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MWM

user manual v1.1


english

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Table of Content
Global Overview...................................................................................................................4
Main menu........................................................................................................................5
3D view..............................................................................................................................5
Dashboard........................................................................................................................5
Media Matrix.....................................................................................................................6
3D view..................................................................................................................................7
Scene.................................................................................................................................7
Viewport............................................................................................................................9
Objects (mesh, light, camera)......................................................................................10
Selection....................................................................................................................10
Axis activation............................................................................................................10
Instance.....................................................................................................................10
Mesh................................................................................................................................11
Translation.................................................................................................................11
Rotation......................................................................................................................11
Scale..........................................................................................................................11
Mesh Edit...................................................................................................................12
Mesh Deform.............................................................................................................12
General......................................................................................................................12
Light................................................................................................................................13
Area...........................................................................................................................13
Directional..................................................................................................................13
Point...........................................................................................................................14
Spot...........................................................................................................................14
Output.............................................................................................................................15
Selection....................................................................................................................15
Calibration..................................................................................................................16
Warp..........................................................................................................................17
Blend..........................................................................................................................19
Mask..........................................................................................................................20
Interface..............................................................................................................................21
Main Menu......................................................................................................................21
File.............................................................................................................................21
Output........................................................................................................................21
Object........................................................................................................................22
Light...........................................................................................................................22
MIDI...........................................................................................................................22
Dashboard......................................................................................................................23
Object........................................................................................................................24
Light...........................................................................................................................25
Output........................................................................................................................28
Edit.............................................................................................................................29
Calibration..................................................................................................................30
Warp..........................................................................................................................30
Blend..........................................................................................................................31
Mask..........................................................................................................................31
Media...............................................................................................................................32
Global layer...............................................................................................................32
Media Matrix..............................................................................................................32
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Preferences.........................................................................................................................35
Output creation layer.........................................................................................................35
Object import layer............................................................................................................36
Slider...................................................................................................................................36
Output windows.................................................................................................................37
MIDI......................................................................................................................................38
Mapping..........................................................................................................................38
Saving / loading.............................................................................................................38
Contact and Support..........................................................................................................39

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Global Overview
MWM is a real time 3D environment dedicated to video mapping based on a WYSIWYG
render engine.
We hope you'll enjoy using MWM and thank you for reading this manual.
Please note that on OSX systems, Ctrl is Cmd.
Please note that on OSX systems, Dell is Backspace.

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Main menu

3D view

Dashboard

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Media Matrix

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3D view
Scene

To pan the scene press the mouse middle button and drag.

To rotate the scene press the right mouse button and drag.

To zoom in the scene use the mouse wheel

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Use the keyboard numerical keypad to activate orthographic views around a selected
object.
Press 2 (two) to go front.
Press 8 (height) to go back.
Press 6 (six) to go right.
Press 4 (four) to go left.
Press 9 (nine) to go top.
Press 3 (three) to go bottom.
Press 0 (zero) to go back to original view.
Press Ctrl+f to focus the view on a selected object.
Press Ctrl+Shift+f to focus the view on the entire Scene.

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Viewport

To translate the viewport keep the spacebar pressed, press the left mouse button and
drag.

To zoom the viewport keep the spacebar pressed and use the mouse wheel.

To go back to viewport original position and zoom keep the spacebar pressed and press
the right mouse button.

Use Ctrl+spacebar to toggle the viewport fullscreen.

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Objects (mesh, light, camera)


Selection

Select objects and control objects by picking them pressing the left mouse button.

Use the Tab key to select next object, Shift+Tab to select previous object.
Axis activation
Activate per axis control pressing
Ctrl+x (activate X axis)
Ctrl+y (activate Y axis)
Ctrl+z (activate Z axis)
Ctrl+w (no axis activated)

If an axis is activated change it's value using the keyboard arrows.


Pressing Shift make the control faster.
Pressing Ctrl makes the control more precise.

Instance
Use Ctrl+b to create a new instance of selected light or mesh.
New mesh instance is similar to linked object.

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Mesh
Translation

Activate translation using the Edit tab in the dashboard or by pressing t.


Rotation

Activate rotation using the Edit tab in the dashboard or by pressing r.


Scale

Activate scale using the Edit tab in the dashboard or by pressing g.


Maintain Alt key pressed to perform homothetic scale.

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Mesh Edit
The Mesh Edit mode is a per vertex mesh editing mode and can be activated using the
Edit tab in the dashboard or by pressing e.
Use the Tab key to select next vertex, Shift+Tab to select previous vertex.
Mesh Deform
The Mesh Deform is a per region mesh editing mode and can be activated using the Edit
tab in the dashboard or by pressing d.
Add a control subdivision using the Edit tab in the dashboard or by pressing +.
Remove a control subdivision using the Edit tab in the dashboard or by pressing -.
Use the Tab key to select next control point, Shift+Tab to select previous control point.

General

Use Alt+right mouse button to reset to last value before action.


Use 'a' key to toggle control gizmo Z-sorting.

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Light
Area

Area light project its rays from its entire surface.


Properties:
Position
Rotation
Width and height
Color
Distance
Diffuse intensity
Specular intensity
Directional

Directional light project its rays from 1 (one) direction whatever the position it is and the
distance between it and mesh objects.
Properties:
Position
Rotation
Color
Diffuse intensity
Specular intensity

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Point

Point light project its ray in every directions.


Properties:
Position
Color
Distance
Diffuse intensity
Specular intensity
Spot

Spot lights project its rays in 1 (one) direction controled by an opening cut off.
Properties:
Position
Rotation
Color
Distance
Cutt off
Diffuse intensity
Specular intensity

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Output
Selection

Select control points by picking them pressing the left mouse button.

Use the Tab key to select next control point, Shift+Tab to select previous control point.

If a control point is selected, change it's position using the keyboard arrows.
Press Shift to increase control speed.

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Calibration
The output calibation interface lets you drop reference control points directly onto the
projection surface within the 3D view.

Use Ctrl + left mouse button to add a control point

Use Ctrl + right mouse button to remove a point


You need at least 6 (six) control points to start calibrating.
Once you have enough control points to perform calibration, selected control point lines
are displayed in red.
Output calibration is updated in real time as you drag each control point.

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Warp
In cases where the projection surface doesnt match the 3D model you have,
warp the output to compensate manually.

Use Ctrl + left mouse button to add a control point

Use Ctrl + right mouse button to remove a point


You can add a control point which will create edges on horizontal, vertical or both axis.
Drag control points where you need them and activate Output Edit mode to warp your
output.
You can activate and deactivate Output Edit mode to change control points position.

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You can also generate a warp grid entering the desired amount of slices on X and Y axis
and pressing Apply.

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Blend
If you use more than 1 (one) video projector you'll want to create a seamless projected
image.

Press the mouse left button and drag to move a control point.
Moving corner control points will move associated inner control points.
Activate, release and reset blending in the Blend dashboard menu.

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Mask
To fully mask diffusion on output zones use the masking system.
Add triangle or quad masks using the Mask dashboard menu.

Use the left mouse button to select and drag masks and control points.

Keep the Ctrl key pressed and use the left mouse button to create a free form mask.

Keep Ctrl key pressed and use the right mouse button to remove control points.

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Interface
Main Menu

File

Click New to create a new empty project.


Click Open to open a saved project.
Click Save to save the current project.
Click Save as to save the current project in a desired location.
Click Archive to export the project to use it on another machine.
Click Preferences to acces insid MWM preferences panel.
Click Quit to exit the application.
NOTE : Drop a saved project on the scene to load it.
Output

Click Create Output to create a new output window.


Click Remove Output to release currently selected output window.

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Object

Click Import Object to import a mesh object (dae, obj, 3ds, stl, ply) into the stage.
Click Add Cube to add a cube mesh to the stage.
Click Add Plane to add a plane mesh to the stage.
Click Add Sphere to add a sphere mesh to the stage.
Click Add Linked Object to add a linked object to the stage, object mesh will be a copy of
the currently selected mesh object and textures will be linked.
Click Remove Object to remove currently selected object from the stage.
NOTE : Drop a mesh file on the scene to load it.
Light

Click Add Area Light to add an area light to the stage.


Click Add Directional Light to add a directional light to the stage.
Click Add Point Light to add a point light to the stage.
Click Add Spot Light to add a spot light to the stage.
Click Remove Light to remove currently selected light from the stage.
MIDI

Click Start MIDI Mapping to start MIDI mapping.


Click Stop MIDI Mapping to stop MIDI mapping.
Click Remove MIDI mapping to remove current MIDI mapping.
Click Open MIDI Mapping to open and apply a saved MIDI mapping.
Click Save MIDI Mapping to save current MIDI mapping.
Click Save MIDI Mapping as to save current MIDI mapping in a selected location.
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Dashboard

Dashboard can be hidden using the upper right button.

Upper part of the dashboard is dedicated to the view control.


It is composed of :

Edit

Calibration

Warp

Blend

Mask

Right part of the dashboard is dedicated to objects, lights, output control.


It is composed of :

Object

Light

Output

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Object

Control target object position, rotation, scale, shading, bypass object rendering, lock object
control.

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Light

Control environment ambient light intensity, color, bypass light rendering, lock light control.

Control target area light position, rotation, width and height, color, distance, diffuse
intensity, specular intensity, bypass light rendering, lock light control.

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Control target directional light position, rotation, color, diffuse intensity, specular intensity,
bypass light rendering, lock light control.

Control target point light position, color, distance, diffuse intensity, specular intensity,
bypass light rendering, lock light control.

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Control target spot light position, rotation, color, distance, diffuse intensity, specular
intensity,, bypass light rendering, lock light control.
Cut Off property is the opening of the Spot Light.

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Output

Adjust per output camera position and look at (target) in Output layer.
Control per output Gamma, Brightness, Saturation, Contrast.

To get the corresponding output window back on the main program interface, keep the Alt
key pressed and press the left mouse button on the corresponding Output layer.

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Activate control mode by selecting corresponding dashboard button.


Edit

Change currently selected object edition mode.


Unselect object.

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Calibration

Control calibration properties and reset calibration to original values.


Warp

Control output warp properties, reset warp to original values and generate warp grid.
Create desired warp grid and activate Output Edit to start warping your output.

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Blend

Control blend activation and reset to original blend values.

Mask

Add triangle mask, add quad mask, remove currently selected mask and reset all masks.
Create free form masks using Ctrl+left mouse button.
Release mask point using Ctrl+right mouse button.

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Media
Double click on the Panel Tile to minimize it, double click once more to make it back to its
previous size.
The Tile can also be dragged to adjust the Panel size.
Global layer

Control Target FPS, media rendering size, global media intensity, and every video medias
playing state.
Media Matrix

Each Media Matrix is linked to a target object.


Media Matrix intensity is controled by upper-left slider.
Media Matrix is composed of layers containing media units.
Per layer visibility ratio is controled by the corresponding Ratio slider.
Each layer can be moved up or down using the up and down arrows.

Use Ctrl + left mouse button on a target unit to open the external inputs explorer. Click on
a Syphon Server (Mac OSX only) to link it to selected unit.

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Use Ctrl + right mouse button to display unit contained media properties.

Each unit can be dragged to change its position in the Media Matrix.

Click on a unit to select it and display its playback control layer.


Playback control layer controls playhead position, video start and end time, play or
paused state, playing mode (loop, once).

Double press the left mouse button on a target unit to activate it as the current texture.

Use the keyboard spacebar to activate next unit.


Use Shift+spacebar to activate previous unit.

While cursor on the Media title bar, press the left mouse button and move up and/or down
to resize the Media panel.

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Double press the left mouse button on the Media title bar to toggle Media panel minimized
and back.

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Preferences

In the General tab :


Set the default object directory.
Set the default media directory.
Set the default MIDI mapping directory.
Toggle tips display.
Press enter to validate, esc to cancel.

Output creation layer

Set the new output position and size.


Press enter to validate, esc to cancel.
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Object import layer

Set the UV (texture) coordinates flip state (upside down).


Set the Normals generation state and angle, larger angle will create smoother lighting.
Press enter to validate, esc to cancel.

Slider

Press the left mouse button anywhere on a slider, the mouse cursor will snap to the thumb
position.
Press the right mouse button on a slider to go back to it's original value.
To increase a slider max value, enter the desired max value in the associated numerical
entry.

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Output windows

Keep the left mouse button pressed and drag to move an output window.

Press the right mouse button on an output window to snap it to the nearest origin and
scale it to the display size.
Press the right mouse button again to come back.
You can also perform these actions using mouse double click.

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MIDI

Mapping
Go in the main menu, select MIDI, and click Start MIDI mapping to start MIDI mapping.
Every MIDI listeners interface objects will be displayed in green.
Simply select an interface object and move desired controler on your MIDI device.
MIDI out signal is automaticaly set.
Assigned objects are displayed in orange, the control channel is also displayed.
Reset mapped object setting by pressing Dell.

Saving / loading
The MIDI mapping saves an XML Format file.
MIDI mapping can be saved and load independently of the project saving and loading.
When loading a MIDI mapping file, the controlers and channels are remapped and
reindexed.
If the current project doesn't match with the new mapping, only available Interface Objects
will be mapped.

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Contact and Support


If you're having trouble using MWM drop us a line at support@insidinc.com.
Please include your personnal informations, a detailed description of your problem and
your hardware specifications.
Please understand that a response can take a few hours. We understand that you may be
under pressure and will do our best to solve your problem in the shortest possible time.
We hope you'll benefit of your MWM experience and share your work with us.
Feel free to send us video or picture of your work at info@insidinc.com.
The insid Team.

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