0 PRO Addendum
Zaxwerks Inc.
5724 Camellia Ave.
Temple City, CA 91780
(626) 309-9102 phone
(626) 309-9142 fax
http://www.zaxwerks.com
Sales: sales@zaxwerks.com
Tech Support: support@zaxwerks.com
1996 - 2004 Zaxwerks Inc. All rights reserved.
This manual, as well as the software described in it, is furnished under license and may only be used or copied
in accordance with the terms of such license. The information in this manual is furnished for informational use
only, is subject to change without notice, and does not represent product specifications or commitment on the
part of Zaxwerks. Zaxwerks assumes no responsibility or liability for any error or inaccuracies that may appear
in this document.
The Zaxwerks 3D Invigorator is a trademark of Zaxwerks Inc. After Effects, Illustrator and Photoshop are trademarks of Adobe Systems Inc. FreeHand is a trademark of Macromedia Inc. Apple and Macintosh are registered trademarks of Apple Computer, Inc. Windows 2000 and Windows XP are registered trademarks of
Microsoft, Inc. OpenGL is a trademark of Silicon Graphics Inc. All other product names or trademarks are the
property of their respective owners.
Table of Contents
Whats New in 4.0 PRO? . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Creating Text Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Text Entry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Setting The Block Size . . . . . . . . . . . . . . . . . . . . . . . . 10
Font Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Size
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Leading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Spacing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Kerning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Width Scale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Height Scale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Baseline Shift . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Justification . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Cleaning Up Problems With Font Models . . . . . . . . 14
3D Text Editing Tips . . . . . . . . . . . . . . . . . . . . . . . . . . 15
3D Primitives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Making a Primitive Object . . . . . . . . . . . . . . . . . . . . . 17
Changing A Primitive Object . . . . . . . . . . . . . . . . . . . 18
Coloring A Primitive Object . . . . . . . . . . . . . . . . . . . . 18
Animating A Primitive Object . . . . . . . . . . . . . . . . . . 18
Making A Primitive Look Faceted . . . . . . . . . . . . . . 19
How To Squash Or Skew A Primitive . . . . . . . . . . . . 19
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Cartoon Coloring . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
How To Give Objects Cartoon Coloring . . . . . . 40
Absolute Coloring . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
How To Give Objects Absolute Coloring . . . . . 42
2D Graphics In A 3D World . . . . . . . . . . . . . . . . 43
Absolute Coloring For Pop Art Looks . . . . . . . . 44
The Stroked Pop Art Look . . . . . . . . . . . . . . . . . 45
The Modified Pop Art Look . . . . . . . . . . . . . . . . 46
Making TV Screens . . . . . . . . . . . . . . . . . . . . . . . 47
Making 3D Environments . . . . . . . . . . . . . . . . . . 47
The Matte Color Material . . . . . . . . . . . . . . . . . . . . . . 48
Making Transition Effects . . . . . . . . . . . . . . . . . . 48
Masking Out Unwanted Objects . . . . . . . . . . . . 49
Making Objects Circle Around 2D Elements . . 50
The Shadow Catcher Material . . . . . . . . . . . . . . . . . . 51
Setting Up The Camera For
A Shadow Catcher Project . . . . . . . . . . . . . 53
3D Text Creation
Version 4.0 PRO contains a full-featured text editor. Each letter
can have its own font, size, kerning, tracking, baseline shift,
horizontal and vertical scale, color, bevel, position and depth.
Building editable text into the plug-in means that changes to the
spelling of a title, adding words or creating multiple versions can
be done without ever leaving After Effects.
Motion Blur
Version 4.0 PRO brings 3D motion blur to After Effects. Anything
that can be created or imported into the Invigorator PRO can be
motion blurred. This includes models made in other programs
such as Maya, 3D Studio and LightWave.
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3D Primitives
Spheres, cubes, planes and cylinders can be created without
leaving After Effects and images can be mapped onto their
surfaces to create effects like spinning globes, and video boxes.
Render Farming
Version 4.0 PRO supports render farming using the standard After
Effects render engine. This gives you unlimited rendering power
without having to buy additional licenses.
Highlight Mapping
Highlight (or Specular) mapping is a professional level feature
that brings enhanced photo-realism to the final rendering. Highlight mapping shows surface texture in the glare and hot spots
that appear on objects.
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Cartoon Coloring
This new material type paints objects with a bold graphic look
similar to how cell animators paint their artwork.
Absolute Coloring
This new material type paints objects a single color that is
unaffected by light or shadow. It is very useful for creating 2Dcolored graphics out of 3D models. Also good for giving a
corporate client the companys colors exactly per spec.
Matte Coloring
Matte Coloring makes a 3D object act like a mask. This is useful
for creating 3D transitions, and 3D traveling mattes.
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The
inactive
area
The size of the text block is controlled with the arrow at the right
side of the Text window. You can see that to the left of this arrow
is the white text entry area. To the right of this arrow is the dark
inactive area. The Block Size arrow sets where the letters will
wrap, and the alignment point for the justification options. You
will see the text wrap change as you drag the arrow.
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Font Menu
The Invigorator can use almost any font that is installed and
recognized by your system. Both True Type and Type 1 Postscript
fonts can be used. To change the font, first select the characters
that you want to change, then select the new font from the font
menu. Each character can use a different font.
After a new font is selected you can use the up and down arrow
keys on your keyboard to step through the font list. Each click
down will apply the next font down on the list to the selected
characters. This is an extremely useful feature! It means you
dont have to know what a font looks like to use it. Just type the
text, and step through the font list until you find a typeface that
looks good to you.
Size
This sets the size of the text objects. It is best to make the text
large, like you would if you were setting type for large displays.
The default size is 72 points. 72 is the smallest we recommend
that you make the type. Sizes smaller than 72 can be used but the
models may require extra fussing to make them look right. Each
letter can have a different size.
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Click the large arrow to the right of the Size field to select
from a list of popular presets.
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Leading
Leading is the amount of space between the baseline of one line
of text and the baseline of the line of text above it. If you set the
leading for a single character it will influence the whole line that
that character is on.
When Leading is set to Automatic, the leading value is written
with parentheses around the numbers. Automatic Leading will
set the leading to 120% of the Size value.
Spacing
The little up/down arrows next to the edit fields
can help you fine tune the values. Each click
on one of these arrows will increase or decrease the value by one. If you hold the Shift
key down each click changes the value by a
larger amount.
Kerning
Kerning is letter spacing that is applied between individual
characters. Negative values move letters closer to each other.
Positive values move them away from each other.
Width Scale
The Width Scale enables you to make a character fatter or thinner
without changing its height. The value is in percentage, so a scale
of 100% keeps the character its original size. A scale of 50%
makes the letter half the width that it normally is, and 200%
makes it twice as wide.
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Height Scale
The Height Scale enables you to make a character taller or
shorter without changing its width. The value is in percentage, so
a scale of 100% keeps the character its original height. A scale of
50% makes the letter half the height that it normally is, and 200%
makes it twice as tall.
Baseline Shift
This feature lets you raise a character above its baseline, or lower
it below its baseline. The value is in points so a shift of 10 will
raise the character above the baseline 10 points. A value of -10
will lower it below the baseline 10 points.
Justification
The Justification option works on a paragraph basis. The characters in each line can be made to align with the left or right edges
of the text block, or each line can be horizontally centered within
the text block, or can be distributed so that the first and last
characters of each line will both align with the left and right
edges of the text block.
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When you see this type of problem all you have to do is to set the
Edge Offset slider to a small positive value, such as +0.1. This
will cause the internal boolean engine to clean up the overlaps,
loops and missing parts of the vector paths. Sometimes a different value will do the trick, such as -0.5, or -0.1. Depending on the
size of the font you will find a range of values that dont appear to
have much affect on the font but may help clean up the problem
of a poorly created font.
If the Edge Offset technique doesnt fix the problem, try changing
the setting for Object Faceting.
This same technique can be used to clean up problems with
poorly created Illustrator artwork too.
When only some of the letters are selected at a time, the Invigorator uses the first letter in the selection as the Master and all
the new text is made to match the master. So by selecting the
letters in three groups, it will keep all three of the Object Styles
used in this title. Heres how to do it...
1- In the 3D window, double click on one of the letters. This will
open the Text Window. You can also click the Edit Text button
in the Object tab.
Zaxwerks 3D Invigorator for After Effects - 4.0 PRO Addendum
TROUBLESHOOTING TIP!
If you make a selection then hit the delete or backspace
key before typing the new text, the attribute matching wont
work as described in this section. All you have to do is to
make a selection and start typing.
3D Primitives
Primitives are simple geometric shapes such as spheres, cubes,
planes and cylinders. The Invigorator PRO can create these
shapes all by itself. Images can be mapped onto primitives to
create things like spinning globes, and video boxes. You can also
create planes to be used for shadow catcher objects which help
to merge 3D objects into live video footage. (See the section on
The Shadow Catcher Material for more on this.)
When you use this feature a sphere is created at the center of the
scene.
Materials can be drag and dropped onto Primitive objects, but
Object Styles cannot be used as they are only for text objects and
objects created from Illustrator files.
The dimensions of the Primitive can be adjusted in the Object
Tab. The dimension sliders will appear below the Primitive Type
popup and change based on which Primitive is selected.
Creating a Primitive.
Adjusting a Primitives
dimensions.
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For instance, planes and spheres are colored with only a single
material. Cylinders are colored with three materials; one for each
end, and one for the curved surface. Cubes are colored with six
materials; one for each face.
Now you can play with the Draft Faceting slider to add or remove
facets. Once you have it the way you like it, set the Best Faceting
slider to match the Preview slider so that the final rendering
looks the same as what you are seeing in preview window.
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TIP: If maps are missing, the program will ask you to locate
them. Thats why its important to keep your maps in a
central folder, such as the Zaxwerks Maps folder, or a
central project folder, such as Client Project Maps.
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Motion Blur
When objects are moving fast, motion blur is used to fill in the
gaps between successive frames in an animation. In After
Effects, 2D motion blur looks like the pixels have been smeared,
but 3D motion blur looks like eight in-between images. This isnt
really a blur but it does a great job of smoothing out the motion
anyway. The Invigorator creates motion blur the same way as
After Effects.
There are no buttons in the Invigorator to turn motion blur on.
The Invigorator looks at the After Effects settings for Motion Blur
and if they are turned on in After Effects then the Invigorator
turns them on automatically.
Choose the smoothness of the Motion Blur from this menu.
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2- From the Layer Map 1 popup menu, select the After Effects
layer you want to be the layer map.
3- Below the Layer Map 1 parameter is a setting called Offset.
Animate this setting to animate the movement of the layer map.
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4- Use the Layer Map as part of a Material and apply the Material
to an object. If you dont know how to do these things see the
two sections called Layer Map Popups and Layer Map Selector
Popups in the regular manual. (pages 113 and 257)
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NOTE 1:
The Offset parameter only moves the layer map horizontally.
NOTE 2:
The Offset parameter is a percentage of the map being used. A
value of 25 will offset the map 25% of its width, not 25 pixels.
Doing offsets by percentage enables you to change maps at any
time during the production process and not have to change the
animation values of the map Offset, even when the dimensions of
the maps change.
NOTE 3:
The Offset feature can only be done to Layer Maps 1 and 2. So if
you plan on using this feature be sure to leave these slots available. Its perfectly fine to skip Layer Maps 1 and 2 and use other
Layer Maps for general purpose mapping. That way you always
have 1 and 2 available when you need them.
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3- Scrub the Offset parameter back and forth until you see the
highlights of the map appear on your objects where you want
them. Value scrubbing is done in After Effects by clicking down
on the numerical edit field, holding down the mouse button, and
then dragging the mouse left and right.
Highlight Mapping
Highlight Mapping, or Specular Mapping as it is known to the 3D
savvy, is a type of texture mapping that only affects the highlights
on an object.
Much of the textural feel of a surface is contained in the highlights. The base paint job on an object may be fine, but over the
top of the paint job the surface may be worn or dirty, and this
type of surface detail isnt seen until you line your eye up with the
glare from a light. Adding a highlight map gives your work a
subtle touch that can make it look much more professional.
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Render Farming
Version 4.0 PRO supports render farming using the standard After
Effects render engine. To use this feature refer to the instructions in your After Effects manual about installing and rendering
on remote computers. Then install the Zaxwerks folder on the
remote machines the same way you installed it on your main
machine. That is, copy the Zaxwerks folder from the CD into the
Plug-ins folder. The Zaxwerks folder contains the plug-in and all
of the factory preset support files.
One extra bit of information you need to know is that After
Effects does not automatically copy source files, that the Invigorator plug-in may be using, onto the remote machines during farm
rendering.
This means that if you have used a picture or a movie as part of a
material, and that picture or movie is not one of the factory
presets or is a layer map, then you will need to copy that picture
or movie to the Zaxwerks folder prior to rendering the final
movie.
Pictures and movies are the only source files you need to remember to copy to the farm computers. The data used to create the
models such as Illustrator files, fonts and imported 3D models is
carried inside of the project.
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A Wireframe Sphere.
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Something very exciting about the way Zaxwerks has implemented line rendering is that our lines respond to lighting! This
means that the lines will get brighter or darker depending on the
placement and intensity of the lights. This gives shading and
highlights to the lines rather than having plain solid-colored lines.
Another unique ability is that the lines can be texture mapped.
This lets you do things like see reflections dance across your lineobjects, or apply texture maps such as brushed metal to the lines.
All of the standard maps (color, reflections, bump, etc.) can be
used.
Line weights can be controlled to the tenth of a pixel and are fully
antialiased for professional results. You can even use the Meshing controls to create a grid of lines across your objects for a
really cool look.
Notice that Wireframe shows you all of the objects lines, even the
ones on the back side of the object. This can sometimes clutter
up the image making the object confusing to look at. To simplify
the drawing, use the Hidden Line style of rendering.
6- In the Material Editor, click the radio button in front of the
word Hidden Line. Then do a Test rendering.
Now you will see only the lines on the front side of the object.
The lines on the back are no longer there, so the drawing is easier
to read.
Zaxwerks 3D Invigorator for After Effects - 4.0 PRO Addendum
Thicker lines
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See how the object is now rendered as colored lines with black
between the lines.
3- Do a Test rendering.
See how the lines are no longer flat colored but have a very
interesting 3-D look to them?
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5- Do a Test rendering.
See how the lines have bright and dark streaks in them? Those
are the highlights. When you create an animation, those highlights will pass across the lines making them look really nice.
To see the difference, do the following:
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6- Turn off the reflection map enable switch, then do another Test
rendering. See that the lines now look flat and less interesting.
Zaxwerks 3D Invigorator for After Effects - 4.0 PRO Addendum
6- Do a Test rendering.
Now the grid lines across the faces are red and the bevels and
sides are blue. This makes it much easier to read the words.
Zaxwerks 3D Invigorator for After Effects - 4.0 PRO Addendum
Making the front face wires a different color adds to the legibility.
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Cartoon Coloring
The Cartoon Color type of Material renders 3D objects as though
they were drawn by a poster artist or an animator painting
animation cells.
Standard 3D rendering has a smooth, photo-real look. Smooth
shading paints the objects in continuous tones so curved objects
gradually get brighter or darker. But Cartoon Coloring shades
the objects in bands of color. The bands block-in the color of the
highlights, shadows and base, giving you a big bold look with lots
of punch.
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4- Hold down the Command (Control) key and click the Test
button.
This will do a Test rendering in Best quality while you are inside
the Set-Up window. You will now see the objects drawn with full
quality Cartoon Coloring. Notice how there is a dominant base
color, which is the medium blue you chose earlier, then there is a
light, highlight shade of blue and a darker shadow shade of blue.
This is the basic cartoon coloring look. It gives the final images a
very graphic punch. If you dont want the extra highlight shade
just set the Highlight Brightness slider to 0.
Cartoon Color responds to lighting so multiple lights can create
multiple highlights. Too many lights can also wash out the image
so if an image looks overly bright and washed out, turn off some
of the lights in the scene.
Cartoon Coloring also supports all levels of texture mapping so
you can do bump mapping, and reflection mapping to create
cartoon versions of your regular photo-real renderings.
TIP
When using Cartoon Coloring it is recommended
that you only use one light source in the scene.
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Absolute Coloring
The Absolute Color material type is useful when you want a color
to be absolutely what you specify. For instance use Absolute
Coloring when you are doing a job for a corporate client who
demands that their exact corporate colors be used. The colors
cant get lighter as the objects turn toward the lights and they
cant get darker when the objects turn away from the lights. They
cant have highlights, shadows or reflections on them. The colors
are absolutely, 100%, the exact color specified. Got it?
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2D Graphics In A 3D World
The first creative use for Absolute Coloring is for making 2D
graphics out of your 3D elements.
1- Select the objects, then give them an Absolute Color material.
2- Set the Depth for all objects to zero, (0).
Setting the depth to zero removes the sides and bevels from your
objects. This creates flat 2D cutouts that will look exactly the
same as After Effects text on a 3D layer.
The difference however, is that text done in the Invigorator can
interact with other 3D elements in the same Invigorator scene.
This lets you mix 2D text and 3D elements. The 2D text can
appear in front, in back, or go right through the middle of any
other 3D element. The design implications for this ability are
huge.
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2- Create a text object and type the word Pop Art. Use Arial
Bold Italic as the font. If you dont have Arial, any San Serif font
will work. Click OK.
3- Create bright yellow and medium orange materials and set
them to Absolute Color.
4- Apply the yellow to the faces of the letters and the orange to
the sides.
Now you have the traditional Pop Art 3D look. Orbit the camera
around the objects to get a feel for this very graphic look. Notice
that although there is no shading you really get a sense of the 3D
nature because of the perspective. Use a wide angle camera lens
to really push the perspective.
Zaxwerks 3D Invigorator for After Effects - 4.0 PRO Addendum
Going back to the Scene Preview you will see that you now have
a medium orange stroke around yellow letters with bright orange
sides. Again by adjusting the Edge Scale slider you can make this
stroke very thin or very thick.
Once you get your pop art look just right, save it as an Object
Style so you can use it again.
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Making TV Screens
The Absolute Color material type is also useful when making TV
screens. Since the color of the pixels are exactly the same after
rendering as they were before, texture maps end up looking like
they are creating their own light.
For example: build the TV cabinet and screen then apply a Layer
Map of an AE movie to the screen and give it the absolute color
option. The TV cabinet will be shaded realistically by the lights in
the scene but the screen will render the movie at full brightness.
The pre-lit
texture map.
Making 3D Environments
The really cool moody lighting seen in video games isnt done
with lights at all. Rather, it is painted into the texture maps used
on the walls, and then absolute color rendering is used to render
the scene.
To do the same thing in the Invigorator PRO, start with a picture
you want to use as your wall, take it into Photoshop and put
lighting effects onto the image. Darken up the corners and part
near the floor. Paint shadows around the edges of doors and wall
hangings.
Zaxwerks 3D Invigorator for After Effects - 4.0 PRO Addendum
Paint lighting right into the texture maps, then use Absolute
Coloring to render them exactly as you made them.
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When the star flips over it reveals the back side that has been
given the Matte Color material. This will create a hole in the 3D
animation which will reveal a background layer behind the layer
containing the Invigorator effect.
As the star flies toward the camera the hole gets bigger and
bigger revealing more and more of the background image. Once
the star has covered the camera the transition is complete.
Visible bars
The final shadow flows over the package making the two
elements look like they are part of the same scene.
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The first placeholder object you put into position should match to
the largest rectangular object in the background. Position the
rectangle so it is close to matching the background image, then
adjust the camera angle and position until the placeholder object
registers with the rectangular object in the background.
Sometimes the largest rectangular object in the background
image isnt going to catch shadows. This is fine. Create a placeholder to use for the registration phase, then delete it once the
camera has been positioned.
Once the camera has been positioned and the lens set correctly,
all the other objects you add to the scene will fall perfectly into
place.
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Tracking - 3D text
Many many uses will come to mind once you get a handle on how
tracking works.
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A sphere will be created and placed into Set 1 at the center of the
world. Lets change the sphere into a cube.
2- Click on the Red Ball in the Effect Controls Window to open
the Invigorators Set-Up window. Select the sphere and on the
object tab change the Primitive type to Plane.
The plane is centered on the origin (the 0,0,0 point). This is
important. Moving a 3D object in this window will move it off
center from the Set causing it to not track the Controller plane
correctly.
6- Also in the Effect Controls Window you will see the checkbox
called Use Comp Camera. Turn it ON.
This is also important. If you dont do this, the objects wont look
like they are tracking each other because each object is being
viewed from a different camera.
7- Turn on the 3D switch for the Controller solid.
At this point, if you look in the Comp window, the Invigorator
plane and the AE controller plane should be centered on each
other.
8- Select the Controller plane and use the tools to drag it around
in the Comp window. Rotate it. Move it. The two planes will be
locked together!
Notice that the Zaxwerks objects dont update until you release
the mouse button. Once youve released the mouse sometimes
you have to click on the Effect Controls Window, or even flip the
visibility switch OFF and back ON again to get the Comp window
to update. This can get annoying but it is a limitation of the
interaction between After Effects and plug-ins.
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If you have After Effects 6.5 or higher you can use the
Guide Layer feature which will prevent the Controller object
from rendering in the final movie, but keep it visible when
setting keyframes in Draft mode.
Turn the Controller layer into a Guide Layer
(in AE 6.5) so it wont render in the final movie.
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Object Mode
4B- If you are trying to fix a logo made of several objects, or some
other multi-object group, you have to use the object manipulation
tools in the Set-Up window to make the group of objects face
front.
Do this by switching between front and side views and using the
manipulation tools while in Object Mode. Rotate the group of
objects little by little until they are facing straight forward. Then
click the Move To Center button one last time.
5- Click OK to close the Set-Up window.
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If you followed the above steps the objects will rotate around the
center of the controller plane. If they dont then perhaps the
Controller plane was not Reset before tracking was enabled.
If the Invigorators image is not updating in the Comp window
check for the following:
1- The Invigorators Preview in the Effect Controls Window must
be open.
2- You may have to flip the visibility switch OFF/ON for the
Invigorators layer.
3- The Set-Up window must be closed.
4- Tracking must be turned ON, and the proper controller layer
must be used. In other words, if you are moving Controller Layer
A and the Invigorator is set to track Controller Layer B, then its
no wonder why the Invigorators objects are not moving.
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