Happy
Holidays Tutorial
The goal of this tutorial is to get you used to using
the various tools in Infini-D.
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Topics
covered:
- Importing
DXF files
- Using
the Lathe Workshop
-
Creating Surfaces
Composing
Surfaces
Manipulating
Light Properties
Using
the Sequencer
Animating
Lights
Animating
surface properties
Using
Primitives
Using
Alpha Channels
and
so much more!...
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![[rendered_image]](images/holidaystill.jpeg) |
Before
you begin
First, you will need to download this Tutorial
Archive (971K). Your will need to drag the downloaded
file over your copy of Stuffit Expander in order to decompress
it. Then double-click the SEA to expand the archive.
I. Importing a DXF model.
Note: DXF is a file type developed by Autodesk (yep, the
makers of AutoCAD, 3D Studio and FormZ) which most 3D
programs can import.
1. Open a New Scene file by selecting NEW from the FILE
menu.
2. Go to the FILE menu and scroll down until you see IMPORT.
A fly-out menu will appear. Select OBJECT... A dialog
box will appear.
3. Make sure to change the menu at the bottom to read
DXF instead of 3DMF. Locate the Cute Pine DXF file and
hit the OK button (or the Return Key).
4. Another dialog will appear asking all sorts of stuff
abut smoothing angles and color info. Just hit Return.
The default settings are what we need for this tutorial.
5. Depending on the speed of your computer, you may have
to wait awhile for Infini-D to process the model. When
the model appears in the view windows of your scene, youll
want to save your file. Go to the FILE menu and choose
SAVE. Give your file a name and hit return.
6. Now, the DXF object is probably pretty large right
now. Youll want to shrink it a bit. Open the Info
floater by going to the Windows menu and selecting it
from the list. In the Uniform Scale box, youll want
to hit ---. This should get you a size you can work with.
Unfortunately, this particular tree model has very thin
needles which are hard to see when rendered, so dont
worry if your tree looks a little sparse--- its
the file, not you!
7. Once our tree is the size wed like it to be,
we need to texture it. Included in the archive is an image
of some nice tree bark. Its not pine, but itll
work for this scene.
Composing a Surface
1. Open the Sequencer. It can be found under the Windows
menu, just like the info floater. You should see a list
of objects including one titled DXF Parent Object with
a little arrow to the left of it. Click the arrow to see
the child objects of the tree. Find one of the bough
objects and click it once to select it. Now, find the
Surface tab and select it to see the surface options.
We want to compose a surface for the bough object, so
we will click the COMP button at the top right of the
tab.
2. When the Compose dialog box opens, you will see and
area to the left that has a list of the current surfaces.
The default surface is White Plastic. There are two buttons
directly below this list. Click the ADD button. We want
to load a new image, so we will choose LOAD IMAGE... from
the top of the list. This will give you the normal open
dialog box. You will be able to see all images, but you
can only import certain types of images. Infini-D will
convert Photoshop images for you by flattening any layers
and save a copy for you as a PICT file. Select the bark
image and open it.

3.
A new dialog box will appear (get used to this... 3D programs
have many many dialog boxes. Its necessary if somewhat
annoying). Just hit the Return key.
4. You can Okay the next dialog, too, until you are back
at the original Compose dialog. Notice that your imported
image is now on the list right below White plaster.
5. The area on the right, the Preview area, shows you
the object and a low-res copy of your image. If you look
at your object, you can see that it is shown from the
top. We want to change that so that the surface isnt
mapped over the top of the image, but from the side, and
at an angle.
6. Underneath the preview window is a group of buttons
that let you choose different tools to use in the preview
window. We can to select the rotate around the Z axis
tool. Rotate the tree until it appears to be laying on
its side. Then select the rotate around the Y axis tool
and rotate the tree until it is about 45 degrees tilted
to the left.
7. Now we want to scale our texture so it isnt too
large for our branches. Holding down the shift key to
constrain the proportions of the image, click the bottom
right handle and make the image smaller. Shrink it until
it covers just one of the branches fully.
8. Next, we want this image to tile enough to cover the
entire object. Above the preview window are two boxes
labeled X and Y. Enter a 0 into each and hit the return
button. Notice how the 0 changes into an infinity symbol?
Yep, youve just tiled that surface to infinity
and beyond!
9. Now, give your surface a new name (like branch surface
1) and hit the OK button.
10. Repeat this process for the other Bough object (it
is slightly different and needs its own version of the
bark surface) and for the trunk (hint- the trunk just
needs to be rotated away from you). Play around with the
scale of the surface and the rotation of the object to
get a better feel for what will look the best.
11. The green of the needles is just fine as it is (they
are so hard to see that it would be pointless to texture
them-- waste of RAM and rendering time).
12. Finally, save this file again and close it. We will
come back to it later.
II. Creating the Light model.
You might want to find an actual light to look at during
this process. Notice the curve of the profile and try
to think of the difference in the cross-sections from
the tip to the widest part of the light and to the base
of the light. Do some sketches to familiarize yourself
with the object. (I had to go from memory, but Ive
looked at so many of the @#$@%$# things that they are
forever etched in my brain!)
1. Open a new scene file as we did in the beginning of
the last section (FILE-> New).
2. Choose the Lathe tool from the toolbar across the top
of your screen (its the one that looks like a wineglass),
and place a glass in the center of the world (your coordinates
in the Info floater should read 0,0,0 across the top row).
3. We need to edit this object in the Lathe workshop,
so we will choose Edit Object... from the Model menu.
4. Now, we get popped into the Lathe workshop where we
can edit this glass shape into all sorts of cool shapes.
First of all, we want to get rid of everything that is
there. So, pick the Arrow tool from the tool floater and
drag around the object to select all of the points. Hit
the delete key to clear it. Youll still have some
points left in the window, so well go up to the
_ menu and pull down until we get to ENDCAPS, and select
NONE from the fly-out menu. Now, we have a clear spot
to work.
5. Notice the grid in the window. The darker lines represent
the center axes X and Z. There are rulers across the top
and down the left side of the window. We want to start
creating the profile of our object. Start at the top of
the object and work your way down (easiest).
6. The Workshop uses Bezier curves, just like Illustrator
and other vector drawing programs. Use the PEN tool from
the toll floater to place your first point at the one
inch mark in the at the center axis. Place the second
at a bit above 0 and out to about 0.5, then pull out on
the handles to make a nice curve as close as possible
to the curve of the light. Then, place the third point
a little below and closer the center than the previous
point. You may get an odd curve between the second and
third point. Well take care of that next.
![[Light_Profile]](images/11bulbprof.gif)
7. If your curve at the bottom looks a little funny, youll
need to tweak it. Select the second point with the arrow
tool. One of the best things about Infini-D is the options
they give you regarding the Bezier points. We want to
change the point to a CORNER point. Go to the POINTS menu
and choose CORNER. You can now manipulate the handles
of the cornered point independently of one another. Grab
the handle between the second and third points and shrink
that icky curve.
8. Repeat this until your object looks the way you want
it to look. Then Exit the workshop by choosing EXIT WORKSHOP
from the FILE menu and save again.
9. Now we need to make a base for the light bulb to plug
into. Select the light bulb object and go to the EDIT
menu. Choose COPY, then PASTE. Choose EDIT OBJECT from
the MODEL menu again.
10. Back in the Lathe workshop, we can see a copy of our
light bulb object that we just finished. Select the PEN
tool from the tool floater. Place your first point at
the bottom of your original profile, at the place where
the light bulb and the base meet. The original profile
will disappear so dont panic when it does. Place
the second point at about .75 down and a bit closer to
the center axis. Using a copy of the first object to create
the second object ensures that our objects will be in
the correct proportion to each other and at the same coordinates.
11. When you have placed the second point, we will want
to close off our object. We will go to the _ menu and
choose ENDCAPS again, this time selecting ENDING from
the fly-out menu.
![[Path_Front]](images/11baseprof.gif)
12. Go ahead and exit the workshop again (FILE-> EXIT
WORKSHOP).
Creating a New Procedural Surface
1. Now, our objects look pretty dull in white plastic.
We want to texture these objects to make them look fairly
realistic. We need to go back to the Surface Tab (palette).
1. In the surface tab, select NEW from the group of buttons
at the right. You be dropped into the Surface Editor.
Infini-D is really good at making realistic surfaces,
but it takes some experimenting to figure out the proper
settings for a specific effect. We want to make a transparent
red glass surface with slight highlights.
2. First, we need to set the FLAT COLOR of the object.
Infini-D Uses Apples Color Picker (if you are on
a MAC), so we will go the the Crayon picker and pick out
full red. Hit the Return key to accept this choice.
3. Next, we need to reduce the Diffuse shading settings.
Use the slider to get the setting down to around 40 percent
(we can change this later if its not enough or too
much).
4.
Set the Transparency to 97 percent. You should see a transparent
sphere in the preview box. If the sphere appears a bit
cloudy, reduce the diffuse shading settings. When you
have a nice transparent red glass, youll want to
rename it in the appropriate box. Name it Red-off (youll
see why later).
5. Apply this surface to the light by selecting the light
and double-clicking the surface as it appears on the surface
tab list (you can also drag the surface to the object).
6. Now, we need the green plastic for the base. To create
this, we are going to modify the existing green plastic
surface. Select it from the surfaces list and click the
EDIT button (above the NEW button). We just want to make
it darker, so we will edit the flat color. In the Picker,
select the HSL picker and make the green darker. Hit the
return key to accept the color, then hit the return key
again to finish editing the surface.
7. Once the objects are shaded, we will link them together.
Open the SEQUENCER. In the list of objects, locate the
Lathe 1 object. You can change this name to Light Bulb,
or red light bulb (in case you want to make other colors)
in the Command floater (that huge floater at the left
of the screen). Below it should be the second lathe object.
Click the name of the second object and drag it over the
name of the first object. A triangle should now appear
next to the name of the first object, and when clicked,
the name of the second object will appear under the first,
and indented. This shows that the two are linked and that
the second object is a child of the first object, or parent
object.
8. Now, we need a real light to go inside the light bulb.
Select the point light from the light fly-out on the tool
bar. Place a light object at the same coordinates as the
light bulb. Then, use the MOVE tool to move the light
up to where the filament normally would go.
9. All lights are by default white lights, so we will
need to the change to color to red. In the Command floater,
click the Object tab. You should see the options for the
light. Under the light window, there is a place to set
the color of the light. Make sure that the little lock
icon is selected and click in the color area to open the
Picker. Choose the red from the Crayon picker again (to
make sure we get the same color) and hit the return key.
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10. Below the top area,
there are two more menus. Click the arrow beside
each title to get more options. First, click the
middle title. Change the intensity to 0 percent
(we will change it back to 100 percent later).
Change the inner cone to 2.5 and the outer cone
to 11.5. Change the falloff to 15.
11. In the next menu, you
can set the shadow and glow settings. Choose SHARP
SHADOWS from the pull-down menu and visible glow
from the glow menu. We want a glow of about .05
(this will go with our later scale).
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12. Link this light to the light bulb object. Once they
are linked, select the parent object and choose COPY from
the EDIT menu.
13. Save the file, then close it.
14. Open the file with the tree in it.
Combining
the Two Files
1. Once the tree file is open, PASTE the object into it.
As you can see, the light bulb is just about as big as
the tree, so well need to scale it down quite a
bit. In the Info floater, change the uniform size to 0.025.
2. You will need to use the zoom tool to zoom in and move
the bulb model to the right spot. Go to the TOP view window
and find the model. Select it if it is not selected and
carefully move it to a suitable branch. Use the front
and right views to help position it so that it is barely
touching the branch.
3. Now we want to rotate the light model slightly, so
that it looks like it should (kind of pointing up and
half leaning, like real holiday lights do). Get to the
Info floater. The second row of boxes deals with the rotation
of the object. We want to rotate it -15.00 degrees around
the Y axis and 15 degrees around the Z axis. We will skip
making the electrical cable (that is a whole tutorial
on its own).
4. Once its in place, we are ready to begin animating
our blinking light. Note: Youll need to write down
the coordinates of this object for later use. Go to the
Info floater and copy the values in the first row of boxes.
Go on to the next section.

Creating our Blinking Light
1. Now its time to put on the thinking cap and get
out a pencil and paper. We need to decide how long we
want the total animation to be, and how long we want the
light to be on and off and the distance between those
states. These lights blink fairly regularly, so we want
to keep that in mind as we prepare to animate.
2. First, we need and alternate red glass surface. Select
the red glass surface from the surface tab. Copy it (the
button is in the same place as the others). EDIT this
surface. Change the GLOW properties to 100 percent. Rename
the surface Red-ON. Exit the surface editor.

3. Now we need to open the sequencer. (WINDOWS-> Sequencer)
In the sequencer, you may have noticed the time marker
(long, red, vertical line). Move this to the half second
mark. Select the bulb object and apply the Red-ON surface.
Youll get a new eventmark and a blue line connecting
to the first eventmark. This indicates that some parameter
has changed, in this case, the surface has changed. Thats
all well and fine, but we dont want the surface
to change right away. So, we need to copy the first eventmark
to make the change happen later and more quickly. Select
the eventmark. Hold down the OPTION key and drag the eventmark
to a little bit before the color change eventmark. Now
the blue line is only between the second and third marks
and in shorter in duration.

4. We can use this method of copying eventmarks to create
the entire animation! Select the second eventmark and
option-drag it to an equal distance to the other side
of the third eventmark. Then, use the mouse to drag around
the set of three eventmarks and option-drag a copy to
the one second mark. Repeat this for how ever many times
you want in order to fill out your projected length.
5. Now, we will repeat this with the red light. Move the
timeline back to the half-second mark. Now, select the
light and go to the object tab of the Command palette.
Change the intensity to 100 percent (turn the light ON).
Repeat the same process as above, using the color eventmarks
to show where to turn the light ON and OFF.
6. Save your file!
Finishing up
Now we need to finish up our scene. Make sure that the
TIMELINE is moved back to the beginning of the sequencer!
1. Lets add a Shiny ornament with Happy Holidays!
Printed on it. Select the Sphere primitive and place it
so that it will be in the foreground of your scene with
the light off to the side and behind it. We will not see
the entire ornament, so keep this in mind when composing
your surface. You will need to scale this sphere using
the Info floater. Make it whatever size you want as long
as part of it is off the screen.
2. Now we need to compose a surface for the sphere, but
first we want to make a new procedural surface. Open the
surfaces tab and click the NEW button. Edit the flat color.
Pick a nice bright color, like blue or red or gold. Set
the Metallicity to 85 percent and the reflectivity to
95 percent. This is will give us that nice metallic surface
of a holiday ornament. Go ahead and exit the surface editor.
3. Next, click the COMP button. Hit the ADD button and
choose the metallic surface you just created. Hit OK.
Then add the next texture. Choose LOAD IMAGE from the
list and find the "message" image file that
you downloaded earlier. This file has whats called
an Alpha channel. Once this image is loaded, select it
from the list and click the ALPHA REVEAL box. This will
immediately make anything black in the image transparent
(revealing the underlying surface).

4. When you have this done to your liking, exit the Compose
dialog and save.
Cameras
Now we need to talk about cameras. There are two types
of basic cameras in Infini-D, a non-targeted camera, and
a targeted camera. We will use the default camera, which
is a targeted camera.
1. Select the camera target from the sequencer. Open the
Info Floater and copy the coordinates that you wrote down
earlier into the appropriate boxes. This will point the
camera directly at your light bulb. Later, you can move
the target to create a more pleasing composition, but
for now, this will work fine.
2. Now we need to move the camera in closer. Open the
Top view window and select the camera itself. Move the
camera until it is nearly touching the object. You can
go into the front or right views and further adjust the
view. Make sure that the light object and the ornament
are in view. Do any adjustments now.
3. When you get a good composition, write down the coordinates
and rotation of both the camera target and the camera.
That way, you can try out several views and still get
back to the good one.

4.
Save again. Now we will move on to rendering!
Rendering
The best part of 3D modeling is the final product! Now
we will render our animation and see how it worked. You
might want to render a test first at a smaller size and
lower quality. Then, you can make sure that the action
is correct before committing to a final render.
Low- quality render
1. First, we will render a preview at 160 x 120 pixels.
Go to the FILE menu and choose RENDER. A dialog box will
appear. On the first tab, you will find the quality and
effects settings. Set the quality to ray-trace (we need
accurate light info), no anti-aliasing, no transparency.
The only thing that should be checked in the right hand
list is the light glows (so we can check those out, too).
2. Next, go to the second tab. There you will find the
size parameters at the bottom. Choose 160 x 120 from the
list.
3. Go to the third palette. Make sure that the animation
is set to render for its full length, and that the fps
(frames-per-second) are at 15 instead of 30.
4. Hit return to start rendering. Youll be asked
how you want to save the file. Choose QuickTime and check
out the OPTIONS button. Select ANIMATION as your compression
and MILLIONS as your color depth. Go get something to
eat or drink (about 15-20 minutes, depending on how much
of the tree is shown and other parameters) or go outside
if possible (but if you are in the public lab, stick to
your seat or You will be logged off shortly).
Be prepared for a lot of jagged edges and stuff. Thats
because the anti-aliasing was turned off.
Did your animation look the way you wanted it to? Are
there some things you want to change? Go ahead and do
it now.
Okay. Ready to get down to some serious rendering? If
youre at ISU, youll need to talk to Mike Miller
about leaving your rendering on any of the machines all
night (from 1:00 a.m. to 8:00 a.m.). Believe me, it could
take a lot longer than 7 hours to render this baby (my
estimated time at 320 x 240 means that Ill be rendering
at a smaller size!-- 15 hours!).
1. Choose RENDER from the FILE menu again. This time,
set the anti-aliasing to high and the transparency and
reflection on at
2.
Make sure that the light glows and shadows are turned
on. Set the size to 280 x 210 and leave everything else
the way it was for your test render. Go have a long nap.
Get out into the real world! Come back and find your gorgeous
render done!
Thats it! We have now finished this tutorial and
can turn off the computer and not look at it for another
day! Now, you can apply what you learned here today to
all of your future projects!
12-3-98 Jennifer Nieland
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