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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Copyright © 1998, Alias|Wavefront, a division of Silicon Graphics Limited. All rights
reserved.