Kribi 3D Designer 2.0 User Guide

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1 Kribi 3D Designer 2.0 User Guide Kribi 3D Designer v User Guide rev last update 13 March 2012

2 Inartis SA. All rights reserved. Kribi 3D Designer 2.0 User Guide for Windows. The content in this guide is protected under copyright law even if it is not distributed with software that includes an end user license agreement, no part of this guide may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, recording, or otherwise, without the prior written permission of Inartis SA. The content of this guide is provided as-is for informational use only, is subject to change without notice, and should not be construed as a commitment by Inartis SA. Inartis SA assumes no responsibility or liability for any errors or inaccuracies that may appear in the informational content contained in this guide. Please remember that existing artwork or 3D models that you may want to include in your project may be protected under copyright law. The unauthorized incorporation of such material into your new work could be a violation of the rights of the copyright owner. Please be sure to obtain any permission required from the copyright owner. Inartis, the Inartis logo, Kribi 3D and the Kribi 3D logo are either registered trademarks or trademarks of Inartis SA in the European Union and/or other countries. All other trademarks are the property of their respective owners. Inartis SA Lausanne Switzerland.

3 Table of contents Overview... 1 Project Workflow... 2 General Concepts... 3 Understanding Model Elements... 3 Understanding Views... 8 Understanding 3D World... 9 Reference Coordinate System... 9 User interface Using Element Explorer Understanding activities Customize View Size Customize the User Interface Managing Files Import Geometry Model properties Controlling Rendering Shading commands Antialiasing commands Rendering options Antialiasing Using Camera tools Camera Orbit tools I

4 Camera Rotate tools Camera Move tools Camera Zooming Camera Zoom tool Camera Smart Perspective tool Camera Clipping Plane Camera Clip tool Camera Walk Camera Walk tools Walk Tools options Default View Camera properties Stereoscopy Colors Color Explorer Color properties Pictures Pictures Explorer Picture options Motion Pictures Background Cube Map View View commands Snapshot Object Model Explorer Drag and Drop Object Object Edit commands Object properties II

5 Using Instance Object tools Instance Move Instance Rotate Instance Sizing Instance Edit commands Instance Object properties Lighting Work Lights Work Lights Explorer Work Light properties Realistic Lights Realistic Lights Explorer Realistic Light properties Lighting properties Fog Effect Light Sources Light Sources Explorer Light Source properties Light Objects Material and Maps Materials Explorer Applying a material Material Catcher Material properties Emissive Material Two Side Material Transparency Material Anisotropy Highlights Texture Mapping Bump Map Reflection Map III

6 Animation Animation properties Animation commands Assemblies Assembly commands Create Child Hook Create Parent Hook Create Hot Spot Create Hot Segment Assembly Hints Child Hooks Explorer Child Hook properties Parent Hooks Explorer Parent Hook properties Hot Spots Explorer Hot Spot properties Hot Segments Explorer Hot Segment properties Experiencing Script Scripts Explorer Attaching a script to an event Model Events Instance Object Events Script Editor Script Snippets Repository Snippet Code editor Experience scripts Web Helpers Save to Web Helper Save to Web Helper settings Save to Web Helper options IV

7 Object Gathering Helper Object Gathering Helper settings Object Gathering Helper options Material Gathering Helper Materials Gathering Helper settings Material Gathering Helper options Export Element properties V

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9 Overview What is Kribi 3D Designer? Kribi 3D Designer is the easy-to-use authoring tool for building interactive 3D content for developing applications that take advantage of Kribi 3D Player. Kribi 3D Designer is fully integrated with the Kribi 3D Engine, and provides access to all the features of the API, allowing immediately to assess the assembly and the property settings of the various assets in order to have a real representation of the look of the content. Why use Kribi 3D Designer? Import assets from the major file formats and your favorite 3D authoring tools like Max, Maya, Lightwave, Cinema 4D, Blender, etc. Intuitive visual interface enables users with no 3D expertise to create 3D content quickly and easily. Add or edit any object, material, light and create powerful objet assembly behavior with just a few mouse clicks. Deploy any Kribi 3D project to a Web page in seconds and easy coding application using JavaScript, accessing all the Kribi 3D Player capabilities. 1

10 Project Workflow Setting Up the scene You can start with importing basic 3D objects and geometry, and use the interactive and editing tools to combine and arrange them in settings and environments to build the scene and all elements for your application. Using Materials Add realism to scene objects by adding materials to their surfaces. Use the Material Editor to create realistic materials by defining surface characteristics and texture mapping to include information from static bitmap images or animated videos, as well as bump maps and reflection maps for a 3D effect. Setup lighting Create and place lights with various properties to illuminate your scene. The lights can cast shadows, project colors and create ambient lighting effects or directional lighting. Interactive behaviors Attach script commands to object or user events, to quickly and easily create interactive user experiences. Part of your development pipeline might take advantage of the built in powerful object manager framework. You can add anchorage points and snap magnet points to create interactive object behavior and assemblies. Publish Application You can use the Save to Web helper to generate a WEB Page in seconds that embed your Kribi 3D Contents. Create 3D rich internet applications using the full featured Kribi 3D Player Javascipt API. 2

11 General Concepts Everything in Kribi 3D Designer is located in a three dimensional space, allowing a wide variety of options to view 3D space and to move and modify any and all elements found within. There are a few essential concepts that will be useful to improve your projects. Understanding Model Elements The model is composed of a group of objects and other elements such as lights, materials, cameras and backgrounds. The model can be saved in.kmo file format which is the main format supported by Kribi 3D Designer. Objects are containers of 3D geometries imported from other 3D modeling software or of a set of references to other objects called Instance Objects. Instance objects are references to an object, but have their own characteristics (position, size, material, etc.). Any changes made to an object are also applied to its instances, but the changes made to an instance object are not applied to the referenced object. This structure can be represented as a tree consisting of nodes. Each node contains a single object but can contain any number of instance objects. An object can be referenced as instance object several times. At the lowest level of each tree view branch we always have objects containing the 3D geometry. It is not possible to have an instance object in the space of an object containing the 3D geometry. This feature allows you to organize objects in a hierarchical manner, making easier to manage complex models and assemblies. 3

12 If we take a car as an example, if the wheels are instances in the object car, when changing the size of the original object wheel all other wheel instance object automatically change in the same way. Similarly, it is easy to replace all wheels with another model of wheel, or change the color and material of all wheels. Since the object with the basic geometry of the wheel is resident only once in memory, this allows to save a substantial amount of memory. Model Elements Each model is composed of different types of elements which fall into one of the following groups: Object The object is the main element of the model. You can have many Object elements in the model but it is not possible to directly associate colors and materials to an object. Instance Objects Instance Objects are contained in the space of the object. They are references to other objects, each with its own position, orientation, scale, color and material. You can have many Instance Object elements in the model. An instance object is always associated with an object. Camera Several Camera elements can be defined in the model, each with its own properties. Any Camera element can be associated with the View and the animations. 4

13 Colors Colors are based on RGB values. Several Color elements can be present in the model, each with its own properties. Color elements can be associated with background and materials. Pictures Pictures are bitmap images useful to create the background or different kind of materials such as wood, stone and fabric. Images can be included in the model or can be external links to a file containing the bitmap. Picture elements can be associated with materials and background. A model can contain several Picture elements. Materials Materials make the scene more realistic, they describe how an object reflects and transmits light: image mapping, reflections, transparencies and other effects are applied. The Material elements are associated with instance objects. A model can contain several Material elements. Background The background is displayed in the View. Only one Background element is contained in the model. 5

14 Animation Animation is a sequence of key points set in time: each key point causes a series of transformations of some elements over time, for example to create animations of the movement of the camera or of the moving instance objects. The animation is associated with camera and instance objects. Work Lights Work Lights are parallel light sources used in solid and non-realistic rendering mode, and they are constantly affecting the surfaces of the shapes. A model can contain several Work Light elements. Realistic Lights Realistic Lights are parallel light sources equivalent to the sun used in realistic rendering mode, and they are constantly affecting the surface of the shapes. A model can contain several Realistic Light elements. Light Sources Light Sources simulate real light like the bulb of a swinging lamp used in realistic rendering mode. The model can contain several Light Source elements. The Light Source element is associated with an Object. 6

15 Hooks Hooks are anchorage points used to create complex interactive object assembly. The model can contain several Hook elements. Hook elements can be associated with Instance Objects. Hot Spot Hot spots are magnetic points which are usually positioned on the object s perimeter. When an object is moved to a certain distance from other objects with hot spots, it will be attracted by the magnets. The model can contain several Hot Spot elements. Hot Spot elements can be associated with Instance Objects. Experiencing Script Each Script consists of a sequence of Kribi 3D Player API commands for the execution of a task. The model can contain several Script elements. Script elements can be associated with Instance Objects and the Model. 7

16 Understanding Views A 3D environment is like a massive stage full of details and the View allows you to frame a specific area, just like through a camera lens. You can navigate the 3D environment and see every detail in the scene by moving and rotating the camera angle. The View has two different modes for viewing the scene: Orthographic or Perspective. The Orthographic mode displays the scene without perspective and all the lines of the object are parallel. This mode displays the scene without distortion and is very useful when performing very precise scaling and positioning operations. The Perspective mode is more similar to human vision where objects get smaller with distance, giving the impression of depth. 8

17 Understanding 3D World The space in a 3D world is described by a classic geometrical cartesian coordinate system (X, Y and Z) with a center called origin. In a front view of the coordinate system, the X axis develops positively in depth, the Y axis develops positively rightwards and the Z axis develops positively upwards. All elements placed inside the world's space, which is constant and not movable, define its dimensions. The object is located at the center of the world. The world coordinate system is the universal reference coordinate system used for each element. Reference Coordinate System The world coordinate system is the main reference coordinate system used when creating an object. When an element is modified, it rotates, is scaled or moves in the world coordinate system but it is possible to specify another reference coordinate system such as that of the View or the element s local coordinate system. World Coordinate System The world coordinate system is fixed. In its front view, it develops as 9

18 follows: The X axis develops positively in depth The Y axis develops positively rightwards The Z axis develops positively upwards View Coordinate System In the View, the X, Y and Z axes coordinate system remains the same in all views. When this reference coordinate system is used for actions such as rotating the camera, the camera moves inside the space described by the coordinates of the View. The X axis always points towards the depth of the environment The Y axis always points rightwards The Z axis always points upwards Local Coordinate System All elements have their own local reference coordinate system. For example, the local coordinate system is used to rotate the camera or to move and rotate an instance object around the coordinates of its own center. The position and orientation of the instance object s local coordinate 10

19 system depend on the referenced object. For example, since a door instance object rotates around the local Z axis located on the door s hinges, the referenced object axes must be aligned on the left, on the door s hinges. 11

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21 User interface Kribi 3D Application Designer s user interface is designed to allow you to easily spot the right function for each activity. Most of the space in the main window is taken by the View where the scene is displayed and you can work on it. Application menu 13

22 The Application menu can be opened by clicking on the Application button located in the top left corner of the Application s window and provides all the file-handling commands and configuration options. Quick Access toolbar The Quick Access toolbar is by default on the upper part of the Application s window and allows you to quickly access the most commonly used file-management commands as well as the Undo and Redo commands. The Quick Access toolbar can be customized by simply clicking on the Quick Access toolbar Down Arrow button to add or remove the commands displayed. Ribbon Toolbar All the tools in the Ribbon Toolbar are grouped by activity while the most commonly used commands and tools are readily available. Tabs are designed to be activity oriented. Groups inside each tab divide commands and tools depending on the activity. Buttons in each group allow you to execute a command or to select a tool. The down arrow underneath the button allows you to open a drop-down menu containing all the commands and tools alternatives. The Tools tab Contains the main View setting and control functions together with the tools which allow you to edit and modify the scene. The View tab Contains the commands which allow you to display hints in the View in order to select, position and display some elements, lights and axis, including the commands to set the effects, rendering modes and the snapshots commands of the View. 14

23 The Assembly tab Contains the commands to set links and hierarchy behaviors between objects, in order to produce complex interactive assemblages. Element Explorer The Element Explorer dialog windows allow you to view, select and arrange elements of the model such as objects, instances, materials, lights and colors. They also contain commands for renaming, deleting, creating and editing elements. Element properties Element properties dialog windows show in detail the property values for most of the elements and each value can be directly edited. Status Bar The Status Bar at the bottom of the Application s window shows the state of the application s activities, and also provides some commands and configuration options. The FPS value shows the current rendering frame rate per second of the view; The Polygons value shows the number of polygons of the current object; The Light value shows the number of Light sources in the current object; The Picture Usage value shows the picture s memory usage of the model; 15

24 Instance Selection shows the selected Instance Object name and the referenced Object name; EXP shows the Experiencing mode status; The Element Explorers drop down menu allows you to open an element s explorer window; The Element Properties drop down menu allows you to open a properties dialog window; The Helpers drop down menu allows you to open helper dialog windows; The Application Layout drop down menu allows you to choose the application layout; The View Layout drop down menu allows you to set the view size; The View Size values show the width and height of the view in pixels. Using Element Explorer The Element Explorer dialog windows allow you to display, select and arrange model elements such as objects, instance objects, materials, lights and color and also contain all the commands for renaming, deleting, creating and editing elements. The behavior of the Element Explorer dialog windows depends on the selected element and the availability of some commands. Some commands become available only after an element has been selected and not all types of element have an Element Explorer dialog. New Element Creates a new element, which is immediately added to the bottom of the elements list. Edit Element Allows you to edit the selected element. The same can be done by double clicking on the element although this can not be done in the 16

25 Model Explorer dialog. As a general rule, the Edit command opens the dialog window with the Element properties, while the Edit command of the Model Explorer dialog edits the selected object in the View. Copy Element Creates a duplicate of the selected element which becomes available at the bottom of the elements list. Delete Element Deletes a selected element. This command is disabled if the element is associated with another element in the model. This does not apply to the instances which can be deleted from the object. Delete Element and associate Deletes the selected element and all those associated with it. This command is available only in the Model Explorer dialog and deletes the selected object together with all of its instances. This command can not be used with an object referenced as instance in another object. Clean Up Elements Deletes all those elements which are not associated with other elements in the model. In the Model Explorer dialog, this command keeps the selected object and deletes all those which are not used as instances. Merge Elements Merges all the same elements. This command is useful to clear all the duplicated elements which would only take up memory space. Dragging elements Most of the elements in one of the Elements Explorer dialog windows can be dragged directly into the View or to an Element value text box in 17

26 one of the Element properties dialog windows. Understanding activities Kribi 3D Designer s user interface provides you with several functions to perform activities in the View and on the model. User Interactive Tools User Interactive Tools allow you to select the current mode of interaction with the View. The selected tool is referred to as the current tool. The main Tool groups are Camera tools and Instance tools. Camera tools allow you to change the way the model is displayed, for example, to rotate and move the camera with the mouse. Instance Object tools allow you to transform the model, for example, to move or rotate some parts of the model individually with the mouse. In this case, the action takes place on just one instance object which is referred to as the current instance object. A tool s action generally consists of two steps. Click first on any point in the View or on the object itself and then, holding the left mouse button, perform the chosen action by moving the mouse. This way, the View gets constantly updated until the mouse button is released. Some actions are performed by moving the mouse only horizontally or vertically while other actions require both movements. Commands Commands such as deleting or copying an element can be performed on elements of the model and on various components of the Application. Any model element must be selected to make it the current element before any of the commands can be performed on it. 18 Properties Model elements and each of the components of the Application have a number of properties, such as Camera Orientation, which can be viewed and edited. In order to display and edit any model element

27 properties, the model element must be selected to make it the current element. Customize View Size When developing an application it can be useful to have view dimensions with the same appearance as the final project. The actual size of the view are indicated at the bottom right of the status bar, the values are expressed in width and height in pixels. To set the View Size click on the View Size menu from the Status Bar and choose a default size from the drop-down menu. View Size list The View size list dialog window allows you to modify, create or delete view size settings from the default view size list. To open the View Size list dialog window, click on the View Layout menu from the Status Bar and select Customize from the drop-down menu. New Left click on the New button to create a new view size setting. The new view size setting item appears at the bottom of the list. 19

28 Delete Left click on the Delete button to delete the selected view size setting item from the list. Modify Left click on the Modify button to modify the select view size setting item. Reset Left click on the Reset button to reset the list to default view size settings. Full Screen To enable the Full Screen mode of the View, click on the View Size menu from the Status Bar and select Full Screen from the drop-down menu. Press ESC to exit Full Screen mode. Customize the User Interface You can hide, float or dock, resize, and rearrange all UI elements and save all of these things into your own personal user interface layout. To set the current UI Layout click on the Application Layout menu from the Status Bar and choose a custom UI Layout from the drop-down menu, or Default to reset the UI layout to default. Load / Save UI Layout Save Layout Select Save from the Application Layout menu to save the current user 20

29 interface layout in XML file format. Load Layout Select Load from the Application Layout menu to load current layout settings from XML file format. Application layout list The Application Layout list dialog window allows you to modify, create or delete UI Layout setting items from the custom UI Layout list. To open the Application Layout list dialog window, click on the Application Layout menu from the Status Bar and select Customize from the drop-down menu. New Left click on the New button and choose an XML file enclosing valid UI Layout settings to create a new UI Layout item. The new UI Layout item appears at the bottom of the list. Delete Left click on the Delete button to delete the selected UI layout item from the list. 21

30 Modify Left click on the Modify button to modify settings of the select UI layout. Default UI Layout The Editor tab of the Application Options dialog window contains the Default UI Layout options that allow you to set default layout settings from an XML file enclosing valid UI Layout settings. Click on the Application button to open the Application Menu, then click on the Options button to open the Application Options dialog window. 22

31 Managing Files The Application menu opened by clicking on the Application button contains all the file-handling commands. Note: Kribi 3D Designer is a single-document application meaning you can work on only one model at a time. You can run Kribi 3D Designer several times and open a different model in each instance but doing so requires a lot of RAM. For best performance open only one instance and work on one model at a time. Recent Files When the Application menu is opened and when no other item in the menu has been selected, the Application menu shows a list of recently used files arranged by usage frequency. A file can be opened by simply clicking on the file name in the list. New Removes the current model with all its elements and creates a new 23

32 workspace. Open Opens a new model with all its elements. When a new model is opened, the first object is displayed in the View. Add Imports all the elements from a selected model into the current one. Elements are always added at the bottom of each elements list. Save Saves all changes made to the model and overwrites the previously saved version. If the model has not been previously saved, this command works like the Save As command. Save Model as Save a copy of the model and all its elements with a different name. Save Object as Save the current object in the View and all its elements with a different name. Import Geometry Kribi 3D Designer allows you to import geometries, materials, lights, object heirarchies, and simple animations created by other 3D authoring software. Use the command Open from the Application menu to open a new model from other programs, or use the command Add to bring other objects into the existing model. The types of file formats that you can import are listed in the Type Of File drop-down menu in the Open dialog window. 24

33 Import options The Import tab of the Application Options dialog window contains the options that allow you to set the behavior of the import process. The option values can be directly modified. The Import Options are global settings which are not saved with the model. In order to save the changes in the application s global settings click on the Save button. Click on the Application button to open the Application Menu, then click on the Options button to open the Application Options dialog window. 3DS Importer Two-sided faces Usually in Kribi 3D, objects surfaces are one sided; the front is visible while the back is not visible in the rendering. This means that the surface is missing when seen from behind. Objects are usually constructed in a way that surfaces are turned towards the outside, although it is possible to have objects with surfaces turned towards the inside, or it can happen to import complex geometries where surfaces are not correctly turned towards the outside. Toggle the Two Sided check box ON to create internal or external sides of a surface where needed. Know however that turning ON this value could considerably increase the amount of memory required for the object. For best results, leave this value OFF unless absolutely 25

34 necessary. Merge triangles Toggle the Merge triangles check box ON, in order to remove the faces occupying the same location. The value is ON by default so for best results leave this check box turned ON. Automatic smoothing Toggle the Automatic Smoothing check box ON to assign smoothing groups according to the Smoothing Angle value. Smoothing groups determine whether faces on an object render as a smooth surface or display a seam at their edges, creating a faceted appearance. Toggle the check box OFF in order to use the default model smoothing groups if any defined. The value is OFF by default. Smoothing Angle Set the Smoothing Angle value to control whether smoothing occurs between two adjacent faces. If the angle between the two face normals is less than or equal to the smooth angle, the faces are smoothed. Valid values are between 0 and 180 degrees, with 60 degree being the default setting. Unify normal Toggle the Unify Normals check box ON to force the normals of all faces on each object to face the same way (usually out). The value is OFF by default. Fix bad parity Toggle the Fix bad parity check box ON in order to fix parity problems. The value is ON by default, for best results, leave this check box turned ON. Center scene Toggle the Center Scene check box ON in order to align the center of 26

35 the volume given by the objects with the center of the object axis. The value is OFF by default. Light size Set the Light size value to control the light objects sizing. Valid values range from 0% to 100%, with 5% being the default setting. DXF Importer Two-sided faces Usually in Kribi 3D, objects surfaces are one sided; the front is visible while the back is not visible in the rendering. This means that the surface is missing when seen from behind. Objects are usually constructed in a way that surfaces are turned towards the outside, although it is possible to have objects with surfaces turned towards the inside, or it can happen to import complex geometries where surfaces are not correctly turned towards the outside. Toggle the Two Sided check box ON to create internal or external sides of a surface where needed. Know however that turning ON this value could considerably increase the amount of memory required for the object. For best results, leave this value OFF unless absolutely necessary. Merge triangles Toggle the Merge triangles check box ON, in order to remove the faces occupying the same location. The value is ON by default so for best results leave this check box turned ON. Automatic smoothing Toggle the Automatic Smoothing check box ON to assign smoothing groups according to the Smoothing Angle value. Smoothing groups determine whether faces on an object render as a smooth surface or display a seam at their edges, creating a faceted appearance. Toggle the 27

36 check box OFF in order to use the default model smoothing groups if any defined. The value is OFF by default. Smoothing Angle Set the Smoothing Angle value to control whether smoothing occurs between two adjacent faces. If the angle between the two face normals is less than or equal to the smooth angle, the faces are smoothed. Valid values are between 0 and 180 degrees with 60 degree being the default setting. Unify normal Toggle the Unify Normals check box ON to force the normals of all faces on each object to face the same way (usually out). The value is OFF by default. Arcs angle Set the Arc angle value to adjust how smoothly an arc or curve appears when the drawing is imported. Larger numbers result in smoother curves. Valid values are between 0 and 180 degrees, with 10 degree being the default setting. Center scene Toggle the Center Scene check box ON in order to align the center of the volume given by the objects with the center of the object axis. The value is OFF by default. Model properties The Model Info properties dialog window contains the properties of the model. The values can be directly modified. 28

37 To open the Model Info properties dialog window, click on the Element Properties menu from the Status Bar and select the Model Info item from the drop-down menu. Name Show the current KMO file name Save Picture Toggle the Save Picture check box ON to save the bitmap to which the pictures refer to in the model. Toggle the value OFF to save in the model only the references with the paths and the complete names of the bitmap files. Picture Quality Set the Picture Quality value in order to increase or decrease the compression level of the bitmaps saved in the model. Valid values range from 0 to defines the maximum level of compression, the lowest quality bitmap, and the least amount of space occupied in the model

38 defines the minimum compression, the highest quality bitmap, and the most amount of occupied space in the model. Meta Data KMO files contain document metadata. Metadata includes basic information about the model and its contents such as the author s name and copyright information, that also appear in the Kribi 3D Player Information dialog box. The values show the current Meta Data values and can be directly modified, with the object name being the default Title value and the current creation date being the default Date value. Password You can limit editing access to models in the Kribi 3D Designer by setting a password. This password doesn t prohibit the user from opening a model KMO file in the Kribi 3D Player, but users will have to type in the password you specify to open the KMO in the Kribi 3D Designer. Adding a Password 1. Type the password in the New Password text box; 2. Re-type the same password in the Confirm Password text box; 3. Click on the Set Password button to set the password. Click on the Clear Password button to remove the password. 30

39 Controlling Rendering Rendering is the process of generating an image of the scene keeping into account the camera framing, the lighting, shading, texture, and background settings. The most important component of the Kribi 3D Designer software is the Kribi 3D Engine which manages the rendering process in real-time, providing constant updates of the images in the View. The Kribi 3D Engine is a pure rendering software engine and does not need any specific hardware, such as graphic cards with 3D accelerators and guarantees full and steady features with any hardware configuration. The higher the CPU performance and CPU numbers, the faster the rendering speed and the higher the number of frames per second. A Rendering can be defined by a number of features which simulate reality: Shading: how the color and brightness of a surface varies with lighting; Texture mapping: the application of a texture to surfaces such as the appearance and texture of wood or fabric; Bump-mapping: a method of simulating small-scale bumps on surfaces; Fogging: how light dims when passing through a non-clear atmosphere; Shadows: the dark areas projected by objects which are located between a light source and the surface; Highlights: this is what happens when light interacts with the surface material, part of the light can be absorbed, transmitted or reflected; Reflection maps: reflection of an image on a shiny surface; Transparency or opacity: this is the physical property that light has to pass 31

40 through solid objects. Shading commands A number of Rendering modes are available in order to display the scene. Objects can be displayed as a simple transparent wireframe or displayed with shading, lighting and materials. The Rendering group contains all the commands used to set the Rendering modes. The Rendering modes belong to the Rendering group within the View tab of the Ribbon Toolbar. Commands can have different modes and a selected mode remains active until another is selected. Wireframe Select the Wireframe mode to draw object with a wire framework appearance. Flat Shading Select the Flat Shading mode to render all polygons with flat colors and without shading. Textured Shading Select the Textured Shading mode to render an object s surface with shading, lighting, materials, highlights and texture. This mode uses the work lighting and is very useful when working on the model as the rendering is much faster. Realistic Shading 32

41 Select the Realistic Shading mode to render an object s surface with shading, lighting, materials, highlights, and texture. This mode makes use of realistic lighting, shade projection and environmental effect rendering. Using Shading commands 1. Click on the Wireframe Rendering, Flat Shading, Textured Shading or Realistic Shading button to choose the rendering mode. Antialiasing commands A scene rich in elements and textures, can sometimes be displayed inaccurately. Thanks to an advanced antialiasing 3D algorithm, the Kribi 3D Engine guarantees excellent results with very complex scenes. Even small and distant objects are accurately rendered and low resolution textures are enhanced as well. The result is a very sharp and clear image. The adaptive nature of the algorithm makes it possible to render complex and large scale scenes using the antialiasing, with only a modest impact on performance. The Antialiasing commands belong to the Rendering group of the View tab on the Ribbon Toolbar. The commands can have different modes and a selected mode remains active until another is selected. Antialiasing ON Select the Antialiasing On mode to enable the rendering with antialiasing. Antialiasing OFF Select the Antialiasing OFF mode to disable the rendering with antialising. Antialiasing AUTO Select the Antialiasing AUTO mode to enable the automatic rendering with antialiasing. During the interactive updating of the View, the 33

42 antialiasing is disabled to allow a faster rendering. Once the upgrades are complete, the antialiasing is automatically enabled in order to achieve a sharper and clearer image. Using the Antialiasing command 1. Click on the down arrow underneath the Antialiasing button and select Antialiasing ON, Antialiasing OFF or Antialiasing AUTO from the Dropdown menu. Rendering options The Rendering tab of the Application Options dialog window contains the Rendering options. The Rendering option values can be directly modified and every variation interactively updates the View. The Rendering options are global settings and are not saved with the model; in order to save the changes in the global settings of the application, click on the Save button. Click on the Application button to open the Application menu and click on the Options button to open the Application Options dialog window. Brightness Set the Brightness value in order to compensate for the brightness of the rendered images. A value of 100% does not affect the brightness whereas decreasing the value darkens the image and increasing the value brightens the image. Valid values range from 0% to 200%, with 100% being the default setting. 34

43 Gamma Set the Gamma value to compensate halftones in a non linear way between absolute black and absolute white of the rendered images. A value equal to 1.0 does not compensate gamma whereas decreasing the value causes the halftones of the image to get darker and increasing the value causes the halftones to get lighter. Valid values range from 0.1 to 10, with 1.0 being the default setting. Mipmaps Scaling Mipmaps are pre-calculated, optimized collections of images that accompany a main texture, each bitmap image of the mipmap collection are stored in smaller sizes down to a single pixel. Mipmaps are used to increase rendering speed and reduce aliasing artifacts. The main texture is used when the view is sufficient to render it in full detail, as the textured surface moves farther away from camera, the renderer switches to the texture pre-calculated smaller size. Set the Mipmaps Scaling value to choose the level of details of the mipmaps. A value equal to 10.0 use high mimap details level, as the textured surface moves farther away from camera, whereas decreasing the value causes the switching to low details level mipmap, as the textured surface moves farther away from camera. Valid values range from 0.1 to 10, with 10.0 being the default setting. Bump Mapping Turn the Bump Mapping check box OFF in order to prevent the rendering of the bump maps on the objects surfaces. The value is ON by default. Reflections Turn the Reflections check box OFF in order to prevent the rendering of light being reflected on the objects surfaces. The value is ON by default. Smooth Shading Turn the Smooth Shading check box OFF in order to prevent the rendering of the softening of shades on the objects surfaces. The value is ON by 35

44 default. Specular Lighting Turn the Specular Lighting Reflections check box OFF in order to prevent the rendering of the highlights on the objects surfaces. The value is ON by default. 36

45 Antialiasing In order to calculate the color of a pixel with the antialiasing, a series of samples which follow a regular pattern are generated and then averaged out. This process allows the renderer to better display parts of an object that are not fully clear. Method Select the sampling method for the antialiasing calculation from the Method drop-down menu. Default method is 4x The 4x method takes exactly 4 samples per pixel. The 4x method uses a rotated grid with a 2x2 layout; the sample pattern is rotated to avoid sample with an alignment on the horizontal or vertical axis, improving the quality of the antialiasing in most cases. The Adaptive method takes initially 4 samples (first pass); in case of too many local differences (sample values of the pixel and its neighbors), more samples (up to 16) are taken (second pass). Sensitivity Set the Sensitivity value to adjust the antialiasing quality in the Adaptive mode. The higher the value of the sensitivity, the greater the tendency to take samples in the second pass (there is less tolerance with the differences) and the higher the image quality; a higher value slows down the rendering. A value equal to 0% takes a 4x sampling; a value equal to 100% takes a 16x sampling. Valid values range from 0% to 100%, with 100% being the default setting. Filter Select the Filter to use in the antialiasing calculation from the Filter drop-down menu. Default filter is Box. The value of the pixels has to be reconstructed starting from the values of the samples taken. Use the filter Box to calculate the average of the samples contained in a 37

46 pixel. To improve the reconstruction, the sample of a pixel may have an influence on the surrounding pixels; the more the sample is far from the center of the pixel, the lower is its contribution. You may choose the filter with a mathematical function: Gaussian or Raised Cosine, in order to define the weight of influence of samples according to their distance from the centers of pixels. Filter Radius Set the Filter Radius value to adjust at which distancethe samples have an influence with Gaussian and Raised Cosine filters. The higher is the value of the filter radius, the greater is the influence of samples on the surrounding pixels and the better will be the antialiasing quality; a higher value causes a blurred image. You need to find the right compromise on the value of the radius according to the scene and to the final size of the image (a light blurring bothers less on an image of 2000x1000 pixels than on a 100x100 thumbnail). Valid values range from 0% to 100%, with 100% being the default setting. Jitter Set the Jitter value to disturb the position of the samples. A value equal to 0% causes no interference; a value equal to 100% corresponds to a maximum interference. In some scenes in movements (such as moving the camera) ugly artifacts can appear (moiré patterns); in such cases, the jittered sampling swaps regular pattern with noise, which in some cases improves the rendering and is less disagreeable for human vision. 38

47 Using Camera tools Camera tools are part of the tools' set which allows you to change the current interaction mode with the View and to change the way the model is displayed, for example, to rotate or move the camera with the mouse. The selected tool is called the current tool. A Camera tool s action generally takes place in two steps. Click first on any point in the View or on the object itself and then, holding the left mouse button, perform the chosen action by moving the mouse. This way, the View gets constantly updated until the mouse button is released. Some actions are performed by moving the mouse only horizontally or vertically, while other actions require both movements. The Camera group contains all the tools used to interact with the camera. Camera tools belong to the Camera group within the Tools tab of the Ribbon Toolbar. The selected tool remains active until another tool is selected. Camera Orbit tools Camera Orbit 39

48 The Camera Orbit tool acts on the position and rotation of the camera, making it look as if the object was rotating, when in reality it is the camera that is moving around while remaining focused on the chosen spot on the object. This tool s action changes simultaneously both the Position and Orientation values of the Camera properties. Camera Orbit Center Camera Orbit Center works like Camera Orbit, but the camera always points to the center of the object. This tool s action simultaneously changes both the Position and Orientation values of the Camera properties. Using the Camera Orbit tool 1. Click on the down arrow underneath the Orbit button and select the Camera Orbit tool from the drop-down menu (simply click on the Camera Orbit button if it has previously been used); 2. Left click on any point on the object in the View; 3. Perform the Camera Orbit action while holding the left mouse button. Following the vertical and horizontal movements of the mouse, the camera orbits around the selected point. If the selected point is in the background and not on the object itself, the camera orbits around the center of the object. Using the Camera Orbit Center tool 1. Click on the down arrow underneath the Orbit button and select the Camera Orbit Center tool from the drop-down menu (simply click on the Camera Orbit Center button if it has previously been used); 2. Left click on any point in the View; 3. Perform the Camera Orbit Center action while holding the left mouse button. Following the vertical and horizontal movements of the mouse, the camera orbits around the center of the object. 40

49 Camera Rotate tools Camera Look At The Camera Look At tool affects the camera rotation changing the framing of the scene. This tool s action modifies the Yaw and Pitch values of the Camera properties. Camera Left Right The Camera Left Right tool affects the camera horizontal rotation. This tool s action modifies the Yaw value of the Camera properties. Camera Up Down The Camera Up Down tool affects the camera vertical rotation. This tool s action modifies the Pitch value of the Camera properties. Camera Roll The Camera Roll tool affects the camera tilt. This tool s action modifies the Roll value of the Camera properties. Using the Camera Look At tool 1. Click on the down arrow underneath the Rotate button and select the Camera LookAt tool from the drop-down menu (simply click on the Camera Look At button if it has previously been used); 2. Left click on any point in the View; 3. Perform the Camera Look At action while holding the left mouse button. Following the vertical movements of the mouse, the camera rotates up and down, while it rotates left and right when following the horizontal movements. When left clicking on any point on the displayed object, the camera rotates in order to bring the selected point to the center of the View. 41

50 Using the Camera Left Right tool 1. Click on the down arrow underneath the Rotate button and select the Camera Left Right tool from the drop-down menu (simply click on the Camera Left Right button if it has previously been used); 2. Left click on any point in the View; 3. Perform the Camera Left Right action while holding the left mouse button. Following the horizontal movement of the mouse, the camera rotates right and left. When left clicking on any point on the displayed object, the camera rotates in order to bring the selected point to the center of the View. Using the Camera Up Down tool 1. Click on the down arrow underneath the Rotate button and select the Camera Up Down tool from the drop-down menu (simply click on the Camera Up Down button if it has previously been used); 2. Left click on any point in the View; 3. Perform the Camera Up Down action while holding the left mouse button. Following the vertical movement of the mouse, the camera rotates up and down. When left clicking on any point on the displayed object, the camera rotates in order to bring the selected point to the center of the View. Using the Camera Roll tool 1. Click on the down arrow underneath the Rotate button and select the Camera Roll tool from the drop-down menu (simply click on the Camera Roll button if it has previously been used). 2. Left click on any point in the View. 3. Perform the Camera Roll action while holding the left mouse button. Following the horizontal movement of the mouse, the 42

51 camera tilts left and right. When left clicking on any point of the displayed object, the camera returns to the horizontal position. Camera Move tools Camera Pan The Camera Pan tool affects the camera position with the visual effect of moving the camera frame parallel to the frontal plane on the view coordinate system. This tool s action modifies the Camera X, Y and Z Position values of the Camera properties. Camera Move The Camera Move tool affects the camera position with the visual effect of moving the camera frame parallel to the horizontal plane on the view coordinate system. This tool s action modifies the Camera X, Y and Z Position values of the Camera properties. Camera Move Horizontal The Camera Move Horizontal tool affects the camera position with the visual effect of moving the camera frame left or right parallel to the frontal plane on the view coordinate system. This tool s action modifies the Camera X and Y Position values of the Camera properties. Camera Move Vertical The Camera Move Vertical tool affects the camera position with the visual effect of moving the camera frame up and down parallel to the frontal plane on the view coordinate system. This tool s action modifies the Camera X and Z Position values of the Camera properties. Camera Move Frontal The Camera Move Frontal tool affects the camera position with the visual effect of moving the camera frame forward and backward parallel to the 43

52 horizontal plane on the view coordinate system. This tool s action modifies the Camera X and Z Position values of the Camera properties. Camera Fly The Camera Fly tool affects the camera rotation and the camera position with the visual effect of moving the camera ahead. This tool s action modifies the Camera Yaw, Pitch, Position X, Y and Z values of the Camera properties. Camera Natural Move The Camera Natural Move tool affects the camera position with the visual effect of moving the camera towards the selected point on the object. This tool s action modifies the Camera X, Y and Z Position values of the Camera properties. Using the Camera Pan tool 1. Click on the down arrow underneath the Pan button and select the Camera Pan tool from the drop-down menu (simply click on the Camera Pan button if it has previously been used); 2. Left click on any point in the View; 3. Perform the Camera Pan action while holding the left mouse button. Following the vertical movements of the mouse, the camera moves up and down, while it moves left and right when following the horizontal movements. When left clicking on any point on the visualized object, the Camera moves in order to bring the selected point to the center of the View. Using the Camera Move 1. Click on the down arrow underneath the Move button and select the Camera Move tool from the drop-down menu (simply click on the Camera Move button if it has previously been used); 2. Left click on any point in the View; 44

53 3. Perform the Camera Move action while holding the left mouse button. Following the vertical movements of the mouse, the camera moves forward and backward, while it moves left and right when following the horizontal movements. When left clicking on any point on the visualized object, the camera moves towards the selected point halving the distance which separates it from the selected point. Using the Camera Move Horizontal tool 1. Click on the down arrow underneath the Pan button and select the Camera Move Horizontal tool from the drop-down menu (simply click on the Camera Move Horizontal button if it has previously been used); The Camera Move Horizontal tool can also be selected from the Move drop-down menu. 2. Left click on any point in the View; 3. Perform the Camera Move Horizontal action while holding the left mouse button. Following the horizontal movements of the mouse, the camera moves left and right. When left clicking on any point on the displayed object, the camera moves to bring the selected point on the horizontal axis to the center of the frame. Using the Camera Move Vertical tool 1. Click on the down arrow underneath the Pan button and select the Camera Move Vertical tool from the drop-down menu (simply click on the Camera Move Vertical button if it has previously been used); 2. Left click on any point in the View; 3. Perform the Camera Move Vertical action while holding the left mouse button. Following the vertical movements of the mouse, the camera moves up and down. When left clicking on any point on the visualized object, the camera moves to bring the selected point on the vertical axis to the center of the frame. 45

54 Using the Camera Frontal Move tool 1. Click on the down arrow underneath the Move button and select the Camera Frontal Move tool from the drop-down menu (simply click on the Camera Frontal Move button if it has previously been used); 2. Left click on any point in the View; 3. Perform the Camera Frontal Move action while holding the left mouse button. Following the vertical movements of the mouse, the camera moves forward and backward. When left clicking on any point on the displayed object, the camera moves towards the selected point halving the distance between the camera and the selected point. Using the Camera Fly tool 1. Click on the down arrow underneath the Move button and select the Camera Fly tool from the drop-down menu (simply click on the Camera Fly button if it has previously been used); 2. Left click on any point in the View; 3. Perform the Camera Fly action while holding the left mouse button. Following the vertical movements of the mouse, the camera rotates up and down, while it rotates left and right when following the horizontal movements. Note: Hold both right and left mouse buttons to increase or decrease the flying speed with vertical mouse movements. Using the Camera Natural Move tool 1. Click on the down arrow underneath the Move button and select the Camera Natural Move tool from the drop-down menu (simply click on the Camera Natural Move button if it has previously been used); 2. Left click on any point in the View; 46

55 3. Perform the Camera Natural Move action while holding the left mouse button. Following the vertical movements of the mouse, the camera moves forwards and backwards from the selected point. Camera Zooming Real cameras use their lenses to adjust the field of view, making it possible to increase or decrease the visible portion and the perspective distortion. An equivalent of the field of view can be found in the Kribi 3D s camera. Similarly to a wide angle lens, when the field of view widens up, a bigger portion of the scene becomes visible and the perspective distortion is increased. Similarly to a telephoto lens, when the field of view narrows, a smaller portion of the scene becomes visible and the perspective gets compressed. Camera Zoom tool The Camera Zoom tool affects the camera field of view, with the visual effect of increasing or decreasing the visible portion of the camera s frame. This tool s action modifies the Camera Field Of View value of the Camera properties. Using the Camera Zoom tool 1. Click on the down arrow underneath the Framing button and select the Camera Zoom tool from the drop-down menu (simply click on the Camera Zoom button if it has previously been used); 2. Left click on any point in the View; 3. Perform the Camera Zoom action while holding the left mouse button. The field of view increases or decreases following the vertical movements of the mouse,. This way, the Views are constantly updated until the mouse button is released. 47

56 Camera Smart Perspective tool The Camera Smart Perspective tool affects the field of view and position of the camera, with the visual effect of increasing or decreasing the perspective distortion without affecting the camera frame. This tool s action modifies the Field Of View and the Camera X, Y and Z Position values of the Camera properties. Using the Camera Smart Perspective tool 1. Click on the down arrow underneath the Framing button and select the Camera Smart Perspective tool from the drop-down menu (simply click on the Camera Smart Perspective button if it has previously been used); 2. Left click on any point in the View.; 3. Perform the Camera Smart Perspective action while holding the left mouse button. Following the vertical movements of the mouse, the perspective distortion is increased or the perspective is compressed. Camera Clipping Plane The clipping plane allows an exclusion of some parts of a scene s geometry and to display and render only certain portions of the scene. Clipping plane is useful when creating a cutaway of the scene. The camera has a front clipping plane, all elements before the front clipping plane are invisible to the camera. The clipping plane position develops along the X axis of the view coordinate system. Camera Clip tool The Camera Clip tool acts on the frontal clip plane with the visual effect of creating a cutaway of the scene without changing the camera frame. This tool s action modifies the Front Clip Plane value of the Camera properties. Using the Camera Clip Plane tool 48

57 1. Click on the down arrow underneath the Framing button and select the Camera Clip tool from the drop-down menu (simply click on the Camera Clip Plane button if it has previously been used); 2. Left click on any point on the object in the View; 3. Perform the Camera Clip Plane action while holding the left mouse button. Following the vertical movement of the mouse, the frontal clip plane moves forward or backward. When left clicking on any point on the visualized object, the clip plane moves forward towards the selected point. Camera Walk With the Camera Walk tool it is possible to walk around inside a model using the mouse to move the camera in the desired direction; something very similar to the method often used in video games. Stamping plane When walking inside a scene using the Camera Walk tool, the movements of the camera on the horizontal plane may be limited. This is the reason why it is important to make a walkable area pickable on which to walk within the scene. It is possible to choose any object inside the model as a pickable, walkable area, such as the floor of a room or an object specifically created that can be either visible or not. For example, to walk in a two floor apartment, draw a surface overlapping the floor with the outline of a walkable area, and set the Object Not Visible property ON of the object that contains the surface. The entire surface should follow the interior perimeter of the rooms and hallways. It is advised to maintain a small distance from the walls for easier walking. To join the two floors draw a sloping surface overlapping the staircase. 49

58 Making An Object Pickable 1. Right click, in the Model Explorer dialog window, on the Object name you want to use as a walkable area; 2. Select Set Fully pickable from the context menu. Both the selected object and the parent object are set as pickable. Camera Walk tools Camera Free Walk The Camera Free Walk tool affects the position and rotation of the camera with the visual effect of changing the camera frame perpendicular to the horizontal plane of the world coordinate system, as if you were walking around the scene. This tool s action modifies the X, Y Position values and the Yaw value of the Camera properties. 50

59 Camera Walk As with the Camera Free Walk tool, when using the Camera Walk tool, the movements are limited by the set walking area. This Tool s action modifies the X, Y Position values and the Yaw value of the Camera properties. Note: Before using the Camera Walk tools it is important that the camera framing is correctly positioned. When performing the Camera Walk action, the Camera Roll value do not change, it is advised to set it at 0.0 for a natural movement. To perform movements with the Camera Walk tool, having a walkable area is paramount and it is important for the camera to be vertically positioned above the same area, otherwise only rotation is possible. Using the Camera Free Walk tool 1. Click on the down arrow underneath the Move button and select the Camera Free Walk tool from the drop-down menu (simply click on the Camera Walk button if it has previously been used); 2. Left click on any point in the View; 3. Perform the Camera Free Walk action while holding the left mouse button. Following the vertical movements of the mouse, the camera moves forward and backward. The wider the movement, the faster the camera movement. Following the horizontal movements of the mouse, the camera rotates left and right. The wider the movement, the faster the rotation. Using the Camera Walk tool 1. Click on the down arrow underneath the Move button and select the Camera Walk tool from the drop-down menu (simply click on the Camera Walk button if it has previously been used); 2. Left click on any point in the View; 3. Perform the Camera Walk action while holding the left mouse button. Following the vertical movements of the mouse, the camera moves forward and backward. The wider the 51

60 movement, the faster the camera movement. Following the horizontal movements of the mouse, the camera rotates left and right. The wider the movement, the faster the rotation. Note: Hold both right and left mouse buttons to look up/down and left/right with vertical and horizontal mouse movements. Walk Tools options The Tools Tab of the Application Options dialog window contains the options that allow you to set the behavior of the Walk Tools. The option values can be directly modified. The Walk Tools options are global settings which are not saved with the model; in order to save the changes in the application s global settings, click on the Save button. Click on the Application button to open the Application menu, then click on the Options button to open the Application Options dialog window. Max Walk Speed Set the Max Walk Speed value in order to increase or decrease the maximum speed of the camera when using the Camera Walk and Camera Free Walk tools. Valid values for speed are in meters per second. 52

61 Walk Distance to Ground When using the Camera Walk tool, set the Walk Distance to Ground value to increase or decrease the vertical distance between the camera and the walkable area. This is also called eye level. Positive numerical values are expressed in mm, m and km. The average human line of vision is around 1.5 m 1.7 m. The distance is measured from the first available walkable area under the current camera position. This is called picking point. If the picking point requires the camera to perform a vertical drop which is too far from the current camera position, the action cannot be performed. This prevents falling from the edge of a step or a balcony, even in those cases where there is a pickable point underneath them. When there are different pickable levels, such as in a two storey house, it is important for the Walk Distance to Ground to be set to a value different from 0, otherwise only the lower floor will be used. Default View The Default View commands belong to the commands that can be performed in the View and allow you to change the way the scene is displayed. The Default View commands belong to the View group of the Tools tab on the Ribbon Toolbar. Default View The Default View command returns the camera to its initial status or to the status set in the Application's Options. The Default View command modifies the position, orientation, focal distance, and clip plane of the Camera properties. 53

62 Using the Default View command 1. Click on the Default View button. Default View options The View tab of the Application Options dialog window contains the options that allow you to set the behavior of the Default View command. The Default View option values can be directly modified. The Default View options are global settings which are not saved with the model; in order to save the changes in the global settings of the application, click on the Save button. Click on the Application button to open the Application menu, then click on the Options button to open the Application Options dialog window. Use Global Default View Toggle the Use Global Default View check box OFF, in order to consider the default values of the model when using the Default View command. Toggle the check box ON in order to use the application s global settings when using the Default View command. Set the Camera Yaw, Pitch, Roll, X Position, Y Position and Z Position values used by the Default View command. Click on the Get Current button in order to get the current Camera Position and Orientation values for the Default View options. 54

63 Fit View To Scene The Fit View To Scene command modifies the camera position in order to make it possible to fit the entire scene in the camera frame. The Fit View to Scene command modifies the Camera Position values. Using the Fit View to Scene command 1. Click on the Fit View to Scene button. Camera properties The Camera properties dialog window contains the property values that allow you to set the way in which the scene is displayed. The values show the current camera settings and can be directly modified, with each variation interactively updating the View. The Camera properties are not saved with the model. To open the Camera properties dialog window, click on the Element Properties menu from the Status Bar and select the Camera from the drop-down menu. Position 55

64 Set the Position X, Y, and Z values in order to move the camera along the X, Y, and Z axes in respect to the origin of the world coordinate system. Positive and negative numerical values are accepted and are expressed in mm, m and Km. Orientation Set the Yaw value to rotate the camera left and right, the Pitch value to rotate the camera up and down, and the Roll value to turn the camera left and right. Positive and negative numerical values 0 and 360 degrees are accepted. Field Of View Set the Field of View value to increase or decrease the horizontal view angle of the camera. Valid values range from 12 to 120 degrees. The bigger the field of view, the wider the visible portion of the scene. The smaller the field of view, the smaller the visible portion of the scene. Front Clip Plane Toggle the Front Clip Plane check box ON to turn on the camera front clip plane. The value is OFF by default. Set the Clip Distance value to increase or decrease the distance of the frontal clipping plane. The distance taken into consideration is that between the camera and the object. Positive and negative numerical values are accepted and are expressed in mm, m and Km. The value is 0,036 mm by default. Perspective Toggle the Perspective check box OFF to enter the Orthographic View mode, toggle the value ON to enter the Perspective View mode. The value is ON by default. Scale Set the Scale value to change the scale of the drawing in Orthographic View mode. Low values reduce the size of the drawing, while high values enlarge 56

65 it. Positive numerical values between 0 and infinite are accepted. Stereoscopy Stereoscopy is a technique for enhancing the illusion of depth in an image, when viewed through glasses where the two lenses are different colors (anaglyph glasses), such as red and cyan. Images are made up of two color layers, superimposed, but offset with respect to each other to produce a depth effect. With the availability of low cost paper glasses with improved red-cyan filters and plastic framed glasses of increasing quality, it s a cheap and easy way to produce a stereoscopic 3D effect. Stereo Toggle the Stereo check box ON to render stereoscopic images. Toggle the value OFF to render normal images. The value is OFF by default. Eyes Distance Set the Eyes Distance value in order to change the difference in horizontal position between the right and left images. The greater the separation, the greater the stereo effect, adjust the separation according to your stereo viewing comfort level. Positive numerical values are accepted between 0 and 433,333 mm. 57

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67 Colors Colors are elements that can be associated with the material s, light s and background s property values. Colors are saved in the model with the color RGB space value. Color Explorer The Color Explorer dialog window shows the list of colors used in the model. The commands that allow you to create, copy and delete colors in the model are available underneath such list. Some commands are available only for the current color. To open the Color Explorer dialog window, click on the Element Explorers menu from the Status Bar and select Colors from the drop-down menu. Color Explorer options Click on the Color Explorer Options icon on the top right corner and select from the drop-down menu the Colors Display mode for the colors in the 59

68 Color Explorer dialog window. Select Small, Medium or Large icons to display the color icons only. Select List to display a list of color icons and information. Select Color To select a color, left click on the color s icon or name in the list. Drag Drop Color A color can be associated with the background by performing a Drag and Drop action from the Colors Explorer into the View. Alternatively, the color can be associated with an element by performing a Drag and Drop action into the Color value text box of the Element properties dialog window, such as the Material Ambient Color value. The Drag and Drop Color command modifies the model. Dragging and dropping a color 1. Click on the Color s icon or name in the list; 2. Perform the Dragging action while holding the left button and moving the mouse in the View or on the Color value text box of the properties dialog window with which the color has to be associated; 3. Release the button to drop the color. When initiating a Drag and Drop action, the mouse cursor changes to a hand and this informs you whether or not it is possible to drop the color in the chosen position. Indicates that it is not possible to drop the color in this position. Indicates that it is possible to drop the color in this position. Edit Color Click on the Edit Color button to edit the selected color s properties; this opens the Color properties dialog window. The same action can be performed by double clicking on the selected color. 60

69 New Color Click on the New Color button to create a new color. The new color appears at the bottom of the list and is automatically selected. Copy Color Click on the Copy Color button to create a duplicate of the selected color complete with all its properties. The new color appears at the bottom of the colors list and is automatically selected. Delete Color Click on the Delete Color button to delete the selected color from the model. It is not possible to delete a color associated with another element in the model; the association will have to be removed first. Clean Up Colors Click on the Clean Up Colors button to delete all the colors which are not associated with any other element in the model. Merge Colors Click on the Merge Colors button to merge all the same colors. This command is useful to clear all the duplicated colors which would only take up memory space. Color properties The Color properties dialog window contains the property values which allow you to modify the current color. 61

70 To open the Color properties dialog window, click on the Element Properties Property menu from the Status Bar and select the Color from the drop-down menu. Name The Name text box allows you to edit the name of the color. Color Set the R, G and B values to choose a color in the RGB space. Valid values are numbers between 0 and 255. Color Palette The Color Properties dialog window contains a number of palettes such as basic RGB color, HSL, WEB colors and professional colors. The Basic palette allows you to select predefined colors from a honeycomb interface. Click on the cell to choose the color. 62

71 The WEB palette allows you to select a WEB color. Click on the color name in the list to choose it. The Professional palette provides maximum flexibility by allowing you to choose or tailor a specific color. 63

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73 Pictures Pictures are elements which can be associated with the material s properties such as texture, bump map, reflection map, anisotropy orientation and background. Pictures are bitmap files that can be saved directly in the model. As an alternative, it is possible to save in the model only the references with the path and the name of the file containing the bitmap. Pictures Explorer The Pictures Explorer dialog window shows the list of pictures used in the model. At the bottom of the dialog window there are the commands that allow you to create, copy and delete pictures in the model. Some commands are only available for the current picture. To open the Picture Explorer dialog window, click on the Element Explorers menu from the Status Bar and select Pictures from the drop-down menu. 65

74 Pictures Explorer options Left click on the Explorer Options icon on the top right corner and select the Display mode from the drop-down menu for the pictures in the Pictures Explorer dialog window. Select Small, Medium or Large icons in order to only display the pictures icons. Select List to display list of picture icons and information. Select Picture To select a picture, left click on the picture s icon or name in the list. Drag Drop Picture A picture can be associated with the background by performing a Drag and Drop action from the Pictures Explorer into the View. Alternatively, the picture can be associated with an element by performing a Drag and Drop action into the Picture value text box of the Element properties dialog window, such as the Background Picture value or the Material Texture value. The Drag and Drop Picture command modifies the model. Dragging and dropping a picture 1. Left click on the Picture s icon or name in the list; 2. While holding the left mouse button, begin the dragging action by moving the mouse in the View or on the Material value text box of the properties dialog window with which the picture has to be associated; 3. Release the button to complete the Picture dropping action. When initiating a Drag and Drop action, the mouse cursor changes to a hand and this informs you whether or not it is possible to drop the picture in the chosen position. Indicates that it is not possible to drop the picture in this position. Indicates that it is possible to drop the picture in this position. 66

75 Edit Picture Click on the Edit Picture button to open the file manager dialog window where a valid bitmap file name can be selected to replace the existing one. The same action can be performed by double clicking on the selected picture. New Picture Click on the New Picture button to open the File Manager dialog window and select a valid bitmap file. The new picture appears at the bottom of the pictures list and is automatically selected. Bitmap valid formats are Jpeg, Gif, Bmp. Copy Picture Click on the Copy Picture button to create a copy of the selected picture complete with all its properties. The new picture appears at the bottom of the pictures list and is automatically selected. Delete Picture Click on the Delete Picture button to delete the selected Picture from the model. It is not possible to delete a picture associated with another element in the model; the association will have to be removed first. Clean Up Pictures Click on the Clean Up Pictures button to delete all the pictures which are not associated with any other element in the model. Merge Pictures Click on the Merge Pictures button to merge all the same pictures. This command is useful to clear all the duplicated pictures which would only take up memory space. 67

76 Picture options Model Info properties dialog window contains the Pictures property values. The values show the current settings and can be directly modified. To open the Model Info properties dialog window, click on the Property Dialogs menu from the Status Bar and select the Model Info from the drop-down menu. 68 Save Pictures Toggle the Save Pictures check box ON to save the bitmap to which the pictures refer in the model. Toggle the value OFF to save in the model only the references with the paths and the complete names of the bitmap files. Pictures Quality Set the Pictures Quality value in order to increase or decrease the compression level of the bitmaps saved in the model. Valid values range from 0 to 10, where 0 defines the maximum level of compression, the lower quality of the bitmap, and the less quantity of occupied space in the model file and 10 defines the minimum compression, the better quality of the

77 bitmap, and the bigger quantity of occupied space in the model. Motion Pictures Pictures are not only still images but can also be motion pictures like video, which can be used as a texture map, reflection map, and as a background. Supported video formats are Mpeg1-2, and Mpeg4. Motion Picture commands Motion Picture commands allow you to choose the playing modes. Right click on the picture s icon in the Pictures explorer dialog window and select the commands that can be performed on the selected Picture from the context menu. Motion Picture commands are available only if the selected picture contains a valid video. Pause Pause the current motion picture. Play Play the current motion picture. Stop Stop playing the current motion picture. Repeat Toggle on Repeat to play the current motion picture in a loop. 69

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79 Background The Background properties dialog window contains the property values that allow you to choose how the background is displayed in the View. The values display the current background settings and can be directly modified, with each variation interactively updating the View. The background properties are saved with the model. To open the Background properties dialog window, click on the Element Properties menu from the Status Bar and select the Background from the drop-down menu. Background Style Select Plain Color in the Style drop-down menu to use a color as the View background. Select Picture in the Style drop-down menu to use a Picture as the View background. Color Set the Color value in order to choose the View s background color. This value is associated with a color. Picture 71

80 Set the Picture value in order to choose a background picture for the View. This value is associated with a picture. Picture Interpolation Toggle the Interpolation check box ON / OFF. When the value is ON, the background image enlargement is interpolated. Cube Map Cube mapping is a method of creating panoramic backgrounds. When a Cube Map is used the object is enclosed in a cube, and panoramas like the sky, distant mountains, distant buildings, and other unreachable objects are projected onto the cube's faces, creating the illusion of distant environment surroundings. This technique allows you to add complex environments to a scene at practically no performance cost. Panorama is mapped to six squares, with each cube face showing a 90 by 90 degree area of the panorama. The source of a cube map can be any form of images created from a stitched photo or pre-rendered 3D scene. These images must be created and aligned in 6 directions in a single bitmap file: Using a Cube Map Background 1. Left click on New Picture button from the Picture explorer to open the File Manager dialog window and select a valid cube map image file to import. 2. Select Cube Map in the Style drop-down menu from the Background properties dialog window. 3. Left click on the cube map Picture icon in the Picture Explorer, while holding the left mouse button, drag the cursor to the Picture value text box of the Background properties dialog windows, release the button to complete the drop Picture action. 72

81 View A 3D environment is like a massive stage full of details and the View allows you to frame a specific area, just like through a camera lens. View commands The View commands belong to the group of commands that allow you to turn ON/OFF hints in the View to select position and display some elements. The View commands belong to the Display View group within the View tab of the Ribbon Toolbar. Axes Style Turn the Axes Style ON to display the axes in the View. Turn the value OFF to hide the axes. The selection is OFF by default. Usually the object s axes are displayed, but when an instance object is selected, its axes are displayed. Axes are represented by three colored arrows. The red arrow represents the X axis direction, the green arrow represents the Y axis direction and the blue arrow shows the Z axis direction in the reference coordinate system in use. 73

82 Selection Style Turn the Selection Style ON to show the highlighting of the selected instance object in the View. Turn the value OFF to hide the highlighting. The selection is ON by default. When the value is ON, the selected instance object is highlighted, in order to see on which instance object you are working on. Selection Style options The View tab of the Application Options dialog window contains the options that allow you to set the behavior of the Selection Style commands. The option values can be directly modified. The Selection Style Options are global settings which are not saved with the model. In order to save the changes in the application s global settings, click on the Save button. Selection Tint Set the Selection Tint value in order to choose the highlighted selection s tint. Valid values are numbers between 0 and 255 in the RGB space. Click the Color button to open the Color Picker dialog windows that allow you to select a tint more easily. Transparency Set the Transparency value to adjust the transparency level of the highlighted selection. Valid values range from 0% to 100%, with 40% being the default setting. Increasing the value, the transparency of the highlight increases; at 100% the selection is fully transparent. Reducing the value, the highlight becomes less transparent. 74

83 Snapshot The Snapshot command allows you to instantly create a rendering of the View, generating a single, even bigger image of the current framing of the View, which can be saved to the clipboard or in.jpeg format. Snapshot to Clipboard The Snapshot to Clipboard command creates a rendering of the current framing of the View to the Clipboard and allows you to paste the generated image to any software. Snapshot to File The Snapshot to File command creates a rendering of the current framing of the View and allows you to save the generated image to file as a.jpeg, gif, tif, or bmp. Using the Snapshot to Clipboard command 1. Click on the down arrow underneath the Snapshots button and select the Snapshot to Clipboard command from the drop-down menu (simply click on the Snapshot button if it has previously been used); 2. Paste the clipboard contents into any other software using bitmap images. Using the Snapshot to File command 1. Click on the down arrow underneath the Snapshot button and select the Snapshot to File command from the drop-down menu (simply click on the Snapshot button if it has previously been used); 2. The file manager dialog window will open, select the destination folder and type the name of the file to be saved. 75

84 Snapshot options The View tab of the Application Options dialog window contains the options that allow you to set the behavior of the Snapshot commands. The option values can be directly modified. The Snapshot Options are global settings which are not saved with the model. In order to save the changes in the application s global settings, click on the Save button. Click on the Application button to open the Application Menu, then click on the Options button to open the Application Options dialog window. Dimensions Set the Width and Height values in order to define the image size. Valid values range from 1 to pixels. Quality Set the Quality value in order to determine the compression level, when saving a.jpeg image, using the Snapshot to File command. Valid values range from 0% to 100%, where 0% is the maximum compression and 100% the minimum compression which results in a better quality image. 76

85 Object The object is the main element of the model. You can have many Object elements in the model but it is not possible to directly associate colors and materials to an object. Only one object at a time is edited in the view. Model Explorer The Model Explorer dialog window displays a tree view containing objects names. This is useful to describe the hierarchy of objects in the model. The commands which allow you to create, remove and delete objects can be found underneath the tree view. The commands can only be performed on the current object. To open the Model Explorer dialog window, click on the Element Explorers menu from the Status Bar and select Model from the drop-down menu. Model Explorer Options Left click on the Explorer Options icon on the top right corner and select 77

86 from the drop-down menu the Display mode for the Objects in the Model Explorer tree view. Select Expand All to expand all the nodes of the tree View. Select Collapse All to hide all the nodes of the tree View. Select Expand First level to expand only the nodes in the first level of the tree View. Select Object To select an object, left click on the object s name in the tree View. Edit Object Click on the Edit Object button to edit the selected object in the View. The current object of the View is highlighted in bold in the tree view. New Object Click on the New Object button to create a new empty object. The new object is added at the bottom of the tree view. Use the Edit Object command to edit the new object in the View. Copy Object Click on the Copy Object button to create a copy of the selected object with all its properties. The new object will appear at the bottom of the object tree view. Remove Object Click on the Remove Object button to delete the selected Object from the model. It is not possible to remove an Object which is referenced as Instance Object by another one. Remove the Instance Object from the Objects first. Destroy Object Click on the Destroy Object button to delete the selected object and all the hierarchy of referenced objects from the model. Objects 78

87 referenced to by other objects in other nodes of the hierarchy won t be removed. It is not possible to use the Destroy Object command on an object which is referenced as instance object. Remove the instance object from the objects first. Destroy all Other Objects Click on the Destroy all Other Objects button to delete all the other objects and all the hierarchy of referenced objects from the model except the selected one. It is not possible to use the Destroy all Other Objects command on an object which is referenced as instance object. Remove the instance object from the objects first. Drag and Drop Object The Drag and Drop Object command allows you to interactively insert objects from the Model Explorer into the scene performing a Drag and Drop action. The Drag and Drop Object command modifies the model. The dropping of each object can be conditioned by a behavior set and managed by the Object Manager Frame Work (OMF) Engine integrated in Kribi 3D. For example, a chair can be dropped only on the floor and moved only on that same plane; a portrait can be dropped only on a wall and then moved only horizontally on the same wall, a glass can be dropped on a table but not on the floor and so on. When objects are dropped, they are linked together following a series of rules and they form groups of objects according to a precise hierarchy. For example if there are a cup and a vase of flowers on a table, when the table is moved, the objects on the table move with it and don t remain floating in the air. If no behavior is associated with the object, the object is dropped in a default position and an instance object will be created as a reference to the original object. How to use the Drag and Drop Object command 1. Left click on the object name in the Model Explorer tree view. 2. While holding the left mouse button, drag the cursor to the point in the View where you want the object dropped. 79

88 3. Release the button to complete the drop object action. When initiating a Drag and Drop action, the mouse cursor changes to a hand and this informs you whether or not it is possible to drop the object in the chosen position. Positioning restrictions can be a consequence of the behavior associated with the object. Indicates that it is not possible to drop the object in this position. Indicates that the object can be dropped in this position. Drag and Drop options The Tools tab of the Application Options dialog window contains the options that allow you to set the behavior of the drag and drop operations. The option values can be directly modified. The Drag and Drop options are global settings which are not saved with the model. In order to save the changes in the application s global settings, click on the Save button. Snap Drag and Drop When an object is dropped to a certain distance from other objects with hot spots, it will be attracted by the magnets. Hot spots are magnetic 80

89 points which are usually positioned on the object s perimeter. For information about Hot Spots see the Create Hot Spots topic of the Assembly section. Toggle the Snap Drag and Drop check box ON to use attraction hot spots during drop operations. Toggle the value OFF to exclude attraction hot spots. The value is ON by default. Snap Moves Toggle the Snap Moves check box ON to use attraction hot spots during instance move operations. Toggle the value OFF to exclude attraction hot spots. The value is ON by default. Snap Distance Set the Snap Distance value to adjust the attraction distance from objects during snap operations. Positive numerical values are accepted and are expressed in mm, m and Km. The value is 200 mm by default. Drag and Drop Default Position Toggle the Drag and Drop Default Position check box ON to drop the object on target using the parent hook as origin. Toggle the value OFF to drop the object on target using the drop position as origin. The value is OFF by default. Drag and Drop mode Select Drag and Drop mode from the Auto, Hooks and Versatile options. The value is Auto by default Auto Hooks Drop an object and create an Instance Object at the drop position if a matching parent-child hooks pair is found. If the target is on an existing object without hooks, the intersection point is used as the origin for the new instance. If the target is in an empty space, the intersection with a horizontal plane (Z = 0) is used as the origin. Drop an object only if a matching parent-child hooks pair is 81

90 Versatile found. Drop an object and create an Instance Object at the drop position if a matching parent-child hooks pair is found. If the target is on an existing object and there is no suitable parent-child hooks pair found, the intersection point is used as the origin for the new instance. If the target is in an empty space, the intersection with an horizontal plane (Z = 0) is used as the origin. If the target is on an existing object with parent hook, a compatible child hook is automatically created on the dropped object. Object Edit commands The Object Edit commands belong to the group of commands that can be performed on the current object in the View. Most of the Edit commands modify the model. The Edit commands belong to the Edit group of the Tools tab of the Ribbon Toolbar. The Edit commands belong to the Edit group within the Tools tab of the Ribbon Toolbar. Object Center The Object Center command moves all the instance objects of the current object in the View, in order to align the center of the volume given by the instant objects with the center of the object itself. Using the Object Center command 1. Select the Object Center command from the Object Edit drop-down menu in the Edit group. 2. If the object only contains the basic 3D geometry, this is moved in order to match the center of the volume with the center of the 82

91 object. Object Rotate X, Y, Z The Object Rotate X, Y, or Z command rotates all the instance objects clockwise by 90 degrees around the X, Y, or Z axis of the object. Using the Object Rotate command 1. Select the Object Rotate X, Y, or Z command from the Object Edit drop-down menu in the Edit group. If the object only contains the basic 3D geometry, this is rotated around its local axes. Object Access The Object Access command allows you to make the referenced object of the selected instance object the current object in the View. This allows interactive access to the lower levels of the structure of the objects in the model. Using the Object Access command 1. Select first any Instance Object Tool, then left click on the instance object whose object has to be edited in order to select it; 2. Click on the Object Access button to execute the Object Access command. Object properties The Object properties dialog window contains the properties values which allow you to modify the current object. The values show the current object settings and can be directly modified, with each variation interactively updating the View. 83

92 To open the Object properties dialog window, click on the Element Properties menu from the Status Bar and select the Object from the drop-down menu. Name The Name text box allows you to edit the object s name. Cast Shadows Toggle the Cast Shadows check box ON to render the shadows cast by the object s light. Toggle the value OFF to exclude the calculation of the object s shadows. The value is ON by default. Pickable Toggle the Pickable check box ON to make an object pickable and use it as a walkable area. Toggle the value OFF to disable the pickable object. The value is OFF by default. Visible Toggle the Visible check box ON/OFF to enable or disable the object s visibility. The value is ON by default. 84 Size Set the Size X, Y, or Z values to change the object s dimensions. The X, Y, and Z Size values are linked to one another; changing a value proportionally

93 modifies the others. Positive values are accepted and are in m, mm and Km. 85

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95 Using Instance Object tools Instance Object tools are part of the tools set which allows you to select the current interaction mode with the instance objects in the View, and to transform the model, for example, to move or rotate some parts of the model individually with the mouse. In this case, the action takes place on just one instance object which is referred to as the current instance object. The selected tool is called the current tool. An Instance Object tool s action generally takes place in two steps. Click first an Instance Object to select it and then, holding the left mouse button, perform the chosen tool action by moving the mouse. This way, the View gets constantly updated until the mouse button is released. Some actions are performed by moving the mouse only horizontally or vertically, while other actions require both movements. The Instance Group contains the tools used to modify the model. The Instance Object Tools belong to the Instance group within the Tools tab of the Ribbon Toolbar. The selected tool remains active until another tool is selected. Instance Move Instance Move Horizontal Plane 87

96 Instance Move Horizontal Plane tool affects the instance object position, allowing you to move the selected instance object parallel to the horizontal plane of the world coordinate system. This tool s action simultaneously modifies both the Y and Z Position values of the current instance object properties. Instance Move Frontal Plane Instance Move Frontal Plane tool affects the instance object position, allowing you to move the selected instance object parallel to the vertical plane of the world coordinate system and modifies the model. This tool s action simultaneously modifies both the X and Y Position values of the current instance object properties. Instance Move Depth Instance Move Depth tool affects the instance object position, allowing you to move the selected instance object along the X axis of the world coordinate system. This tool action modifies the X Position value of the current instance object properties. Instance Move Horizontal Instance Move Horizontal tool affects the instance object position, allowing you to move the selected instance object along the Y axis of the world coordinate system. This tool action modifies the Y Position value of the current instance object properties. Instance Move Vertical Instance Move Vertical tool affects the instance object position, allowing you to move the selected instance object along the Z axis of the world coordinate system. This tool action modifies the Z Position value of the current instance object properties. Instance Move Single Axis X, Y, Z Instance Move Single Axis X, Y, Z tools affect the instance object position, allowing you to move the selected instance object respectively along the X, Y, and Z axes of its local coordinate system. This tool action modifies the X, Y, and 88

97 Z position values of the current instance object properties. Using the Instance Move Horizontal Plane tool 1. Click on the down arrow underneath the Instance Move Horizontal Plane button and select the Instance Move Horizontal Plane tool from the drop-down menu (simply click on the Instance Move Horizontal Plane button if it has previously been used); 2. Left click on the instance object in the View in order to select it; 3. Perform the Instance Move Horizontal Plane action while holding the left mouse button. Following the horizontal movements of the mouse, the selected instance moves along the Y axis, while it moves along the X axis following the vertical movements. Using the Instance Move Vertical Plane tool 1. Click on the down arrow underneath the Instance Vertical Move Plane button and select the Instance Move Vertical Plane tool from the drop-down menu (simply click on the Instance Move Horizontal Plane button if it has previously been used). 2. Left click on the instance object in the View in order to select it. 3. Perform the Instance Move Vertical Plane action while holding the left mouse button. Following the horizontal movements of the mouse, the selected instance moves along the Y axis, while it moves along the Z axis following the vertical movements. Using the Instance Move Depth tool 1. Click on the down arrow underneath the Move button and select the Instance Move Depth tool from the drop-down menu (simply click on the Instance Move Depth button if it has previously been used); 2. Left click on the instance object in the View in order to select it; 3. Perform the Instance Move Depth action while holding the left mouse button. Following the horizontal movements of the mouse, the selected Instance moves forward and backward along the X axis. 89

98 Using the Instance Move Horizontal tool 1. Click on the down arrow underneath the Move button and select the Instance Move Horizontal tool from the drop-down menu (simply click on the Instance Move Horizontal button if it has previously been used); 2. Left click on the instance object in the View in order to select it; 3. Perform the Instance Move Horizontal action while holding the left mouse button. Following the horizontal movements of the mouse, the selected Instance moves forward and backward along the Y axis. Using the Instance Move Vertical tool 1. Click on the down arrow underneath the Move button and select the Instance Move Vertical tool from the drop-down menu (simply click on the Instance Move Vertical button if it has previously been used); 2. Left click on the instance object in the View in order to select it; 3. Perform the Instance Move Vertical action while holding the left mouse button. Following the vertical movements of the mouse, the selected Instance moves forward and backward along the Z axis. Using the Instance Move Single Axis tool 1. Click on the down arrow underneath the Move button and select the Instance Move Single Axis X, Y or Z tool from the drop-down menu (simply click on the Instance Move Single Axis X, Y, or Z button if it has previously been used); 2. Left click on the instance object in the View in order to select it; 3. Perform the Instance Move Single Axis X, Y or Z action while holding the left mouse button. Following the horizontal movements of the mouse, the selected Instance moves forward and backward along the X, Y or Z axis. 90

99 Instance Rotate Instance Rotate Instance Rotate tool affects the instance object rotation, allowing you to rotate the selected instance object respectively around the X and Z axes of the world coordinate system. This tool s action simultaneously modifies the Yaw and Pitch values of the current instance object properties. Instance Rotate Horizontal Instance Rotate Horizontal tool affects the instance object rotation, allowing you to rotate the selected instance object around the X axis of the world coordinate system. This tool s action modifies the Yaw value of the current instance object properties. Instance Rotate Vertical Instance Rotate Vertical tool affects the instance object rotation, allowing you to rotate the instance object around the X axis of the world coordinate system. This tool s action modifies the Pitch value of the current instance object properties. Instance Rotate single Axis X, Y, Z Instance Rotate single Axis X, Y, Z tools affect the instance object rotation, allowing you to rotate the selected instance object respectively around the X, Y, and Z axes of its local coordinate system. These tools action modifies the Yaw, Pitch and Roll values of the current instance object properties. Instance Aim At Instance Aim At tool affects the instance object rotation, allowing you to rotate the instance object directing the Z axis of the local reference system towards a point interactively selected in the View. This tool s action modifies the Yaw, Pitch, and Roll values of the current instance object properties. Using the Instance Rotate tool 91

100 1. Click on the down arrow underneath the Rotate button and select the Instance Rotate tool from the drop-down menu (simply click on the Instance Rotate button if it has previously been used); 2. Left click on the instance object in the View in order to select it; 3. Perform the Instance Rotate action while holding the left mouse button. Following the horizontal movements of the mouse, the selected instance rotates left and right and following the vertical movements of the mouse, it rotates up and down. Using the Instance Rotate Horizontal tool 1. Click on the down arrow underneath the Rotate button and select the Instance Rotate Horizontal tool from the drop-down menu (simply click on the Instance Rotate Horizontal button if it has previously been used); 2. Left click on the instance object in the View in order to select it; 3. Perform the Instance Rotate Horizontal action while holding the left mouse button. Following the horizontal movements of the mouse, the selected instance rotates left and right parallel to the Z axis. Using the Instance Rotate Vertical tool 1. Click on the down arrow underneath the Rotate button and select the Instance Rotate Vertical tool from the drop-down menu (simply click on the Instance Rotate Vertical button if it has previously been used); 2. Left click on the instance object in the View in order to select it; 3. Perform the Instance Rotate Vertical action while holding the left mouse button. Following the vertical movements of the mouse, the selected instance rotates up and down parallel to the Y axis. Using the Instance Rotate Single Axis X, Y or Z tools 1. Click on the down arrow underneath the Rotate button and 92

101 select the Instance Rotate Single Axis X, Y or Z tool from the drop-down menu (simply click on the Instance Rotate Single Axis X, Y or Z button if it has previously been used); 2. Left click on the instance object in the View in order to select it; 3. Perform the Instance Rotate Single Axis X, Y or Z action while holding the left mouse button. Following the horizontal movements of the mouse, the selected instance rotates around the X, Y, or Z axis. Using the Instance Aim At tool 1. Click on the down arrow underneath the Rotate button and select the Instance Aim At tool from the drop-down menu (simply click on the Instance Aim At button if it has previously been used); 2. Left click on the instance object in the View in order to select it: the cursor changes to a crosshair; 3. Left click on any point on the object to rotate the selected instance object towards the selected point, i.e. to point its Z axis towards the selected spot. Holding the left mouse button to interactively rotate the selected instance object, the Z axis of the instance object follows the movements of the cursor when it rolls over any point on the object in the View. Release the button to complete the action. Instance Sizing Instance Sizing tool affects the dimensions of the instance object, allowing you to enlarge or reduce the instance object s dimensions. This tool s action modifies the Size value of the current instance object properties. Using the Instance Sizing tool 1. Click on the Sizing button in order to select the Instance Sizing tool; 93

102 2. Left click on the instance object in the View in order to select it; 3. Perform the Instance Sizing while holding the left mouse button. Following the horizontal movements of the mouse, the selected instance object gets either bigger or smaller. Instance Edit commands The Instance Edit commands belong to the group of commands that can be performed on the selected instance objects in the View. Most of the Edit commands modify the model. The Instance Edit commands belong to the Edit group of the Tools tab of the Ribbon Toolbar. The Instance Edit commands belong to the Edit group within the Tools tab of the Ribbon Toolbar. Delete Instance The Delete Instance command removes the selected instance. The command only deletes the reference to the object, not the object itself from the model. Using the Delete Instance command 1. Select first any Instance Object Tool, then left click on the instance object to delete in order to select it; 2. Click on the Delete Instance button to execute the Delete Instance command. Copy Instance 94

103 The Instance Copy command creates a copy of the selected instance object adjacent to the original instance object, in order to avoid overlapping. The copy immediately becomes the current instance object. The clone is completely independent from the original. The referenced object is not duplicated in the model. Using the Copy Instance command 1. Select first any Instance Object Tool, then left click on the instance object to copy in order to select it; 2. Click on the Copy Instance button to execute the Copy Instance. command. Instance Object properties The Instance Object properties dialog window contains the property values that allow you to transform the current instance object. The values show the current instance object settings and can be directly modified, with each variation interactively updating the View. 95

104 To open the Instance Object properties dialog window, click on the Element Properties menu from the Status Bar and select the Instance from the drop-down menu. Name The Name text box allows you to edit the current instance object s name. Object Set the Object value in order to choose the referenced object for the current instance object. This value is associated with an object. Position Set the Position values X, Y, and Z in order to move the current instance object along the X, Y, and Z axes in respect to the origin of the world coordinate system. Positive and negative values are accepted and are in mm, m and Km. Orientation Set the Yaw, Pitch and Roll values in order to rotate the current instance object around the X, Y, and Z axes. Positive and negative numerical values are accepted between 0 and 360 degrees. Dimension Set the Size value in order to increase or decrease the dimensions of the current instance object. Positive and negative numerical values are accepted and are in mm, m and Km. Set the Scale X, Y, or Z values in order to deform the current instance object along the X, or Z axes of its local coordinate system. Positive and negative numerical values are accepted and are expressed in percentages. Frozen Toggle the Frozen check box ON to enable or OFF to disable the use of interactive tools on the current instance object. The value is OFF by default. 96

105 Selectable Toggle the Selectable check box ON to enable or OFF to disable the selection and the use of interactive tools on the current instance object. The value is OFF by default. The Selectable property belongs to the set of behaviors taken into consideration when the Experiencing mode is active. 97

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107 Lighting Lighting illuminates the geometry of a scene. When light rays strike a surface, they reflect off it, allowing the surface to be seen. The appearance of a surface depends on the light that strikes it and the properties of the surface material, such as color, smoothness, and opacity. Kribi 3D provides two different kinds of lighting: Work Lighting and Realistic Lighting. Work Lighting Work Lighting, which consists of directional lights, is easy to set and uniformly lights the scene. This work lighting is useful when creating scenes for a project where realistic lighting is not necessary. Work lighting allows a faster rendering of the scene in the Flat Shading and Textured Shading modes. Realistic Lighting Realistic Lighting is made up of various elements such as directive lights and light sources. The configuration of the realistic lighting is slightly more complex but it is much more accurate in simulating natural lighting. However, realistic lighting is more demanding for the rendering in the Realistic Shading mode. Intensity Intensity determines how intensely light strikes an object. For example, a soft light striking a vividly colored object only displays dark colors. Angle of Incidence A surface is fully illuminated when the angle of incidence is 0 degrees (that is, the light strikes the surface perpendicularly). If the angle of incidence 99

108 increases, the surface lighting is softened. The position and orientation of the light, relative to the object, determine the light s angle of incidence in the scene and the lighting itself. Attenuation Light effects on objects diminish with distance; surfaces which are more distant from the light appear darker, while those closer to the light are brighter. Color and light The color of the light is determined by the process that generates the light. For example the sun gives a yellow light, a tungsten bulb gives a warm yellow light and a metal halide lamp produces a colder, light blue light. The color of light also depends on the elements it passes through, such as fog in the atmosphere or a colored glass that can dim a strong colored light. Ambient light Ambient Light is uniformly intense and diffused and does not have a precise source, position, or direction. Work Lights Work lights are directional lights virtually positioned at an infinite distance which cast parallel rays of light in a single direction. Work lights are mainly used to create a basic lighting of the scene. A scene can contain different work lights with different positions and different levels of intensity. In the model there is one work light by default. The work lights are saved in the model. Work Lights Explorer The Work Lights Explorer dialog window shows the list of work lights in the model. The commands which allow you to create, clone and delete work lights in the model are available underneath the list. Some commands are available only for the current work light. 100

109 To open the Work Lights Explorer dialog window, click on the Element Explorers menu from the Status Bar and select Work Lights from the drop-down menu. Select Work Light Left click on the Work Light name in the list to select it. Edit Work Light Click on the Work Light name to edit the selected work light s properties. New Work Light Click on the New Work Light button. The new work light appears at the bottom of the work lights list and is automatically selected. Copy Work Light Click on the Copy Work Light button to create a duplicate of the selected work light complete with all its properties. The new work light appears at the bottom of the work lights list and is automatically selected. Delete Work Light Click on the Delete Work Light button to delete the selected work light from the model. 101

110 Work Light properties For convenience, the Work Lights Explorer dialog window shows the property values of the selected work light. These values can be directly modified and every variation interactively updates the View. Sun Direction Set the X, Y, and Z values in order to determine from which direction the rays of light hit the object. Positive and negative numerical values are accepted. For example, setting X and Y values to 0 the light is perpendicular to a given Z value distance above the object, while setting the Z value to 0 the light travels towards the object s horizon. Intensity Set the Intensity value to adjust the light s intensity. Positive numerical values are accepted. The value is 1.00 by default. When the value is set to 0 the light is switched off. The higher the value, the brighter the light Realistic Lights Realistic lights are directional lights virtually positioned at an infinite distance which cast parallel lights in a single direction, just like the sun on the Earth s surface. Realistic lights are mainly used to simulate sunlight and create a basic lighting of the scene. A scene can contain different realistic lights with different positions and different levels of intensity. In the scene, unless otherwise selected, there are no realistic lights. The realistic lights are saved in the model. Realistic Lights Explorer The Realistic Lights Explorer dialog window shows the list of realistic lights in the model. The commands which allow you to create, clone and delete realistic lights in the model are available underneath the list. Some commands are available only for the current realistic light. 102

111 To open the Realistic Lights Explorer dialog window, click on the Element Explorers menu from the Status Bar and select Realistic Lights from the drop-down menu. Select Realistic Light Left click on the Realistic Light name in the list, to select it. Edit Realistic Light Click on the Realistic Light name to edit the selected realistic light s properties. New Realistic Light Click on the New Realistic Light button. The new realistic light appears at the bottom of the realistic lights list and is automatically selected. Copy Realistic Light Click on the Copy Realistic Light button to create a duplicate of the selected realistic light complete with all its properties. The new realistic light appears at the bottom of the realistic lights list and is automatically selected. Delete Realistic Light Click on the Delete Realistic Light button to delete the selected 103

112 realistic light from the model. Realistic Light properties For convenience, the Realistic Lights Explorer dialog window shows the property values of the selected realistic light. These values can be directly modified and every variation interactively updates the View. Sun Direction Set the X, Y, and Z values in order to determine from which direction the rays of light hit the object. Positive and negative numerical values are accepted. For example, setting X and Y values to 0 the light travels perpendicularly to a given value on the Z axis, while setting the Z value to 0 the light travels on the object s horizon. Intensity Set the Intensity value to adjust the light s intensity. Positive numerical values are accepted. The value is 1.00 by default. When the value is set to the light is switched off. The higher the value, the brighter the light. Aperture Set the Aperture value to adjust the softening of light from the center of the lighted area. Valid values range from 0% to 100%, with 0% being the minimum softening and 100% the maximum. Distance Set the Distance value to adjust the softening of the light with distance. Valid values range from 0% to 100%, with 0% being the minimum softening and 100% the maximum. Color Set the Color value in order to choose the light s color. This value is associated with a Color. 104

113 Cast Shadows Toggle the Cast Shadows check box ON to render the shadows cast by the object s light. Toggle the value OFF to stop the calculation of the object s shadows. Softening Set the Softening value to adjust the shadows density. Valid values range from 0% to 100%, with 0% being the default setting. Decreasing the value increases the density (darker shadow), whereas increasing the value decreases the density (lighter shadow). Lighting properties Work Lighting and Realistic Lighting properties allow you to set a diffused light on all surfaces or on those which are not directly illuminated by a work light or a realistic light. The values show the current lighting settings and can be directly modified, with each variation interactively updating the View. Lighting properties are saved in the model. To open the Lightning properties dialog window, click on the Element Properties menu from the Status Bar and select the Lightning from the drop-down menu. 105

114 Work Lighting Ambient Intensity Set the Intensity value to adjust the ambient lighting intensity. Positive numerical values are accepted. The value is 1.00 by default. When the value is set to 0 the light is switched off. The higher the value, the stronger the ambient lighting. Multiplier Set the Multiplier value to adjust the ambient lighting saturation. Positive numerical values are accepted. The value is 1.00 by default. Decreasing the value, the saturation increases and colors are more intense. At maximum saturation colors are all white. The higher the value, the lower the saturation. With a low saturation, colors are weaker and fade into grey. When eliminating the saturation colors fade into black. Reflections Set the Reflections value to adjust the level of the highlights on the lit surfaces. Valid values range from 0% to 100%. When the value is set to 0% the highlights are absent, while when the value is set to 100% the level of highlights is maximum. Wireframe Luminosity Set the Wireframe Luminosity value to adjust the design s brightness in Wireframe rendering mode. Valid values range from 0% to 100%. When the value is set to 0 the brightness is low: the higher the value, the brighter the wireframe design. The value is 50% by default Realistic Lighting Ambient Intensity 106

115 Set the Intensity value to adjust the intensity of the ambient lighting. Positive numerical values are accepted. The value is 1.00 by default. When the value is set to 0, the light is switched off. The higher the value, the brighter the light. Ambient Color Set the Ambient Color value in order to choose the ambient light color. This value is associated with a color. Multiplier Set the Multiplier value to adjust saturation of the lighting. Positive numerical values are accepted. The value is 1.00 by default. Decreasing the value increases saturation and colors are more intense. At maximum saturation, colors are all white. The higher the value, the lower the saturation. In this case, colors are weaker and fade into grey. Eliminating the saturation colors fade into black. Reflections Set the Reflections value to adjust the level of the highlights on the lit surfaces. Valid values range from 0% to 100%. When the value is set to 0 the highlights are absent, while when the value is set to 100% the level of highlights is maximum. Shadow Casting Toggle the Cast Shadows check box ON to render the shadows cast by all lights. Toggle the value OFF to stop the calculation of shadows cast by all lights 107

116 Fog Effect The fog effect causes a fallout vanishing of the objects, the farther they are from the camera. The fog effect is only visible in the Realistic Shading rendering mode. Fog Toggle ON the Fog check box to enable or OFF to disable the fog effect. Fog Color Set the Fog Color value in order to choose the fog s color. This value is associated with a color. Fog Distance Set the Fog Distance value to exponentially modify the fog density. Positive values are accepted and are measured in mm, m and Km from the Camera. 108

117 Light Sources A light source casts a beam of light on an exact point in the scene, similar to a spot light in a theater. It is possible to have different light sources in the model, each with its own intensity, aperture and attenuation. The light sources are saved in the model. Light Sources Explorer The Light Sources Explorer dialog window shows the list of light sources in the model. The commands which allow you to create, clone and delete light sources are available underneath the list. Some commands are available only on the current light source. 109

118 To open the Light Sources Explorer dialog window, click on the Element Explorers menu from the Status Bar and select Light Sources from the drop-down menu. Light Sources Explorer options Left click on the Explorer Options icon on the top right corner and select from the drop-down menu the Display mode for the Light Sources in the Light Sources Explorer dialog window. Select Small, Medium or Large Icons in order to only display the Light Source icons. Select List to display a list of Light Source icons and information. Select Light Source Left click on the Light Source icon or name in the list to select it Edit Light Source Click on the Edit Light Source button to edit the selected light source s properties; this opens the Light Source properties dialog window. The same action can be performed by double clicking on the selected Light Source. New Light Source Click on the New Light Source button in order to create a new light source. The new light source appears at the bottom of the light sources list and is automatically selected. 110

119 Copy Light Source Click on the Copy Light Source button to create a duplicate of the selected light source complete with all its properties. The new light source appears at the bottom of the light sources list and is automatically selected. Delete Light Source Click on the Delete Light Source button to delete the selected light source from the model. It is not possible to delete a light source associated with another element in the model. The association will have to be removed first. Clean Up Light Sources Click on the Clean Up Light Sources button to delete from the model all the light sources which are not associated with any other element in the model. Light Source properties The Light Source properties dialog window contains the values which allow you to modify the current light source. The values show the current light source settings and can be directly modified, with each variation interactively updating the View. 111

120 To open the Light Source properties dialog window, click on the Element Properties menu from the Status Bar and select the Light Source from the drop-down menu. Name The Name text box allows you to edit the name of the light source. Enabled Toggle the Enabled check box ON to switch the Light Source ON, toggle the value OFF to switch the Light Source OFF. Color Set the Color value in order to choose the color beam of the Light Source. This value is associated with a color. Intensity Set the Intensity value to adjust the light source intensity. Positive numerical values are accepted. The value is 1.00 by default. When the value 112

121 is set to 0 the lights are switched off. The higher the value, the brighter the light. Directional Toggle the Directional check box ON to focus the beam of light in a single direction. Toggle the value OFF to cast beams of light in all directions. Falloff Toggle the Use Falloff check box ON to blur the light s edges. Toggle the value OFF to have sharp light edges. For example, a flash light casts a round shaped light on the surface. Depending on the floodlight and on the quality of the light, the edge of the circle can be blurred or sharp. In the case of a circle of light, the brighter area in the middle is determined by the light s intensity, while the difference with the external border towards the dark area is the falloff. The difference between the center and the edge of the circle determines the sharpness of the circle of light. Increasing the light s intensity, the falloff decreases while the sharpness of the border increases. Aperture Set the Aperture value to increase or decrease the lighted area. Valid values range from 0 to 180 degrees. Low values result in a reduced lighted area and a reduced falloff, while higher values result in a bigger area and a greater falloff. Cast Shadows Toggle the Cast Shadows check box ON to render the shadows cast by the light. Toggle the value OFF to exclude the shadows. Softening Set the Softening value to adjust the shadow density. Valid values range from 0% to 100%, with 0% being the default setting. Decreasing the value increases the density (darker shadow), while increasing the value decreases 113

122 the density (lighter shadow) Attenuation The attenuation properties control how illuminated an object will be based on its distance from the light source. In other words, they control how a light's intensity will decrease as it travels through space. Range Sets the maximum distance at which a light illuminates an object. Beyond a light source's range, no light from that source is shown. No Attenuation Range Sets the distance from which to start to apply the attenuation. Attenuation 0, Attenuation 1, Attenuation 2 Attenuation is a bit more complex, and requires some basic algebra skills to fully understand. The valid range for these properties is between 0.0 and 10.0, though the renderer will use scaled values in 114

123 order to always have the final attenuation between 0.0 and 1.0. The algebraic function for attenuation is: D: distance from the light source to the point to be lit A: final attenuation factor Dn clamped in the [0.0,1.0] range Attenuation 0 is not multiplied by anything. If you set only this property, you get a constant amount of light. This means there is no attenuation at all over the range and a steep drop at the end. Attenuation 1 adjusting only this value will affect the linear attenuation, meaning that the light will dissipate more slowly as the distance increases. This is probably the most realistic type of light. Usually you can get away with just setting this to 1.0 and the other two values to 0.0. Attenuation 2 adjusting only this value will affect the exponential attenuation, meaning that the light will not only dissipate more slowly as the distance increases, but the dissipation will be very rapid at first, 115

124 then sharply slow down. You can combine them to get all kinds of different effects. Light Objects In order to define a light object, a normal object is used to which a light source is associated, such as a light bulb of a table lamp. The light object can illuminate the scene from the outside or it can be present in the scene, such as the bulb of a table lamp. Usually a light object is referenced as an instance object in the scene and, as any other instance object, it can be rotated and moved. The light beam is projected on the Z axis of the instance object. It is possible to point the light beam in any direction by rotating and moving the instance object. The light beam of a light source is only visible in Realistic Shading mode. Light objects are usually not visible in the scene; therefore it is advisable not to associate a light source with an object with a complex geometry, but to associate it with an object with a basic geometry such as a ball, instead. In our example, the Table Lamp contains an instance object which references the Bulb object (that in order to simulate the incandescence it could be associated to an emissive material) which on its side instances the Ball object with which a light source is associated. Associating a Light Source with an object A light source can be associated with an object by performing a Drag and Drop action interactively from the Light Sources Explorer directly in the Light Source text box in the Object properties dialog window. To open the Object properties dialog window click on the Element Properties menu 116

125 from the Quick Access toolbar and select Object in the drop-down menu. 1. Click on the name or the icon of the light source in the Light Sources Explorer list; 2. Holding the left button, start the dragging moving the mouse on the Light text box of the Object properties dialog window; 3. Release the button to complete the drop light source action. When initiating a Drag and Drop light source action, the mouse cursor will change to a hand and this will inform you whether or not it is possible to drop the Light Source in the chosen position. Indicates that it is not possible to drop the light source in this position. Indicates that it is possible to drop the light source in this position. Light Visible The Light Visible command belongs to the set of commands that allow you to turn ON/OFF hints in the View to select, position and display some elements. The Light Visible command belongs to the Display group of the View tab on the Ribbon Toolbar. Turn the Light Visible ON to show light objects in the View. Turn the value OFF to hide the light objects. Light objects are not visible by default. 117

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127 Material and Maps Materials are applied to an object s surface to give it a specific appearance when rendering it. Materials describe the way an object reflects or transmits light and affects an object s color and opacity. Maps can be associated with the different components of a material in order to simulate textures, highlights and other effects. Materials Materials work together with lights. Lights and colors are the basics of a material s description and the kind of light that strikes a surface with a given 119

128 material, determines the appearance of the surface. Ambient color Diffuse color This color appears when the surface is lit only by the ambient light. This color appears where direct light strikes an object s surface. Specular highlights These highlights are given by light on a surface. Shiny surfaces typical of plastic usually have stronger specular highlights, while less shiny surfaces such as fabric have more diffused specular highlights. Specular color It s the color of a light s reflection on a surface. Maps Materials describe how an object reflects or transmits light; they are bitmap images which are used to improve the realistic appearance of materials without increasing the complexity of an object's geometry Materials Explorer The Materials Explorer dialog window shows the list of materials used in the model. The commands which allow you to create, clone and delete materials in the model are available underneath the list. Some commands are available only on the current material. To open the Materials Explorer dialog window, click on the Element Explorers menu from the Status Bar and select Materials from the drop-down menu. 120

129 Materials Explorer options Left click on the Explorer Options icon on the top right corner and select from the drop-down menu the display mode for the materials in the Materials Explorer dialog window. Select Small, Medium or Large Icons in order to display only the material icons. Select List to display a list of material icons and information. Select Material To select a material, left click on the material s icon or name in the list Edit Material Click on the Edit Material button to edit the selected material s properties; this opens the Material properties dialog window. The same action can be performed by double clicking on the selected material. New Material Click on the New Material button to create a new material. The new material appears at the end of the materials list and is automatically selected. Copy Material Click on the Copy Material button to create a duplicate of the selected material complete with all its properties. The new material will appear at the end of the materials list and is automatically selected. Delete Material Click on the Delete Material button to delete the selected material from the model. It is not possible to delete a material associated with another element in the model. The association will have to be removed first. 121

130 Clean Up Materials Click on the Clean Up Materials button to delete all the materials which are not associated with any other element in the model. Merge Materials Click on the Merge Materials button to merge all the same materials. This command is useful to clear all the duplicated materials which would only take up memory space. Applying a material A material can be associated with an instance object by performing a Drag and Drop action from the Materials Explorer into the View. Alternatively, the material can be associated with an instance object by performing a Drag and Drop action into the Material value text box of the Instance Object properties dialog window. The Drag and Drop Material command modifies the model. 122

131 Using the Drag and Drop Material command 1. Left click on the material s icon or name in the Materials Explorer list; 2. Perform the Dragging action while holding the left button and moving the mouse in the View on the instance object or on the Material value text box of the Instance Object properties dialog window, with which the material is going to be associated; 3. Release the button to complete the Drop Material action. When initiating a Drag and Drop Material action, the mouse cursor will change to a hand and this will inform you whether or not it is possible to drop the material in the chosen position. Indicates that it is not possible to drop the material in this position. Indicates that it is possible to drop the material in this position. An instance object inherits the material associated with the referenced object and therefore cannot be directly assigned a material. An instance object can be assigned a material only if the referenced object has not already had a material assigned to it. Material Association options The Tools tab of the Application Options dialog window contains the Material Association options that allow you to set the behavior of the material association process. The Material Association Options are global settings which are not saved with the model. In order to save the changes in the application s global settings click on the Save button. 123

132 Click on the Application button to open the Application Menu, then click on the Options button to open the Application Options dialog window. Auto Orientation Toggle the Auto Orientation check box ON to automatically adjust and scale the material in accordance with the surface of the object. The value is ON by default. Global reference Toggle the Global Reference check box ON to use the global reference coordinates of the model for the material. Toggle the value OFF for the object coordinates. The value is OFF by default. Material Catcher The Instance Object properties dialog window contains the Material Catcher value that allows you to decide which instance objects the material has to be assigned to. Click on the Property Dialogs menu from the Status Bar and select the Instance Object from the drop-down menu, in order to open the Instance Object properties dialog window. Toggling the Material Catcher check box of the current instance object ON allows it to be assigned a material, even if a material has already been assigned to the reference 124

133 object and applies the same material to the referenced object itself. Toggling the Material Catcher value OFF allows the instance object to be assigned a material only if the referenced object has not already been assigned any material. The value is ON by default. Material properties The Material properties dialog window contains the property values which allow you to modify the current material. The values show the current material settings and can be directly modified, with each variation interactively updating the View. To open the Material properties dialog window, click on the Element Properties menu from the Status Bar and select the Material from the drop-down menu. Name The Name text box allows you to edit the name of the material. 125

134 Scale Set the Scale value to increase or decrease the material global scale. Positive numerical values are accepted. Ambient Set the Ambient value to adjust the level of the shadows on the surface lighted by indirect light. Valid values range from 0% to 100%, with 100% being the default setting. Increasing the value will increase the ambient light, while decreasing the value will diminish the ambient light. Ambient Color Set the Ambient Color value to choose the color of the shadows on the surface lighted by indirect light. This value is associated with a Color. Diffuse Set the Diffuse value to adjust the level of the shadows on the surface lighted by direct light. Valid values range from 0% to 100%, with 100% being the default setting. Increasing the value increases the diffuse light, while decreasing the value decreases the diffuse light. Diffuse Color Set the Diffuse Color value to choose the color of the shadows on the surfaces lighted by direct light. This value is associated with a Color. Specular Set the Specular value to adjust the level of highlights on the surfaces lighted by direct lights. Valid values range from 0% to 100%, with 100% being the default setting. Increasing the value increases the specular light, while decreasing the value decreases the specular light. Specular Color Set the Specular Color value to choose the color of the highlights on the 126

135 surfaces lighted by direct light. This value is associated with a Color. Roughness Set the Roughness value to adjust the degree of mixing between diffuse and specular. Valid values range from 0.1 to 45 degrees, with 10 being the default setting. Increasing the value makes the material appear shinier, while decreasing the value results in the material appearing darker and flatter. Face Color Bias Set the Face Color Bias value to adjust the specular color s saturation. Valid values range from 0% to 100%, with 0% being the default setting. Increasing the value decreases the specular color saturation, while decreasing the value increases the specular color saturation Emissive Material Emissive materials are useful in order to make a light source visible in a scene by assigning an emissive material to an object's surface and combining it with a light object in the same position. In the case of a bulb in a table lamp, a yellowish, transparent and emissive material can be associated with the bulb to create the illusion of an incandescent bulb. Emissive Set the Emissive value to adjust the self illumination level of a material. Valid values range from 0% to 100%, with 0% being the default setting. At 100% shadows are completely replaced by diffuse color Two Side Material Usually, in Kribi 3D, objects surfaces are one sided; the front is visible while the back is not visible in the rendering. This means that the surface is missing when seen from behind. 127

136 Objects are usually constructed in a way that surfaces are turned towards the outside, although it is possible to have objects with surfaces turned towards the inside, or it can happen to import complex geometries where surfaces are not correctly turned towards the outside. Two Sided Toggle the Two Sided check box ON to render both the internal and external sides of a surface. Toggle the value OFF to not take the internal side into consideration. Usually this value is OFF in order to speed up the rendering process Transparency Material A material can be opaque or transparent; a transparent material transmits light. Transparency Set the Level value to adjust the transparency level of a material. Valid values range from 0% to 100%, with 0% being the default setting. Increasing the value, the transparency of the material increases; at 100% the material is fully transparent. Reducing the value, the material becomes less transparent. Edges Opacity Opacity in transparent surfaces is variable, it depends on the angle of the material compared to the point of view. For example a bottle is more transparent towards the center than the edges, because closer to the edger the viewer is looking through more glass. Set the Edges value to adjust the edges opacity of transparent materials. Valid values range from 0% to 100%, with 0% being the default setting. Increasing the value, the opacity on the edges increases. Decreasing the value, the edges of the transparent material are less opaque. 128

137 Anisotropy Highlights Anisotropy casts elliptical shaped highlights on surfaces. These kind of highlights are useful in simulating glass or brushed metals. The anisotropy effect is not very evident if the specular level is not high enough. Anisotropy Set the Level value to control the shape of the highlight. Valid values range from 0% to 100%. At 0% the highlight is circular, while at 100% the highlight is very narrow. Orientation Set the Orientation value to control the position of the anisotropic highlight. Valid values range from 0 to 180 degrees, with 0 being the default value. Orientation Map It is possible to use a bitmap picture in order to change the highlights position. Maps with very dark or bright values are not very effective, while maps with a correctly balanced grey scale are very effective. Set the Orient Map value to choose the image to be used for the anisotropy orientation. This value is associated with a picture. Orientation U and V Scale Set the Orientation U and V Scale values to adapt the scale of the bitmap used as anisotropy orientation map. Positive numerical values are accepted Texture Mapping The texture, also called texture map, is a bitmap Picture which is used to add a pattern to an object s surface, like a transfer. Texture maps are useful to simulate different kinds of material. For example it is possible to use the image of a certain wood to give a floor a parquetted look, or the image of a brick to decorate a wall. 129

138 The texture map is projected on an object s surface and in order to specify the way the texture is projected, it is necessary to set some coordinates. The coordinates specify the position, the orientation, and the scale of the map on the geometry of the object s surface. The coordinates are often referred to as U and V (UV map) where U is the horizontal dimension, and V is the vertical dimension on the map in its local coordinate system. U and V are used as an alternative to X and Y which are instead used on the geometrical space of the objects. Texture Projection Select the method of geometrical projection of the map on the object s surface from the Projection drop-down menu. The UV mapping is usually used on irregular surfaces as it allows the texture map to stick and stretch with the surface. The UV Mapping process involves all the polygons which constitute a 3D object. For example it is possible to copy a triangular shaped piece of the bitmap picture and paste it on a triangle forming part of the object s surface. If the surface contracts or expands the bitmap does the same. X, Y or Z Parallel: projects the texture map from a single flat surface onto the object parallel to the X, Y or Z axis of the object itself; in the same way a slide is projected. Parallel projection is useful when only one side of the object needs to be mapped. X, Y, or Z Wrap: projects the texture map from a cylinder, wrapping it around the object. Wrap mapping is useful when the object has cylindrical shapes. Spherical: surrounds the object projecting the texture map from a sphere. Spherical mapping is useful when the object has spherical shapes. Texture Map Set the Map value to choose the bitmap picture to be used as texture map. This value is associated with a picture. Texture Amount Set the Amount value to adjust the texture map incidence on the material. Valid values range from 0% to 100%, with 100% being the default setting. At 100% the texture map completely covers the material, while at 50% the texture map is transparent and the ambient and the diffuse color of the 130

139 material can be seen through the map. Texture Interpolation Toggle the Interpolation check box ON to calculate the interpolation when the bitmap picture is enlarged; toggle the value OFF to disable the interpolation of the bitmap picture. Texture Tiling When applying a texture map, especially if the map is a pattern, you will often want the pattern to be repeated. This effect is called tiling. Toggle the Tiling check box ON to repeat the bitmap picture on the object s surface. Toggle the value OFF to disable the tiling. The value is ON by default. Texture U and V Scale Set the U and V Scale values to deform the texture map independently along the X and Y axes. Positive numerical values are accepted. Texture U and V Offset Set the U and V Offset values to adjust the position of the texture map on the object s surface along the X and Y axes. Positive numerical values are accepted; the value is 0 by default Bump Map The bump mapping is used to give an irregular and in relief appearance to an object s surface using a bitmap picture. The bump mapping effect is a simulation during the rendering process. This means that the geometry of the object is not modified and that its silhouette and the shades that it casts are not affected. The bump mapping uses the bitmap picture s contrast to affect the relief of the surface; white areas appear to be protruding, while black areas are flatter. Maps shading from black to white give better results than those with more neat differences between the two colors. 131

140 Bumpiness Set the Amount value to adjust the degree of relief on the object s surface. Valid values range from 0% to 100%; value is 0% by default. High values will increase the relief, while low values will decrease the in relief effect. Bump Map Set the Map value to choose the image to be used as bump map. This value is associated with a picture. Bump Map Projection The bump map is projected on an object s surface in the same way as the texture map and to specify the way it is projected, it is necessary to set some coordinates. The coordinates specify the position, the orientation and the scale of the map on the geometry of the object s surface. In order to achieve better results we recommend setting the same projection method for both the texture map and the bump map. Select the method of geometrical projection of the bump map on the object s surface from the Bump Map Projection drop-down menu. The UV mapping is usually used on irregular surfaces as it allows the bump map to stick to and stretch with the surface. Parallel X, Y or Z: projects the bump map from a single flat surface onto the object parallel to the X, Y or Z axis of the object itself; in the same way a slide is projected. Parallel projection is useful when only one side of the object needs a bump. X, Y, or Z Wrap: projects the bump map from a cylinder, wrapping it around the object. Wrap mapping is useful when the object has cylindrical shapes. Spherical: surrounds the object projecting the bump map from a sphere. Spherical mapping is useful when the object has spherical shapes. Bump U and V Scale Set the U and V Bump Scale values to deform the bump map along the X and Y axes. Positive numerical values are accepted. 132

141 Reflection Map It is possible to use a bitmap picture as a reflection map. The aim of reflection maps is to improve the realism of a surface, for example to give the illusion of chromium plating, of glass or metal on a surface. The picture is reflected on the object s surface. A better result is achieved increasing the Specular value. The reflection map is also influenced by ambient and diffuse colors; the darker the color, the stronger the mirror effect. Reflection Set the Amount value to adjust the degree of reflection on the object s surface. This parameter can range from 0% to 100%, with 100% being the default setting. High values increase the reflection, while low values decrease the reflection level. Reflection Color Set a Color value to choose the color of the reflection on surfaces. This value is associated with a color. Reflection Map Set the Map value to choose the picture to be used as reflection map. This value is associated with a picture 133

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143 Animation With Kribi 3D Designer, you can create basic 3D animation for a variety of applications. You can animate the position, rotation, and scale of an Instance Object. The animations are based on a series of related still images shown in rapid succession that are perceived as continuous motion. Each individual image is referred to as a frame. The majority of the frames in an animation are simple incremental changes from the preceding frame to arrive at a certain objective. In the traditional procedure of hand-drawn animation the master or key artist would draw only the important frames, called keyframes. Assistants could then do the cleanup by drawing the frames in between the keyframes. In Kribi 3D Designer this approach to animation is basically the same. As the master animator you create the keyframes of a sequence, then the software fills in the gap. The in-between frames are called tweens. You can specify the starting and ending position of an object(such as a cube) in keyframes. The values of these keyframes are called keys. Kribi 3D smoothly interpolates values between each key to produce the animation. 135

144 When you change the position, rotation, or scale of an Instance Object or change an animatable parameter, a key is automatically created at the current frame, storing the new value for the changed parameter. If that key was the first animation key created for the parameter, a second animation key is also created at frame 0 to hold the parameter s original value. Keys are not created at frame 0 until you create at least one key at another frame. Creating a basic Animation 1. Click on the Property Dialogs menu from the Status Bar and select the Animation from the drop-down menu to open the Animation properties dialog window; 2. Click the Recording check box to turn it on; 3. Start creating an animation by setting the current frame to 50; 4. You can change the position, rotation, or scale of an Instance object; 5. Click the Play button to play the animation in the view. 136

145 Note: Turn off Recording after keyframing, or you will involuntarily create unwanted animation. Animation properties The Animation properties dialog window contains the properties that allow you to set the behavior of the Animation. The values can be directly modified. To open the Animation properties dialog window, click on the Element Properties menu from the Status Bar and select the Animation from the drop-down menu. Current Frame Current Frame displays the current frame number. Set the Current Frame number in this text box to go to that frame. Positive numerical values are accepted. First Frame Set the First Frame value to playback the animation from that frame. Positive numerical values are accepted. Last Frame Set the Last Frame value to playback the animation to that frame. Positive numerical values are accepted. 137

146 Fixed Time Step Toggle the Fixed Time Step check box ON to play every frame without trying to maintain the correct time. Toggle the Fixed Time Step check box OFF to play animations in real time at the selected frame rate, skipping frames, if necessary due to the rendering speed, to maintain the correct time. The value id OFF by default. Frame Rate Set the Frame Rate value to choose the number of frames displayed and rendered for every second of real time. Positive numerical values are accepted. The default frame rate is 24 frames per second (FPS). For example, if you create a 100 frame animation using a frame rate of 25 FPS, you will have 4 seconds of animation. Animation commands The Animation properties dialog window also contains the animation commands. Recording Turn the Recording check box ON to start recording animation keys. Turn the value OFF to stop recording. The value is OFF by default. Play Stop Click on the Play button to start playing the animation in the View from the first frame to the last frame. Click on the Stop button to stop playing animation. Key commands 138

147 Key commands lets you jump directly between key frames in your animation. Use the Previous Key and Next Key buttons to move from one Key Frame to the next. Use the First Key and Last key to set the Current Frame at the beginning or to the end of you animation. Key Delete Click on the Key Delete button to delete the current key frame. 139

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149 Assemblies When developing an application it can be useful to set rules on how objects interact with one another and how they react when some actions are performed. The Object Manager Framework (OMF) Engine integrated in Kribi 3D manages the interaction between the user and the objects when complex interactive assemblies are created; for example, during the drag and drop of an object in the View or during the handling of an object, when moving it or snapping it with other objects. Parent and Child Hooks To create an interactive assembly, it is first necessary to set anchorage points. Anchorage points are called hooks. The hook to which an object can be anchored is called parent Hook, while an object with a hook anchoring another object is called child hook. Hooks are defined by a geometrical system of X, Y and Z axes because the position and the orientation of the hooks can be set and they determine how the object will be hooked, its orientation and position. An object can have several child and parent hooks. The object with a child hook is hooked to the horizontal plane formed by the X and Y axes of the parent hook s local coordinate system and moves and rotates on the same plane. The position and the orientation of the hooked object are determined by the position and the orientation of the axes of its child hook s local coordinate system. When objects are connected by a parent and a child Hook, they remain connected; when one object is moved or rotated, all the objects hooked to it will move and rotate with it. Only instance objects that belong to the same object (at the same level in 141

150 the hierarchy) can be hooked to one another with hooks. For example, a floor will have a parent hook on the top with the Z axis oriented upwards and a table hooked to the floor will have a child hook at the base, with the Z axis oriented upwards. This way the base of the table rests on the floor and rotates and moves on the floor plane. If we add a glass to this example, the glass is hooked to the table s plane and the table moves and rotates with the glass. Hot Spots Hot spots are magnetic points which are usually positioned on the object s perimeter. Hot spots allow you to accurately position objects; when an object is moved to a certain distance from other objects with hot spots, it will be attracted by the magnets. Hot Segments Hot segments are magnetic tracks usually positioned on the object s perimeter. Hot segments allow you to accurately position objects with hot spots on the tracks. For example Hot Segments are set on the floor and walls perimeter of a room to hook and align the objects which are positioned on the edges. Classes Compatibility classes for child and parent hooks can be defined so that you can allow the objects to, or prevent them from hooking to one another. It is possible to define compatibility classes for hot spots and hot segments as well, in order to determine which objects can attract one another. For example, the base of a table has a class 1 child hook compatible with the class 1 parent hook of the floor, while a glass has at its base a class 20 child hook compatible with the class 20 parent hook on the top of the table. This way the table can only be hooked to the floor and the glass only to the table and not to the floor. 142

151 Assembly commands Assembly commands belong to that set of commands which allow you to create parent hooks, child hooks, hot spots and hot segments on the object in the View. Assembly commands modify the model. Assembly commands are divided among the following groups: Child Hooks, Parent Hooks, Hot Spots and Hot Segments of the Assembly tab on the ribbon tool bar. Create Child Hook Create Child Hook commands allow you to create a child hook on the object in a defined position and with a defined orientation. Using the Create Child Hook command 1. Click on the most suitable Create Child Hook command from the Left, Front, Right, Top/Bottom drop-down menu of the Child Hook group. The most recently created child hook is automatically selected. Create Parent Hook Create Parent Hook commands allow you to create a parent hook on the object in a defined position and with a defined orientation. Using the Create Parent Hook command 1. Click on the most suitable Create Parent Hook command from the Left, Front, Right, Top/Bottom drop-down menu of the Parent Hook group. The most recently created parent hook is automatically selected. 143

152 Create Hot Spot The Create Hot Spot commands allow you to create a series of Hot Spots on the object in a defined position. Using the Create Hot Spot command 1. Click on the most suitable Create Hot Spot command from the 4 Matrix or 8 Matrix drop-down menu of the Hot Spot group. The most recently created hot spot is automatically selected. Create Hot Segment The Create Hot Segment commands allow you to create a series of Hot Segments on the object in a defined position. Using the Create Hot Segment command 1. Click on the most suitable Create Hot Segment command from the Left, Right, Front/Back drop-down menu of the Hot Segment group. The latest hot segment created is automatically selected. Assembly Hints Assembly Hints commands belong to those commands that allow you to turn on/off hints in the View in order to select, position and display assembly elements. Assembly Hints commands can be found in the Display group of the Assembly tab on the Ribbon Toolbar. 144 Child Hook

153 Turn the Child Hook Style ON to display the object's child hook axes in the View. Turn the value OFF to hide the child hook axes. The selection is OFF by default. The selected child hook is lighter than the others Parent Hook Turn the Parent Hook Style ON to display the object's parent hook axes in the View. Turn the value OFF to hide the parent hook axes. The selection is OFF by default. The selected Parent Hook is lighter than the others. Hot Spot Turn the Hot Spot Style ON to display the object s hot spots in the View. Hot spots are displayed as red spots. Turn the value OFF to hide the hot spots. The selection is OFF by default. The selected hot spot is lighter than the others. Hot Segment Turn the Hot Segment Style ON to display the object s hot segments in the View. Hot segments are displayed as red lines. Turn the value OFF to hide the hot segment. The selection is OFF by default. The selected hot segment is lighter than the others. Child Hooks Explorer The Child Hooks Explorer dialog window shows the list of child hooks in the model. The commands which allow you to create, clone and delete child hooks in the model are available underneath the list. Some commands are available only for the current child hook. 145

154 To open the Child Hooks Explorer dialog window, click on the Element Explorers menu from the Status Bar and select Child Hooks from the drop-down menu. Select Child Hook Left click on the Child Hook name in the list, to select it Edit Child Hook Click on the Child Hook name to edit the selected child hook s properties. New Child Hook Click on the New Child Hook button. The new Child Hook appears at the bottom of the child hooks list and is automatically selected. Copy Child Hook Click on the Copy Child Hook button to create a duplicate of the selected child hook complete with all its properties. The new child hook appears at the bottom of the child hooks list and is automatically selected. Delete Child Hook Click on the Delete Child Hook button to delete the selected child hook 146

155 from the model. Child Hook properties For convenience, the Child Hooks Explorer dialog window shows the property values of the selected child hook. These values can be directly modified and every variation interactively updates the View. Name The Name text box allows you to edit the current child hook s name. Class Set the Class value in order to define the hooking compatibility class. Positive numerical values are accepted. Position Set the Position values X, Y, and Z in order to move the current child hook along the X, Y, and Z axes in respect to the origin of the world coordinate system. Positive and negative values are accepted and are in mm, m and Km. Orientation Set the Yaw, Pitch and Roll values in order to rotate the current child hook around the X, Y, and Z axes of its local coordinate system. Positive and negative numerical values are accepted between 0 and 360 degrees. Constraints Toggle the Constraints X and Y check boxes ON to disable the use of interactive Instance Move tools respectively along the X and Y axis. The value is OFF by default. 147

156 Parent Hooks Explorer The Parent Hooks Explorer dialog window shows the list of parent hooks in the model. The commands which allow you to create, clone and delete parent hooks in the model are available underneath the list. Some commands are available only for the current parent hook. To open the Parent Hooks Explorer dialog window, click on the Element Explorers menu from the Status Bar and select Parent Hooks from the drop-down menu. Select Parent Hook Left click on the Parent Hook name in the list, to select it. Edit Parent Hook Click on the Parent Hook name to edit the selected parent hook s properties. New Parent Hook Click on the New Parent Hook button. The new Parent Hook appears at the bottom of the parent hooks list and is automatically selected. Copy Parent Hook Click on the Copy Parent Hook button to create a duplicate of the selected parent hook complete with all its properties. The new parent hook appears at the bottom of the parent hooks list and is 148

157 automatically selected. Delete Parent Hook Click on the Delete Parent Hook button to delete the selected parent hook from the model. Parent Hook properties For convenience, the Parent Hooks Explorer dialog window shows the property values of the selected parent hook. These values can be directly modified and every variation interactively updates the View. Name The Name text box allows you to edit the current parent hook s name. Class Set the Class value in order to define the hooking compatibility class. Positive numerical values are accepted. Position Set the Position values X, Y, and Z in order to move the current parent hook along the X, Y, and Z axes in respect to the origin of the world coordinate system. Positive and negative values are accepted and are in mm, m and Km. Orientation Set the Yaw, Pitch and Roll values in order to rotate the current parent hook around the X, Y, and Z axes of its local coordinate system. Positive and negative numerical values are accepted between 0 and 360 degrees. 149

158 Hot Spots Explorer The Hot Spots Explorer dialog window shows the list of hot spots in the model. The commands which allow you to create, clone and delete hot spots in the model are available underneath the list. Some commands are available only for the current hot spot. To open the Hot Spots Explorer dialog window, click on the Element Explorers menu from the Status Bar and select Hot Spots from the drop-down menu. Select Hot Spot Left click on the Hot Spot name in the list, to select it. Edit Hot Spot Click on the Hot Spot name to edit the selected hot spot s properties New Hot Spot Click on the New Hot Spot button. The new Hot Spot appears at the bottom of the hot spots list and is automatically selected. Copy Hot Spot Click on the Copy Hot Spot button to create a duplicate of the selected hot spot complete with all its properties. The new hot spot appears at the bottom of the hot spots list and is automatically selected. 150

159 Delete Hot Spot Click on the Delete Hot Spot button to delete the selected hot spot from the model. Hot Spot properties For convenience, the Hot Spots Explorer dialog window shows the property values of the selected hot spot. These values can be directly modified and every variation interactively updates the View. Name The Name text box allows you to edit the current hot spot s name. Class Set the Class value in order to define the snapping compatibility class. Positive numerical values are accepted. Position Set the Position values X, Y, and Z in order to move the current hot spot along the X, Y, and Z axes in respect to the origin of the world coordinate system. Positive and negative values are accepted and are in mm, m and Km. Hot Segments Explorer The Hot Segments Explorer dialog window shows the list of hot segments in the model. The commands which allow you to create, clone and delete hot segments in the model are available underneath the list. Some commands are available only for the current hot segment. 151

160 To open the Hot Segments Explorer dialog window, click on the Element Explorers menu from the Status Bar and select Hot Segments from the drop-down menu. Select Hot Segment Left click on the Hot Segment name in the list, to select it. Edit Hot Segment Click on the Hot Segment name to edit the selected hot segment s properties. New Hot Segment Click on the New Hot Segment button. The new Hot segment appears at the bottom of the hot segments list and is automatically selected. Copy Hot Segment Click on the Copy Hot Segment button to create a duplicate of the selected hot segment complete with all its properties. The new hot segment appears at the bottom of the hot segments list and is automatically selected. Delete Hot Segment Click on the Delete Hot Segment button to delete the selected hot segment from the model. 152

161 Hot Segment properties For convenience, the Hot Segments Explorer dialog window shows the property values of the selected hot segment. These values can be directly modified and every variation interactively updates the View. Name The Name text box allows you to edit the current hot segment s name. Class Set the Class value in order to define the snapping compatibility class. Positive numerical values are accepted. Position Set the Start and End Position values X, Y, and Z in order to move the current start and end point segment along the X, Y, and Z axes in respect to the origin of the world coordinate system. Positive and negative values are accepted and are in mm, m and Km. 153

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163 Experiencing Script Experiencing Script is a powerful command-oriented programming language ideal for rapidly building rich Internet applications. Experiencing Script provides excellent performance and simplicity of development to create compelling interactive experiences. Experiencing Script was designed with the following goals: Simplify notation for newbies The command language is fairly intuitive so web designers and developers are able to create scripts with even the most basic knowledge of programming. Perform efficiently and responsively Allows you to add interactive behaviors that work and react efficiently, otherwise impossible with interpreted languages within the Web page. Undesirable application behavior The Experiencing Script Compiler detects meaningless or invalid code, making it easier to debug scripts Model and Instance Objects provide a set of events that you can associate with an Experiencing Script. When a user interacts with the Kribi 3D Player, for example, by clicking an Object, the Kribi 3D Player triggers events; those events can be used to call an Experiencing Script that performs an action. Experiencing Scripts are encapsulated with the Model (. KMO File), and run directly from Kribi 3D Player. In most cases, you can use the Experiencing Script to build simple applications, or both Experiencing Script and JavaScript in Web pages to build more complex applications. 155

164 Events Events are messages generated by Kribi 3D Player indicating that the user has done something. For example, when the user moves the mouse cursor over an object, the Kribi 3D Player triggers a OnMouseOver event, and executes the script associated with that event. Different events are defined for the Model, and Instance Objects. For example, onmouseover and OnMouseClick are events triggered by the Instance Object, whereas onload is an event triggered only by the Model. Script Each Script consists of a sequence of Kribi 3D Player API commands for the execution of a task like activating a Tool, changing the color of an Object, or starting an Animation. A single script can contain multiple commands that are executed in sequence. It is important to first specify the properties of a command and then the command itself. For example, to use the Orbit Camera Tool around the center of an object, you must first set the properties by writing ToolsPreference OrbitMode ObjectCenter and then Camera Orbit Tool to select the interactive tool. The Kribi 3D Player API is made up of operations and property commands that manipulate elements and provide access to all Kribi 3D Player functionality and behaviors. For names and descriptions of the Kribi 3D Player API commands, see the Kribi 3D Player API s Reference Guide at 3D Player/Resources/ Scripts Explorer The Scripts Explorer dialog window shows the list of scripts in the model. The commands which allow you to create, clone and delete scripts in the model are available underneath the list. Some commands are available only on the current script. 156

165 To open the Scripts Explorer dialog window, click on the Element Explorers menu from the Status Bar and select Scripts from the drop-down menu. Select Script To select a script, left click on the script s name in the list Edit Script Click on the Edit Script button to edit the selected script; this opens the Script Editor dialog window. The same action can be performed by double clicking on the selected script. New Script Click on the New Script button to create a new script. The new script appears at the end of the script list and is automatically selected. Copy Script Click on the Copy Script button to create a duplicate of the selected script complete with all its properties. The new script will appear at the end of the script list and is automatically selected. Delete Script Click on the Delete Script button to delete the selected script from the model. It is not possible to delete a script associated with an event. The association will have to be removed first. 157

166 Clean Up Scripts Click on the Clean Up Scripts button to delete all the scripts which are not associated with any events. Attaching a script to an event The script can be associated with a Model or Instance Object event by performing a Drag and Drop action into the Model or Instance Object event value text box of the Model or Instance Object properties dialog window. A script can be associated with an instance object by performing a Drag and Drop action from the Scripts Explorer into the View. Using the Drag and Drop Script command 1. Left click on the script s name in the Scripts Explorer list; 2. Perform the Dragging action while holding the left button and moving the mouse on the Event value text box of the Model or Instance Object properties dialog window, with which the script is going to be associated; 3. Release the button to complete the Drop Script action. When initiating a Drag and Drop Script action, the mouse cursor will change to a hand and this will inform you whether or not it is possible to drop the Script in the chosen position. Indicates that it is not possible to drop the script in this position. Indicates that it is possible to drop the script in this position. Model Events The Model properties dialog window contains the model events property. 158 OnLoad

167 The OnLoad event is triggered just after the model is loaded. OnMouse Click The OnMouse Click event is triggered when the user presses and releases the left mouse button over the current object in the view. OnMouse Over and OnMouse Out The OnMouse Over and OnMouse Out events are triggered when the user moves the mouse pointer over or away from the current object in the view. OnMouse UP and OnMouse Down A mouse button click consists of two actions; first user presses the mouse button and then releases it. If you need to trigger different events for these two actions you can use OnMouse Down and OnMouse Up instead of OnMouse Click. The OnMouse Down event is used mainly for tools, because to perform the tool action the user needs to hold down the mouse button. Tooltip Type the message you want to appear when the user moves the mouse pointer over the current object in the view in the ToolTip text box Instance Object Events The Instance Object properties dialog window contains the instance object events property. OnMouse Click The OnMouse Click event is triggered when the user presses and releases the left mouse button over the instance object in the view. OnMouse Over and OnMouse Out 159

168 The OnMouse Over and OnMouse Out events are triggered when the user moves the mouse pointer over or away from the instance object in the view. OnMouse UP and OnMouse Down A mouse button click consists of two actions; first user presses the mouse button and then releases it. If you need to trigger different events for these two actions you can use OnMouse Down and OnMouse Up instead of OnMouse Click. The OnMouse Down event is used mainly for tools, because to perform the tool action the user needs to hold down the mouse button. Tooltip Type the message you want to appear when the user moves the mouse pointer over the instance object in the view in the ToolTip text box Note: The Instance Object events have priority over the Model Events. Script commands Right click on the script s name in the Scripts Explorer dialog window and select the commands that can be performed on the selected Script from the context menu. Script commands are available only if the Experiencing Mode is ON. Note: Run Execute the script. Execution of a script may cause changes in the state of the Kribi 3D Designer user interface. Script Editor The Script Editor dialog window allows you to modify the current script. 160

169 To open the Script Editor dialog window, click on the Element Properties Dialog menu from the Status Bar and select the Script Editor from the drop-down menu. Name The Name text box allows you to edit the name of the script. Code The Code text editor allows you to edit script commands. Write Kribi 3D Player Api s commands in sequence in the text box. Snippets Repository Click on the Snippets Repository button to open the to open the Script Snippets Explorer dialog window. Example of an Experiencing Script: This script is useful to set the Camera Orbit interactive tool when the user clicks on an Instance Object in the View. To orbit the camera around the clicked point, first set the settings of the tool preferences and then set the tool itself. Attach this script to the OnMouseDown event of the instance object. It is more suitable to attach the script to the event OnMouseDown instead of OnMousecClick, so with the same action, without releasing the mouse button, the tool is set and you can use it interactively. Camera EyesSeparation 65 Camera FieldOfView Camera FrontClipDistance 0 161

170 Script Editor options Script Editor options allows you to select Script Editor operations. Click on the Options icon on the top right corner and select the options from the drop-down menu. Export XML Select Export to XML to export the script to an XML file. Import XML Select Import from XML to import script from XML file. Script Snippets Repository Script Snippets repository lets you store pieces of script for quick reuse. Some predefined snippets enclosing basic API commands that you can use are available and you can create your own script snippets. 162

171 The Snippets Explorer dialog window displays a tree view containing the snippets folder and snippets. The commands which allow you to create, remove and delete snippets can be found underneath the tree view. Snippets Explorer Options Left click on the Snippets Explorer Options icon on the top right corner and select Display mode from the drop-down menu for items in the tree view. Select Expand All to expand all the nodes of the tree View. Select Collapse All to hide all the nodes of the tree View. Select Snippet To select a snippet, left click on the snippet s name in the tree View. Edit Snippet Click on the Edit Snippet button to open the code editor that allows you to edit the code snippet. New Snippet Click on the New Snippet button to create a new snippet, that opens the code editor that allows you to edit the code snippet. The new snippet is added in the selected folder, Delete Item Snippet Click on the Delete Item button to delete the selected snippet. If the selected tree view item is a folder, the Delete Item command deletes the folder with all its contents. Create Snippets Folder Click on the Create Snippets Folder button to create a new empty snippets folder. The new folder is added under the selected folder. Insert Snippet 163

172 Click on the Insert Snippet button to insert the snippet s code in the Script Text. The insertion point is at the next line after edit cursor position. Snippet Code editor The Snippet Code Editor dialog window allows you to modify the current snippet. Name The Name text box allows you to edit the name of the snippet. Description Type the snippet description in the Description text box. Script Type the Kribi 3D Api s commands in sequence in the Snippet Code text box. In order to save the snippet changes in the global settings of the application, click on the OK button. Experience scripts The Kribi 3D Designer workspace can be converted into a debug workspace to experience the behavior of the script and trigger events, allowing you to make sure the proper operation of the project and to correct script errors. Note: Execution of a script may cause changes in the state of the Kribi 3D Designer user interface. 164

173 Experiencing Commands The Experiencing commands belong to the Experiencing group of the View tab on the Ribbon Toolbar. The commands can have different modes and a selected mode remains active until another is selected. Experiencing Mode Turn the Experiencing Mode ON to enable trigger events and scripts execution. Turn the Experiencing Mode OFF to stop trigger events. Experiencing Mode options The Tools tab of the Application Options dialog window contains the Experiencing Mode options. Experiencing Mode option values can be directly modified and every variation interactively updates the View. The Experiencing options are global settings and are not saved with the model; in order to save the changes in the global settings of the application, click on the Save button. Click on the Application button to open the Application menu and click on the Options button to open the Application Options dialog window. Script Debug 165

174 Turn the Script Debug check box ON in order to display error messages during the script execution. The value is OFF by default. The Experiencing Debug works only when Experiencing mode is ON. If there are errors, error messages are displayed in a tooltip when the mouse cursor is over an element that is associated with at least one script to an event. 166

175 Web Helpers Web Helpers simplify the process of deploying Kribi 3D applications to a website. Save to Web Helper The Save to Web helper facilitates the design and optimization of single elements for the web and generate a mockup of the web page. It s also useful for completing content for Desktop applications. The Save to Web Helper window allows you to view a preview version of the model to set optimization parameters of single elements like colors, materials, pictures, light sources, default camera frame, background color, image quality and the thumbnail format before saving the file in web formats. By default, the Save to Web Helper creates a Kribi 3D KMO file and an HTML document that embeds your Kribi 3D contents. The Save to WEB Helper also creates files for customizing the Kribi 3D Player installation process with all supported browsers. If you change helper settings, you can save the changes in a KPT (XML Kribi Project Template) file to use on the same project or in other documents. Alternatively, create a custom HTML document with any HTML editor and include the JavaScript functions required to embed the Kribi 3D Player Plug In and to display a KMO file. For information about JavaScript functions, see the Kribi 3D Api s Reference Guide. The Save to WEB Helper works for the entire model and all of its elements, or the object you are editing in the View. Most of the following Save to Web Helper operations modify the model and cancel elements. To avoid modifying the main model in which you re working the Save to Web Helper works on a temporary copy of the model or object. 167

176 To open the Save to Web Helper window click on the Helpers menu from the Status Bar and select Save To Web from the drop-down menu. Note: Extremely large models with many elements can generate massive temporary files that occupy a lot of memory. Close the Save to Web Helper when you have finished to free up memory and delete the temporary files. Preview Preview shows the temporary copy of the model with the same frame as the main View. Preview shows the frame of a specific area of the object that is used to generate snapshots to use as thumbnail image. The Preview size-ratio is based on the Player Size settings. 168

177 Camera Tools Save to Web Helper camera tools allows you to set the current interaction mode and change the way the object is displayed in the Preview. Click on the Camera Tools icon on the top right corner and select the Current Camera Tool from the drop-down menu. For information about Camera Tools actions see the Using Camera tools section. Commands Save to Web Helper commands allow you to change the way the object is displayed, and to choose Shading modes. Click on the Commands icon on the top right corner and select from the dropdown menu the commands that can be performed in the Preview. For information see Camera Default section and Shading commands section. Copy Camera from view Sets the Preview Camera to the same frame as the main View. Save to Web Helper options Save to Web Helper Options allows you to set the behaviors of the Save to Web Helper operations. Click on the Options icon on the top right corner and set the options from the drop-down menu. Refreshing Camera from View Sets the Preview Camera to the same frame as the main View during the Refresh. The selection is ON by default. Turn selection OFF to not update the parameter values of the camera during the Refresh and work independently from the main View. 169

178 Fit View on Refresh Performs the Fit View to Scene command during the Refresh. This selection is ON by default. Refreshing only Current Object Saves only the object of the View and its associated elements in the temporary model during the Refresh. The selection is ON by default. Turn selection OFF to save the entire working model and all of its elements in the temporary model. For example, when you need to use the entire model and all its elements with the Save to Web Helper. Auto Refresh on Edit Object Performs an automatic Refresh when another object is edited in the View. The selection is ON by default. Turn selection OFF to refresh the temporary model manually. Get name from Object Sets the project Name to the same Object Name edited in the main view during the Refresh. The selection is ON by default. Turn selection OFF to leave the project Name unchanged. Reset Values to Default Restore all settings to default save to web options. Refresh The Refresh command updates the temporary model, the elements, and the frame of the camera. The temporary model is regenerated only if the working model is modified or if you change the current object of the View, otherwise only the parameters of the camera are updated unless set in options. 170

179 Save The Save command creates all file formats for the web. Clicking the Save button opens the Save dialogue window. Find the folder where you want to store the files and then type a name for the project in the File Name text box. If the working model is changed the save command will prompt you with a request to refresh before proceeding with the save. By default the Save command performs the following operations: - Optimizes temporary model elements; - Saves a webpage as ProjectName.html, embedding your Kribi 3D content; - Creates a web elements folder to a specified location; - Saves a snapshot Thumbnail image of the Preview as ProjectName_Extension.jpg; - Saves model as ProjectName_Extension.kmo; - Saves the Kribi3DPlayer.js file that provides JavaScript helper functions customizing the Kribi 3D Player installation process; - Saves the Kribi3Dfunctions.js file that contains Javascript functions used in the web page; - Saves bitmap icons used in the web page. Important: In order to support Kribi 3D Player based applications, your Web server must be configured to associate the.kmo file name extension with the MIME type "application/kribi3dplayer-app". Otherwise, you can rename the file extension with a more standard MIME type (such as.txt); however, the Kribi 3D Player is able to recognize the file header. 171

180 Save to Web Helper settings The Save to Web dialog window shows the settings of the Save to Web Helper. These values can be directly modified. Model Save Model Toggle the Save Model check box ON to save the model during the Save. File Name Type the name of the project in the Project Name text box. The value is the current object name of the main View by default. Title Type the title of the model in the Title text box. The value is the current object name of the main View by default. Thumbnail The Save command creates a rendering of the current framing of the Preview and saves the generated image to file as a.jpeg, gif, tif, or bmp. Save Thumbnail Toggle the Save Thumbnail check box ON to save thumbnail images during the Save. Image Size Set the Width and Height values in order to define the thumbnail image size. Valid values range from 10 to pixels. 172

181 Web Save Web Page Toggle the Save Web Page check box ON to save the HTML document that embeds your Kribi 3D contents during the Save. Player Size Select among Use View settings or Set Player size settings options to set the width and height values to fit the dimensions of the View of the Plug-In in the generated Web page. Elements Toggle the Include Tools, Commands and Shading Mode check boxes in order to include or exclude basic Tools, Commands and Shading Modes in the generated Web page. Default tool Choose from the Default tool drop-down menu the tool to use on startup of the generated Web page. Default Shading mode Choose from the Default Shading mode drop-down menu the shading mode to use on startup of the generated Web page. Catalogues Catalogues is a very useful feature to insert in the mockup web page the objects an materials gathering in order to test the elements behavior during the drag and drop operations. Include Catalogue 173

182 Toggle the Include Catalogue check box in order to include or exclude Catalogues. Catalogue Click on the Catalogues button to open the Catalogue List dialog window. The Catalogue List dialog window allows you to modify, create or delete catalogue items. New Click on the New button to open the Catalogue Manager dialog window. The new catalogue item appears at the bottom of the catalogues list. The Name text box allows you to edit the current Catalogue s name. Click on the Path button to open the File Manager dialog window and select a file to include the folder content, only valid.kmo file will be included. Select Objects in the Elements Type drop-down menu to use the objects contained into the.kmo files, Select Materials in the Elements Type drop-down menu to use the materials contained into the.kmo files. 174

183 Delete Left click on the Delete button to delete the selected Catalogue item from the list. Modify Left click on the Modify button to modify settings of the select Catalogue item. Save to Web Helper options The Save to Web tab of the Application Options dialog window contains the Save to Web options. The Save to Web option values can be directly modified and are used as default values by the Save to Web helper. The Save to Web options are global settings and are not saved with the project; in order to save the changes in the global settings of the application click on the Save button. Click on the Application button to open the Application menu and click on the Options button to open the Application Options dialog window. 175

184 Model File name extension Type an extension string in the File Name Extension text box to set the KMO name extension; this is useful to avoid confusion with the working KMO file. The value is _WEB by default. Optimize Toggle the CleanUp Colors, Materials, Pictures, and Lights Sources check boxes ON to delete all elements which are not associated with any other element in the model during the Save. To use the elements that are not associated within your application toggle specific check boxes OFF. Set the Picture Quality value in order to increase or decrease the compression level of the bitmaps saved in the model. Valid values range between 0 and defines the maximum level of compression, the lowest quality bitmap, and the least amount of occupied space in the model. 10 defines the minimum compression, the highest quality bitmap, and the most amount of occupied space in the model. Model Info KMO files contain document metadata. Metadata includes basic information about the model and its contents such as the author s name and copyright information, that also appear in the Kribi 3D Player Information dialog box. For information about Meta Data see the Model Information section. You can limit editing access to models in the Kribi 3D Designer by setting a password. This password doesn t prohibit the user from opening a model KMO file in the Kribi 3D Player, but users will have to type in the password you specify to open the KMO in the Kribi 3D Designer. For information about Password see the Model Information section. Toggle the Set Password check box ON to limit editing access to the model. 176

185 Thumbnail Image Type Choose from the Image Type drop-down menu the thumbnail image file type. The value is.jpeg by default. Image Quality Set the Quality value in order to determine the compression level, when saving a.jpeg thumbnail image. Valid values range from 0% to 100%, where 0% is the maximum compression and 100% the minimum compression, which results in a better quality image. Image Size Set the Width and Height values in order to define the default thumbnail image size. Valid values range from 10 to pixels. Background By default the color of the background of the Preview is the same as the main View. Toggle the Set Background Color check box ON to choose a different background color for the Preview. Set the Color value in order to choose the Preview s background color. The background color of the preview is used only for Thumbnail snapshots. The background of the preview does not affect the saved KMO model. Web Page Html File Extension Choose from Html, Htm, Asp, or Aspx file extensions from the Projection drop-down menu to set the file extension of HTML documents. The value is Html by default. 177

186 Player Size Set the default width and height values to fit the dimensions of the View of the Plug-In in the generated Web page. Tools Toggle the Tools check boxes in order to include or exclude basic Tools, in the generated Web page. Choose from the Default tool drop-down menu the tool to use on startup of the generated Web page. Commands Toggle the Commands check boxes in order to include or exclude basic Commands, in the generated Web page. Shading Modes Toggle the Shading Modes check boxes in order to include or exclude basic Shading Modes, in the generated Web page. Choose from the Default Shading mode drop-down menu the shading mode to use on startup of the generated Web page. Object Gathering Helper Many applications that require a process of assembly of parts (for example in interactive catalog of modular products, interior furnishings or assembly of mechanical elements) need a gathering of objects. Objects Gathering helper allows you to automatically produce a catalog of objects that can be easily integrated into a Web page or saved in a database. The Objects Gathering Helper window allows you to view a preview version of the objects to set optimization parameters of single elements like camera frame, background color, image quality and the thumbnail format before saving the file in web formats. 178

187 The Save to WEB Helper works for the object you are editing in the View as well as for objects in the same node. By default, the Object Gathering Helper creates a number of Kribi 3D KMO files and thumbnail images. Most of the following Object Gathering Helper operations modify the objects and cancel elements. To avoid modifying the main model in which you re working the Object Gathering works on a temporary copy of the object. To open the Object Gathering Helper window click on the Helpers menu from the Status Bar and select Object Gathering from the drop-down menu. Note: Extremely large objects with many elements can generate massive temporary files that occupy a lot of memory. Close the Object Gathering Helper when you have finished to free up memory and delete the temporary files. Preview Preview shows the temporary copy of the object with the same frame as the main View. Preview shows the frame of a specific area of the object that is used to generate snapshots to use as thumbnail image. The Preview size-ratio is based on the Thumbnail Image Size settings. 179

188 Camera Tools Object Gathering Helper camera tools allows you to set the current interaction mode and change the way the object is displayed in the Preview. Click on the Camera Tools icon on the top right corner and select the Current Camera Tool from the drop-down menu. For information about Camera Tools actions see the Using Camera tools section. Commands Object Gathering Helper commands allow you to change the way the object is displayed, and to choose Shading modes. Click on the Commands icon on the top right corner and select from the dropdown menu the commands that can be performed in the Preview. For information see Camera Default section and Shading commands section. Copy Camera from view Sets the Preview Camera to the same frame as the main View. Object Gathering Helper options Object Gathering Helper Options allows you to set the behaviors of the Object Gathering Helper operations. Click on the Options icon on the top right corner and set the options from the drop-down menu. Refreshing Camera from View Sets the Preview Camera to the same frame as the main View during the Refresh. The selection is ON by default. Turn selection OFF to not update the parameter values of the camera during the Refresh and work independently from the main View. 180

189 Fit View on Refresh Performs the Fit View to Scene command during the Refresh. This selection is ON by default. Auto Refresh on Edit Object Performs an automatic Refresh when another object is edited in the View. The selection is ON by default. Turn selection OFF to refresh the temporary model manually. Refresh The Refresh command updates the temporary object, the elements, and the frame of the camera. The temporary object is regenerated only if the working model is modified or if you change the current object of the View, otherwise only the parameters of the camera are updated unless set in options. Next Object Refresh and Previous Object Refresh lets you cycle through the objects belonging to the same node. Save The Save command creates all file formats for the web. Clicking the Save button opens the Save dialogue window. Find the folder where you want to store the files and then type a name for the project in the File Name text box. If the working model is changed the save command will prompt you with a request to refresh before proceeding with the save. By default the Save command performs the following operations: - Optimizes temporary object elements; - Creates an Objects folder to a specified location; - Saves a snapshot Thumbnail image of the Preview as ObjectName_Extension.jpg; 181

190 - Saves object as ObjectName_Extension.kmo; Object Gathering Helper settings The Object Gathering dialog window shows the settings of the Object Gathering Helper. These values can be directly modified. Object Save current Object Select Save current Object to save only the current object of the Preview. Save all Object nodes Select Save all Object nodes to save all the objects belonging to the same node. Thumbnail The Save command creates a rendering of the current framing of the Preview and saves the generated image to file as a.jpeg, gif, tif, or bmp. Save Thumbnail Toggle the Save Thumbnail check box ON to save thumbnail images during the Save. Image Size Set the Width and Height values in order to define the thumbnail image size. Valid values range from 10 to pixels. 182

191 Object Gathering Helper options The Object Gathering tab of the Application Options dialog window contains the Object Gathering options. The values can be directly modified and are used as default values. The Object Gathering options are global settings and are not saved with the project; in order to save the changes in the global settings of the application click on the Save button. Click on the Application button to open the Application menu and click on the Options button to open the Application Options dialog window. Model File name extension Type an extension string in the File Name Extension text box to set the KMO name extension, this is useful to avoid confusion with the working KMO file. The value is _OBJ by default. Optimize Set the Picture Quality value in order to increase or decrease the compression level of the bitmaps saved in the model. Valid values range from 0 to defines the maximum level of compression, the lowest quality bitmap, and the least amount of occupied space in the model. 10 defines the minimum compression, the highest quality bitmap, and 183

192 the most amount of occupied space in the model. Model Info KMO files contain document metadata. Metadata includes basic information about the model and its contents such as the author s name and copyright information, that also appear in the Kribi 3D Player Information dialog box. For information about Meta Data see the Model Information section. You can limit editing access to models in the Kribi 3D Designer by setting a password. This password doesn t prohibit the user from opening a model KMO file in the Kribi 3D Player, but users will have to type in the password you specify to open the KMO in the Kribi 3D Designer. For information about Password see the Model Information section. Toggle the Set Password check box ON to limit editing access to the model. Thumbnail Image Type Choose from the Image Type drop-down menu the thumbnail image file type. The value is.jpeg by default. Image Quality Set the Quality value in order to determine the compression level, when saving a.jpeg thumbnail image. Valid values range from 0% to 100%, where 0% is the maximum compression and 100% the minimum compression which results in a better quality image. Image Size Set the Width and Height values in order to define the default thumbnail image size. Valid values range from 10 to pixels. 184

193 Background By default the color of the background of the Preview is the same as the main View. Toggle the Set Background Color check box ON to choose a different background color for the Preview. Set the Color value in order to choose the Preview s background color. The background color of the preview is used only for Thumbnail snapshots. The background of the preview does not affect the saved KMO model. Material Gathering Helper A great deal of applications designed to set up products (such as interactive catalogs of modular products or interior furnishings) need a gathering of materials. Materials Gathering helper allows you to automatically produce a catalog of materials that can be easily integrated into a Web page or saved in a database. The Materials Gathering Helper window allows you to view a preview version of the materials applied to an object s surface to set optimization parameters of single elements like camera frame, background color, image quality and the thumbnail format before saving the file in Web formats. The Save to WEB Helper works for the object you are editing in the View, as well as for all materials in the model. By default, the Materials Gathering Helper creates a number of Kribi 3D KMO files and thumbnail images. Most of the following Materials Gathering Helper operations modify the objects and cancel elements. To avoid modifying the main model in which you re working the Materials Gathering works on a temporary copy of the object. 185

194 To open the Materials Gathering Helper window click on the Helpers menu from the Status Bar and select Materials Gathering from the drop-down menu. Note: Extremely large objects with many materials can generate massive temporary files that occupy a lot of memory. The Materials Gathering supports only objects of limited size. Close the Materials Gathering Helper when you have finished to free up memory and delete the temporary files. Preview Preview shows the temporary copy of the object with the same frame as the main View, and with the current materials applied on its surface. Preview shows the frame of a specific area of the object that is used to generate snapshots to use as thumbnail image. The Preview size-ratio is based on the Thumbnail Image Size settings. Camera Tools Materials Gathering Helper camera tools allows you to set the current interaction mode and change the way the object is displayed in the Preview. 186

195 Click on the Camera Tools icon on the top right corner and select the Current Camera Tool from the drop-down menu. For information about Camera Tools actions see the Using Camera tools section. Commands Materials Gathering Helper commands allow you to change the way the object is displayed, and to choose Shading modes. Click on the Commands icon on the top right corner and select from the dropdown menu the commands that can be performed in the Preview. For information see Camera Default section and Shading commands section. Copy Camera from view Sets the Preview Camera to the same frame as the main View. Materials Gathering Helper options Materials Gathering Helper Options allows you to set the behaviors of the Materials Gathering Helper operations. Click on the Options icon on the top right corner and set the options from the drop-down menu. Refreshing Camera from View Sets the Preview Camera to the same frame as the main View during the Refresh. The selection is ON by default. Turn selection OFF to not update the parameter values of the camera during the Refresh and work independently from the main View. Fit View on Refresh Performs the Fit View to Scene command during the Refresh. This selection is ON by default. 187

196 Auto Refresh on Edit Object Performs an automatic Refresh when another object is edited in the View. The selection is ON by default. Turn selection OFF to refresh the temporary model manually. Refresh The Refresh command updates the temporary object, the elements, and the frame of the camera. The temporary object is regenerated only if the working model is modified or if you change the current object of the View, otherwise only the parameters of the camera are updated unless set in options. Next Material Refresh and Previous Material Refresh let you cycle through the materials belonging to the model. Save The Save command creates all file formats for the web. Clicking the Save button opens the Save dialogue window. Find the folder where you want to store the files and then type a name for the project in the File Name text box. If the working model is changed the save command will prompt you with a request to refresh before proceeding with the save. By default the Save command performs the following operations: - Optimizes temporary object elements; - Creates a Materials folder to a specified location; - Saves a snapshot Thumbnail image of the Preview as ObjectName_Extension.jpg; - Saves object enclosing the material as ObjectName_Extension.kmo; 188

197 Materials Gathering Helper settings The Materials Gathering dialog window shows the settings of the Materials Gathering Helper. These values can be directly modified. Material Save current Material Select Save current Material to save the object of the Preview only for current material. Save all Materials Select Save all Materials to save the object in the preview as many times as the materials in the model. Thumbnail The Save command creates a rendering of the current framing of the Preview and saves the generated image to file as a.jpeg, gif, tif, or bmp. Save Thumbnail Toggle the Save Thumbnail check box ON to save thumbnail images during the Save. Image Size Set the Width and Height values in order to define the thumbnail image size. Valid values range from 10 to pixels. 189

198 Material Gathering Helper options The Material Gathering tab of the Application Options dialog window contains the Material Gathering options. The values can be directly modified and are used as default values. The Material Gathering options are global settings and are not saved with the project; in order to save the changes in the global settings of the application click on the Save button. Click on the Application button to open the Application menu and click on the Options button to open the Application Options dialog window. Model File name extension Type an extension string in the File Name Extension text box to set the KMO name extension, this is useful to avoid confusion with the working KMO file. The value is _MAT by default. Optimize Set the Picture Quality value in order to increase or decrease the compression level of the bitmaps saved in the model. Valid values range from 0 to defines the maximum level of compression, the lowest quality bitmap, and the least amount of occupied space in the model. 10 defines the minimum compression, the highest quality bitmap, and 190

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