3DInvigAE UserGuide40
3DInvigAE UserGuide40
User Guide
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Tech Support: [email protected]
This manual, as well as the software described in it, is furnished under license and may only be used or
copied in accordance with the terms of such license. The information in this manual is furnished for 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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
2. Select each of the other tools and drag them in the Scene Pre-
view to see their effect.
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.
Next you will change the color of the lights by changing the color
chip for Light 1.
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.
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.
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.
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.
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.
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.
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.
- – —————————— – -
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.
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.
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.
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.
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.
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.
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).
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.)
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.
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.
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.
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.
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.
This will now make the Dolly tool operate on the Camera instead
of on any objects.
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.
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.
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.)
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.
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.
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.
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.
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.
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 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.)
Try this out and you’ll understand why this makes sense.
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.
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.
PRO NOTE: If you are running the PRO version this button
will say “Object”.
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.
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.
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.
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.
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.
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 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?
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.
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.
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.
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.
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.
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”)
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.
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.
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.
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.
Set Rotation
The X, Y and Z Set rotation controls determine an object’s orien-
tation in 3D space.
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.)
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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
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.
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.
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.
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.
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.)
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.
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.
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.
Zaxwerks 3D Invigorator for AE - User Guide 129
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Clear Bin
Clearing the bin will remove all of the swatches from the bin and
from the hard drive.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Holding down the Shift key when you click will add other objects
to the current selection when you click on them.
Select All
Double clicking the selection tool is the shortcut for the
Select All command.
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.
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 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.
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.
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.
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.
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.
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
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.
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
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.
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.
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.)
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.
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.
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.
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.
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.
(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.
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.
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.
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).
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.
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.
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.
If you need an angle greater than 110 degrees type it into Spike
Buster’s edit field.
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.
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.
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.
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.
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.
Edge Scale
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.
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.
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.)
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.
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.
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)
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.
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.
(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.)
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.
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
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.
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.
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.
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.
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.
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.
Turning OFF the checkbox for the color map will remove the
picture from the object. It will appear in its base surface color.
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.
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 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.
Highlight Sharpness
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.
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.
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.
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.
+ 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.
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.
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.
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
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
On the next page is a table showing how each of the color chan-
nels is used.
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
Uses the RGB colors as as the reflection, as though Uses the RGB colors
as the reflection.
Maps
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.
You can also drag the swatch from the dock up into the bin.
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.
Inside the User Prefs dialogue you will see a section called “Show
OpenGL textures in:” followed by three different options.
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.
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.
You can now change the name of the Object Style by clicking in
the top text field and typing something else.
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.
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.
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.
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.
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.
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.
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...
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.
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.”
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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?
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.
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
The 3D model
seen from above
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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
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
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
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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-
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.
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.
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.
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 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...
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.
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.
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.
A Set can contain any mix of objects, whether they are Primitives,
text objects or objects created from Illustrator files.
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.
1- Open the project that you want to add the Zaxwerks Object to.
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.”
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.)
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.
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.
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.
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.
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.
3- Find the image you want to use as the Highlight Map and click
Open.
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.
• 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.
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.
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.
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.
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.
3- Still in the Material Editor, click the radio button in front of the
word Wireframe.
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.
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
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.
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.
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.
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.
1- In the Material Editor click the Options button to open the Hid-
den Line Options window.
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?
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.
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.
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.
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.
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.
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.
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.
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.
The Modified Pop Art look combines absolute coloring and regu-
lar photo-real shading.
11- Change the bevel to Bevels > Medium Front. Then adjust the
Edge Scale so you can easily see the bevel.
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.
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.
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.
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.
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.
The final shadow flows over the package making the two
elements look like they are part of the same scene.
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.
Once the camera has been positioned and the lens set correctly,
all other objects you add to the scene will fall perfectly into place.
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.
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.
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.
Leave the plane centered on the origin. 3- Click OK to close the Set-Up window.
Change the Plane to a Cube. 10- Drag the Controller object to manipulate the cube.
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.
Now when you play the animation, the Zaxwerks Cube will move
along with the Controller plane.
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,
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.
Play the animation to make sure that nothing got goofed up and
that the objects are rotating around the correct center point.
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.
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.
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.
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.
4- Keep the objects selected and assign them to the same Set.
Here’s a little info that may help you understand the difference
between a Set and an Object.
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.)
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.
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.
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.
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.
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.
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?
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.
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.
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.
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
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.
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.
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.
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.
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!
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.
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.)
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.
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.
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
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.
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?
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.
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.)
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.
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.
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.
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.
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.
- 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.
- 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.
PRO- Keep the text objects simple. Don’t create paragraphs worth
of text. Limit your 3D text to only what’s necessary.
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)
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.)
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
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.
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
Bevel with Scoop Round Edges, Small Round Edges, Large Round Edges + 3 Grooves
Outline, Pressed Box Outline, Rounded Box Round, Bubble Rims Round, Butterfly Rims
Wavey
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
Prof i l e s - S h a r p M e n u
Fins, Thin Fins, Thin Stepped Fins, Medium Fins, Medium Stepped
Chiseled, Medium Lip Chiseled, Large Lip Chiseled, Rounded Chiseled, Steps
426
NOTES NOTES
427
NOTES NOTES
428