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Technical Support:
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you begin to work please read this Quick Start manual at the very
least, as doing so will save you a lot of time and frustration later on.
> Windows
— Start your computer. If you have access to the Internet, make sure you are con-
nected so you can update FrameForge® 3D Studio 2 after installation.
— Insert the installation CD in the CD drive.
— Normally, within a few seconds the installation dialog will appear. (If it does not,
click the ‘Start’ menu, then ‘Run,’ and type the following into the input field
(substituting the letter of your CD drive for the phrase “CD drive letter”): [CD drive
letter]:\setup, then press the [Enter] key.
— Unless you have specific reasons for changing the installation location, please use
the default location. Fill out your program serial number, which can be found on the
back of the full User Guide.
— Click the [Install] button.
— A screen displays the terms and conditions under which you are licensed to install
and use FrameForge® 3D Studio 2. Click the button labeled [I agree] to continue the
installation.
> Mac
— Start your computer. If you have access to the Internet, make sure you are con-
nected so you can update the program after installation.
— Insert the installation CD in the CD drive.
— A window entitled ‘Program Installation’ will appear on your desktop. Inside it will
be an icon labeled ‘Double-Click Me to Install.’ Double-click it to...well, install.
— Unless you have specific reasons for changing the installation location, please use
the default location. Fill out your program serial number, which can be found on the
back of the full User Guide.
— Click the [Install] button.
— A screen displays the terms and conditions under which you are licensed to install
and use FrameForge® 3D Studio 2. Click the button labeled [I agree] to continue the
installation.
Text Conventions
To make reading the Guide easier, please note that the following text conventions will be
used:
Italics: anything printed in italics indicates a mouse command. For example: “Click the
object.”
‘Apostrophes’: anything flanked by apostrophes indicates a menu option—’File,’ ‘Edit,’
‘Tools,’ etc.
[Brackets]: any word encased in brackets indicates an on-screen button or key (e.g., not a
keyboard key) that has a visible label; for example: [#], [OK].
<Angle Brackets>: any word between angle brackets indicates a keyboard key; for ex-
ample: “press <Delete> on your keyboard.”
Right/control-click: tells you to position the mouse pointer over the specified item and
press the right-hand mouse button (Windows), or hold down the Control key while click-
ing (Mac). A pop-up menu will appear with a list of options that are relevant to the item
you clicked on.
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FrameForge 3D Studio 2 Quick Start Guide
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T he Control Room
Interface
Below is an image of the main FrameForge® 3D Studio 2 screen, also known as the Control
Room. This is where you’ll create your sets, establish your shots, and so on—the perfect
starting point for learning to use the program. It’s best if you “play along at home” and have
FrameForge running while you’re reading this, since we’ll tell you to do things along the way.
We call this interface the Control Room because it’s laid out very much like a real multi-camera
TV Control Room. There’s a row of Camera View monitors along the top, each of which dis-
plays the set as perceived by a live camera; beneath the monitors is a larger Live View screen.
B G D
E F
Figure A, The Control Room:
A. Blueprint View, B. Object Controls, C. Camera Monitors, D. Object Library, E. Camera Controls,
F. Storyboard Preview, G. Live View
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You can change the order of the camera monitors by simply dragging and dropping them.
You can also change the number of monitors that are displayed—and thus their relative
size—by selecting the ‘View’ menu, then ‘Number of Monitors,’ followed by your preferred
number.
Each camera placed on the set is automatically assigned a unique color, represented on the
corresponding monitor by a camera icon.
In addition to each of the Camera Views, there is also an overhead Blueprint View located
in the upper left corner of the Control Room. Like the Camera Views, Blueprint View can be
brought into the Live View screen by simply double-clicking it.
On the left side of the Control Room is a set of Object Controls for manipulating 3D objects
on the set; to the right is the Object Library from which 3D objects are selected. The area di-
rectly below the Live View screen features a set of Camera Controls for manipulating cameras
on set. Finally, in the lower right corner is the Storyboard Preview Area, which enables you
to scan storyboard images once you’ve shot some.
Switching Views
You can select any Camera View by double-clicking the desired camera’s monitor. To switch
to Blueprint View, double-click the Blueprint View. Note that options such as Magnify and
Scroll, which are specific to Blueprint View, disappear when you bring any Camera View
into the Live View screen.
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FrameForge 3D Studio 2 Quick Start Guide
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Your first task will be to create the Virtual Set in which you will add props, place actors and
drop in cameras.
Outward- Window
opening
door
Double
doors
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— To insert a swinging door into the bottom wall, click the [first door] button at the
top center of the dialog.
— Place the pointer over the bottom wall and click. A box representing the door is
placed in the wall. Two lines—one curved and one straight—indicate where the
door is hinged and in which direction it opens. To change either parameter, click
and drag the black dot that joins the two lines, and release when you get the
results you desire.
— To move the entire doorway, place the mouse pointer in the middle of the doorway
box and drag in the desired direction.
— To widen the doorway, first click the button, then place the pointer over either
end of the doorway box and drag outward.
Or...
— Put a larger dimension in the “Door Width” fields at the bottom of the dialog.
— To make the doorway taller or shorter, put the desired dimension in the “Door
Height” fields.
— To place a window in the room, click the [Window] button at the top of the dialog,
place the pointer icon over the bottom wall to the right or left of the door that’s
already there, and click. Move or resize the window in the same way as the door.
— To place the completed room on your set, click [Build Room(s)].
Although it’s usually best to add objects to the set in Blueprint View mode so you can be
sure of their relative positions, you can also add objects in Camera View mode. With that in
mind...
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— If this room represents a real location rather than a sound-stage set, relocate your
camera within your new room, either by dragging the yellow camera icon in Blue-
print View, or by “pushing” the Dolly Camera throttle control upwards to dolly
in.
— However, if this wall represents a flat on a soundstage that you can pull out in order
to set up a shot, then you can make the wall invisible for any selected camera. This
simulates you moving the wall out of the way, but does so without breaking your
set in the blueprint view and for all other cameras.
— To implement the latter option, follow the instructions in the Play Along at Home
box immediately below.
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S etting Up Shots
Once you have your Virtual Set created, the next step is to add cameras to set up the shots.
Camera Controls
If your Live View is currently the Blueprint View and you have more than one camera on
the set, your Camera Controls may be disabled—which is to say, they’ll be grayed out and
you cannot manipulate them. This is because when the Live View is Blueprint View, the
Camera Controls are only enabled when there is exactly one camera selected; otherwise
the program can’t know what it’s supposed to control. When you’re in Camera View mode,
however, the Camera Controls are always enabled because they automatically control the
camera through which you’re viewing the set.
Speaking of control, FrameForge 3D Studio 2 uses a
unique control tool called a “multi-throttle,” which
joins two functions in a single handy tool.
Depending on the control’s purpose (roll, pan/tilt,
zoom, etc.), floating your mouse pointer over the Fig C, Muilti-Throttle Control
Click an up or down arrow to move
dial creates two or more buttons marked with
the camera in single increments.
direction arrows. When clicked, these buttons move
the camera in the selected direction in discrete
increments; holding down the <Ctrl/command> key
while clicking reduces the amount of movement by
about a fifth; holding down the <Alt/option> key
increases movement by the same proportion.
If you click and hold an arrow button (or, when
applicable, the round button in the center of the Fig D, Slider Deployed
multi-throttle dial), a “throttle” slider pops up. Simply Click and hold an arrow button to
drag the slider button in the desired direction to move deploy the slider control for larger,
the camera. The farther you drag the button from faster movements.
center, the faster the camera moves.
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Quick Panning
If you want to quickly set a camera to point at any object, first select the object by clicking it.
(If you’re in Blueprint View, you’ll also need to select the camera you wish to pan.) Then click
the [Q] button–which stands for Quick Pan–located below the Pan/Tilt multi-throttle.
Leveling
If you want to quickly reorient the tilt or rotation of a camera so that it is level to the ground,
click the [R]—Reset—button below the Pan/Tilt multi-throttle.
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Deselecting Objects
If you select a group of objects and want to deselect only some of them, press the <Shift> key,
and while holding it down, click the object in the currently selected group of objects that
you do not want to be selected.
You can also use the Spin, Tilt and Elevate Object Controls to further adjust the position
and orientation of objects.
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Collision Checking
As you drag objects around, you’ll run into instances where one object will suddenly jump up
on top of another, or move even more radically, such as when a man automatically sits down
in a chair. This is called “object collision,” and reflects the fact that in real life, two objects
can’t occupy the same space at the same time.
When two objects collide, if there is no predefined “relationship” between them (such as be-
tween the man and the chair), then the moving object will jump on top of the stationary one.
When you pause for a moment, the program will “reseat” them as closely as it can, but you
can adjust this interaction further with the Elevate Object Control. You can also temporarily
turn off collision checking by clicking ‘Tools > Disable Collision Checking.’
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Applying Poses
There are two types of poses: Full and Partial.
Full Poses affect the entire object; their names are identified by angle brackets: such as
<WALKING>. Partial Poses affect only portions of objects, and their names are identified with
an asterisk at the end: such as handshake*, which is found under the “arms, right” category.
You can define any pose you like, save it for future use, and even share it with other Frame-
Forge 3D Studio users online at www.frameforge3d.com/community.
Speaking of sharing and other interactions...
How did she “know” how to sit? Because we’d previously defined a relationship for her and
that chair. First, we manually posed the Actor so she was seated nicely in that particular chair,
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then we stored the relationship between those two objects and told the program to automati-
cally apply that relationship whenever the Actor collides with the chair.
Please see the User Guide’s section on Object Relationships to learn a lot more about this
incredibly valuable function.
Posing an Object
There are two places where you can pose objects: on-set and in the Green Room.
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Now that you’ve created your Virtual Set and positioned all your cameras, it’s time to store
shots to the Storyboard and then arrange them to your taste.
Storing a Shot
To store a shot, you can either click the [Store Shot] button under the monitor which is cur-
rently displaying the desired shot, or, if you’re viewing the shot in Camera View mode, click
the [Store Shot] button there.
Speaking of Shot Manager, that’s the second place where you can view shots. To get into it,
click ‘Tools’ on the main menu, then select ‘Storyboard Shot Manager.’ (Or, optionally, you
can click the [SM] button in the Storyboard Preview Area, as seen above.
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From Shot Manager you can also print the storyboard, along with shot descriptions and blue-
print views of the setups for each shot, or create a “slideshow” for viewing the storyboard on
your computer.
But by the time you get to that point, you’ve extended your knowledge beyond the Quick
Start stage. For additional information on anything relating to FrameForge, please consult the
full User Guide. Meanwhile...
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