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Learning Alias Level One - Contents


About this book
Which Lessons should you complete
For Version 8.5 users

Getting Started with Alias

Modeling, Rendering, and Animation
The Alias User Interface
Menus
The Tool Palette
The Tool Icons
Tool Display Options
Option windows
Customizing the User Interface
The Tool Shelf
Marking menus
Working in a 3D world
Modeling Windows
Orthographic Views
Cameras and the Perspective Views
The Scene Block Diagram (SBD) Window
Dag Node states
Object Display
The View icons
XYZ Coordinate Space
UV Parametric Space
The Prompt Line
Entering Coordinate values
Absolute vs. Relative
Picking Objects
The Alias File Structure
The Project concept
The File Lister

Lesson 1: The Alias Interface

Logging into the system
Launching Alias
The Alias Workspace
Menus
Window Layouts
The Tool Palette
The Tool Shelf
Creating lesson shelves
Saving and Retrieving Shelf sets
Interface Display
Hot Keys
Marking Menus
Deleting objects
The Project Directories
Retrieving files
Window Options
Merging files
Changing views
The Camera View icons and Viewing Panel
Picking Objects
The SBD Window
Display Options
The Multi-lister
Exiting Alias

Lesson 2: Organizing your work

Stages
Initial Setup
The Stage Editor
Displaying Geometry
Templating Geometry
Making geometry invisible
Layers
Creating layers
Assign the lamp to its layer
Working with layers
Construction Planes
Moving the plane
Move the Wall sign
Working at an Angle

Modeling Basics

What is a 3D model?
Primitives
Transformations (Xforms)
Pivots
Curves
Curve Parameterization
Uniform Parametrization
Chord Length Parametrization
Keypoint Curves
Curve Modifications
Surfaces
U and V Surface Direction
Surface Creation
Faces
Construction History
Curves on Surface
Trimming
Fillets and Rounds
Constructing Quality Curves
A Mathematical Description of Curves
Polynomials
Degree
Parametric Curves
NURBS

Lesson 3: Modeling with Primitives

Building a Greek Temple
Launch Alias
Building the Base of the Temple
Setting the Grid Snap
Setting Grid Spacing
Saving your Work
Building the Columns of the Temple
Using Absolute and Relative Values
Moving the Pivot
Copying an existing object
Grouping the Primitives
Copying a Column
Creating the Entablature
Creating the Roof of the Temple
Quick Rendering the Temple

Lesson 4: Curves and Surfaces

Part One - Modeling a sombrero
Initial Setup
Drawing a Curve using CVs
Display Options
Adding Points
Modifying a Curve using CVs
Creating a Revolved surface
Editing the Revolve's History
Construction History
Breaking construction history
Displaying Surface CVs and Hulls
Editing a Surface using CVs and Hulls
Clean up the Model
Part Two - Modeling a guitar
Drawing an Edit Point curve
Using Symmetry
Setting up for Symmetry
Inserting more Edit Points
The Curve Editor
Mirroring a Curve
Attaching curves
Drawing Keypoint Curves
Creating a Keypoint Circle
The Neck of the Guitar
Drawing a straight line
Cutting the line
Drawing a Parallel line
Joining Keypoints
Notching the guitar Profile
Drawing the left edge
Drawing the arc of the notch
2D Fillet
Creating the guitar's Headstock
Part Three - Building the Surfaces
Extruding the guitar body
Set Face - Trim
A Skinned surface
The Neck and the Headstock
Editing with Construction history
Clean up

Lesson 5: Surface Construction

Initial Planning
Creating Skinned surfaces
Creating a Boundary Surface
Creating Revolved Surfaces
Creating an Extruded Surface.
Cleaning up the model

Lesson 6: Surface Modification and Trimming

Initial Setup
Proportional Modification
Creating a Curve on Surface
Intersecting surfaces
Trimming
3D Fillets

Lesson 7: Making a Mouse

Initial Setup
Building a Rounded corner
The Back Edge
Construction of the side edges
Finishing the top of the mouse
Constructing the bottom edge
Create the bottom curves
Cleaning up the Model
Adding Detail to the Mouse
Adding a logo with beveled text
Beveling
Placing the text

Lesson 8: Designing a Shower Gel Bottle

Initial Setup
Revolve
Boundary
Skin
Another Boundary Surface
Attaching Surfaces
Attach the upper body surfaces
Completing The Main Bottle
Creating the hook
Create inner and outer curves
Trimming the bottle hook
For Studio Users

Lesson 9: Round Surface

Initial Setup
Rounding corners
Building a variable fillet for the disc cover

Shaders and Textures

The Multi-Lister
Shaders
The Shader Editor
Shading Models
Basic Shading Parameters
Texture Mapping
Solid vs. Parametric Mapping
Solid Projections
Convert Solid Texture
Texture Placement
Texture Mapping Effects
Bump Maps
Displacement Maps
Transparency Map
Reflectivity Map
Combining texture maps
The Environment Shader

Lesson 10: Shader Basics

Initial setup
Creating and assigning a new shader
Editing shader parameters
Copying a shader
Copying shader parameters
Editing a shader from the Multi-lister
Importing a transparent shader
Editing the Environment shader
Quick Rendering
More QuickRender options

Lesson 11: Texture Mapping

Initial setup
Creating a projection map
Pick the Apple shader from the Multi-lister
Creating a Ramp texture
Change the colors of the Ramp
Positioning the Projection map
Surface Mapping
Stencil Map the banana
Position the Label on the surface
Displacement Map the orange
Bump Map the bowl
Solid Texture Map the table
Xform the Texture placement object
Save the file

Lighting and Rendering

Lighting
The Multi-lister
The Light Editor
Light Types
Lighting Parameters
Spotlight parameters
Positioning Spotlights
OptiF/X
Rendering
The Rendering Pipeline
Rendering Types
Quick Renderings
Render Globals
Render Subdivisions
Adaptive and Uniform Subdivisions
Adaptive Subdivisions
Uniform Subdivisions
Subdividing Trimmed Surfaces
Subdividing Faces
Using Subdivisions
Managing Rendering Time

Lesson 12: Lighting the Fruit Bowl

Initial Setup
Retrieve a new candle object
Create a New Layer
Spotlight
Place a spotlight in the scene
Move the view component of the light
Linking Lights
Make the point light exclusive to the orange
Light Glows
QuickRender the scene

Lesson 13: Rendering

Initial Setup
Preparing to Render
Render Globals
Performing a Test Render
Creating a RayCast render
Creating a Raytraced render

Lesson 14: Animation for Design

Initial Setup
Setting the Turntable Options
Importing Curves for an Autofly
Setting the Autofly Options
Rendering the SDL File
Viewing the Rendered Animation

Lesson 15: Putting it all Together

Part One: Modeling
Initial Setup and Planning
Constructing the hull
Adjusting the Hull with History
The Deck and the Transom
Editing with Construction curve History
Cleaning up the Model
Constructing the main sail and the jib
Modifying the sail
Constructing the Mast
The Boom
Completing the model
Part Two: Assigning Shaders
Assigning Shaders
Editing a shader
Positioning the Logo on the Sail
Setting up your environment
Part Three: Lighting the Scene
Adjusting Lights
Test Render the Scene
Part Four: Animating the camera
Autofly
Part Five: Rendering
Creating an SDL file for rendering
Rendering the scene
Viewing the Rendered Animation

Animation Basics

Frames and Keyframes
The Time Slider
Setting Keyframes
Copying and Pasting Keyframes
The Parameter Control Window
Hierarchical Animation
Motion Paths
The Action Window
Animating Lights
Animating Cameras
Animating Shaders
Animating CVs
Metamorphosis
Expressions
Rendering Animations

Lesson 16: Keyframe and Motion Path Animation

Preview the final animation
Initial Setup
Modeling the logo
Split the letter "i"
Bevel the text
Move the letter's pivot point and rename the group
Keyframing the Objects
Preview the animation in the Perspective view
Copying Keyframes
Cleaning up the Animation: Action Window
Setting a motion path
Creating a new shader
The Environment Shader
Animating the Environment Shader
Rendering the Animation
Viewing the Animation: Flipbook

Lesson 17: Hierarchical Animation

Initial Setup
Creating a Hierarchy
Place a default sphere at the origin
Setting the Animatable Parameters
Bouncing the Ball
Using the action window
Changing Parameters
Scaling the Ball on Impact
Stagger the scale amounts in the Action window
Rotating the Ball
Setting Shaders
Create a new shader for the ground plan
Set the Environment and Animate the Glow
Link the scale and the glow
Casting Shadows
Raytrace and View the Animation
Adding to the Hierarchy
Copy Shader animation parameters

Lesson 18: Animating with Metamorphosis

Initial Setup
Revolve the two profile curves
Setting Keyshape
Using Play Blast
Assembling CVs
Open the Set lister.
Animating CVs
Rotate the top again and set keyframe
Rotate the top a third time and set keyframe
Move the leftfoot and set keyframes
Move the rightfoot and set keyframes
Set the Start and End point of the animation
Applying Time Cycles
Animating Shaders
Playblast the animation

Lesson 19: Expressions

Animating a car and trailer
What is an expression?
Syntax
Initial Setup
Relating the car node to trailer node
Rotating the wheels
Copying equation to the other tires
Using expressions on the trailer tires
More Advanced Expressions
Establishing the problem
Making the windshield wipers wipe
Adding trigonometric expression
Conditional statements
Changing the trailer expression
Raising and lowering the rail crossing
Adding the expression
Setting Two Keyframes
The Expression Control Window

Character Animation

Inverse Kinematics
Building Skeletons
Skeleton Display options
Editing Skeletons
The Rest Pose
IK Chains
The Single Chain Solver
The Multi chain Solver
Setting Joint limits
Animating an IK skeleton
Run IK
Constraints
Constraint Types
Point Constraint
Orientation Constraint
Aim Constraint
Editing Constraints
Surfaces and skeletons
Grouping surfaces into skeletons
Deformation
Clusters
Assembling Clusters
The Cluster Editor
Deformation Frames
ShapeShifter

Lesson 20: Inverse Kinematics

Initial Setup
Draw a Skeleton
Construct the neck and head of the character
Modifying Skeletons
The Rest Pose
IK Handles
More IK Handles
Setting Limits
Adding General Selection Handles
Animating the skeleton
Animating the character
Sitting the character down
Adding Secondary movement
Edit the Control type for the left arm
Working with the Rest Pose
Comparing Rest positions
Animating the two IK Chains

Lesson 21: Constraints

Initial Setup
About the Robot Skeleton
About the Robot Geometry
Grouping Geometry to a Skeleton
The Advanced SBD window (ASBD)
Grouping in the ASBD
Other ASBD functions
Hiding the surfaces
Adding IK Handles
Constraints
Adding a Point constraint
Adding constraints to the Feet
Testing the movement
Naming the pieces
Adding an Expression
Animating the Robot
Cycling the motion
More keyframes
Cycling the motion with an offset
Adding an Aim constraint
Rendering and viewing the animation
Run IK
Baking your animation

Lesson 22: Animating with Deformation Control

Preview the final animation
Initial Setup
Building the Model
Curve Deformation
More Curve Deformation
Axis Deformation
Grouping Clusters
Setting Keyframes
Finishing the sequence
Randomizing
Shaders
Assigning more shaders
Final Render

Lesson 23: Character Builder

Preview the final animation
Initial Setup
About the Surfaces
Attaching the Torso to the Skeleton
Attaching the Arm to the Skeleton
Change the Bulging parameters
Evaluate the movement of the arm of the character
Attaching the Arm to the Torso
Creating Deformable Textures
Rendering and Evaluating the Surfaces

Lesson 24: ShapeShifter

Initial Setup
Preparing for ShapeShifter
Copying the Frog's head
Setting the Open mouth target
Setting the Smile target
Make CVs visible on parts of the new head
Setting the Throat target
Make CVs visible on parts of the head
Setting the Bulging Eyes target
Scale and move the eyes
Using ShapeShifter
Cleaning up the scene
Setting the key shape
Choose the base shape and the targets
Using the sliders
Pick and move the Smile control
What has ShapeShifter done?
Setting Keyframes
Set Keyframes on the Throat and Eyes
Set Keyframes for the mouth opening and closing
Set Keyframes for the mouth smiling
Editing the Action Curves
Rendering and viewing the animation

Dynamics and Particles

Motion Dynamics
Setting up a simulation
Passive and Active Objects
Environment Forces
Force Objects
Simulation Sets
Recording Keyframes
Particles
Particle Emitters
Particle Emission
The Particle Simulation

Lesson 25: Particles

Initial Setup
Smoke: Creating Particles from a Light
Previewing the particle systems
Editing the Particle Attribute Parameters
Previewing the Simulation
Preview the simulation using Color outlines
QuickRender a frame
Creating an Object Set
Adding Environment Turbulence
Adding a Wind Force
Re-run the simulation
Chemical Goo: Creating Shader Particles
Create a simulation for the Goo
Adjusting the object's normals
Particle Collisions
Editing the Particle Attribute Parameters
Running both simulations
Rendering a still frame
Rendering an Animation
Resetting your user colors

Modeling with Polygons

Polygons
Polygon Types
Polygon Model creation
Polygon Editing tools
Planar and Non Planar polygons

Lesson 26: Working with Polygons

Modeling with Polygons
Initial Setup
Building with Polygons
Polygonal Extrusions
Making a window
Positioning Polygons
Editing Polysets
Verifying your polygon count
Deleting polygons
Modeling with Degree One Curves
Cleaning up the polyset
Checking the Surface normals
Placing a primitive cylinder
Creating the gun barrel
Using Displacement maps
Importing a DXF model
Rendering Polygons

Lesson 27: Texturing Polygons

Initial Setup
Using Shade mode
Assigning Shaders to Polysets
Assigning Shaders to individual polygons
Shade more polygons
Projecting onto polygons
Make a new projection shader
Orient the projection icon to the geometry
Apply the shader to the boot polygons
Apply UV co-ordinates
Duplicate the boots shader
Adjust mapping
Working with a Decal Texture
The Texture Placement Window
Duplicate the skin shader and assign it
Use the Texture Placement Window
Separating Overlapping Vertices
Texturing Several Polygons
Texturing a polygon quadrilateral
Adjust the texture vertices
Force UV Plug-in
VRML
Prelight the model

Advanced Modeling

High degree Curves and Surfaces
Surface Continuity
Positional Continuity
Tangent Continuity
Curvature Continuity
Creating Surfaces
Preparing Curves
Advanced Surfacing tools
Swept
Birail
Square
N-sided
Curve Network
Booleans

Lesson 28: Modeling for Package Design

Initial Setup and Planning
Set up of Design Constraints
Creating a Skinned surface
Creating a Birail surface
Place a copy of the curve on either side of the box.
Adding the Bottom surface
Modifying the surfaces
Creating the inset grip surface
Project the curve onto the surface and trim.
Trim off the bottle top
Place a cylinder to represent nozzle.
Preparing the Bottle for Rendering
Raycast the Bottle

Lesson 29: Modeling a Toy Truck

Initial Setup
Building the hood - Birail
Building the front fender
Build the hood/fender transitional surface
Construction History with the Square Tool
Build the Truck Box
Creating a Swept Surface
Trimming the Surface
Rounding the Surfaces
Repeat the round process
Build the front bumper
Make a mirror copy of the model
Stages
Retrieve a new Stage

Lesson 30: Modeling a Ski Boot

Initial Setup
Opening an Image Plane
Curve Construction
Project Tangent
Evaluating the curve
Recreate the curve
Delete the curve
Evaluate and edit the curve
Create three more curves
Draw a curve for one side of the boot
Draw a curve for the other side of the boot
Surface Construction
Check the properties of the existing surfaces.
Build next Square Surface
Construction History
Quick Rendering the Model

Lesson 31: Curve Network

Initial Setup
Constructing intersecting curves
Ensuring continuity between curves
Creating a curve network
Analyzing the Curve Network Continuity
Adding & Removing Curves
Modifying the Curves
Adding another curve network
Sculpting Curves
Increasing the geometry density
Analyzing the Sculpting Curves
Editing the Sculpting Curves
Curve Network Tips

Lesson 32: Booleans

Modeling an Alarm Clock
Initial Setup
Primitive Shell
Stitching surfaces
Applying a Boolean Subtract
Creating a Boolean union
Using single Surfaces
Splitting a Shell
Use Shell Subtract to carve out the Display
Unstitching and Re-stitching objects
Refining the body of the Alarm Clock

Lesson 33: Blend Curves

About this lesson
The Concept Modeling Workflow
Step 1. Create 2D sketches of the design idea
Step 2. Trace the 3D shape from the 2D sketches
Step 3. Build a 3D sketched model from the curve network
Step 1. Create 2D sketches of the design idea
Building a hard point model
Exporting perspective views to StudioPaint
Creating the 2D sketches in StudioPaint
Importing the sketches as image planes back into Alias
Step 2. Trace the 3D shape from the 2D sketches
Using construction planes as grids in the perspective view
Drawing character curves with the Blend Curve tool
Editing the Blend Curve
Hiding the hard point model and construction plane
Drawing the bottom edge of the helmet
Add a Y-axis construction plane
Locking the endpoints, and then adding more edit points
Editing curves in "free" space
Hiding the planes you don't need
Drawing another lateral character line
Drawing the cross lines
Locking a curve to other existing curves
Ensuring that the 3D object will mirror properly
More about Blend Curves
Step 3. Build a 3D sketched model from the curve network
Creating surfaces
Texture mapping the sketch on the model
Converting the solid texture map into parametric maps
Presenting the model
Other preview options

Glossary

Action
Active Window
Algorithm
Alias
Anchor
Animation
Animation Parameter
Anti-aliasing
ASCII
Aspect Ratio
Attributes
Axis, Axes
B-Spline
Backdrop
Background
Bit Mapping
Bitpad
Blend Curve
Blinn Shading
Bone
Buffer
Bump Mapping
CAID
Camera
Chain
Channel
Characters
ClayMate
Click
Clipping
Cluster
Color Map
Color Value
Component
Composite
Configuration
Confirm Box
Contiguous
Continuity
Control Vertex (CV)
Coordinate System
Cursor
Curve
Curve on Surface
DAG Node
Data Files
Default
Diffusion
Directory
Displacement Map
Dolly
Drag
DXF(TM)
Eccentricity
Edit Point
End-effector
Environment Map
Extrude
Face
Fast Render
File
Font
Fractals
Frame Buffer
Gamma Correction
Grab
Gradient
Grid
Hermite
Hidden Surfaces
Hierarchy
High Degree Surfaces
HSL
HSV
Hue
Hull
IBM RS/6000
IGES(TM)
Image Resolution
In-betweening
Information Line
Inverse Kinematics
IRIS(TM)
Isoparametric Curve, Isoparm
Joint
Keyframe
Layer
Leaf Node
Light
Light, ambient
Light, area
Light, directional
Light, linear
Light, point
Light, positional
Light, spot
Mask
Matte
Menu Bar
MetaCycle Window
Modeling Coordinates
Modifier
Monochrome
Motion Path
Mouse Pad
Mouse
Non-rational Surfaces
Normal
NTSC
NURBS
Object
Option Box
Original Curve
Original Surface
Orthographic Window
Paint
Palette
PAL
Parabola
Parameter Curve
Parameter
Parameter Window
Parameterize
Parametric Equation
Parametric Surface Patches
Parametric Texture Mapping
Patch
Path (animation)
Pathname (UNIX)
Perspective Window
Phong Shading
Pick Box
Pix (file)
Pixel
Pop-up Menu
Point Clouds
Primitive
Procedural Texture
QuickRender(TM)
QuickShade(TM)
QuickWire(TM)
Ramp
Rational Surfaces
RayCasting(TM)
RayTracing(TM)
Reference Surface
Reflectivity
Refraction
Refractive Index
Rendering
Reparameterize
RGB
Rotate
Saturation
Scaling
Scene Block Diagram(SBD)
Scene
Screen Resolution
Scroll
Set
Shader
Shading Model
Shading
Shadow
Skeleton
Sketch
Skin
Smooth
Smooth Shading
Snippets
Solid Texture
Specular Reflection
Specular Rolloff
Spline
Stage
Surface
Surface Normal
Tablet
Tangent
Template
Timing Curve
Toggle
Transform
Translation
Transparency
Transitions
Transparency Map
Trimmed Surface
Tumble
Turntable
UNIX(TM)
Value
VDA(FS)(TM)
Vertex Normal
Vertex, Vertices
Wireframe
World
World Space
World Space Texture Mapping
Xform
Zoom


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