File > Open

Opening Files


Purpose

Retrieves previously saved files, including wireframe models and foreign data formats.

If you have a file already open or have created a new file with modeling, animation, or other data, selecting this choice displays a dialog box asking if you want to delete all objects, shaders, views and actions before opening the file.

  • To delete all items currently in your session and replace them with the file you're opening, select YES.
  • To keep the items and place the file you're opening in a new stage, select NO.

To switch between or merge stages, open the Stage Editor. To add data to your model without using stages, use File > Import.

If you select NO , all previously viewed models are shown in a pale green and are in an inactive stage. The new model is placed in the active stage.
  • To cancel the operation, select CANCEL.

Overview

File > Open automatically attempts to read in files. If the file is not a standard Data Transfer type, Alias tries to match the file extensions to an input filter. If a filter is available, it reads the file in through the filter for that particular file format, according to your specified options.

See External Filter Options on page 101.

Specify the mappings from file extensions to input filters in the External Filter Options section of the Open File Options window.

How to Use

1
Select File > Open. The File Requestor is displayed.

2
Select the Show List button. The File Lister is displayed.
3
Select the file name or icon for the file you want to open. The file's name and path appear in the File Requestor. If you prefer, you can type the file's name and (if applicable) path in full without selecting anything in the File Lister.
4
Click the Retrieve button. The file is retrieved.

While a file is being read in, the following messages are displayed:



Retrieving [format] [filename]
[format] file retrieved successfully.

While these messages appear for each file being retrieved, the cursor appears as an hour glass and you must wait.

When the retrieving is finished, the following message is displayed, indicating that the objects in the retrieved file are added to the current scene:



Updating display...
Done retrieving.

Open File Options

To view or change options that determine how files are retrieved, select File > Open-. The Open File Options window is displayed.

Filters are programs that read in an arbitrary file format, perform data manipulations as required, and write out the Alias WIRE file format to standard output.

This window lets you set options for each of the different file formats, including filters. To view or change the options for a specific file format, click on the arrow beside the file format you want to work with. The options that are available depend on the file format you select.

Summary of File Formats

The following table shows the types of file formats you can retrieve, and where you can find more information on them.

Format For more information...
CATIA See the Data Transfer for CAD and Solid Imaging manual.
C4 See the Data Transfer for CAD and Solid Imaging manual.
DES See the Data Transfer for CAD and Solid Imaging manual.
DXF DXF Options on page 89.
Encapsulated PostScript Encapsulated PostScript (EPS) Options on page 100.
External Filters Extends support for currently unspecified file formats available from third-party vendors. See External Filter Options on page 101.
GEO GEO Options on page 97
IGES See the Data Transfer for CAD and Solid Imaging manual.
Illustrator Adobe Illustrator Options on page 100.
Inventor See the Data Transfer for CAD and Solid Imaging manual.
JAMA-IS See the Data Transfer for CAD and Solid Imaging manual.
OBJ/MOD OBJ/MOD Options on page 93.
Pro/E Render See the Data Transfer for CAD and Solid Imaging manual.
Quick Wire Applies to all options. See Quick Wire Option on page 87.
SLA See the Data Transfer for CAD and Solid Imaging manual.
STEP See the Data Transfer for CAD and Solid Imaging manual.
StyleGuide StyleGuide Options on page 100.
Unigraphics See the Data Transfer for CAD and Solid Imaging manual.
VDAFS See the Data Transfer for CAD and Solid Imaging manual.
VDAIS See the Data Transfer for CAD and Solid Imaging manual.
Wire Wire Options on page 88.

Notes

For more information on SLA, see the Data Transfer for CAD and Solid Imaging manual.

  • There are no specific retrieve options for the following formats: Triangle, Quad, and SLA.
  • The following file formats may be purchasable options depending on the version of Alias you own: CATIA, C4, Unigraphics.
In addition, options for External Filters are provided to extend support for currently unspecified file formats.

Quick Wire Option

The Quick Wire option applies to all file formats.

It determines whether all retrieved objects are displayed in quick-wire mode or not. The default is OFF , which means that for WIRE files, only those objects that were stored in Quick Wire mode are displayed that way when retrieved. For all other file types, none of the retrieved objects are displayed in quick-wire mode.

When this option is set to ON , all objects retrieved from any file type, including WIRE , are displayed in quick-wire mode.

Wire Options

The following options are available for the Wire file format.

Keep Windows

Controls whether or not windows are retrieved. ON retrieves them-OFF does not.
The default is ON .

Keep Cameras

Controls whether or not cameras are retrieved. ON retrieves them-OFF does not.
The default is ON .

Keep Animation

Determines whether to retrieve animations or only models. ON retrieves both models and animation-OFF retrieves only the model.
If a window contains an animated camera and this option is ON , then that window is retrieved.
The default is ON.

Keep Background

If ON, retrieves backgrounds contained in a wire file.
The initial default is ON .

To set units, use Preferences > Construction options > Units.
To set tolerances, use Preferences > Construction options-.

Keep Unit/Tolerances

If ON, brings in units and tolerances from the wire file into the system, overriding the current settings.
This option applies to files created in Version 7.0 or later. Its effect is similar to restoring options from an option file.

To set render globals, use Render > Globals (see Rendering in Alias).

Keep Render Globals

If ON, brings in the render globals set for the wire file into the system, overriding the current settings.
This option applies to files created in Version 7.0 or later.

Keep Layers

If ON , brings the layers you set in the wire file into the system, overriding the current settings.
This option applies to files created in Version 8.0 or later.

DXF Options

See DXF Layers and Alias Shaders on page 92 for more information.

Load Shaders

Determines whether or not Alias shaders are to be loaded from the shader subdirectory of the current project.

See DXF Blocks on page 93 for more information.

Anonymous Blocks

Determines whether DXF BLOCK entities that have been flagged anonymous are processed or ignored.

Click to the right of the heading to display the menu.

3DFACE/SOLID/TRACE

Determines how DXF 3DFACE, SOLID , and TRACE entities are translated to Alias entities.
If set to SURFACE , each instance of these DXF entity types is translated into an Alias bi-linear NURBS surface.
If set to POLYSET (the default), these entities form the polygons of Alias POLYSETS .

POLYLINE

Determines how DXF POLYLINE and LINE entities that describe surfaces are translated into Alias entities.
If set to SURFACE , DXF entities are translated into bi-linear, bi-quadratic, or bi-cubic NURBS surfaces.
If set to POLYSET (the default), DXF entities are translated into Alias POLYSETS .

Group

When ON , objects are retrieved as a single group for easier manipulation. When OFF (the default), objects are not grouped.

Input Units

Sets the units of the DXF coordinate data (if you know them), so that the data is correctly converted to the linear units set in Alias. The default is inches.

Scale Factor

Changes the size of models stored in DXF file formats as you retrieve the file.

DXF Entity Support

DXF geometric entities supported by Alias are listed in the following table.

DXF Entity Alias Entity

ARC no thickness

arc with keypoints

ARC with thickness

B-spline surface

CIRCLE no thickness

face

CIRCLE with thickness

1 B-spline surface and 2 faces (cylinder with endcaps)

POINT no thickness

control vertex

POINT with thickness

line with keypoints

LINE/3DLIN, no thickness

line with keypoints

LINE/3DLINE with thickness

SURFACE option: face
POLYSET option: one polygon of a polyset

3DFACE/SOLID/TRACE

SURFACE option: bi-linear B-spline surface
POLYSET option: polygon of a polyset

POLYLINE/3D open

B-spline curve

POLYLINE/3D closed

one polygon of a polyset

POLYLINE/3D with thickness

polygons of a polyset

POLYLINE/3D Mesh

SURFACE option: bi-linear, bi-quadratic, or bi-cubic surface
POLYSET option: polygons of a polyset

POLYLINE/Polyface Mesh

polygons of a polyset

BLOCK

group of Alias geometry

INSERT

instance of a group of Alias geometry

LAYER

multi set

DXF Import Strategy

DXF polygonal entities are translated into Alias polyset objects using the color and layer information of the entities.

Polysets are created by color, within LAYER and BLOCK . That is, all DXF entities that are the same color and belong to the same LAYER and BLOCK are translated into one polyset.

For example, suppose all polygonal DXF entities that belong to a DXF LAYER called PENCIL are assigned the color 194 (in the purple section of the DXF color wheel) and are then translated into one polyset whose node name is PENCIL_Purple194 . (This polyset could be the body of a pencil.) If other polygonal entities in the layer PENCIL are assigned color 10, then a polyset called PENCIL_Red1 is created from these entities. (This polyset might be the pencil's eraser.)

Note that corresponding shaders are created. A shader named Purple194 is assigned to the polyset PENCIL_Purple194, and a shader named Red10 is assigned to the polyset PENCIL_Red10.

DXF Color and Alias Shaders

DXF has a standard color wheel of 256 colors referenced by number. The DXF translator now creates, and assigns to objects, simple Lambert model shaders based on these colors. The name of the shader is based on a section of the color wheel and the color number.

For a detailed explanation of DXF colors, see the AutoCAD Reference Manual, Chapter 8, pages 316 and 317.

For example, color number 125 is in the Aquamarine section of the color wheel, so a shader created to represent this color is called Aquamarine125 and is given an HSV color corresponding to the 125 position on the DXF color wheel.

DXF Layers and Alias Shaders

The DXF translator always attempts to create and assign shaders to DXF geometry based on color information in the DXF file.

The Load Shaders option modifies this behavior to take advantage of any correspondence between the DXF LAYER name and the Alias Shader name.

If the Load Shaders option is turned ON (the default), then shader assignment per object based on layers works as follows (assume that a DXF object is in a DXF LAYER called "GLASS") :

1
If there is a shader in the Multi-lister called glass, then this shader is assigned to the object.
2
If this shader does not exist, it looks for a shader called glass in the shader subdirectory of the current project. If one is found, then this shader is loaded into the multi-lister and assigned to the object.
3
If no shader called glass can be found, the object's DXF color assignment is checked. If it has one and a shader based on this color exists in the Multi-lister, then this shader is assigned to the object. If this shader does not exist, then it is created and assigned.
4
If there is no color DXF assigned to the object or no color assigned to the LAYER to which the object belongs, the object is not assigned a shader.

Note in the above list that if Load Shaders is turned OFF, then only the last two points are applicable.

DXF Layers and Alias Sets

DXF entities processed from the ENTITIES section of the DXF file that belongs to a DXF LAYER are added to an Alias set whose name is based on the LAYER name. For example, if an INSERT entity is on a LAYER named PENCIL-CASE, then it will be added to a multiset called Pencil-case.

DXF Blocks

The first occurrence of an INSERT of a named BLOCK causes a group of geometry representing the inserted block. It is visible, with a group node containing the INSERT transformation. Any subsequent INSERTs of the same block cause Alias instances of this group to be created. A BLOCK entity that is not referenced by any INSERT entity is ignored. Anonymous BLOCK s are automatically generated by the AutoCAD "HATCH" command and represent the hatch lines used to pattern polygons. These BLOCK s can represent a significant volume of geometry that will not be required if the polygons are to be subsequently shaded using an Alias shader.

Tip: Anonymous BLOCK s can also be generated by other applications and may contain valuable geometry rather than hatch lines. If you retrieve a DXF file and find that some geometry is missing, turn the Anonymous Blocks option ON and then retrieve the file.

Naming Conventions used by the DXF Translator

LAYER names are assumed to be in uppercase (and in fact are converted to uppercase when the DXF file is retrieved). The uppercase version of the LAYER name is used for the root of polyset names. The lowercase version is used to name shaders. Sets are named using the lowercase version, but the first letter is capitalized. If a LAYER name is numeric, then the prefix "DXF-LAYER-" is added. For example, LAYER "5" generates an Alias set named "Dxf-layer-5."

OBJ/MOD Options

Keep Normals

Vertex normals contained in the OBJ or MOD file retrieved will be ignored if this option is set OFF , which means that the Alias Renderer will recalculate them at render time. When set ON (the default), vertex normals will be retrieved from the file and these normals will be used by the renderer.
Warning: If vertex normals are retrieved, they are considered "frozen" and cannot be changed. Vertex level editing, such as moving one vertex in relation to its neighbors, may invalidate the vertex normal since it will not be updated, and subsequent renderings will not be correct. Object level editing, such as translation, rotation, proportional scaling, and deleting entire polysets are still valid operations on frozen normals.

Vertex Groups

This list of choices determines how vertex groups are converted. They can be converted to sets, clusters, both sets and clusters, or not converted at all.

List Item Description
SETS + CLUSTERS Vertex groups are converted to sets and clusters.
CLUSTERS Vertex groups are converted to clusters.
SETS OBJ/MOD vertex groups are translated into sets.
IGNORE Vertex groups in the file are not retrieved.

    • To view and select clusters, use the Cluster Editor (Windows > Edit > Clusters).
    • To view and select sets, use Windows > Sets > Set lister.
    • To edit sets, use Windows > Sets > Edit sets.

Surface Tesselation

Expand this menu to define surface tesselation.

Tesselate

When set ON , retrieved surfaces are converted to polysets according to the method you specify in the Tesselation Method list.
When set OFF (the default), this conversion does not occur and the Tesselation Method list is ignored.

Tesselation Method

Available when Tesselate is set ON .
There are two types of surface tesselation:
    • ADAPTIVE, the default. (see the next section)

Adaptive Tesselation

This is the default tesselation method. The following options control the adaptive subdivision process.

Adaptive Mode

The values specified for Size and Error can be RELATIVE or ABSOLUTE .

List Item Description
RELATIVE The value indicates a percentage of the overall object size.
ABSOLUTE The value is a real size measured in world coordinates.

Approx. Criteria

Surfaces are approximated by polysets using two different criteria: the maximum SIZE of polygons created, and maximum ERROR between created polygons and the actual surface.

List Item Description
SIZE Subdivides all patches in approximately equally sized polygons. Use this option if you want a conversion with a regular mesh of polygons.
ERROR Creates polygons where needed. Use this option if you require accuracy: the more curved the surface, the more it will be subdivided.
SIZE +ERROR Subdivides the patches equally AND creates polygons where necessary.

Size

Specifies the maximum size of polygons. Smaller values create more equally-sized polygons.

Error

Specifies how accurately a polyset approximates a surface. The smaller the value, the more accurate the result.

Frontier

Specifies the maximum distance (frontier threshold) between created frontier edges (or borders) and actual surface frontier edges.

Uniform Tesselation

With the UNIFORM tesselation method, the surface is approximated by a recursive subdivision with the same user-defined control over the entire surface, instead of the local-criteria controls of the ADAPTIVE method.

The following options control the uniform subdivision process.

Along U

specifies the uniform subdivision level to use along the U direction of the surface.

Along V

specifies the uniform subdivision level to use along the V direction of the surface.

OBJ File naming

To be recognized as an OBJ format file, the filename must have a suffix of .obj or .OBJ.

To be recognized as an MOD format file, the filename must have a suffix of .mod or .MOD.

GEO Options

Keep Normals

See the description in OBJ/MOD Options on page 93.

Vertex Groups

See the description in OBJ/MOD Options on page 93.

Surface Materials

Determines how surfaces whose facets do not all belong to the same material group are treated.

List Item Description
PRESERVE MATERIAL The surfaces are subdivided so that all facets of every resulting surface belong to one material group.
PRESERVE GEOMETRY The default. The surfaces remain intact, but all of their facets are assigned to one material group only. Other material groups are not translated. This option has no effect on those surfaces whose facets all belong to the same material group.

Surface Tesselation

For details, see the description of Surface Tesselation on page 95 in the OBJ/MOD section.

Metaball Tessellation

>
Note: The GEO Metaball object is not supported. It must either be ignored when retrieving GEO files, or must be converted to a polyset via tesselation.

Tesselate

When set OFF , Metaball geometry found in GEO files is not retrieved.
When set ON , (the default), Metaball geometry retrieved from GEO files is tessellated based on the options in the rest of the Metaball Tesellation section.

Min. Subd. Level

Specifies the minimum octree depth. The default is 1.

Max. Subd. Level

Specifies the maximum octree depth. The default is 4.

Angle (degrees)

Specifies the adaptive subdivision angle in degrees. Decreasing this value will increase the number of polygons. The default is 30 degrees.
Note that if the angle specified is less than 30 degrees, then uniform subdivision will be used.

Threshold

Specifies the triangle threshold as a percentage. It is the percentage of the length of the cube edge. The lower the threshold value, the better the approximation.

More on Metaball Conversion

The conversion of Metaballs to polysets is performed by computing all intersections between the metaball skin and a 3D grid. The size of this grid affects the shape of the resulting facet. You can modify the size of this grid by specifying values for minimum and maximum adaptive subdivision levels, which refer to the number of times the grid is subdivided.

When the metaball skin is close to an intersection point on the grid, small polygons are created whereas neighboring polygons can be very large. Bending the 3D grid to make the polygon match the shape of the metaball can tune the tesselation to reduce the disparity in polygon size.

During conversion, the distance is calculated between a corner of a 3D grid cube and the metaball's surfaces. When the threshold value is less than this distance, the corner point is automatically relocated to the surface of the metaball.

When you define a threshold value, for example, 0.01, the 3D grid is automatically bent along the metaball skin so that all the resulting polygons do not have disparate sizes. A value of 0.05 would make the 3D grid bend less than a value of 0.01.

StyleGuide Options

Group

Determines how files stored in StyleGuide file format are retrieved. When ON , objects are retrieved as a single group for easier manipulation.

Scale Factor

Changes the size of models stored in StyleGuide file format as you retrieve the file.
>
Note: StyleGuides from Sketch! must be saved as StyleGuide export. Normal StyleGuides will not be retrieved.

Encapsulated PostScript (EPS) Options

Group

Determines how files stored in Encapsulated Postscript file format are retrieved. When ON , objects are retrieved as a single group for easier manipulation.

Scale Factor

Changes the size of models stored in Encapsulated Postscript file format as you retrieve the file.

Adobe Illustrator Options

Group

Determines how files stored in Illustrator file format are retrieved. When ON , objects are retrieved as a single group for easier manipulation.

Scale Factor

Changes the size of models stored in Illustrator file format as you retrieve the file.

External Filter Options

Keep Windows

Controls retrieval of windows. ON retrieves them - OFF does not.

Keep Cameras

Controls retrieval of cameras. ON retrieves them - OFF does not.

If a window contains an animated camera and Keep Animation is ON, then that window is retrieved.

Keep Animation

Determines whether to retrieve animations or only models. ON (the default) retrieves both models and animations - OFF retrieves only the models.

Keep Background

Determines whether to retrieve backgrounds contained in a wire file. The default is ON .

Adding Filters to Your System

Filter programs are generally written by external software developers, so typically it's up to you to add new filter definitions to the system.

To add a filter, use the following one-time setup steps:

1
Click the Add button to add a row to the filters list.
2
Double-click in the Suffix entry of the new row, and type the file name extension associated with the filter program.
3
Double-click in the Import Filter Program box and type the path of the program (if any) to be used to convert the foreign file format to wire data.




Copyright © 1998, Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved. Please send questions or comments regarding the documentation to:
[email protected]