Swift 3D V4 User Guide
Swift 3D V4 User Guide
Copyright
This manual and the software described within its pages are furnished under license and may only be used or
copied in accordance of the terms of such license. Program copyright 2004 Electric Rain Inc. User Guide copy-
right 2004 Electric Rain Inc. All rights reserved. No part of this manual may be reproduced in any form or by any
means without the expressed written consent of Electric Rain, Inc. Translation: It's ours and you can't have it!
THTHPPPT! Unless you say "pretty please."
Trademarks
Swift 3D, the Swift 3D logo, RAViX and Crystal Trackball are trademarks of Electric Rain Inc. Electric Rain
reserves the right to seize all your assets…Hey, what are you doing reading this ridiculous fine print. OK, you
caught us. We'll keep it legal. Macromedia Flash and Freehand are trademarks or registered trademarks of Mac-
romedia, Inc. Microsoft, Windows, Windows 95, Windows 98, Windows NT, Windows 2000, Windows ME and
Windows XP are trademarks of Microsoft Corporation. Adobe Photoshop, Illustrator and Streamline are trade-
marks or registered trademarks of Adobe Systems Inc. All other product brand names are trademarks or regis-
tered trademarks of their respective holders. Translation: Make up your own stuff.
Credits
Swift 3D was originally built by John Soucie, the RainMaker. To him we owe our existence. Electric Rain's helm
is manned by Mike Soucie, RainMan. To him we owe our past and our future. Brett Close and Jeff Burton are
responsible for pushing Swift 3D to the next evolutionary level - thanks for diversifying our genetic pool. Justin
Bertman, without you we'd just have a big pile of code - thanks for making it all work.Ed Wunsch and Carrie
Cochrane - we appreciate you turning this application into a rock star. And as for the rest of the Erainiacs who
have come together in Boulder, Colorado to build software and enjoy life, it's been fun!
Much appreciation goes out to all the family members who have supported us through this journey.
The Swift 3D User Guide was penned by Nicholas Petterssen - RainWriter, and Christine Petterssen.
Cover artwork and all ERAIN print design was masterminded by Jeff Schaich, the best damn designer ever.
Thanks Y'all!
Swift 3D V4 User Guide
You know who you are, and we know where we'd be without you (to put it bluntly… nowhere!)
Electric Rain has accumulated what we believe to be the highest quality user base in the history of
software, and everyday we all go to work it's because we enjoy building stuff that makes you happy,
and in turn getting feedback from happy people. Yes, it all sounds a little sappy, but honestly we are
all greatly appreciative of the types of people who are into creating 3D for Flash and we value the
fact that we can pursue our passions in software with folks like yourselves who pursue Flash design
with equal passion.
As we enter Phase Four of this journey, I want to personally thank those people who comment on the
way we go about the business of documentation. Now I'd like to also offer you all some gratitude
from our Technical Support department since they have jumped onboard with me in our efforts to
provide high quality and personable resources to our users. This User Guide is now a joint effort on
our behalf to provide you with both the initial educational aspect of learning Swift 3D, but also the
post educational support you might be seeking once your feet get wet in the waters of 3D for Flash.
With that in mind, you'll notice certain aspects of our documentation continue to evolve. You can
expect to find additional step-by-step instructions on specific tasks, more rich-media tutorials that
directly correlate with topics in the User Guide, as well as the expected thorough coverage of fea-
tures and their use. I credit these additions in this document to my comrade in educational arms,
Christine Petterssen, who has spearheaded the forward development of this User Guide and contin-
ues to run Electric Rain's stellar support system that's offered to everyone via our sup-
port@erain.com address.
Much Thanks,
Nicholas and Christine Petterssen
Swift 3D V4 User Guide
CONTENTS
What Swift 3D Is All About ..................................................................1
How did we get here? ........................................................................................................................1
A workflow for everyone ....................................................................................................................2
1. Building 3D Models ...............................................................................................................2
2. Creating 3D Scenes ..............................................................................................................3
3. Rendering 3D Output ............................................................................................................4
4. Integrating 3D Content ..........................................................................................................5
3…2…1… ..........................................................................................................................................6
Getting Up and Running ......................................................................7
Welcome to the ERAIN world ............................................................................................................7
Some thoughts about this User Guide ...............................................................................................7
Installation ..........................................................................................................................................8
What you absolutely need to run Swift 3D ................................................................................9
Puttin' this puppy on your unit ...................................................................................................9
Additional Resources .........................................................................................................................10
“What the #@&?% is going on?” (Tech Support) ..............................................................................11
Web Assistant ....................................................................................................................................13
Scene Editor ........................................................................................15
Overview ............................................................................................................................................15
Swift 3D Interface ..............................................................................................................................16
Customizing the Swift 3D Interface ....................................................................................................17
User Preferences ...............................................................................................................................18
18
Editor Tabs ........................................................................................................................................18
Extrusion Editor .........................................................................................................................19
Lathe Editor ...............................................................................................................................19
Advanced Modeler ....................................................................................................................19
Preview and Export Editor ........................................................................................................20
Web Assistant ...........................................................................................................................20
Scene Editor ......................................................................................................................................20
Viewports ..................................................................................................................................20
Properties Toolbar ....................................................................................................................21
Main Toolbar .............................................................................................................................22
Animation Toolbar .....................................................................................................................24
Rotation Toolbar .......................................................................................................................24
Lighting Toolbar ........................................................................................................................24
Gallery Toolbar .......................................................................................................................... 25
Gallery Management .................................................................................................................25
Tutorial ................................................................................................29
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Table of Contents
Overview ............................................................................................................................................29
Viewport Properties ............................................................................39
Overview ............................................................................................................................................39
Layout Properties ..............................................................................................................................39
Layout .......................................................................................................................................39
Display Modes ...................................................................................................................................40
Environment Properties ....................................................................................................................42
Background Color .....................................................................................................................42
Ambient Light Color ..................................................................................................................43
Environment ..............................................................................................................................44
Working With Objects ..........................................................................45
Overview ............................................................................................................................................45
Object Property Page ........................................................................................................................45
Name ........................................................................................................................................46
Hide ...........................................................................................................................................46
Lock ..........................................................................................................................................47
Refraction Index ........................................................................................................................47
Use Texture Coordinates ..........................................................................................................47
Smoothing .................................................................................................................................48
Selecting Objects ...............................................................................................................................48
Selecting Individual Objects ......................................................................................................48
Selecting Multiple Objects .........................................................................................................48
Selecting Objects Using Hierarchy Toolbar ..............................................................................49
Grouping Objects ...............................................................................................................................49
Cutting, Copying, Pasting and Deleted Objects .................................................................................50
Positioning Objects ............................................................................................................................51
Click-and-Drag ..........................................................................................................................51
Nudge Keys ..............................................................................................................................51
Constrain Axis ...........................................................................................................................51
Numerical Positioning ...............................................................................................................52
Pivot Points ........................................................................................................................................53
Rotating Objects ................................................................................................................................54
Numeric Rotation ......................................................................................................................55
Flash Tutorial: Rotating Objects ........................................................................................................56
Scaling Objects ..................................................................................................................................56
Scaling Mode ............................................................................................................................56
Scale Property Page .................................................................................................................57
Hierarchy ...........................................................................................................................................58
Creating Parent/Child Relationships .........................................................................................58
Groups Within Hierarchy ...........................................................................................................59
Primitives .............................................................................................61
Overview ............................................................................................................................................61
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Swift 3D V4 User Guide
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Table of Contents
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Swift 3D V4 User Guide
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Table of Contents
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Swift 3D V4 User Guide
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Table of Contents
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Swift 3D V4 User Guide
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Chapter 1 | What Swift 3D Is All About
Fortunately, this growing set of user variables and disparate end-games need not concern you. I am happy to report that
although Swift 3D has developed an increasingly rich set of capabilities, it still does one thing really, really well -
quickly and easily create 3D graphics and animation. And this is critical because whether you're a Flash designer, a 3D
artist, a 2D illustrator, a CAD professional or a Web design hobbyist, Swift 3D now provides ALL of the tools you
need to get your mission accomplished in the least amount of time with the highest quality results.
1. Building 3D Models
Creating 3D objects is at the core of any 3D application, but there are a variety of different strategies you can take
within Swift 3D to populate your scene with these models.
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Swift 3D V4 User Guide
2. Creating 3D Scenes
Although 3D models comprise the basics of a project, they rarely serve as an ending point. Lights, cameras and anima-
tion are usually integral parts of what is to become an entire 3D scene.
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Chapter 1 | What Swift 3D Is All About
Lighting Gallery
Realizing that it's not everybody's dream to be a Key Grip, Swift 3D includes an entire gallery full of pre-configured
lighting schemes so you can harness the creative juices from the 3D gurus of the world. And when you step up to create
your own illuminatory masterpiece, the gallery will be there with open arms to archive your creation for future use.
3. Rendering 3D Output
Herein lies the magic of transforming your 3D scene into a usable format. Depending on your production goals, Swift
3D is prepped and ready to render exactly what you need.
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Swift 3D V4 User Guide
next section) to break apart your 3D scene into individual layers that can be automatically imported into Flash's
Library. This technology provides exceptional ease of integration with your Flash content, creates smaller files, allows
for more design creativity and is highly recommended for anyone using MX and MX 2004. Integrating 3D Content
4. Integrating 3D Content
Swift 3D is designed to be a content creation tool, not a content viewing tool. For this reason, anything you render from
Swift 3D, whether using RAViX or EMO, will need to be displayed to your viewing audience using some additional
tools or technology.
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Chapter 1 | What Swift 3D Is All About
3…2…1…
That's it, you're now fully prepped and ready to move on to Phase 2 of the Electric Rain Experience. With both the his-
tory of Swift 3D and its prescribed workflow in your back pocket you're set to begin your rapid climb to veteran Swift
3D status. Read on, learn more, play around and enjoy it all.
Now have at it!
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Swift 3D V4 User Guide
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Chapter 2 | Getting Up and Running
First, we'll take a look at the Swift 3D interface via the Scene Editor chapter, which also serves as a nice Quick Tour of
the program as a whole. We've gone to great lengths to design software that's as intuitive as possible, but a general
familiarity with the program can do a lot to prevent any initial head scratching due to a simple misunderstanding of
workflow or tool-use. The Quick Tour exists for you to get the proverbial “lay of the land.”
Of course, there's nothing like actually rolling up your sleeves and getting dirty, so once you're comfortable with the
general layout and functionality of Swift 3D, we'll go ahead and crank out a 3D animation in the Tutorial chapter.
Although virtually impossible, we'll attempt to hit all the main features of Swift 3D by constructing a desk lamp.
The balance of the User Guide is designed to provide you with the full details of every last bell and whistle within the
Swift 3D interface. Each chapter will begin with an overview and then quickly get into the details of how to accom-
plish exactly what you want. I'll try and focus on the most common applications for each tool without forgoing infor-
mation that gives you the freedom to take each functional component of Swift 3D to the next level.
If you have been a Swift 3D user since the good old days and only want to read about what is new, as you
flip through the pages look for the “new” icon. Keep in mind that it is placed next to both features that are totally new
and old features that have updated functionality. Since the Advanced Modeler chapter is completely new, we avoided
overkill and just placed one “new” icon at the beginning.
Installation
Now that we know how to click, let’s go ahead and get Swift 3D installed on your machine. This section also contains
some helpful information about installing maintenance builds and how to get Swift 3D purring at optimum speed on
your machine, so even if you’ve already passed the installation process with flying colors you might want to give this
section a quick read anyway.
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Swift 3D V4 User Guide
Windows 98, ME, NT 4.0, Win 2000, XP Macintosh 0S 8.6 and higher, OS X 10.2 and higher*
600 MHz CPU (1.2 GHz recommended) 400 MHz CPU (1 GHz recommended)
128 MB of RAM/256 MB of RAM for XP (512 MB 128 MB of application RAM (512 MB recommended)
recommended) Video resolution 1024x768x65k (Color set to Millions)
Video resolution 1024x768x65k 30 MB free hard disk space
30 MB free hard disk space CD-ROM Drive
CD-ROM Drive *Support is only provided on 10.2 and higher
The only other factors that will increase rendering performance are CPU speed and the amount of RAM you have
installed. When using dual CPUs, Swift 3D will only utilize one of them while rendering.
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Chapter 2 | Getting Up and Running
Win: If the auto run doesn't initialize the CD and launch the installer, navigate to the CD-ROM and double click
the 'setup.exe' file.
Mac: Double click on the CD and navigate to 'Swift 3D Installer' and then double click on that file.
3. Follow the Installation instructions to complete the install. Unless you chose a different location, Swift 3D will
install to the following location on your machine:
Win: Program Files\Electric Rain\Swift 3D\Version 4.00
Mac: Applications\Swift 3D\Version 4.00
4. You will be asked for your serial number the first time you attempt to run Swift 3D after installation. Subsequent
maintenance installs will not require your serial number to be re-entered.
5. When Swift 3D asks you to register your product, go ahead and take the extra minute of your time to do it because
you will need to be registered to get future maintenance updates and to access discounts on future version releases.
Additional Resources
In addition to the basic content of this User Guide, we’ve thrown together a smattering of additional resources for your
educational pleasure. Actually, the truth is we found that the more educated our users are, the less tech support we have
to deal with, so it’s also a little bit of a self-serving maneuver.
Nick’s Tips
Strewn throughout the User Guide you'll find ‘Nick’s Tips,’ which are tricks, shortcuts and hints that may
expedite your journey through the world of Swift 3D. Despite Swift 3D's transparency of functionality, there are
always subtle nuances that can be overlooked by the virgin and veteran user alike. After playing with this application
for over 4 years now, I'm happy to share any relevant knowledge I've acquired along the way.
Flash Tutorials
Swift 3D is an easy-to-use tool, but as much as the writer in me hates to admit, nothing compares with the
power of visual demonstration. A basic foundation of tutorials are included on the Swift 3D CD-ROM, and for those
who have downloaded the program you'll find the tutorials online, accessible via the Help menu within the Swift 3D
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Swift 3D V4 User Guide
interface, or at www.erain.com. As the product releases, we’ll be adding to the list of online tutorials, so you can check
in from time to time to see if there’s anything new.
Appendix
At the end of the User Guide, you will find two Appendices that detail the menus (Appendix A) and pull out all of the
keyboard and menu shortcut keys (Appendix B) into a single location for your convenience.
HTML Help
Because the printed word is quickly becoming an artifact in the culture of software, we offer the entire Swift 3D User
Guide in an HTML Help format. You can access the electronic version of the exact words and images contained in this
printed document by selecting Swift 3D Help Contents from the Help menu within the Swift 3D interface. This help
system is fully indexed and searchable so you may find it more convenient than this book. But beware, folks may think
you're a little off if you start bringing your laptop into the bathroom for some light reading.
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Chapter 2 | Getting Up and Running
Web Support
It's a fool who doesn't use the Web for what it's good at. And one thing it's really good at is conveying up-to-date infor-
mation like solutions to tech support issues. In a concerted effort to avoid being called fools, we have an entire division
of our Web site devoted to answering these types of questions. Even if it's as simple as finding that your solution has
been fixed in a recent build and you can get it from our Product Update Web Site, that's valuable information that can
be gleaned at any hour, from any online computer anywhere in the world. Translation: It's cheaper than a phone call
and quicker than an email. To access the following Web support options you can choose Help > Swift 3D Technical
Support Site or visit www.erain.com and head to the support section.
FAQs
The basic concept behind our Frequently Asked Questions is “If it happened to you, it's probably happened to someone
else.” We have an extensive list of FAQs in our support area that will likely answer the most common questions or
issues. With a quick browse, you'll be a self-answering unit within just a few clicks.
Online Forum
After seeing how many questions that get posted about Swift 3D on Flash-related resource sites, we decided to create
our own area for customers to come in and discuss the use of our products. This area is really designed to facilitate
users communicating with users, but we check in daily to make sure that everything posted gets a response one way or
the other. The forum is great for folks who have questions relating to how Swift 3D interacts with other applications
because we openly admit to not being the ultimate authority on authoring rich media content. That title belongs to our
users who are building cool stuff for a living. The moderators and frequent visitors to the Swift 3D forum tend to be our
hardcore users who have much more ‘real life’ experience than us simplistic documentation writers. They are amaz-
ingly talented and love to help out fellow users, often with a great sense of humor, so definitely take advantage of this
great resource.
Email Support
If we haven't satisfied your needs via the User Guide or through the Support section of our Web site, we welcome you
to utilize our email support system. The basic idea is you email us an explanation of your problem and we email you
back the appropriate solution. However, if you've already explored our other help resources and came up empty
handed, your question or problem is probably a tad more complex and we'll need some information to remedy the
problem.
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Swift 3D V4 User Guide
A technical support form can be filled out by going to Help > Technical Support Site and clicking on the Contact
Support option. If you choose to email your question directly to support@erain.com, the following is a list of things
that will be helpful for us to reference as we work on your situation:
1. What type of machine do you have?
2. CPU type and speed?
3. What operating system and version of that system are you running?
4. How much RAM do you have?
5. What video system do you have?
6. What program, version number and build number do you have? (Under Help > About Swift 3D - WIN or Apple
Menu > About Swift 3D - MAC)
7. What exactly is happening, and what steps lead up to the problem?
8. Are there any files associated with the problem? If so, please attach them.
9. Are there any related error messages? If so, please tell us what they are.
Our email support policy is that we'll get you a response within 48 hours, but we typically get back to you within 12
hours or less. Keep in mind that the more technical the issue, the more time it may take to resolve your issue, and the
attachment of any relevant files will almost guarantee a more timely and accurate response.
Web Assistant
The Web Assistant exists as a tab along the top of the main Swift 3D interface. The purpose of the Web Assistant is to
make your life with Swift 3D easier by providing you direct access to the primary web resources Electric Rain makes
available to its customers. The Web Assistant works by opening up your browser directly into the Swift 3D interface
and taking you to a web page that will provide you with quick links to resources like software updates, registration,
your customer account, announcements and other great community offerings.
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Chapter 2 | Getting Up and Running
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Swift 3D V4 User Guide
3 scene editor
Overview
Most of your time working with Swift 3D will be spent within the Scene Editor since this where you pull all of your
various models together into one cohesive, well-oiled scene. As you read through this chapter you will find that in
addition to providing information about what is available in the Scene Editor, this chapter serves a dual purpose
because it also supplies information about things like customizing your interface, setting up user preferences and orga-
nizing the various galleries that come populated with a great array of materials, animations, models, etc. In essence,
this chapter is designed to help new users of Swift 3D gain their bearings.
In the vast sea of software, Swift 3D ranks solidly in the easy-to-use category, so I can't say that reading this chapter is
absolutely paramount to your success with Swift 3D. On the other hand, you may happen to be the type of learner who
likes to get to know their surroundings before interacting with them. You may want to know what things are meant for
and what order they should be used in. Some folks, however, take the more direct approach and learn new things sim-
ply by doing them. For those types of learners I direct you to the Tutorial chapter, but if you errantly undock a toolbar
and can't figure out how to get it back to where it started, just know that this chapter is waiting for you when you need
it. You know yourself best, so I'll leave the decision to you.
As we go through all of the Scene Editor's primary features, don't hesitate to mess around with each item as they are
explained. At the very least you can move your cursor around the interface and note the little Tool Tips that pop up
when you hover over an object, as well as read the longer description down in the lower left corner of the interface in
the Status Bar. If you end up getting yourself into trouble due to random clicking, dragging and toggling, just close
your current document without saving, open a new document and continue exploring (with a little less clicking, drag-
ging and toggling).
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Chapter 3 | Scene Editor
Swift 3D Interface
Upon opening Swift 3D, you'll be faced with the following interface, which is called the Scene Editor:
Properties Toolbar Main Toolbar Viewports Animation Toolbar Hierarchy Toolbar
If you don't see the same thing as this, it's possible your display is set to a different resolution, in which case some of
the toolbars may have been adjusted to accommodate the addition or subtraction of screen real estate. Swift 3D
requires a screen resolution set to 1024 x 786. In addition, on the Macintosh platform your Display Colors must be set
to Millions in order to accurately display the interface. So if your trackballs or any other interface item do not display
accurately on your Mac, go to Apple > System Preferences > Displays and under the Display tab set Colors to Millions.
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Swift 3D V4 User Guide
Toolbars
Swift 3D ships with a standard configuration of all toolbars docked on Windows and all toolbars floating on Macin-
tosh. Toolbars cannot be docked on the Mac, but you can arrange them in any way you find suitable to your workflow.
On Windows, you can customize the interface by undocking and docking almost all of the toolbars (the various win-
dows you see) to meet whatever layout needs you might have. The only toolbar you cannot undock is the Main Toolbar
that stretches across the top of the interface, as well as the Viewports. Depending on the size and shape of your 3D
scene you can undock some toolbars and leave them floating in convenient places.
To undock a toolbar:
1. Move your cursor near any border of the toolbar you wish to move until it changes into a Docking Cursor.
2. Click and hold the mouse button and a black border will appear around the toolbar indicating that you
have it in your control.
3. Move the toolbar to your desired location. As you approach the edges of your screen the toolbar may
resize itself to fit into a new docking position. If you would like to leave the toolbar floating, hold the CTRL key
down while you move it.
4. When you've got the black border where you want it, release the mouse button and you're in business.
To resize toolbars:
1. Move your cursor near the edge of the toolbar you wish to adjust. When the cursor changes to the Move
Border Cursor, click-and-drag on the border.
2. Adjust the toolbar's border to your desired position.
3. Release the mouse button. Voila!
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Chapter 3 | Scene Editor
NOTE: If you've tried to make the toolbar smaller than it's comfortable with (they're sensitive about looking too
diminutive) it will bounce back to its smallest possible size.
Nick's Tips
We spent many an hour discussing the most efficient layout for Swift 3D, and this default configuration was
the chosen one. But I have never advocated the quashing of innovation, so by all means commence the undocking pro-
cedure, captain. But I have to warn you ahead of time that once you begin moving these things around, all hell could
break loose. Not a literal hell mind you, with fire, brimstone and out-of-order soda machines, but rather a situation
where you may not know exactly how to get back to where you originally started. The best order for re-docking the
toolbars is this:
1. The Properties Toolbar goes to the left.
2. The Animation Toolbar goes to the top.
3. The Trackball Toolbar goes to the bottom.
4. The Lighting Toolbar goes to the bottom (just to the right of Trackball Toolbar).
5. The Gallery Toolbar goes to the bottom right.
User Preferences
In addition to customizing the interface you can also
change the default settings for a variety of the more
commonly used functions in Swift 3D. To access the
User Preferences dialog, from the Main Menu go to
Setup > User Preferences. The User Preferences dia-
log will appear, allowing you to change certain Lay-
out, Animation, Extrusion/Text, and Export settings.
To make changes simply enter new values and click
OK. The changes will take effect once you open a
new document or close down and reopen Swift 3D.
Editor Tabs
You'll notice that there are six tabs along the top of the Swift 3D interface, with the default being the Scene Editor since
this is the primary working area within Swift 3D. While these other editors will be covered in great detail in upcoming
chapters, a quick overview of each editor’s purpose will start you off with a strong idea of Swift 3D’s workflow and
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Swift 3D V4 User Guide
therefore provide beginners with a better understanding of the Scene Editor features that will be highlighted in the rest
of this chapter.
Extrusion Editor
Welcome to a bizarre world where everything you draw in 2D
instantly becomes 3D. It's called the Extrusion Editor and it's
cool (but I'll let you be the judge of that). The basic idea is that
you pick up a pen, draw some stuff within this interface and it
will instantly become a 3D object in the Scene Editor. This
powerful tool lets you create 2D extrusions from within Swift
3D, eliminating the need for another 2D drawing application.
The Extrusion Editor also includes an Animation Timeline that
allows you to animate the paths of your extrusions over time,
allowing for full-fledged morphing of extruded objects. For
more information on the process of extruding 2D shapes,
please refer to the chapter on the Extrusion Editor.
Lathe Editor
Once again we venture to a land seldom visited by mere 2D mortals. The Lathe
Editor is a 3D modeling tool that allows you to draw a simple path and have Swift
3D spin that path around an axis and instantly create a 3D object in the Scene Edi-
tor. The Lathe Editor and the Extrusion Editor share a similar interface, but their
functions are quite dissimilar. And once again, in our efforts to supply more cre-
ative powers to the designer we’ve included a path animation feature that allows
you to create lathed shapes that change over time. For more information on the
process of creating lathed objects, please refer to the Lathe Editor chapter.
Advanced Modeler
This feature is less a modeling tool and more an entire modeling environment.
When you've hit a point where the supplied shapes and your 2D drawing skills
aren't going the full distance, the Advanced Modeler is here to take you the rest of
the way to the land of total and complete modeling power and versatility. In this
interface you have full editing control over the polygonal structure of your models
as well as the ability to apply detailed textures to their surfaces through a UV tex-
ture coordinate system.
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Chapter 3 | Scene Editor
Web Assistant
The Web Assistant was developed in order to make your life with Swift 3D easier by providing you direct access to the
primary web resources Electric Rain makes available to its customers. The Web Assistant works by opening up your
browser directly into the Swift 3D interface and taking you to a web page that will provide you with quick links to
resources like software updates, registration, your customer account, announcements and other great community offer-
ings.
Scene Editor
Most of your time will be spent working within the Scene Editor, and that's where we'll stick for the rest of this chapter,
starting smack dab in the middle of it all with the Viewports.
Viewports
The Viewports are your windows into the 3D
scene you are about to create. If you're an anal-
ogy-lover like myself, the lens of a video cam-
era fits the bill. You should be very interested
in what goes on within the confines of the
Viewport since it's where the only visible
action will take place in the scene. If you have
objects that lie outside of the Viewport they
will not be seen in the final exported file unless
they enter the Viewport through an animation
path or the camera happens to look in their direction.
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Swift 3D V4 User Guide
By default, Swift 3D will open with two Viewports showing, but you can work with just one Viewport by going to that
Viewport’s Menu button and selecting Maximize. Choose Show All Viewports to return to the dual Viewport layout.
Camera Views
Swift 3D offers seven different cameras by default with the ability to add as many
custom cameras as you like. Camera views can be selected from the Viewport Menu
button located in the upper left corner of the Viewport. Information on working with
cameras can be found in the chapter on Cameras. IMPORTANT: To move the cam-
era’s view you must first hold down the ALT key (Win) or COMMAND key (Mac)
to enter into Camera Mode. Refer to the chapter on Cameras for detailed informa-
tion on panning, zooming, rotating and rolling the different cameras.
Reference Grid
In our daily 3D world it's easy to stay oriented since we have familiar reference points like
walls, floors and ceilings. Within Swift 3D's world, we have supplied you with a 3D grid
based on the X, Y and Z coordinate system. The red line represents the X or horizontal
axis, the green line is the Y or vertical axis, and the blue line (just a point until you alter
the camera view) shows you the depth of your 3D world, or your Z-axis. The intersection
of these three lines is the absolute center of the scene, and its coordinates are X = 0, Y =
0 and Z = 0. There are three grid options for every Viewport: XY, YZ and ZX. Each cam-
era view comes with a default setting, but you can choose to turn these grids on and off
individually or all together through the Viewport Menu button.
Properties Toolbar
The Properties Toolbar is like backstage at a big theatre production. All the action
may be occurring on the main stage, but there's much more activity happening behind
the scenes that makes the production come off as spectacular. The Property List
Box, located at the top of the Properties Toolbar, is basically a list of categories of
properties. As these categories are selected you are presented with a Property Page
that displays settings related to that particular category.
The key to gaining a quick understanding of the Properties Toolbar is to note that
three properties are always displayed: Layout, Camera, and Environment. Beyond
these three properties, the Properties Toolbar is completely selection sensitive. What-
ever object you have selected at the time, whether it be an object, light or camera,
will determine which information gets displayed within the Properties Toolbar. Each
type of object can also have different characteristics that can be manipulated.
The information contained within the Properties Toolbar does not neatly fit into any
one chapter, but we’ve done our best to make this information easy to find. Informa-
tion on Layout and Environment can be found in the chapter on Viewport Properties
and Camera properties can be found in the chapter on Cameras. As for the rest of the
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Chapter 3 | Scene Editor
selection sensitive properties, the chapter on Working with Objects details the property pages that are common to most
objects, and as each specific object is discussed in subsequent chapters, we will cover the property pages that are rele-
vant to each type of object. The Advanced Modeler also has its own set of property ages that are discussed in detail
throughout that chapter.
NOTE: Many of the property pages use numbers to represent the various settings you can apply to your objects. There
are three main ways of adjusting these numbers:
1. Type your desired number into the field (if field is gray then this option is not available).
2. Nudge the number up or down by clicking the corresponding arrow on the spin button.
3. Position the cursor between the arrows on the spin button and when you receive the double lines cursor icon you
can click-and-drag up or down.
You will also find these numerical controls within other sections of the interface and you can use whichever strategy
works best in your situation.
Main Toolbar
The Main Toolbar contains a variety of buttons that let you insert objects, create lights and cameras, and manipulate
other parts of your scene.
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Swift 3D V4 User Guide
Scaling Mode
The Scaling button puts you into a temporary mode where any object you click-and-drag on will have its
scale altered. Scaling mode is a one-time thing, so as soon as you’re done scaling one object, it will toggle
off automatically.
Undo/Redo Buttons
The Undo and Redo buttons provide a quick way for you to undo or redo any action in the Scene Editor.
The Scene Editor’s Undo stack (think of this as a list that holds all of your actions) is kept separate from
the Undo stacks of the other editors and is always maintained no matter which editor is active. The same
does not hold true for the Undo stacks of the Extrusion Editor, Lathe Editor or the Advanced Modeler, so once you
leave those interfaces their Undo stacks are cleared.
It is important to understand that a complete copy of your scene gets placed into the Undo stack each time the scene is
altered, which can definitely use up a lot of memory. Once you’ve reached a point when you are sure you no longer
need access to the Undo stack you can manually clear it using the Edit > Clear Undo function.
Animate Buttons
The Animate button is also a mode you slip in and out of, only this one allows you to make
changes to the Animation Timeline when it is toggled on. While off, however, you cannot
make any alterations to the Timeline. The only exception to this rule is when you are applying
drag-and-drop animations from the Animation Gallery. Turning on the Animate button also
enables the Animation Path Mode button to its left, which allows you to edit the Bezier paths of your animation.
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Chapter 3 | Scene Editor
Animation Toolbar
The Animation Toolbar is used to
make your scene come to life (but it
won’t come to life unless you click on
the Animate button). Whenever your
scene changes over time, the Anima-
tion Toolbar displays the relevant
information. It can be used as a refer-
ence when using drag-and-drop animations, or as a powerful keyframe animation tool, much like in Macromedia Flash.
There is an entire chapter on Animation that provides details on how to use this timeline.
Rotation Toolbar
Down in the lower left corner of your scene are two toolbars that are probably unlike
anything you've ever used before. We call them Crystal Trackballs and they are really
very easy to use. They work as if you were rotating a virtual trackball with your mouse.
Just click-and-drag on the surface of the ball and it will turn whichever way you choose.
The Rotation Trackball is designed to let you adjust the orientation of objects in your
scene. It remains inactive until you have selected an object. Once you have something
selected, the object appears within the Rotation Trackball and can be rotated by clicking
and dragging on any part of the trackball itself. You will see the object spinning or rotat-
ing within the trackball and within your active Viewport simultaneously. If you have multiple objects or a group of
objects selected, they will all appear in the trackball as well.
The buttons to the left of the Rotation Trackball are available to help refine your rotation movements, and the buttons
on the right are there to quickly restore objects to their original state. Note that rotation can also be numerically con-
trolled through the Rotation page of the Properties Toolbar. Read more about using the Rotation Trackball in the Work-
ing With Objects, Lighting and Camera chapters.
Lighting Toolbar
The Lighting Trackball allows you to control the placement, location and type of
lights that illuminate your scene. Think of the lights as being positioned on the outside
of an imaginary sphere shining into the center of your scene. The sphere's size can vary
depending on the size of your scene, but it is always twice as large as would be neces-
sary to encompass your entire scene. In other words, the more spread out your objects
are, the farther your lights will be from the center of your scene.
The buttons to the left of the Lighting Trackball are available to help refine your rota-
tion movements, and the buttons on the right are there to create and delete Trackball Lights. A new scene comes com-
plete with two standard lights on the Lighting Trackball, but you are free to add, delete, or use Scene Lights (covered in
the chapter on Lighting) to illuminate your scene as you see fit.
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Swift 3D V4 User Guide
Gallery Toolbar
The Gallery Toolbar is a combination of six gal-
leries: Material, Environment, Animation,
Lighting, Model and Bevel. All of the galleries
work under the basic principal of drag-and-drop
and everything you see within the galleries when
you launch Swift 3D for the first time are what
comes standard with Swift 3D. All galleries are
designed to be augmented and customized by the user, so please don't infer that what you see is what you get. It's
merely what you start with.
The buttons on the left of the toolbar allow you to select which gallery is displayed at any given time. The Gallery
Toolbar is present in the Scene Editor and Advanced Modeler. However, only the Material and Model galleries are
enabled for use in the Advanced Modeler, which is why all of the other gallery buttons are grayed out.
Gallery Management
Each gallery contains categories, represented by the tabs located across the top of the gallery, which provide a conve-
nient way to keep the gallery contents organized. The scrollbar located on the right side of the gallery allows you to
scroll through the content within each tab. Galleries can be customized by adding new categories (tabs), editing exist-
ing content or adding your own creations. This section of the User Guide will only cover the basics of how the Galler-
ies are managed and organized, so for specific information on how to actually apply, create or edit different types of
gallery content please read the gallery sections in the chapters covering those topics.
Gallery Setup
The Setup menu on the main menu is your doorway to the organizational structure of the Gallery Toolbar. When you
drop down the Setup menu you have the choice of accessing the setup for each of the individual galleries. The Gallery
Setup dialog will appear with tabs across the top for each of the galleries. For your convenience, the tab of the specific
gallery you chose from the Setup menu will be selected. Once the dialog is open, you can jump to any of the galleries
by clicking on the tabs along the top. The Gallery Setup dialog can also be accessed by right clicking (Win) or CTRL +
clicking (Mac) on the palette window (frame) surrounding the thumbnails, not the thumbnail itself. (Note: The Bevel
Gallery is not accessible from the Gallery Setup dialog because you cannot edit or add content to this gallery.)
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Chapter 3 | Scene Editor
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Swift 3D V4 User Guide
Copy will copy the item that you have selected in the content list. The copy will appear directly below the original it is
copied from and will be given the default name of the original item with a [1] appended after that name. You can
change the name by then selecting the Edit button.
Move allows you to move an individual item (material, animation, model, etc.) from one category to another. When
you click on this button, a new dialog appears that lists all existing categories. Simply click on the category to which
you want to move your selected item, then click OK.
The Preview Window simply displays what the current selection looks like.
Since you can Add or Edit Materials and Environments directly from the Gallery Setup, under these tabs you will
also see the following buttons:
Add Material or Add Environment lets you add new materials to existing categories. The category that is currently
highlighted in the Category list is where this new material or environment will be added. When this button is selected it
brings up the Material or Environment Editors. The Material Editors can also be brought up by double clicking direc-
tion on the material or environment preview thumbnail in the galleries. Refer to the Materials chapter for more infor-
mation about these editors.
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Chapter 3 | Scene Editor
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Swift 3D V4 User Guide
4 tutorial
Overview
Although reading about Swift 3D can be an educational experience, there’s no substi-
tute for hands-on, get your feet wet, grab the controls experience. If you’re the type of
person who enjoys a good trial by fire then this chapter is going to suit you just fine.
Our mission today is going to be modeling a desk lamp. Yes, I realize that designing
the 3D interface of your next Flash game might be why you actually purchased Swift
3D, but you gotta start somewhere. Besides, this lamp is what I had sitting in front of
me so that’s what we’re stuck with. If all goes well we should end up with something
that looks like the model to the right, with a little camera zoom animation to go along
with it. So let’s jump in and get it done.
NOTE: This tutorial does not use any of the tools in the Advanced Modeler due to the complexity involved with using
that portion of Swift 3D.
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Chapter 4 | Tutorial
2. In the Properties Toolbar, adjust the Length property to 0.06 (you can either type
it in or use the spinner controls).
4. With the Bevels category already selected, adjust the Style to Outer Round.
5. Adjust the Bevel Depth to be 0.050.
6. With the extrusion still selected, click the Sizing category in the Properties Tool-
bar.
7. Adjust the Depth to be 0.100.
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Swift 3D V4 User Guide
8. Click-and-drag on the support and position it to sit on top of the cylindrical base.
2. With the Cylinder category selected in the Properties Toolbar, adjust the Radius to
0.030.
4. Rotate and position the arm so it fits into the support piece.
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Chapter 4 | Tutorial
3. Draw a shape using four control points like the one pictured to the right. It will be
a little messy when you first lay down the points but we’ll clean it up shortly.
4. Click the Shape tool and adjust all of your Bezier curves to create a nice curved
shape like the one pictured to the right.
5. Click the Scene Editor tab.
2. Set the object’s Width to 0.300, the Height to 0.100 and Depth to 0.100.
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Swift 3D V4 User Guide
3. Position the fixture so it sits at the junction of the arm and the hood.
NOTE: Since we have been positioning our objects from the Front camera view
only, we are assuring ourselves that the light’s individual pieces are all in align-
ment along the Z axis, and thus our lamp is symmetrical from the side view.
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Chapter 4 | Tutorial
6. From the Top camera view, Shift + right click-and-drag (Win) or Option + click-
and-drag (Mac) down towards the bottom of the Viewport to move the plane
away from the camera, and thus lower in the Front Camera’s view.
7. Go back to the Front Camera view to fine tune the Plane’s position. You may
need to zoom the Front Camera away from the scene by ALT + right clicking-
and-dragging (Win) or COMMAND + CTRL + clicking-and-dragging (Mac) on
the background, or by clicking the Zoom Camera Extents button.
2. Click-and-drag the Reflective Black material to the base, arm, fixture, and hood.
3. Toggle the Material Drop Surface button to the All Surfaces mode (all red) so you
can drop a material onto the faces, edges and bevels of the arm support all at once.
4. Click-and-drag the Reflective White material to the arm support.
5. Click-and-drag the Reflective Red material to the ground plane.
6. Select the Glossy category from the Material Gallery.
7. Click-and-drag the Glossy Yellow - Light material to the light bulb.
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Swift 3D V4 User Guide
2. With the new light selected, click-and-drag on the Lighting Trackball to position
the new Point Light slightly lower so that it will illuminate the bulb.
3. Click on each of the left default Trackball Lights and position them higher and
further back in the scene so they cast more light onto the top surface of the hood.
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Chapter 4 | Tutorial
4. Select the Viewport Menu button in the left Viewport and set it to Camera01 (the
camera you just inserted). This will be the Viewport that gets rendered when we
get to that point.
2. Drag the Red Current Frame indicator within the Animation Toolbar to
frame 10.
3. Within the Top Camera Viewport, move the camera so that it’s looking at
the lamp from a 45 degree angle (from original position).
4. Drag the Red Current Frame to frame 20 (or you can also just click on frame 20).
5. Within the Top Camera Viewport, position the camera so that it’s looking at the
lamp from about a 110 degree angle (from original position) and the lamp fills the
Camera 01 Viewport.
6. Toggle the Loop animation off since this is not a looping animation.
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Swift 3D V4 User Guide
7. When the rendering process is done you can preview your animation by clicking
the Play Animation button within the Playback Controls.
8. Click Export All Frames from the Export To File section.
2. Within the Render Preview section, select the last frame within the Animation
Reel.
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Chapter 4 | Tutorial
You’re done!
Now that you've been through this tutorial, you should have a pretty firm grasp
of the Swift 3D basics. At this point you could just toss this User Guide by the
wayside and start hammering away on your next 3D project, but I caution you.
Aside from hurting the feelings of an unnamed documentation writer, by not
sticking with your educational regime you may be causing yourself great harm
in the long run. If it's inner vector peace and total Swift 3D consciousness you're
after, you might just find it in the following pages of this User Guide.
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Swift 3D V4 User Guide
5 viewport properties
Overview
Viewport Properties encompass settings found on the Layout and Environment property pages and in the Viewport
Menu. Consider these settings to be like the interior design settings for your 3D world. Just as if you were designing
your very own living room, you'd be advised to pay attention to some of these details to ensure that you design a com-
fortable 3D space for yourself. You can adjust things like the size of your room (stick with me here, we're in full-bore
analogy mode), the appearance of the furniture, the color of the walls, the background lighting, and even how fast you
move around. These things are important, because as you begin to fill this room with your 3D artwork, it will all be
affected in some way by the properties of the room itself. So break out your Feng Shui manual and let's go to work.
Layout Properties
Layout
Layout is where you designate the size and proportions of your final rendered file.
Within the vector world of RAViX, the dimensions of your scene can have a slight
effect on the accuracy of your rendered file. You will probably only notice a slight
dissipation of line and fill precision when you create a scene that is very, very small
and then increase its dimensions significantly after rendering. Another factor you
may want to pay attention to is the fact that the smaller the dimensions of your scene,
the faster the Swift 3D rendering engine will crank out your final file. Both of these
subtleties are fairly... well, subtle, so don’t go freaking out with the layout settings
unless you’re really bored.
Now if you’re planning on outputting your scene as a raster image or animation
you’ll be advised to care deeply about the Layout settings. As you know, raster
images don’t take too kindly to scaling, so it would behoove you to think ahead about
where your 3D rendering will be finally displayed.
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Chapter 5 | Viewport Properties
NOTE: The default Layout dimensions can be adjusted by going to View > User Preferences.
Nick's Tips
By default, no matter what size you set your Viewport to, Swift 3D will fit it to your window, keeping the
dimensions in proportion to the height and width you have chosen. If you want to see what the actual size will look
like, go to View > Zoom View Port and change the selection from Fit to Window to Actual Size (100%). If you
are using a larger layout size, you may want to maximize one Viewport (Viewport Menu > Maximize), otherwise you
will get scroll bars since there will not be enough real estate for Swift 3D to show the actual size. If you still need more
space, you can start turning off the various toolbars under the View menu, or if you consistently work with larger View-
ports you may want to consider floating your toolbars. (See information on how to Undock Toolbars under Customiz-
ing Swift 3D Interface in Scene Editor chapter.)
Settings
Nudge Increment - The Keyboard Nudge controls how far your selected object will move when you nudge it with
your keyboard arrow keys. It is set to .10 units. Since each grid represents one unit, using the default setting it will take
ten nudges to move an object from one grid line to the next.
Trace Depth - This setting controls how deep the EMO Ray Tracer will trace for reflections and refraction (through
glass). It is similar to the RAViX III “Reflection Depth” control except that it applies to refraction as well.
Display Modes
From the Viewport Menu button you can access settings that determine what things are going to be shown within the
Viewport and how they will be drawn.
Viewport Display Settings
Swift 3D relies on the OpenGL rendering engine that comes standard with your computer to display the graphical rep-
resentation of your scene within the Viewport. Do not assume that what you see in the Viewport is what you will see in
your final rendered scene. Textures and bitmaps can only be accurately rendered to a bitmap file format using the EMO
ray tracer rending engine.
Texture Smooth Shaded - This is the default display option. When this display option is selected,
objects are shown as smooth, solid shaded objects covered with their designated materials. If tex-
tures or bitmap images are applied to an object, this display option also presents the best representa-
tion that OpenGL can provide. Displaying textures will definitely slow down Viewport rendering
speed, so if you are working with a complex scene switch to a different display option to enhance
performance.
Texture
Smooth Shaded - The major difference between Smooth Shaded and Texture Smooth Shaded is
that Smooth Shaded will not display textures or bitmap images to any degree of accuracy. To view
textures or bitmap materials, change to Texture Smooth Shaded or use the Render Window button
on the main toolbar to activate the Scene Editor’s scanline renderer. Keep in mind that whether you
have a solid material, texture or bitmap applied to an object, the way the Viewport looks in Smooth
Shaded mode is what you will see when you render with RAViX to Mesh Gradient Shading only. Smooth Shaded
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Swift 3D V4 User Guide
Flat Shaded - This mode of display rendering will show your objects as shaded, but without the
smooth gradients. Instead you will see all of the polygons that make up your objects, each with a
separate flat fill. This setting helps to increase Viewport rendering speed when you're working with
more detailed models.
Flat Shaded
Wireframe - This displays objects as wireframes only, with no shading. In other words, you will
see the polygonal structure of your objects rather than their smoothed surfaces. This mode can be
useful when you have complex 3D models and intricate animation paths since it speeds up the pro-
cess of redrawing your objects every time you make a change in your scene.
Wireframe
Draw Backfaces - By default, Draw Backfaces is enabled in all of the Viewports. What this means
is that the display is showing the "backfaces" or the mesh of the object that is facing away from the
camera. By turning off the display of back facing polygons you can help speed up Viewport render-
ing. In the Advanced Modeler, turning off draw backfaces can also help facilitate the selection pro-
cess since the front facing polygons will become easier to identify.
Backfaces Off
Reference Grid
Reference Grid - This turns the X, Y, Z coordinate reference
grids on and off. All of the numerical coordinates will still exist
when the grid is turned off, but you won't have all of the refer-
ence lines showing within the Viewport. To turn all of the grids
off at once, toggle off the Show Reference Grids option.
Show Options
Animation Paths - Any animation paths that have been applied
to an objects will display as a purple line. These paths can also be
edited by clicking on the Animation Path Mode button on the
main toolbar. Read more about editing animation paths in the
Path Animation section of the Animation chapter.
Hidden Objects - This is used to show or hide objects that have
been designated as Hidden (this is done from the Object page of
the Properties Toolbar). The Show Hidden option is off by default. When this setting is enabled, hidden objects display
with a stippled red effect (and can only be selected through the Hierarchy Toolbar).
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Chapter 5 | Viewport Properties
Environment Properties
Unless you live in a world I’m unfamiliar with, things exist in a place. When I say
‘place’ we’re talking about a setting or the object’s surroundings. Within the world of
Swift 3D we call this setting the Environment. In actuality, the overall Environment is
made up of three things: Background Color, Ambient Light Color and Environ-
ment. By adjusting these three properties you are not actually directly affecting the
objects within your scene, but instead are affecting how they appear based on their sur-
roundings. With this in mind, changes to the environment properties should be consid-
ered global in nature, even though they may or may not have an effect on everything
your scene contains.
Background Color
This setting controls the color that sits behind your scene, sort of like a backdrop. The
importance of your background to your final rendered file varies depending on
whether you are rendering using RAViX III (vector) or EMO (raster).
When using the RAViX III rendering engine to export to a vector file format, the back-
ground color becomes slightly irrelevant if you are planning on importing your ren-
dered file into another 2D vector authoring application like Macromedia Flash or
Adobe Illustrator. If you happen to be exporting to the SWF file format, all Swift 3D
does is add some extra information to your file that tells the Flash Player what color to
use as a background color. The background really has little connection with your 3D scene once it has been exported.
Furthermore, any other application you import your Swift 3D-generated files into, such as Macromedia Flash, will
override your designated background (see chapter on Working With Exported Files for more information on this topic).
This all adds up to the following advice: when exporting to vectors, set a specific background color only if you want to
either visually reference the background color of the project you'll be importing the 3D animation into, or if you will be
playing your 3D vector animation without further editing in another application (e.g., you’re publishing a rendered
SWF directly to the Internet without further editing in Flash.)
When using our EMO Ray Tracer to render out to a raster file you’ll need to be more wary of what the Background
Color is set to for two reasons. First, all of the exported raster files (BMP, JPEG, PNG, TIF, TGA) rendered from EMO
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Swift 3D V4 User Guide
will include the background in the file. However, PNG, BMP & TGA files that have Color Depth set to 32 bit may
show transparency in certain 3rd party programs. Secondly, although SWF files from EMO do support transparent
backgrounds, you’ll still want to use a similar background as your overall Flash Project due to the antialiasing that
occurs around your objects. Regardless of what your antialiasing settings are (see Rendering With EMO chapter), you
will always get a little bit of the background color showing up around your objects within Flash once it wipes out the
background color of the original rendered SWF file. The only exception I’ve found is when you have the Background
Color set to Black or White, in which case you won’t see the background color around those edges. So if you can plan
ahead with your scene design and know where your files are going to end up you can eliminate any potential back-
ground problems before they occur.
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Chapter 5 | Viewport Properties
Environment
The Environment setting of your scene is really only important when
you have objects with a reflective finish applied to them. The Environ-
ment could be thought of as being similar to the Ambient Light Color,
but only taking effect on reflective objects. It is similar in concept to
placing a spherical room around your scene and everything within that
room with reflective surfaces will give the viewer a glimpse of what
those walls are covered with.
The real power of the Environment arises when you start using more
than just a simple solid color. Both gradients and patterns will create very cool effects with your reflective objects, and
you can even use imported bitmap images as your Environment, which extends the coolness factor into the realm of
'beyond cool.' Keep in mind that environments created with Raster based materials need to be rendered out with the
EMO Ray Tracer.
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Swift 3D V4 User Guide
Overview
Have you ever had the following experience:
You launch a brand new application you've never used before. It's supposed to be the best tool for doing whatever it is
you need to do, so your confidence is running high. This is going to be fun. After opening a new file, you start clicking
around the interface. You manage to insert a few objects, but they're not where you want them. You try and move them
and they won't budge. You try and edit them and they just sit there. The clicking gets heated. The menus are of no help.
Finally you close the application in a fit of rage.
Two days later you're still under the gun to finish the project and this new application is your only path to completion.
So you pick up the User Guide and start to read. After a few pages you find the words, “Aaaahhhh, that's how you do
it,” muttered from your mouth. You read a little further and it becomes, “Well that makes sense. Cool.” After 30 min-
utes of information gathering you re-open the cursed application and suddenly it's smooth sailing.
Unfortunately, the scenario is all-too-common. We're all 'Button Pushers' at heart with primal instincts that tell us “I
can figure this out on my own.” But learning the finer points of object control can save you from those frustrating
moments where the software fights you tooth and nail. By reading through the following chapter you'll at least under-
stand the techniques that are common to all types of objects within Swift 3D.
Once you have that knowledge in hand, you can tackle the intricacies of each specific object as they come. That
detailed information can be found in later chapters that go into depth on each object's properties and how to control
them. But for now we'll cover the manipulation of objects and their universal properties.
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Chapter 6 | Working With Objects
property page of the Property Toolbar. The Object properties that are available, depending on the type of object
selected, are as follows:
Name
As your scene grows in complexity, being able to slap a label on an object can be
quite useful. Because both the Properties Toolbar and the Animation Toolbar are
selection sensitive, having the specific name of an object appear in the timeline helps
insure that any changes being made are to the proper object. Please keep in mind that
naming is not required since a default name will be given to any new object placed
into the scene. It's when you have three of one type of object and a half-dozen of
another that object naming really shows its true colors. You can name either a single
object or a group of objects.
To name an object:
1. Select the object.
2. Select Object from the Properties Toolbar list.
3. Type a name in the Name field.
4. Hit ENTER.
You will now see the name of that particular object appear in the upper left corner of
the timeline whenever it's selected.
Hide
On the surface, this feature seems pretty straightforward. Check the box, and your
object becomes hidden. But, you can lose some serious sleep when the time comes to
figure out how to find that object again. From the Viewport Menu you have the
option to Show Hidden Objects. When this option is enabled, all hidden objects are displayed with a stippled red
effect (hidden objects that are also locked will be magenta). Note that Hidden objects can only be selected via the Hier-
archy toolbar. This is designed to facilitate the selection of objects that lie on top of each other in the Viewport.
To hide an object:
1. Insert a Box primitive into your Viewport by clicking on the Box button on the main toolbar.
2. Select Object from the Properties Toolbar.
3. Click the Hide option. Your object will disappear from the Viewport.
4. Click on the Viewport Menu button.
5. Select the Show Hidden Objects option.You will now see your hidden object. Hidden objects can only be selected
from the Hierarchy toolbar.
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Swift 3D V4 User Guide
Nick’s Tips
There are times when you need an object to be hidden from view until a certain point in your animation. Swift
3D does not come with a Hide Object keyframe option, but you can hide an object from view using the following steps
(see Animation chapter for more details on creating animations):
1. Position the object where you want it to appear in the scene.
2. Go to the object’s Scale property page and change its scale to 0, 0, 0, so it disappears.
3. Turn the Animate button on and move the keyframe indicator to the frame where you want the object to first
appear.
4. Change its Scale properties back to their original settings. A keyframe will appear in the timeline.
5. Hover your cursor over the first keyframe until an arrow pointing right appears, then click-and-drag the right side
of the keyframe forward to the location of the keyframe where the object “appears.” This stops the animation,
therefore preventing any Scale tweening from occurring, so your object will now simply appear at that keyframe,
as though it was hidden.
Lock
The Lock function is primarily designed to circumvent any errant repositioning mishaps. If you feel like you've found
the ultimate resting place for an object, or just want to temporarily render it immobile while you tweak the rest of your
scene, this is how you do it. When you select an object or group of objects and check the Lock option on the Object
page of the Properties Toolbar, the object will change to a blue stippled state in the Viewport (magenta if the object is
also Hidden), and you will not be able to change the position of that object unless you unlock it. Everything else about
that object is still editable while its position is locked. If objects have been associated with one another via the Hierar-
chy system (covered in later in this chapter), you’ll find that locked children will not influence parents, but locked par-
ents will influence children. In order to help facilitate selection, locked objects, like hidden objects, can only be
selected through the Hierarchy toolbar.
NOTE: If you happen to lock an object and then group it together with one or more objects through the Arrange >
Group command, the entire group will then be locked and will stay that way until that object is unlocked. It is also pos-
sible to select an object out of a group of objects and lock it, thus rendering the entire group locked. Only the object
within the group that is locked will display in the blue stippled state, which makes it easy to identify which object is
locking the group.
Refraction Index
This value refers to the amount of refraction that transparent objects exhibit in physics. This feature is detailed in the
Transparency section of the Materials chapter.
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Smoothing
Smoothing is a process that makes the surface area of an object appear to be rounded
even though a hard edge actually exists between each polygon. By default, Swift 3D
automatically applies smoothing between polygons that have an angle of 45 degrees
or less in between them. All mesh objects, which includes models imported from 3ds
or dxf files or models created and/or edited in the Advanced Modeler, come with
these additional smoothing controls:
• Unsmooth: This option turns off all smoothing so that the hard edges that exist
between each polygon are displayed.
• Smoothing Groups: In the Advanced Modeler you can manually define Smoothing Groups for different surfaces
areas of a single mesh. (Refer to the Smoothing Groups section in the Advanced Modeler Chapter for further
information on this topic.) When the Smoothing Groups option is checked, Swift 3D will respect these Smoothing
Groups.
• Auto Smooth: This option allows you to define the angle that Swift 3D will use in order to determine which edges
get smoothed. For example, if the Smoothing Angle is set to 25 degrees, Swift 3D will only smooth the adjoining
edge of two polygons if the angle between those two polygons is 25 degrees or less.
Selecting Objects
Yes, there is an art to grabbing those slippery little devils.
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Grouping Objects
Much like a 2D drawing program, Swift 3D allows you to group objects together so they can be manipulated and ani-
mated as a single unit. A group is limited to objects and cannot include lights and cameras, but you can link lights and
cameras to objects using the Hierarchy system (read upcoming section on Hierarchy). When objects are grouped a sin-
gle pivot point is assigned to that group at its center.
To create a group:
1. Select two or more objects you want grouped together.
2. Choose Arrange > Group from the Main Menu.
3. Depending how many objects were included in the group, the group will be given the default name of “Group of X
Objects.” You can give the group a more meaningful name by selecting the group and going to the Object page of
the Properties Toolbar.
Once a group is created, it is treated like one object and can be selected like a single object. However, since objects
within the group can maintain their own properties, such as bevels and materials, when a group is selected you will
only see properties that you can adjust for the group as a whole in the Properties Toolbar. This does not mean that once
an object is part of a group that you can no longer access its individual properties because objects can be individually
selected from the group.
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To ungroup a group:
1. Select the group you want to dissolve.
2. Choose Arrange > Ungroup from the Main Menu.
NOTE: Removing a single object from a group can only be done from the Hierarchy list by clicking and dragging the
object out from under the group. Learn more about using Hierarchy at the end of this chapter.
You should be aware that when you animate a grouped object, and then ungroup the objects, your original animation
will be lost.
Nested Groups
Nested groups (groups within groups) can be created by simply selecting two separate groups and choosing Arrange >
Group from the Main Menu. The only way to select a group within a group is through the Hierarchy system.
Nick’s Tips
When working with complex scenes, movement around the Viewport can start to slow down to the point where
working on the details of individual objects can get frustrating. Since you can copy and paste objects from one docu-
ment to another without losing their properties or location, it can be advantageous to copy and paste individual objects
into another document where you can work to refine their details. When you are done, simply copy and paste that
object back into your master document and it will go back to the same spot in your scene.
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Positioning Objects
Moving objects around the scene is a common certainty since very rarely do you create an object without the need to
relocate it. Once you have the object or group of objects selected, you have a variety of positioning options. Note that
all of these positioning techniques, including the numeric coordinate system, can be used when changing the location
of lights and cameras as well.
Click-and-Drag
This is the most basic of object positioning procedures and it will probably be the one you use most. It's simply a mat-
ter of clicking-and-dragging on an object and releasing the mouse button when it arrives at its intended destination.
It's important to note that when you use this process, you are only moving the object along two axes at once. To give
you an example of what I mean, let's say that you are manipulating your objects through the Front camera view, which
is shown in the left Viewport by default. Because the Front camera looks directly down the Z axis, your object move-
ments are automatically constrained to the X and Y axis, just like when you move objects in a 2D drawing application.
When you want to move objects closer or farther away from the camera (in the case of the Front camera, along the Z
axis) you use a Shift + right click-and-drag (Win) or an Option + click-and-drag (Mac) to accomplish the task.
Nudge Keys
If you like to keep your hands on the keyboard, then just slide them over to your arrow keys and start pounding away.
The increment by which your selected object will move is by default one pixel. If you find this a bit tedious, you can
increase the distance your object moves each time you hit your arrow key by going to the Layout page in the Properties
Toolbar. Simply type in your desired increment and continue on.
Nick's Tips
The methodology of the click-and-drag object positioning lends itself nicely to using different Camera views to
move objects along certain planes. If I want to create four objects in my scene and need them all to stay on the exact
same horizontal axis, where their Y coordinates always equal zero, I would do all of my object movement from the Top
or Bottom views, thereby only adjusting their X and Z coordinates. I would then use my Front view as my final render-
ing Viewport.
Constrain Axis
There are also times when you want to be able to constrain an object's movements to an individual axis rather than an
entire plane, as is the case with the process of using different camera views to constrain object movement. In this case
we have a solution for you as well. No matter what camera view you're in, if you would like to constrain your object
movements to the horizontal or vertical axis (relative to the particular camera you are looking through) you simply
hold down the SHIFT key while clicking-and-dragging your object. Swift 3D will take the first movement of your cur-
sor as your intended direction and then continue to limit that object’s movement along that axis. As soon as you release
the SHIFT key you will be able to move that object in any direction.
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To constrain movement along the depth axis, SHIFT + right click-and-drag (Win) or OPTION + click-and-drag (Mac)
upward to move your object forward, and downward to move your object backward.
Numerical Positioning
But the ultimate control comes with the ability to designate your object's position
through the numerical coordinate system. Each object has a center point. The posi-
tion of that center point, and thus the object itself, can be controlled within the Posi-
tion page of the Properties Toolbar. Here you can set the X, Y and Z coordinates of
the selected object as you please. The numbers are all based on the coordinate grid
that you see in the Viewport, with each gridline representing one unit of measure-
ment. Through this method, object positioning becomes more a lesson in math calcu-
lations and less a process of trial and error.
If you have the need to align certain parts of your objects, like if you needed the base
of all your objects to be aligned along a certain axis or plane, you need to adjust your
object's pivot points and then align those pivot points. For more information on this
process, please see the upcoming section on Pivot Points.
To position an object:
1. Insert one of the primitives.
2. ALT + right click (Win) or COMMAND + CTRL+ click (Mac) anywhere in the
background and drag downward to zoom the camera away from your object,
giving you space to work with.
3. Click on the primitive and drag it to a new spot.
4. SHIFT + right click (Win) or OPTION + click (Mac) on the primitive and drag
your cursor downward to move the primitive backward along the Z axis, then
move your cursor upward to move the primitive forward along the Z axis.
5. Click on the primitive, and while holding down the SHIFT key, move your cur-
sor horizontally in either direction, then move your cursor vertically in either
direction. Notice how its movement is constrained.
6. With the primitive still selected, use the keyboard arrow keys to move it around.
7. Go to the primitive’s Position page in the Properties Toolbar and enter in new coordinates.
8. Click on the Reset Position button on the right side of the Rotation Trackball to bring object back to its original
location.
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Pivot Points
When you insert an object into your Viewport, it will automatically have a corre-
sponding pivot point that is represented by a small red, green and blue cross hair
located directly at the center of the object. This is a visual representation of that
object's pivot point. When you rotate the object, this location will be the point around
which your object will spin.
To adjust the pivot point's location you need to first go to the Position page in the
Properties Toolbar. The four buttons along the bottom of the Property Page allow you
to designate your relocation strategy.
• Move Pivot Only will let you move the pivot point without having the object
move, but when you move the object, the pivot point moves with the object.
This setting works well for adjusting the pivot point of an object after it has just
been created, or when the object has already been positioned.
• Move Object Only will let you move the object without having the pivot point
move, but when you move the pivot point, the object will move with the pivot
point. This setting is good when you have established a specific location in 3D
space for your pivot point and then need to position your objects accordingly.
• Move Together will only let you move the object and pivot point together, so
you cannot adjust their locations relative to each other. With this option selected
(default) you won't be able to adjust the object's pivot point, but once you adjust
the location of the pivot point using one of the other settings, this will lock it in
place.
• Move Independently will allow you to move either the object or the pivot
point separately. Although this setting gives you the most freedom in position-
ing, you probably will not want it enabled once you have your pivot point’s loca-
tion established where you want it because it's too easy to change their position by accident.
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Chapter 6 | Working With Objects
Rotating Objects
We briefly mentioned the use of the Rotation Trackball in the Scene Editor chap-
ter, but now I'd like to investigate its functionality more deeply. Once you've
selected an object it will appear within the Rotation Trackball with the same
rotational orientation as it has in the Viewport. As soon as you click-and-drag on
the surface of the Trackball, the object in the Viewport will rotate in the same
direction as you're dragging your cursor.
The basic use of the trackball is fairly intuitive, but being able to refine its move-
ments is critical to laying out your scene just as you want it. This refinement
comes through the use of the Lock Axis buttons along the left side of the Rota-
tion Trackball.
• Lock Horizontal will only allow the trackball, and thus your selected object, to rotate along its horizontal axis.
• Lock Vertical will only allow the trackball to rotate along its vertical axis.
• Lock Spin will only allow the trackball to rotate clockwise or counterclockwise.
• Rotation Increment allows you to choose the degree of rotation.
You can also use the shortcut keys to expedite the process, which is very convenient when you are rotating your objects
along more than one axis. While rotating your objects, holding down:
• SHIFT will lock the trackball on its vertical axis.
• CTRL will lock the trackball on its horizontal axis.
• CTRL + SHIFT will lock the trackball's clockwise or counterclockwise rotation.
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These locking buttons and shortcut keys give you a nice amount of control over what direction you want your objects
to rotate, but you can take it a step further with the use of the Rotation Increment setting. This allows you to keep your
object rotations within known values, which takes the guesswork out of the process.
Numeric Rotation
At times you will require greater accuracy when rotating your objects than can be
provided through the Rotation Trackball. Through the Rotation page of the Properties
Toolbar you can enter in an exact degree of rotation.
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Chapter 6 | Working With Objects
Scaling Objects
This is where I lose all of the Control Freaks in the audience. Scaling is an obvious feature that everyone is accustomed
to. Unfortunately in the 3D world there is a difference between sizing and scaling. If you're the type of person who
always has to know exactly how big your objects are, you're better off skipping the scale function and sticking to
adjusting your object's size numerically via the sizing controls. But if you are willing to let the numerical control slip
slightly, scaling is a quick and easy way to change the relative size of your objects.
One key thing to consider about scaling is that you can animate this property, and with the ability to scale objects non-
uniformly, you can create some great animations. This is something that cannot be done through the sizing controls
since the sizing property cannot be animated.
Scaling Mode
The quickest method of scaling an object or group of objects is by slipping into Scaling Mode. This is a one
shot deal where you select the button and scale your object either up or down, with equal scaling being
applied to all dimensions of the object or group, and then Swift 3D automatically kicks you out of scaling
mode. This is done to prevent any inadvertent scaling if you forget to turn off Scaling Mode.You'll notice that this pro-
cess does not change the object's numerical size.
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Numeric Scaling
This process accomplishes the same effect as the Scaling Mode button, but allows for
scaling adjustments of the width, height and depth independently.
Shear
If you have a picture of a naked sheep in your head right now you might want to consider giving this section a read
since the type of shearing Swift 3D does has nothing to do with sheep. The Shear function allows you to slant an object
from one side to another along a specific axis. A good way to understand this function is to think of a square being
transformed into a parallelogram, where its top and bottom planes remain parallel to each other while the top slides
towards the right and the bottom slides towards the left.
The steps for shearing are identical to the steps provided for Numeric Scaling. As with scaling, Shear can also be ani-
mated.
Nick's Tips
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Chapter 6 | Working With Objects
Non-uniform scaling and shearing can cause problems when parent/child relationships are established. Just for some
background information, when an object is made a child of another object, Swift 3D makes a one time adjustment so
that the child maintains it position, rotation and scale properties. However, if a parent object is non-uniformly scaled,
any children of that parent will begin to skew when they are rotated because it takes on the parent's local axis coordi-
nates as its global coordinates. In order to avoid this problem, it is highly recommended that all non-uniform scaling be
performed down at the mesh level in the Advanced Modeler. Scaling done at the mesh level will not have any affect on
children that are created at the object level. Further information on editing and scaling meshes can be found in the
chapter on the Advanced Modeler.
Negative Scaling
Negative scaling can be used as a way to Mirror objects in the Scene Editor. Simple
select an object or group of objects and set their scale to negative one (-1.00).
Hierarchy
The Hierarchy toolbar serves as a central repository for every object that
exists within your scene, including lights and cameras, listing out those
objects by their name. If you haven’t designated an object’s name you will see
its default name appear in the list. As mentioned earlier, the Hierarchy system
provides for a very accurate method of object selection when the scene starts
getting crowded, but that is only the tip of the iceberg when it comes to what
this system has to offer.
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The only limitations in the hierarchy are that lights and cameras cannot have children, and only Free Lights and Free
Cameras can be children of other objects.
Nick’s Tips
The Hierarchy system will not allow you to select or move more than one listed object at a time (although a
listed object may actually contain many children), but you can accomplish a multiple object move by using a different
strategy. Since you can perform multiple selection of objects within the Viewport, you can create a grouped object
there (either temporary or permanent), and then move the grouped object in the Hierarchy list. All of the originally
selected objects are considered children of that group, so they’ll all go along for the ride. When you have the group
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Chapter 6 | Working With Objects
associated with the right parent, you can then ungroup the objects and they will assume their new places within the
Hierarchy system.
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Swift 3D V4 User Guide
7 primitives
Overview
Primitives are a lazy designer's best friends. There is no quicker way to get 3D elements into your scene than clicking
one of the Swift 3D primitive buttons. It's what geometry class should have been like in high school. No proofs, no
equations, no pi. Just cool looking shapes at your command.
In addition, you can control many properties of each primitive. What this means is that for every primitive button you
see across the top of the Swift 3D interface, there are endless variations of each shape. It's just a matter of clicking and
tweaking.
It's important to also realize that these 3D primitives can be joined together in infinite ways to create more complex
shapes that are only limited by your imagination. If you think of these primitive objects as basic building blocks, you're
going to see well beyond their basic 3D shape into a world you probably learned about with your first set of Legos.
Inserting Primitives
All of the primitives can be accessed from the Main toolbar
with the simple click of the mouse. When they are inserted into
the Viewport they automatically arrive centered on the (0,0,0)
coordinate.
As you peruse the delectable selection of primitives, please note that there are properties specific to each object and
properties that are universal across all objects. Those specific properties are mentioned along with the primitive infor-
mation in this chapter. The common properties are discussed in the Working With Objects chapter.
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Chapter 7 | Primitives
Sphere
It's round, it has a radius and you can change its shape. The object itself is as simple as it
gets, but once you've inserted the sphere into your scene you can control much more than
just the radius. Within the Properties Toolbar are settings that will take your basic sphere
and squeeze it, stretch it, and adjust its appearance altogether.
Radius
This one is a no-brainer. You adjust the radius setting and the thing gets bigger or smaller. You can accomplish the
same effect using the Scaling Mode button, but you'll find that when you use the scaling technique it will not have an
effect on the numerical radius setting. This is due to the difference between object scaling and object sizing which is
covered in the Scaling section of the Working With Objects chapter.
Segmentation
So now we're going to cross the line from Geometry to Geography. The best way to understand the sphere's segmenta-
tion control is to imagine a globe, complete with all of its lines of longitude and latitude. And for those of you who
were snoozing during Geography class, we'll have a little review. Lines of latitude are the ones that circle the globe (or
sphere) horizontally and the lines of longitude circle the globe vertically. The way I remember the two is that lines of
latitude get smaller as you approach the Earth's poles, but the lines of longitude stay consistently ‘long.’ If that doesn't
work for you then just start changing the numbers and you'll figure it out pretty darn quickly.
GeoSphere
Unlike its relative, the sphere, the GeoSphere has no poles. The screen shot on the right
shows a GeoSphere that has been unsmoothed (in the Advanced Modeler) so that you
can see the mesh. The mesh of a GeoSphere will provide a smoother profile than a
sphere that has the same number of faces.
Radius
As with the Sphere, you can set the GeoSphere's radius.
Subdivision Depth
This setting controls the number of faces the GeoSphere's mesh contains. The range of this setting is limited to four
subdivisions. These numbers correspond to the number of times the original faces of the GeoSphere are subdivided
into four new faces.
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Box (Cube)
Ahhh, the coveted Box. So simple, yet often overlooked. Six sides, 12 edges and no pre-
tense, this primitive is the all purpose utility shape that serves as a great building block
for all things rectangular and blocky.
Sizing
These properties are very straight forward with the Box, so I shan't take this explanation
a step further.
Segmentation
As is the case with a few other primitives, these segmentation settings allow for control over how the Box, or whatever
rectangular shape you turn it into, gets defined on a polygon basis. The default setting for the Box is one segment for
width, height and depth. This means that the Box is defined by 12 polygons—2 per face. As you increase these set-
tings, you will notice no difference in the macro-geometry (ok, I admit to making up that term), but you will see some
slight changes in how the light interacts with the surfaces. But the real reason you'd be messing with these settings
comes when it's time to render the shape. When you choose from any of the per-polygon rendering styles (Outline
Mesh, Full Color and Mesh Gradient) you will generate different output looks and varying file sizes based on the num-
ber of polygons used to create that object.
NOTE: Segmentation settings will have no effect upon your final rendered files if you are planning on using the EMO
Ray Tracer to generate your animation. It’s only relevant to RAViX.
Pyramid
As you effortlessly click the Pyramid primitive button, just ponder how long it took for
the ancient Egyptians to accomplish the same task as Swift 3D just did in milliseconds.
And you didn't even have to flog anyone in the process.
Sizing
This is the only property you get to mess with on this primitive, so go ahead and have at
it. It's pretty tough to get into trouble with the pyramid.
Nick's Tips
Four triangular sides and a bottom are all you get with the pyramid primitive. If you're looking for a pyramid
with more sides you can use the Lathe Editor to create a cone and then uncheck its Smoothing property and adjust the
number of Radial Segments to equal the number of sides you're looking for. You can also create a 3-sided pyramid
(Tetrahedron) even quicker by inserting a Polyhedron since the default settings yield a Tetrahedron.
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Chapter 7 | Primitives
Cone
The cone is really just a relative of the cylinder, with the obvious difference that it
comes with a point on top.
Radius
The top and bottom radius settings allow you to turn your cone into something that I
really don't have a definition for. It's sort of like the various forms of progeny that would
be generated if a Cone mated with a Cylinder, not that we condone that type of behavior with our primitives. In fact,
there's a strict fraternization policy implemented within Swift 3D, but these controls allow you to circumvent our man-
dated rules.
You'll also notice that massaging these controls can easily create a cylinder, but I assure you that we also have a strict
rule regarding the cloning of primitives (and massaging for that matter).
Segmentation
Although the two cone segmentation settings work as you'd expect, they will most likely be used for different pur-
poses.
Axial
I guarantee that when you start to adjust the axial segmentation of the cone you're going to mutter, “Now there's a use-
less feature,” but I feel obliged to tell you otherwise. Although you will not be noticing any shape change in the object,
when it comes time to render the object, you may be more interested in this control. As you change this setting, you are
increasing and decreasing the number of polygons that make up that object. When you choose from any of the per-
polygon rendering styles (Outline Mesh, Full Color and Mesh Gradient) you will generate different output looks and
varying file sizes based on the number of polygons used to create that object.
Radial
Although you can use the radial segmentation to control your polygon count just like the axial control, your use for this
control is most likely going to be adjusting the actual geometric shape of the cone. By bumping this setting lower and
lower, you can create a cone that becomes more faceted (made up of more surfaces), which can be very beneficial
when it comes to rendering your scene with certain output styles.
Closed
By choosing to close the Cone, you are telling Swift 3D to place a cap on the bottom of it. If you uncheck this option,
you will be able to see into the cone as if it were created with paper rather than clay. And if you increase the top radius
above zero, you will be able to see right through the object from certain camera angles.
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Cylinder
A variation of the Cone, the cylinder is your all-purpose tube. Great for building DNA
chains architectural columns, and even useful when you want to place something on a
pedestal. Simply defined by a radius and length, they're not quite as powerful as cones,
but certainly convenient when someone asks you to model a roll of toilet paper (hey, it
could happen).
Segmentation
Please see the corresponding section under the cone primitive description because any adjustments you may want to
make here will affect your cylinder's geometry and rendering appearance exactly as they would a cone.
Torus
Torus. Ring. Doughnut. Whatever you want to name this thing, you know what I'm
talking about, even though my spell checker does not.
Radius
The Minor Radius is the distance from the center of the shape to the inside surface of
the torus. If you increase this setting without changing the Major Radius you will make
your Torus more slender.
The Major Radius is the distance from the center of the shape to the outside surface of the shape. If you increase this
setting without changing the Minor Radius you will make your Torus fatter.
Segmentation
The Segmentation Minor Radius controls the number of times the circular lines that define the tubular nature of the
Torus are segmented. If you decrease this number, the shape will become more angular in its cross section.
The Segmentation Major Radius controls the number of times the circular lines that define the roundness of the Torus
are segmented. If you decrease this number, the shape will become more angular in its circumference.
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Chapter 7 | Primitives
Plane
We threw this ultra-primitive primitive into Swift 3D for one sole purpose—Shadows.
You may very well find other uses for this object, and for that I commend you. But the
bottom line is that planes work great for creating a surface to cast a shadow onto.
Throw one of these bad-boys under your animation, check that Shadow option before
rendering and you've got some big-time eye candy. And, keep in mind that with both
the SWFT and the SWF export file formats you will have access to just the shadows
within an animation as either their own separate layer or as a separate object.
Polyhedron
When primitives are born and start learning their way around the world of 3D objects,
they soon come to the realization that they wished they were a Polyhedron. To be a
Polyhedron is to be anything and everything, while still maintaining its coy demeanor
within the Swift 3D interface. Who would have thought one button could be so power-
ful. The only thing other primitives don't lust after is having the name polyhedron.
If you break down the word to its integral parts, you'll quickly realize that the confus-
ing nomenclature is just a smoke screen for ‘many sided object.’ With this in mind, you can now click on that button
and know exactly what you're getting into—a thing with a bunch of sides. But if you leave it at that you miss out on all
the fun. With just a little bit of extra information you'll find yourself spitting out 22 letter words that will impress your
friends. Or they might just get all glassy-eyed and start considering a quest for new friends.
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Polyhedron Families
First, let's discuss the five basic shapes that make up the starting points for all the afore-
mentioned variations of the polyhedron. The Tetrahedron, Cube, Octahedron, Dodeca-
hedron, and Icosahedron (the fabulous five) all share a couple of similar properties.
Their faces are all made up of the same geometric shapes and all of their vertices are
identical. This group of objects is known as the Platonic Solids and you'll recognize
their names in the Properties Toolbar once you place a Polyhedron into the scene.
Tetrahedron
The fundamental shape of a Tetrahedron, the most basic form of polyhedron, is a solid
object made up of four equilateral triangles. It's like a pyramid, but with one less side.
The default geometry for the Tetrahedron family is a tetrahedron (go figure) but you
can create many different shapes with some fiddling of the controls we'll talk about
shortly.
Cube/Octahedron
These two shapes have a distinct relationship and it goes beyond the fact that their
number of sides is divisible by four. The Cube is the default geometry that appears
when you insert the Polyhedron and select this family. To get to the Octahedron shape,
you need to do some adjustments within the P and Q settings, but that's a whole differ-
ent world so for now you can just take my word for it.
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Dodecahedron/Icosahedron
Again, we find two distinct shapes with a strong relationship to each other. The default
geometry that appears when you insert a Polyhedron and select this family is the
Dodecahedron, a 12-sided object consisting of faces that are all pentagons. With some
modest adjustments you can quickly turn this shape into an Icosahedron, which is a 20-
sided object made up of all triangles.
Star 1
Now we begin the crazy journey into the realm of Stellated Polyhedra, which are vari-
ations on two of the platonic solids but with star-like characteristics. The default geom-
etry of Star 1 is an Icosahedron that has had each of its faces pulled out from the center
of the object. In other words, if you were to create a vertex in the center of each trian-
gular face of an Icosahedron and drag it away from the center of the object, Star 1 is
what you'd end up with. If you need a term you can remember, try 20-pointed star,
because that's the default construction of a Star 1.
Star 2
Star 2 works under the same principles of Star 1, but its default geometry is based on a Dodecahedron where each face
that the vertex gets pulled from is a pentagon rather than a triangle. In this case you end up with a 10-pointed star. By
the way, don't go asking any Geometry professors for the definition of a Star 1 or Star 2. As best I can tell, the names
were invented by a frustrated U.I. designer who was having a difficult time fitting the word ‘Great Stellated Dodecahe-
dron’ into a dialog box.
Family Parameters
I really had no idea what we were getting into when the Polyhedron was slated for construction within Swift 3D. Little
did I know that one button on our interface could lead to such a communication quandary. It took me two days of
research just to determine that the Family Parameters of a polyhedron (also known as Ps and Qs) were virtually inde-
scribable. But that's not going to stop me from trying.
P and Q
The P parameter is directly related to the number of faces the object has, and the Q parameter is directly related to
the number of vertices that exist on the object. By adjusting either of these two settings, you can generate an
unbelievable amount of variations of the Platonic Solids.
Unfortunately, the P and Q settings are only directly related to the faces and sides of the object, but not exactly repre-
sentative of those numbers. What this means is that instead of setting those parameters exactly as you see fit, your best
bet is to start playing around and see the results. In most cases, the three settings you can actually predict how the
results are going to look like are the two extremes and the midpoint.
There are some basic things you want to pay attention to as you start tweaking your default objects.
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Scale Axis
And now the really dense fog rolls in. The Scale Axis is still based on Ps and Qs with the addition of some Rs for con-
fusion sake. These settings allow you to push and pull faces of your polyhedron in a similar fashion to what the Star 1
and Star 2 do. In fact, if you start from the Dodec/Icos family you can quickly achieve the Stellated Polyhedron default
geometry. But once you start cranking these settings in conjunction with variations of the P and Q Family Parameter
you'll quickly realize that there is no end to the crazy shapes the Polyhedron can generate.
One important thing about the Scale Axis settings is that P, Q and R each control a different type of surface. There can
be three basic surfaces on a Polyhedron: triangles, squares and pentagons. If your shape has one or two types of sur-
faces, only one or two of the Scale Axis settings will have any effect on the faces of the shape. When the shape has all
three types of faces, P, Q and R will all be active.
Radius
Now back to something we can all relate to. Adjust the radius of a Polyhedron and it will get bigger or smaller. And I
didn't even have to research that one.
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8 text
Overview
I'm not sure about you, but my first experience with 3D text was when I started going to
see Hollywood movies in the theatres. When I saw a deeply extruded rendition of the
Star Wars title with that extreme perspective that tapered quickly towards the vanishing
point, text suddenly became much more than trying to achieve a perfect cursive letter
‘B’ in 3rd grade. They became art, more like sculptures than a bunch of letters thrown
together, more of an outlet for creativity rather than a model for replication. And with
the massive increase in font selection through the boom in personal computing, sud-
denly you could convey emotions and moods with just the mere visual representation of
your words. Wow, I'm sorry to come across as a total word geek, but that was some cool
stuff for me.
So here we are in the 21st century with Swift 3D, certainly not the first 3D font rendering software, but an exceptional
solution for turning 3D text into vector-based animations. Within Swift 3D, any TrueType or PostScript font you have
installed on your computer can be automatically turned into an extruded and beveled 3D object.
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Font
Use the Font dropdown menu to choose the style of text you desire, using the preview
function to guide your selection. The default font can be adjusted by going to View >
User Preferences.
Text
You can replace the text with your own by highlighting the word in the Properties Tool-
bar and typing whatever you like.
Alignment
You can adjust the alignment of your text with the Alignment buttons shown.
Character Map
The Character Map button gives you a display of all the weird characters that come
with each font, but aren't shown on your keyboard. For example, select the Wingdings
font in the font dropdown list, and then click on the Character Map button to see a
ready-made list of symbols.
Nick's Tips
Wingdings are sweet. That's right, Wingdings, Webdings, Dingbats—all cool in my book. They quickly extend
the versatility of Swift 3D by giving you a ton of 2D objects that can be extruded in a heartbeat via the Text button.
And after a quick Web search I found tons of picture-based fonts similar to Wingdings, all for free. Adding these types
of fonts is sort of like building your own personal 2D library.
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Styles
• Square: A 90-degree angle, giving your text only three total surfaces: front, side
and back (i.e. no bevel).
• Beveled: A 45-degree angle, as if you ran a knife along the front corners of your
text. This is the default style.
• Outer Round: A smooth, convex, rounded transition between the front surface
and side surface, as if you sanded the front corners down.
• Inner Round: A smooth, concave, rounded transition, as if you gouged out the
front corners of your text.
• Step Down: As if you glued your text to the front of a larger version of your text.
NOTE: You are not actually removing material from the characters, as you would
when working with wood, but rather you are adding thickness to the areas without the
bevel in order to create them. This means that as you increase the depth of your text
you will be increasing its size as well, which may change the overall character of your
font.
Bevel Gallery
Bevels can also be dragged and dropped onto Text
or Extrusions from the Bevel Gallery.
Nick’s Tips
There are two things I feel obliged to mention at this juncture. First, don’t go typing in your company’s Mis-
sion Statement and expect to have a file that will stream at 28.8 kbs. Text, especially with a fancy font applied, has a lot
of geometrical detail when it’s converted to a 3D object so it can get big, fast. Second, bevels are cool, but they also can
boost your bandwidth consumption. I recommend sticking to the 45 degree bevel because the other ones tend to need a
higher level fill option when rendering in order to be visible.
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Depth
With the Depth control you are manipulating how quickly the text makes your desired transition from front and back
surfaces to side surfaces. The higher the number, the longer the transition, ergo, the more depth you apply to your
bevel, the thicker your text becomes. Get carried away and you've got some funky looking stuff, not that funky is a bad
thing.
If you are significantly increasing the bevel size (around 5.0 or higher), you may stop seeing any changes to your bev-
els until you go and increase the Depth under Sizing.
Face
By default, the bevels are applied to both the front corners and the back corners so you will see the same thing going on
when you view the backside of your text. To control which faces are beveled, choose front, back or both under the Face
options.
Smoothness
This slider controls how accurately curves are drawn on your text. If you adjust towards Fine, your curves will smooth
out, but the amount of lines it takes to render the text increases, and so does your file size. Adjusting towards Coarse
will make any curves appear more angular and reduce file size. The general rule of thumb is “leave it alone unless you
have a good reason not to.”
Mesh Quality
This control is there to allow you some control over the geometry created when you extrude text and 2D artwork. The
default polygonal construction of these objects typically lead to some very narrow polygons where there are curved
edges. This can sometimes lead to some inconsistencies after rendering and importing into Flash. If you experience any
of these problems, you should adjust this slider to a higher level of Mesh Quality and try rendering again. Another side
effect is that when you jack this setting up, you’ll have more detailed lighting effects when you are rendering with
Mesh Gradient Shading.
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9 extrusion editor
Overview
Extrusions are a non-3D guru’s best friend, which probably explains why I cozied up to our Extrusion Editor pretty
quickly when it first arrive on the scene. I mean c’mon, would you rather spend your time learning what NURBS and
splines are all about, or would you feel more comfortable grabbing a pen, sketching out a shape and having it instantly
appear in your scene as a 3D object. Not to mention all of the familiar concepts like Bezier curves, control points and a
nice flat surface to draw on. All these things add up to one of the most powerful modeling tools Swift 3D offers.
And for those of you with zero 3D experience, let me throw a quick explanation of what an extrusion actually is. It's
when you take a flat, 2D shape and extend its Z depth. As a most basic example, let's start with a single 8½” x 11”
piece of paper. That's your original 2D shape. Now add 499 pieces of the same size paper to the stack and wrap it so it
becomes a single unit. That's your extruded object. (Actually it's a ream of paper, but hey, I'm trying to prove a point
here.) As you add or subtract pieces of paper to that stack, you are determining how thick your object becomes. That
thickness is its Z depth.
So Swift 3D’s Extrusion Editor may not measure up to an application like Adobe Illustrator and it may not offer total
modeling power like the Advanced Modeler, but man is it a perfect hybrid tool for folks like myself (and maybe you)
who can draw stuff with a Bezier Pen. And with the additional abilities of bringing 2D vector files into the Extrusion
Editor as well as animating paths with the built-in Animation Timeline, you’ve got yourself a great ‘utility player’ in
the big game of 3D modeling and animation.
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How It Works
The basic concept is that once you draw a shape within the Extrusion
Editor interface, the extrusion appears immediately in the Scene Edi-
tor with a default depth of 0.050 units.
The Extrusion Editor merely exists to create the original shape. Once
the actual extrusion appears in the Scene Editor, you will be able to
adjust all of the extrusion's properties like depth, bevels, materials,
etc. through the Properties Toolbar.
You should also take notice of the differences between a Bezier Pen
Tool from other applications and that of Swift 3D. As you begin
drawing, you will need to select what type of point you want created
via the three buttons on the top of the Extrusion Editor Interface: Cor-
ner Point, Curve Point and Tangent Point. But I'm getting slightly
ahead of myself.
Main Toolbar
Pen Tool
It all starts by selecting the pen tool (selected by default when you enter the Extrusion Editor) and choosing
a place on the grid to start drawing. By clicking the Pen Tool you are telling Swift 3D that you are ready to
begin drawing.
Selection Tool
This tool will allow you to select individual and groups of points to further manipulate your shape once it has
been drawn. By clicking the Selection Tool you are telling Swift 3D that you are ready to start editing your
drawing.
Corner Point
When this button is depressed, every point you create will be an Corner Point with no information defining
how the path enters or exits that point. If I create a series of Corner points, they will all be connected with
perfectly straight lines.
Curve Point
The Curve Point has much more information associated with it than the Corner point. Curve points are
defined by something called a Bezier curve whereby you have control over the shape of the line entering and
exiting the point. Although you can control the entry and exit, the two halves of your curve are linked to each
other so positional changes to one half of your point may have an effect on the other half of the Bezier curve.
The typical application of Curve Points is to create two lines that join together at the point in a smooth fashion.
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Tangent Point
These are very similar to the Curve point but they allow you to control each side of the curve's control points
separately. The tangent point is designed to allow your line to enter and exit the point with completely differ-
ent paths. The typical application of Tangent Points is to create two curved lines that join together in an angu-
lar fashion.
Magnifying Glass
Just imagine if Sherlock Holmes had licensed his classic investigatory tool to the software companies of the
world. A simple royalty structure would have done wonders for him and Watson. Swift 3D's zoom tool
works like this. Grab the tool, click to zoom in and right click to zoom out. Wherever you click on the grid
determines the area that gets magnified or unmagnified.
Undo Button
Undo can be accessed through the Edit menu or shortcut commands, but if you're a button pusher you can
take a crack at the Undo buttons.
Shape Tools
These buttons provide you with a quick and easy route to some common extrusion
shapes you might be interested in using in your Scene. Or they may be a good starting
point for the creation of something a little more custom. Either way, a click of the but-
ton inserts the proper path into the editing interface with all of the associated control
points.
N-Gon
The N-gon is a more flexible version of these shape tools. The button itself shows a penta-
gon, but by selecting from the dropdown list you can designate the inserted shapes as any-
thing from a triangle to an octagon.
Animate Button
The Animate button must be toggled on in order to activate the Extrusion Editor timeline.
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The Grid
The grid is mostly there for reference rather than for numerical sizing or positioning. Each grid line in the editor is set
.05 units apart. When zoomed out you will see black dashed guidelines that represent 1 unit. A relationship does exist
between the location of a path in the Extrusion Editor and where the extrusion is positioned when it is brought into the
Scene Editor. The location of the extrusion in the Viewport will depend on where the object was drawn in relation to
the (0, 0) coordinate in the Extrusion Editor. For example, if the path is centered around X = 0 and Y = 0, the extrusion
will be centered in the Scene Editor as well. If the path is drawn in the lower right quadrant of the grid, the extrusion
will appear in the lower right quadrant of the Viewport.
What is the meaning of all this? This placement issue is only important if you plan to apply a bitmap texture to your
extrusion. The location from which a bitmap image begins to wrap onto an extrusion is dependent upon where the path
was drawn in relation to the (0, 0) coordinate. Specific details regarding bitmap wrapping to extrusions can be found in
the chapter on Materials. It is also notable that any extrusion taken back into the Extrusion Editor for further editing
will always be centered at (0, 0), no matter where it was initially drawn since the Extrusion Editor has no way of
remembering the original location of each extrusion.
Creating Shapes
While it is possible that the shape you’re looking for resides within the Extrusion Gallery, there are definitely going to
be many occasions when you will need to create your own shapes. We might as well start with the easiest way of start-
ing out, which by using one of the shape primitives accessible through the Shape Tools located on the Main Toolbar.
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Nick's Tips
Due to the manner in which Swift 3D lays down Curve Points and Tangent Points, I highly recommend using
the following strategy when creating anything but the most basic symmetrical shapes: sketch it out with the key control
points, choosing your point type as you go. Don't pay attention to the overall shape of the object with your original run
through, because you'll only get frustrated. Once you've laid down the basic shape with your points, then you can go
back through and make all the necessary adjustments to your point locations and Bezier curves, adding and subtracting
points as needed.
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Editing Points
Selecting Points
To select an individual point, use the Selection Tool and click on the point. To aid in selecting points, the cursor has a
hover state when it is over a point that is available to be selected.
Once you see the cursor change to this state, simply click down on the point to select it. The point will turn red when
it's selected.
To select multiple points, hold down the CTRL key while selecting individual points. The most recent point selected
will be red and the additional selected points will become black. If you errantly select a point, simply click on it again
while still holding down the CTRL key to deselect it from the group of points you are in the process of selecting.
To perform either of these functions you can also click-and-drag a marquee box around single or multiple points.
Moving Points
To move individual or groups of points around within the Extrusion Editor simply click-and-drag them to a new loca-
tion. Only selected points will move.
If you would like to constrain the axis along which your points move, holding down the SHIFT key before moving
them will constrain their movement along the X axis or Y axis.
Changing Points
To change the point type of individual or multiple points, select the points you'd like to convert, and then select the
point type you'd like to convert them to from either the Main Menu or the Point Properties dialog. Short cut keys exist
for all of the point types, which can be very convenient as well.
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Point Properties
This dialog is for the control freak in all of us. If you need to know that your point is
EXACTLY on the Y-axis this is where you come to for answers. To access the dialog you can
right click (Win) or CTRL + click (Mac) anywhere within the grid area and choose Point
Properties form the context menu, or you can select a point and choose View > Point Proper-
ties.
Type
This section of the Point Properties allows you to alter the Point Type of all the points you
have selected.
Position
The position control allows you total control over the positioning of your points on the X and
Y coordinate grid. If you have multiple points selected, the Position control will show you the
coordinates of the point that is colored in red.
Editing Paths
Selecting Paths
To select an entire path with all of its points and their related control handles, you can double click on the path itself.
You will see a little icon (it looks like a seagull to me) appear when your cursor is hovering over a selectable path.
Once a path is selected, you can drag it to any spot in the Extrusion Editor.
Scaling Paths
Paths can be scaled by double clicking on the path (with the seagull cursor) and then selecting the Scale
tool from the main toolbar. When the scale tool is selected, a bounding box with sizing handles will appear
that allow you to adjust the overall scale of the selected path. The sizing handles are located on each cor-
ner and in the middle of each side. The path will stretch in whichever direction the handle is dragged. To
uniformly scale the path, hold down the CTRL key (Win) or OPTION key (Mac) while dragging one of
the handles.
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Excluding Shapes
You have the ability to punch holes in your extrusions through the process of exclusion.
It's a simple process, really. If you have a shape within another shape, the shape within
will end up becoming negative space inside of that larger shape.
A basic example would be if I draw a circle and then draw a smaller circle within the
larger circle, I would create a ring. Sort of like a torus, but with hard edges. Obviously
you can get much more creative than this, but the basic concept always remains the
same.
It's important to note that as soon as the path of your interior shape breaks through the path of the surrounding shape
you will no longer have an excluded area. Instead, the Extrusion Editor will fill the entire shape using the furthest out-
side path, in this case a combination of the outer shape and the section of the inner shape that protrudes from the outer
shape.
2D Loops
You will probably come across this effect by accident as you play around with the Extrusion Editor. The way Swift 3D
calculates what to fill and what not to fill has to do with complex calculations that I do not care to explain, let alone
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understand myself. My point is that if a path overlaps itself, you're going to get a strange geometric shape created in the
Scene Editor that actually takes on more of a 2D Mobius strip type look, minus the 180 degree twist. Or maybe a bow
made out of ribbon. Honestly, try it for yourself and you'll understand much better than my feeble descriptions. The
only thing I can warn you about is that it's not going to look like you'd expect.
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Nick's Tips
With all this combining and breaking apart it's easy to get confused. So I'm going to outline a common scenario
to help you get a grasp on its practical use. Let's say I'm rebuilding the Electric Rain logo in the Swift 3D extrusion edi-
tor. The three factors that I need to deal with are as follows: The right side section has two holes punched through it.
The two sections have different materials applied to them. Both sides need to be extruded and beveled the same
amount. Here's the process I'd use:
1. Create the two main sections with outlines in the Extrusion Editor.
2. Go to the Scene Editor and adjust the Bevel and Depth of the Combined Object.
3. Break the object apart.
4. Select the right side object and go back to the extrusion editor.
5. Insert the cutout sections on the right side section.
6. Go back to the Scene Editor and apply materials.
7. Select both objects and group them together so the logo can be animated as one unit.
Nick's Tips
While the Extrusion Editor can edit imported AI/EPS files, the Lathe Editor cannot. If you want to bring a path
originally created in another 2D program into the Lathe Editor what you will need to do is bring it into the Extrusion
Editor and then copy and paste that path over to the Lathe Editor.
Path Morphing
Using the Extrusion Editor Timeline you can create animations
where the actual path of the extrusion changes over time. This type
of animation is called Path Morphing. Since the timeline in the
Extrusion Editor works almost identically to the main timeline in the
Scene Editor, the timeline and Path Morphing are covered in detail
within the chapter on Animation.
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Extrusion Properties
Once you take your path back to the Scene Editor your newly extruded object will come with these additional proper-
ties that you can access from the Properties Toolbar.
Bevels
These properties are identical to the beveling of a text object so please refer to the chapter on Text Objects and read the
Bevel section.
Sizing
These controls function as you would expect, allowing you to control the width, height and depth of your extruded
object. If you have an extrusion with multiple objects, they must be combined before you can change all of their sizing
properties at once. Otherwise you can select each object individually and adjust its size.
NOTE: The default Bevel Style, Bevel Depth and Sizing Depth applied to Text and Extrusions can be adjusted by
going to View > User Preferences.
Scaling
This property is fully detailed in the Working with Objects chapter, but it is worth repeating here that Scale can be ani-
mated while Sizing cannot.
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10 lathe editor
Overview
Did any of you take Shop class in high school? Well I didn't either, but I hear there's this tool called a lathe that spins a
piece of wood like mad and then you use various fiber-rending weapons to sculpt that dead spinning tree into a cool
shape. In fact, my wife still has a lamp that she created with a lathe in 9th grade. It's god-awful ugly, but it was, in fact,
created by a lathe. And now Swift 3D has an implement of creation that works on a similar basis, only in an additive
manner rather than a subtractive. Oh yeah, no sawdust either.
The Lathe Editor is a powerful modeling tool that allows you to create objects that can break through the Z-axis limita-
tions of 2D extrusions. And if you combine it with the Extrusion Editor and Advanced Modeler, forget about it. You'll
be assembling complex models in less time than it takes to even open a high-end 3D application.
How It Works
The short version is this: You draw a path and go to the Scene Editor to see your lathed object. If you've used a Lathe
tool in another program you'll quickly understand how Swift 3D's Lathe Editor behaves. But if you're a newcomer to
the lathe concept, stay with me and we'll go into a little more detail.
Drawing Tools
Before the sawdust starts flying, let’s first point out that the Bezier drawing tools located on the main toolbar are iden-
tical in function to those in the Extrusion Editor. Refer to the Chapter on the Extrusion Editor for information on how
these tools work.
Axis of Rotation
The grid line that you'll need to pay the closest attention to is the dotted and dashed green vertical line that runs down
the left side of the Lathe Editor interface. This line is the axis of rotation and is to be respected at all cost. The reason
for its off-center positioning in the interface is because, in general, you only want to be drawing paths on one side of
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your Axis of Rotation. There are exceptions we'll discuss later, but for our purposes we should keep everything on the
right side of the Axis of Rotation.
Think Profile
When you begin drawing your path, it's important to think in terms of a profile rather than a full shape. What you are
doing is creating the outside profile of your object and letting the Lathe Editor do the rest for you. Once you have
defined the profile with your path, Swift 3D is going to spin that path completely around (360 degrees) the vertical
Axis of Rotation. In the process, it will create a smooth surface defined by all of the points in 3D space that your origi-
nal path touched as it was rotated around the axis.
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Nick's Tips
The ability to adjust the sweep angle of a lathed object should not go unnoticed. This functionality brings a
whole new modeling component to Swift 3D by offering the capability of creating smooth, but asymmetric objects. If
you throw this into the modeling paradigm Swift 3D uses of assembling complex objects from smaller, and more basic
objects, the Sweep Angle provides yet another arrow of creation to throw into your modeling quiver.
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Segmentation
This feature brings a really nice effect to the 3D modeling table. One limitation of a
standard lathed object is that there is no way to avoid creating smooth surfaces. Cer-
tainly you can create edges on your object, but only along the vertical axis. The hori-
zontal axis will be completely smooth until you start adjusting how many line segments
your lathed object consists of.
The setting that will modify your lathed object is the Radial Segmentation. By
decreasing this number you are in effect dividing up that 360-degree spin into larger 32 segments - Smoothed
and larger chunks. To view the effects, you are better off unchecking the smoothing
option before you make the adjustments. The maximum you can set the Radial Seg-
mentation to is 64 and the minimum is 3, since 2 segments would completely flatten
your lathed object into 2D space.
Radial Smoothing
This has got to be one of my favorite Swift 3D features. After seeing the consistently
smooth nature of lathed objects, being able to turn off the object's smoothing setting is
a welcome feature. Now you can reduce the Segmentation of your objects, turn off the 4 segments - Unsmoothed
smoothing and create objects with hard edges and flat surfaces.
Closed
If you choose a Sweep Angle of less than 360 degrees, by default your lathed object will close itself off on the ends that
don’t meet, which creates a solid object. If you would like the ends to be open, simply uncheck the Closed option.
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Overview
We respect that you've worked hard to gain your 2D graphic design skills and Swift 3D is certainly not here to deny
you the right to leverage that knowledge to the max. In fact, we welcome those vector files into the application in all
their crisp, scalable glory. If you've got logos, illustrations, typefaces, simple shapes, complex line art, floor plans,
CAD drawings or any other wonderful vector asset hanging out in that flat world of AI and EPS files, bring 'em on in.
Swift 3D will make short work of pushing that 2D artwork through the old extrusion machine and before you know it
you'll be looking at some bang-up 3D objects.
Upon import, all of the vector shapes in the file, including lines and fills, will be identified, given a default depth, re-
colored to match their original hue and placed into the center of the Scene Editor facing the front camera. Once this
conversion to 3D happens you have plenty of editing options available to you, but the hard work of converting your 2D
artwork to 3D objects is officially complete.
One important thing to note is that we have been dropping the "V" word quite often here (that's "vector") for good rea-
son: Swift 3D can do NOTHING with raster-based images contained within those AI and EPS files. So please verify
that your file is 100% vector before you start cursing this feature. There's just no way to extrude pixels, but you do have
some other potential options mentioned later in the chapter if raster artwork is all you can conjure up for import.
How to do it
The first step in the process is having a file ready to import. Swift 3D recognizes AI files up to version 10 (Illustrator
CS files are not yet supported) and all EPS files but will only acknowledge the file's contents if it is constructed of vec-
tors. This frequently leads to confusion because although the Adobe Illustrator and Encapsulated PostScript file for-
mats are vector-based, both support the embedding of raster images. So folks will be working in programs like Adobe
Photoshop or Paint Shop Pro and think that saving their file as an EPS will allow them to turn their image into a 3D
object via the Swift 3D import process. Sadly, this is not the case. But at the end of this chapter, I have included some
information on what to do if a raster image is all you have, as well as some other tips on getting your vector artwork
ready for Swift 3D import.
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Nick’s Tips
Upon import, it is always recommended that you cross-check the original number of objects in your AI/EPS
file (remember to count outlines and fills separately) with the number of objects in your Swift 3D document. In Swift
3D, you can determine this number by clicking on your grouped object and looking in the Selection Window of the
timeline. (It will say Group of “X” Objects.)
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When you import any file into Swift 3D, each consecutive object in that file will be given an increased depth by a fac-
tor of .001. So the first object that is imported (as a general rule of thumb it is the largest object) will be given a depth
of .050 (under Sizing in the Properties Toolbar). The next object is set to .051, and so forth.
What this all means is that when you have artwork with multiple fills and strokes, you need to be aware that this depth
progression will take place upon import. Keep in mind that the sole purpose of this depth progression is to allow you to
see all of your objects immediately upon import; it is not an exact science and we cannot guess at what your true inten-
tions are as far as the final look goes.
Nick’s Tips
When you are working with complex 2D artwork, it is very important to keep it organized. For example, con-
sider a 10 character string of text that you have converted to outlines (see upcoming section on Text), meaning that you
now possess a file with 10 separate objects. With the new depth progression feature, when you import this file into
Swift 3D your first character will be given a depth of .050 and the tenth character will have a depth of .059. This can be
avoided by making your text into a Compound Path before importing. (This is a capability that all 2D drawing pro-
grams possess, although they might use slightly different terminology for this feature.) Objects joined in this manner
are considered to be one object, and must share all of the same properties, so when a compound path is detected upon
import all objects in that compound path are given the same depth.
While you can also join objects in this manner in Swift 3D by using its Arrange > Combine function, I still recommend
having all of your artwork well-organized before you even bring it into Swift 3D so once it is imported you can begin
working on it and not worry about the depth issue.
NOTE: While AI/EPS artwork cannot be brought into the Lathe Editor
directly, you can copy and paste your Bezier path from the Extrusion Editor to the
Lathe Editor. See Extrusion or Lathe Editor chapters for steps on copying and past-
ing paths.
Path Morphing
Path morphing is fully applicable to any imported AI/EPS artwork because of the aforementioned ability to edit your
original artwork in the program’s Extrusion Editor. Read all about Path Morphing in the Animation chapter.
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Text
Typically, when you type text into a 2D vector drawing program it enters the scene as a font rather than pure vector art-
work. Before that text can be imported into Swift 3D successfully you must convert that font into outlines. It's a simple
process in any application, but definitely a crucial one.
NOTE: When you convert your text to outlines, you have now created an individual object for each character of your
text string. Since Swift 3D now imports each subsequent object with a slightly different depth, it is highly recom-
mended that you combine your text into one object so that they enter Swift 3D at the same depth. You can also use
Swift 3D’s Arrange > Combine command to combine your text characters after they are imported into the program
Excluded Shapes
If you happen to be building a 3D model of a slice of Swiss cheese, you're going to have to learn how to punch holes in
stuff. And believe it or not, there are other situations where your 2D extrusion is going to end up more complex than
just a filled shape. The nice thing about 2D drawing applications is that you are primarily concerned with how some-
thing looks, rather than how it's actually built. Swift 3D, however, cares deeply about the construction of your artwork
because it's attempting to convert every piece of vector artwork into a 3-dimensional object.
So if we take a piece of Swiss cheese as an example, you can build it quite easily in the 2D world by drawing a pale
yellow rectangle and then drawing a bunch of irregular white circles on top of that rectangle. Print that thing out and it
looks great. Save it to a GIF and it's the same. Bring it into Swift 3D and you'll have an extruded pale yellow rectangle
with a bunch of extruded white circles in it. Now you don't have to be from a small country in Central Europe to realize
that you would expect to see through those holes rather than having them be solid objects. But you can't blame Swift
3D for trying.
When we go back to our original artwork, you can easily rectify the problem. All you have to do is exclude those
shapes from the original rectangle so that there is no fill within the circles and the paths that define those circles are
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associated with the rectangle rather than the circles. There are several ways to accomplish this depending on your 2D
drawing application, and you'll know you've got it when you can click on the holes and nothing gets selected. This indi-
cates that your cheese is truly Swiss.
Breaking free from this cheesy analogy, you can start to understand how various other 2D situations can pose problems
for Swift 3D. But if you keep in mind that construction is critical and Swift 3D sees all vector artwork, even if it's ren-
dered invisible in the 2D world through color selection, you should have a smooth transition from 2D vectors to 3D
meshes.
3D Drawings
This one is a little weird, and it has to do with understanding how an extrusion actually works. Rather than re-hashing
my earlier description of the extrusion process, I'll throw out an example of what some users have done in the past.
Let's say I want to build a model of my desktop monitor. If I have absolutely no prior 3D experience and I'm a good
illustrator, I might try drawing a perspective view of what my monitor looks like. I accurately depict the slight curva-
ture of the screen, the beige box that tapers as it heads towards the vanishing point, the detailed ventilation grille that
sits obliquely from my vantage point. When it's all said and done, I've got a nice simulated 3D drawing of my monitor,
and the next logical step would be to import it into Swift 3D so I can have a true 3D model to animate.
I'm sorry to say it just doesn't work that way. An extrusion is just an extrusion and never more. There is no way for
Swift 3D to interpret the 2D vector information I'm throwing at it, as accurate as it may be, and determine what a mon-
itor looks like from every possible angle. You're much better off using the modeling tools within Swift 3D to build
yourself a real monitor.
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Overview
Although Swift 3D is quite the scrappy upstart contender in the modeling world, we're humble enough to acknowledge
that there are a few big-boy applications that have a bit of a head start on us, and a few more modeling features as well.
(We had to build an entire wing onto our office to accommodate the manuals for those high-end apps.) So out of
respect for the 3D industry as a whole, and in an effort to provide you access to the efforts of the highly-skilled 3D art-
ists of the world, Swift 3D offers the ability to import 3DS and DXF files, the two most popular 3D file formats in the
industry.
The terrific thing about these two file formats being so popular is that there are literally tens of thousands of 3D models
available on the Web for free or for purchase. Additionally, every 3D application I know of has the ability to export to
at least one of these formats. So if you, your company or your clients have existing 3D assets, you're virtually guaran-
teed that they can be imported, further edited and rendered to a vector or raster file using Swift 3D.
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3DS Properties
Any model meshes brought into Swift 3D in a 3DS file will have some smoothing controls associated with them that
appear in the Object page of the Properties Toolbar. The Auto Smoothing checkbox tells Swift 3D to use the default
3ds max smoothing parameters. This typically yields nicely smoothed objects. If you uncheck this option, you can then
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manually choose the Smoothing Angle Swift 3D should use on the 3DS objects. The way this setting works is that
when you increase the angle (90 degrees maximum), your object gets smoother, and when you decrease the angle, your
objects will be more faceted and angular.
Nick's Tips
If you're working with 3ds max and have exported a 3DS file that doesn't seem to be importing into Swift 3D
properly, you should re-import the 3DS file into 3ds max. This will demonstrate if all of the associated information is
being properly translated into the 3DS file format. Swift 3D can only read the information in the 3DS file, so if it's not
getting in there, you need to go back to the drawing board in 3ds max. If it is all there, you’ve got yourself a bona fide
tech support issue and we’d love to see that file.
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13 advanced modeler
Overview
Would you like to play with LEGOs or Clay today?
I have to admit I was always a LEGO guy. There was something about seeing all the individual pieces laid out in front
of me that fostered a sense of creativity, comfortably leading my brain down the road of creation. In comparison, when
the teacher set that big amorphous lump of clay in front of me and said "create," I just wasn't sure what to do next. It
was as if the limited set of shapes contained within my LEGO collection helped jump-start the creative process, where
the limitless potential of the clay seemed to transform my creative juices into a somewhat more viscous state.
Since its inception, Swift 3D has offered a modeling process that's similar to the LEGO-style approach of assembling
more complex objects from basic building blocks, which is one reason the software is so popular with people delving
into 3D design for the first time. Since we've all used building blocks of some form or another, it's a pretty easy transi-
tion into the world of modeling with Swift 3D. The one limitation with this creation method is that occasionally you
find circumstances where the exact building block you need for your model simply doesn't exist. And although it's
often possible to find some sort of workaround using a combination of other shapes or just settling for a less-than-
what-you-had-imagined model, neither of those solutions is ideal.
Well… welcome to the limitless world of polygonal modeling, or what I like to refer to as the "clay approach" to object
creation. In this world you still have those basic building blocks to start with, but instead of being made out of rela-
tively inflexible molded plastic, these blocks are totally malleable, just like the lumps of clay we were doled out in art
class back in school. But since we couldn't cram actual organic clay into the code-base of Swift 3D (we tried, but the
compiler wasn't too happy) the material you'll be working with in the Advanced Modeler is a polygonal mesh, which is
essentially a pliable fabric made of adjoining triangles.
Now for those of you who are like me and enjoy the ease of the assembly approach rather than the seemingly more
daunting task of molding a lump of polygons into something worth looking at, fear thee not. The Advanced Modeler
should be seen as a complementary tool to the traditional Swift 3D modeling workflow rather than a replacement.
Think of this area as your building block construction zone where you can fabricate the exact pieces you need to com-
plete whatever project you're working with back in the Scene Editor of Swift 3D.
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And for those of you who are looking forward to getting your hands directly on that underlying polygonal mesh and
fully embracing the power of creation from scratch, welcome to nirvana. With the Advanced Modeler you can push,
pull, slice, deform, extrude, twist and tweak your lump of clay to make whatever it is you want in a totally unrestricted
environment.
In the end, the Advanced Modeler is just another tool (albeit a very powerful tool) within Swift 3D and it's up to you to
use it as needed. Which brings us to a final introductory point: How do you decide when to use the Advanced Modeler
(which will usually require some additional time and energy on your behalf) and when should you stick with the more
basic (yet very speedy) modeling tools supplied in the Scene, Extrusion and Lathe Editors? Well, here are my personal
recommendations on that subject:
3D Terminology 101
Before we start delving into the basic elements that make up a mesh, it is important that we first take a step back so that
there is a solid understanding regarding the difference between Scene Editor objects (Text, Primitives, Extrusions and
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Lathes) and the meshes that are created or edited in the Advanced Modeler. The difference is subtle, since the basis for
all objects in Swift 3D is a mesh. Turn the Viewport display mode to outlines in the Scene Editor and you can clearly
see that any object in the Viewport is made up of a mesh.
The crucial difference lies in the fact that Primitive, Text, Extrusion and Lathe objects actually exist at a higher level
than just a mesh, and are more accurately described as parent objects that are derived from a basic mesh. At all times in
the Scene Editor you are working at an object level, not the mesh level, and have access to object level properties
through the Properties Toolbar, which control different aspects of the mesh for you. When you change these values,
such as bevels in the case of text and extrusions, and segmentation values in the case of lathes and primitives, Swift 3D
simply deletes the previous mesh and regenerates a new mesh. In many ways this is why Swift 3D continues to be such
a great program for 3D novices because the program creates all of the changes to the mesh for you.
There comes a time, however, when a model is required that cannot be created by any other means than getting your
hands dirty and manually manipulating its mesh. Once this point is reached, you must sever the relationship that Swift
3D has so nicely provided between the parent object and its mesh. This relationship ends as soon as you click on the
Edit Mesh button in the Advanced Modeler. While the Edit Mesh button will be discussed in detail in one of the
upcoming sections, what this button does is convert the object to an editable mesh. For example, if you bring an extru-
sion into the Advanced Modeler and click on the Edit Mesh button, the extrusion is converted and no longer maintains
any relationship to its Bevel or Sizing properties, and it can no longer be edited in the Extrusion Editor. A warning
message is provided as a reminder that this conversion is taking place, but that will be discussed further in the upcom-
ing section on Moving Between the Scene Editor and Advanced Modeler.
Once you have crossed over the border into the land of meshes, you must leave behind the blissful ignorance that Swift
3D’s object level architecture has afforded you and inhale a bit of brain food because it is now time to start understand-
ing the elements that make up that 3D mesh.
Polygons
So, without ado, let's introduce the star of the show, best known by its fans as
the polygon. A polygon consists of a number of points joined by lines to create
a planar face (i.e. all points of the face exist on the same plane). While poly-
gons can consist of an infinite number of points, Swift 3D uses only 3-sided
polygons, a.k.a. triangles.
In the Advanced Modeler you can modify the object's triangular mesh, which
is made up of three elements:
Vertex: a point in space
Edge: a straight line that connects two vertices
Face: a triangle formed by three vertices
All of these elements together form a polygon. Slap all of your polygons
together and you have a polygon mesh. Begin pushing, pulling and twisting
that mesh and you're modeling. It's as simple as that.
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Normal
Before we start learning how to edit the mesh and make some cool stuff, there is
one last concept we need to tackle, and it is called the "normal" of a polygon. A
normal is the direction that a face points and is considered to be its front or outer
surface. Swift 3D uses normals to determine whether a polygon is front facing or
backfacing, which you will find is important to the selection process (see Ignore
Backfaces feature). Since Swift 3D only uses three-sided polygons, keep in mind
that these points always lie on a flat plane, which means all parts of that polygon
must face in the same direction. So you can think of the normal as a conceptual line
in space that maintains a 90° angle to all points on any particular face. If you
encounter a situation in which you cannot select a certain face it is likely that its
normal is facing inward. Use the Transform > Flip Normals feature to reverse the
direction of the normal.
Normals of an Octahedron
The Advanced Modeler will automatically smooth normals so that surface areas
maintain a nice, smooth shading instead of showing the hard edges in between each
polygon. This type of smoothing is achieved by averaging what is referred to as the vertex normals. Vertex normals are
calculated by averaging the normals of all of the triangles (faces) that come into a single vertex in order to smooth out
their edges. (Vertex normals are also used to determine the brightness of a surface when interacting with light.) When a
mesh is unsmoothed, or viewed with the Viewport Display Mode set to Flat Shaded, Swift 3D is only calculating each
individual face normal.
In terms of modeling objects, normals also serve as a constraining point for extruding faces, meaning that you can
extrude a face in the direction that its normal is facing (see the section on Extrude later in this chapter for more infor-
mation).
So that is the foundation you need to know in order to bravely move forth and begin whipping those polygons into
shape. At the very least, I'd say that we have prepared you to impress just about any anyone with your new found 3D
terminology. But if you start using face normals to give directions to the local pub, you might have gone a tad too far.
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Reference Grid
While the Reference Grid can be displayed along three different planes: XY, YZ and ZX, the 2D Orthographic View-
ports are limited to showing just one plane, so this option only applies to the Perspective Viewport in the Advanced
Modeler. As in the Scene Editor, the display of these grids is controlled through the Reference Grid option in the
Viewport Menu.
Axis Guide
In the Advanced Modeler Viewports there is an Axis Guide that provides you with a visual ref-
erence point for the orientation of your scene at all times. This Axis Guide is always displayed
right smack in the middle of each Viewport. The axes are colored the same as in the Scene Edi-
tor so that X = Red, Y = Green and Z = Blue, and each axis also comes with an X, Y or Z label.
Constrain Axis
In addition to being a visual aid, the Axis Guide can be used as a constraining tool as well. Cer-
tain functions, such as moving meshes, can be constrained along the X, Y or Z axis.
Axis Guide
To constrain an axis: Perspective View
1. CTRL + SHIFT + click on any of the axes on the actual guide (the red, green or blue
lines or their end points). You can also choose Transform > Constrain > X, Y or Z [CTRL +
SHIFT + X, Y or Z] from the main menu.
2. The selected axis will turn white in all of the Viewports, and the point at the end will turn into an
arrow, indicating that it is the constraining axis.
3. To turn off constraints, either click back on the axis or choose it again from the menu.
For more detailed information on axis constraint please see the Constrain Axis portion of the upcoming section on
Transform Tools.
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Viewports
Just as a warning, we're about to go into some territory that strays from what you've probably already learned about
Viewports. It's not because we love messing with your brain, but rather because there are some additional features
required in this interface to provide a useful modeling experience.
In the Advanced Modeler, all of the standard views (Front, Back, Top, Bottom, Left and Right) are shown in fixed 2D
Orthographic Viewports. In addition, just like in the Scene Editor there is one Perspective View that allows you to look
at your scene from all different angles. One of the harder things to get used to within this interface is working with a 3D
model within a purely 2D view. We will try to make that transition as easy as possible for you in the upcoming sections,
but also realize that you might need to take some time orienting yourself using basic models before you tackle building
your own personal concept car.
NOTE: Unlike the Scene Editor, camera views in the Advanced Modeler can be open in more than one Viewport at
one time. So if you need two Perspective Viewports available at the same time, by all means, set yourself up.
2D Orthographic Viewports
The 2D Orthographic Viewports provide many advantages when it comes to 3D
modeling. These are a few reasons why:
1. In an orthographic view, all objects are shown straight on and maintain their
right angles and parallel lines, thus reducing the chance that you will move,
rotate, scale, etc. your selection in an unintended direction. You can think of
this as sort of an "alignment safety zone." Perspective Viewport
2. All objects, regardless of the distance between them along the Z axis (actually,
the relative Z axis for each Viewport), will appear at their actual size. This is
important because when modeling objects you often want to be able to compare
exact sizes of things and the orthographic view eliminates any distortion that
prevents making accurate comparisons.
3. When working in an orthographic view you are confined to manipulating
meshes along two out of the three axes, or a single plane, which allows for Same Scene - 2D Viewport
greater precision. And, thanks to the Axis Guide you have a constant reminder
of just which two axes you have to work with in each Viewport.
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Perspective Viewport
Working with the Perspective Camera in the Advanced Modeler is identical to the Perspective Camera or the Target
Camera in the Scene Editor. Refer to the chapter on Cameras for information on working with the Perspective Camera.
The Perspective Camera also comes with the same Frame All, Frame Selection and Reset View options as the Ortho-
graphic Viewports.
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Object Mode
When the Edit Mesh button is disabled you can only select the mesh at the object level, and you can only select one
object at a time. Once the object is selected, either click on the Edit Mesh button to edit that object’s mesh, or make use
of any of the various tools in the Advanced Modeler that are accessible at the object level. Throughout this chapter,
modeling tools that can only be used while in Editing Mesh mode will be clearly designated. Tools that do not carry
this disclaimer can be used as documented, whether you are working at the object or mesh level. Keep in mind that
when you are working at the object level of a mesh, if you adjust its position, rotation or scale these values get updated
in relation to the scene’s global coordinate system.
A final thing to mention about object mode is that primitive meshes get inserted into the Viewport as separate object
meshes when the Edit Mesh button is not depressed. This is crucial to understand if you plan on eventually animating
the different parts of a model. More on this will be discussed in the next section on the Editing Mesh mode.
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Viewport to begin with. We've already discussed bringing Scene Editor objects into the Advanced Modeler, so let's
now look at two other resources, the Model Gallery and Primitive Meshes.
Model Gallery
The Model Gallery provides you with 3D models
to use as is, or as a starting point for your model-
ing project. As with all of the other galleries in
Swift 3D, the Model Gallery works on the drag-
and-drop premise. Models will always get
inserted as separate objects whether you are in
Mesh Editing or Object Editing mode, and if they
contain hierarchy, their animations and hierarchy
will also be maintained.
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You can right click (Win) or CTRL + click (Mac) on the palette window surrounding the thumbnails to bring up the
Gallery Setup dialog, from which you can delete, rename or relocate any gallery content. For information on how to
share Gallery content and managing Galleries in Swift 3D, see the section on Galleries in the Scene Editor chapter.
Primitive Meshes
As discussed in our earlier section on 3D Terminology, Primitives in the Scene Editor are parent objects that are
derived from a mesh. In the Advanced Modeler, this type of parent relationship is not possible, so the primitives made
available here are simply meshes based on the primitive shapes that you find in the Scene Editor. As a result, you only
have access to each Primitive’s property page before that primitive gets inserted into the Viewport.
Let’s look at it this way. You’ve inserted a sphere-based mesh
into the Viewport, and using your impressive, new-found mod-
eling skills have molded that sphere into a dolphin. That dol-
phin does not in any way resemble the sphere it spawned from, so you can’t possibly to go back and change any of the
sphere’s original properties and expect Swift 3D to have a clue as to what you expect to happen.
Inserting Primitives
So, as you have probably guessed, inserting a primitive in the Advanced Modeler
will not be the same as that nice, simple click of the mouse that you can use to
achieve such greatness in the Scene Editor, but it is not rocket science either. When
you click on one of the Primitive buttons in the Advanced Modeler, all you have
achieved is opening that primitive’s property page in the Properties Toolbar. This is
your key that you must first set the segmentation properties of the primitive, or sim-
ply leave the settings at their default values if you so choose. (Refer to the chapter on
Primitives for information regarding the segmentation values of each primitive.)
After adjusting these settings, click and drag out the primitive in the Viewports until
you are happy with its size. (Holding down the CTRL key as you drag out the primi-
tive will keep its size proportional.) The Torus and Cone primitives are the exception
as they still include some size settings (the top and bottom radius of the cone, and the
major and minor radius of the torus), which can’t be adjusted when dragging out
these primitives. These settings exist as ratios, however, instead of exact units used
by those same primitives in the Scene Editor.
To insert a primitive:
1. Set the Editing Mode button to its Mesh Editing or Object Editing state depend-
ing on whether you want to add the mesh to an existing mesh or create a separate
mesh object. If you do not have an existing mesh in the scene, the state of this
button will not matter.
2. Click on the Primitive button of your choice from the main toolbar.
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3. The properties specific to that primitive will appear in the Properties Toolbar. (See the chapter on Primitives for
detailed information on all of the properties available to each primitive.)
4. Make any changes to the default settings. Use the preview window to determine when you have the correct set-
tings since once the primitive is inserted you cannot go back and change these settings.
5. In any of the Viewports, click and drag the cursor until the primitive reaches the size you require. Hold down the
CTRL key if you want to maintain the primitive’s proportions as you size it.
When you drag out a primitive in one of the Orthographic Viewports, the starting position of the primitive will always
depend on where it was drawn. Primitives created in the Perspective Viewport will always get inserted around the (0, 0,
0) coordinate.
General Properties
Modeler Options
The following two settings are strictly intended to help increase internal rendering performance while working in the
Advanced Modeler.
Auto Smoothing - Swift 3D will automatically smooth surface areas of a mesh
unless you otherwise define smoothing groups (see the section on Smoothing Groups
at the end of this chapter). As you work with a mesh, pushing and pulling various
parts, it requires additional internal rendering power for Swift 3D to constantly
update the display of surface smoothing. By default, this feature is therefore turned
off. Note: If the Show Wire Overlay option is enabled you will not notice any differ-
ence to smoothing.
Redraw All Viewports - By default, as you move, rotate, scale, etc. a mesh, that
action only takes place in the active Viewport. Once the action is complete, the other
Viewports will then update their views as well. However, if you need to see the
action take place in all of the Viewports as it is occurs, check the Redraw All View-
ports option. Again, by only having the redraw take place in one Viewport at a time,
performance is enhanced.
Settings
Nudge Increment - This setting controls how far your selected object will move
when nudged with the keyboard arrow keys. It is set to .10 units. Since each grid rep-
resents one unit, using the default setting it will take 10 nudges to move a selection
from one grid line to the next.
Object
Name - This grayed out area shows the name of the object currently selected in the
Viewport. This name can only be edited from the Object property page in either the
Scene Editor or the Advanced Modeler.
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Statistics - The statistics provided on this page show the total number of vertices, edges, faces and surface groups of
the mesh at the object level. So even if just a single vertex of a mesh is selected, these statistics will display the totals
for the whole mesh that the vertex is a part of. If you are selecting individual areas of a mesh in Mesh Editing mode and
need to see the total number of vertices, edges, and faces in that currently selected area, these statistics are provided in
the status bar located along the bottom of the interface. If a mesh is not selected, the status bar shows the total statistics
for the entire model currently being edited.
Polygon Limitations - The Advanced Modeler has a limitation of 65,535 total vertices or faces.
Selection
No, still not to the fun stuff yet, but I can guarantee that unless you master the fine art of selecting vertices, edges, faces
and surface groups (and not just any ones, mind you, but the ones you intended to select) you will get extremely frus-
trated when you start modeling. So stay focused and we'll get through this fast.
Select Tools
The selection process in the Advanced Modeler works differently than in the Scene Editor because selection can be
done on five levels: vertex, edge, face, surface group and object. There are separate selection tools for each of these
elements that are accessible from the main toolbar or the Select menu.
Soft Select Select Faces Select Object
The following shortcut keystrokes are also available for each Select tool: Select Vertices: V; Soft Select: T; Select
Edges: E; Select Faces: F; Select Surface Groups: G; Select Object: O.
Object Selection
The Select Object tool is the only select option available when you are working at the object level. As soon as you click
on the Edit Mesh button the Select Object tool becomes disabled. When objects are selected they are tinted a blue color
as a reminder that the mesh is being selected at the object level. In Editing Mesh mode, the object that is currently
selected will turn orange, the mesh selection color, and all unselected objects will take on a gray stippled shading.
Mesh Selection
When in Editing Mesh mode, you have access to the Select Vertices, Soft Select, Select Edges, Select Faces and Select
Surface Groups tools. Each mesh element has a different visual representation in the Viewport when selected. A vertex
is always indicated by a square icon; an edge by the straight line that forms the side of a triangle, as well as its two end
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points (vertices); and faces and surface groups by all three edges of the triangle (and shaded interior if the Viewport is
set to a shaded display mode).
Select Cursor
Since the Advanced Modeler is very mode oriented, many of the functions come with their own cursor
icons in order to serve as a visual reminder of which mode or tool is currently being using. The Select
tools are all represented by the default pointer cursor. The Select cursor can also have a plus sign or
minus sign next to it that indicates if part of the mesh is being selected or deselected.
Multiselect in Mouseover
You can hold down the SHIFT key while moving the cursor to multiselect elements in mouseover so that instead of los-
ing a highlighted area as the cursor moves off of an element the highlight is maintained. Clicking down will then serve
to select these elements.
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Marquee Selection
Marquee selection is the process of clicking down the mouse and dragging a bounding box around areas of the mesh
that you wish to select or deselect. Parts of the mesh do not have to be completely within the drawn marquee box to be
selected or deselected. Surface groups, faces, edges and vertices will be selected or deselected if the marquee box
touches any portion of their structure. Marquee selection also does not detect which mesh element is selected first,
which is crucial to the Align To > Surface tool, and plays a role in helping to fine tune the Flatten and Weld commands.
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Orthographic Viewports
When working in the Perspective Viewport or any of the camera views in the Scene Editor, if you zoom in too far on an
object it is very clear when the camera lens bumps into an object and begins to pass through an object. The same does
not hold true for the Orthographic Viewports, so if you are zoomed in on a mesh and find that you cannot select any of
its elements, try zooming back out a bit and try again.
Enable Mouseover
Although Mouseover serves as an extremely helpful selection aid, it also requires
more computation time. You can turn off the Mouseover feature from the Selection
property page by unchecking the Enable Mouseover option.
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with that vertex lessens the further away from the original point they are located. This feature is extremely cool
because it allows you to quickly create a smoother, more natural looking transformation on the surface of the object.
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Form Factor
Soft Select = Parabolic Soft Select = Exponential
The intensity or falloff of the Curve Type can be controlled
through the Form Factor slider. This slider ranges from
.01 to 1.00, with .01 representing the gentlest curve and 1.00 the steepest. And if there is any doubt, the graph located
above the slider serves as a great way to visualize what type of falloff each value will generate.
To soft select:
1. Insert a Sphere primitive mesh into the Viewport.
2. Go to the Selection property page and make sure that Enable Mouseover is on.
3. Choose the Soft Select [T] tool from the main toolbar.
4. Roll the mouse over the sphere to detect the range of vertices that will be included in the Soft Select.
5. Adjust the Vertex Radius slider until the area encompassed by the Soft Select is as desired.
6. Click on a vertex to lock the Soft Select range. Note that the cursor will automatically turn into the Move cursor,
but you can switch to the Rotate or Scale tool as well.
7. From the Soft Select property page, set the Curve Type to be Parabolic or Exponential.
8. Adjust the Form Factor slider to control the intensity of the curve's falloff.
9. Use the Move, Rotate or Scale tools to manipulate the selected area.
Edit Menu
These additional selection-related functions can be found under the Edit menu:
Hide/Unhide: Mesh can be hidden from view by either choosing Edit > Hide Selection [CTRL + E (Win) or COM-
MAND + E (Mac)], which will hide your current selection, or Edit > Hide All [CTRL + H (Win) or COMMAND + H
(Mac)], which will hide all mesh currently contained within the Viewports. To view a mesh that has been hidden,
choose Edit > Unhide All [CTRL + U (Win) or COMMAND + U (Mac)]. An option also exists on the Surface Groups
property page for hiding individual surface groups. Refer to the Surface Groups section at the end of this chapter for
further information. As in the Scene Editor, the Object property page also has an option for hiding entire objects.
Duplicate Selection: In the Advanced Modeler you can only duplicate or delete a mesh or object, so you will not find
the traditional cut, copy or paste functions. A duplicate of the selected mesh (faces and surface groups only) or object
can be made by going to Edit > Duplicate on the main menu or by right clicking (Win) or CTRL + clicking (Mac) to
bring up the object context sensitive menu. You can choose to have the duplicate appear adjacent to the original object
along the X, Y or Z axis.
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Delete Selection: When you choose Edit > Delete Selection, all selected meshes or objects will be deleted. (Note: The
exception is that you cannot delete the base object, or the object at the top of the hierarchy in the Advanced Modeler.
That object can only be deleted from the Scene Editor.) When in Editing Mesh mode, the mesh must be selected using
either the Select Faces or Select Surface Groups tools in order to be deleted. You cannot delete selected vertices or
edges.
Undo: Edit > Undo [CTRL + Z (Win) or Command + Z (Mac)] is accessed through the Edit menu or
the button on the main toolbar. The Undo stack (list) in the Advanced Modeler is kept separate from the
Scene Editor Undo stack; however, once you leave the Advanced Modeler its Undo stack is cleared as
soon as an undo-able function is performed in the Scene Editor. (The Scene Editor Undo stack is always Undo/Redo
Buttons
maintained no matter which editor you are in.) It is important to understand that a complete copy of
your model gets placed into the Undo stack each time the model is altered, which can definitely use up a lot of memory.
Once you’ve reached a point where you are sure you no longer need access to the Undo stack you can manually clear it
using the Edit > Clear Undo function.
Redo will redo any action you have undone, so it will not become enabled until you first Undo an action. This function
is accessed by going to Edit > Redo [CTRL + Y (Win) or Command + Y (Mac)] or clicking the Redo button on the
main toolbar.
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2. From the list box, highlight the surface group you want to group the selected polygons with and click on the Select
button again.
3. Click on the Group Selection button. Note that both surface groups get joined into a new surface group so it may
be necessary to rename the group.
Materials
From the Surface Groups property page you also have access to each group's Material properties. When you select a
surface group from the list box, the name of the material applied to that group is displayed and its material appears in
the Material Preview Window. Since this area of the Surface Groups property page works identically to the Material
property page of the Scene Editor, please refer to the chapter on Materials for further information on this feature.
Flash Tutorial: Surface Groups
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2. Through the Transform menu on the main menu bar, or using the
shortcut keystrokes designated in this menu. I highly recommend
memorizing the shortcut keys as they will definitely help to facilitate
your modeling workflow. The shortcut/hot keys for the transform tools are as follows: Move - M; Rotate - R;
Scale - S; Extrude - X.
Transform Cursors
Once any of the Transform tools have been selected, the cursor will change in order to give you a visual representation
of when that tool is enabled (i.e., when the cursor is over a selected mesh element).
Since you will often find yourself in a workflow that jumps back and forth between selecting and transforming, these
cursor icons are extremely helpful at reminding you which tool is currently selected. With tool in hand, you are now
ready to click in any of the Viewports and manually perform that function.
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Move
Objects and meshes can only be moved by selecting the Move tool. This differs from the Scene Editor where you can
just click and drag on any object. Remember that when you are Editing Mesh mode, if you move an entire mesh that
movement occurs in relation to the object’s pivot point only and not the global coordinate system.
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Move Tool
The most common and quickest way to move a selection is by choosing the Move tool and
dragging the selected mesh to a new location directly within the Viewport. By default, the
Move tool is set to Free until you choose a constraining axis or axes.
Note that once the Move tool is selected it only becomes enabled when the cursor is over a
selected mesh element.
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only come into play if you need to make precise adjustments. For example, if you want to move a mesh 5 steps along
the Y axis and 2 steps along the Z axis, and repeat that process several times, you can enter the numbers at the start and
then switch back from constraining movement to just the Y and then just the Z without having to re-enter the numbers
each time.
The Clear button exists only to reset the numeric entry fields back to zero; this button does not reset the position of the
mesh.
Rotate
"Wait, there's no trackball? How can I possibly rotate an object without a trackball?" Now, now, calm down (and did I
hear a sigh of relief from all of those trackball detractors?), I promise it will be OK. While there is no trackball in the
Advanced Modeler, there is a built-in virtual trackball that allows you to rotate your object directly in the Viewport
using the Rotate tool. When you are Editing Mesh mode, if you rotate an entire mesh that rotation occurs in relation to
the center of rotation (the yellow dot) set in the Rotate Tool Property page, not the object’s pivot point (although the
two may correspond.)
Rotate Tool
When the Rotate tool is selected from the main toolbar its default state is set to Free until
you choose a constraining axis or axes.
Note that once the Rotate tool is selected it only becomes enabled when the cursor is over a
selected mesh element.
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Rotation Center
Use these options to specify the point around which you want the rotation to occur.
The point of rotation is designated by the yellow dot icon that appears when you
click down in the Viewport with the Rotate tool. Note: When in Editing Mesh mode,
this rotation point is local to the selected mesh.
• Center of Selection: This option, the default and most commonly used, will
rotate the selected area around its center. When working at the object level, the
Center of Selection corresponds to the object's pivot point, which may or may
not reside in the center of the object anymore.
• Origin: This option makes the selected area rotate around the center of the
scene at (0, 0, 0).
• Specific Point: This final option allows you to set the exact point around which
the selected area will rotate.
Rotation Angles
Precise angle of rotations can be achieved from the Rotate Tool property page. As
with the Move Tool property page, you are entering an increment of rotation, so every time you hit the Rotate button,
the selection will continue to rotate by the degree entered. For example, if you enter 25, to rotate by 25 degrees, and
click on the Rotate button, then decide you want to actually rotate it by 28 degrees, you must Undo the 25 degree rota-
tion and then enter 28, or enter 3 to get those 3 extra degrees. Keep in mind that positive numbers will rotate an object
to the plus side of an axis and negative numbers will rotate an object towards the negative side of the axis.
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Scale
You can scale vertices, edges, faces, surface groups or objects. Scale can be performed freely (along any axis), uni-
formly (the scale is applied equally to all dimensions of the selected mesh), or constrained to the X, Y or Z axis.
Scale Tool
When you select the Scale tool from the main toolbar, its default state is Uniform Scaling
until you choose a constraining axis or axes. Note that once the Scale tool is selected it
only becomes enabled when the cursor is over a selected mesh element.
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Scale Center
Use these options to specify the point from which you want the scale to occur. The
point of scale is designated by the yellow dot that appears when you click down in
the Viewport with the Scale tool. Note: When in Mesh Editing mode, this scale point
is local to the selected mesh only.
1. Center of Selection: This option, the default, will scale the selected area out or
in from its center. When working at the object level, the center of the selection
will always correspond to the location of the object’s pivot point, which might
not necessarily be located at the object’s center anymore.
2. Origin: This option causes the selected area to scale from the center of the scene
at (0, 0, 0).
3. Specific Point: Allows you to set the exact point from which the scale will
occur.
Scale Amount
When a mesh enters the scene it automatically has a scale of 1.0, so the numeric input boxes in the Scale Tool property
page all have a default value of 1.0, meaning this is the original scale of the mesh. To reduce the mesh by half of its
original scale enter 0.5, while 2.0 would represent double the original scale. If you scale anything by zero the object
with disappear because multiplying anything by zero results in zero, and obviously negative numbers are not allowed.
It is important to remember that as soon as a mesh is scaled, the value 1.0 gets reset to that new scale. Therefore, the
next time you click on the Scale button the mesh will Scale numerically based on its current scale, not its original start-
ing scale.
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The Clear button exists only to reset the numeric entry fields back to zero; this button does not reset the scale of the
mesh back to its original starting point.
You can choose to extrude those faces freely (without any constraints), along the X, Y or Z axis, or along the direction
the faces are pointing, which is the normal. Note that we are talking about faces only here; you cannot extrude vertices
or edges, so in order for the Extrude function to work you must start with at least one selected face.
Extrude Tool
Before you grab the Extrude tool and start pulling faces away from your objects, one
important detail must be noted. Once you release the mouse click to finish the extrude, you
have completed the formation of a new set of polygons. If you did not extrude the faces out
or in far enough, you must employ the aid of the Move tool to move the faces to the correct
location. If you try to move the faces further outward or inward by clicking down again with the Extrude tool still
enabled you will precede to extrude another set of faces, which may not be your intention.
When you select the Extrude tool from the main toolbar, its default state is to extrude along the normals. Set the axis
constraints or choose Extrude from the context sensitive menu to select a different option. Note that once the Scale tool
is selected it only becomes enabled when the cursor is over a selected mesh element.
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Align To
The Align To function allows you to align selected surfaces to either an axis or another surface area. Align To is acces-
sible from the Position menu or by right clicking (Win) or CTRL + clicking (Mac) on a surface area to bring up the
context sensitive menu.
Align To Axis
The Align To > Axis feature aligns the center of the selection to either the X, Y or Z axis.
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Mirror
(IMPORTANT: The Mirror function will automatically convert to mesh Extrusions, Lathes, Primitives or Text that
have been brought into the Advanced Modeler from the Scene Editor. If you want to hold onto their object properties,
use Negative Scaling in the Scene Editor to mirror the object.)
As the name suggests, the Mirror function provides a the mirror image of the
selected surfaces or object. Mirror can be performed in three different ways: mir-
rored along an axis, duplicated and mirrored along an axis, and duplicated so that
the mirrored object’s edge vertices align. The first two features will mirror the mesh
in the opposite direction along an axis and maintains the location of the mesh in
relation to that axis. So if the center of a mesh is located at X = 5, it mirror image
will appear at X = -5 when mirrored along the X axis.
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The final mirror feature, which is referred to as Mirror > Align Duplicate, is
designed to facilitate the process of modeling one side of a model and then mirroring
that side with the intention of welding the two sides together. (This mirror option is
only available in Editing Mesh mode.) It works by abutting the side around which
the mirror is performed and lining up the vertices. The Align > Duplicate has six
mirroring options:
• Front to Back and Back to Front: Mirrors the object currently selected along
the z axis. Half a Mesh Mirrored
• Left to Right and Right to Left: Mirrors the object currently selected along the Front to Back
x axis.
• Top/Bottom and Bottom to Top: Mirrors the object currently selected along the y axis.
To mirror:
1. Select the surface that you want to mirror.
2. Select Transform > Mirror from the main menu or by right clicking (Win) or CTRL + clicking (Mac) on a sur-
face to bring up the context sensitive menu.
3. Select either the Axis, Axis Duplicate or Align Duplicate option and choose the axis or direction along which you
want the mirror to occur.
4. A mirrored duplicate of the object will appear along the axis you selected.
When modeling a single side of an object with the intention of mirroring and then joining the two sides together, verti-
ces can be quickly joined by using the SmartWeld function that is detailed in an upcoming section.
Flatten
Flatten is somewhat of a dual purpose tool. Its primary purpose is to flat-
ten the selected mesh to either the X, Y or Z axis. However, when used on
selected vertices, Flatten will align those vertices into a single row along
the X, Y or Z axis. When aligning vertices, the alignment is based on the
first vertex that is selected, which is indicated by its green selection state
(as opposed to the normal red selection state). Note that marquee selection
does not detect which mesh element is selected first, so if you use this Selected Vertices Vertices Flattened
method to select multiple vertices to flatten, the vertices will flatten to an to Z Axis
average location.
While this feature is accessible when working at the object level, really all it can do is take the entire mesh and flatten
it like a pancake.
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To flatten:
1. Select the surface area that you wish to flatten.
2. Choose Transform > Flatten from either the main menu or by right
clicking (Win) or CTRL + clicking (Mac) on a surface to bring up the
context menu.
3. Choose whether you want the surfaces to flatten the X, Y or Z axes.
Roundness is the process whereby selected polygons are rounded outward (increased) or inward (decreased) by mov-
ing the vertices of the selected area out or in from a central point. In order for Roundness to have any noticeable affect
on a selected area, the function requires a fair amount of vertices and surfaces to work on. For example, if a box with
just two faces per side is inserted into the Viewport, when Roundness is applied to that box you will see no discernible
difference. However, if you subdivide the box’s faces a couple of times and then apply this feature, the box will begin
to round outward or inward.
There is no exact science to using this feature so you can’t just look at your object or set of faces and determine exactly
what the results will be when you round. It is the type of feature that you apply once, and if you are happy with the
results, great, but if you want more or less roundness you give it another shot. Or, if you do not receive the results you
need, you might try subdividing the faces an additional time and then trying the Roundness operation again. Some-
times modeling is all about a little experimentation.
To round:
1. Insert a Cylinder primitive into the scene.
2. Choose Transform > Roundness from either the main menu or by right clicking (Win) or CTRL + clicking (Mac)
on a surface to bring up the context menu.
3. Choose Roundness > Increase to push the surface area of the cylinder outward.
4. Choose Roundness > Decrease to pull the surface area of the cylinder inward.
Subdivide
The Subdivide feature includes Balance Mesh, Flat Subdivision or Smooth Subdivision.
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Balance Mesh
The Balance Mesh feature can be used to create a symmetrical mesh.
This is a one time function that can be applied only to an entire mesh.
Maintaining a balanced mesh can be very crucial when models
become complex. Balanced meshes will also achieve more expected
results when using features like Soft Select.
NOTE: This feature will only work on meshes created in the
Before Balance Mesh After Balance Mesh
Advanced Modeler; it will not work on imported 3ds files.
Flat
Subdivide is a process that divides faces into 3 or 4 additional faces. This process does not change the existing flat face
of an object but simply creates a denser mesh. The primary application for this feature is to provide additional polygons
to a certain area of a model in order to allow for more detailed manipulation of the mesh.
Subdivide can be performed on whole surfaces or just
selected faces. If you do not first have a surface selected in
the Viewport this option will be disabled.
NOTE: Unless you have a reason for needing a face
divided in three, you should try to rely primarily on the
Subdivide Flat 4 option as it will always provide cleaner
and more reliable results. No Subdivision Flat 3 Face Flat 4 Face
To subdivide:
1. Select a face or surface using the Select Face or Select Surface tool.
2. Choose Transform > Subdivide from either the main menu or by right clicking (Win) or CTRL + clicking (Mac)
on a surface to bring up the context menu.
3. Select either the Flat 3 Face or Flat 4 Face option.
Smooth
Smoothing is a process that first takes a surface area and
subdivides it by 4. It then adjusts the sharp corners of the
original mesh by pulling in their associated vertices, while
at the same time pushing out the vertices of the newly cre-
ated faces. All this works towards creating a new shape
that is smoother than the previous shape, so you can liter- No Subdivision Flat 4 Face Smooth
ally start with a box and smooth it out to a sphere.
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There are two options for Smoothing: Subdivide Smooth Exclude Border
and Subdivide Smooth Include Border. When smoothing an object that is
a closed shape, meaning it has no exposed borders, it does not matter which
of these options you choose as they will both provide the same results.
These two options come into play when you are smoothing a shape that has
borders. The Exclude Border option will maintain the integrity of that out-
side edge so that it is not taken into consideration during the smoothing pro- Exclude Borders Include Borders
cess. The Include Border option will take into account the border when it
calculates smoothing. While the Include Border option will result in a perfect subdivision, and therefore the smoothest
surface possible, it produces undesirable results on outside edges by pulling them in, which gives a very jagged appear-
ance to that outside edge.
Divide Edge
The Divide Edge function works by dividing the faces that the edge has in common into two additional faces. While
the Divide Edge function can be applied to multiple edges at a time, it is recommended that you do not select edges that
share the same face. For example, if you have two edges of one face selected, once the program divides the first edge a
new set of edges now exist that will determine how the second edge will get divided, and so forth. As you can imagine,
it becomes virtually impossible to predict what type of results will occur.
To divide an edge:
1. Use the Select Edges tool to select an edge or multiple edges.
2. Choose Transform > Edge > Divide Edge from either the main
menu or by right clicking (Win) or CTRL + clicking (Mac) on a sur-
face to bring up the context menu.
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function may or may not affect the outward appearance of the model. In the first set of screen shots below, notice that
the Turn Edge operation was performed on an edge that separates two faces that exist on the same plane. What this
operation did was simply change the direction of the common edge these faces share. In the next example, since the
selected edge adjoins faces that exist on different sides of the box, the Turn Edge operation actually resulted in a notch-
ing out the surface.
The ability to notch out a surface has obvious advantages, but a beginning
modeler might be inclined to overlook the more advanced uses of this fea-
ture when it comes to the maintaining the symmetry of a mesh. While a
cleaner mesh will always be easier to work with as a model progresses in
complexity, it is important to realize that an unbalanced mesh will not
maintain its symmetry when advanced functions like smoothing are
applied to it. In addition, depending on the rendering option you choose,
Planar Edge Selected Turn Edge After
an untidy mesh might provide undesirable rendering results. Again, this is
fairly advanced stuff, and when working with simple models it might not
even matter. But if you plan to take your modeling to a higher level this
type of attention to the structure of your mesh eventually needs to be
taken into consideration.
To turn an edge:
1. Use the Select Edge tool to select an edge. Corner Edge Selected Turn Edge After
2. Choose Transform > Edge > Turn Edge from either the main menu
or by right clicking (Win) or CTRL + clicking (Mac) on a surface to bring up the context menu.
To weld vertices:
1. Select two or more vertices using the Select Vertices tool. Vertices selected on Vertices collapsed to a
half of a sphere single vertex
2. Choose Transform > Weld from either the main menu or
by right clicking (Win) or CTRL + clicking (Mac) on a
surface to bring up the context menu.
3. The selected vertices will now be merged into a single vertex.
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SmartWeld
Welding vertices can be a tedious process if you have more
than one set of vertices that need to be joined. This process can
be greatly simplified by employing the SmartWeld feature.
When SmartWeld is used, any vertices that are currently
selected look to see if there are any vertices nearby (within a
given tolerance) that are also selected, and if so they join and
merge. Let the co-mingling begin.
To smartweld vertices:
1. Select a group of vertices. Selected vertices of Vertices joined using
two unjoined objects SmartWeld
2. Choose SmartWeld from either the main menu or by right
clicking (Win) or CTRL + clicking (Mac) on a surface to bring up the context menu.
3. Any vertices that lie within a certain range of each other will be joined.
Nick's Tips
When welding vertices that are located close together it is often difficult to deter-
mine if anything actually happened. I recommend that when you select vertices to be
welded, always check the status bar to make sure the correct number of vertices are
selected to begin with. After the Weld or SmartWeld function is performed, recheck the
number of vertices to make sure it has been reduced by the proper amount.
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(and rendered) as one continuous, smooth surface instead of a series of segmented, flat surfaces. The reason is because
surfaces are automatically smoothed, which works by removing the hard edges in between surfaces, blending them to
produce one smooth surface.
NOTE: In order to see the changes made to the surface of your model you must have your Viewport Display Mode set
to Smooth Shading and have the Show Wire Overlay option turned off.
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7. In the Perspective Viewport, change the display mode to Smooth Shaded, making sure to turn the Show Wire
Overlay option off as well. Notice that there now exists an edge, which is shown by a clear difference in the shad-
ing, between the two halves of the sphere.
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3. Click on any of the Smoothing Group numbers assigned to that surface area to clear those numbers. (Note: This
only clears that Smoothing Group number for the selected surface area. It does not clear this smoothing group for
any other surface areas that might be assigned to this number.)
Unsmoothing Surfaces
Up until now we have been working on the assumption that we actually want our Smoothing Groups to be nicely
smoothed. Using the Unsmooth Selection or Unsmooth All buttons you can create hard edges between every single
polygon in your model. Unsmooth Selection will unsmooth just the currently selected faces, while Unsmooth All will
unsmooth everything in the Viewport, whether selected or not.
Once a surface area is unsmoothed, it is no longer associated with any smoothing groups. Unsmoothed portions of a
mesh can be selected by clicking on the Select All Unsmoothed button.
If you want to resmooth an unsmoothed surface, simply reassign that surface to a Smoothing Group.
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7. Since the surface group is in a selected state, you won't be able to see the texture applied to your surface until you
deselect the surface group by clicking on the background. You should now see the bitmap on one side of the box.
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14 materials
Overview
In the world of Swift 3D, we use the term Materials to describe our colors, and it's not just to be fancy. The reason is
that within the 3D world colors are conditional rather than absolute. By that I mean colors can exhibit different charac-
teristics depending on how light is being cast upon them. And unlike the world of 2D vector graphics, within Swift 3D
you can control how the surfaces of your objects interact with light; for instance, designating whether a surface is
glossy or flat.
It is important to note that colors within the world of 3D-to-vector conversion are even more conditional than normal
because of the full spectrum of output styles offered by RAViX III. You may create the most amazing colors that
exhibit exquisite highlights and convey subtle tones of warmth, but if you render the objects in your scene using a basic
output style like Cartoon Average Color Fill you'll be a bit disappointed to say the least. But on the other hand, if the
sky’s the limit when it comes to file size, Mesh Shading will make it all worthwhile.
The EMO rendering engine is capable of handling all of the vector-based materials in Swift 3D, but can also do won-
derful things with raster-based materials like Bitmap and Procedural Textures. Add to that the ability to have reflective
objects interacting with Environments (see section on Environments in this chapter) and you’ve got some crazy stuff
going on. It's also important to realize that both the vector and raster materials can be rendered with either rendering
engine, but you will find that the RAViX rendering engine will not render out raster materials with any accuracy. So for
all you graphic designers out there who may be used to print media and the precision inherent in color selection, it's
time you let your hair down and play around a bit. When you factor in all of the conditions that go into the final colors
shown in your rendered file, there's just no way to be as accurate as you're used to.
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Vector Materials
There are a whole slew of materials that have been built with vector export in mind. These materials are more conven-
tional in nature, which is why they export well using the RAViX III vector rendering engine. All materials can be ren-
dered by either rendering engine, but the Vector Materials are the ones that hold up the best and create the nicest
looking vector output.
These materials have been broken up into some general categories that come installed with the application. These cate-
gories are the Flat, Glossy, Reflective and Transparent tabs you see along the top of the Material Gallery. Since RAViX
III can easily handle the properties of these colors they are considered Vector Materials. When rendering to vector, the
output style chosen will dictate the final look of your material, so read carefully through each Fill Option detailed in the
Rendering With RAViX chapter.
Raster Materials
Raster materials are bitmaps and textures that are best rendered out using the EMO Ray Tracer. Set the Viewport Dis-
play Mode to Texture Smooth Shaded to view applied textures, or use the Render Window buttons on the main toolbar
to activate the Scene Editor’s scanline renderer.
Bitmap Textures
There's just no way around it, bitmap textures are cool. These materials are created through the process of bringing in a
raster-based file created outside of Swift 3D and “wrapping” it onto the surface of your objects. To get a better idea of
what I'm describing, let's travel back to our childhood and think about one of those art projects we used to work on in
Elementary school. Let's say we've built a small cardboard cube and the teacher asks us to decorate that cube with
some pictures from a magazine. Once we've found that perfect picture (imagine it's of bunnies or a monster truck,
depending on what kind of kid you were), you proceed to cut it out of the magazine and glue it onto your cube.
Now those of you who tended to do a little better than the rest of the kids in art class are probably thinking “Yeah, but I
don't want to wrap it like a present because then I'd be folding part of the picture under another part of the picture and
that wouldn't yield me a smiley face at the end of the day.” Right you are, and Swift 3D is always out to help you obtain
that smiley face, so we've come up with four ways to wrap that picture onto your various objects: Planar Solid, Planar
Wrap, Planar Spherical and Cylindrical. (See more details on these properties in this chapter’s section on Creating and
Editing Bitmap Textures).
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Bitmap Textures that come standard with Swift 3D can be found under just one tab in the Material Gallery, and that tab
is appropriately named Bitmap. While Bitmap materials can be applied to objects in the Scene Editor, you do not have
a whole lot of control over how bitmaps get placed on objects in the Scene Editor. Accurate positioning of bitmap
images to an object must be done by using the mapping tools located in the Advanced Modeler.
Procedural Textures
Procedural textures are a whole different beast than bitmap textures—a beast with a slightly more complex personality.
Procedural textures do not accomplish their mission through the use of imported raster files, rather they go about their
job of texturing in a more mathematical manner. This texturing style calls upon a series of predefined mathematical
calculations that in turn create a very wide variety of changes in the surface of your object. These calculations can be
imparted upon the color of your objects, or they can be told to take affect on the surface of the object itself.
Unfortunately, our art class discussion falls short in trying to describe procedural textures. Instead, I'd like to take a
visit to a car repair shop of the future. (I know, I'm reaching in the whole metaphor department, but this is some funky
stuff.) Let's say you've taken your car in to be 'resurfaced' because you're just tired of that smooth, uniform silver that it
came from the factory with. This shop specializes in two types of resurfacing: Color and Texture.
As you enter the color room, your car is sitting in the middle and the technician has a computer that allows him to
choose from any color in the palette and then also choose from a variety of patterns those colors can be applied with.
The computer drives a whole bunch of spray nozzles that are told to spray their respective colors in their respective pat-
terns across the entire surface of the car. So you tell the technician that you'd like your car to look like a brick wall, only
with the brick color being blue and the mortar color being green. The technician punches in your color values, selects
the pattern to 'Brick' and the nozzles start flying around your car. Before you know it, the computer has painted your
car to look like a blue and green brick wall.
Next we head to the texture room where a second computer sits. You tell the technician that smooth is so ‘20th century’
and you'd like to go with the new Golf Ball look that's so hot these days. Sure enough, a couple of settings are tweaked
and a whole bunch of robotic arms appear and begin pounding away on your car with ball peen hammers. In short order
you're driving away from the shop in a car that has been colored to look like a brick wall and dented to look like a golf
ball. You're plenty pleased with the results, but slowly it dawns on you that you still have to explain this new look to
your spouse who sort of liked your silver Audi the way it was.
Applying Materials
All materials, whether vector, bitmap or procedural, work under the principal of drag-and-drop, so everything in the
Material Gallery can be applied much like you would apply paint to a canvas. Materials can be applied to surface areas
in either the Scene Editor or the Advanced Modeler. The surface area of a Primitive or Lathe object is considered to be
one single surface area, which means only a single material can be applied to those objects. Objects like Text and
Extrusions are automatically created with predefined surface areas (face, bevel and edge), so these objects can accept
three different materials on each of these surfaces.
Through the Advanced Modeler you also have the ability to group different portions of an object’s mesh together in
order to define your own custom surface groups. Refer to the Surface Groups section of the Advanced Modeler chapter
for detailed information on this process.
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the Material Gallery. The material will automatically get placed under the category tab that is showing and will main-
tain the name it was given before it was brought into Swift 3D. (If the name already exists under that category tab, a [1]
will get appended to the end of the file name.) Once the material is stored in the gallery, you can change any of this
information using the Material Editor, just like you would any other gallery content.
Material Editor
While Swift 3D comes with a good base of both vector and raster materials, our goal is to simply give you a fair idea of
what types of materials are possible. With the Material Editor, we are providing you with a powerful editor that allows
you to edit these existing materials or create your own. The possibilities are only limited by your imagination.
Name
The least daunting of all the features within the Material Editor
is the Name, which is the name that gets displayed within Swift
3D when you roll over each material within the Material Gal-
lery. This is the material's common name and you should try
and use descriptive names so you can more easily recognize
what materials you have stored in the Gallery. You'll notice that
all of the materials that come with the program have the prefix
of ER. In order to differentiate between vector and raster mate-
rials we have further refined the names by adding an ER Vector
and ER Raster to the beginning of each name. You are of
course free to use any file naming convention you choose.
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Now that you know how to name and preview your material, it’s time to learn how to create, which is where things
really start to get involved. In order to keep things as simple as possible, I thought the best way to attack the Material
Editor was by breaking it down into how each setting can be used to create and/or edit these six type of material cate-
gories: Solid (Vector) Colors, Bitmap Textures, Procedural Color Maps, Procedural Texture Maps, Transparent materi-
als and Reflective materials. Keep in mind that separating these materials into categories is for teaching purposes only
since you can mix and match all of the different material properties to get whatever type of material you want.
Color
These settings all have to do with the material's base color. This would be akin to the Diffuse Color that previous ver-
sions of Swift 3D have used.
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Pattern should be set to Procedural Solid when creating a standard color. This simply designates the material as a
solid material without any additional bells and whistles. For more information on the available whistles and bells,
please see the upcoming section on Procedural Textures.
The Color Selector, the colored rectangle, is where you actually designate the base color of the material you're creat-
ing. If you double click on the window you will access the Color Palette (Win) or the Color Picker (Mac). From here
you can delve into the wonderful world of hues, saturation, luminosity and the like, all of which won't be covered in
this User Guide.
The Transparency slider allows you to adjust the opacity of a material. The higher you set the slider, the more trans-
parent the material becomes. If you crank it all the way to the right you will create a material that is completely trans-
parent, much like glass. (Read more details in upcoming section on Transparency.)
Brightness is a fairly straightforward property. The slider simply controls how light or dark the material is.
Texture
These settings are covered under the following section on Procedural Textures. Suffice to say the Pattern setting
should be set to the Procedural Solid option when creating standard colored materials.
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Bitmap Textures
Bitmap Textures are created by importing an external file into the Material Editor, whereby Swift 3D will turn that flat
raster image into a wrappable texture. File formats supported for importing Bitmap Images to create textures are BMP,
JPEG, PNG, TIFF and TGA.
Tiling
Bitmap textures come with tiling options that you can set indepen-
dently along the horizontal (X) or vertical (Y) axes. (Note that since
bitmaps are two dimensional a Z option is not applicable.) Tiling
allows an image to be repeated when scaled. A great example of why
turning off tiling can be helpful is if you are applying a bitmap that will
serve as a label.
Tiling Turned On Tiling Turned Off
for X and Y for Y
Wrapping Bitmaps
Bitmaps can be applied to objects in either the Scene Editor or the Advanced Modeler. Upon initial application, all bit-
maps are automapped according natural texture coordinates that are built into each object. The automap options that
come with Swift 3D are as follows:
• Automap Box Coordinates: Attempts to automap the texture to fit the six faces of a box.
• Automap Cylindrical Coordinates: Attempts to automap the texture to fit the surface of a cylinder.
• Automap Solid Coordinates: Applies the texture to the mesh as if it were a solid object, which will extrude the
texture through the mesh from front to back.
• Automap Spherical Coordinates: Applies the texture in a wrapping fashion that best fits textures to rounded
objects.
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When applying bitmaps in the Scene Editor, these automaps are automatically applied to objects based upon the wrap
that makes the most sense for the object. Here is what you can expect when applying bitmaps to objects in the Scene
Editor (see online help system for additional screen shots):
• Extrusions: Bitmaps are automapped using Solid Coordinates, with the bitmap centered onto the face of the
extrusion.
• Text: The Solid Coordinates option is also used, but Swift 3D maps the bitmap across all of the characters that
make up a text string.
• Primitives: The box, plane, and pyramid use Box Coordinates; the sphere, geosphere and polyhedron use the
Spherical Coordinates; and the cylinder and cone use the Cylindrical Coordinates. Since the torus has such a
unique shape, it is the exception to the rule so bitmaps are applied with “John’s special wrap.” Imagine taking a
photograph and wrapping it around the outside perimeter of a torus so that the side edges of the photograph meet.
Then, take the top and bottom edges of the photograph and wrap them around the tube. That is the torus map.
• Lathes: Like the torus, bitmaps are wrapped to lathes according to a special wrap.
If you have more specific mapping requirements, use the Bitmap Texturing System (in the Advanced
Modeler, click on the Edit Mesh button, then the Edit Texture button) to further refine the automap-
ping and placement of the bitmap. Using the Bitmap Texturing System you can experiment with apply-
ing different automaps, which are accessible by right clicking (Win) or CTRL + clicking (Mac) on the Edit Texture
Button
mesh while in Edit Texture mode, as well as moving, scaling, and rotating the applied bitmap. Read
more about working in Edit Texture mode in the section on Bitmap Texturing at the end of the Advanced Modeler
Chapter.
NOTE: As soon as an object is converted to mesh by clicking on the Edit Mesh button in the Advanced Modeler, the
natural texture coordinates that get created with that object are lost. The wrap will remain unchanged until you go in
Edit Texture mode and begin to move, rotate or scale the placement of the bitmap. You can always re-automap the Box,
Cylindrical, Solid or Spherical wraps since these are wrapping types that come with Swift 3D, so this is not a big deal
for most objects. However, with the torus and lathes, which use custom texture coordinates, you will never be able to
get that original wrap back without creating a new torus or lathe in the Scene Editor and reapplying the bitmap.
Color
The Pattern setting allows you to choose from a variety of pre-determined schemes that will take any colors you
choose and mix them across object surfaces. The first option in the list is Procedural Solid, which is what we used ear-
lier to create our standard materials. The last option in the list covers Bitmap Images, which we've also already dis-
cussed earlier. All of the other items listed cover the gamut of methods Swift 3D can blend a variety of colors to create
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your materials. We won't go through every one of the options because they are fairly descriptively named, and once
you start messing with the Scale, Noise and Colors of each one they quickly become infinitely indescribable.
The Scale property has to do with how many times the pattern of colors you've chosen is applied across the surface of
an object. By default it is set to 1, and you'll note that the Scale box is unchecked. To adjust the amount of times the
calculation gets applied you'll need to check the Scale box and then begin messing with the slider control.
NOTE: When you first check the Scale box you will not have applied any different settings yet. Thus, if you click the
Generate Preview button you will not see any change in the material.
The scale slider is fairly sensitive, and the further to the left you slide it, the more times you're pattern of choice will be
repeated across an object. All of the materials pretty much slip into a realm of homogeneity once you get the slider too
far to the left because the pattern is repeated on such a small scale it turns very finely speckled. Conversely, you'll find
that sliding the Scale control too far to the right will not yield any new cool materials because it simply doesn't change
after a certain point.
The Noise setting is the big disrupter, just like a dog barking when you're trying to get to sleep. It takes an organized
pattern like the one you've chosen and begins to scramble it in a random fashion. By default, the Noise control is dis-
abled, but as soon as you uncheck the box you enter the world of disturbance. The further to the right you slide the con-
trol the more interference or disruption you will be adding to your material. Every material will react differently to the
Noise setting, so just start fiddling and you'll quickly realize when and how you want to utilize this feature.
The Color Selector box takes on a new aspect when you choose any of the Procedural Color options other than Solid.
Yes, this is the big one, because without more than one color to play with, Swift 3D won't be able to create anything
more complex than a standard color. All of the Patterns except for Procedural Solid and Bitmap Image need to have at
least two colors, even if ever so subtly different, to work their magic.
The way to add a color to your spectrum is to single click anywhere inside of the Color Selector box or in the gray area
just below the color selector.
This will add a control arrow to your color selector with the default color as
its reference. You can add as many control arrows as you'd like just by click-
ing along the color window in new locations, and all of their default settings
will be based on the color that is just above where the control arrow is
inserted. To change the color setting of the control arrows you simply dou-
ble-click on the arrow itself and you will open the Color Palette (Win) or the Color Picker (Mac). From here you can
manipulate the controls to get your desired color and click OK, which will insert that particular color into your spec-
trum just above the color control arrow.
To adjust the position of the color along the spectrum, simply click-and-drag on the arrow and release the button when
you've hit the desired spot. Control arrows can be dragged across one another without a problem. To delete a control
arrow, and thus the color associated with it, simply select the arrow with a single click (it will turn black) and press the
Delete key on your keyboard.
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3. Click about a third of the way over from the left within the Color Selector box (or anywhere along the gray area
just below the box) to add a control arrow.
4. Double click on the control arrow to bring up the Color Palette (Win) or Color Picker (Mac), choose a color and
click OK.
5. Add another control arrow about two thirds of the way over from the left, double click on that control arrow,
choose a color and click OK.
6. Check the Scale checkbox and move the slider about a third of the way across to the right.
7. Check the Noise checkbox and move it about a fourth of the way across to the right.
8. Click on the Generate Preview button to see your results.
Again, you can also change any of the other settings previously mentioned in this section, as well as the Procedural
Texture setting covered in the next section when making a Procedural Color Map.
Texture
The Pattern categories of Procedural Texture Mapping are identical to those of Procedural Color Mapping with the
exception that you cannot import a bitmap file and apply it as a texture. Each of these categories applies their own
unique properties to the surface of a material, and they all are customizable with the same two settings we discussed in
the Procedural Colors section: Scale and Noise.
Both Scale and Noise work within the same constraints as previously mentioned, with the difference being that they
impart their will upon the texture of the material surface rather than the color. They also share the same sensitivity as
well as behaviors as you get too far to the right or left.
With Procedural Textures you have the additional control of the Amount setting. This slider-based control simply
increases the intensity of the texture being applied as you slide it to the right. The Amount control is not as sensitive as
the Scale and Noise, and you can think of it as increasing the depth of the textures as you increase its value (move it to
the right).
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Transparent Materials
The transparency setting is located in the Material Editor. It comes in the form of a slider so that you can fine tune the
opacity of your material based on your particular modeling needs. If the slider is resting all the way to the left this
means that your material is completely opaque. When the slider is moved all the way to the right, you now have a
totally transparent object. Anywhere in between gives you an in between material.
Really the easiest way to create a transparent object is by clicking on the Transparent tab in the Material Gallery and
dragging-and-dropping one of the preset transparent materials onto your object. Done.
So that was the easy way. If you want to use the Material Editor to make a transparent material from scratch, or take an
existing material and add transparency to it, then we totally grant you permission to go for it.
Refraction Index
Found on the Object Properties Page, this value refers to the amount of refraction that transparent objects exhibit in
physics. In effect, it defines how much the light rays bend as they enter and exit a new medium. It is the reason why
when you stick a long pole into a swimming pool, it looks like it bends at the surface of the water. The higher this
value, the more the light bends, but also the longer it takes to trace through the material. This means that if you crank
this setting up to its maximum you’ll see longer rendering times. The Refraction Index can be scrolled between a value
of 1.000 (no bending of light) to 1.5000 (extreme bending of light). This setting is only relevant to your objects if you
plan on rendering your scene with the EMO Ray Tracer.
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Reflective Materials
Like transparency, Reflection is just a simple setting that resides within the Material Editor.
Reflection Color defines the material’s reflective abilities. Anytime a material has its Reflection Color set to a color
other than pure black it will begin to have reflective properties. The lighter the Reflection Color, the more reflective it
becomes. If you are trying to maintain the base color of a material you'll want to stay with shades that fall in between
black and white, but you have the freedom to apply any color you want to the Reflective Color. Just keep in mind that
lighter Reflection Colors will begin to supersede the base color of a material.
Obviously, the easiest way to make your object reflective is to go to the Material Gallery, click on the Reflective tab,
and drag-and-drop one of the pre-made reflective materials onto your object. If you want to create your own reflective
material, or edit an existing material to make it reflective, this can be done through the Material Editor.
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Include Reflections
Once you have applied a reflective material to your object, you obviously need other objects in your scene, or you need
to apply an Environment (see upcoming section in this chapter on Environments) in order to get something for your
reflective material to reflect. Then one of the most crucial steps occurs in the Preview and Export Editor. If you choose
to render out with EMO, reflections will come along as part of the deal. But, if you are rendering out to vectors using
RAViX III, reflections are only rendered if you check the Include Reflections option under the Fill Options page of
the Preview and Export Editor Properties Toolbar. Detailed information on the Include Reflections option can be found
in the Rendering with RAViX III chapter.
Environment
Although Environments are not materials that get applied to your
objects, they can have a big impact on how certain materials behave.
They are also constructed very similarly to materials, which is why
they are included here within the Materials chapter. Environments
have a direct impact upon reflective materials and they are best uti-
lized when rendering raster output using the EMO Ray Tracer,
although RAViX III will do its best to render them as well. The best
way to think of an Environment is as if it was a material you apply to
an imaginary room your 3D scene sits within. The reason why they
only affect reflective materials is because those are the only ones that can give the camera a glimpse of what that imag-
inary room looks like because Environments are never actually directly rendered.
Much like the materials we’ve already discussed, you can use a standard Solid Color to define an Environment, or you
can use a Procedural Color Map to define something a little more interesting. You also have the ability to import a bit-
map image file and use it as your environment, in which case it will use the Spherical wrapping model to stick that
image to the walls of the spherical room that holds your scene.
To apply an environment:
1. Select the Show Environments button from the left side of the Gallery Toolbar.
2. Find an Environment you’d like to apply to your scene.
3. Click-and-drag from the Preview window into your scene.
4. Release the mouse when your cursor is over the background (not over any objects).
5. If your entire scene is obscured by objects you can also select the Environment category in the Properties Toolbar
and then drag from the preview window onto the Environment Display window in the Properties Toolbar.
Once you’ve dropped an Environment into your scene you may or may not see a change. First of all, you’ll never see
the background of your scene change because the Environment doesn’t act like the background, nor is it ever rendered.
The best way to know what Environment is currently applied to your scene is to click on the Environment category in
the Properties Toolbar.
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Secondly, only the reflective materials within your scene will be capable of showing the effects of an applied environ-
ment. If you have reflective materials within your scene you may want to perform a Render Window or Render
Rectangle to get a realistic display of how that Environment is affecting your scene. If you don’t have any reflective
materials applied to objects, nor do you intend on including any, then don’t bother messing with the Environment set-
ting at all.
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15 lighting
Overview
I don't want to get personal here, but has this ever happened to you? You're trying on clothes in a department store and
you look faaaaaantastic. Then you get home and put on the same garment for the first time in real life and you feel like
suing the store for defamation of character.
Ok, here's another one for you. There's a Hollywood actor that you know pretty well, and in prior movies his body has
never been something you'd refer to as 'ripped.' Then you see him starring in an action flick, or a boxing movie or
something where obligatory sans-shirt scenes are abundant, and your jaw drops. Suddenly the guy looks like he's got a
Batman Suit on.
Both of these scenarios set your mind to pondering the forces at play in the world of self-image. Does everyone's phys-
ical appearance really vary to the degree we perceive? I'd make you guess what's going on in both of these situations,
but you'd just cheat and look at the title of this chapter.
Lighting is a crucial component in the process of interpreting our visual surroundings, and this holds true in the world
of 3D graphics as well. Once you've laid out your 3D scene, a crucial step in the design process is to determine a light-
ing scheme that complements your creation. If you're trying to make something look warm and handsome you might
use the same concepts that department stores use in their dressing rooms. If it's a heavily contrasted and shadowy effect
you're shooting for, then the bare-chested fight scene in the movies might be a better model to use. Whatever the case
may be for you, Swift 3D provides a variety of different lighting tools and techniques to help make your scenes stand
out.
Nick's Tips
Before you spend tons of time designing the ultimate lighting scheme, you should consider what types of Out-
put Options you will be using to render your final scene. The accuracy of your lighting scheme when rendering with
RAViX III depends completely on the Fill Option you choose, so it may not benefit you at all to create a detailed light-
ing setup, only to find that your chosen style of output does not do it justice. I highly recommend spending some time
reading the chapter on Rendering with RAViX so you understand the forces that will be at play in your scene come ren-
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der time. As a general rule of thumb, the higher the fill quality you render your scene with, the more accurately your
lighting scheme will be depicted. And if you plan on making the jump to raster output using the EMO rendering
engine, lighting becomes even more important due to the photorealism EMO is capable of producing.
Types of Lights
There are two main types of lights that can be applied in Swift 3D. Depending on what type of effect you're trying to
achieve, you can use either Point or Spot Lights, or mix and match as you see fit.
Point Light
Point Lights are akin to a standard incandescent light bulb hanging from a cord in a room. This light will send rays in
all directions and illuminate anything in the path of those rays. Point Lights create an effect of general illumination and
cast more light than a Spot Light, but in a broader area. These lights work well for the majority of 3D scenes since they
more closely resemble the types of lighting we see in our daily lives.
Spot Light
Spot Lights behave like a flashlight, thus their representative icon within Swift 3D. They cast a focused beam of light
in a specific direction. Although you can adjust how that beam behaves (discussed in the Lighting Properties section)
they do not cast any light outside of that beam. These lights are best designed for creating very specific types of effects
like a light moving across the face of an object, or several objects, each with their own specific lighting.
Lighting Gallery
By far the easiest way to light a scene is by mak-
ing use of the Lighting Gallery. The Lighting
Gallery contains a variety of pre-made, drag-
and-drop lighting schemes that come in the form
of stationary lighting or animated lighting.
Lighting schemes that reside in the gallery can
only contain Trackball lights, so any scene lights cannot be saved to the gallery.
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Trackball Lighting
Swift 3D’s Lighting Trackball is fast, intuitive, and for most scenes completely
effective. Before you jump into its use, you should understand what those lights on
the trackball represent and how they relate to your scene.
It's fairly easy to envision lights on that trackball shining into the center of your
scene. The difficult part is realizing how big that sphere is. If you imagine that the
sphere of lights is as close to the objects as possible, while still encompassing all of
the objects within the scene, and then double that imaginary radius you'll be there.
This means that as your scene grows in spatial scope, so does your lighting scheme.
Nick's Tips:
If you've created a scene where all of the objects stay within a certain area, or if you've got an object spinning
in the center of your scene without any movement at all, the lighting trackball is really a nicely functioning unit. But if
you have a scene where objects are coming and going from your Viewport with a lot of motion involved, you will prob-
ably want to go with a lighting scheme where your lights are placed directly into the scene (read on for information on
that process).
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you'll be using the Lighting Trackball just as you would the Rotation Trackball. You'll notice that as the lights move
from the front of the Trackball to the back, and visa versa, they grow bigger and smaller to give a visual clue as to
which side of the trackball they are on. You should also note that the Lighting Trackball displays your lighting scheme
according to whichever camera view (Standard and Perspective only) you have active.
For information on how the trackballs function, please refer to the Rotation Trackball section in the Working With
Objects chapter. Remember that as you work with these lights, they are always going to point into the center of your
scene. If you get to a point where you just can't get the effect you're trying to achieve, it's probably time to start using
the Scene Lights.
Scene Lights
The advantage to working with lights directly in the scene is the additional control you gain. Although the trackball
lights function very well, there are situations when positioning a light in the scene is very nice, if not necessary. The
first case that comes to mind is when you need a light to shine in a specific direction or onto a specific object. Another
situation is if you need to create a complex lighting animation, or if you need to animate two or more lights indepen-
dently.
Free Lights
Free Lights come in the form of either a Point Light or a Spot Light and can be controlled like
any other object in your scene. When you select them, they will appear in the Rotation Track-
ball as an object, and animation is done just as you would an object, with the only difference
being that this particular object is casting light.
Target Lights
Target Lights are also available in Point or Spot Light form. You gain the most control with
Target Lights because they come complete with a pivot point. In this case we'll refer to that
point as the Target point because a Target Light will always point directly at that point. The
beauty of this system is that you do not have to fuss with the aiming of the light. All you need
to do is place the target point where you want that light to shine and you’re done.
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because the lights are often obscured from view by other objects. When this happens, the best thing to do is simply
select the light from the Hierarchy toolbar.
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Light Properties
Once a light is selected, you can view that light's characteristics in the Properties
Toolbar.
Naming
As with objects, you can name your lights, which is a great way to keep track of mul-
tiple lights. When you rename a light, its new name will appear above the animation
timeline as well. Since lights are also listed in the Hierarchy system, and it is likely
you will have more than one light in your scene, unless you are remarkably good at
remembering which light is 01, 02, 03, etc. it is highly recommended that you give
your lights more recognizable names.
Color
You also have control over the color of each light. By double clicking on the Color
window you access the Color Palette (Win) or Color Picker (Mac), which allows you
to choose from pre-made colors or create custom colors of your own. Light color can-
not be animated.
The intensity of a light is controlled by its color as well. To reduce the intensity of the
light, choose a darker shade of gray. Because the default color of all lights is white,
you cannot increase the amount of light without adding an additional light, so mess-
ing with the light colors is always going to be a subtractive process. You can also cre-
ate cool effects by coloring your lights rather than applying materials to the actual
objects.
Active
The Active checkbox allows you to turn the selected light on or off, so you can play with lighting schemes without hav-
ing to keep adding and deleting lights.
Hide
To hide a light from view, click on the Hide option. Hidden objects can only be viewed by choosing Show Hidden
Objects from the Viewport menu. Once a light is hidden it can only be selected again from the Hierarchy Toolbar.
Lock
The Lock option when enabled will prevent a light from being moved.
Shadows
By default, the Shadows option is turned on for every new light added to the trackball or scene. You can designate up
to 32 lights as shadow casting. If you are planning on using shadows in your final output, but only want certain lights
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to cast those shadows, you need to make sure to go through each light that will not be casting shadows and uncheck the
Shadows option.
When rendering to vector, designating which lights will cast shadows is only step one in the process of getting shadows
to render out. Once you have all of your shadow settings covered in the Scene Editor, when you head over to the Pre-
view and Export Editor, under the Vector Fill Options you also need to check the Include Shadows option. Shadows
will also be covered in more detail in the Rendering with RAViX chapter. When rendering to raster, the EMO Ray
Tracer will automatically honor the shadow options set in the light’s property page so no further steps are required.
Specular
As with Shadows, you now have the option to make more than one light cast specular highlights on your object, and
this is controlled through each light’s Property Page. All trackball and scene lights by default are specular, which refers
to the light’s ability to create a bright spot on glossy surfaces. If you check the Include Specular Highlights in the Pre-
view and Export Editor, you must uncheck this option for those lights that you do not want to cast specular highlights.
Again, more detail on Specular Highlights will be supplied in the Rendering with RAViX III chapter.
Hierarchy
All lights are included in the Hierarchy system, which is accessible through the Hierarchy toolbar. Using the Hierarchy
to select lights provides a great advantage when scenes start to get crowded. But what will really come in handy is that
Free Lights can be made a child of any object (Target Lights cannot be children). When an object is made a child of
another object, whatever you do to that parent object will be done to the child as well. Obviously the huge benefit is
that if you animate an object, the light will follow that object along its animation path. Another thing to note is that nei-
ther Free Lights or Target Lights can have children. Read more about establishing parent/child relationships in the sec-
tion on Hierarchy in the Working With Objects chapter, and about creating Hierarchical Animations in the Animation
chapter.
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16 cameras
Overview
Shut your left eye.
I'm serious, go ahead and shut it. Now place your face right up against this page (or your screen if you're reading the
electronic version). Now move your head around and look at some different things in the room. Hey, what else do you
have to do right now… just do it. Ok, now get up out of your chair, run into the next room, spin around 3 times and
then stand on your head. No? All right, forget it. The point is you've got two well-used cameras already built into your
head, so there's not too much mystery involved with cameras.
You can open your left eye now.
Most of the cameras within Swift 3D work in a similar fashion to your eyes. You can look at different things by moving
your head around. You can see things up close and from far away by altering the space between your eyes and your
subject matter. And if you're not pleased with your view, you can get up and reposition your cameras somewhere else.
These cameras all show a Perspective view, where the laws of physics decide how large objects are in relation to the
camera. One example of this perspective effect would be a set of railroad tracks that disappear over the horizon. With
the human eye, these tracks will converge to a single vanishing point. In addition, objects that are farther away from the
camera will appear smaller than those objects closer to the camera. In the Advanced Modeler, you will also find Ortho-
graphic views, where these laws are disregarded. (For information on these Orthographic Viewports, please refer to the
Advanced Modeler chapter.)
The cameras within Swift 3D can be used in two primary ways. First, they can be used as frames of reference. In other
words, used to look into the world of Swift 3D from different perspectives while creating your 3D scene. Second, they
can be used to record any action that takes place in your scene. If you've got a scene with no movement, think of your
camera as a single-frame picture camera, and if you've got any sort of animation then consider it more of a video cam-
era. And just like a video camera, certain Swift 3D cameras can be physically moved around and pointed at things as
you record the movement in your scene.
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Standard Cameras
There are six Standard Cameras that come with Swift 3D. I use the term ‘come with’ because you don't have to do any-
thing to create them. The Standard Cameras are Front, Back, Top, Bottom, Right and Left. It might help to think of a
big cube that surrounds your scene and each one of these cameras exists on the outside of that cube, looking in on the
Swift 3D world. These cameras can serve as simple reference views or as integral parts of your animated scene. Each
of these cameras can be used as the view that gets rendered upon export, but they cannot be animated themselves. Any
camera animations need to be performed with the Free and Target Cameras or using the Perspective Viewport.
You can change the camera view of each Viewport by clicking on the Viewport Menu button in the upper left hand cor-
ner of the Viewport and choosing an available camera from the list. In the Scene Editor only one camera can be active
at a time, which means you can’t have both Viewports set to the same camera view.
Camera Mode
To maneuver any camera view within Swift 3D, you must hold down the ALT key (Win) or the COMMAND key
(Mac) to enter into Camera Mode. The cursor will change to the Camera cursor to indicate you are in this mode.
Panning
The Standard Cameras are most beneficial when your animation does not involve any camera movement, but rather
just the movement of objects. The limitation in panning the Standard Cameras is that they always face the exact same
direction, as if they could only move along the surface of that imaginary cube I mentioned earlier. For example, the
Front Camera always looks exactly along the Z axis. When you pan these cameras, it's more of a sliding motion (left,
right, up and down) rather than a pivoting motion (as if you were standing in one place and pointing your camera in
different directions).
Zooming
Zooming a Standard Camera in or out will actually move the camera's location in 3D space. Because the camera is
essentially the Viewport you are looking through, you don't see the camera actually moving. Instead, your scene
appears to move closer or farther away from you. If you were to compare this process to using a regular picture camera,
it would be akin to physically walking closer to or farther away from whatever it is you want to take a picture of. This
differs from the terminology of picture cameras because zooming with a picture camera is actually done by changing
the length of the lens. You can create a similar effect to zooming by changing the Lens Length (see the previous section
on Lens Length under Camera Property Page), but there are other changes that happen to the view of your scene.
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Additional controls that facilitate zooming in or out on particular areas of your scene can be found in the
Viewport Menu:
• Frame All: All objects, lights and cameras in the Viewport will be framed in the camera view.
• Frame All Objects: All objects only will be framed in the camera view.
• Frame Selection: Any selected objects will be framed.
• Reset View: The view will be reset so that the camera will again be focused at the center of the scene. Any zoom-
ing that has taken place will not be restored. If you want to look at it mathematically, it repositions the camera so
that its coordinates are X = 0 and Y = 0, while Z remains the same. This function only works with the six Standard
Cameras.
Perspective Camera
The Perspective Camera is a hybrid between the Standard Cameras and the Target Camera. The big advantage the Per-
spective Camera has over the Standard Cameras is that it can be aimed. If you remember the earlier cube analogy, the
Perspective Camera can be positioned anywhere on the surface or within the cube, and aimed in any direction. The dis-
advantage of the Perspective Camera over the Target Camera is that any camera manipulation has to be done through
the Viewport rather than moving the actual camera.
Panning
Since the Perspective camera has a target point, the only way to pan the camera up, down, left or right is by clicking
directly on that target point
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2. Click on the camera’s Target Point to activate the Camera Pan cursor.
3. Drag the cursor to pan the camera in any direction.
Zooming
Like the Standard Viewports, zooming is the process of physi-
cally moving the camera closer or farther away from its target
point. Zooming can therefore be done by clicking anywhere in
the background.
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Scene Cameras
Now we're talking some serious cameras. With both the Free Camera and the Target Camera,
the cameras themselves actually show up in the Viewport and can be manipulated as objects.
This allows for much better camera control and facilitates camera animation like you wouldn't
believe.
Free Cameras
Free cameras are named as such because they can be pointed in any direction.
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Rotating
The Free Camera can be rotated using either of the following two methods:
1. Select the Free Camera icon in one of the Standard Camera Viewports.
2. Notice that the Free Camera icon now appears in the Rotation Trackball. Use the
Rotation Trackball as you would with any object to rotate the Free Camera in any
direction.
Or,
1. Using the Viewport menu, select the Free Camera to be active in either of the
Viewports.
2. Click anywhere in the background of the Free Camera Viewport.
3. Notice that two arrows appear in the Rotation Trackball. These arrows are used as
references that show which way the camera is pointing (blue arrow) and which direction the camera's vertical axis
is (green arrow). This is also where you would aim the Free Camera.
Target Cameras
Better known as ‘The ultimate Swift 3D camera,’ Target Cameras give you the same control over the cam-
era's positioning, but add the ability to aim the camera at specific locations in the scene via the target point.
Positioning
As with the Free Camera, the Target Camera can be positioned by clicking on the camera icon in one of the Standard
Camera views and dragging it to a new location. This is the equivalent of panning or zooming a Standard Camera.
Notice that the Target Camera moves independently of its target point. This means that when you move a Target Cam-
era, the target point will always remain in the same spot, and when you move the target point, the Target Camera will
always stay in exactly the same spot.You can also animate the positioning of the Target Point separately from that of
the camera itself.
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Because the Target Camera has the addition of its Target Point, its Camera Position page also allows you to numeri-
cally position both the camera and its target point.
A final way of positioning the Target Camera is by selecting it from the Viewport Menu. The panning and zooming of
a Target Camera view is identical to that of the Perspective Camera.
Rotating
Rotating the Target Camera can be done by clicking on its Target Point and dragging it to a new location, as discussed
in the previous section. In addition, when the Target Camera is selected as an active Viewport, it can be rotated using
the same method as rotating the Perspective Camera.
Rolling
Use the same methods for rolling a Perspective Camera to roll the Target Camera.
Nick's Tips
We've all got preferences in life, and here's mine. When working with Free or Target Cameras, I like to use the
left Viewport as my camera view and use the right Viewport as my scene view, keeping it set to the Top view most of
the time. My rationale is that the left Viewport is always the one that gets rendered upon export, and when I'm doing
camera animations the likelihood is high that I'll want to render what that camera actually sees. As far as the Top view
goes, I feel this particular view gives you the best reference of where things are in the scene, much like a Plan view in
architectural drawings. Of course this can vary depending on how your scene is constructed.
Lens Length
I really don't want to bore you with the intricacies of lenticular optics. (Actually, I
have no idea what lenticular optics means, but the “I don't want to bore you with”
stuff sounds so much more intelligent than the “I have no idea what” stuff. But I'm
going to fake it anyway.)
When you lengthen the lens of a camera, it magnifies the image. Because it magnifies
the image, you must move the camera farther away from your scene to get an all-
encompassing view of your objects. An additional side effect of having a very magni-
fied view is that the camera's field of view becomes very concentrated. In other words, the longer the lens, the smaller
the scope of what can be seen through that lens.
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When you shorten the length of a camera lens, you are getting a very broad view of your scene. In the process of broad-
ening your view it will seem as if your camera is moving away from the scene, even though that is not the case. To get
the scene to fit the scope of the Viewport, you must move the camera very close to the scene's center. In doing this, you
will find that in the shortened lens' efforts to show a very wide field of view, distortion begins to occur around the
edges of the camera view. It's important to recognize the difference between adjusting the lens length and zooming the
camera. Remember, when you zoom a camera in or out on your scene, the camera actually physically moves, not the
lens length.
Nick's Tips
Optics, schmoptics, you just want to know how to use this setting. OK, here's the skinny. Shorten your lens
length if you want to create a cool 'fish eye' effect where objects are distorted as they move around within the camera
view. I find that somewhere in the teens (11 to 19) works great. Lengthen your lens length if you're doing any tight fly-
through animations because you will be less likely to experience objects coming through the clipping plane (essentially
busting through the front of the camera). You can also simulate an orthographic view by using a very long lens because
as you increase the length, you lose the sense of a perspective view.
Options
Hide - This option is only available for Scene Cameras. When hidden, the icons representing the Free and Target Cam-
eras are hidden from view. To unhide the Cameras, go to the Viewport Menu and select Show Hidden Objects. Once
the camera icon is displayed, select it and uncheck the Hide option.
Lock - All cameras, including Standard and Perspective Cameras, can be locked to prevent them from being moved.
Hierarchy
Free Cameras can be made a child of any object in the scene, which is particularly helpful when your goal is to have a
camera follow an object around the scene through the course of an animation. Note that Target Cameras cannot be
made children, so only exist at the top level of the Hierarchy system, and neither Free or Target Cameras can have chil-
dren. Read more about Hierarchy and creating child/parent relationships in the Working With Objects Chapter, and
about creating Hierarchical Animations in the Animation chapter.
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17 animation
Overview
Animation is really what it's all about. Not to exclude you folks that have a yearning for single-frame images, but Swift
3D is always ready to rumble when it comes to applying movement to your scene. In fact, it feels slightly cheated when
denied the opportunity to prove to the world that vector animation doesn't have to be a flat experience. Which leads us
to our next discussion.
Swift 3D has solved the confounding problem of creating quality 3D images in a vector-based file format. Swift 3D has
terrific creation and animation tools that allow you to create dynamic scenes. But Swift 3D is NOT the panacea of the
low-bandwidth 3D world. By that, I mean that just because you can export vector files from Swift 3D does not implic-
itly indicate that every animation you crank out of the software will be Web-friendly.
But maybe you bought Swift 3D for the sole purpose of creating animations for the Web. Don't panic. You've got the
perfect tool, but you just have to use it the proper way to keep your exported files within reasonable size proportions.
Understanding the limitation of how 3D converts to 2D vectors is very important when designing your scenes. On the
other hand, if you have no limitations on file size, for instance if you're creating CD or DVD presentations, or some-
thing that will be viewed over a network or on a local machine, you don't necessarily have to pay attention to any of
this low-bandwidth gibberish I'm spouting.
When displaying 3D animations in a 2D environment (like the Flash Player for example) it is always a process of
sequential keyframes. That means that if you have a 100-frame animation within Swift 3D, when you render your file
you will have 100 keyframes to work with. Since neither the Flash Player nor the SVG Viewer supports native 3D
objects, Swift 3D has to tell these plug-ins exactly what to show for each frame of your animation.
And what does this mean to your average Web designer, you ask? Use 3D wisely! When creating animations for the
Web, Swift 3D is best suited for creating short animations that become part of a larger scene or movie. Not to say that
you can't create long and detailed self-contained animations that look great, but you might not be able to stream them
to a 28.8 kbs modem too well.
So let's take a look at Macromedia Flash, a popular vector graphics editor that you will probably be using your 3D ani-
mations in conjunction with. Flash too can create exciting animation, and its strongest selling point is the ability to do
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so without creating large files. So realizing what you can do best in Swift 3D and what you can do more efficiently in a
vector editing application is very important as you start designing your scenes.
Two-dimensional vector editors do a great job of moving objects around in 2D space, and making them change shape
over time. What these editors can't do well is spin, rotate or flip objects in 3D space. These are the features that Swift
3D specializes in. So, with that said, try to keep in mind what types of movement are best done with Swift 3D—rota-
tion animations—and what things you'll be better off doing in your 2D vector editor of choice—scale and position ani-
mations.
Animate Button
This all-powerful toggle button located on the Main Toolbar slips you in and out of animation mode.
When this button is toggled off, nothing you do to your scene or the timeline will affect your animation.
When it is toggled on, any changes you make to your scene will be recorded as keyframes in the time-
line and thus affect your overall animation. The best way to use this button is to set up your entire scene
first, turn the Animate button on, and then proceed to develop your animation using the techniques covered within this
chapter.
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Selection Name
The Selection Name window of the animation timeline displays the name of your currently selected object. Since the
Animation Timeline is selection dependant, the timeline shows the animation properties for whichever object, camera
or light is selected, and thus displayed in the Selection Name window. To better organize your more complicated
scenes, you may find the naming process covered in the chapter on Working With Objects useful.
Animation Properties
There are several properties of an object that can be animated, and all of those properties are listed along the left side of
the timeline. Although certain types of objects can have certain types of animation properties, here is a list of all the
possible properties that can be animated:
1. Position: This property pertains to any animations involving objects that change their location on the X, Y, Z
coordinate grid.
2. Pivot: Any object that has an associated pivot point can have an animated Pivot property.
3. Rotation: If an object has its rotation animated, this is where it will show up. This could be any object except for
the Target Cameras and Target Lights.
4. Scale: When objects change their scale over time, this property will reflect that change.
5. Shear: When objects change their shear over time, this property will reflect that change.
6. Material: The material property will be designated by listing out all of the surfaces that have been defined for
that object. This could be a fairly lengthy list if numerous surface groups have been defined in the Advanced Mod-
eler. Note: Color applied to lights cannot be animated.
7. Shape: The only object that can animate its shape is the Tetrahedron.
8. Scale Axis: This is also a Tetrahedron-specific animation property.
9. Roll: This property only applies to Target Cameras and Target Lights, and it indicates when a camera or light is
rolled to the left or to the right.
10. Path: If you have animated the path of an extruded or lathed object, the animation will appear here.
Playback Controls
These control buttons allow you to view your animation, as well as jump around in the timeline.
Play: Does just that.
Stop: The opposite of play.
First Frame: Moves the scene to the first frame of your animation.
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Loop Animation
This little button determines how Swift 3D will render your final file with regards to creating looping animations. If
you are creating a linear animation where your last frame is not the same as your first frame, you want to turn this but-
ton off. If you're attempting to create a seamlessly looping animation where your first frame is identical to your last
frame, you should turn this button on (default configuration). You see, when your last frame is the same as your first
frame and you loop the entire animation, you'll end up with two identical frames in a row, which will manifest itself as
a pause in your final animation. When you toggle the Loop Animation button on, Swift 3D automatically skips the ren-
dering of your final frame so that you don't end up with that unsightly pause.
This will in no way affect whether or not your animation loops when played in the Flash Player or when imported into
Flash. By default, all SWF animations rendered from Swift 3D will automatically loop when played in the Flash
Player, and all SWF files imported into Flash will not loop unless told to do so with specific Flash commands.
NOTE: The default state of the Loop Animation button can be adjusted by going to View > User Preferences.
Animation Gallery
The drag-and-drop animations are the easiest
way to get your scene moving. We've supplied
you with some common animations within the
Animation Gallery that cover the basics. You
know, spin right, clockwise spin, 45-degree right
spin. The typical animations you might want to
apply. To preview the animations just click on
the thumbnail image and you'll see a small-scale
rendition of the action. To apply them to your
image just click-and-drag from the Preview Window onto whatever object you wish to be animated. When you apply
an animation from this gallery, the Animate toggle button does not automatically turn on so if you want to edit the ani-
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mation you need to first toggle on the Animate button. The default length of the drag-and-drop animations is 20
frames, but that can be easily adjusted using the techniques covered later in this chapter.
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Keyframe Animation
Understanding keyframes and how they work is an important step in creating animations quickly. Sure, you can tell
Swift 3D exactly what you want your scene to look like in every frame, but you'd be better off using the built-in tween-
ing functions associated with the Animation Timeline. Basically, keyframes represent points in an animation where
you can make important changes take place. In between the keyframes, Swift 3D will make all the decisions on how
your scene changes automatically. The keyframes simply give Swift 3D reference points to work from while it decides
how to create the transitional frames using the tweening process.
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read. We've used the universal “Green equals Go, Red equals Stop” color scheme to make it obvious when an object is
going to move, rotate or change size, and when it is going to stop doing those things.
To pause an animation:
1. Toggle the Animate button on.
2. Position your cursor over the left half of the keyframe bar.
3. When you get the Left Directional Arrow, click-and-drag to where you want your animation to begin its pause.
4. If you want to adjust the Animation Start Time, do the same on the right half of the keyframe.
5. To adjust the location of the pause, position your cursor over the Red Bar in between the start and stop animation
control bars and click-and-drag to reposition the entire keyframe.
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When Linear Frame Spacing is turned on (checked), Swift 3D will move the object at a consistent speed throughout the
animation, meaning the object moves the same amount of distance between each frame of the animation.
NOTE: This setting is only applicable to path animations, where objects are moving from one point to another.
Nick’s Tips
The copy and paste keyframe feature can also be helpful when you want to reverse your animation. For exam-
ple, if you are creating an animation that has a text string and you want each letter of that text to start out of view and
then fly into the center of your Viewport, it is easiest to start creating the animation with your text already in place in
the center of the Viewport. From there, you can move the keyframe indicator over and move each letter so that they fly
away from the center of the Viewport and out of sight. Now all you need to do is copy the first keyframe to a spot
beyond your final keyframe, and then copy the final keyframe into the first frame. Adjust the new final keyframe back
to where you want the animation to end, and you have reversed your animation. Another option is to export your initial
animation and use Flash’s Reverse Animation feature.
Deleting Keyframes
There are a few different methods of deleting parts of your animations depending on how much of the animation you
would like to get rid of.
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Nick’s Tips
The easiest way to conserve on file size is to make your animations as short as possible, while still meeting
your overall design goal. Two techniques of accomplishing this are as follows:
1. If you have a symmetrical object, like a box for instance, with a rotation animation applied to it, you can export
just a section of the rotation and then loop the animation to simulate a full turn. In the case of the box, it's got four
sides, so a quarter turn is all you need to get a seamless rotation.
2. If you have a logo or spinning text, you can render only the frames where the artwork is facing the camera and
then loop the animation. This will give you the effect of a full 360-degree spin while never having your logo or
text facing backwards.
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enter into Animation Path Mode at any time during the animation process, if you have not yet created an animation
then the path will not become visible until you start adding keyframes.
Each keyframe in the path is represented by a square red icon, which is called the Keyframe Control Point. This icon
can be moved to a new location anywhere along the x, y or z axis just like you would move an object. You will also
have access to each control point's Bezier control handles, which are designated by green squares. In order to move an
entire path to a new location, this is done by relocating the object itself.
NOTE: When Animation Path Mode is turned on, if you position an object by clicking on the Keyframe Control Point
(which is also the object's pivot point) a new keyframe will not get added to the timeline. Clicking on the Keyframe
Control Point only adjusts the position of that keyframe, regardless of whether or not the red keyframe indicator is
moved to a new point on the timeline. Therefore, to insert a new keyframe you have to click on a surface area of the
object that is away from the Keyframe Control Point and then drag the object to a new location.
Point Type
Each keyframe control point can be designated as a Corner, Curve or Tangent point.
When you create an animation each keyframe control point will be a Curve Point by
default. You can either change the point type after the animation is made, or if you
know ahead of time which type of point you want you can choose the point type before
you create each keyframe.
A Corner Point does not contain any information that defines how the animation path
enters or exits that point since these points are always connected with perfectly straight
lines. Adjusting the Bezier handles of Corner Points therefore has no impact on the ani-
mation path.
The Curve Point is defined by something called a Bezier curve and therefore comes
with handles (the green squares) that provide control over the shape of the animation
path entering and exiting the point. Although you can control the entry and exit, the two
halves of your animation path are linked to each other so positional changes to one half
of your point may have an effect on the other half of the Bezier curve.
The Tangent Point is very similar to the Curve point but it allows you to control each
side of the curve's control points separately. The tangent point is designed to allow your
animation path to enter and exit the point with completely different paths.
NOTE: If the Bezier handles for a Curve or Tangent Point are not displayed, CTRL
(Win) or OPTION (Mac) + click and drag on the green control point to pull the Bezier handle out for display and edit-
ing.
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Position
If you need precise control over the exact location of each keyframe control point you can adjust the X, Y and Z posi-
tion of the points by entering the exact coordinates.
Orient to Path
You can choose the orientation of the object to the animation path through this option. From the Reference dropdown
list you have the option to orient the object by its X Axis, -X Axis, Y Axis, -Y Axis, Z Axis or -Z Axis. The X Axis
option will move the object with its right side facing forward, while the -X Axis option will orient the object to the left
side; the Y Axis to the top of the object, the -Y Axis to the bottom; and the Z Axis to the front of the object, the -Y Axis
to the back of the object. You will find the local Axis Guide always shown within the Rotation Trackball is an
extremely helpful reference when choosing which axis to orient the object along. Once an axis is chosen, a yellow
guide point will appear that indicates which direction the object will be facing as it travels along the animation path.
NOTE: If you add a rotation to the object in addition to using the Orient to Path setting, the rotations will get added
together.
The orientation of the object is dependent on the location of the pivot point, so you can also move the pivot point in
order to control which point of the object is pinned to the animation path.
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Animating Scale
Swift 3D allows you to animate either uniform or non-uniform scale of an object. The first step in understanding non-
uniform scaling is to know that every Swift 3D object has three different Scale Axes: width, height and depth. When
you select an object and go to the Scale page of the Properties Toolbar you will see the object's default settings of 1.00,
1.00 and 1.00. These are the three settings that you can animate, and the process is different than changing the sizing of
an object (covered in the Scaling section of the Working With Objects chapter).
Animating Materials
The animation of materials is basically the process of telling Swift 3D what you want your object's color to be at the
start of your animation and at the end of the animation, and letting the program do the rest for you. As soon as you ani-
mate a material, you will see the related keyframes appear in the Animation Timeline under the Material animation
property.
To animate materials:
1. Apply a material to your object in the first frame of an existing animation.
2. Toggle the Animate button on.
3. Move the Current Frame Indicator to the frame you'd like your material animation to end.
4. Apply a second material.
Animating Lights
A very slick feature in Swift 3D is the ability to animate your lighting scheme. You can accomplish this feat by either
animating Trackball Lights or by animating Scene Lights.
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Animating Cameras
In Swift 3D you can only animate Free and Target Cameras and the Perspective Camera; you cannot animate the Stan-
dard Cameras.
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Hierarchical Animations
The universal scene properties contained within the Hierarchy system can play an integral part in creating more com-
plex animations. The same parent/child and sibling relationships that can help you organize your scene effectively can
be the key to unlocking some amazing animation capabilities.
The basic principles of parents and children that work for object manipulation within your scene will hold true for
objects, lights and cameras when they are in motion. For example, if you create a sphere that is the child of a box, when
you animate that box you will also be animating the sphere based on their relationship with each other.
The best example I can think of to demonstrate this technique of relational animations would be creating a 3D scene
that shows how the moon rotates around the earth while the earth rotates around the sun. Since the earth is stuck in
orbit around the sun, it would be considered its child. And in turn, since the moon is in orbit around the earth, it’s con-
sidered a child of the earth.
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Path Morphing
The ability to animate paths in the Extrusion Editor or Lathe Editor is
referred to as Path Morphing. Both the Extrusion and Lathe Editors include
their own animation timeline that behaves the same way as the main time-
line in Swift 3D. The only difference in these timelines is that only the paths
of either your extrusion or lathe object will appear within the layer area,
rather than the properties of those paths. This way you can keep track of
multiple paths without having to select each one individually.
To animate a path:
1. Toggle the Animate button into animate mode.
2. Adjust the Current Frame Indicator to the place you want to insert a
keyframe.
3. Move the point or points you want to animate.
4. Swift 3D will automatically insert keyframes accordingly.
When you return to the Scene Editor you will notice when you select the extrusion a Path animation now exists in the
Main Animation Toolbar timeline. You will probably have to enlarge the Animation Toolbar in order to see the Path
animation in the timeline.
NOTE: You cannot change the types of points over time. For instance you can’t turn a Tangent Point into a Curve
Point part way through an animation. Also, if you delete or add points to an extrusion or lathe partway through an ani-
mation, those points will either be deleted or added to the extrusion for the entire animation of that path.
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Overview
Why have just one rendering engine when you can have two? Well, our engineers asked the very same question and
couldn't come up with a reason NOT to double our output power by including both a vector renderer - known to many
as RAViX III - and a raster renderer - a.k.a. EMO. These two powerhouses are responsible for taking your beautifully
crafted scene and turning it into an actual file that you can use. And the wonderful thing about this flexibility is that
your single scene can have many afterlives once it leaves the world of Swift 3D. Use RAViX for your lightweight Flash
work. Use EMO for your high-bandwidth video production. Or use them both together for insane effects that are super
realistic, yet small in size.
But I'm getting ahead of myself since both of these rendering beasts have their own chapters to brag about their output
capabilities. We're here to learn about the workflow of the Preview and Export Editor since it is similar regardless of
the renderer you're using. You can then delve into the subsequent chapters on Rendering with RAViX and Rendering
with EMO in order to find out how to get the most out of the two different engines.
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Render Preview
As previously mentioned, this section of the Preview
and Export Editor is where you actually perform the ren-
dering of your animation, but it also allows you to have
much more control over the individual frames of an
entire animation, pre- and post-render.
The three main uses for the editing feature of the pre-
view system are as follows:
1. Choosing which frames of your animation you would like RAViX III or EMO to render. This is very useful when
you just want to sample some different output options and get a feel for what it will look like after the entire ani-
mation is rendered. Also, there are often situations where you only need to have certain parts of an animation ren-
dered and exported to a file.
2. Viewing sections of a rendered animation. For example, if you'd like to see what your animation would look like if
you only exported every second frame. Or maybe there are certain frames that seem unnecessary but you want to
view the animation with and without them to make sure.
3. Choosing which frames of your animation you want included in the final exported file.
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Selecting Frames
The process of selecting frames is integral to using the Preview Editor. Fortunately, it's really easy. Clicking on a frame
will select an individual frame. Holding down the CTRL key while selecting will allow you to select multiple frames
that are not in a sequence. Holding down the SHIFT key will allow you to select all of the frames in between the last
frame you selected and the one you select next. Once you have the frames selected, if you click on an unselected frame
without the appropriate key depressed, you will end up de-selecting all of your frames and just selecting the individual
frame you just clicked on.
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But if you are simply rendering out your entire animation and then exporting it, or even selected pieces of it, this will
never even affect you. And if you do not have the Separate Stationary and Moving Objects option turned on, there will
be no selection restrictions and the Preview and Export Editor will work just as it always has.
Playback Controls
Once you have rendered a preview, these controls allow you to view the results. They function just like the controls
associated with the Animation Timeline in the Scene Editor.
NOTE: After you have rendered a preview of your animation, that rendering will be available for export to file until
you either render another preview or go back into the Scene Editor and change anything about your scene. At that point
your preview will disappear and you will need to render another preview before exporting to a file.
Export To File
The final step in creating output from Swift 3D is the Export to File function. At this point
you should be happy with the scene or animation you see within the preview window, because
that is exactly what your final file will consist of. The process of exporting to a file is very
quick, so don't freak out and imagine you have to wait through the rendering process again.
All you're doing at this point is naming your file and having Swift 3D write the pre-rendered
information to a file. This typically takes a few seconds, but with very large files it may take a
minute or longer.
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Overview
Swift 3D was built around the concept of rendering 3D scenes to vectors, and the enabling technology that drives that
vector rendering process is RAViX. This proprietary technology is now in its third version and still going strong so our
users can rest assured that they have the best vector rendering technology under the hood of their application.
The process of creating vector-based 3D animations is very complex from the program's side of things, but really pretty
easy to understand from the user's perspective. When RAViX III renders out a scene that you've built within Swift 3D it
looks at all of the objects and determines what the best approach is to turn it into a vector rendition of those same
objects. You could think of RAViX as an artist looking at a scene. There are many ways to draw that scene based on the
artist's goals and skills. Depending on which approach the artist decides to take you can end up with a fairly wide vari-
ety of drawings. The big difference with Swift 3D is that all animations are built one frame at a time. Much like a hand
cartoonist creates the old-time flip books of image after image, RAViX renders out frame after frame of your animation
so it looks to be animated when played back at your desired speed.
Nick’s Tips
The process of converting your 3D scene to vectors is very memory intensive—there’s just no way around it
(at least none that we’ve discovered to date). For this reason, I don’t recommend attempting to render incredibly long
animations of complex scenes. When you start throwing 1,000+ frame animations through RAViX you are likely to
start encountering out of memory errors. If you absolutely have to create very long animations with complex scenes
(50,000+ polygons) you may consider rendering them out in smaller chunks and then stitching them back together in
Flash. But keep in mind that Flash might not be particularly thrilled about your big files either.
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It is well worth your while to read through each option carefully so you truly understand what sort of forces are at work
on your rendered file. It could mean the difference between a post-render exclamation of “What the... that looks nasty,”
and “OOOOHHHHH...me likey!”
General
The Output Options can be broken up into three primary categories, and of course Gen-
eral is where we put all the controls that didn't belong in the other two categories. It cov-
ers the basics of file types, and how you want RAViX III to treat certain aspects of the
rendering process.
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One limitation of Flash is the fact that there is no support for 3D natively within the Flash Player (i.e., an internal ren-
dering engine). Of course, Swift 3D would probably not exist if this were the case, so it's not really a limitation for
Electric Rain. What Swift 3D needs to accomplish in order to translate your 3D animation to 2D vectors is to write out
exactly what Flash should be displaying in each and every frame. In other words, we have to export a keyframe for
every frame of your animation.
And therein lies the limitation. Since Flash doesn't know how to tween 3D objects between keyframes, very long ani-
mations can be quite large in file size. Your 3D scene may only be 5K when you render out one frame, but if you have
an animation that's 100 frames long, you're going to be looking at a final file that's approaching 500K.
Now a relevant consideration is where you're going to be publishing this file. If it's going on a CD or displayed locally
on a network, file size is not an issue. But most users are using Flash to display their 3D content over the Web, in which
case file size plays a big factor in deciding on a design.
I highly recommend taking a look at the section on Output Options to gain crucial information on how to balance your
3D animation quality with your file size concerns.
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File Level
This feature is applicable only when you're exporting to the SWF file format. Although all of our rendered vector files
are fairly homogenous, we had to include a little bit of extra information in the Flash 4 files due to a bug in the Flash 4
authoring tool. So when you export to Flash 4 using the Area or Mesh Gradient Shading option, you will end up with a
dummy frame at the beginning of your animation. Once imported into Flash, you just need to delete the extra frame
and save your project.
Aside from that, the three file types are all the same. No matter what you save your file as, it will play back in any com-
patible version of the Flash Player, and will import into a version of the Flash authoring tool that is equal to or greater
than the level you choose.
SVG Options
As I mentioned earlier, when you are rendering a file to the SVG file format, you have a few extra options to consider.
Compressed
Compressed does just that—squash your final file eight to nine times what it would be if left uncompressed. The obvi-
ous advantage is that it's easier to publish to the Web when compressed. The disadvantage is that you lose editability,
so if you're looking to incorporate your SVG animation into another SVG file, you'll want to leave it uncompressed
until you have a final product.
Animation
Animation Level refers to how you want your SVG files to be built. The two options you have are Native and Script.
Native means that the scripting that drives your animation is included within the SVG code itself.
Script will generate two files for you: one SVG file that contains the frames of your animation and one HTML file that
contains JavaScript that drives your animation.
One difference you may want to pay attention to is if you have a long animation (more than 40 frames or so) you will
start to see the file size increase when exporting with the Native Animation Level.
Detail Level
Crank it up! Wait, don't crank it up! Wait, it all depends.
I'm always hesitant to put these types of controls into a user interface because the tendency is to crank it up as high as
possible because obviously detail is a good thing. Unfortunately, by doing this you end up with slower rendering times
and larger files.
This is one of those case-by-case controls that may need to be fooled around with to get the best results. And just when
you think you've figured out what the best setting is, you throw a new scene in and it's a whole new ball game.
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Nick's Tips
Despite the fact that our default setting for Detail Level is Automatic, I'd advocate trying the Low setting until
you get output that doesn't look good. It speeds up rendering time by a bunch, and I usually don't see any flaws show-
ing up on Low that I don't also get with it set on Automatic. By using Low first, you can get a quick rendering that will
most likely be of good quality. And if you see any significant flaws, you probably would have had to go to the Medium
or High settings anyway.
In addition to this Detail Level decision, you can also alter your rendering times and output accuracy by using smaller
or larger dimensions in the Layout setting of your scene. If you're really trying to increase the speed of RAViX III, you
can make your scene really small and set the Detail Level to Low. But if your file comes back all funky, don't say I
didn't warn you because there is no guarantee of rendering quality when you start tweaking both settings at once. Cer-
tainly there is plenty of room for experimentation here, and you'll most likely find your own comfortable balance
between rendering speed and file quality.
Curve Fitting
The elegant curve… so supple… so smooth. So file size friendly! That's right, curves are good for more than just art,
they're good for bandwidth too. You see, since vectors are drawn mathematically, it takes more pieces of information to
draw 10 line segments than it does one continuous curve.
So why the slider, you ask? Don't I always want to draw curves? Not exactly.
Although, in theory, curves should give you better results, in practice it's not always the case. There's something about
the way Flash geometry is calculated that often results in irregular curves. If you take a semi-smooth object in Flash
and optimize its curves as much as possible, chances are you'll get some distortion of your outline. Unfortunately the
same holds true for our vector output.
There are really two things you can play around with when it comes to balancing accuracy and file size. The first is this
Curve Fitting slider and the second is the Detail Level. Again, it's tough to give you an exact formula that works for
every model. If that formula existed we would have hard-coded the settings, but it really varies from model to model
and animation to animation.
All I can do is make a recommendation. Leave the slider where it is unless you don't like your output quality or file
size. If your file is too fat (file size wise), crank it on up towards Curves and see if you get good image quality. If your
image quality is not to your liking or your animation is a little jumpy where you have got curves, crank it down towards
Lines and see if it helps.
Swift 3D is a bit like a musical instrument; you've got to practice it a little before the subtleties become readily appar-
ent. That's the melodramatic way of saying, “Try some different stuff and see what works for you.”
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breaking the object apart. If you choose to Combine Edges and Fills (the default setting), your lines and fills can't be
separated from each other in Flash unless you break apart your object.
The advantage to having them combined is that your files will be smaller. Plus, most of the time you won't need to gain
control over each individual line segment. The advantage to having them uncombined is that you can separate your
outlines and fills without having to break them apart.
Fill Options
Here's a little analogy for you...
Creating solid objects with clay is pretty straightforward. You mold it, you bake it, you're
done. But creating them with vectors is a little more involved—sort of like applying the glaze
to your clay model. It brings out the next level of artistry. Well, Swift 3D gives you seven dif-
ferent types of ‘Glaze’ to work with, and then throws in a couple of ‘Glaze Effects’ for you to
have fun with.
And now I'm done with that lame analogy.
You can break up the eight different styles of fill rendering into two main categories: Flat
Fills and Gradient Fills. Although there are five Flat Fill options, they all have one thing in
common: only flat colors get applied to your objects. The big difference between the five is
how many shades of flat colors get used in the process. The two Gradient Fill options apply
vector gradients to your objects, and the difference between the two is how detailed the gra-
dients get.
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• If you're looking for the true ‘cartoony’ look, this can be an effective output style. However, you may find that
exporting outlines is necessary to give your characters and objects more definition.
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I remember a time long ago when I was pushing the Area Gradient Shading
export option pretty heavily. It was before we released a version of RAViX
that had the Cartoon Average Color Fill option. Now that they're both in my
life, the choice becomes a little less clear cut, but they are both very power-
ful fill styles when it comes to creating a good level of realism without jack-
ing your file size through the roof. But first let me explain how the bloody
thing works.
When you choose to export an image or animation using the Area Gradient
Shading feature, RAViX III looks for groups of polygons that occur on sim-
ilar surfaces and applies one radial gradient to each surface. It determines
those surfaces by the presence, or lack thereof, of hard edges in your model.
By applying a limited number of gradients to your file, RAViX can generate
some nice looking content in a pretty tight manner.
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Models that work well with this export option tend to be more faceted (created from many distinctly defined surfaces)
in nature. I find that scenes with a combination of flat and smooth surfaces work the best with Area Gradient Shading
because the curved surfaces will exhibit nice gradients while the flat surfaces will maintain a more even appearance.
When objects are mostly smooth, the gradients can become a little overbearing.
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Nick's Tips
When using the specular highlight option you should pay close attention to the segmentation settings on any
primitive objects within your scene. The reason is that the shape of your specular highlights often suffers when the seg-
mentation settings are too low. If you find irregular looking highlights showing up in your scene, the first thing to do is
double check the segmentation settings (number of polygons that make up the primitive).
Include Reflections
Ooohh, baby, this one's cool. Since we live in a world rife with reflections,
so too should our world of 3D vectors. At least that's the way our engineers
feel about it. So now that Swift 3D includes materials that have reflective
properties, RAViX III can calculate realistic reflections that occur in objects
with reflective materials. Basically, any material that has its reflection color
set to something other than black will exhibit reflective properties if this
option is turned on when rendering with RAViX III.
Reflection Depths
This number corresponds to the number of times reflections can be bounced
back and forth between objects. Have you ever looked in a mirror and seen
something that you wouldn't expect to see, and when you look closer you realize that it's a reflection of another reflec-
tion? RAViX III has the ability to calculate up to eight of these reflection depths, but realistically you probably want to
stay in the one to three range for two reasons: 1) rendering time increases every time you increase this setting because
more calculations have to be accounted for; and 2) file size increases because there's more detail being written into
your final file, and most often you won't be seeing a noticeable increase in file quality.
Nick's Tips
Be very judicious in your application of reflective materials if you're concerned with file size. By all means use
them because it's a damn fine feature, but think about where the reflections are going to add real value to your image or
animation. There tends to be certain surfaces where reflection really makes objects pop off the screen. Most small
detailed surfaces don't need to be reflective and they'll only slow rendering speeds and increase file size when desig-
nated as such.
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Include Shadows
Shadows take 3D to the next level of realism. Now obviously, they're not for
every situation, but in certain instances they can make a scene really come
to life. Upon export, if you turn on Include Shadows, every light within your
scene designated as shadow casting (read about this lighting property in the
Lighting chapter) will interact with the objects and cast realistic shadows on
a variety of surfaces. Also, when shadows are cast upon one another (over-
lapping) RAViX III has the ability to calculate realistic shadow densities
where those shadows intersect. These are the places where you might find
shadows being cast in your scene:
Object Shadows: In scenes where there are multiple objects, shadow cast-
ing lights can create very cool shadows that fall onto other objects within
the scene. A popular use of shadows is placing a plane object beneath your
scene and designating a few of your overhead lights to cast shadows.
Self Shadows: With more complex objects, when you choose to render shadows you can get some nice effects gener-
ated when parts of your object get in between the shadow casting light and the rest of the object. These are called self-
shadows.
NOTE: You can expect to see your render time increase when exporting with shadows. Also, since there will need to
be more vector information written into your files with shadows, you will see an increase in the size of your files as
well.
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Edge Options
Edges, edges and more edges. We learned our lesson after first releasing Swift 3D—edges
mean different things to different people. So we went ahead and beefed up our edge render-
ing options to make sure our users could get exactly the look they wanted.
It's important to mention that you can export edges only, or combine them with any of the
fill options. And remember that the additional edge information being written into your vec-
tor file is going to beef up your file size over whatever it would be with just fills.
Edge Type
You have two options when choosing the Edge Type feature: Outlines and Entire Mesh.
Outlines
I like to call this one 'Hard Edges' because that's what RAViX III looks for
when it's detecting where to draw the outlines. If you need RAViX to pick
up any further details you can use the Detail Edge control to do a bit of fine
tuning. Read more about Detail Edge in the upcoming section.
Outlines can also be defined by creating Smoothing Groups in the
Advanced Modeler. Refer to the section on Smoothing Groups in the
Advanced Modeler chapter for information on this process.
Entire Mesh
When you think 'Wireframe,' RAViX III thinks Entire Mesh. Essentially
what's going on here is Swift 3D is exporting the outlines of every single
polygon in your scene. The tighter the mesh is, the more polygons RAViX
III will export, and the larger the final file size becomes.
The only way you can alter the detail of your exported image is to either
reduce or increase the number of polygons in your scene. You can control
this by using the Segmentation settings within each object's Properties Page,
or by bringing objects into the Advanced Modeler and editing their mesh.
Very smooth (high-poly) objects can turn almost black with lines and very
rough (low-poly) objects will begin to look like they were exported using
the Outlines option.
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Line Weight
This function allows you to designate the weight of your lines upon rendering. There's a range from hairline to 10
point.
Line Color
This one is pretty much a no-brainer. Double click on the color box, choose your color, and bingo, your edges will be
that color. Since I'm completely unqualified to go into color theory, that's about as far as I'm going to take that one.
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Overview
Although Swift 3D has its roots in vectors, it has evolved to also become
fluent in the realm of raster output. Flash users have been expanding their
repertoire beyond pure vector content and are commonly incorporating ras-
ter images and animations into their projects. For this reason, we include a
secondary rendering engine within Swift 3D that is geared to satisfy users
looking for richer looking 3D content. This rendering engine is named
EMO (short for Electric Motion) and it's at your disposal.
EMO uses a specific technique known as Ray Tracing to turn your scene
into a raster file. Ray Tracing is a rendering technique whereby complex
mathematical calculations are performed to determine how the lights, colors
and objects within the scene affect the overall appearance of the scene. I
don't want to bore you with too many details regarding the insane equations
that govern this rendering process (which means I have no clue how EMO's
Ray Tracing actually operates behind the scenes in Swift 3D). Suffice to say that by calculating how real light rays
would naturally interact with the objects in your scene EMO is able to render incredibly realistic files.
Aside from more realistic rendering, EMO opens some more doors in the creation environment as well. Because EMO
is able to analyze the interaction of light with a surface more accurately than RAViX III, you have the ability to apply
textures to your objects in the form of Bitmap and Procedural Textures (see chapter on Materials for more information
on these concepts).
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General
Target File Type
Here you can decide what file format you want to export your final rendering to. By default,
the Target File Type is set to the SWF file format. You can change the file type Swift 3D
defaults to by going to View > User Preferences. It’s important to note, however, that no
matter what file type is chosen, the rendering process will be identical. For this reason you
can render a scene once and then export it to a variety of raster files without having to render
the scene again.
Flash Player (SWF) - Although the SWF file format started out as a vector format, it now
supports raster imagery as well. Swift 3D has the ability to render frame-by-frame raster ani-
mations and place all of the frames into a single SWF file that can then be imported into
Flash.
Windows Bitmap (BMP) - BMPs are bitmap files that use the common Windows file for-
mat for storing color images. This file format is the native format for Microsoft Windows
and many Windows programs support this format.
JPEG Format (JPG) - JPEG files are a standard supported by almost all applications,
browsers, media players, etc.
Portable Network Graphics (PNG) - PNG (Portable Network Graphic) is a non-patented, lossless compression for-
mat for creating graphics.
Tagged Image Format (TIF) - TIF is one of the most common graphic image formats. TIF files are commonly used in
desktop publishing, faxing and 3D applications.
True Vision TARGA (TGA) - TGA files are another standard Windows format that support both 24 and 32 bit colors.
File Level
These three Flash file types are all pretty much the same. No matter what you save your file as, it will play back in any
compatible version of the Flash Player, and will import into a version of the Flash authoring tool that is equal to or
greater than the level you choose.
Bitmap Compression
This option is activated only for JPEG, PNG and SWF formats. The slider goes from Size, which provides the smallest
file, to Quality, which creates the nicest image. It's important to realize that if you are going to be importing your ren-
dered files into Flash for inclusion into a larger project, then Flash will do the final compression on your raster images.
This means that you should be rendering using at least the default compression settings so you don't end up precluding
Flash's compression abilities. On the other hand, if you are not going to be doing any post-production work on your
rendered files then you might want to pay extra attention to the Bitmap Compression settings because there is a very
wide range of output quality associated with the two extreme settings.
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Color Depth
This setting has to do with the number of colors the rendered file is capable of including. All of the formats support 24
and 32 Bit colors, except JPEG, which only supports 24 Bit, and SWF, which only supports 32 Bit. Obviously 32 Bit
colors are more rich, but there is little difference between them and the default settings should work fine for you.
Antialias Quality
Antialiasing is a process whereby pixels along the boundaries of two different colors are averaged together in order to
smooth out edges to the viewer's eye. It's a fairly common process performed by most applications and players, and it's
at your beckoned call when rendering scenes with EMO. The process involves blowing up the image a certain number
of times, then averaging the pixels and finally shrinking it back down to the original size. Thus the settings are None,
2x2, 3x3 and 4x4, with the numbers representing how many times the image is blown up in size. Each level of magni-
fication results in a higher quality file but also increases the overall render times.
Nick’s Tips
EMO can create some wicked output, but depending on your scene it can be slow to do so. Being a Ray Trac-
ing rendering engine, it goes about its business by calculating what all of the light rays within your scene are up to at
any given moment. There are a couple of materials that make this process slow down because of what those materials
do to the millions of rays bouncing around. Reflectivity is one material property that can have a slowing effect because
EMO needs to calculate all of the different light rays that are hitting the reflective surface. Another property is trans-
parency. Allowing light to simply pass through an object is not a big deal, but EMO can also figure out how that light
is refracted by the transparent surfaces in such a way that scenes look incredibly realistic. So be forewarned, reflectiv-
ity and transparency can have adverse effects on render times, and when you add them together you really need to be
patient to get the super-cool results. I guess that’s why they made computers so they never have to sleep.
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Overview
So you've got this great looking output and you're wondering “What's next?” Well, since we hate to leave you com-
pletely out in the cold, we've got a few answers for you. Chances are you're creating your 3D animation to incorporate
into a larger project. We realize that Swift 3D is more of a tool than an application, meaning that designers like yourself
utilize Swift 3D to accomplish a certain part of their overall production goals. And now you've got this red hot render-
ing and you're itching to integrate it into whatever bigger picture you have envisioned.
The first question is what type of file did you end up creating from Swift 3D? There are really three main answers to
that question: SWF, SWFT or any raster format including raster-based SWF. There is somewhat of a divergence of
strategies based on which exported format you’ve created, so let’s look at your options.
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This new format is the SWFT file that was a part of your listing of Target File Type options back in the Output Options
section of the Preview and Export Editor. If you chose to use the SWFT file format to get your content from Swift 3D
to Flash MX or MX 2004 then you’re in the right place.
Swift 3D Importer
When you install Swift 3D, if you have either Flash MX or MX 2004 installed on your machine then the Swift 3D
Importer was automatically installed for you so you should be all set to begin importing SWFT files. If you installed
Flash MX or MX 2004 after you installed Swift 3D you can also manually install the Swift 3D Importer yourself.
How to manually install the Swift 3D Importer for Flash MX and MX 2004:
1. Make sure Flash is not currently open.
2. Navigate to the folder where Swift 3D is installed on your computer.
3. Open the “Version 4.00” folder.
4. Open the “Flash Importer” folder.
5. Copy the file “Swift3DImporter.” (This is a .dll file on Windows.)
6. Navigate to the .../first run/importers folder of your Flash MX or MX 2004 installation.
7. Paste the “Swift3DImporter” file into that folder.
Now the next time you fire up Flash MX or MX 2004 you will have the Swift 3D Importer enabled, allowing you to
bring in SWFT files from Swift 3D.
Layers
When you open up the Movie Clip in Flash you'll see that RAViX III has written you a series of layers that all combine
to make up the entire animation you rendered from Swift 3D. Here are the potential layers that will be created within
Flash, working our way up from the bottom of the stacking order:
Colors Layers
These layers make up the foundation of the basic fill style you chose before rendering your file. For example, if you
opted for the Cartoon Average Color Fill style, you'll find all of the colored shapes RAViX III created upon rendering
within these layers.
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Colors (Stationary): Often things aren't always moving in your scene. Unfortunately, since 3D in Flash is a frame-by-
frame process we've had to draw out every object in every frame. With the ability to write information to separate lay-
ers we're not forced to draw every object for every frame. The big deal with this feature is that you can conserve on file
size by only including a single frame for objects that aren't moving over time.
Colors (Motion): As the name implies, these layers include information about all of the objects that change in appear-
ance from frame to frame. There's nothing novel about how we're doing this because it's the same as it's always been.
But if you look to the various aspects of your file we've written into the layers of Flash you'll see some additional flex-
ibility available to you.
Outline Layers
If you turned on the Include Edges option within the Output Options area before rendering, you will have at least one
layer of outlines appearing in your Flash file after import.
Outlines (Stationary): As is the case with the Colors layers, in many Swift 3D files there are objects that do not move
for a series of frames, and this layer will consist of the outlines of those objects. You will find a keyframe that marks
the start of those objects’ existence followed by a series of static frames.
Outlines (Motion): Anytime objects are moving from frame to frame, this layer will include the motion of the outlines
of those objects, represented by a series of keyframes.
Shadows Layer
If you chose to include shadows in your file, a layer will be created that contains all of the shadow information grouped
together. To gain access to the actual fills of the shadow objects you can break apart the group and adjust the fills indi-
vidually.
Highlights Layer
These layers are created when you turn on the Include Specular Highlights option within the Fills category of the Pre-
view and Export Editor. These highlights will be grouped together and will include the number of gradations specified
within the Output Options of Swift 3D.
Reflections Layer
Any objects that had a reflective materials applied to them within Swift 3D will end up in this layer. It's important to
note that it's not the object itself showing up in this layer, but any other objects in the scene that are reflected off of the
surface of the original object.
Transparent Layer
Materials that have a transparency setting of anything above zero will reside in this layer. The colors you see within
this layer will all have alpha settings less than 100% within Flash, and this layer should remain on top of the stacking
order since they are meant to show other layers beneath them via their alpha settings.
If you choose to import the SWFT file directly onto your stage or into an existing Movie Clip via the File > Import pro-
cess, you'll find that all of these layers simply get stacked up on top of whatever layers are already included on the
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main stage. If you choose to do a File > Import to Library, you will find that a Movie Clip (or symbol if it’s a single
frame rendering) has been placed into the Root of your Library and has been named using the file name.
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just go through the same process of selecting all of the frames of your animation and then click-and-drag them all at
once to the center of your movie clip, represented by the small cross-hatch in the center of the stage.
Optimizing in Flash
As you probably know, Flash has an optimize function that converts lines to curves, thus lowering file size by reducing
the amount of mathematical information needed to draw the vector lines and fills. With a little tweaking, you can get
your file to tighten up, but there is definitely a point where things start to lose their original shape.
To import raster files (JPEG, BMP, TGA, PNG, TIF and SWF) into Flash
1. Choose File > Import.
2. Navigate to the file(s) you exported from Swift 3D and click OK.
3. If you've rendered sequential files (animation) choose the first file of the sequence.
If your file consists of a single frame image then it will appear on a new layer within Flash. If the file was the first of a
sequence of files then Flash will prompt you with a dialog asking if you'd like to import the entire sequence. You can
choose the appropriate option, and if you choose to import the sequence then you'll get a series of keyframes for each
frame of your animation. After that, the images will behave just like any others you've worked with in Flash.
Of course there are plenty of other uses for EMO’s raster output depending on what you're trying to create, but since
Swift 3D is primarily geared for people who use Flash we'll leave the logistics of integrating your exported files into
other applications up to you.
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Appendix A: Menus
Edit
• Unlimited Undo is music to my ears. No matter how good you are, you'll eventually mutter the words, “Whoa,
what happened?” It's times like these I reach for the Undo button and say a prayer to the RainMaker.
• Clear Undo will clear out the Undo stack (this will free up memory and increase performance).
• Another prayer can be said to the Rainmaker for the ability to Redo any of my unwanted Undos.
• The Delete command gets rid of unwanted objects by erasing whatever is selected in your scene.
• Cut, Copy and Paste behave like normal, but they only work for objects within Swift 3D, not items from the
clipboard that were created in other programs.
• Delete Object Animations will delete any animation applied to the 3D objects in your scene, while leaving
untouched any lighting or camera animations.
• Delete All Animations wipes your animation slate completely clean.
• Scaling Mode is a backup of the Scaling button, giving you the option of resizing an object.
• Animating Mode is what you need to be in when creating animations within your scene.
• The Primitives list allows you to insert any of the Primitives found on the Main Toolbar.
• The Lights list allows you to insert the Scene Lights from the Main Toolbar.
• The Cameras list allows you to insert either of the two cameras from the Main Toolbar. You can also reset the
position of any of your standard cameras.
• The Reset options will return your objects to their original state within each of the categories listed.
• Select All will select every object in your scene.
View
Changing the look of the interface isn't something you really need to do unless you are looking for some additional
space to enlarge your Viewport. This becomes important when working on a small screen or with low resolution.
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• The Status Bar is the thin row of information that runs along the bottom of the Swift 3D screen. It's useful when
you're exploring the interface and when it comes time to export your image since it displays the progress of the
rendering process.
• Property Tools displays or hides the Properties Toolbar.
• Trackball Tools displays or hides the Rotation Toolbar.
• Gallery Tools displays or hides the Materials and Animations Toolbars.
• Lighting Tools displays or hides the Lighting Toolbar and associated buttons.
• Edit Tools shows or hides the Main Toolbar across the top of the screen.
• The Animation Timeline is a window that's necessary if you are doing any animation editing, but if you are
making a still scene, ditch the sucker because you won't need it.
• Hierarchy displays or hides the Hierarchy toolbar.
• Show All Viewports will return both Viewport into view if one has been Maximized.
• Zoom Viewport allows you to change the size of your Viewport. You are not actually changing its dimensions
like you would in the Layout Properties, rather, just its size relative to the interface.
Animation
• Stop Playing Animation and Play Animation turn the animation off and on.
• First Frame and Last Frame reset or advance the animation to the beginning or the end.
• Previous Frame and Next Frame allow you to move your animation back or forward by a single frame.
• Loop toggles the Loop function on and off, determining how your animation gets exported.
Setup
• Animations opens the Gallery Setup dialog, from which you can manage and organize the Animation Gallery.
• Materials opens the Gallery Setup dialog, which allows you to edit existing materials and create new materials
from scratch.
• Environments opens the Gallery Setup dialog, which allows you to edit existing environments and create new
environments from scratch.
• Lighting opens the Gallery Setup dialog, from which you can manage and organize the Lighting Gallery.
• Models opens the Gallery Setup dialog, from which you can manage and organize the Model Gallery.
• From the User Preferences dialog a variety of default settings for features found throughout Swift 3D can be
adjusted.
Arrange
• The Group and Ungroup commands allow you to control associations between objects.
• The Combine and Break Apart commands have to do with extruded objects and how they are related with each
other.
Window
• Next will move you to the next open Swift 3D document.
• Open Windows shows you what Swift 3D documents you currently have open. By selecting from this list you
will activate that document and your current document will disappear but remain open.
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Help
• Online Help will launch a Flash Help system based on this User Guide. The advantage to using the Online Help
is that it is fully searchable and always accessible, and it may contain additional information on features that were
implemented after the User Guide went to print.
• User Guide (PDF) will launch Adobe Acrobat and open up a PDF version of the User Guide. This is
mostly there for folks who downloaded Swift 3D and would like to print out the User Guide.
• About Swift 3D will give you a listing of relevant information like who the software is licensed to, the product
ID number, what version you own and what build number you're working with. Some of this information is very
pertinent to getting prompt and accurate email tech support since we need to know exactly what version of the
software you have to answer certain questions.
• Register Online is how you get your copy of this program registered. We have not included a registra-
tion card in the box so the only way you can register Swift 3D is electronically. Hopefully you have already regis-
tered your copy with us during the installation.
• Electric Rain Web Site opens your Web browser and brings you directly to our main site where you can find out
more about our company and our other products.
• Technical Support Site will launch your default browser and take you to the support portion of our
Web site where you can gain the quickest access to answers for most technical support issues.
• Web Tutorials Site will launch your default browser and bring you to our online tutorials area. If you
have the CD version of Swift 3D, most of the available tutorials are included on the CD itself. As needs arise,
however, we will be creating new tutorials so you should check in once and awhile.
• Product Updates will give you information on any product updates and access to the most recent
build of Swift 3D. You must be a registered user to access this Web site.
Edit
• Undo works as it should. This is the menu equivalent of CTRL + Z (Win) or Command + Z (Mac) and clicking
the Undo button on the Extrusion Editor toolbar.
• Add Point Tool allows you to add points to an existing object.
• Shape Tool allows you to adjust point positions.
• Zoom Tool allows you to zoom in or out from your drawing.
• Corner Point Mode puts you into a mode in which all the points added will be Corner Points. (This is the default
setting.)
• Curve Point Mode puts you into a mode in which all the points added will be Curve Points.
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• Tangent Point Mode puts you into a mode in which all the points added will be Tangent Points.
• Close Shape will close the path you are currently working on.
• Create Circle, Rounded Rectangle Path, Star Path, Plus Sign Path, Arrow Path, N-Gon Path will all
insert the corresponding pre-made path.
• Delete gets rid of whatever is selected. This is redundant to hitting the Delete key.
• Copy will copy the selected path.
• Paste will paste the copied path.
• Paste in place will paste the copied path in place.
• Select All selects all of the points in your extrusion.
Window
See Scene Editor Menu System for explanation of options.
Help
See Scene Editor Menu System for explanation of options.
Edit
• Editing Mesh puts you into a mode for editing an object’s mesh.
• Texture Mode allows you to edit bitmaps textures applied to a mesh.
• All of the Primitives available through the Advanced Modeler can be inserted into the Viewports from this menu.
(Note: Inserting Primitives in the Advanced Modeler differs from the one step process of the Scene Editor. See
section on Primitives in the Advanced Modeler chapter for specific steps on carrying out this function.)
• Undo is unlimited and will undo just your modeling efforts. Camera movement is not included.
• Redo will redo any action you have undone.
• Clear Undo will clear out the Undo stack (this will free up memory and increase performance).
• Duplicate serves to make a copy of the object or elements currently selected in the Viewports.
• Delete Selection will delete your currently selected objects or elements.
• Hide Selection will hide from view currently selection objects or elements.
• Hide All will hide all objects currently contained within the Viewports.
• Unhide All will bring back into view any objects that have previously been hidden.
• Select All will select everything in the Viewports.
• Select Inverse deselects the current selection and selects all of the vertices, edges or faces that had not been
selected. So it basically reverses the selected area of an object.
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Select
• Vertices enables the Select Vertices tool.
• Edges enables the Select Edges tool.
• Faces enables the Select Faces tool.
• Surface Groups enables the Select Surfaces tool.
• Object enables the Select Object tool.
• Soft Select enables the Soft Select tool.
Transform
• Constrain Axes allows you set the X, Y or Z axes as constraining axes.
• Move enables the Move tool and allows you to refine axis constraints.
• Rotate enables the Rotate Tool and allows you to refine axis constraints.
• Scale enables the Scale tool and allows you to refine axis constraints.
• Extrude enables the Extrude tool and allows you to refine axis constraints.
• Mirror will provide a mirror image of your object. See chapter for explanation of options available.
• Flatten will flatten the mesh of the selected area.
• Roundness will round your selected object or faces outward or inward.
• Subdivide will subdivide the selected object or faces by 4 or by 3, as well as subdivide and smooth.
• Weld will collapse selected vertices into a single vertex.
• SmartWeld will weld selected vertices to those vertices within a certain tolerance region as defined through the
Selection property page.
• From the Edge option you can Divide an edge (with two vertices selected, the faces that both vertices have in
common are divided into two faces) or turn an edge (with two opposing faces selected the Turn Edge function
changed the direction of the shared edge).
• Flip Normals will reverse the direction the surface normals are facing.
• Delete Empty Faces will delete any polygons whose surface area is within a given tolerance of zero in order to
clean up a mesh.
Position
• Align To allows you to align selected surfaces to an axis or other selected surface areas.
Setup
See Scene Editor Menu System for explanation of options.
View
• Gallery Tools turns the Gallery Toolbar off or on.
• Property Tools turns the Properties Toolbar off or on.
• Status Bar turns the Status Bar off or on.
• Viewports allows you to arrange the setup of the Viewports.
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Help
See Scene Editor Menu System for explanation of options.
View
• The Status Bar is the thin row of information that runs along the bottom of the Swift 3D screen. It tells you how
many polygons are being rendered and let’s you keep track of where the rendering is at, all very useful informa-
tion, especially when rendering long, complex animations.
• Property Tools displays (when checked) or hides the Preview and Export Editor’s Properties Toolbar.
• Animation Reel displays or hides the Render Preview toolbar.
Animation
• Stop Playing Animation and Play Animation turn the animation off and on.
• First Frame and Last Frame reset or advance the animation to the beginning or the end.
• Previous Frame and Next Frame allow you to move your animation back or forward by a single frame.
• Generate All Frames renders out your entire animation.
• Generate Selected Frames renders out the frames you have selected in the Render Preview area.
Window
See Scene Editor Menu System for explanation of options.
Help
See Scene Editor Menu System for explanation of options.
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Scene Editor
Menus
File
CTRL + N (Win)/Command + N (Mac) - Open New File
CTRL + 3 (Win)/Command + 3 (Mac) - Open New File from 3DS
CTRL + O (Win)/Command + O (Mac) - Open Existing T3D File
CTRL + S (Win)/Command + S (Mac) - Save File
Edit
CTRL + Z (Win)/Command + Z (Mac) - Undo
CTRL + Y (Win)/Command + Y (Mac) - Redo
CTRL + X (Win)/Command + X (Mac) - Cut
CTRL + C (Win)/Command + C (Mac) - Copy
CTRL + V (Win)/Command + V (Mac) - Paste
CTRL + A (Win)/Command + A (Mac) - Select All
Animation
> (Win)/Command + > (Mac) - Next Frame
< (Win)/Command + < (Mac) - Previous Frame
Right Click (Win)/CTRL + Click (Mac) on Keyframe - Keyframe Context Sensitive Menu
CTRL (Win)/Option (Mac) + click and drag - Pull the Bezier handle away from green control point
Arrange
Alt + G (Win)/Command + G (Mac) - Group
Alt + U (Win)/Command + U (Mac) - Ungroup
Alt + C (Win)/Command + M (Mac) - Combine
Alt + B (Win)/Command + B (Mac) - Break Apart
Viewport
Object Selection
Click - Select object
Shift + Click - Select multiple objects by clicking while holding down Shift key
CTRL + Click (Win)/Option + Click (Mac) - Select an individual object from a group
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Appendix B | Shortcuts
Object Position
Click-and-Drag - Move object to new location in scene
Arrow Keys - Nudge selected object to new location in scene
Shift + Click-and-Drag - Constrain object movement horizontally or vertically
Shift + Right Click (Win)/Option + Click (Mac) and Drag Down - Move object back along Z axis
Shift + Right Click (Win)/Option + Click (Mac) and Drag Up - Move object back along Z axis
Standard Cameras
Alt (Win) or Command (Mac) - Camera Mode
Alt (Win) or Command (Mac) + Click-and-Drag in background - Pan Camera
Alt + Right Click (Win)/Command + CTRL + Click (Mac) and Drag Down in background - Zoom
Camera Out
Alt + Right Click (Win)/Command + CTRL + Click (Mac) and Drag Up in background - Zoom Cam-
era In
All Galleries
Right click (Win)/CTRL + click (Mac) on thumbnail - Gallery Context Sensitive Menu
Material Gallery
SHIFT + click-and-drag - Replaces all objects sharing one material with the new material.
Double click on thumbnail to bring up Material Editor.
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L - Close Object
CTRL + C (Win)/Command + C (Mac) - Copy
CTRL + P (Win)/Command + P (Mac) - Paste
Shift + CTRL + Z (Win)/Command + Z (Mac) - Paste in place
CTRL + A (Win)/Command + A (Mac) - Select All
Point Position
Shift and Drag - Constrain point(s) movement along horizontal or vertical axis
Arrow Keys - Nudge selected point(s) to new location
Right + Click (Win)/CTRL + Click (Mac) - Context Sensitive Menu
Path Selection
Double Click - Selects entire path with all control points and control handles
Animation Timeline
Right Click (Win)/CTRL + Click (Mac) on Keyframe - Keyframe Context Sensitive Menu
Advanced Modeler
Menus
File
CTRL + S (Win)/Command + S (Mac) - Save File
Edit
CTRL + Z (Win)/Command + Z (Mac) - Undo
CTRL + Y (Win)/Command + Y (Mac) - Redo
CTRL + V (Win)/Command + V (Mac) - Duplicate
CTRL + E (Win)/Command + E (Mac) - Hide Selection
CTRL + H (Win)/Command + H (Mac) - Hide All
CTRL + U (Win)/Command + U (Mac) - Unhide All
CTRL + A (Win)/Command + A (Mac) - Select All
CTRL + I (Win)/Command + I (Mac) - Select Inverse
Select
V - Select Vertices
E - Select Edges
F - Select Faces
G - Select Surface Areas
O - Select Objects
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Appendix B | Shortcuts
CTRL (Win) or OPTION (Mac) - Deselect selected Vertices, Edges, Faces or Surface Areas
Transform
CTRL + Shift + X - Constrain > X
CTRL + Shift + Y - Constrain > Y
CTRL + Shift + Z - Constrain > Z
M - Move
R - Rotate
S - Scale
X - Extrude
2D Viewports
Alt (Win) or Command (Mac) - Camera Mode
Alt (Win) or Command (Mac) + Click-and-Drag in background - Pan Camera
Alt + Right Click (Win)/Command + CTRL + Click (Mac) and Drag Down in background - Zoom
Camera Out
Alt + Right Click (Win)/Command + CTRL + Click (Mac) and Drag Up in background - Zoom Cam-
era In
CTRL + Shift + Click on Axis Guide - To constrain any of the X, Y or Z axes
Perspective Viewport
Alt (Win) or Command (Mac) - Camera Mode
Alt (Win) or Command (Mac) + Click-and-Drag on Camera Target Point - Pan Camera
Alt + Right Click (Win)/Command + CTRL + Click (Mac) and Drag Down in background - Zoom
Camera Out
Alt + Right Click (Win)/Command + CTRL + Click (Mac) and Drag Up in background - Zoom Cam-
era In
Alt + Right Click (Win)/Command + CTRL (Mac) Inside Arc - Rotate Camera
Alt + Right Click (Win)/Command + CTRL + Click (Mac) Outside Arc - Roll Camera
CTRL + Shift + Click on Axis Guide - To constrain any of the X, Y or Z axes
Animation
> (Win)/Command + > (Mac) - Next Frame
< (Win)/Command + < (Mac) - Previous Frame
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Render Preview
Click - Select frame
SHIFT + Click - Select multiple, sequential frames
CTRL + Click - Select multiple, nonsequential frames
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Appendix B | Shortcuts
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Index
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Index
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Index
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V
Vector
Materials 152
Viewport Menu
Display Modes 40
Reference Grid 41
Show Options 41
Viewports 20
Display Mode 40
Draw Backfaces 41
Flat Shaded 41
Smooth Shaded 40
Texture Smooth Shaded 40
Wireframe 41
Reference Grid 21, 41
Rendering 182
Viewport Menu 21
Zoom View Port 40
W
Web Assistant 13, 20
Wireframe 41
Z
Zoom Camera Extents 23, 177
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