’t be too high or too deep, or else the
effect starts to break down.

The Bumpiness slider and the Bump Map work together. Once a
picture is loaded into the Bump map thumbnail, the Bumpiness
slider is used to set the height of the bumps. On a Bump Map
white pixels are considered to be hills above the object’s surface
The Bumpiness slider and Bump Map thumbnail.
and black pixels are the valleys below an object’s surface. The
Bumpiness slider sets the maximum height of the hills.

Notice that the slider also goes negative. Setting the bumpiness
value to a negative number will reverse the effect so that the
white pixels go down into the object and the black pixels push
out from the object’s surface.

Zaxwerks 3D Invigorator for AE - User Guide 217


Making Better Bump Maps

The effect of a Bump Map comes from the gray pixels in the map,
not the white or black ones. If you have a picture that is made of
only black and white pixels you won’t get a very nice effect. The
crossover between white and black will be very short and you
will get buzzy, nasty highlights where the white and black pixels
meet.

No Blur in the Bump Map ... creates bad looking bumps. However if you blur the bump map a little in Photoshop before
you use it in the Invigorator, it will look very nice. The transition
between the white and black pixels will smooth out and you will
be able to increase the Bumpiness value without getting artifacts
during the rendering.

You will never, ever get sharp edges with a bump map. Bump
maps work best for adding small detail and surface texture. For
instance, orange peel, stucco, sand paper, tire imprints, em-
bossed lettering, burlap, dents, scratches and other fine details
work great as bump maps.
Blurring the Bump Map ... makes better looking bumps.
Remember, if your renderings “sparkle” or you see what
looks like ants crawling along the edges of your objects,
just give your bump map a little blur and everything will
look a lot better.

218 Zaxwerks 3D Invigorator for AE - User Guide


Transparency
The transparency setting can be used by itself or along with a
texture map. When used by itself the transparency slider makes
the whole object transparent. The object is not more transpar-
ent in one area than another. When a transparency map is used
however, the level of transparency changes wherever the map is
lighter or darker.

Something you will notice is that when the transparency slider is


at 100% you may still see the object. That’s because the transpar-
ency slider is fine tuned for glass effects. Even though the object
is completely transparent you will still see highlights and bright
reflections on the surface, just like glass and water. If you want
the object to be completely invisible you must use a Transparency
Map to do it. Transparency Maps are tuned for visibility.

Transparency Maps
Transparency slider and Transparency Map thumbnail.
Transparency maps, like Bump maps are usually grayscale im-
ages. The white pixels in a transparency map make an object
opaque and the black pixels make an object completely transpar-
ent. The gray pixels are partially transparent.

When we say the black pixels make an object “completely trans-


parent” we mean just that. Black areas in a Transparency map
will make that part of the object completely invisible. You won’t
see highlights or bright reflections on those areas.
Zaxwerks 3D Invigorator for AE - User Guide 219
Why does it do this? Because transparency maps are usually used
to punch holes in objects, or to drop out parts of objects that you
don’t want to see.

+ For instance if you had a picture of a leaf you could apply the
colored picture to a 3D plane as an image map and then apply
a silhouette of the leaf to the same object as a Transparency
Map. If the silhouette was made with the leaf area white and the
Transparency Map 3D objects non-leaf area black, the 3D plane would look like a leaf and not
look like a plane. You wouldn’t even see the part of the plane that
wasn’t part of the leaf.

You can combine Transparency Maps along with the Trans-


= parency slider. When you do that, the Transparency slider
sets the maximum level of opacity.

Continuing the leaf example, as the Transparency slider is moved


3D objects take new form with to the right, the leaf gets more and more transparent. So the
Transparency Maps applied white parts of the map, which are usually opaque, get more and
more transparent. The black parts of the Transparency Map start
invisible and stay invisible. They are not affected by the Trans-
parency slider.

220 Zaxwerks 3D Invigorator for AE - User Guide


Reflectivity

The reflections that appear on Invigorator objects are based on


pictures called Reflection Maps. The actual objects in the 3D
scene do not reflect each other. This is possible with a process
called Raytracing, but Raytracing is very slow. Instead of Ray-
tracing reflections the Invigorator uses a process called Reflec-
tion Mapping which is very fast and often times produces better
results than Raytracing anyway.

To do Reflection Mapping you need two things, a slider to tell


the Invigorator how reflective to make the surface, and a picture
to reflect into the object. Thus we have the Reflectivity slider
to tell the Invigorator how reflective to make a material, and the
Reflection Map is the picture you load into the thumbnail that will
reflect back onto the object’s surface.

The amount of reflectivity you use for a material depends on the


type of material you are trying to simulate and the brightness of The Reflectivity slider and Reflection Map thumbnail.
the picture you are using as the Reflection Map. If the picture is
dark you will need to set the Reflectivity pretty high just to see
it. However, if the picture is bright with areas of full white, you’ll
find that a little Reflectivity goes a long way.

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Reflection Maps

The pictures that reflect in the surfaces of 3D objects are called


Reflection Maps. They are different than other types of texture
maps because they don’t stick to the surface of an object. An
object will reflect different parts of its environment based on the
angle and tilt of the object, and the angle that the camera is view-
ing the object. As the angle of the object changes, the reflected
environment will sweep across the object’s surface. Because
Reflection Map thumbnail.
reflections dance and move across a surface they bring objects to
life and add tremendous impact to your animations.

Reflection maps can be full color or grayscale. Some pictures


work better than others on different types of objects. For in-
stance, in order to see reflections on the flat front faces of text
and logos, you need a busy, high contrast reflection map such as
the Punchy Reflections image that comes with the Invigorator.
However, when applied to smoothly curved surfaces, a busy re-
flection looks strange. So curved surfaces need simpler reflection
maps such as the Graphic SkyGround image that also comes with
the Invigorator.

Just loading an image into the Reflection Map thumbnail does not
make a material reflective. You also have to set how reflective the
As objects move, reflections move across their surfaces.
surface is with the Reflectivity slider.

222 Zaxwerks 3D Invigorator for AE - User Guide


Highlights And Reflections By Surface Type

There are a few basic object types that have distinct highlight
responses. Using these settings will get you quickly into the
ballpark but feel free to alter the settings slightly to get the exact
look you’re after.
To get pictures that look even more real, don’t forget about the
reflectivity settings. By using a reflection image and matching the
reflectivity slider to about the same value as the Highlight Bright-
ness slider, you will get some incredibly beautiful pictures.

Polished Jewelry and Stone


Very polished objects have small highlights that are very bright
and crisp. So a Sharpness setting of 200 and a brightness setting
of 70 usually works well for these types of surfaces. A reflectiv-
ity level of 30 - 40 gives a nice impression of surface reflections
without drawing too much attention to them.

Glass and Vinyl


Although you’d think of glass as being highly polished, by reduc-
ing the highlight sharpness value for glass materials it is easier to
get the glare that often appears on glass.
Sharpness = 80 Brightness = 80 Reflectivity = 40 - 60
Reflections are usually bright and focuses in glass, and especially
bright in vinyl.

Zaxwerks 3D Invigorator for AE - User Guide 223


Also remember to use a dark surface color with glass otherwise
the surface color will bleach out other objects seen through the
transparent glass material.

Chrome
When using the Chrome-style materials, it’s a Chrome is very similar to glass, although the reflectivity level is
great time to try your hand at adding colored set to 90 - 100 and the surface color must be set to black. With a
rim lights. reflectivity of 100 the Chrome surface reflects the Reflection Map
image exactly. With it set to 90 the reflection is darkened slightly
Strong colors show up as colored highlights indicating that some of the brightness of the image is being lost
on your objects adding an extra level of detail during the reflection.
and making your images that much richer.
The surface color must be set to black, otherwise the surface
color will contaminate the reflection. The black areas in the
reflection map will come out as the surface color and the bright
areas will be overexposed causing bleaching and washouts.

Plastics
Plastics come in a range of finishes in real life. The kind of plastic
we’re talking about here is the kind that kids toys are made out
of. Bright shiny highlights. Be careful to lower the Highlight
Brightness as the base color gets brighter, otherwise you may get
the “washout” effect discussed earlier.
Sharpness = 50 Brightness = 70

224 Zaxwerks 3D Invigorator for AE - User Guide


Polished Wood
Finished furniture has a bit of a spread to the highlights, similar
to plastics since the coatings used to finish wood are a type of
plastic. The brightness of polished wood is much dimmer than
plastics however, since the wood absorbs much of the light. You
want just a touch of reflection since even highly polished wood
isn’t too reflective.
Sharpness = 50 Brightness = 40 Reflectivity = 10

Satins/Metals
Metals also come in a range of finishes. The more polished the
metal the smaller and brighter the highlights. If you are making
polished metals use the same settings as for polished stone.
Anodized metals, however are a different story. They have a
much softer appearance with big soft highlights. The highlights
look more like glows on the surface rather than bright spots.
Satin also has this same type of feel.

When you start working with Sharpness settings this low, a little
change can make a lot of difference. Use these values to get in the
ballpark then tweak them to taste.
Sharpness = 12 Brightness = 40

Zaxwerks 3D Invigorator for AE - User Guide 225


Paper/Cloth/Rough Cut Stone/ Unfinished Wood
Into this category falls all the things that have no highlights. Re-
member, not having a specular highlight does not mean the object
doesn’t get brighter on the side closest to the light. A wooden
ball, when illuminated by a single light, will still be brighter on
one side and darker on the other.

The specular highlight is the reflection of the light source, key-


word “reflection.” Meaning anything that is non-reflective will not
have a specular highlight.
Sharpness = Doesn’t have an effect when Brightness is at 0.
Brightness = 0

How The Color Channels In A Map Are Used

The color depth of a picture is how many channels of informa-


tion the picture contains. Pictures used for texture mapping can
be one of three possible color depths. Either Grayscale (8 bit),
RGB (24 bit), or RGB+Alpha (32 bit). These three image types
are used in different ways depending on which material attribute
is using them.

On the next page is a table showing how each of the color chan-
nels is used.

226 Zaxwerks 3D Invigorator for AE - User Guide


— Channel Usage by Map Type —
RGB + ALPHA RGB GRAYSCALE LAYER MAPS
Uses the RGB channel Uses the RGB channel as
Image/ Decal as the surface color. The
Uses the RGB channel the surface color. The Mask
as the surface color. Applies the image, channel is used as a Decal
Maps Alpha channel is used as a
Since there is no Alpha like a black and white control which lets the un-
Decal control which lets the
channel the whole pic- photo, to the object. derlying surface color show
underlying surface color
ture will be used. through the map wherever
show through the map wher-
ever the Alpha is black. the Mask is black.
Uses the luminance value If the Mask channel has
Ignores RGB. of all color channels as black pixels, the Mask
The Grayscale chan-
Bump

the Bump Map. (Meaning,


Maps

Uses the Alpha chan- nel is used for the channel will be used as
nel as the Bump Map. a grayscale version of the the Bump Map. Otherwise
Bump Map.
RGB color is created and the Layer Map is used like
then used as the Bump the RGB case.
Map image.)
Uses the luminance value
Transparency

If the Mask channel has


of all color channels to black pixels, the Mask
Ignores RGB. Uses the Grayscale
control transparency.
Maps

channel to control channel will be used as


Uses the Alpha channel (Meaning, a grayscale
transparency. the Transparency Map.
to control transparency. version of the RGB color is Otherwise the Layer Map
created and then used to is used like the RGB case.
control transparency.)
Uses the Grayscale channel
Uses the RGB colors
Reflection

Uses the RGB colors as as the reflection, as though Uses the RGB colors
as the reflection.
Maps

the reflection. you were reflecting a black as the reflection.


Ignores the Alpha and white photo. This often Ignores the Mask
channel. times works very nicely for channel.
reflective metallic objects.

Zaxwerks 3D Invigorator for AE - User Guide 227


Material Commands
The Material Commands popup menu is found just above the
Material Editor’s dock. Clicking on it reveals the available com-
mands. Drag down to highlight a command and release the
mouse to execute it.

New Material
The New Material command will create a new instance of the de-
fault material and give it a unique name. This new material is not
applied to anything and is not linked to anything. It is completely
fresh and unused. The factory default material is light gray, but
the default can be set to anything you want inside the User Prefs
dialogue.
If the material sitting in the Material Editor’s dock has not been
used on any objects, or hasn’t been saved to the Material’s bin,
you will get an alert message asking if you want to save this mate-
rial or permanently discard it.

Duplicate Material
The Duplicate Material command creates a copy of the material
sitting in the Material Editor’s dock and gives it a new unique
name. Although this new material will be exactly like the mate-
rial it was duplicated from, it is not linked to the original material
and is not applied to any objects in the scene.

228 Zaxwerks 3D Invigorator for AE - User Guide


Once duplicated the new material exists on its own, and can
be edited, stored in the bin and applied to objects. Editing the
duplicate material will not change the original material it was
duplicated from.

Save Material To Bin


When you want to move a material from the Editor’s dock up into
the Materials Bin. You can use the Save Material To Bin com-
mand. This will put the material into the first available dock in
the bin.

You can also drag the swatch from the dock up into the bin.

If the material already exists in the bin this command does


nothing.

Clear Map
The Clear Map command deletes a texture map. You must click
on a texture thumbnail first, which will put a red highlight around
the thumbnail. Then you can use the Clear Map command which
will uncheck the Enable Map checkbox and remove the texture
from the material it was a part of.

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Seeing Textures And Reflections
In Draft Mode
This is a very exciting feature. Once you apply materials to your
objects, and those materials have texture maps and reflections,
you can see those textures and reflections in the Invigorator’s
preview windows and in the After Effects Comp window while in
Draft mode.
Click the User Prefs button to turn on Draft Textures. This feature takes extra computer horsepower so it is not turned
on by default. To turn it on, go into the Invigorator’s Set-Up win-
dow and open the User Prefs dialogue.

Inside the User Prefs dialogue you will see a section called “Show
OpenGL textures in:” followed by three different options.

“The Set-Up Window” option will display textures and reflections


on objects when you are working inside the large Invigorator Set-
Up window. This is the window you get to when you click the Red
Ball button.

“The Effect Controls Window” option will display textures and


reflections inside the draggable Scene Preview window that is in
the main After Effects window. This is the window with the Red
Ball button.
You can show the OpenGL textures in three different windows.

230 Zaxwerks 3D Invigorator for AE - User Guide


“The Comp Window when in Draft Mode” option displays textures
and reflections on objects seen in the main After Effects Comp
window. This is by far the most useful option since it makes the
3D scene appear in nearly its final form, composited with the rest
of your AE layers.

You can turn on all three checkboxes or only the ones you want.
We give you three choices so you can use your computer to its
best ability. If you have a fast computer you may not even notice a
slow down with all three options turned on. One thing to know is
that since the Comp window is the largest, it will take the longest
to render and cause the biggest slow down.

Zaxwerks 3D Invigorator for AE - User Guide 231


Object Styles
The Object Styles Tab
Next to the Objects and Materials tabs is the Object Styles tab.
When you click on this tab you see the Object Styles bin which
contains docks for holding pictures of various Object Styles.
The popup menu changes to the commands used for managing
and saving Object Style libraries.
An Object Style is similar in concept to a text style, something
that you would work with in a word processor or page layout
program. An Object Style is the encapsulation of all the settings
needed to create a Text or Illustrator model. Every material,
every split point, edge profile, edge scale and all the rest of the
settings are wrapped up into one picture.
The one thing an Object Style doesn’t have is the vector artwork
that comes from an artist’s Illustrator file. The power of an
Object Style is that once the artist loads in that vector artwork,
a single drag and drop will apply the Object Style to it. This
sets up everything. The whole model is built, colored and ready
to animate in the time it takes for you to get your finger off the
mouse button.
Object Styles are created by first setting up your model so it is
exactly the way you want it, then picking the Save Object Style
command from the Swatch popup menu.
(See the Save Object Style section.)
232 Zaxwerks 3D Invigorator for AE - User Guide
Applying Object Styles
Object Styles can be applied in two ways. First you can drag and
drop the Object Style picture from the bin on the right into the
3D scene preview window on the left. All selected objects will
receive the Object Style.
If you want to apply a style to only one or two objects, deselect
all objects in the scene and drop the swatch directly onto the
object you want to receive the style.
The second way of applying Object Styles is to select the objects
you want to give a style to, then click once on an Object Style
swatch in the bin and use the Apply Object Style command from
the Swatch popup menu.

Linking Objects to Object Styles

If you hold down the Option (Alt) key when you apply an Object
Style to several objects you will create a link from all of those
objects to the Object Style. Thereafter a change to any of those
objects will result in a change to all of them.

For instance, if you change the color of one of the linked objects,
all of them will receive the same color change. Even changing the
depth or bevel of one will change all of the linked objects in the
same way.

Zaxwerks 3D Invigorator for AE - User Guide 233


Renaming Object Styles
To rename an Object Style, open the Swatch menu and pick the
“Show Names and Notes” command.

You can now change the name of the Object Style by clicking in
the top text field and typing something else.

Adding Notes To An Object Style


When Names and Notes are being shown, the large text field be-
low the name field is where you can enter notes about the Object
Style. Useful information you can enter would include how to
use the style, what project it came from or what client it was cre-
ated for.

Any notes entered here will get saved as part of the Object Style.
When the style gets saved into a library and then reloaded into
other projects, the notes will still be there.

Object Styles Swatch Popup


The Object Styles Swatch popup menu is seen at the top right cor-
ner of the Object Styles tab. Clicking on it reveals the commands
available to use. Drag down to highlight a command and release
the mouse to execute it.

234 Zaxwerks 3D Invigorator for AE - User Guide


Save Object Style

The Save Object Style command is the command used to create


your own custom Object Styles. To use it, set up an object so
it looks the way you want it to look. Then make that object the
primary selection and pick the Save Object Style command.

A small rendering will be created, and placed into the first avail-
able dock in the Object Styles bin as a drag-able picture icon. The
picture icon can then be dragged and dropped onto other objects
and those objects will then have the Object Style applied to them.

Unlink Object Style

Select the objects you want to make changes to, then choose
the Unlink Object Style command. Once you do this you will be
able to make changes to the selected objects without changing
any other object in the scene. If you have more than one object
selected these objects will all be unlinked in one step.

Use Unlink Object Style to modify a single object.

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Remove Object Style
The Remove Object Style command removes all colors, splits and
shape settings so the objects end up looking exactly the same as
they did when you first added them to your 3D scene.

Duplicate Object Style

Use Remove Object Style to return an object to its defaults.


Duplicating an Object Style enables you to create variations on
the Object Style without disturbing the original. Select the Object
Style in the bin by clicking on it once. You will see a red highlight
around the picture icon. Then select the Duplicate Object Style
command from the Swatch popup. This will create a duplicate
version of the Object Style and place it in the first available dock
in the bin.

When you duplicate an Object Style, any objects with that Object
Style applied to them will not be changed. Those objects will still
have the original Object Style applied to them. The new Object
Style will exist on its own and will not share any of the materials
of the original.

This last sentence is important to understand. When you dupli-


cate an Object Style the Invigorator also duplicates the materials
used in the Object Style. That way you can make changes to the
materials and the other Object Styles won’t be affected.

236 Zaxwerks 3D Invigorator for AE - User Guide


Select All Unused
The Select All Unused command selects all of the Object Styles
that are not being used by any objects in the scene. When se-
lected you will see red or green highlight lines surrounding the
picture icons.
Once selected you can use the Delete Selected command on
them.

Delete Selected Object Styles


The Delete Selected Object Styles command deletes any Object
Styles that are selected when the command is executed. The
Object Styles are deleted from the bin, however doing this will
not hurt any objects in the scene that may be using them. It does
not remove the Object Style from any objects, it only removes the
Object Style from the bin.

In deleting them from the bin it will also delete them from the
Zaxwerks Swatches folder on your hard drive. So these Object
Styles will no longer be available to use in any other project.

Zaxwerks 3D Invigorator for AE - User Guide 237


Clear Bin

Using the Clear Bin command will remove all of the swatches
from the bin. This will not delete or change the Object Styles used
on objects in the scene. It only removes the pictures from the
bin.

To regenerate an Object Style swatch, select an object that has


the Object Style you want to recover, then choose the Save Object
Style command from the Swatch popup menu. The swatch will
be regenerated and will appear in the first available dock in the
Object Style bin.

Moving Object Style Swatches

Swatches can be freely moved to different docks by dragging


them from one dock to another. This enables you to put swatches
that work together right next to each other.

Drag swatches to organize Object Styles.

238 Zaxwerks 3D Invigorator for AE - User Guide


Regenerating Object Style Swatches That Have
Been Deleted

Sometimes you will delete an Object Style and then decide you
want it back. If this happens you are in luck as long as that
Object Style was applied to some object in an Invigorator project.
Object Style swatches that have been applied to objects can be
regenerated, just do the following...

1- Select an object that has the Object Style applied to it.

2- In the Object Style tab, find the Swatch menu and use the “Save
Object Style” command.

The Object Style used on that object will regenerate. The swatch
will be displayed at the bottom of the bin. This process will save Select an object and use the Save Object Style
the swatch to disk and it will hereafter appear in the bin. command to regenerate its Object Style.

Since the bin is shared between projects you can regenerate


swatches that were used in other projects by opening up the old
project, regenerating the swatch and saving it to the bin. Now
you can open up the new project and the Object Style will be
waiting in the bin ready to use.

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Material Set-Up & Assignment
Material Set-Up Button

The Material Set-Up radio button is found above the 3D Scene


Preview window. It will be grayed out unless an object is se-
lected.

When an object is selected, clicking this button will change the


left half of the Set-Up window to display the Material Assignment
window at the top, a toolbar, the Palette Commands popup menu
and the docking palette of active materials at the bottom.

Material Assignment Window

The Material Assignment window is the window that replaces the


Scene Preview window when the Material Set-Up radio button is
clicked.

If the Primary selection is a text object, vector object or layer


cycling object, this window shows you the edge profile used by
that object as well as the materials applied. If the Primary selec-
tion is an imported model or primitive, only the materials applied
are shown.

240 Zaxwerks 3D Invigorator for AE - User Guide


Materials are readied for application by dragging them from the
Materials bin and dropping them into one of the docks in the
Materials Palette. Each text or vector object can have up to six
different materials applied to it at one time.

A material can be applied to an object by dragging a material


swatch from the palette up into the Material Assignment window
and dropping it onto one of the little green material chips.

When working with text or vector objects each Edge Profile is


given three green material chips to start. One for the color of
the front face, one for the color of the back face, and one for the
The Edge Profile has three green material chips by default.
color of the edges. Each of these three chips has the number “1”
on it, which means the material in dock number one is used to
color the whole object.

If you want to give the hole edges a different color than the
outside edges, uncheck the “Use Same Material for Hole Edges”
checkbox in the Holes section of the Objects tab. When you do
that you will see a fourth green material chip appear next to the
part of the diagram marked “Holes.”

If you want to apply a separate material to the bevels of an edge


or to some other part of an edge, you must split the edge into
multiple parts with the Split Tool. When you do this other green
material chips will be added which you can then drag swatches To give the Hole Edge its own green material chip, uncheck the
onto. (See the Split Tool section on the next page.) “Use Same Material for Hole Edges” in the Object tab.

Zaxwerks 3D Invigorator for AE - User Guide 241


Material Set-Up Toolbar

The Material Set-Up toolbar contains several different types of


tools. It is located just below the Material Assignment window.

Display Splits

The Display Splits button turns on/off the display of the red split
point arrows, the green material chips and the blue anchor point
dots.

When the Display Splits button is turned off these items are not
removed, they just aren’t shown so you can have a clearer view of
the Edge Profile.
Splits and Chips show Splits and Chips are hidden
when button turned ON. when button turned OFF Split Tool
The Split Tool is the button with the single red arrow on it. The
Split Tool is what you use to split the edge of a vector object into
multiple parts, such as splitting the bevel to be separate from the
sides. There is no limit to how many parts you can split an edge
into.
Keyboard Shortcut
When inside the Material Set-Up area, Splits are created by making this tool blue, then single-clicking in
tap the S key to activate the Split tool. the Material Assignment window. If you click near an edge line
on the profile a red arrow will be placed where you clicked.
242 Zaxwerks 3D Invigorator for AE - User Guide
The blue dots show where the anchor points were in the vector
file the curves came from. However, you do not have to click on
one of the blue dots. You can place a Split Point anywhere along
the line. If an arrow is close to one of the blue dots, it will snap to
it and turn hollow so you know that the Split Point is exactly on
an anchor point.

If you want to reposition a Split Point arrow, just click and drag it
from its current position to a new position. Usually you can click The Split Point arrow will turn hollow when the split point
in the middle of the arrow to grab the Split Point, however some- is placed exactly on an anchor point.
times an arrow is nestled into a corner so it’s difficult to grab and
the Invigorator keeps wanting to add another Split Point instead
of grabbing the existing one. When this happens, just grab the ar-
row at its tip, by clicking where the arrow and the line meet, and
you will find you’re then able to move it.

If you are still having trouble grabbing the arrow, you may need
to zoom in on the arrow using the Dolly or Zoom tool, then try
grabbing it again.
Click here to grab Zoom in on tough
tough split arrows split arrows.
If you want to delete a Split Point, grab the arrow and pull it off
the line. When the arrow is off the line it lightens, indicating that
if you let up on the mouse button it will disappear. If you want to
delete all the Split Points on an object there is a special command
for that in the Palette Commands popup menu.

If you pull an arrow off the line accidentally, just keep your
Delete a Split Point by selecting the arrow
mouse button down and move the arrow back over the line. and pulling it off the line.

Zaxwerks 3D Invigorator for AE - User Guide 243


When the arrow snaps back onto the line you can let go of the
mouse button without deleting the arrow. If you do delete the ar-
row you can also click the Undo button to get it back.

Whenever you add a split point you’ll notice that you add another
green material chip too. The purpose of a split point arrow is to
split a single section of the model into two sections so you can
color them separately. The extra material chip is added so you
can color the new section you’ve just created.

Split sections can be as small as you want. If a split arrow keeps


snapping to a position where you don’t want it, use the Dolly tool
to enlarge the edge profile. You will then be able to move the ar-
Use the Split Point arrow to divide a profile into two or more sec-
row very close to a blue dot without snapping onto it.
tions, so they can be colored separately.
You cannot split the front or back faces. They are one color only.

Grabber Hand

The Grabber Hand tool is used to slide the image in the Material
Keyboard Shortcut Assignment window. When the Dolly or Zoom tools have been
When inside the Material Set-Up area, tap used to make the image larger you sometimes need the Grabber
the G key to activate the Grabber Hand tool. Hand to slide the image left or right in order to see the parts of
This tool can be temporarily activated by the image that are outside the area shown in the window.
holding down the Spacebar. (Mac and Win)
When the Spacebar is released you will To operate the Grabber Hand, click on the tool to make it blue.
switch back to the tool that was last selected. Then click and drag in the Material Assignment window.

244 Zaxwerks 3D Invigorator for AE - User Guide


Dolly Tool

The Dolly tool is used to enlarge or reduce the size of the im-
age in the Material Assignment window. Sometimes you need to Keyboard Shortcut
enlarge the image to better set Split Points. By clicking on this When inside the Material Set-Up area, tap
tool to select it, you can then drag up in the window to make the the D key to activate the Dolly tool.
image bigger. Dragging down makes the image smaller. This tool can be temporarily activated by
holding down the Spacebar + Control keys
together. (Mac and Win) When the keys are
Zoom Tool released you will switch back to the tool
that was last selected.
The Zoom tool is another way to make the image in the Material
Assignment window bigger or smaller. Select the tool and then
click in the window. Each click magnifies the window by about
25%. Holding down the Option key (Mac) or Alt key (Win) zooms
out, making the image smaller.
Double-clicking on the Zoom tool is a shortcut for the Fit All com- Keyboard Shortcut
mand. This will recenter the image and size it so that everything When inside the Material Set-Up area, tap
is visible. the Z key to activate the Zoom tool.

Palette Commands Popup

The Palette Commands popup menu is seen to the left of the tool-
bar. Clicking on it reveals the available commands. Drag down
to highlight a command and release the mouse to execute it.

Zaxwerks 3D Invigorator for AE - User Guide 245


The Palette Commands popup is unusual in that the commands
above the line affect the Materials Assignment area above it and
the commands below the line affect the Materials Palette area
below it.

Clear All Splits


The Clear All Splits command removes the split points from an
edge profile and resets the green material chips back to number
“1”. This command is used when you want to erase all material
assignments and start over from scratch.

Fit All
The Fit All command will resize the edge profile image so the
whole profile is visible in the Material Assignment window. This
command is used when the image is either too big or too small to
be fit into the window and you want to see the whole thing again.
A shortcut for this command is to double-click on the Zoom tool
button.

Swap Materials
The Swap Materials command enables you to exchange the dock
positions of two materials in the Materials Palette. Sometimes
you realize that if two colors were reversed the objects would
look better. Swapping the Material swatches does this in one step,
246 Zaxwerks 3D Invigorator for AE - User Guide
otherwise you would have to manually drag the green material
assignment chips into the correct spots for however many split
areas would be affected.
In order to make this command work you need to first select two
material swatches in the Materials Palette. Do this by first single-
clicking on one of them (double-clicking will load the material
into the Materials Editor). This will put a red selection highlight
around the swatch. Then hold down the Shift key and single-click
on the second material. You will see a green selection highlight
around this one.
Then execute the Swap Materials command by choosing it from
the popup menu. The two swatches will be switched and the
model will reflect the changes. If you select more than two mate-
rials only the first two selected will be swapped.

Delete Selected Materials


This command removes swatches from the Materials Palette.
Select the swatches you want to delete by clicking on the first,
and shift-clicking on the rest. Then pick the Delete Selected
Materials command and the swatches will disappear leaving the
docks empty.
In using this command, if there are any green material assign-
ment chips whose palette docks are now empty, those chips will
be given the color of the default material until a new material is
placed into the dock.
Zaxwerks 3D Invigorator for AE - User Guide 247
Materials Palette

The Materials Palette for Text and Vector objects contains six
gray boxes called “docks”. (Imported objects only have a single
dock. Primitives have as many docks as they have sides.)
These are where materials are dragged so they can be assigned to
objects. The Materials Bin at the top right of the Materials Tab is
the holding station for materials, but the Materials Palette con-
tains the materials that are active and being applied to objects.

Material Swatches are placed into the Palette by dragging them


from the Materials bin or the Materials Editor and dropping them
into one of the docks.

The Materials Palette Material swatches can be moved and rearranged by dragging
them from one dock to the next.

If you ever forget what materials have been You can also Option-drag a material in the palette to assign the
applied to an object, just select the object, same material to a different dock.
open the Materials Set-Up area and look in the The main difference between Option-dragging in the Materials
Materials Palette. For a material to be applied Palette versus the Materials Bin is that Option-dragging in the
to an object, it must first be loaded into the Materials Bin creates a duplicate material with a different name.
Materials Palette, or else dropped directly onto The duplicate material can then be edited without affecting the
the object. Showing the Materials Palette will original material. However, Option-dragging in the Materials Pal-
show you all the materials that are applied to ette does not duplicate the material, rather it acts like a short cut
an object. for assigning the same material to two different docks.

248 Zaxwerks 3D Invigorator for AE - User Guide


Palette Checkbox

The Palette Checkbox is found at the top right corner of the 3D


Scene Preview window. Turning it on will show the Materials
Palette without opening the Materials Assignment window.

The reason the palette has its own checkbox is because on oc-
casion you will want to see the 3D Scene Preview window and
the Materials Palette at the same time. For instance if you want
to compare the palettes for two different objects you can display
the palette, then click on one object, and then on the other. As
you click on each object the palette will update to show you what
materials are used by each.

On other occasions you may want to check the splits and edge
profiles applied to different objects in the scene. To do this, first
click on the Object mode button so that the Object List is show-
ing, then click the Materials Set-Up button to show the edge
profiles and split points. Finally turn the Palette Checkbox OFF.
This will leave the top window showing, but turns off the palette
so you can see the Object controls again. Now you can select
from the Object List. As you make selections the edge profiles
and split points will be displayed in the window.

Zaxwerks 3D Invigorator for AE - User Guide 249


User Preferences
The User Preferences window contains various settings that af-
fect how the current project acts. It also has the ability to affect
how every future project acts, as well as what materials appear
in the bins when a new project is created, and what the default
profile and material will be for newly created objects.

You get to the User Prefs window by clicking on the Object Mode
button and then clicking the User Prefs button directly below the
Object Mode button.

Default Set Number

The Default Set Number is the Set that objects are assigned to
when they are first created. You’ll remember that a “Set” is what
is animated by After Effects so in order to animate objects the
objects must be assigned to a Set.

By default, all objects are assigned to Set 1. You may have


noticed that when you first add an Invigorator effect, clicking on
an object while in the Effect Controls window makes bounding
boxes appear around all objects in your 3D scene. This means
that all of those objects are part of the same Set. (To change their
Set assignment pick a new Set number from the Set Assignment
popup next to the Object List inside the Set-Up window.)

250 Zaxwerks 3D Invigorator for AE - User Guide


You can change the default Set number to any of the numbers in
the popup menu. Select the number you want and the next time
you add objects to the Invigorator, the new objects will be as-
signed to the Set you chose.

Shadow Quality
The Shadow Quality popup lets you set the size of the shadow
map created for each light that casts a shadow. The larger the
shadow map the better the quality of the shadows.

Larger shadow maps are sometimes needed when the shadows


start to look grainy around the edges. This happens when the
objects in your scene are too far apart. Since the shadow map is
made to fit all the objects in the scene, when objects are spaced
far away from each other (even if they are not seen in the camera
view) they cause the shadow map to get spread too thin. This
causes the quality of the shadows to go down and you need to
increase the size of the map to compensate for it.

Knowing that shadows take all visible objects into account, you
can help keep shadows looking their best by making objects
invisible that are out of view of the camera, or by keeping them
close to the camera, and just barely outside the camera’s viewing
area.

Changing the Shadow Quality setting will also change the soft-
ness of the shadows.

Zaxwerks 3D Invigorator for AE - User Guide 251


Duplication Offset

Objects are duplicated by selecting them in the Set-Up window,


and then clicking the Duplicate button below the Object list. The
Duplication Offset values control how far the duplicated object is
moved away from the original.

The default values are 50, -50, 0 which means the object is moved
50 points to the right and 50 points down. These values, however
can be set to anything and are very useful when putting a scene
together. For instance if you want to make a row of stars you can
start with one star, set the Duplication Offset to 100, 0, 0, then
click the Duplicate button ten times. You will get ten duplicate
stars spaced 100 points apart in a horizontal row.

252 Zaxwerks 3D Invigorator for AE - User Guide


Hard Shading Angle
The Hard Shading Angle makes the corners of objects look
smooth or sharp.

During the rendering process, the shading calculations will look


at each polygon to see if the polygons next to it are pointed in the
same direction. If they aren’t it will look to see how much of a
difference there is. If the difference is less than the Hard Shading
Angle value, the edges between the polygons will be smoothed to
look like a curve. However, if the difference is greater than the
Hard Shading Angle, the edges will be drawn sharp like a corner.

The Hard Shading Angle value is in degrees so for instance, if two


polygons meet at a 45 degree angle and the Hard Shading Angle Two polygons meeting at a 45 degree angle
(seen from the edge)
is set to 30, the edge between the two polygons will look like a
sharp corner. However, if the Hard Shading Angle is changed to
50, the edge will be smoothed and the two polygons will look like
part of a curve.

When the Hard Shading When the Hard Shading angle


angle is set low, hard is set high, even chunky mod-
edges appear easily. els are smoothed.

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Save Project Data As
The Save Project Data As user preference has two options. It
will save the project data in Binary form or in ASCII (text) form.

Binary data is smaller which will give you smaller AE files.


Opening and saving files will be faster especially if you have mul-
tiple Invigorator effects applied to the same project.

ASCII data is larger, but it’s cross-platform, meaning you can


take your project files from Macintosh to Windows and back
without compatibility problems.

254 Zaxwerks 3D Invigorator for AE - User Guide


Show Ground Plane In Preview Windows

The two Scene Preview windows, one in the Set-Up window and
one in the Effect Controls window, each have a ground plane
made of grid lines. This option turns it on or off.

The Ground Plane helps orient you in 3D space. It also helps you
recognize when you are moving the camera or moving individual
objects. When you move the camera, the objects and the Ground
Plane all move like they are locked together. Whereas when you
are moving objects, the Ground Plane stays still.

Ground Plane Y Offset


The Ground Plane starts at the Y = 0 level which corresponds to
the bottom of the page in Illustrator.

If your vector paths are drawn at the bottom of the Illustrator


page they will come into the Invigorator sitting on the Ground
Plane. If on the other hand, you draw the paths up at the top of
the page, they come into the Invigorator floating up in the air high
above the Ground Plane.

The Y Offset enables you to move the Ground Plane up or down


so it is closer to your objects. This value is in points. A standard
8 1/2 x 11 inch page is 792 points tall so when you change the
Offset value, use large values to start. Setting the Y Offset value
from 0 to 10 won’t be very noticeable.
Zaxwerks 3D Invigorator for AE - User Guide 255
256 Zaxwerks 3D Invigorator for AE - User Guide
Additional PRO Features
Zaxwerks 3D Invigorator for AE - User Guide 257
The PRO Features
ProAnimator NOTE The PRO version of the Invigorator for After Effects contains
many other features that greatly improve production speed, and
As great as the Classic and PRO versions are, enhance the look of your graphics. Some of the PRO features,
don’t forget to take a look at the ProAnimator such as super fast final rendering, are covered in the earlier part
which is another product from Zaxwerks. The of this user guide. However, the rest of the PRO features have
ProAnimator has a new method for creating been gathered in this one place to make them easier to find.
animations that does not use keyframes. It is
very easy to learn and can create animations The features explained within this PRO section are only available
in minutes that look like they took you days. when you run the PRO version. If you have the Classic version
you can upgrade to the PRO version for a small fee.
It is truly an amazing program.
Edge Offset
The Edge Offset feature is a very powerful tool that expands
or contracts the bezier paths that your model is based on. This
makes the faces of your model smaller or larger to compensate
for the thickness of the edges.
The Edge Scale slider helps to minimize the bloating effect, but
some amount of thickness is always added to the model. Edge
Offset allows the edges to cut into a model to any amount

The Edge Offset feature changes the size of the faces. If


you drag the slider to the left the faces will shrink. Drag-
ging to the right makes the faces grow.

258 Zaxwerks 3D Invigorator for AE - User Guide


As with all sliders in the Invigorator, holding down the Shift key
while dragging the slider will put the Invigorator into “continuous
update” mode. This lets you watch the model grow or shrink as
you drag the slider.

This is an extremely useful tool in the design process. As you The Model with no Edge Offset
drag the slider back and forth objects will join together, holes
will disappear and reappear, and objects will pinch into multiple
parts.

The scale of the slider is in points. If you have a box that is 24


points wide, setting the Edge Offset to -5 will make the box shrink Edge Offset = +7
by 5 points all the way around. Setting the slider to +5 will make
the box grow by 5 points on all sides.

If you thin down an object too far, parts of it will start to pinch in
two. Think of an hourglass shape. As you thin down an hourglass
the center will touch before the ends, pinching the object into Edge Offset = -4
two pieces. Sometimes this causes no ill-effect, but other times
this will cause long spikes to jut out from the object. If this hap-
pens use the Spike Buster feature to clip off the spikes. (See the
section on Spike Buster)

If the Edge Offset slider doesn’t go high or low enough for you, Edge Offset = -7
you can type any number into the edit field.

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Custom Edge Profiles
The ability to design your own edge profiles is a very powerful
feature. With this ability you can create edges that fulfill the
requirements of nearly any typographic design task, such as cre-
ating multiple outlines around text or insetting the text faces so
they appear sunken into the 3D model.

Custom edges also enable you to create special moldings for


architectural work or user interface designs.

How To Create A Custom Edge Profile

To make your own edge profile you draw the edge in a vector
drawing program (Illustrator, FreeHand, etc.) and then put the
vector file into the Custom Edges folder. This folder is located
at the same level as the Zaxwerks Maps and Zaxwerks Environ-
ments folders.

When you next launch the Invigorator it will find this file, read
Put your custom vector files into the Custom Edges folder. the paths contained in the file and display their names in the
Profile Popup menu. Once Custom Edges are loaded you can
make changes to them by editing the vector file they came from
and then using the Reload Custom Edges command to get the
Invigorator to use the edited version. You do not have to quit the
program and launch it again.

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Each Layer Becomes A Single Edge Profile

Each layer in the vector file will become a separate Edge Profile.
This is an important point. Each layer becomes a profile. Not
each path, nor the entire file. This means by placing each custom
profile on a different layer, you can have many custom profiles
inside a single Illustrator file.
Each layer will become a separate edge profile.
Since each layer becomes a profile you can use several shapes at
once to create multipart edges that go far beyond what you would
normally think of as an edge. For instance, very interesting mod-
els can be made by putting three circles in a diagonal line.
When applied to an object as a Custom Profile these circles be-
come parallel neon tubes.

Where Do Custom Edges Appear In The Menu?


When all three circles are on one layer they will become a
single edge profile.
When Custom Edges are present you will see a “Custom Edges”
menu item at the top of the Edge Profiles popup. Selecting this
menu item will display a sub menu of all the Custom Edges cur-
rently loaded into the Invigorator.

Picking a Custom Edge Profile’s name from the list applies it to


the currently selected object. If many objects are selected the
same profile will be applied to all of them. The arrow keys on
your keyboard let you step through Custom Edges the same way
you can step through the list of preset edges. Custom Edges appear at the top of the Profile menu.

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Setting The Scale Of A Custom Edge Profile

Edge profiles are based on a 100 point grid. Use the bottom left
corner of the vector drawing program’s page as the 0, 0 point,
The 0, 100 point
(origin.) When you look at the drawing page, imagine you are
The Back Face of the model
registers with this line. looking down on the model from above, exactly like how you see
the edge profile in the Invigorator’s Material Set-Up window.

The Y axis of the page becomes the depth of the model. The front
face of the model is at the bottom of the page and the back face
of the model is where Y equals 100 points.
The Front Face of the model
registers with this line. Just because we are setting the back face at the 0, 100 point
The 0, 0 point do not think that all models will come out with a depth of 100.
A model’s final depth is controlled by the Depth slider in the
The bottom left corner of the Illustrator page. Invigorator’s object tab. The 100 point grid is used as a registra-
tion reference so that any custom profile can be drawn. Using
this grid as a guideline, the 0 point of the grid will register with
the front face and the 100 point of the grid will register with the
back face.

The Edge Examples.ai file that comes with the program has a
layer called Guidelines. The guides in this file can be used to
align your custom edges.

Most times the best way to work is to draw the edge; then drag
the starting point of the edge to the 0,0 point; then scale the edge
until the end point is aligned with the 0, 100 point.
262 Zaxwerks 3D Invigorator for AE - User Guide
What Types Of Paths Can Edges Be?

Profiles can be open or closed paths; single or multiple parts.


They can be straight lines, curved lines, a single closed shape,
several closed shapes or a compound shape with holes.

You cannot however, use text objects, placed EPS images or ras- DO use profiles like these for custom edges
ter based images. But you can convert the text to vector outlines,
break the EPS art into editable shapes and trace the raster images
to create vector paths that will work as Custom Edge Profiles.

Live Text Raster Images Placed EPS artwork


DO NOT use profiles like these for custom edges
A Custom Edge does not have to start or end at the 0, 0 and the
0, 100 points. However if it doesn’t, the faces may not touch the
sides leaving gaps in the model.

If gaps are intentional then no problem, but if they ruin the model
you need to be more careful when drawing your custom edges.

When the path of the custom edge crosses the main axes special An edge that doesn’t Gap between
start at the 0,0 point face and side
conditions occur. Learn more about crossing the Y and X axes in
the next sections. A custom edge that doesn’t start on the 0, 0 point leaves a gap
where the face and sides don’t meet

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Crossing The Y Axis

When an Edge Profile is applied to the Illustrator artwork, the Y


axis of the Profile aligns with the perimeter of the vector shape.
+ = This means that if you drew a vertical line that was directly on
the Y axis and applied that as the Edge Profile, you would get a
straight extrusion in the final model.
The Y axis Depth runs this direction
The Y axis in Illustrator becomes the depth of the 3D model If the profile goes to the right of the Y axis the profile will enlarge
the perimeter of the Illustrator artwork. This will make the 3D
model get “fatter”.
These parts will
add thickness to
This part will tuck
the model
behind the front If the profile goes to the left of the Y axis, the edge of the model
face will extend toward the center of the 3D model. It is important to
note, however, that the front and back faces themselves will not
The front face be affected. Making the profile cross to the left of the Y axis will
seen from above not thin the front or back faces. Thinning the faces is accom-
plished with the Edge Offset control.

The 3D model
seen from above

The above profile applied to a star

264 Zaxwerks 3D Invigorator for AE - User Guide


Crossing The X Axis

When the Edge Profile is set into position for the modeling pro-
cess, the X axis is aligned with the front face of the model. This
means that if the Edge Profile starts somewhere along the X axis,
the edge of the model will start at the same depth as the object’s
front face.

Most of the time the Edge Profile starts at the X axis and extends
up above it. However, if any part of the edge extends down
This section crosses Now the front face looks
below the X axis, the edge of the model will extend in front of the below the X axis inset into the 3D object
object’s front face. This is how you can create a model whose
front faces appear to be inset down into the model.

Editing A Custom Profile While The Project Is Open

Many times while working with Custom Edges you will want to
edit the shape of an edge applied to your model. To do this go
to your vector drawing program and open the vector file that
the Custom Edge came from. This file will be inside the Custom
Edges folder/directory.

Make the changes to your edge shapes and resave the file. Be
certain that you don’t rename the layer because this is what the
Invigorator will be looking for when you update the edge.

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Go back to the Invigorator and open the Set-Up window. AE can
still be running. There is no need to Quit or Exit or otherwise
relaunch the program.

Click and hold on the Profile menu. Find the menu item called
Custom Edges and move the mouse to it. A submenu will pop
out to the side. Find the menu item called Reload Custom Edges.
Pick it and the Invigorator will flush the old custom edges and
Use the Reload Custom Edges command to update the files reload the ones now inside the Custom Edges folder/directory.
used for edge profiles without having to Quit the Invigorator.

A Warning About The Reload Custom


Edges Command The Importance Of The Edge’s Starting Point For
This command will reload ALL the custom Texture Mapping
edges in your menu. If you remove some
of the vector files inside the Custom Edges When creating your own custom edge, it’s important for you to
folder, or turn off their layer visibility inside understand that the way you create the edge will affect how a
Illustrator, they will no longer be seen in the texture map is applied to it.
menu after using this command.
When the edge is an open path and starts at or near the 0, 0 point,
the map will be oriented so that the top of the map is near the
front face and the bottom of the map is near the back face of the
model.

266 Zaxwerks 3D Invigorator for AE - User Guide


You can see this by looking at how a map is applied to one of the
factory preset Edge Profiles. Back

Front
When an open path doesn’t start or end near the 0, 0 point the
map is aligned so that the top of the map is applied to the first
point on the path and the bottom of the map is applied to the
last point. The first point is the end of the path that you started Texture map Texture map applied
to model.
drawing first and the last point is where you stopped drawing.
Notice how the map is applied so that the top of the
map is next to the front of the object and the bottom
of the map is next to the back.
When you make your own profiles you should keep this in mind.
The Invigorator has built-in smarts that will fix open paths that
start or end near to the 0, 0 point. But when an end doesn’t come
near enough to the 0, 0 point, there is no way of telling what the
user has intended.

A similar thing is true with closed paths, such as circles, that are
being used as edge profiles. The top of the texture map will be A custom edge where the first point was drawn at the
placed at the first point on the circle. The map will then wrap back of the model causing the map to be reversed.
around the circle and come back to the first point so that the top
and bottom of the map touch each other.

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How To Tell Where The Seam Will Be

Some programs offer a feature where you can see the location of
the first point in a path. However, neither Illustrator or FreeHand
have this feature. The Invigorator does have this feature, so you
have to bring the custom edge into the Invigorator and look at it
in the Material Set-Up window to see it.

When you look at a custom edge inside the Material Set-Up


window, any path that is closed will have a little diamond icon
(similar to a push-pin) pointing to the first point in the path.
The first point is at the front The first point after the path was
of the object. cut and joined back together.
This is the point where the edges of a texture map will start/stop.

The push-pin marker shows the location of the first point.

268 Zaxwerks 3D Invigorator for AE - User Guide


Edge Profile Examples
Here are some examples of vector paths used for custom edges and the models they produce.
Single Open Path
These are single vector paths that may or may not start at the 0,0 point or end at the 0, 100 point.

Single Closed Path


Edges can be closed shapes. Notice that they can cross the Y axis. In these examples you would use the Depth control to
set the size of the tubes created. The visibility of the faces has also been turned off, otherwise the centers would be filled
in.

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Multiple Open Paths
More than one vector path can be used to create an edge profile. The use of short line segments leaves gaps in the model
which lets you see the inside and the outside at the same time.

Multiple Closed Paths


When several closed paths are used you get some interesting concentric tube effects.

270 Zaxwerks 3D Invigorator for AE - User Guide


Mixing Open And Closed Paths
Open and closed paths may both be used in the same edge.

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Layer Cycling
What is a Layer Cycling Object?

Layer Cycling is a special feature that lets you create a new model
PRO NOTE- Layer Cycling is a part of the for every frame of an animation. It cycles through the layers in-
PRO version. If you are using the Classic side a vector file and builds the model using the shapes found on
version this feature will not be available. each layer. This ability gives you the power to create 3D anima-
tions that have rarely if ever been seen because they were too
difficult or time consuming to execute.

In the old days, before newer animation techniques were devel-


oped, the only way of getting a 3D object to change shape was to
create a different model for every frame or two and then ani-
mate the visibility of each model to appear for the frames it was
needed.

This is similar to how the Layer Cycling technique works. The


models produced from only a single layer are visible at any one
time. To make things more flexible, we’ve given you several set-
tings to control how these models are “played back”.

Even today with all of the fancy tools available in 3D programs,


Using the Invigorator’s Layer Cycling feature, each there are still many design ideas that have to be thrown out be-
layer in the Illustrator file is used to create a different
model for each frame of an animation.
cause they are too time consuming to do. Layer Cycling not only
lets you do them, but do them quickly and easily.

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Example Uses For This Technique
Layer Cycling is an extraordinarily powerful technique and you
shouldn’t overlook it. So before we get into the technical details
lets take a look at what this technique can do for you.
Animated Arrows - This is the kind of effect that started it
all. Think of the arrows that airline movies use to show you the Understanding Layer Cycling
escape routes out of an airplane. They aren’t straight. They have
The way Layer Cycling works is that each
bends, they get longer and the head of the arrow leads the way.
layer in an Illustrator or FreeHand file be-
You can’t do this effect by revealing more and more of the arrow,
comes a single frame of a model sequence.
and you can’t do it by simply animating the head of the arrow.
The first layer in the vector file becomes
You have to create a new model for every frame of the animation.
frame one. The second layer becomes frame
As an added bonus, when it’s in full 3D you can do camera moves two. There are several options that control
on it too. For instance start up close, watch the arrow appear, how layers are “played” but this is the basic
then pull out to see the entire exit path as the arrow grows. idea.

Animated Map Tracers - Similar to the animated arrows, these If you drew a circle, a square and a triangle,
types of effects start from one point on a map and animate in and put each shape on a different layer.
an arc to land at a different part of the map, or bounce off of a Turning this file into a Layer Cycling object
satellite. Since you’re not limited to the number of vector shapes would only show you one object at a time.
per layer you can show the tracers breaking up after a bounce, or First, the circle, then the square and then the
traveling down radio antennas. triangle. Got it?
Number Countdowns - Ever see a number countdown sequence
that was in full 3D? The vector paths can be completely unrelat-
ed so each layer can be a totally different number or letter.

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3D Write-Ons - These effects are always magical to look at. Do-
ing them in 3D however is usually not worth the hassle of making
all the models. Nearly everyone tries it but there is no good way
of “eating away” a full 3D model and having it look very nice. On
the other hand, setting up a 2D write-on sequence is pretty easy
and the Invigorator automates the modeling, so now you’ll be able
to do full 3D write-ons whenever you want.

3D Wipes - Similar to the write-on technique, but used for objects


that don’t follow pen-type lines. Use Illustrator’s knife tool to cut
the object away a little at a time. Use a ragged cut or use a shape
like a block or a circle to cut the object so it has an advancing
edge like a wipe.

If you want to get fancy, do a two part wipe where you use some-
thing like advancing bar shapes to cut the object into strips, then
a second set of bars to erase the strips completely.

Morphing Logos - Your client wants you to graphically show


two companies that merged and got a new logo? Do the “merge
sequence” to the vector art and watch it become 3D in the Invigo-
rator.

If you really want to spruce this up start to distort the logos as


they get near to each other so they look like they are magneti-
cally snapping together. Both Illustrator and FreeHand have good
tools for doing this. In FreeHand use the Reshape tool and in
Illustrator use the pencil tool.
274 Zaxwerks 3D Invigorator for AE - User Guide
The Reload button works for Layer Cycling objects too, so you
can work out the look of the animation in passes. Rough in the
movement, then add the little touches as the project progresses.

Shape Blends - Every vector drawing program has a shape


blending tool that will blend between two vector shapes. Use this
tool to set up morphing shape sequences, then ungroup and paste
each step of the blend onto a different layer. Some programs
have a “Release To Layers” command that will do this for you.

Vector Deformations - Use the 2D tools provided in your vec-


tor drawing program to create new 3D effects. For instance the
Distortion tools like Twirl and Zig Zag can be used to set up a logo
distortion where the model twirls from the client’s logo into the
name of the company’s top salesman or some other effect. The
extra special touch is that the name is spinning in 3D while the
“un-twirling” is going on!

3D Deformations - Most 3D programs have the ability to do a


basic set of deformations, like bending an object. However, doing
an art-directed deformation like bending an object so it takes on
the shape of a smile, or a heart is still a very difficult operation.
In 2D it is much easier to set up. Once you have it in vector form,
the Invigorator turns it into 3D in a snap.

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Ultra Deformations - Ever tried to do a 3D animation of a wave
traveling along a rope once it was flicked? Good luck. Or how
about a rope that wiggles itself into cursive lettering? Forget it.
This type of effect is easy when using Layer Cycling. Since Layer
Cycling lets you draw anything you want for each frame, you have
no limitations about how you can make objects change shape.

Drips, Sags and Melts - Ever seen a 3D object dripping? Me


neither, but now you can. Draw a little drip sequence and add it
to the bottoms of your shapes. Presto, 3D dripping objects!

Melting an object is a fun thing to do too. Only problem is that


most computer “melts” always look the same. The Layer Cycling
technique puts the melt into your hands. Illustrator’s pencil tool
is great for mushing and melting a shape very quickly. It also
gives you great control for making the vector shapes sag in the
middle as they’re melting, or bloat at the bottom like they are
squashing under their own weight.

Remember! Next The World ! - Once you get used to the idea that anything
can become anything you’ll find that many ideas you used to
Often times the simpler it is, the better it is. throw out as too difficult or impossible, can now be done quite
There might not be a need to morph your cli- easily. Vector clip art libraries are ready sources for artwork that
ent’s whole logo. Perhaps morphing one letter can be used in the Invigorator. Turn your client’s name into a
will get the point across without the extra work. money symbol, a sports figure, or the Statue of Liberty.

276 Zaxwerks 3D Invigorator for AE - User Guide


How To Prep The Vector File

A single vector file will become one Layer Cycling object.

Each layer in the file will become one model. There is no limit to
the complexity of the vector data on each layer. Layer one could
have a single circle, Layer two could have a hundred circles and
Layer three could have the word “Hello.”

Just like any regular vector file, the position on the page will
determine where objects appear inside the Invigorator’s world. If
you take the letters of the alphabet and line them up next to each
other, the letters will change position as you cycle through them.
On the other hand if you stack the letters on top of each other,
the letters won’t change position and will look more like one is
turning into another.
Each layer becomes one model in the animation.
Put the layers in the order that you want the models to appear. Notice how the bottom layer in Illustrator becomes the
The first layer will become the first model, the second layer first model in the sequence.
becomes the second model. Based on the playback options the
models may appear in forward, reverse or random order.

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How To Make A Layer Cycling Object
A Layer Cycling object is made by selecting the “Create Layer
Cycling Object” command from the Object popup menu or the
Startup dialogue. This gives you the “Select Artwork” dialogue
with the “As Layer Cycling Object” option turned on.

If this option is OFF you will see all of your models at one time
and the top of the Object tab will say “Vector Shape Object”. If
you have successfully turned this option ON, you will only see
one model and the Object tab will say “Layer Cycling Object.”
You’ll also notice extra controls in the Object tab for controlling
the playback options.

The type of object is identified at the top of the Object tab

278 Zaxwerks 3D Invigorator for AE - User Guide


The Layer Cycling Controls
The controls for a Layer Cycling object will appear in the Object
tab once this type of object has been selected. The only differ-
ences between a regular Vector Object and a Layer Cycling object
are the controls for playing back the models. All other controls
are the same. Edge Profiles, Depth, Object Faceting and Material
application are all the same.
It’s important to note that a Layer Cycling object uses
the same group of settings for every model in the cycling
object. For instance, each object will appear with the same
Depth, same Edge Profile and the same Materials.
These are the only controls that are different between a regular
You can, of course, have many Layer Cycling objects in the same Vector Shape Object and a Layer Cycling Object
Invigorator scene, and each one can have its own Depth, Edge
and Material settings. It’s just that all of the models that are part
of the same Layer Cycling object will share the same Shape and
Material settings. Changing the Shape or Material settings on the
model used in frame two will change all the other models in all
the other frames as well - for that one particular Layer Cycling
Object.

The Frame Controls


These are the controls that let you adjust which frame of the
animation you are looking at when you are inside the Set-Up
window. The Frame Controls

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Total Frames Field
The length of time that an Invigorator effect will last is based on
the duration of the layer it is applied to. This field shows you the
duration of the layer (in frames).

If you export the models of a layer cycling sequence you will get
one model for each frame, for the duration of the effect. So if you
have a sequence that loops every 10 frames but the duration of
the layer is set to 300 frames you will export 300 models. By set-
The Total Frames field
ting the duration to 10 frames and then exporting the models you
will then only export the 10 models needed.

Frame Counter
This edit field lets you change the current frame while you are
inside the Set-Up window. This way you can inspect each model
that will be created and make sure the cycling sequence is work-
ing properly without having to exit back to the main part of After
Effects. You can type numbers into this field to skip to a particu-
lar frame or you can click on the forward / backward buttons to
step your way through the sequence of models.

The Frame Counter The Frame Counter is a global counter. As you advance through
frames every Layer Cycling object in your scene will advance
too. For instance, going to frame 10 will show you the state of all
Layer Cycling objects at frame 10.

280 Zaxwerks 3D Invigorator for AE - User Guide


The Playback Controls
The rest of the controls specific to a Layer Cycling object let you
decide how a sequence of models is “played”.
Start Frame
This determines when the sequence of layers is to begin cycling.
If it is set to 1, the model sequence will begin to cycle at frame
1. If set to 10 the model sequence will wait until frame 10 before
it starts to play. The Start Frame is relative to the beginning of
a layer’s duration. Setting the Start Frame to 10 will start the
sequence 10 frames after the layer begins, not 10 frames after the The Start Frame field
Comp begins.

Show Before Start Frame


This ON/OFF option either shows the first model of the cycling
sequence prior to the starting frame or keeps it hidden until the
counter reaches the starting frame.

For instance, if the start frame is set to 5 and this option is OFF
The Show Before Start frame checkbox
the model won’t be shown (created) until frame 5. The model
won’t exist for frames 1, 2, 3 or 4, then on frame 5 the model will
appear and the sequence will start “playing”.
Show Before - - - - - - - 1 2 3 4 1 2 3 4
On the other hand if this option is ON, the model will appear in Start - OFF
the scene from the first frame, but it will hold on the first model Show Before
until it’s time to begin “playing”. So the same model seen at frame Start - ON 1 1 1 1 1 1 1 1 2 3 4 1 2 3 4
5 will also be seen in frames 1-4. The playback order with Start Frame set to 8

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Change Every
The Change Every setting controls how many frames each model
will be held during the animation. This is similar to cell anima-
tion where only 10 or 15 actual pictures are drawn and then each
picture is photographed 2 or 3 times when the film is shot.
With cell animation this is done as a way to keep from having to
draw a picture for every single frame. The same applies here.
This keeps you from having to create a layer for every single
frame of an animation. However, it also has creative implications
too.
By setting the Change Every setting to higher values you can get
an interesting stuttering look. Stuttering looks are almost never
The Change Every popup seen in 3D. If anything, 3D has a problem with being overly
smooth and too controlled, so stuttering, strobic animations can
lend a new quality to 3D animation that may make your work
stand out.
1 2 3 4
Original layers
Another use for the Change Every setting is for timing purposes.
If you want the model to change once each second, there is no
reason to create a layer for every frame of the animation when
1 1 1 2 2 2 3 3 3 4 4 4 1 1 1 2 2 2 ... you can simply change the layer once every 25 or 30 frames,
The playback order, with Change Every set to 3 (depending on the frame rate of your final output.) This makes
number countdowns a snap to set up.
There is an interesting cell animator’s trick where you take two
or three frames and alternate between them over and over. This

282 Zaxwerks 3D Invigorator for AE - User Guide


technique keeps things alive that otherwise go dead when all mo-
tion stops. This same trick can be done with a simple file of two
or three layers where the vectors are similar but slightly different.
Create a Layer Cycling object out of the file and set the Change
Every rate to hold for 5 or 10 frames. With the Sequence set to
loop, the models will cycle over and over giving you the same ef-
fect, but now in 3D!

Sequence
The Sequence options let you pick the order that the models ap-
pear when they are played. The Sequence Options

Play once - Starts at the first layer in the file and plays
through all the layers in order once. After the last layer, no other 1 2 3 4- - - - - - - - - -
models are created Play once

Play once and Hold - Starts at the first layer in the file
and plays through all the layers in order once, then holds the last 1 2 3 4 4 4 4 4 4 4 4 4 ...
model until the Total Frames number is reached. Play once and Hold

Loop - Starts at the first layer in the file and plays


through the layers in order. Once it reaches the last layer it goes 1 2 3 4 1 2 3 4 1 2 3 4 ...
back to the beginning and plays from the beginning again. This Loop
pattern repeats until the Total Frames number is reached.

Ping Pong - Starts at the first layer in the file and plays 1 2 3 4 3 2 1 2 3 4 3 2 1 ...
through the layers in order. Once it reaches the last layer it Ping Pong

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reverses the direction and plays the layers from last to first until
it reaches the beginning. It then reverses and plays the layers in
4 3 2 1 1 1 1 1 1 1 1 1... forward order again. This pattern repeats until the Total Frames
Reverse Play and Hold
number is reached.

Reverse - The Reverse sequence options work the same


3 1 2 4 1 3 2 4 3 4 1 2 2 4 3 1 as their non-reversed counterparts except that playback begins
Randomize from the last layer in the file and proceeds to the first.

Randomize - This playback option picks a layer at


random, then picks another layer at random, then another, etc. It
will continue to do this until the Total Frames number is reached.
1 2 3 4 2 1 4 3 4 1 3 2 The order of the random picking can be changed with the Ran-
Original layers All four layers are used every four frames dom Seed value.

The Invigorator’s Random function works in multiples of the


number of layers in the file. This means that if you have four lay-
ers in the file, each model will be shown every four frames. If you
have eight layers in the file, each model will be shown every eight
frames. This insures an even distribution of the models through-
out the animation.

Random Seed
This value changes the random pattern. It’s useful if you want to
use the same layer file more than once in an animation. This way
the squiggles, or numbers, or other elements in the file are the
same, but the same layers don’t appear at the same time.
The Random Seed field

284 Zaxwerks 3D Invigorator for AE - User Guide


Example 1: To create a 00-99 random number generator
without having to make 100 separate layers in the Illustrator file,
use a sequence of the numbers 0-9 and create a Layer Cycling Ob-
ject. Next duplicate the 0-9 layer cycling object and place the two
Layer Cycling objects side by side. By using a different Random
Seed for the two Layer Cycling objects you will get random num-
bers between 00 and 99.

Example 2: Pick a specific starting model by changing


the seed value. Try different seed values until you find one that
picks the layer you want to use as your starting object. Then set 1 2 3 4 2 4 3 1 3 2 1 4
the Start Frame, turn on the Show Before Start checkbox, and Original layers Random Seed = 1 Random Seed = 2
you will see that the starting object is held at the beginning of the
animation before the random sequence starts to cycle. To pick the starting layer, choose different Random Seeds until
the layer you want to start with appears first.

Exporting Layer Cycling Objects


If you export models for use in another 3D program, the other 3D
program may have its own controls for model sequence playback,
so you may only need to export one loop’s-worth of models, or
you may not need to export any extra models that will be shown
before the Start Frame.
1.- Make sure the Total Frames field is set to the num-
ber of models you want to export. To change the Total Frames,
Set Total Frames field to desired number of models to Export.
change the duration of the layer. The above example will create 12 complete models.
2.- Pick the objects you want to export.
Zaxwerks 3D Invigorator for AE - User Guide 285
3.- Invoke the Export 3D Object... command from the
Object menu.
4.- Choose the file format you will export the models in.
5.- Choose any other options you desire.
6.- Name the file and click Export.

Combining sequences
Use the Export command to save your
Invigorator models to a file. When you want one sequence of models to change into a
second sequence you can combine two separate Layer
Cycling objects. Play one cycling object first and delay the
start of the second one by setting the Start Frame value to
Sequence #1 Sequence #2
when you want the change to occur.

Using Layer Cycling Objects Inside ElectricImage


Sequence two will start playing after sequence one is done Once a Layer Cycling Object has been exported as a FACT file,
because its Start Frame is one frame higher than Sequence #1’s it will open in ElectricImage as a standard model. To make the
Total Frames. Also note that Sequence #2’s “Show Before Start”
option is turned OFF so that the first model in Sequence #2 layers cycle you will need to duplicate one of the objects and link
won’t be visible until frame 13 is reached. the rest of the models to this duplicated object so it becomes the
parent and all the others are children.

You cannot use an Effector as the parent. The parent must be an


object. Which object to duplicate is up to you. This object will
never be shown in the final animation. Only the children will be
cycled, which is why ElectricImage calls it Child Cycling.

286 Zaxwerks 3D Invigorator for AE - User Guide


The next step is to put two tildes (~~) at the beginning of the Par-
ent object’s name. This will make ElectricImage cycle through all
of the children in order with one child model being used for each
frame in the animation. After the last child, ElectricImage goes
back to the first child and continues the cycling. The Parent is
not used in the cycling sequence.

Since ElectricImage has no controls for Ping-Pong-style cycling,


Random cycling or using a single model for multiple frames, these
effects must be set up inside the Invigorator and the total frame
count adjusted so that ElectricImage’s standard looping won’t
interrupt the cycling.

Example 1: If you had a sequence of four models and


you wanted the sequence to Ping Pong so the models would be
played back 1-2-3-4-3-2-1, you would set the Invigorator to have a
total of seven frames and you would then see seven models inside A Layer Cycling object ready to go in ElectricImage
Note the two tildes (~~) in front of the parent’s name.
ElectricImage. If you only exported the four original models,
ElectricImage would play back 1-2-3-4-1-2-3-4 so you would loose
the Ping Pong sequence.

Example 2: Inside the Invigorator you set the “Play


Every” popup to 2, so the Invigorator sequence is 1-1-2-2-3-3-4-
4. Total frames should be set to eight during the export. If total
frames is only set to four you will get 1-1-2-2 inside ElectricImage,
missing the last four models.

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Example 3: Inside the Invigorator you have four lay-
ers set to the Random sequence. ElectricImage doesn’t have a
Random sequence of it’s own, so you need to set the Invigorator’s
total frames to a number that is large enough that a loop in the
random sequence won’t be noticed. Remember, the Invigorator’s
Random sequence works in multiples of the number of models in
the cycling object, so if you have four layers in the Illustrator file,
set the Total frames to a multiple of four for the best result.

Example 4: You want the model to remain the same


for the first eight frames, before the cycling begins. Inside the
Invigorator you set the Start Frame to 8 and turn on the Show Be-
fore Start checkbox. When you export the models the first eight
models will all be the same so as ElectricImage uses a new model
for each frame, it looks like the model is not changing.

Note: If ElectricImage gets to the last child model before


the animation ends it will go back to the first child and start the
cycling over from the top. If the first model is duplicated to act as
a hold, you will get another hold. For these types of animations
it is better to export the entire model sequence from the Invigora-
tor. One model for each frame of the entire animation. This will
make for a large FACT file, but it’s very easy to do and making
changes is nothing more than exporting a new FACT file.

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Using Layer Cycling Objects Inside Other Programs

If your program supports object replacement either through a


plug-in or as a host feature, this will be how to get the Invigora-
tor’s Layer Cycling models into the host.

If your program doesn’t support object replacement on a frame by


frame basis, perhaps it supports expressions or scripts, and you
can write a script that will only show one object at a time.

If your program doesn’t support scripts you can still animate the
visibility of each object so only one model is shown at a time.

In either case you should link all of the child objects to a main
parent. That way you can animate the parent and it will carry the
children along with it.

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Importing 3D Models

The Invigorator PRO will let you open 3D models created in other
programs.

There are three ways to open the Import dialogue. Either click
on the Import 3D Object button when the program first opens,
or select the Import 3D Object option under the Object creation
popup, in the Effect Controls Window or the Set-Up window.

Many popular file formats are supported such as LightWave,


Cinema 4D, ElectricImage, Wavefront OBJ, 3D Studio and the
ubiquitous DXF.

The Invigorator will attempt to determine which file type you are
choosing and set the Format popup automatically for you. How-
ever, sometimes it can’t guess correctly and you will have to pick
the format by hand in order to get the model to import properly.
If the model still doesn’t import, the file format may have changed
from what the Invigorator can read, or else it contains unknown
data. If this occurs try resaving the file in an older version of the
format, or try using a different format.

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Once Imported, the objects will appear in the Object List along
with the rest of the objects in your scene.

Imported models respond to the same drag and drop procedures


for applying materials as regular Invigorator objects do. An Im-
ported model however, cannot be split into sub-sections so only
one material can be applied to each 3D object.

Once a material is applied to an imported model it acts the same


as any other material in the Invigorator. So, for instance, if you
applied the same material to all the parts making up the body of a
car, changing the color of the material itself will update all mod-
els that have used this same material. In other words, a single
color change can change the color of a whole car!

(See more about how materials work by reading the section


called “How Do Materials Work?” in the Special Topics section.)

3D Model courtesy of Viewpoint

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Exporting 3D Models
Models can be exported in several different 3D file formats.
ElectricImage, Cinema 4D, LightWave, 3D Studio, DXF, and Maya-
OBJ formats are supported.

The way the Invigorator creates its models is unique and most
Use the Export command to save your Invigorator general purpose 3D modelers don’t support the way it applies
models for use in other 3D programs.
multiple materials to a single object. When the models are
exported they have to be split into something that the target 3D
program can accept. Usually the best way to split an Invigorator
object is by material. So a single object in the Invigorator that has
three materials assigned to it will become three separate objects
when exported to the destination 3D program.

If the same material is used by more than one part of the


model, all of the geometry that uses the same material will
be put into the same destination group of polygons.

For example, if the front and back bevels are each assigned the
same material, the geometry for both bevels will be in the same
group of polygons when the model is exported. If the two bevels
each have their own material, each will become a separate model
once exported. If the front, front bevel, side, back bevel and back
are each assigned a different material, the exported model will
contain five separate models each with a piece of the whole.
This object will be exported in five sections since
five materials were used to color it.

292 Zaxwerks 3D Invigorator for AE - User Guide


If the file format supports it, these extra model parts are made
children of a main model part. The main model is usually the ge-
ometry colored by dock #1 in the Material Palette. The geometry
colored by docks #2 through #6 are made children of the dock
#1 geometry. This helps organize the file. If a dock isn’t used to
color any objects, it will be skipped.

Exporting All, Selected or Visible Objects


The Export window has an option to export all of the models in
the current scene, or only some of the objects in the scene. To
export only some of the objects you must select them before you
use the Export command, then choose the “Selected Objects” op-
tion in the Export dialogue before you save the file. Alternatively
you can decide to export only the objects that are visible in the
scene.

Baking Transformations
Some file formats, such as DXF, OBJ, and LWO, don’t support
object transformations such as rotations and scaling. This means
that if you have moved or rotated your objects inside the Invigo-
rator, they will be in different positions when you open them in
another 3D program. “Baking” the transformations insures that
the models will look exactly the same in the other 3D program as
they did inside the Invigorator.
The “All Objects” option will export every single
object in the scene, whether visible or not.

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Meshing
The meshing controls are seen inside the Object Stats window
when you are running the PRO version of the Invigorator. Mesh-
ing adds extra polygons across the flat faces of objects so the
model can be deformed (bend, twist, shear etc.). The Invigorator
doesn’t yet have the ability to deform objects, but many other
3D programs do have this ability. We have given you meshing
controls so that the model may be properly prepared for deforma-
tions in the event that you will be exporting the models for use in
other 3D programs.

The Meshing controls The units of the meshing controls are in points, just like the origi-
nal vector file the object came from. Think of the Meshing value
as a distance between mesh divisions. If you have a square that’s
100 points across and you set Meshing to 10, you will see the
object chopped up into little 10x10 point squares. So the smaller
the number, the more polygons produced.

Notice that there are separate controls for the X, Y and Z direc-
tions. Quite often you’ll need a much finer chop (a smaller mesh
division) in the Z direction than in X and Y because of the defor-
mation being performed on the object.

There are also separate controls for the models created for Draft
and Best renderings. Like the Object Faceting control, two
separate models are built. One model is used for Draft quality

294 Zaxwerks 3D Invigorator for AE - User Guide


renderings which are what you see in the Scene Preview window,
and in the Comp window when in Draft mode. The other model
is used for Best quality renderings which are what you get when
you switch the layer quality to Best or make a movie using the
Best quality setting. Meshing turned OFF

The idea behind Draft and Best quality models is that the Draft
model can have much fewer polygons (set the Meshing to a larger
number) which makes the drag interaction speed stay fast. But
then when you do the final, Best quality, rendering the model is
rebuilt with many more polygons so the edges of the model are
completely smooth.

When you mesh a model you will see no difference in what it Meshing using Draft settings
looks like, except when you look at it in Wireframe mode. Turn
on Wireframe display by clicking on the Solid/Wireframe display
button in the middle of the toolbar.

Meshing using Best settings

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What’s New In 4.0 PRO?
Version 4.0 PRO of the 3D Invigorator for After Effects contains
many new features that will appeal to the designer and the fast
paced production artist alike.

Following is a short overview of the new additions. Be sure to


read the rest of the manual as each chapter explains the feature
in detail and includes many creative ideas and suggestions.

3D Text Creation
Version 4.0 PRO contains a full-featured text editor. Each let-
ter can have its own font, size, kerning, tracking, baseline shift,
horizontal and vertical scale, color, bevel, position and depth.
Building editable text into the plug-in means that changes to the
spelling of a title, adding words or creating multiple versions can
be done without ever leaving After Effects.

Motion Blur
Version 4.0 PRO brings 3D motion blur to After Effects. Anything
that can be created or imported into the Invigorator PRO can be
motion blurred. This includes models made in other programs
such as Maya, 3D Studio and LightWave.

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3D Primitives
Spheres, cubes, planes and cylinders can be created without leav-
ing After Effects and images can be mapped onto their surfaces to
create effects like spinning globes, and video boxes.

The Zaxwerks Object Import/Export Format


The addition of this new file format enables you to create 3D de-
sign elements which can be reused over and over in new projects.

Layer Map Animation


There is a new Layer Map Offset control that enables you to keep
reflection maps moving even once the objects have come to rest.
This keep graphics “alive” and interesting.

Render Farming
Version 4.0 PRO supports render farming using the standard After
Effects render engine. This gives you unlimited rendering power
without having to buy additional licenses.

Highlight Mapping
Highlight (or Specular) mapping is a professional level feature
that brings enhanced photo-realism to the final rendering. High-

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light mapping shows surface texture in the glare and hot spots
that appear on objects.

Wireframe And Hidden Line Coloring


These new types of materials make objects look like they are
drawn by lines rather than solid 3D objects. The lines can be
single-colored or they can be affected by the lights and reflections
in the scene. You can even texture map them if you want multi-
colored lines. The Wireframe style shows all of the lines in an
object. The Hidden Line style only shows the lines that are facing
the viewer.

Cartoon Coloring
This new material type paints objects with a bold graphic look
similar to how cell animators paint their artwork.

Absolute Coloring
This new material type paints objects a single color that is unaf-
fected by light or shadow. It is very useful for creating 2D-col-
ored graphics out of 3D models. Also good for giving a corporate
client the company’s colors exactly per spec.

298 Zaxwerks 3D Invigorator for AE - User Guide


Matte Coloring
Matte Coloring makes a 3D object act like a mask. This is useful
for creating 3D transitions, and 3D traveling mattes.

The Shadow Catcher Material


The Shadow Catcher material option makes the shadows from
your 3D objects appear to fall onto the objects in a piece of
background video. It is very useful for merging 3D imagery with
existing footage.

Tracking AE’s 3D Objects


Invigorator objects can now track, or mimic, what an AE 3D
plane is doing. This enables all of AE’s manipulation tools, veloc-
ity graphs, animation assistants and expression scripts to be used
to control Invigorator objects.

Changes To Swatch Handling


Version 4.0 has made significant changes to the way swatches
are handled. Swatches are now based on a global library system
which keeps the file size down and speeds up the save process.
It also means that once a material or object style is saved it is im-
mediately available to use in all other Invigorator plug-ins, which
is great for keeping projects consistent and speeding up work.

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Creating Text Objects
3D models can be created completely inside the software by us-
ing PostScript or True Type fonts installed on your computer. 3D
Text objects are created either by clicking the “Create 3D Text”
button on the StartUp screen or by using the “Create 3D Text...”
menu item from the Object menu. After that the Text window
opens. NOTE: The delay you experience before opening the
Text window is because the Invigorator is building the font list.
By removing fonts you do not use regularly, the Text window will
open much faster.

The Block Size Arrow Text Entry


The large white area is where you type your text. Letters can
be selected by dragging with your mouse. Once selected, letters
can then be edited. Each letter can have its own font, size, scale,
kerning, and other attributes.

Setting The Block Size


The size of the text block is controlled with the arrow at the right
side of the Text window. You can see that to the left of this arrow
The
inactive
is the white text entry area. To the right of this arrow is the dark
The text entry area area inactive area. The Block Size arrow sets where the letters will
wrap, and the alignment point for the justification options. You
will see the text wrap change as you drag the arrow.

300 Zaxwerks 3D Invigorator for AE - User Guide


It is usually a good idea to adjust the Block Size arrow so the
Block Size is as small as possible. Extra white space on the right
side of the block may force your models off center.

Font Menu
The Invigorator can use almost any font that is installed and
recognized by your system. Both True Type and Type 1 Postscript
fonts can be used. To change the font, first select the characters
that you want to change, then select the new font from the font Move the Block Size Arrow to the edge of the
letters for the best fit.
menu. Each character can use a different font.

After a new font is selected you can use the up and down arrow
keys on your keyboard to step through the font list. Each click
down will apply the next font down on the list to the selected
characters. This is an extremely useful feature! It means you
don’t have to know what a font looks like to use it. Just type the
text, and step through the font list until you find a typeface that
looks good to you.

Size
This sets the size of the text objects. It is best to make the text
large, like you would if you were setting type for large displays.
The default size is 72 points. 72 is the smallest we recommend
that you make the type. Sizes smaller than 72 can be used but the
models may require extra fussing to make them look right. Each Click the large arrow to the right of the Size field to
select from a list of popular presets.
letter can have a different size.
Zaxwerks 3D Invigorator for AE - User Guide 301
Leading
Leading is the amount of space between the baseline of one line
of text and the baseline of the line of text above it. If you set the
leading for a single character it will influence the whole line that
that character is on.

When Leading is set to “Automatic”, the leading value is written


with parentheses around the numbers. Automatic Leading will
set the leading to 120% of the Size value.

Spacing
Letter Spacing is also known as Tracking. It is extra space that
is inserted between the letters. The letter spacing applied in the
The little up/down arrows next to the edit fields text window does not animate. If you want to animate letters
can help you fine tune the values. Each click getting closer together or spreading apart, use the Spread/Bunch
on one of these arrows will increase or de- slider in the Transition controls of the ProAnimator.
crease the value by one. If you hold the Shift
key down each click changes the value by a Kerning
larger amount. Kerning is letter spacing that is applied between individual char-
acters. Negative values move letters closer to each other. Posi-
tive values move them away from each other.
Kerning and Leading can be done from the
keyboard. Click the cursor between two letters,
Width Scale
The Width Scale enables you to make a character fatter or thin-
then hold down the Option (ALT) key and press
ner without changing its height. The value is in percentage, so
your keyboard’s left/right arrow keys to adjust
a scale of 100% keeps the character its original size. A scale of
Kerning, and the Up/Down arrow keys to adjust
50% makes the letter half the width that it normally is, and 200%
Leading.
makes it twice as wide.
302 Zaxwerks 3D Invigorator for AE - User Guide
Height Scale
The Height Scale enables you to make a character taller or
shorter without changing its width. The value is in percentage, so
a scale of 100% keeps the character its original height. A scale of
50% makes the letter half the height that it normally is, and 200%
makes it twice as tall.

Baseline Shift
This feature lets you raise a character above its baseline, or lower
it below its baseline. The value is in points so a shift of 10 will
raise the character above the baseline 10 points. A value of -10
will lower it below the baseline 10 points.

Justification
The Justification option works on a paragraph basis. The charac- The 102 has been baseline shifted.
ters in each line can be made to align with the left or right edges
of the text block, or each line can be horizontally centered within
the text block, or can be distributed so that the first and last char-
acters of each line will both align with the left and right edges of
the text block.

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Cleaning Up Problems With Font Models
Sometimes fonts can create problems when turned into 3D mod-
els. For example here is a letter “k” from the font New York. You
can see that part of the letter looks goofed up. This is because
some paths were left open when the font was created. The
Invigorator has a way to fix this that works automatically most of
the time.

When you see this type of problem all you have to do is to set the
Edge Offset slider to a small positive value, such as +0.1. This
will cause the internal boolean engine to clean up the overlaps,
loops and missing parts of the vector paths. Sometimes a differ-
ent value will do the trick, such as -0.5, or -0.1. Depending on the
size of the font you will find a range of values that don’t appear to
have much affect on the font but may help clean up the problem
Poorly created fonts can cause this type of problem. of a poorly created font.

If the Edge Offset technique doesn’t fix the problem, try changing


the setting for Object Faceting.

This same technique can be used to clean up problems with


poorly created Illustrator artwork too.

The Edge Offset slider often fixes problems automatically.

304 Zaxwerks 3D Invigorator for AE - User Guide


3D Text Editing Tips
You can change text at any time and the new text will take on all
the colors and shape settings of the existing letters. Usually this
is a simple matter of just typing new text. However when there
is more than one Object Style being used in the same text block,
you need to know the way the Invigorator applies Object Styles to
new objects.

Say we have the words “Coming Up Next...”, colored as you see


in the picture, and we want to change the words to “Appearing
Tuesday...” We want the look of the new title to match the look of
the old title; meaning we want the first “A” to be black, the rest of
the word pink, and the word “Tuesday” to be gold and silver.

If we open the Text Window and erase all the letters, when we
type in the new ones they will all be colored the same as the “C”
because the “C” was the first letter in the text block. Double click on a letter to open the Text window..,

When only some of the letters are selected at a time, the Invigo-
rator uses the first letter in the selection as the “Master” and all
the new text is made to match the master. So by selecting the let-
ters in three groups, it will keep all three of the Object Styles used
in this title. Here’s how to do it...

1- In the 3D window, double click on one of the letters. This will


open the Text Window. You can also click the “Edit Text” button
in the Object tab. ...or click the Edit Text button.

Zaxwerks 3D Invigorator for AE - User Guide 305


2- Select only the letter “C” in the word “Coming”.

3- Type an “A”, which is the first letter in the word “Appearing”.

4- Select the letters, “oming Up”, which are the rest of the letters
on the top line.

5- Type “ppearing”, which are the rest of the letters in the word
“Appearing”.

TROUBLESHOOTING TIP!
If you make a selection then hit the delete or backspace
key before typing the new text, the attribute matching won’t
work as described in this section. All you have to do is to
make a selection and start typing.

6- Select the whole bottom line. (“Next...”)

7- Type “Tuesday...”

Do not drag the Block Size arrow. If you change the position of
the block size arrow, it will change where the text is inserted into
the scene. This may push the text off the screen.

8- Click OK. You will see the new title in the 3D window with the
same “look” as the old title.

306 Zaxwerks 3D Invigorator for AE - User Guide


3D Primitives
Primitives are simple geometric shapes such as spheres, cubes,
planes and cylinders. The Invigorator PRO can create these
shapes all by itself. Images can be mapped onto primitives to
create things like spinning globes, and video boxes. You can also
create planes to be used for shadow catcher objects which help
to merge 3D objects into live video footage. (See the section on
The Shadow Catcher Material for more on this.)

Making A Primitive Object


Primitive objects are created by using the Create 3D Primitive
button, or the Create 3D Primitive menu item.
Cubes, Spheres, Cylinders and Planes are all 3D Primitives.
When you use this feature a sphere is created at the center of the
scene.

Materials can be drag and dropped onto Primitive objects, but


Object Styles cannot be used as they are only for text objects and
objects created from Illustrator files.

The dimensions of the Primitive can be adjusted in the Object


Tab. The dimension sliders will appear below the Primitive Type
popup and change based on which Primitive is selected.
Creating a Primitive. Adjusting a Primitive’s
dimensions.

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Changing The Primitive’s Shape
You can change from one Primitive to another by selecting a dif-
ferent type from the popup menu. You don’t need to delete the
old Primitive first, then add a new one. Materials and settings are
transferred to the new Primitive, when appropriate.

Coloring A Primitive Object


Primitives are colored by dragging material swatches from the
Material Bin or Material Editor and dropping them onto the Primi-
tive.

Because each Primitive object has a different number of faces,


the number of docks in the palette will change depending on
which Primitive is selected.

For instance, planes and spheres are colored with only a single
Apply a Material to a Primitive by dragging a material. Cylinders are colored with three materials; one for each
swatch and dropping it onto the Primitive. end, and one for the curved surface. Cubes are colored with six
materials; one for each face.

Animating A Primitive Object


Primitives are animated just like any other object. From inside
the Set-Up window assign the Primitive to a Set, and then animate
the Set using the controls in the Effect Controls Window.

A Set can contain any mix of objects, whether they are Primitives,
text objects or objects created from Illustrator files.

308 Zaxwerks 3D Invigorator for AE - User Guide


Making A Primitive Look Faceted
One of the cool things you can do to change the look of your
objects is to make them look faceted rather than smooth. For
instance, usually a sphere is smooth. By making a sphere faceted
it will look like it was carved with a knife.
To do this select the sphere and then press the Stats button on the
Object Tab. In the Object Stats window you will see a field called Click the Stats button. Enter a 5 in the Hard
Hard Shading Angle. Enter a small number such as 5 and hit the Shading Angle field.
Apply button. You should see the sphere become faceted. Click
the OK button to exit the Stats dialogue.
Now you can play with the Draft Faceting slider to add or remove
facets. Once you have it the way you like it, set the Best Faceting
slider to match the Preview slider so that the final rendering looks
the same as what you are seeing in preview window.

How To Squash Or Skew A Primitive


The way the Invigorator works with After Effects enables some
interesting uses. For instance if you want to squash or skew one
of your Primitives all you have to do is to assign it to its own Set,
rotate it off axis and then use the Depth Scale feature, located in
the AE Effect Controls Window, to scale the objects. Since the
Primitive has been rotated off axis the scale function will skew a
cube, or squash a sphere into an ovoid shape. (See the section on
Tracking AE’s 3D Objects for information on squash and stretch
and multi-axis scaling.) When a low value is used for Hard Shading,
the facets appear on an object.

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The .ZXO Import/Export Format

Version 4.0 PRO adds a new file format for importing and export-
ing 3D objects. The “Zaxwerks Object.zxo” format enables you
to save model files containing 3D logos, live text and other 3D
objects, complete with all colors, materials and object settings.
These model files can be reused over and over in all your other
Zaxwerks projects. This is a huge time saver for repetitive work.

How To Save A .ZXO Object


Start with everything in its final form. To save Zaxwerks Object files do the following.

1- Set up your 3D objects exactly the way you want them to be


saved. Colors, textures, and positions will all be saved into the
file.

2- Select the objects you want to save.

3- Choose the Export 3D Object command, and choose the .zxo


file format in the Export window.

4- Name and save the file.

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Adding .ZXO Objects To Other Projects
Add a Zaxwerks 3D object to a project the same way that you
would Import any other 3D object.

1- Open the project that you want to add the Zaxwerks Object to.

2- Choose the Import 3D Object command.

3- Select the file you want to import. Click the Import button.

The 3D objects will come into the scene in the exact same posi-
tion as they were when saved.

TIP: If maps are missing, the program will ask you to locate
them. That’s why it’s important to keep your maps in a cen-
tral folder, such as the “Zaxwerks Maps” folder, or a central
project folder, such as “Client Project Maps.”

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Making .ZXO Objects Larger Or Smaller

When you combine objects from different scenes sometimes their


sizes don’t match. You have to scale one set of objects to match
the size of the other objects. To do this...
To scale objects, switch to Object
mode and select the Scale tool.
1- Open the Invigorator’s Set-Up window.

2- Import the objects.

When objects are imported they will all be selected. Leave them
selected. (If they are no longer selected you will need to select
them before going to step 3.)

3- Switch to Object Mode, and select the Scale tool.

4- Click in the preview window and drag to scale the objects.

Hold the Shift key and drag along a 45 degree angle to


scale in the X and Y directions proportionally.

Hold the Shift+Control keys and drag along a 45 degree


angle to scale in the X, Y and Z directions proportionally.

Dragging close to the horizontal or vertical directions will


constrain the scaling to horizontal or vertical.

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Motion Blur

When objects are moving fast, motion blur is used to fill in the
gaps between successive frames in an animation. In After Ef-
fects, 2D motion blur looks like the pixels have been smeared,
but 3D motion blur looks like eight in-between images. This isn’t
really a blur but it does a great job of smoothing out the motion
anyway. The Invigorator creates motion blur the same way as
After Effects.

There are no buttons in the Invigorator to turn motion blur on.


The Invigorator looks at the After Effects settings for Motion Blur
and if they are turned on in After Effects then the Invigorator
turns them on too.
Choose the smoothness of the Motion Blur from this menu.
The amount of blur is taken from the After Effects settings. To
make the blur longer go to the Composition Settings > Advanced
Tab and increase the Shutter Angle.

The smoothness of the blur is controlled from inside the Invigo-


rator’s Set-Up window. The Motion Blur popup, located on the
Camera Tab, lets you choose how many “passes” or steps are
used to create the blurred image. The more passes, the longer the
rendering will take, but the smoother the blur will be.

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Layer Map Animation
Version 4.0 PRO adds a new control for texture maps that will
let you animate the wrap of a texture as it is applied to an object.
This feature is especially useful for reflection maps.

For example, once a 3D title comes to rest, the reflections stop


moving too. This can make the graphic look “dead” and uninter-
esting. By animating this new parameter the map will continue to
1 2 3 move so the graphics will remain alive and visually appealing.
A reflection moves across the face of a star.

How To Animate A Layer Map


To use this feature do the following.
1- Click the Layer Maps arrow to reveal the eight possible layer
maps.

Select the layer you want to use as the Layer Map. 2- From the Layer Map 1 popup menu, select the After Effects
layer you want to be the layer map.

3- Below the Layer Map 1 parameter is a setting called Offset.


Animate this setting to animate the movement of the layer map.

4- Use the Layer Map as part of a Material and apply the Material
to an object. If you don’t know how to do these things see the
Animate the Layer Map Offset to make the map move. two sections called Layer Map Popups and Layer Map Selector
Popups in the regular manual.
314 Zaxwerks 3D Invigorator for AE - User Guide
NOTE 1:
The Offset parameter only moves the layer map horizontally.

NOTE 2:
The Offset parameter is a percentage of the map being used. A
value of 25 will offset the map 25% of its width, not 25 pixels.
Doing offsets by percentage enables you to change maps at any
time during the production process and not have to change the
animation values of the map Offset, even when the dimensions of
the maps change.

NOTE 3:
The Offset feature can only be done to Layer Maps 1 and 2. So if
you plan on using this feature be sure to leave these slots avail-
able. It’s perfectly fine to skip Layer Maps 1 and 2 and use other
Layer Maps for general purpose mapping. That way you always
have 1 and 2 available when you need them.

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Finding The Perfect Reflection
Another great use for this feature is to help you find the perfect
reflection. When you apply a reflection map it doesn’t always cre-
ate highlights where you want them. For instance, perhaps you
would like the highlights to fall across the center of some letters
right at the 2 second mark in the animation. Normally this is a hit
or miss operation. You pretty much end up using whatever you
can get because it’s so difficult to get a highlight to land in just the
right place at the right time.

However, the Offset parameter enables you to slide the reflection


back and forth until you see exactly the part you want at the time
you want it. To do this...

1- Set up Layer Map 1 to be a reflection map.

2- Move the After Effects time marker to the point in time where
you want the reflection map to highlight the letters. In the above
example this means move the time marker to the two second
mark.

3- Scrub the Offset parameter back and forth until you see the
NOTE: You must have Dynamic Previewing highlights of the map appear on your objects where you want
turned ON in the After Effects Preferences to them. Value scrubbing is done in After Effects by clicking down
see the highlights move as you scrub. on the numerical edit field, holding down the mouse button, and
then dragging the mouse left and right.

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Highlight Mapping
Highlight Mapping, or Specular Mapping as it is known to the 3D
savvy, is a type of texture mapping that only affects the highlights
on an object.

Much of the textural feel of a surface is contained in the high-


lights. The base paint job on an object may be fine, but over the Without a Highlight Map With a Highlight Map
top of the paint job the surface may be worn or dirty, and this
type of surface detail isn’t seen until you line your eye up with
the glare from a light. Adding a highlight map gives your work a
subtle touch that can make it look much more professional.

How To Make A Highlight Map


Highlight Maps are made like any other texture map. They are
pixel-based images made in Photoshop or some other paint pro-
gram. The image should be grayscale. A color Highlight Map can
be used but only the luminance of the colors will be used. If the
map is four-channel, the RGB channels will be ignored and only
the alpha channel will be used for the highlights.

In a Highlight Map the dark pixels reduce the highlight and the
white pixels keep the highlight. The Highlight Brightness slider
sets the maximum brightness of the highlight, and the map only
reduces it. The map does not increase the brightness of the
highlight.

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How To Give A Material A Highlight Map

An image is applied as a Highlight Map in the same way that all


other surface attributes are assigned a map.

1- Find the Highlight Map thumbnail box, located next to the


Highlight Brightness and Highlight Sharpness sliders.

2- Click on the thumbnail box to open a file picker.

3- Find the image you want to use as the Highlight Map and click
Open.

4- Adjust the Highlight Brightness and Sharpness sliders. The


lower the Sharpness value the wider and more obvious the high-
light will be.

5- Apply the Material to the object.

NOTE: Since Highlights are dependent on the angle that the light
is bouncing off of an object’s surface, you may have to move the
lights around to find the best effect.

By turning on the Use Comp Lights feature you can keyframe the
positions of After Effects lights, and make the highlights sweep
across your objects at just the right time.
Highlight maps only affect the highlights.

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Creative Uses For Highlight Mapping

• Mixed Surface Types. If the surface is constructed of two


different materials, such as Tile and Grout, one surface may be
very shiny and the other may not catch highlights at all. In the
above case the highlight map is white for the tile and black for
the grout.

Another case of mixed surfaces is where there are rivets and


welds on metal. Rivets and welds don’t show highlights the
same way the base metal does because the surface is uneven.
In this case if you don’t use a highlight map, the shine will slide
right across the rivets making it look like a glossy clear coat was
poured over the rivets and polished to a smooth finish.

• Hidden Messages. By starting with a black background and


writing a message in white letters, the message won’t be seen
until the highlight passes over the object.

• Wear And Tear. Chips, dings, scratches, scuff marks and dents
do not show highlights. By putting these details into the high-
light map a surface will show wear and tear.

• Fingerprints, Hand prints And Smudges. Start with a white


background, then add fingerprints and smudges in black. When
the highlight passes over the object the highlight won’t appear
where the surface is smudged or printed.

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• Streaks. The surface paint job may be fine, but a streaky high-
light map gives the surface a rained-on appearance.

• Unfinished Patches. If there is a “repair” area on a picture of


some metal plating, the patch is usually done with a darker high-
light map so the highlights don’t shine off of it. This is popular for
spacecraft surfaces.

• Wood Grain. Another example of mixed surface type is the dark


and light areas of a wood grain. Usually the dark lines shine more
than the lighter ones.

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Render Farming

Version 4.0 PRO supports render farming using the standard After
Effects render engine. To use this feature refer to the instruc-
tions in your After Effects manual about installing and rendering
on remote computers. Then install the Zaxwerks folder on the
remote machines the same way you installed it on your main
machine. That is, copy the Zaxwerks folder from the CD into the
Plug-ins folder. The Zaxwerks folder contains the plug-in and all
of the factory preset support files.

One extra bit of information you need to know is that After Ef-
fects does not automatically copy source files, that the Invigora-
tor plug-in may be using, onto the remote machines during farm
rendering.

This means that if you have used a picture or a movie as part of a


material, and that picture or movie is not one of the factory pre-
sets or is a layer map, then you will need to copy that picture or
movie to the Zaxwerks folder prior to rendering the final movie.

Pictures and movies are the only source files you need to remem-
ber to copy to the farm computers. The data used to create the
models such as Illustrator files, fonts and imported 3D models is
carried inside of the project.

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Additional Material Types

For the visual designer, Version 4.0 PRO has many new ways to
paint the final picture and broaden your options for being visually
creative. The new types of materials include the ability to draw
your objects out of lines or paint them like cartoons in addition to
the traditional photo-real rendering styles.

Other material options include features for advanced compositing


effects such as making the shadows from 3D objects appear to
fall onto the objects in another piece of footage, and the ability to
create traveling mattes out of 3D objects in your scene.

The new material types.


Wireframe And Hidden Line Rendering

Wireframe rendering is that “Techno-looking” style where 3D ob-


jects are rendered only as the lines that define their shape. This
has a unique appeal because objects look like 2D drawings rather
than big clunky 3D objects.

Hidden Line rendering is a special kind of wireframe where you


only see the lines that define the visible parts of the objects. In
A Wireframe Sphere. A Hidden Line Sphere.
standard Wireframe you see all of the lines no matter if they are
on the front or the back of the objects. But with Hidden Line the
back lines are hidden and you only see the lines that fall on the
part of the object facing you.
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Something very exciting about the way Zaxwerks has implement-
ed line rendering is that our lines respond to lighting! This means
that the lines will get brighter or darker depending on the place-
ment and intensity of the lights. This gives shading and highlights
to the lines rather than having plain solid-colored lines.

Another unique ability is that the lines can be texture mapped.


This lets you do things like see reflections dance across your
line-objects, or apply texture maps such as brushed metal to the
lines. All of the standard maps (color, reflections, bump, etc.) can
be used.

Line weights can be controlled to the tenth of a pixel and are fully Lines not affected by lights.
antialiased for professional results. You can even use the Mesh-
ing controls to create a grid of lines across your objects for a
really cool look.

How To Give Objects A Wireframe or Hidden Line Look

To give an object a Wireframe look do the following:

1- Create a new Invigorator effect. Click the Create 3D text but-


ton and type the word “Wireframe”. Use Arial Black as the font or
some other thick typeface.
Lines affected by lights.

Zaxwerks 3D Invigorator for AE - User Guide 323


2- In the Material Editor, use the New Material command. Then
click the color box and use the color picker to pick a medium red.
Close the color picker.

3- Still in the Material Editor, click the radio button in front of the
word Wireframe.

4- Drag the material onto the objects.

The object will still look solid. It will not appear Wireframe until
you do a Best Quality rendering.

5- Hold down the Command (Control) key and click the Test but-
ton.

This will do a Test rendering in Best quality while you are inside
the Set-Up window. You will now see the objects drawn in Wire-
frame.

Notice that Wireframe shows you all of the object’s lines, even the
ones on the back side of the object. This can sometimes clutter
Wireframe lettering is often difficult to read.
up the image making the object confusing to look at. To simplify
the drawing, use the Hidden Line style of rendering.

6- In the Material Editor, click the radio button in front of the


word Hidden Line. Then do a Test rendering.

Now you will see only the lines on the front side of the object.
The lines on the back are no longer there, so the drawing is easier
Changing the material to Hidden Line improves the legibility. to read.
324 Zaxwerks 3D Invigorator for AE - User Guide
Making The Lines Thicker Or Thinner

The lines of a Wireframe or Hidden Line material can be drawn


very thick or very thin.

(continuing from the last step)

7- At the bottom of the Material Editor click the Options button.

This will open the Hidden Line Options window.

8- Find the Line Width slider and drag it to a value of 0.5. Click
OK. Then do another Test rendering.

See that the lines are half the width as they used to be. This is
how you make very delicate line work.

9- Reopen the Options window and set the Line Width value to
2.0. Click OK. Then do another Test rendering.

See that the lines are now very thick. When the lines get too thick
they will start to fill in the object and loose the “drawn” quality.

Very thin lines Thicker lines

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Setting The Color Between The Lines

By default you will see “between the lines” when you use Hidden
Line materials. In other words the space between the lines is not
filled-in so you will see the other layers behind the Invigorator’s
layer.

However, there is an option to fill in the space between the lines.

1- In the Material Editor click the Options button to open the Hid-
Turn on the Fill With Color option to den Line Options window.
fill in the space between the lines.
2- Put a check in the Fill With Color box.

3- Click on the color box to open the color picker and change the
color to black. Then click OK to exit out of the color picker.

4- Click OK to close the Hidden Line Options window.

5- Do a Test rendering.

See how the object is now rendered as colored lines with black
This material creates red lines with a
black fill, in the Hidden Line style. between the lines.

326 Zaxwerks 3D Invigorator for AE - User Guide


Making The Lines React To Lights

In the Invigorator, lines can respond to lighting. This means that


the lines facing a light will be lighter and the lines facing away
from a light will be darker.

1- In the Material Editor click the Options button to open the Hid-
den Line Options window.

2- Put a check in the Respond To Lighting box. Then OK out of


Turn on Respond To Lighting to make the lines
the Options window. brighter or darker based on the lighting.

3- Do a Test rendering.

See how the lines are no longer flat colored but have a very inter-
esting 3-D look to them?

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Making Lines Shine With Reflections
Another unique aspect of the Invigorator’s line rendering is the
ability to give the lines a reflective quality. This is done the same
way regular materials are made reflective; with reflection maps.
In fact you can turn a regular material into a wire rendering very
very easily.

1- In the Material Bin, drag the Punchy Gold swatch into the edit-
ing area.
Drag Punchy Gold down to the Materials Editor.
2- Click on the Hidden Line radio button.

3- Click the Options window and turn on the Fill With Color
option, then make the fill color black. OK out of the Options
window.

4- Select the objects and drag the Hidden Line Gold material onto
the objects.

5- Do a Test rendering.

See how the lines have bright and dark streaks in them? Those
are the highlights. When you create an animation, those high-
lights will pass across the lines making them look really nice.

To see the difference, do the following:

The Map Enable Button. Line rendering with reflec- 6- Turn off the reflection map enable switch, then do another Test
tions turned off. rendering. See that the lines now look flat and less interesting.
328 Zaxwerks 3D Invigorator for AE - User Guide
Applying Grid Lines Across Object Faces
You may have noticed that lines are drawn around the front faces
but no lines appear on the front faces themselves. It does not
have to be this way. To create a grid of lines that appear on the
front faces, use the Meshing controls.

1- Select the objects and click the Stats button on the Object tab.

2- Turn ON the meshing option, then set Meshing for Best to 5 for
all three directions. OK out of the Stats window.

3- Make a blue, hidden line Material and apply it to the objects.

4- Do a Test rendering.
See that there is now a grid pattern of lines across the faces of all
the objects. However, since the lines of the faces are the same
color as the lines of the sides it is a bit hard to read. We can fix
that by giving the faces a different color.
When all wires are one color it can be difficult to read.
5- Make a red, hidden line Material and apply it only to the faces
of the objects. Do this the standard way, by clicking on the Mate-
rial Set-Up button, loading the red material into dock 2 and then
dragging the red swatch up to the color chip next to the front
face.

6- Do a Test rendering.
Now the grid lines across the faces are red and the bevels and
Making the front face wires a different color adds to the legibility.
sides are blue. This makes it much easier to read the words.
Zaxwerks 3D Invigorator for AE - User Guide 329
Cartoon Coloring
The Cartoon Color type of Material renders 3D objects as though
they were drawn by a poster artist or an animator painting anima-
tion cells.

Standard 3D rendering has a smooth, photo-real look. Smooth


shading paints the objects in continuous tones so curved objects
gradually get brighter or darker. But Cartoon Coloring shades
the objects in bands of color. The bands block-in the color of the
highlights, shadows and base, giving you a big bold look with lots
of punch.

How To Give Objects Cartoon Coloring


Cartoon Coloring gives objects a punchy, graphic look.
To give objects a Cartoon Colored look do the following:

1- In the Material Editor, create a new material. Then click the


color box and use the color picker to pick a medium blue. Close
the color picker.

2- Click the radio button in front of the words Cartoon Color.

3- Drag the Material onto the objects.

The objects will immediately change to Cartoon Colored shading.


Cartoon colored objects in draft mode have three colors. Draft mode Cartoon Coloring has only three levels of shading.
During Best quality rendering, a fourth is added where highlights
appear.
330 Zaxwerks 3D Invigorator for AE - User Guide
4- Hold down the Command (Control) key and click the Test but-
ton.

This will do a Test rendering in Best quality while you are inside
the Set-Up window. You will now see the objects drawn with full
quality Cartoon Coloring. Notice how there is a dominant base
color, which is the medium blue you chose earlier, then there is a
light, highlight shade of blue and a darker shadow shade of blue.
This is the basic cartoon coloring look. It gives the final images
a very graphic punch. If you don’t want the extra highlight shade
just set the Highlight Brightness slider to 0.

Cartoon Color responds to lighting so multiple lights can create


multiple highlights. Too many lights can also wash out the image
so if an image looks overly bright and washed out, turn off some
of the lights in the scene.

Cartoon Coloring also supports all levels of texture mapping so


TIP
you can do bump mapping, and reflection mapping to create car-
When using Cartoon Coloring it is recommended
toon versions of your regular photo-real renderings.
that you only use one light source in the scene.
It is so easy to turn your regular materials into cartoon versions
(just click the Cartoon Color button) that you can try it out just to
see if the design would look better using the more graphic look of
the cartoon style of rendering.

Zaxwerks 3D Invigorator for AE - User Guide 331


Absolute Coloring
The Absolute Color material type is useful when you want a color
to be absolutely what you specify. For instance use Absolute
Coloring when you are doing a job for a corporate client who de-
mands that their exact corporate colors be used. The colors can’t
get lighter as the objects turn toward the lights and they can’t get
darker when the objects turn away from the lights. They can’t
have highlights, shadows or reflections on them. The colors are
absolutely, 100%, the exact color specified. Got it?

How To Give Objects Absolute Coloring


Creating an Absolute Color material is very easy.
Make a material render with Absolute Coloring by
turning on the proper option. 1- In the Material Editor, use the New Material command. Then
click the color box and use the color picker to pick a medium
green. Close the color picker.

2- Click the radio button in front of the words Absolute Color.

3- Drag the material onto the objects.

Notice that when you apply Absolute Coloring to 3D objects, they


will look flat, as though you cut paper in the shape of the silhou-
ette of the 3D objects. For instance a sphere will stop looking
like a sphere and just look like a circle of color. By itself, Abso-
lute Color is pretty boring. The treat comes in how you use it.

332 Zaxwerks 3D Invigorator for AE - User Guide


2D Graphics In A 3D World

The first creative use for Absolute Coloring is for making 2D


graphics out of your 3D elements.

1- Select the objects, then give them an Absolute Color material.

2- Set the Depth for all objects to zero, (0). Set the Depth to 0 to get flat, 2D text in a 3D world.

Setting the depth to zero removes the sides and bevels from your
objects. This creates flat 2D cutouts that will look exactly the
same as After Effects text on a 3D layer.

The difference however, is that text done in the Invigorator can


interact with other 3D elements in the same Invigorator scene.
This lets you mix 2D text and 3D elements. The 2D text can ap-
pear in front, in back, or go right through the middle of any other
3D element. The design implications for this ability are huge.

Zaxwerks 3D Invigorator for AE - User Guide 333


Absolute Coloring For Pop Art Looks
You can use Absolute Color materials to create cool Pop Art
looks.

1- Create a new project.

2- Create a text object and type the word “Pop Art”. Use Arial
The Pop Art look with bevels. Bold Italic as the font. If you don’t have Arial, any San Serif font
will work. Click OK.

3- Create bright yellow and medium orange materials and set


them to Absolute Color.

4- Apply the yellow to the faces of the letters and the orange to
the sides.

The Pop Art look without bevels. Examine what you’ve created. The bevels no longer look like
bevels. they make the letters get fatter and thinner in some
places but they loose some of their effect.

5- Set the bevel for all objects to Bevels > Basic, Flat Sides.

Now you have the traditional Pop Art 3D look. Orbit the camera
around the objects to get a feel for this very graphic look. Notice
that although there is no shading you really get a sense of the 3D
nature because of the perspective. Use a wide angle camera lens
Use a wide angle lens to push the perspective. to really push the perspective.
334 Zaxwerks 3D Invigorator for AE - User Guide
The Stroked Pop Art Look
Continuing from the last project. Do the following...

6- Set the bevel for all objects to Inset Face > Outline.

Now you have Pop Art text with a block background. By using
the Edge Scale and Depth sliders you can control the size of the
block background outline around the letters.
The Pop Art look with a parallel outline.
The next step is to create a stroke around the letters.

7- Duplicate the orange material swatch and slightly brighten the


color of the duplicate.

8- Go to the Material Set-Up window and drop a split point on


the front corner of the Outline bevel. Then drag the new brighter
orange material into dock 3 and apply this material to the sides of Split the Outline bevel at the front corner so a differ-
the bevel. ent material can be applied to the sides.

Going back to the Scene Preview you will see that you now have
a medium orange stroke around yellow letters with bright orange
sides. Again by adjusting the Edge Scale slider you can make this
stroke very thin or very thick.

Once you get your pop art look just right, save it as an Object
Style so you can use it again.
The Pop Art look with a darker stroke.

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The Modified Pop Art Look

The Modified Pop Art look combines absolute coloring and regu-
lar photo-real shading.

Continuing from the last project...

9- In the Material Set-Up window, double click on the darker of


the two orange materials to load it into the Material Editor.

10- Click the Standard Color button.

This will make the darker orange respond to the lighting.

11- Change the bevel to Bevels > Medium Front. Then adjust the
Edge Scale so you can easily see the bevel.

12- Do a Test rendering.

What you have now is a combination effect. The front and sides
are absolute colored, but the bevels are shaded with highlights
and shadows. This can be a very interesting alternative to the
standard Pop Art look.

The Modified Pop Art look has Absolute Colored


front and sides, but Standard Colored bevels.

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Making TV Screens

The Absolute Color material type is also useful when making TV


screens. Since the color of the pixels are exactly the same after
rendering as they were before, texture maps end up looking like
they are creating their own light.

For example: build the TV cabinet and screen then apply a Layer
Map of an AE movie to the screen and give it the absolute color
option. The TV cabinet will be shaded realistically by the lights in
the scene but the screen will render the movie at full brightness.

The “pre-lit”
texture map.

Making 3D Environments

The really cool moody lighting seen in video games isn’t done
with lights at all. Rather, it is painted into the texture maps used
on the walls, and then absolute color rendering is used to render
the scene.

To do the same thing in the Invigorator PRO, start with a picture


you want to use as your wall, take it into Photoshop and put
lighting effects onto the image. Darken up the corners and part
near the floor. Paint shadows around the edges of doors and wall
hangings. Paint lighting right into the texture maps, then use Absolute
Coloring to render them exactly as you made them.

Zaxwerks 3D Invigorator for AE - User Guide 337


Then in the Invigorator create a plane and create a new material.
Use the wall image as the color map for the material and turn on
the Absolute Color option. Then apply the material to the wall.
What you’ll get is the exact colors of the wall image in the final
rendering. Moody lighting and all!

The Matte Color Material


The Matte Color material option makes a 3D object act like a
mask. When an object with this material is visible it blocks out
other 3D objects that you don’t want to see. It can also be used to
create transition effects, such as creating a hole in the movie that
lets other background video show through.

Making Transition Effects


This example shows how to use a 3D object as a device for a
transition.

1- Apply an Invigorator effect to your foreground image and turn


on the Composite On Original option.

2- Inside the Invigorator, create a 3D star.

3- Color the star gold. Then apply the Matte Color material only
to the back face of the star.

Apply the Matte Color material to the back face of the star. 4- Finally create an animation where the star flies to the center of
the screen, flips over and then flies straight at the camera.
338 Zaxwerks 3D Invigorator for AE - User Guide
When the star flips over it reveals the back side that has been
given the Matte Color material. This will create a “hole” in the 3D
animation which will reveal a background layer behind the layer
containing the Invigorator effect.

As the star flies toward the camera the hole gets bigger and bigger
revealing more and more of the background image. Once the star
has covered the camera the transition is complete.

Masking Out Unwanted Objects


On more of a problem solving level, an object colored by the Using Matte Coloring as a Transition device.
Matte Material can be used to cover up objects that you don’t
want to see.

For instance say you have some bars that you are using to cast
shadows onto other objects in the scene. You want the shadows
to be seen but you don’t want the bars to be seen. Unfortunately,
at one point in the animation, the camera moves and you end up
seeing the bars. Visible bars Place a Matte plane in
front of the bars.
Rather than moving the bars and goofing up the shadows, you
can simply create a plane using the Primitives feature, color the
plane with a Matte Color material, and then position the plane so
it will block the bars from view. When the movie is rendered the
shadows from the bars will be seen but the bars themselves have
been masked out. The final movie masks out the bars.

Zaxwerks 3D Invigorator for AE - User Guide 339


Making 3D Objects Circle Around 2D Elements

Another use for 3D masking is when you want a 3D element to


interact with a 2D element. For instance, say you have a picture
of a wooden mask and you want to make some 3D stars tumble
onto the screen and circle around it. Since the wooden mask is a
2D element, and the stars are on a separate layer, there is no 2D
A wooden mask plus a background image. compositing trick to make the 3D stars appear to circle around
the mask.

To do this effect, just make a 3D cylinder and place it in register


with the wooden mask. Then give the cylinder the Matte Color
material. Finally animate the stars to circle around the cylinder.
When the movie is rendered the stars will disappear as they go
behind the cylinder, and reappear when they come out the other
side.
3D stars plus a 3D cylinder in register with the wooden mask.
This technique enables you to put 3D elements both in front of
and behind another layer at the same time.

When the layers are composited together the 3D stars appear


to be circling the wooden mask.

340 Zaxwerks 3D Invigorator for AE - User Guide


The Shadow Catcher Material

The Shadow Catcher material option enables you to create visual


magic. It makes the shadows from your 3D objects appear to fall
onto the objects in a piece of background video. The magic here
is that the background footage has already been shot and the
objects in it are only pictures, so how can the shadows fall onto
those objects in a realistic manner?

The way you do this is to build 3D objects that mimic the shapes
of the objects in the background footage then give those objects
the Shadow Catcher material.
The original image in need of titles.
For instance say you have a video of a package on a table, and
you want to animate a title that flies in and lands on the table next
to the package. As the title comes near the table, you want the
shadows to fall onto both the package and the table top.

Normally this is an impossible problem. If the title, the table and


the package were actually in the same space at the same time, the
shadows from the title would bend as they crossed over the edges
of the package. If the shadows landed only on the table you
could fake a fairly realistic shadow, but when the shadow has to
bend there is no way to stretch and warp it that will look realistic.

There is a solution, however, and that is to use the Invigorator’s


Shadow Catcher Material. A flat shadow doesn’t take the package
into consideration and looks “pasted-on”.

Zaxwerks 3D Invigorator for AE - User Guide 341


Start by building objects that mimic the shapes of the package
and table top. The Primitives modeler built into PRO 4.0 works
well for this example, but you can always build fancier objects
out of Illustrator objects.

Create a rectangular shape out of the cube primitive. Adjust


the cube to match the size of the package. Create a plane as a
placeholder for the table top. Then position the placeholders in
register with the background image of the real package and table.

The last step is to give these placeholder objects the Shadow


Position placeholder objects in register Catcher material. Now when you render the animation, the shad-
with the objects in the picture.
ows from the title will fall onto the placeholder objects which will
“catch” their shadows. The placeholders themselves won’t be
seen. Only the shadows that fall onto them will be seen. When
composited with the background video, the shadows of the 3D
objects will look as though they are falling onto the objects in the
video, merging the two images into one very realistic image!

Important Note: Read the next section on Setting Up The Cam-


era For A Shadow Catching Project.

The final shadow flows over the package making the two
elements look like they are part of the same scene.

342 Zaxwerks 3D Invigorator for AE - User Guide


Setting Up The Camera For A Shadow-Catching Project
...but these edges
When doing a shadow-catching project the position, angle and These two edges don’t match.
lens of the camera are very important. are aligned...

The first placeholder object you put into position should match
to the largest rectangular object in the background. Position the
rectangle so it is close to matching the background image, then
adjust the camera angle and position until the placeholder object
registers with the rectangular object in the background.
This image is close but the perspective of the camera
Sometimes the largest rectangular object in the background im- needs to be changed so the edges will match better.
age isn’t going to catch shadows. This is fine. Create a placehold-
er to use for the registration phase, then delete it once the camera
has been positioned.

Oftentimes the perspective of the camera needs to be changed to


match with the background image. A wider angle lens (shorter
focal length) increases the perspective and a telephoto lens (lon-
ger focal length) reduces the perspective.

Examples of large rectangular things in the background image


would include: table tops, picture frames, books, doors, win-
dows, rugs and even whole walls. Here, the placeholder and image are perfectly registered.

Once the camera has been positioned and the lens set correctly,
all other objects you add to the scene will fall perfectly into place.

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Tracking AE’s 3D Objects

Another great new feature in Invigorator PRO 4.0 is the ability for
Invigorator objects to track, or mimic, what an AE 3D plane is
doing. On the surface this feature might not seem that significant,
however for the advanced After Effects user this feature opens
the doors to incredible new abilities.

By tracking AE’s 3D planes an AE user is now able to use the


standard 3D manipulation tools within AE to create motion
paths and keyframes for the Invigorator’s objects. This means
that everything you can do to an AE 3D plane can now be done
to Invigorator objects. You get visible 3D paths, function curve
control, animation assistants and even expression-based control
Invigorator 3D objects can track an After Effects 3D plane. over your 3D animations!

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What Kinds Of 3D Objects Can Track An AE Plane?

Any 3D object that you can get into the Invigorator can track an
AE 3D plane. If you use the Primitives generator to create cubes,
spheres, or cylinders, they will perfectly track along with an AE
plane. You can also make regular Invigorator objects out of fonts
or Illustrator files, or you can import 3D models and track them
too. Tracking - Illustrator logos

When you look closely at it, the tracking is being done by Sets
not individual objects, and since a Set can have any number of
objects in it you can have more than one thing tracking the same
plane. This enables you to do things like set up an entire logo,
put the whole logo into a Set, and then track the Set to an AE
plane. This will make the whole logo move around as one big
group. Another use would be to put a sphere in Set 1, and the
words Universal Pictures in Set 2 and have the letters all orbit
around the sphere in the middle. Tracking - 3D text

Many many uses will come to mind once you get a handle on how
tracking works.

Tracking - Imported objects

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How To Make A Set Track A 3D Plane
It is important for you to understand how this works before you
try to use it in a real project. The first time you try this, start
with a new AE project containing the following:
- A camera
- A Solid that is Comp size. Name it “Zaxwerks Objects”
- A Solid that is 150 pixels by 100 pixels. Name it “Controller”.
Create a Primitive.
The small plane, named “Controller”, is going to be the thing that
gets animated. The Invigorator objects are going to track the
motion of the small plane.

1- Add an Invigorator PRO effect to the “Zaxwerks Objects”


solid. Choose to Create a 3D Primitive.

A sphere will be created and placed into Set 1 at the center of the
Change the default sphere to a plane. world. Let’s change the sphere into a cube.

2- Click on the red ball button in the Effect Controls window to


open the Invigorator’s Set-Up window. Select the sphere and on
the object tab change the Primitive type to Plane.

The plane is centered on the origin (the 0,0,0 point). This is


important. Moving a 3D object in this window will move it off
center from the Set causing it to not track the Controller plane
correctly.

Leave the plane centered on the origin. 3- Click OK to close the Set-Up window.

346 Zaxwerks 3D Invigorator for AE - User Guide


4- In the Effect Controls Window, click the triangle in front of
“Sets”, then click the triangle in front of “Set 1”.
5- The first parameter under Set 1 is called “Set 1 Track 3D Layer”.
Click on the popup menu next to this parameter and select the
“Controller” layer.
Tell Set 1 to track the Controller layer.
6- Also in the Effect Controls window you will see the checkbox
called “Use Comp Camera”. Turn it ON.
This is also important. If you don’t do this, the objects won’t look
like they are tracking each other because each object is being
viewed from a different camera.
7- Turn on the 3D switch for the Controller solid.
Turn on the Use Comp Camera option.
At this point, if you look in the Comp window, the Invigorator
plane and the AE controller plane should be centered on each
other.
8- Select the Controller plane and use the tools to drag it around
in the Comp window. Rotate it. Move it. The two planes will be
locked together!
Notice that the Zaxwerks objects don’t update until you release
the mouse button. Once you’ve released the mouse you some-
times have to click on the Effect Controls window, or even flip Turn on the 3D switch to make the Controller a 3D layer.
the visibility switch OFF and back ON again to get the Comp
window to update. This can get annoying but it is a limitation of
the interaction between After Effects and plug-ins.

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9- Open the Invigorator’s Set-Up window and change the plane to
a cube. (Be sure not to drag the object while you are inside of the
Set-Up area!) Click the OK button to close the Set-Up window.

Change the Plane to a Cube. 10- Drag the Controller object to manipulate the cube.

Since the Invigorator’s layer is always in front of the Controller’s


layer it will look a little strange at times. The cube has thickness
and the Controller plane doesn’t.

One thing that you can do is to make the Controller layer 20 x 20


pixels rather than 150 x 100. Then only pay attention to the XYZ
crosshairs because the image of the Controller is mostly hidden
behind any Zaxwerks objects. Once you’ve done a few projects
Moving the plane will move the cube. you’ll find your own best working method.

By the way, we suggest that you do NOT use a Null as the Con-
troller. With a Null it is very easy to accidentally drag on a scale
handle which will also scale the Zaxwerks objects.

If you have After Effects 6.5 or higher you can use the
Guide Layer feature which will keep the Controller object
visible when setting keyframes in Draft mode, but prevent it
from rendering in the final movie.
Turn the Controller layer into a Guide Layer
(in AE 6.5) so it won’t render in the final movie.

348 Zaxwerks 3D Invigorator for AE - User Guide


Animating With A Controller Plane

Creating an animation using a controller plane is done exactly the


same way as animating any After Effects layer.

1- Move the Controller layer to its starting position/orientation.

2- Set the Time marker to time 0.

3- Turn on the animation stop watches for the Transform param-


eters. Setting keyframes for the Controller.

4- Move the Time marker to a new time, (such as 2 seconds).

5- Move the Controller layer to a new position/orientation. This


causes a keyframe to be set at the new time.

Now when you play the animation, the Zaxwerks Cube will move
along with the Controller plane.

6- Adjust the bezier control handles of the Controller plane to


make the path curvy, and add some 3D rotation.

When you play the animation the cube still tracks the Controller
plane. The cube will track the controller plane no matter what
you do to it. You can apply animation assistants and expressions
The animation path of the controller becomes
to the Controller and the cube will track it nice as you please. the path of the tracking object,

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Adding Objects To The Tracking Set

If you have to add objects to a Set that is tracking a controller


plane there are a few steps you should do to ensure success.
Move the Time Marker to a time where there are no keyframes.
1- Move the Time marker to a time where there are no keyframes
set for the controller plane.

2- Click the Reset button for the controller plane’s Transform


parameters. This will move the controller back to the origin and
add keyframes for all parameters. The Zaxwerks objects will also
move to the origin. (Remember that you may have to flip the vis-
ibility switch OFF/ON to get the Comp window to update.)
Click the Reset button to move the Controller back to the origin.
3- Open the Invigorator’s Set-Up window and add the objects.
Remember not to drag or otherwise move the existing objects
while in this window. You may have to drag the new objects to
get them into proper position, but you will be fine as long as you
remember that the origin will be the rotation point.

4- If needed you can select all objects and use the Move To Center
command. Doing this step is only to insure that the objects will
rotate around a pivot that looks normal. You might want to play
the animation, to check how it looks with the new pieces, before
doing this step.

The origin will be the center of rotation. 5- Click OK to close the Set-Up window.

350 Zaxwerks 3D Invigorator for AE - User Guide


6- Select the keyframes that were created during Step 2 (when
you clicked Reset) and delete them. The objects will snap back
to their proper positions in the animation.

Play the animation to make sure that nothing got goofed up and
that the objects are rotating around the correct center point.

What To Do If Objects Are Rotating Off Center

There are three places that the pivot point can be moved. By
putting the objects at the origin and resetting the three pivots,
everything will re-align and rotation will be predictable.

For the following example let’s assume that we have Set 1 track-
ing the motion of an AE 3D plane called Controller.

1- Move the AE time marker to a time where there are no key-


frames set for the Controller plane. Move the Time Marker to a time where there are no keyframes.

2- Click the Reset button for the Controller plane’s Transform


parameters. This will move the Controller back to the origin and
add keyframes for all parameters. The Zaxwerks objects will also
move, although they may not move to the origin. (Remember that
you may have to flip the visibility switch OFF/ON to get the Comp
window to update.)
Click the Reset button to move the Controller back to the origin.

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3- Open the Invigorator’s Set-Up window. Choose the FRONT
view from the Camera Views menu. Select all objects that are
assigned to Set 1, change to Object mode and click the Move To
Center button. This will center all of the objects on the origin. If
everything looks fine at this point go to step 5. If the objects are
not facing front, but are rotated at some odd angle, go to step 4A.

4A- If you are only trying to fix a single object, click the Reset
button, then click Move To Center again. This will fix the odd
rotation and you can skip to step 5.

If you have several objects that had to be hand positioned to


make the starting position, like for a 3D logo, you can’t use the
Reset button because the hand positioning will be erased.

4B- If you are trying to fix a logo made of several objects, or some


other multi-object group, you have to use the object manipula-
The Reset button The Move To Center button
tion tools in the Set-Up window to make the group of objects face
front.

Do this by switching between front and side views and using the
manipulation tools while in Object Mode. Rotate the group of
objects little by little until they are facing straight forward. Then
Object Mode The Manipulation tools
select them all and click the Move To Center button one last time.

5- Click OK to close the Set-Up window.

352 Zaxwerks 3D Invigorator for AE - User Guide


6- In the Effect Controls window select Set 1, then choose the
Recenter Pivot command at the bottom of the Set popup menu.
This will place the pivot point at the center of the objects in case
it had been moved to a different location.

7- In the AE Timeline select the keyframes that were created dur-


ing Step 2 (when you clicked Reset) and delete them. The objects
will snap back to their proper positions in the animation, and the
Zaxwerks objects should now be in register with the Controller
plane.

NOTE: You MUST do the steps in the proper order to get


the desired results.

Troubleshooting Tracking Problems

Here is a list of tips and possible problems that you may run into
when tracking.

• Be sure that the transforms for the Controller layer are all Reset
to zeros when you begin to set up the tracking. If not then the
center of the Set won’t match the center of the Controller causing The Reset button The Move To Center button
the objects to rotate off center.

Zaxwerks 3D Invigorator for AE - User Guide 353


• Be sure to have all Zaxwerks Objects set up and sitting in their
beginning positions, centered around the Invigorator’s origin,
before you tell the Set to track a controller plane. If you move ob-
jects inside the Set-Up window once tracking has begun, objects
can start to rotate off center.
The Reset button The Move To Center button
• The workflow to insure the best results is this...

1- Start the project and immediately set up all colors, bevels,


depths, etc. inside the Invigorator’s Set-Up window.

2- Also inside the Set-Up window, position all Zaxwerks Objects


relative to each other. In other words if you need to move objects
forward or back to make a nice looking starting position, do it
before you turn on tracking.

3- Select all objects and use the Move To Center command.

4- Keep the objects selected and assign them to the same Set.

This will center the objects on the Invigorator’s origin, which is


going to be the rotational pivot for the Set. You are still in the Set-
Up window when doing steps 3 and 4. The objects should now be
in their starting positions.

5- In the Effect Controls window, choose the Controller layer


from the tracking popup menu.

354 Zaxwerks 3D Invigorator for AE - User Guide


If you followed the above steps the objects will rotate around
the center of the controller plane. If they don’t then perhaps the
Controller plane was not Reset before tracking was enabled.

• If the Invigorator’s image is not updating in the Comp window


check for the following:
1- The Invigorator’s Preview in the Effect Controls Window must
be open.
2- You may have to flip the visibility switch OFF/ON for the
Invigorator’s layer.
3- The Set-Up window must be closed.
4- Tracking must be turned ON, and the proper controller layer
must be used. In other words, if you are moving Controller Layer
A and the Invigorator is set to track Controller Layer B, then it’s
no wonder why the Invigorator’s objects are not moving.

Using 3D Tracking To Scale In All 3 Dimensions


There is a nice by-product of the 3D tracking feature. You can
use 3D tracking to animate object scale as well as position and
orientation. Using the base Invigorator parameters you can only
animate the Depth Scale. But when you tell a Set to track an AE
plane, you can use the scale parameters of that controller plane
to animate the scale of the Invigorator objects.
When Tracking is turned ON you can
This enables you to do things like animate the width over time, scale Invigorator objects by scaling the
make objects bounce, or even do squash and stretch effects. Any Controller plane.
direction, X, Y or Z can be animated.

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356 Zaxwerks 3D Invigorator for AE - User Guide
Special Topics
Zaxwerks 3D Invigorator for AE - User Guide 357
Special Topic - Changes To Swatch Handling

As of version 4.0 PRO and 3.1.0 Classic, of the Invigorator for


After Effect, we have made some significant changes to the way
swatches are handled. Since these changes may affect your work
you should be aware of them.
The main change is that swatches are now handled as a global
library system. Previously, swatches were held inside of each
instance of an Invigorator effect, this caused file size to get huge
and Save times to get very slow, especially when several Invigo-
rator effects were being used in the same project. For instance,
prior to 4.0 it was not uncommon for the AE project size to inflate
to 20+ MB and take nearly a minute to save. All of this time and
file space was being taken up by the swatches. The new global
swatch handling keeps the file size down to a few K per Invigora-
tor effect and project saves are now extremely fast.

How Swatch Handling Now Works


The Zaxwerks Swatches folder is now the
Swatches are now stored in a central folder called Zaxwerks
central storehouse for all swatches.
Swatches. Inside the Zaxwerks Swatches folder are other folders,
one for each of the swatch types.
This central collection of swatches is used for every Invigorator
effect added to an After Effects project. Each time you open the
Set-Up window the swatches are read from the central library and
loaded into the bins. This keeps all projects up to date.

358 Zaxwerks 3D Invigorator for AE - User Guide


cant benefits. The first ones we’ve already discussed: AE
Every time you save or delete a swatch it affects this cen-
file sizes are much smaller, and the time to save a project
tral library of files. For instance, if you save a new Object
is much faster.
Style it gets added to the Object Styles folder. This makes
that Object Style available for every other Invigorator. Here are others...
Likewise, if you delete an Object Style swatch it is deleted 1- When swatches are saved, they are immediately avail-
from the Object Styles folder, meaning that that swatch able to all other Invigorator effects.
is not just deleted from one project, it is deleted from all
Invigorator projects. This is probably the best benefit. In the past if you saved
an Object Style in one Invigorator effect you had to go
This last statement sounds dangerous. However, you through a process of saving it to a library, and then ap-
don’t have to worry about deleting swatches and hurting pending the new library to all other Invigorator effects.
your existing projects. Materials and Object Styles that Now all you do is save the Object Style and you’re done.
are actually used by objects in a project, not just sitting in As soon as you open the Set-Up window in another In-
the swatch bins, are always carried as part of the project’s vigorator effect, even if it is in a different AE project, that
data. Think of a swatch bin like an artist’s palette full of Object Style is sitting in the bin waiting for you to use.
paint waiting to be applied... and think of the 3D objects
in a scene as the artist’s canvas. Once the paint has been 2- Swatches can be easily shared between users and com-
applied to the canvas, throwing the palette into the trash puters.
does nothing to hurt the picture. Each swatch is a single file, and those files are located
in the appropriate swatch folders. All you need to do to
For more information see the section on Regenerating
share a swatch with a friend is to find the swatch, attach
Deleted Material Swatches.
it to an email or copy it to disk, and give the copy to your
friend. If you have used maps as part of the swatch, you
Benefits Of The New Swatch Handling System will have to give those maps to your friend too.
So all of this “behind the scenes” information is nice, but
what does it mean for YOU? Well there are some signifi-
359
Special Topic - What is A Set? What Is An Object?

Here’s a little info that may help you understand the difference
between a Set and an Object.

If you have 3D experience, scan quickly through the next section


What is a Set? and then read the Industry Jargon sidebar. If you are new to 3D
(Industry Jargon Version) continue on.
A Set is a Parent object which can contain
any number of Child objects. The parent Think of a Set like it’s a big house. Think of Objects like they are
is called the Set, the children are called furniture within the house. You can arrange the furniture any way
Objects. The parent has no surface geom- you like inside the house. You can place them on any floor, rotate
etry and no material attributes of its own. them any way, even stack them on top of each other. The one
Children will inherit position, rotation and Z thing you cannot do is animate them. You cannot animate indi-
scale from their parent but nothing else. vidual Objects. You can however, animate the house.

Objects can be independently placed and When you move the house around, all the furniture inside the
rotated inside their parent Set and when house moves too. If you rotate the house all of the furniture
the parent is animated all the children rotates as one big locked together group of Objects. They won’t
come along for the ride. rotate individually, they’ll all rotate around a single pivot point,
the house’s pivot point.
Each child object can have its own materi-
als, shapes and texture maps. So, a Set is a container for Objects. You can put as many
Objects into a Set as you want. This is done by selecting them in-
side the Set-Up window, and picking a Set number from the Set’s
popup menu, (the tiny popup with the numbers 0-8 in it.)

360 Zaxwerks 3D Invigorator for AE - User Guide


Each Object can be positioned and rotated inside the Set, but
they won’t animate inside of their Set. If you go into the Set-Up
window, and change the position of an Object at the end of an ani-
mation, the Object will stay in the same position (relative to the
other Objects in the Set) throughout the whole animation. This is
because you just did what amounts to rearranging the furniture in
the house. If you move a chair into a new room it will stay there
for the whole animation.

How do you animate a single object?


Assign that one object to its own Set.
Assigning Object 2 to Set 2.
How many Sets can be animated?
Eight per Invigorator effect.

Two Invigorators added to the same AE project can animate


sixteen total Sets, however they will not interact with each other.
For instance they won’t cast shadows on each other, or intersect
each other.

Be careful when adding multiple Invigorators. Each one is like


opening a whole 3D animation program inside of AE’s RAM, so
more Invigorators = more RAM. We’ve added 100 to a single AE
project, but we’re sure there’s a limit somewhere.

Set 0 is a non-animating Set where you can put all the Objects Set 0 is a non-animating Set.
that are scenery. The stuff that doesn’t move.

Zaxwerks 3D Invigorator for AE - User Guide 361


Special Topic - How To Place The Center Of Rotation
For A Set
You can see a Set’s pivot point as a red crosshair when the Set is
selected. However, you cannot drag it. Even though you cannot
drag it you can put the pivot anywhere you want if you know how
the program sets the position of the pivot point.

First off, if you want the pivot to be at the center of all objects
within a Set, use the Recenter Pivot command which is located
at the bottom of the Sets menu in the Effect Controls window.
This command will move the pivot to the average center of all
objects in the Set.

If you want to choose a pivot point that is not at the center of the
objects, then you need to understand how and when the program
sets the pivot. The program sets the pivot point whenever :
1. There is nothing inside the Set, and then
2. Object(s) are assigned to the empty Set.
This means is that if a Set is empty and you assign objects to it
one by one, the pivot will be set at the center of the first object
assigned and then it won’t move as the other objects are added.

On the other hand, if you select several objects and assign them
to an empty Set all at once, then the pivot is placed at the average
center of all those objects. Following are two examples to help
make this more clear.

362 Zaxwerks 3D Invigorator for AE - User Guide


Example 1
Say you had the word Hello and you wanted all the letters to ro-
tate around the letter H. What you would do is select the H, then
pick Set 2 from the Set Assignment popup. This will assign the H
to Set 2, and as long as Set 2 had nothing else already assigned to
it, the pivot would be moved to the center of the H.

Then you would select the rest of the letters, assign them to Set
2, and the pivot will stay at the center of the H, because once the
pivot has been assigned it won’t move anymore.

Example 2
Say you had the word Hello and you wanted everything to stay
still except for the “o” and you wanted the o to rotate around the
H. This is a little trickier, but see if you can follow the process.

Step 1 - Make sure that Set 2 has nothing in it.


Step 2 - Assign the H to Set 2 (as in Example 1). This will put the
pivot at the center of the H.
Step 3 - Assign the o to Set 2. The pivot won’t move because it
has already been set.
Step 2: Assign the H to Set 2
Step 4 - Select the H and assign it to Set 0 (zero). This will
remove the H, but leave the pivot for Set 2 at the center of the H
because the Set didn’t get emptied out.

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Now the o will rotate around the H but the rest of the letters will
stay where they are because they’re in a different Set.

Caution: If you remove the H before you assign the o, then the
Set is empty when the o is assigned and the pivot will then move
to the center of the o. The key thing is to make sure that
once the pivot is where you want it, do not empty the Set.

NOTE: Set 0 is a non-animatable Set. It is used as a place


to put objects that you aren’t animating. This way you
don’t waste one of the animatable ones.

Step 3: Assign the o to Set 2 This whole idea of assigning a temporary object to a Set just so
the pivot point ends up in the right spot can be used whenever
you want the pivot to be in an exact spot.

For instance, if you want the word Hello to rotate around the left
edge of the H instead of its center you could make a little rectan-
gle in the same Illustrator file as the H and place it at the left edge
of the H. Then when you bring the file into the Invigorator, you as-
sign the little rectangle to Set 2 first, then assign the other letters,
then delete the little rectangle, or at least make it invisible.

Step 4: Assign H to Set 0 (zero).

364 Zaxwerks 3D Invigorator for AE - User Guide


Special Topic - How Do Materials Work?

The 3D Invigorator takes a completely different approach with


materials than is usually taken by most 3D programs. This differ-
ent approach is what enables you to make such speedy changes.
However, if you don’t understand what’s going on you can acci-
dentally change things you might not have wanted to change.

With most 3D programs the material settings applied to each ob-


ject are part of the object’s own personal settings. For instance,
each object has a color setting, each object has a highlight setting,
each object has a setting for every material attribute there is.

When a program is set up in this way, making a change to one ob-


ject won’t affect any other object. Unfortunately, this means that
if you are using a particular color on a hundred different objects,
and you want to change that color, then you will have to make the Most 3D programs keep separate material settings
for each object.
change a hundred different times.

The Invigorator however, considers a Material Swatch to be an


entity in itself. It’s a scene element the same way that a light, a
camera or an object are scene elements. With the Invigorator,
when you set up the color and highlights on a Material Swatch
you are, in a way, mixing the paint in a “paint can”. The “paint
A Material Swatch is like a paint can that holds material settings.
can” exists as a holder of the paint settings and can then be ap-
plied to objects over and over again.

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With most 3D programs there is no “paint can”. You mix the paint
right on the object by adjusting the object’s various material set-
tings. If you need to make changes you have to edit the material
settings for every object that has to be changed.

With the Invigorator, on the other hand, changing the material


settings means only re-mixing the paint in a single paint can, (the
“paint can” remember, is a Material Swatch). Once the change is
made, every object that is using paint from that paint can inherits
the changes automatically.

In the Invigorator, when you apply a Material Swatch to an object


you are making a link between the object and the paint can. You
are telling the program to apply the paint in this paint can to
any object it is linked to. The object doesn’t carry the material
settings which created the paint, all it carries is one bit of infor-
mation which is the name of the paint can. During rendering
the paint in the paint can is applied to the object and that’s what
colors your object.

When you make changes to the paint in the paint can, (Material
Swatch), it affects every object that is being colored by that Mate-
rial Swatch. So if you’ve used this Material Swatch on a hundred
different objects, changing the color of the Swatch automatically
updates every object that uses that Swatch. Got it?

366 Zaxwerks 3D Invigorator for AE - User Guide


This is a very important point. One change updates all uses of
that material no matter how many times that material was used.
This is of huge benefit when making changes during production
deadlines.

So, now that you understand how Materials are applied to Ob-
jects, there is one possible problem you might run into. It’s the
case where you have applied the same material to many different
objects, but then you decide you want to change the material on
only one of those objects without it affecting any other object.

If you need to change the material on only one of those objects


you will need to unlink the object style which links all of the
materials together.

1. Select the object you want to change.

2. Show the Object Styles tab.

3. From the Swatches menu select the Unlink Object Style com-
mand.

4. Show the Material Palette so you can see all of the Material
Swatches applied to that object.

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5. Drag the swatch you want to change from the palette into the
Material Editor.

6. Now you can edit the new material without the changes affect-
ing any other material or object.

WARNING:
You cannot simply change the name of the Material
Swatch, by typing a new name or number into the Material’s
Name field. That will just change the Material’s name and
all objects that have been using that material will keep on
using it. What you have to do is to Unlink the Object Style.
This will create new materials that aren’t being used by any
other objects. Then assign this new material to the object
you want to make the change to.

368 Zaxwerks 3D Invigorator for AE - User Guide


Special Topic -
Understanding Vector Shape & Text Objects
The shape of a vector shape or text object can be thought of in
two parts: 1 - The front and back and 2 - The sides.
The front and back faces of an Invigorator object are determined
by the shapes of the vector artwork drawn in your vector drawing
program such as Illustrator, FreeHand or Corel Draw.
The sides of a vector or text object are determined by the shape
of the Edge Profile. This is the part that gives an object thickness,
and makes the 2D shape into a 3D shape.
The Vector Artwork
The simpler the shapes of your vector artwork the nicer they ap-
pear in 3D. The Invigorator does not care whether you use long
curves or short curves, but generally speaking the fewer the num-
ber of vector points used to make your shapes the more graceful
the resulting models.
The Edge Profile
In the Classic version, the Edge Profiles are all presets. They are
designed to cover a wide range of possible looks and uses. There
are about one hundred Edge Profiles. They cannot be edited, but
you can adjust their thickness with the Edge Scale slider, and
their size with the Depth slider.
(With the PRO version you can design your own profiles, which
really unlocks the door to 3D fontography.)

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What Is An Edge Profile?
The bevels along the edge of your object can range from simple
to complex. Since most of them don’t resemble what you would
consider a classic “Bevel” we call them “Profiles” instead.
An Edge Profile creates the sides of your model. It is what con-
nects the Front face to the Back face.

Seeing Which Profile Is Applied


If you looked at your model from above, the front and back faces
would look like straight lines and the Edge Profile would be the
shape connecting the ends of those lines. The Material Set-Up
window shows you what the Edge Profile looks like.

Reveal the Material Set-Up window by clicking on the Mate-


rial Set-Up radio button above the preview window. From the
illustration you can see how the front face is at the bottom, and
the back face is at the top. This is because we are looking at the
model from the top as though it were a cross section.

Notice that the Front and Back faces are between the dotted
lines. The Edge Profile starts at the dotted lines and extends out
to the sides. The Front and Back faces will always be the same
size as the original vector artwork. The Profiles add to the width
of the vector shapes.
The Material Set-Up window

370 Zaxwerks 3D Invigorator for AE - User Guide


The Profile that is applied to an object around that object’s out- Hole
Outside
side perimeter is called the Outside Profile and is shown on the Profiles
Profiles
left side of the Material Set-Up window. The Profile applied to go here.
go here.
the insides of Holes is called the Hole Profile and is shown on the
right side of the diagram.

Most of the time the Hole Profile is drawn as a dotted line be-
cause it’s being controlled by the Outside Profile. If you want to
give the Holes their own Profile, then you need to uncheck the
“Use Same Profile for Hole Edges” checkbox. When you do this
the Hole Profile will be drawn as a solid line, indicating that it’s
active.

Changing The Edge Profile


The 3D Invigorator has about one hundred different Edge Profiles
to choose from. The styles range from simple to extreme. Refer
to the Appendix of this manual for a picture of each one. Edge
Profiles are selected from the popup menu at the right side of the
large Object tab.

Experiment with them. Some are made for special purposes and
might not work for your current project, but may look terrific on
your next project.

To apply a different Edge Profile to an object…


1. Select the object you want to apply the new Profile to.

Zaxwerks 3D Invigorator for AE - User Guide 371


2. Click on the Outside Edges popup menu and drag up or down
until you’ve highlighted the profile you want to use.

3. Release the mouse.


If the Material Set-Up window is showing, you’ll see the Profile
you’ve just selected.
If the Scene Preview is showing, you will see the objects rebuild
using the selected style.

Browsing The Edge Profile List

Once you have selected an Edge Profile from the menu, you can
browse through the list by pressing the up or down arrows on
your computer keyboard. Doing this will step you through the
Profiles list.
Once you’ve selected a profile you can use the
up/down arrow keys to step through this menu. If the Material Set-Up window is active, you will see each profile
as you click. If the Scene Preview window is active, you will see
the selected objects rebuild using each new Edge Profile.

In this way you can browse through the various profiles, experi-
menting with design ideas, and observing the effect on the look of
the object. When you find a look you like, simply stop browsing
and you’re done.

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Special Topic - Creating Spheres And Other
Primitives
You can make spheres, cones, cubes, truncated cones, dough-
.

nuts (torii), and pyramids inside the Invigorator. If you have


the PRO version it has a primitives modeler built into it. But
some of the following shapes have to be built by hand.
Cube: Make a square and apply the Basic, Flat Sides edge to
it. You’ll have to tweak the Depth to get it right but remember
that the Depth is in points just like Illustrator. So if you have a
Square that’s 100 points to a side, then make the Depth 100 and Rounded Edge Cube
Cube
you’ll have a perfect cube.
Rounded Edge Cube: Start with a rounded rectangle
shape and apply the Round Edges, Small to it to make a per-
fectly rounded cube. A 150 x 150 square with a 12 point round
radius and an Invigorator Depth of 150 seems to work well.
Since the round edges take up space you have to compensate
with extra depth.
Prism: Same as cubes but start with a Triangle and apply
Basic, Flat Sides.
Sphere: Start with a circle. A very small circle like in the 12
point (or 1/8 inch, or 3 millimeter) range. Apply the Half Pipe Sphere Prism
edge to it and Presto! you get a Sphere. Use the Depth control
to adjust the size of the Sphere. Use the Object Faceting con-
trol to increase the polygons, making the sphere smoother.

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If the circle you start with is too big you will get a peppermint
candy shape.

Cone: Start with a tiny circle and apply the Flare, Straight
edge to it. Use the Depth control to adjust the height of the
cone. Use the Edge Scale to adjust the size of the base. Note
that this won’t be a perfect cone as the tip is nipped off a lit-
tle, but if the circle you start with is small enough, you won’t
be able to see it. Use the Object Faceting control to increase
the polygons and make the cone smoother.

Truncated Cone
Truncated Cone: Start with a bigger circle. The Illustra-
Cone
tor circle becomes the top of the cone.

Pyramid: Start with a tiny triangle or a square or a pen-


tagon. Apply the Flare, Straight edge to it. Use the Depth
control to adjust the height. Use the Edge Scale to adjust the
size of the base.

Torus (doughnuts): This one has a few steps to it.


Step 1 - Make a circle (~200 points) in Illustrator.
Step 2 - Give it a 1 point stroke and NO fill.
Step 3 - Use the Object >Path >Outline Path command to turn
the stroke into a tiny fill.
Pyramid Torus (doughnut) Step 4 - Open this file in the Invigorator and apply the Half
Pipe edge to it. Use the Depth control to adjust the thickness
of the ring. The diameter of the ring is set in Illustrator by the
original circle.

374 Zaxwerks 3D Invigorator for AE - User Guide


Cylinder: Start with a circle and apply the Basic, Flat
Sides edge to it.

Plane (Floor/Walls): Make a large rectangle the size you


want the Plane to be. Then either set the Depth to zero or turn
off the Generate Model Parts for the Edges and Back
Face, leaving only the Front Face showing.
Cylinder Plane
Pill: Start with a circle and apply the Round Edges, Large
to it. Use the Depth control to adjust the length of the pill.
Small circles give you capsules.
Large circles give you tablets.

Light Bulbs: Ever think there would be something like a


light bulb primitive? Start with a small circle and apply the
Bulb, Light edge profile. The idea is to spell out words using
small circles and then turn the circles into light bulbs. Use the
Pill (capsule) Pill (tablet)
Material Set-Up window to split the edge into the glass areas
and the chrome screw base. Apply a lens flare (separate AE
plug-in effect) to each light bulb and animate the intensity up
and down to make the lights “turn on.” Caution: This creates
lots of polygons so render times can be several minutes a
frame.

If you’re in the holiday spirit there is also a Holiday Bulb


edge profile which makes Christmas tree-type lights.
Light Bulb Holiday Light Bulb

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Special Topic - Creating Grids

The Invigorator considers that Filled paths are solid (meaning


they have front and back faces) and Stroked paths are hollow
(with no front/back faces, although you can always give them
faces by clicking the Generate Model parts checkboxes.)

If you make a stroked path that is left open the Invigorator will
automatically join the beginning and end points for you. The
problem with a grid line is that you have a straight line which,
when closed, overlaps back on itself causing bogus geometry.

So the best way to make grid lines is to give the lines a 1 point
stroke, no fill. Then use the Outline Stroke command (Object>
Path > Outline Stroke) to turn the stroke into thin filled rect-
angles. These thin rectangles will then Invigorate nicely.

COOL TIP 1
If you start with the above technique of turning strokes into
paths, then apply the Half Pipe edge profile to the lines, you will
turn the grid line into tubes!

Use the Depth control to adjust the diameter of the tube.

376 Zaxwerks 3D Invigorator for AE - User Guide


If you want to do something like floating the horizontal lines
above the vertical lines, you can do this very easily by grouping
all of the horizontal lines in Illustrator before bringing them into
the Invigorator. That way they are all one object so it’s easy to
select them all with one click, and then use the nudge keys to lift
them directly up, away from the others.

Other types of objects can be treated this same way. Group them
in Illustrator so you can color and animate them as one object
instead of 40 or 50 separate objects.

If you want just flat grid lines, set the Depth to zero.
The Butt End Cap will create squared-off ends
SUPER COOL TIP 2
Sometimes you’ll want the ends of the grid lines to be rounded
instead of flat. This is done by giving the stroked line Rounded
End Caps in Illustrator before doing the Outline Stroke com- The Round End Cap will create rounded ends.
mand.

When you do this the semicircle at the end is very very small so
you have to increase the Object Faceting for Render to a much Convert stroked paths to outlines to make a shape
lower value to get rid of the chunky look. the Invigorator will be able to use.

The Edge Profile used for the example was the Clipped Heart.
And the material was the default Chrome.

Zaxwerks 3D Invigorator for AE - User Guide 377


Special Topic - Working With Objects Outside The
View Of The Camera
Here’s a little tip on how to work with objects that are outside the
view of the camera.
Remember, you can always Dolly the camera back farther so you
can see the objects, however that will goof up your Camera posi-
tion, so here’s what you do.
When the Camera button is active (blue), there is a popup menu
in the toolbar that says Views... This popup has several presets
for Top, Front, High Right, etc. and it also has a menu item that
lets you save your own views. A view is a group of settings for
camera position, camera direction, and lens angle.
Before you Dolly the camera back, pick Save View from that
popup and name the current view. Then you can move the cam-
era freely to animate the off screen objects. When you’re done,
simply pick the saved view from the Views... popup and presto!
you’re back to where you started.
If you forget to save the view before you move the camera you
need to use AE’s Undo feature to back up to where the camera
was in the correct position, save the view, then continue on.

378 Zaxwerks 3D Invigorator for AE - User Guide


Special Topic - Preparing Your Vector Files
As you prepare your Illustrator/FreeHand files for use in the
Invigorator, here are a few things to take into consideration to
make the process more successful.

Convert Text To Outlines


Any text objects in your Illustrator files will be ignored unless you
convert the text to vector outlines.
A Text Object Vector Outlines
In Illustrator use the Text > Create Outlines command.
In FreeHand use the Text > Convert to Paths command. Convert Text to Outlines

Use Large Type


All of the presets for modeling and surfacing are based on objects
that start out at about 100 points in size. You can work with text
and objects larger or smaller than that, but you will have to fuss
with the settings a little more. Whenever you are laying out type
always remember to make it 100-120 points in size.

Position On Page Is Important


The Invigorator uses the position of the 2D objects on the Illustra-
tor/FreeHand as the position of the 3D objects when they come
into the 3D world. The bottom left corner of the page is the 0,0
point in the Invigorator’s 3D world. This means if you lay out
your artwork so that it’s at the top of the page, it will come into
the Invigorator high off the floor. The lower left corner of the page be-
comes the 0,0 point in the Invigorator

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Prepping For Object Replacement
When preparing for using the Replace or Reload Layer features,
the position of vector objects on the page is doubly important. If
the vector objects in the replacement file are in different posi-
tions than the objects in the original file, then the 3D objects will
jump from the old position to the new position during the replace-
ment.
Object positions are very important when replacing or re- Always put vector objects that are to replace other objects in
loading vector artwork. exactly the same spot on the Illustrator/FreeHand page.

Spikes
Sharp corners in the vector paths will cause long spikes in the 3D
objects. If you see spikes sticking out of your 3D objects you will
need to repair the vector paths the object was built from and then
use the Replace or Reload Layer commands to fix it. (See the
Special Topic on Spikes for more on this.)

Prepping for Opening By Layers


When preparing a file for Open By Layers, each layer will become
a single object. No matter how many vector paths are on a layer,
they will all be locked together into one big object when they
come into the Invigorator. This means they will move as one
group and can only be given one set of materials or edge shapes.

380 Zaxwerks 3D Invigorator for AE - User Guide


Every object that will have its own colors or shape settings needs
to be on its own layer inside the Illustrator or FreeHand file when
the Open By Layers option is used. If Open By Layers is not used
then each vector path will become its own 3D object unless it has
been grouped with other paths inside Illustrator/FreeHand, or is a
hole inside of another path.

Another very important point when prepping for the Open By


Layers option is to name every layer a different name. If you
name two layers the same thing the Invigorator won’t be able to
tell the difference between them and the Reload Layer command
will simply pick the first layer it finds that has that name.
Never name two layers the same thing.

No Overlapping Vector Paths In The Same Layer

When Opening By Layers if you make objects that overlap be sure


to use a Pathfinder command to unite them into one object. Oth-
erwise you will get overlapping geometry that may flicker when
animated.

If you aren’t using the Open By Layer option this won’t matter
because the paths will become independent objects and can be
moved apart once inside the 3D world. If you don’t move them
apart, however, their faces will be on the same plane and will Turn this... into this.
flicker when animated.

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Do Not Use Blends In Your Objects

Each step of a blend will become a separate 3D object which cre-


ates the problem of overlapping geometry.

Using Illustrator Colors

You can assign colors to your vector shapes and use the “Use Il-
lustrator Colors” option to bring those colors into the Invigorator.
When you do this the stroke color becomes the color of the Edge
Profiles and the Fill color becomes the color of the front and back
faces. Postscript patterns and gradients are not supported.

Grouped Vector Objects Will Be Locked Together

When several vector shapes are grouped together in the vec-


tor drawing program they will come into the Invigorator as one
locked-together clump of objects. You will not be able to color
them separately, or move them separately.

There is an option in the Select Artwork window called Dismantle


Groups that will break grouped objects down into separate parts,
but use this only as a last resort. It’s better to ungroup in your
vector drawing program and then group together the things that
should be grouped together, such as letters of a word or the
pieces of a background element.

382 Zaxwerks 3D Invigorator for AE - User Guide


Using Clip Art

If you like you can use clip art, as long as it is vector based not
pixel based, and it has been saved in native Adobe Illustrator
format, version CS or lower. If it is not in Illustrator format you
must open it in a vector drawing program and re-save it as such.

If you start with a complex piece of clip art, you should remove
the blends and simplify it. Silhouette style artwork works the
best. (See the Special Topic on Using Clip Art for more infor-
mation.)
A piece of clip art turned into 3D

Generic EPS Files Do Not Work

Raw Postscript, EPS or PDF format files do not work. The file
must be in native Adobe Illustrator format, version CS or lower.
You must be able to open the file in Illustrator and edit the indi-
vidual points in the vector artwork. If you can’t select and change
the position of single points within the graphic then you are trying
to use a placed EPS graphic, and that won’t work.

You may be able to get it to work by saving the file in native Il-
lustrator format and trying it anyway. Sometimes the correct data
is locked up inside the file and you just have to figure out a way to
get it out.

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Special Topic - How To Edit An Illustrator File
And Get The Invigorator To Use The Changes

When you load an Illustrator file the Invigorator holds the vector
shapes internally so you don’t have to keep track of the file any-
more. It would be a bad thing to save over the top of the original
Illustrator file and have your 3D scene suddenly change when
you didn’t want it to. But when you do want to change the vector
shapes, how do you do it?

Since there is no way inside of Illustrator to name a vector shape,


it’s impossible for us to tell which shape is which in the Illustrator
file. Illustrator doesn’t keep the vectors in any particular order,
and any time you modify a path with a pathfinder operation the
order gets changed.

As much as we tried, and we tried pretty hard, there is no magic


way to edit a whole Illustrator file and tell the Invigorator to
rebuild everything using the new vectors.

So, working with the hand we’d been dealt, we figured out two
ways to swap the old vectors for the new ones. The Replace fea-
ture, and the Reload Layer feature. The difference is in how you
load the original Illustrator file.

384 Zaxwerks 3D Invigorator for AE - User Guide


Replace
Replace works on one Vector Shape object at a time. It takes any
vector object and swaps the paths used to create it with all the
visible vectors in an Illustrator file. This means you can replace a
letter for a letter, a letter for a word, or a word for a single letter.

By Visible, what we mean is, on a layer with visibility turned


ON. Anything on an Illustrator layer with the visibility eyeball
turned OFF will be ignored when the file is read.

Visibility does not mean “hidden”. As in how you can show/hide


paths inside Illustrator. Visible/Invisible is a Layer property.

Reload Layer
Reload Layer only works if the Illustrator file had the Open By
Layers checkbox turned ON when the file was first added to the
Invigorator. (See this checkbox at the bottom of the Select Art-
work window.)

What this option does is very cool. It turns everything on an Illus-


trator layer into a single object and names it the same thing as the
layer. This lets you name all your objects while you’re still inside
of Illustrator. You would put each object on a different Layer,
name the layer and when you opened it in the Invigorator every-
thing is organized the same way you set it up in Illustrator.
Turn on the Open By Layers checkbox when first opening a file in
order to use the Reload Layer feature.

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Examples: the “Headlines” layer, the “Outer ring” layer, “Anchor’s
name” layer, etc...
More importantly this gives the Invigorator a name to look for in
the Illustrator file. So what you do is edit the paths in the original
Illustrator file and save the file. Then go back to the Invigorator,
select the object you want to update and click the Reload Layer
button. The Invigorator then finds the original Illustrator file, (by
name so you have to keep the name the same), looks through it
for the layer that the object came from, pulls all the vectors out of
that layer and swaps them for the vectors in the object that you
are updating.
In terms of process, Reloading a Layer takes one click only, but
it takes more effort up front to place each object on a different
layer. The Replace feature takes no up front planning, but when
you do the updating you have to remember to put everything
except the target vectors on an invisible layer.

IMPORTANT POINT
Whenever you edit Illustrator files remember that
the position of the vector shapes on the Illustrator
page determines where the objects end up inside the
Invigorator’s 3D space.
If you had the word Hello and you wanted to do a
fancy H, remember to position the fancy H in the same
spot as the old H. Otherwise the H will shift positions
during the Replace or Reload operations.
386 Zaxwerks 3D Invigorator for AE - User Guide
Special Topic - Using Clip Art
Not every piece of clip art you have will make good Invigorator
models. For best results the clip art should be relatively simple.
Much of the pizzazz of an Invigorator scene comes from the Edge
Profiles used, the application of textures and reflections and the
interplay of shadows. Silhouette style artwork works the best.

The clip art must be in vector form. Scanned and raster based
clip art doesn’t have the vector information in it so the Invigora-
tor can create 3D models. You can, however, use raster based
artwork as texture maps. Save them in PICT or TARGA format Click on the thumbnail box to use scans and
and bring them into the Invigorator through the Materials Editor. raster based clip art as texture maps.

Some clip art is created with dozens and dozens of shapes. This
type of artwork should be simplified in a vector drawing program
before being used in the Invigorator. If you don’t have a vector
drawing program, you can sometimes get acceptable results by
disabling or deleting the pieces that are causing the clutter.
Blends must be removed from clip art.
Do this by clicking on the shape with the selection tool, in the
Scene Preview window. This will select it, put a bounding box
around it, and make its name active in the Objects List popup
menu. Disable it by clicking on the “Make Invisible” checkbox
located under the Objects popup menu. Delete it by clicking the
Delete button or hitting the Delete key on your keyboard.

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Since much clip art is delivered in very old formats, you may
find that some of your objects have been split in half. A “Q”, for
instance, may be made in two pieces, a top half and a bottom half.
This ends up eliminating the hole so the Invigorator doesn’t know
that this object is supposed to have a hole. If this happens, there
is no way to make it work unless you repair the artwork in a vec-
tor drawing program. (Illustrator, FreeHand, Corel Draw)
Repair the breaks to make a clean vector shape.
Other times you may find that a hole in a piece of clip art was
made by laying a white object over the top of a black object.
While this method “appears” to create a hole when printed on
paper, it isn’t giving the Invigorator the proper information to
construct a hole. If this is the case, it must be turned into a real
hole inside a vector drawing program.

Special Topic - Overlapping Objects


If you are using clip art, you may have picked an image which
uses separate shapes to simulate gradients, blends and color
changes. Each one of these shapes will become a separate object
in the Invigorator forming a stack of dozens if not hundreds of
overlapping objects, all sharing the same space.

This causes the Invigorator to get confused about which object


should be showing and can cause rendering errors such as flicker-
ing surfaces, or surfaces with what looks like cob-webs wrapped
Turn this... into this. around them.

388 Zaxwerks 3D Invigorator for AE - User Guide


To clean up this problem you must open the clip art in a vector
drawing program and delete all of the pieces except for the ones
you want, which are usually the outside edges. You can also de-
lete them from inside the Invigorator but it takes more time. (See
the Special Topic on Using Clip Art for more information.)

Special Topic - The Holes In Objects Are Filling In


If the holes in your object are covered over, it is most likely be-
cause you do not really have a hole. Even if you look at the model
in Wireframe and can see the inside part of the hole, it’s really
just that the vector path for the hole has been left as a separate
object, and needs to be made into a hole inside your vector draw-
ing program.

To fix this problem you must have access to a vector drawing


program. Open the vector artwork in your drawing program. This object looks OK, ... so the 3D model
Click on the outside path, then shift-click so the path for the hole but it does not really looks wrong.
is selected at the same time. Then use the command that will turn have holes...
the inside path into a hole.
FreeHand: Modify > Combine > Punch.
Illustrator: Object > Pathfinder > Minus Front or Minus Back.
This will create a real hole that the Invigorator will create a
proper 3D model from.

Zaxwerks 3D Invigorator for AE - User Guide 389


After doing this operation, always check to see that you really do
have a hole. To do this, draw a red box and send it to the back,
so it’s behind all other objects in the stack, and drag it so it can be
seen through the hole. If it is a hole, you’ll be able to see the red
of the box. If it’s not a hole you won’t be able to see the red.

Clip art supplied in Illustrator 88 format will not have true holes.
This format does not support holes. Holes were simulated in the
The holes in this object The holes in this object 88 format by placing a white object over the top of a black object.
are not really holes. are constructed properly. You must use clip art in Illustrator 3.0 or later format for true
holes to appear in your Invigorated objects.

Special Topic - Spikes On Smooth Curves

Sometimes a vector object is created that has a sharp point in it.


When this object is brought into the Invigorator you will see what
appears to be a spike sticking out from your model.

This is because the Invigorator is trying to apply an Edge Profile


to a point, and if the two edges of the point come together at too
sharp of an angle it takes a long distance for the outside edges of
the profile to meet. (This is called mitering, like the miter joint on
a picture frame. Postscript has the same problem when you apply
a fat stroke to a sharp miter. This is why there is a miter limit set-
ting which will chop off the mitered point if it gets too long.)

390 Zaxwerks 3D Invigorator for AE - User Guide


There are two ways to fix this. (1) Open the vector file in a vector
drawing program and adjust the control handles of the point so
they aren’t so close together. This will minimize or fix the prob-
lem. (2) Use the Invigorator’s Spike Buster feature which will clip
the ends of sharp points for you.

Auto-trace programs are notorious for creating many small sharp


Remove the spike by straightening out the control handles.
points. Often times these points will end up as spikes. They will
need to be cleaned-up or “Busted”, or you can trace the artwork
by hand instead of using the auto-trace feature.

Blending between shapes inside the vector program is also an-


other source for spike points, and so are some fonts.

Special Topic - Spikes On Points

Another case where you’ll get spikes is at the end of pointed


objects. This is the same problem as above where the mitering of
the Edges Profiles creates a very long point. The only difference
is that in this case you really do want a point, you just don’t want
it to be so long.
Add a small curve to the end to remove a spike.
There are two ways to fix this problem. One way is to open the
vector file in a drawing program and make the corner point into
a smooth point with small control handles. This will add a little
curve to the end which will reduce the length of the spike.

Zaxwerks 3D Invigorator for AE - User Guide 391


You can also add another point very close to the end point and
join them together with a straight line segment. This will clip off
the end in a blunt cut instead of a curve.

The last way is to use the Spike Buster feature which will clip the
ends for you. Using Spike Buster, however, you will clip every
Adding points to clip spikes.
point on the object whereas you might only want to clip one or
two.

Sometimes spikes are being caused by a part of the file you don’t
even want, or wouldn’t notice was gone if it were deleted. Select
the object with the spike and disable all other objects except this
one. Then look at it and decide if deleting this object would ruin
the scene. If not, then just delete it.

Special Topic - Using Scanned Artwork

A scanned photograph or scanned piece of line art is only a bit-


map. It is made up of pixels and does not have any vector outlines
in it. Because of this it cannot be used to make models inside the
3D Invigorator. Even if you open it in Photoshop and save it as
an EPS, it still will not have any vector outlines. In order for you
to make the scan usable, you must convert it to vector outlines.
A scanned photo is only made of pixels. There are several ways of doing this.
There are no vector outlines to make a 3D model from.

392 Zaxwerks 3D Invigorator for AE - User Guide


One way is to use an autotrace operation to convert the scanned
image to vector outlines. Adobe Streamline and Macromedia
FreeHand are two programs with fairly good autotrace functions.

Autotrace programs work well enough for straight 2D print work,


but they can cause problems when you turn the vectors into 3D
models. The vectors produced by an autotrace program usually
have many small points scattered throughout the image which
turn into spikes when Invigorated. This is especially true when
the tolerance on the autotrace is set low. However it is possible
to clean up the sharp points, and once cleaned up the spikes
go away and you’re all set. (See the Special Topic on Spikes for
more about what they are and how to fix them.)

Another way to convert the scan is to trace it by hand. This takes


more skill but it produces vector outlines that will Invigorate with
fewer problems. Also, because the clean up of an autotraced
piece of artwork can take a long time, hand tracing is sometimes
the better idea.

Usually, if a client has a stat or other piece of artwork that they


want you to use, chances are they will also have a FreeHand or
Illustrator file too. Remember to ask for the vector file. You will
save yourself a lot of time and frustration.

Zaxwerks 3D Invigorator for AE - User Guide 393


Special Topic - The Tiny Camera And Light Buttons
Inside the AE Effect Controls window, next to the red ball icon,
are two tiny buttons. One with a Camera on it and one with a
Light on it. These are called the Update Camera and Update
Lights buttons.
What these buttons do is to let you bring a Camera view or a
Lighting set up from the Set-Up window interface, into the AE
Effect Controls window.
Regarding the tiny Update Camera button:
When you enter the Set-Up window (red ball button) you can
Inside the AE Effect Controls, pick the High Left view from freely move the camera and move the lights. However, when you
the Views popup. Then click the Set-Up button. click OK to get back to the AE Effect Controls you will notice that
the camera view is back to the same position as it was before you
entered the Set-Up window. In other words the view from inside
the Set-Up window did not “stick” when you left that window.

Do a quick test:
Step 1 Inside the AE Effect Controls, pick the High Left view
from the Views... popup.
Step 2 Click the red ball icon to enter the Set-Up window.
Step 3 Pick the High Right view from the Views... popup inside
the Set-Up window.
Step 4 Click the OK button to exit the Set-Up area.
Inside the Set-Up window select the High Right view
from the Views popup. Step 5 You will see that the view is the same High Left view that
was last seen in this window. The High Right view did not stick.

394 Zaxwerks 3D Invigorator for AE - User Guide


Now click the tiny Update Camera button. What happened?
The view changed to High Right! So what this button does is it
takes the view that’s inside the Set-Up window and puts into the
AE Effect Controls window. Got it?
The reason we made this a separate step is because if you’re do-
ing a camera animation you might not want the Set-Up view to Click on the Update Camera button in the AE Effect
mess up your beautiful animation. This feature allows you to use Controls window.
or discard the Set-Up view at will.
There’s one other little trick that the Update Camera button does.
When you first load an Illustrator file you will notice that the view Remember to hit the Update Camera button
is a bit off. The objects are usually small and off center. When when you first start a project.
first loading an Invigorator like this, you have not yet entered the
Set-Up window so the Update Camera button acts as a shortcut
for the High Left camera view preset.

Now regarding the tiny Update Light button: Same deal.


If you set the position of a light or change its color while inside
the Set-Up area you will return to the AE Effect Controls window
to find all of your changes are gone. But they’re not really gone,
they’re just in “storage”. All you do is click the Update Light
button and the lighting changes will be brought into the Effect Click the Update Light button to bring the lighting changes
Controls window. made in the Set-Up window into the AE Effect Controls window.

This includes using the Lighting Styles feature. You will not see
the changes made by a Lighting Style until you click the Update
Light button.
Zaxwerks 3D Invigorator for AE - User Guide 395
Special Topic - Making Projects Render Faster
Classic & PRO Versions
- Don’t over smooth the objects. Set the Object Faceting slider
to the highest number possible. The faceting number is too large
when you can see chunkiness around the edges of the model.
(See the section on Object Faceting for details.)

- Shadows make the scene look really really good, but they add
significantly to the rendering time. Shadow softness is especially
good at increasing the rendering time. Keep the softness as low
as possible.

- Transparent objects also look really good but, likewise add to


the rendering time.

- If you are using very large texture maps or lots of small ones,
you should turn on the User Preference called “Keep textures in
memory between renders”. This will use more RAM but increase
rendering speed.

- Turn off the backfaces of objects as a way of decreasing the


number of polygons.

- You may have some problem vector objects. Check the Illustra-
tor file you used to make the 3D models you may find that you
have extra junk grouped to the main paths causing the Invigora-
tor to do thousands of unnecessary calculations.

396 Zaxwerks 3D Invigorator for AE - User Guide


Special Topic - Making Projects Render Faster
PRO Version Only

PRO- Change the Renderer popup from “Invigorator Render” to


“High Quality OpenGL” this will disable some rendering features
but give you a huge increase in rendering speed. The faster the
OpenGL accelerator on your computer the faster the rendering.
Typical rendering time using this option is 1 second per frame or
better at 3x3 antialiasing.

PRO- When using the Hi-Quality OpenGL renderer, increas-


ing the antialiasing level seriously affects rendering time. A
3x3 antialiasing level will take twice as long to render as 2x2
antialiasing.

On the other hand, increasing the antialiasing level when using


the Invigorator Renderer causes only a small increase in ren- Setting the Hi-Quality OpenGL renderer to anything higher
dering time. This is due to special algorithms we use that only than 3x3 will start to slow it down. If you need higher than 3x3
antialias the areas that need it. antialiasing then you should use the Invigorator Renderer.

PRO- Keep the text objects simple. Don’t create paragraphs worth
of text. Limit your 3D text to only what’s necessary.

Zaxwerks 3D Invigorator for AE - User Guide 397


Plug-ins folder. This main Zaxwerks folder should
TROUBLESHOOTING contain the Startup file, the Swatch folders and
IMPORTANT! Use “Save As” often. Changes in the Plug-in itself, plus two other folders one called
the host, the operating system, and your personal Zaxwerks Maps and one called Zaxwerks Environ-
computer configuration can cause quirks in how ments. These two folders contain pictures used in the
the Invigorator operates. If you find problems you default material libraries.
MUST tell us in order for them to get fixed. We
Most likely what’s happened is that when you installed
WANT to fix them. We want the program to be
the plug-in you dragged only the plug-in into the AE
completely stable when in production. Call or write
plug-in’s folder. What you should have done was
when you find something, and send us the file that
dragged the main Zaxwerks folder into the plug-ins
demonstrates the problem.
folder which would have copied the plug-in and all the
Check our website for the latest updates to the supporting files. (See the installation instructions.)
Invigorator software and updates to this Trouble-
shooting document. Some of the following issues
may no longer be problems, and sometimes new Q- I get the error message: Invalid Authorization
ones come up. Code.

Q- My Materials aren’t showing up in the Materials A- The Invigorator is authorized to run on only one
Bin. copy of After Effects. Check to see if you are install-
ing the Invigorator on the copy of After Effects it was
A- The Invigorator is not just the plug-in but several
authorized to run on. Make sure you are entering the
support files as well. You are missing the support
code exactly as given to you.
files.
The default Material libraries are loaded from the A2- If you’ve upgraded recently, make sure you are
Zaxwerks Swatches folder. This folder is inside using the Authorization code for the version you are
the main Zaxwerks folder which is inside of the AE trying to install. (e.g. PRO vs. Classic)

398 Zaxwerks 3D Invigorator for AE - User Guide


Q- When I open a saved project it takes a long time A2- It’s also possible that you have a very compli-
before the image in the Comp window appears. cated project and AE is running out of RAM. (See the
“Invigorator and RAM usage” section.)
A- You left the Quality switch for the Invigorator’s
layer set to Best. Change it to Draft mode and the
Comp window will update quickly.
Q- The Comp window image looks like video noise

Q- When I open a saved project the Invigorator image A1- The driver for your video card is out of date.
that appears in the Comp window is different than the
one that appears in the Effects Controls window. A2- Leave more RAM for OpenGL. (See the “OpenGL
and RAM usage” sections.)
A- Move the Time Thumb to a new position and the
two windows will get back in sync.
Q- The 3D Scene Preview is blank

Q- When I render a movie out of the Render Queue I A1- You may have the Caps Lock key on or the visibil-
get a “Rendering Failed” message from After Effects. ity eyeball for the layer is turned off.

A1- Take off the Caps Lock key. The Caps Lock Key A2- Leave more RAM for OpenGL (See the OpenGL
means “Abort Rendering” to the Invigorator. and RAM usage section.)

If you want to stop the Comp window from redrawing


during a Render Queue rendering, just close the Comp
window before you hit the Render button.

Zaxwerks 3D Invigorator for AE - User Guide 399


OpenGL And RAM Usage The Invigorator And RAM Usage
(Mac OS9 only)
The Invigorator is a full 3D application that runs inside
OpenGL is a system extension and needs its own After Effects. It’s not an ordinary plug-in. Because
RAM to run. You can’t manually assign it RAM, it will of this there are a few things you must keep in mind
grab RAM as it needs it, and if it doesn’t have enough when using it.
RAM you will see problems with your images. The
amount of RAM needed, changes based on the size Every Invigorator you add to a project takes from 5
of your rendered image and the complexity of your to 10 megs of RAM. This RAM is allocated for every
3D scene, but a good rule of thumb is to leave at least Invigorator effect in the entire project. It doesn’t mat-
20 megs of RAM free once After Effects and all other ter that all of your Comps in your AE project may be
programs have been opened. You can check for this closed. The memory is set aside as soon as the project
by looking for the “Largest Unused Block” size in the is opened.
“About This Computer” message window. (First item
under the Apple menu.) If you have added 10 Invigorators to a project you are
eating up 50 to 100 megs of RAM. Additionally every
The RAM OpenGL uses must be in a contiguous block Comp you have open will allocate its own OpenGL
so when you are opening and closing applications the RAM which takes up even more RAM. This may seem
RAM can fragment and you will start having trouble a high price to pay, but remember you are trying to run
with your Scene Preview window and the Draft mode 10 full 3D programs all at the same time!
image. If this happens save your AE project, quit AE
and all other programs and launch AE again. It’s better for you to break your projects up into a few
Invigs per project. That keeps things faster and more
stable.

400 Zaxwerks 3D Invigorator for AE - User Guide


Q- If I close the twirly arrow in front of the 3D Scene Q- My rendered images get clipped off. Usually at
Preview window, it won’t reopen. the top and bottom.

A- Follow these steps to get it open again: A- You are rendering to a codec that doesn’t support
- Save the AE project image sizes larger than standard video sizes (such as
- Open the same project you just saved. Don’t 648x486). Switch to the QT Animation compressor to
click on anything. render the full, oversized, movie.
- Pause and let all rendering and redraws Codecs known to have this problem are:
stop. *ImMIX video codec
- Click on the twirly. It will open.
You can open and close the twirly for the entire effect
with no problem, just not the twirly for the Scene
Preview.
Q- My objects are all named the same thing and the
Invig is getting confused about which one is which.
Q- The three tabs on the right side of the Set-Up win-
dow that say “Objects, Materials, and Object Styles” A- You have used the Open By Layers option and
are appearing as video noise. have named your Illustrator layers the same name.
Change the names of the Layers in the Illustrator file
A- You have a video card driver that is incompatible and start over.
with the current version of OpenGL. Get the latest
version from your manufacturer’s website.
Video drivers with known problems are:
*Twin Turbo Acceleration
*9600 graphics accelerator

Zaxwerks 3D Invigorator for AE - User Guide 401


Q- When I open a saved AE project I see an error that If you have a crashing problem carefully step through
says, “Unknown Scene Command for ...” I click OK the following sequence to help Zaxwerks Tech Sup-
and my Invigorator scene is empty. port figure out what’s wrong.

A1- Do not use slashes (/), backslashes (\) or double 1. Open AE and set up a new comp.
quotes (“) in the name of any Invigorator-related item. 2. Add a New Solid. Select it.
This includes texture maps, layer maps, Illustrator 3. Add Effect > Zaxwerks > 3D Invigorator.
files, Object names, Object Style names, Light names, 4. When you get the dialogue asking you to “Select
Lighting Style names, and Material names. Version 2.2 an Illustrator format vector file”, hit CANCEL.
traps for these special characters so update to 2.2. 5. Now you are in the Effect Controls with a blank
scene preview.
A2- The file has gotten corrupted. Version 2.2 will 6. Click the red ball icon to open the Set-Up window.
open the scene. 7. Now you’re in the Set-Up window with a blank
scene preview.
8. Click on Object mode button, (the cube button.)
Q- The Invig crashes when I try to save the project. then click the Create Object button. (If you have the
A- Upgrade to the latest version and send this project PRO version click the Object popup and pick Open
to Zaxwerks. Illustrator File.)
9. The “Select a file...” window will open again.
10. Double click on an Illustrator native file.
Q- The Invigorator crashes when I use the Replace (Not an EPS file, not a FreeHand file.)
command. 11. This puts you back in the Set-Up window with a
A- You have guides visible inside the Illustrator file model in the Scene Preview.
you are picking during the Replace operation. Either Let Zaxwerks Tech Support know which step you
delete the guides or place them on a different layer successfully completed.
and turn off the visibility of that layer.

402 Zaxwerks 3D Invigorator for AE - User Guide


Mode Selector Shortcuts (Mac/Win)
Keyboard Shortcuts C = Activate Camera Mode
The following keyboard shortcuts operate only inside
L = Activate Lights Mode
the AE Effect Controls window.
O = Activate Object Mode
Shift = Constrains dragging to X or Y axis only.
Double-clicking the Zoom tool is a shortcut for the Tool Selector Shortcuts (Mac/Win)
camera’s Fit All command. T = Tumble Tool
R = Roll Tool
The rest of the keyboard shortcuts operate only inside M = Track Tool
the Invigorator’s Set-Up window. D = Dolly Tool
S = Scale Tool
V = Selection Tool (Double-clicking the Selection
Camera Shortcuts
tool is a shortcut for the Select All command)
(Temporary overrides. Only active while the keys
Z = Zoom Tool (hold down Option/Alt key for Zoom
are held down. These enable you to manipulate
Out)
the Camera while in Object mode. Very useful.)
Macintosh
Spacebar = Track Camera parallel to screen Command/Control Key Shortcuts
Spacebar + Command = Tumble Camera Use Command key for Macintosh
Spacebar + Option = Roll Camera Use Control key for Windows
Spacebar + Control = Dolly in/out Command + A = select All objects
Windows Command + N = New scene (dumps current scene)
Spacebar = Track Camera parallel to screen Command + O = Open scene file
Spacebar + Alt = Tumble Camera Command + S = Save scene file
Spacebar + Alt + Control = Roll Camera Command + Z = Undo
Spacebar + Control = Dolly in/out Command + Z + Shift = Redo
Command + OK button = Test Render

Zaxwerks 3D Invigorator for AE - User Guide 403


Nudging Object Axis Mode Shortcut
Nudging is applied to the selected Camera, Object or Holding down the Command key (Mac) or Alt key (Win)
Light based on which mode is currently active and with any tool selected while in Object mode will tempo-
which tool is currently selected. rarily turn on Drag Using Object Axis mode. This enables
you to switch back and forth between Object Axis manip-
Arrow Keys Shift+Arrow Keys ulations and World Axis manipulations very easily.
Tumble/ Rotate 5 degrees Rotate 15 degrees
Complimentary Tool Shortcut
Roll per click per click
You’ll notice that tools are in sets. It takes two tools to
Track/ Slide 1 point Slide 10 points manipulate the three axes of a 3D program. For instance
Dolly per click per click the Tumble tool rotates the X and Y axis while the Roll
tool rotates the Z axis. The Track tool slides in the X and
Scale Scale up/down 1% Scale up/down 10% Y direction while the Dolly tool slides in the Z direction.
This shortcut turns on the “other” tool in the set whenever
the Control key is held down. (Mac & Win)
Inside the Material Set-Up Window
Temporary overrides: only active while these keys are Say you are manipulating an object with the Tumble tool,
held down. Enables you to leave the Split tool select- when you decide that you want to Roll the object a bit.
ed, then temporarily turn on the Grabber or Dolly tool Instead of clicking on the Roll tool you can hold down the
to change the view in the window. Control key. This will activate the Roll tool letting you do
Spacebar = Grabber hand the Roll manipulation. When you let up on the Control
Spacebar + Control = Dolly in/out key the tool will again become the Tumble tool.
Click a key to activate this tool: There is only one Scale tool which does X and Y scaling,
S = Split tool so holding down the Control key makes Scale work in the
G = Grabber Hand tool Z direction. Holding down Control+ Shift, with the Scale
D = Dolly tool tool, gives you proportional scaling where all three axes
Z = Zoom tool (hold Option key for Zoom Out) scale the same amount larger or smaller.

404 Zaxwerks 3D Invigorator for AE - User Guide


— The Effect Of Modifier Keys On The Tools —
Command (Mac)
Shift Control Shift+Control Alt (Win)

Constrains to Activates the Activates the Activates “Drag


Tumble X-only or Y-only Roll tool Using Object
Roll tool
rotation Axes” mode

Shift has no Activates the Constrained Activates “Drag


Roll effect on the Using Object
Tumble tool tumbling
Roll tool Axes” mode

Constrains to Activates the Activates the Activates “Drag


Track X-only or Y-only Dolly tool Dolly tool Using Object
tracking Axes” mode
Shift has no Activates the Constrained Activates “Drag
Dolly effect on the Using Object
Dolly tool Track tool tracking Axes” mode
Constrains to No difference.
X-only, Y-only or Activates Z Makes scaling
Scale scaling XYZ proportional Objects always
XY proportional
scaling scale on own axes
When inside the Effect Con- The Control key activates
trols window, only the Shift the “Complimentary” tool.
key works.

Zaxwerks 3D Invigorator for AE - User Guide 405


The Edge Profiles
406 Zaxwerks 3D Invigorator for AE - User Guide
Profi l e s - B e v e l s M e n u

Basic, Flat Sides Basic, Highlight Edges Bevel, Small Front Bevel, Small

Bevel, Medium Front Bevel, Medium Bevel, Large Front Bevel, Large

Bevel, Flat Bevel, Flatter Bevel with Point Bevel with In-Point

Zaxwerks 3D Invigorator for AE - Appendix - Edge Profiles 407


Profiles - Bevels Menu ( continued )

Bevel with Scoop Round Edges, Small Round Edges, Large Round Edges + 3 Grooves

Round & Grooved Round, Double Round, Bumper

408 Zaxwerks 3D Invigorator for AE - Appendix - Edge Profiles


Profi l e s - I n s e t F a c e M e n u

Bevel, Power Bevel, Power Grooves Circle, Rim Halo

Heart Heart, Clipped Outline Outline, Box

Outline, Pressed Box Outline, Rounded Box Round, Bubble Rims Round, Butterfly Rims

Zaxwerks 3D Invigorator for AE - Appendix - Edge Profiles 409


Prof i l e s - I n s e t F a c e M e n u ( continued )

Round, Mushroom Cap Star, Overhang Steps Wacko

Wavey

410 Zaxwerks 3D Invigorator for AE - Appendix - Edge Profiles


Profi l e s - P i p e s & H a l f P i p e s Menu

Half Pipe, Double Half Pipe, Small Half Pipe, Medium Half Pipe

Half Pipe, 3 Stripe Half Pipe, 5 Stripe Half Pipe, Grooved Half Pipe, Scooped

Shallow Half Pipe Shallow Half Pipe, Flanged Shallow Half Pipe, Scooped Pipe, Small

Zaxwerks 3D Invigorator for AE - Appendix - Edge Profiles 411


Prof i l e s - P i p e s & H a l f P i p e s Menu ( continued )

Pipe, Large Pipe, Full

Prof i l e s - S h a r p M e n u

Pleats, 2 Pleats, 3 Pleats, 4 Pleats, 10

412 Zaxwerks 3D Invigorator for AE - Appendix - Edge Profiles


Profi l e s - S h a r p M e n u ( continued )

Point, Small Point, Medium Point, Wide Point, Full

Scallops, 2 Point Scallops, 3 Point Star, Overhanging Star, Shallow

Star, Sharp Threads

Zaxwerks 3D Invigorator for AE - Appendix - Edge Profiles 413


Prof i l e s - S t a c k s M e n u

Fins, Thin Fins, Thin Stepped Fins, Medium Fins, Medium Stepped

Fins, Large Fins, Large Stepped Tiers, Beveled Tiers, Rounded

414 Zaxwerks 3D Invigorator for AE - Appendix - Edge Profiles


Profi l e s - C h i s e l e d M e n u

Chiseled Chiseled, Beveled Chiseled, Double Chiseled, Small Lip

Chiseled, Medium Lip Chiseled, Large Lip Chiseled, Rounded Chiseled, Steps

Zaxwerks 3D Invigorator for AE - Appendix - Edge Profiles 415


Prof i l e s - S p e c i a l P u r p o s e M enu

Bowl, Crescent Bowl, L Bowl, T Bulb, Holiday

Bulb, Light Constructionist 1 Constructionist 2 Corrugated

Deco 1 Deco 2 Flare, Curved Flare, Straight

416 Zaxwerks 3D Invigorator for AE - Appendix - Edge Profiles


Profil e s - S p e c i a l P u r p o s e M enu ( continued )

Shrinkwrap Thrashed VexCave VexCave, Pouting

Zaxwerks 3D Invigorator for AE - Appendix - Edge Profiles 417


Prof i l e s - Wo o d w o r k M e n u

Grooves, Beveled Grooves, Small Grooves, Large Grooves, 3 Inlaid

Round, Half Round, Quarter Scoop, Full Scoop, Half

Tongue, Beveled Tongue, Small Tongue, Large

418 Zaxwerks 3D Invigorator for AE - Appendix - Edge Profiles


A Cartoon Coloring 330
Adding (see Creating) Centering Objects 75, 173
Animating Caps Lock key 114
Animation 23, 32, 33, 43, 45, 78 Clip Art 383, 387-389
Camera (see Camera, Animating) Clearing
Lights (see Lights, Animating) Bins 152, 201
Sets (see Sets, Animating) Maps 229
Alpha Channel 132, 213 Objects 175
Antialiasing Scene 60, 70, 175
of the rendering 131, 184-185 Splits 246
in Decal Maps 214 Comp Window 41, 43
ASCII (see Saving Project Data) Composite On Original 113
Corel Draw 29, 40
Crease Angle (see Hard Shading Angle)
B Create Object 72, 174
Background Color 133 Creating
Best Quality 35, 43, 50, 114, 185 an Invigorator 40
(See also Draft Quality and Rendering, Test) Objects (see Objects, Creating)
Bumpiness 217 Materials (see Materials, Creating)
Object Styles (see Object Styles, Creating)
C Light swatches (see Light swatches, Creating)
Camera Lighting Styles (see Lighting Styles, Creating)
Animating 47, 96-103 Text (see Text Objcts)
Changes not sticking 87, 394-395 Cubes (see Primitives)
Controls 52 Custom Edge Profiles 260-271
Lenses 129 Changing/Editing 265-266
Linking to AE’s 89-95 Examples 269-271
Manipulating 43-48, 121-127 In Menu 261
Manipulation Shortcuts 126 Layers and ... 261
Mode 43, 79, 120 Reloading 265-266
Objects outside of View 378 Setting Proper Size 262
Type of... 96-103 Starting Point 266-268
Views popup 41, 44, 47, 85, 128 That cross the X-axis 265

Zaxwerks 3D Invigorator for AE - User Guide 419


(Custom Edge Profiles) Outside vs. Holes 192
That cross the Y-axis 264 Profiles 193-194, 195, 241, 369-372, 407-418
Updating 265-266 Scale 194-195, 196
What can be a ... 263 Splitting 242
Effect Controls window 41, 42-50, 78-114
Export 3D Models 285, 292-293
D
Deleting
Material Swatches 201, 247 F
Selected Objects 172 Faceted Objects (see Objects, Faceting)
All Objects (see Objects, Clearing) File Name 184
Scenes (see Clearing, Scene) Fit All 85, 122, 128, 246
Depth (see Objects, Depth) Fit Selected 122, 128
Dismantle Incoming Groups 74 Foloowing AE’s 3D Planes 344-355
Docks 199, 248 FreeHand (Macromedia) 29, 40, 72, 379--383
Dolly tool
Camera 82-83, 125 G
Material Set-Up window 245 Generate Model Parts 186-187
Numerical Entry 178 Grabber Hand 244
Objects 158 Grids, Creating 376-377
Sets 82-84 Ground Plane 255
Draft Quality 34, 185 Groups
(See Best Quality) in the vector file 63, 74
Drag Using Object’s Axes 155, 159-161 in Invigorator (see Sets)
Duplicate 172-173
Duplication Offset 252
H
Hand Held Camera 100-102
E Hard Shading Angle 253
Edges 191-196 Help 86
Applying Maps to 208-209 Hiddenline Rendering 322-329
Custom, Making your own 260-271 Highlight Mapping 317-319
(See Best Quality) Highlights 214-216
Holes 195, 241 Highlight Washout 216
Offset 189, 258 Holes (see Objects, Holes)

420 Zaxwerks 3D Invigorator for AE - User Guide


I Creating (Saving) 146
Illustrator (Adobe) Delete 149
colors (see Use Illustrator Colors) Direction 105, 134-137
format 29, 40, 72 Duplicating 148
groups (see Groups, and Dismantle Groups) Editing 52, 137
layers (see Open By Layers) Intensity 105, 141, 142-143
paths 379-383 Linking to AE’s 89
Import 3D Objects 290-291, 310-312 List 139
Installation Manipulator Ball 135
Mac 14 Mode 52, 79
Windows 17 Naming 141
Invigorator Point Lights 136-138
Adding 40 Previews 145
Saving 146
Selecting 86, 139
L Shadows 140, 143-145
Layer Cycling Objects Shadow Quality defaults 251
Creating 278 Spot Lights 136
Example Uses 273-276 Swatches 52, 146, 147-150
Exporting 285 Turning On 139
Frame controls 279-280 Lighting Styles
Layers in Vector File 277 Applying 53, 151
Playback Sequence 281-285 Bin 150
What they are 272 Creating (Saving) 151
Layers as Custom Edges 261 Delete 152
Layer Map Animation 314-316 Duplicating 152
Layer Maps 110-113, 211-212 Saving 151
Lights Swatch bin 53
Animating 45-46, 103, 106 Local Axes (see Drag Using Object’s Axes)
Applying 148 Look At Camera 98-99, 101, 123
Bin 147
Changes not sticking 87, 106, 394-395 M
Coloring 46, 104, 141 Make Invisible 170
Controls 52, 103-106 Manipulating objects and sets 65-70, 78, 80

Zaxwerks 3D Invigorator for AE - User Guide 421


Manipulation Tools Meshing 294-295
(see Tumble Tool, Roll Tool, Track Tool, Dolly Tool, Modeling 21
Scale Tool, Nudging) Models, 3D (See Objects, Importing)
Masking in 3D 338-340 Motion Blur 313
Material Set-Up Move To Center 75, 173
Button 58, 193, 240
Toolbar 242 N
Window 58, 240-241 New Solid 30, 40
Materials Nudging 67
Absolute Color 332-337 (also see specific tools)
Applying 32, 57-59, 241
Bin 197-198, 199 O
Cartoon Color 330 Object List 61-63, 165, 167-168
Color 204 Object Stats 178
Creating 228 Object Styles
Deleting 201 Applying 233
Duplicating 201, 228 Creating (Saving) 235
Editor/Editing 56, 197-198, 199, 201, 202-205 Defined 232, 360-361
Eyedropper 205 Deleting 237, 238
for Holes 196, 241 Duplicating 236-237
Hiddenline 322-329 on duplicated Objects 172
How Materials Work 365-368 Moving 238
Matte Color 338-340 Naming 234
Moving 200 Notes 234
Naming 204 Recreating 254
New 228 Removing 236
Palette 58, 199, 203, 241, 247, 248, 249 Saving 235
Saving 229 Select All Unused 237
Shadow Catcher 341-343 Swatch bin 232
Tab 55-57, 197 Unlinking 235
Understanding 365-368 Object Styles Tab 57, 232
Wireframe 322-329 Object Tab
(also see Texture Maps, Bumpiness, Highlights, Reflec- large Object Tab 54-55, 176
tivity and Transparency) small Object Tab 166

422 Zaxwerks 3D Invigorator for AE - User Guide


Objects OpenGL 15
Adding (see Creating) Enabling Textures & Reflections 230
Assigning to Sets 169-170 Hi-Quality 130, 397
Centering 75, 173
Coloring 32, 57-59, 241 P
Clearing 175 Palette checkbox 249
Creating 29-31, 40, 60, 85, 174 Palette Commands popup 245
Deleting 172, 175 Pivot Point
Depth 187, 194 of a Set 109, 170, 362-364
Duplicating 172, 252 of an Object 155
Edges (see Edges) of multiple Objects 155
Exporting 285, 292-293 Pop Art looks 334-336
Faceting 184-186 Primary selection 55, 61, 163-164, 168-169, 176, 240
Holes 62, 195-196 Previewing
Holes Filling In 389-390 Animation 49
Importing 290-291 Final render quality (see Rendering, Test)
Layer Cycling (see Layer Cycling Objects) Primitives 307-309, 373-375
Manipulating 153-162 Profiles (see Edges, Profiles)
Mode 54, 153, 176
Naming 64-65, 177
Nudging 154 R
Primitives (see Primitives) Raster images
Reloading (see Reload Layer) as input artwork 29, 263, 392-393
Replacing 182-183, 380, 384-386 (also see Texture maps)
Resetting 68, 171 Red Ball button 88, 118
Shape 369-372 Recenter Pivot 86, 155, 362-364
Smooth Shading 253 Reflections, Moving 316
Stats 178 Reflectivity 221-222
Visibility 170 Reload Custom Edges 265-266
Understanding 369-372 Reload Layer 73, 177, 180-181
Offset 252, 255 Rendering
Orbit Camera 97, 101, 121-123 Aborting 35, 114
Open By Layers 73, 180-181, 380-381 Final 50
Hi-Quality OpenGL 130, 347

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(Rendering) Scene Set-Up 22
RAM Previews 49 Secondary selection 61, 163-164
Test 35, 119 Selecting
Size 40 Deselect/Select All 165
Render Farming 321 Lights 86
Replace (see Object, Replacing) Objects 64, 67
Reset button Swatches 200, 201
in AE 114, 171 Sets 84, 86
in Set-Up window 68, 171 with the Manipulation tools 166
Resetting Set-Up window 42, 51-59, 88, 118, 176
objects to original position 68, 171 Set Mode 79
animation parameters 114, 171 Sets
Roll tool Animating 33-34, 106-110
Camera 81, 124 Assigning Objects to 106, 169-170, 250
Numeric Entry 178 Default Assignment 250-251
Objects 156 Defined 360-361
Sets 81 Position 107-108
Resetting 114, 171
S Rotation 108-109
Saving Scale 110
Camera Views 85, 129 Selecting 84, 86
Project Data ASCII/Binary 254 Setting Pivot Points 362-364
Projects 36 Shadows (see Lights, Shadows)
Light swatches (see Lights, Swatches) Show Ground Plane 255
Lighting Styles (see Lighting Styles, Saving) Shortcut keys 403-405
Materials (see Materials, Saving) Solid (see New Solid)
Object Styles (see Object Styles, Saving) Spheres (see Primitives)
Scale Spikes 390-392
Numeric Entry 178 Spike Buster 188-190
Objects 88, 162, 370, 371 Split Point 59, 242-244
Sets 83 Split Tool 241, 242-244
Scans, using 392-393 Spot Lights 136-138
Scene Preview button 59 Surface Set up 22
Scene Preview window 42, 43, 48, 57, 78, 119 Swap Materials 246

424 Zaxwerks 3D Invigorator for AE - User Guide


T Tumble Tool
Test button (see Rendering, Test) Camera 48, 80, 121-123
Text Objects 29, 72, 300-305, 379 Lights 134-135
Texture Maps 202, 205, 206-231 Numeric Entry 178
(also see Layer Maps) Objects 155
Bump Maps 217-218 Sets 80
Choosing/Changing 200 TV Screens, making 337
Clearing/Deleting 229
Decal Maps 213-214 U
Enabling 210 Undo/Redo 43, 244, 378
How Color Channels Are Used 226-227 Use Comp Camera 89-95
Highlight Maps 317-319 Use Comp Lights 89-90
Image Maps 212 Use Illustrator Colors 74, 382
not stored in project 174 User Prefs
Reflection Maps 221, 222 button 175, 250
Seeing in Draft mode 230 defaults 251
Sizing 207-208 window 250
Transparency Maps 219-220
Wrapping 219-220 V
Time Layout Window 48 Vector files 379-383
Toolbar Views... (see Camera, Views popup)
for Scene Preview 43, 119
for Material Set-Up 242
Track tool W
Camera 124 Wireframe 80, 322-329
Numeric Entry 178
Object 156 Z
Sets 81 Zoom tool
Tracking AE’s 3D Planes 344-355 in Scene Preview window 84, 127
Transparency 219-220 in Material Set-Up window 245
Troubleshooting 398-402

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NOTES NOTES

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NOTES NOTES

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NOTES NOTES

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