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to help you save the version that will be milled - with the same model in
its supports, for instance - or grown (input the STL) different phases. To “Add” Another Bag. If you
only. For the same model, you may need to split it in need another Master Job Bag of the
two pieces, model a sprue, same name, click the “Plus Sign” in the upper
set it up for special milling right-hand corner of that bag and a new bag
or growing processes, or of the same name will be added after it in
save it in two different parts, the Job Bag row. Populate that bag in the
to output it correctly. For same way as that described above.
that reason, we’ve placed
“Output” Job Bags to save the
Click “+” on last model EXACTLY how you need it set up for the Output
Master to add a new phase of your project. Load the project again from this
one of that name. bag when it’s time to output it again, in the case that you
need to make another item or make some changes to
the way it was set up for output.
Adding Master Job Bags
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In the upper right-hand corner of each Master
(Named) Job Bag, just beneath the tiny arrow that To “Load” from a Master Bag.
you click to Load the bag in the viewports, lives a tiny Click on the thumbnail representing that
“plus” sign. Click on this, and a brand-new Master Job Bag with the same name Job Bag, or click the “Load” arrow in the
appears in the row. In this way, you can create any number of bags with this upper right-hand corner of the bag, and the
name that you might need: if, for instance, you have a lot of “Parts” you created document that was saved (Step 1 above) will
go to with this model; you’ve created several versions of the “Render” that you be opened. Beware: it will overwrite anything
wish to save in order to re-create when you need them; or you need to “Output” you have onscreen at the time, so make
the model in two pieces, for example. CERTAIN that is saved beforehand. A warning
In this way, using Master Job Bags, and adding more, will enhance your message will appear to help you out.
saving and organization in Matrix 6.0!
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not display, saving rows you don’t want to see anymore.
space & memory. View Controls Type in a Keyword & “Go”. Type
Once you’ve turned off a few (dozen!) projects that in a keyword, such as part of the name
you don’t need anymore, you’ll inevitably discover you need to find one of them of a Project Manager row you need. Click the
again. It’s the way of the world, folks: a world ruled by someone named Murphy. green “Go” arrow to perform the search.
Anyway, you will have noticed from poking around in here that each “Row” displays
its Master, Creation, Parts, Render, and Output files (another good reason to use
these!) first. To see the rest of the bags in these rows, click on the arrow beneath
the five Master bags to expand the row.
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The default view of each row is “Thumb” (thumbnail display) and “3DM’s”(only “Show Just Selected” With
showing Matrix files). This is so you can quickly find one of the files you might need this indicator light on (bright blue), the
from within this roll. Use the scroll bar on the right-hand side of this row’s display to
database will display JUST rows that are
quickly see the contents. The scroll wheel of your mouse also scrolls up and down
“selected” - or, turned on so they will display
throughout the contents of this view (Hallelujah!).
in your Project Manager interface back in
To change the view of these files, use the controls just to the right of this
menu: “Thumb” displays thumbnail images of each Job Bag; “Large” displays
Matrix. The search will only display results
large icons of each file type with its name below it; “List” lists each file beside an found in Project Manager in Matrix.
icon representing its type, and “Report” provides the same view as “Details” in
Windows: letting you view and sort by File “Name”, “Size”,
“Type”, or date “Modified”, making it easier to find what
you’re looking for (click each category name at the top of
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each column to sort the files in order by that category).
“Show All” ALL folders contained in
Storing Other Files with “Projects” “My Documents > Matrix > Projects” that
Other files that might relate to the project you have
contain the search results will be displayed.
saved in a Job Bag Row in Matrix may also be stored in
Save image files the same folder on your computer, and searched for and
like design ideas displayed within the Project Manager Displayed. They must
& renders in the be stored in the root of the folder (files inside additional sub-
Project folder to find folders cannot be searched for and displayed (yet!) in the
again later! database. Files you might consider storing along with their
related Matrix project: images files, other CAD projects,
notes to yourself, pricing documents, sketches on a napkin
that you scanned in, etc.
To find these contents again once you’ve stored them
along with the project, use the remaining controls listed
beside the Job Bags. “3DM’s”, or the default view of the
contents of each folder in the database, shows ONLY the
Job Bags and other 3DM files stored in this folder. “Cad
4 “Select” a Row & it will
Appear in Matrix. Now, if you
wish to see that Job Bag row when you
Files” shows ANY Cad program’s files (including 3DM’s). return to Matrix, click “Select” and close the
“Image” shows only image files, while “All Files” shows Database. The row you were searching for
anything you have stored in here.
will now appear in Matrix: You found it!
Usually, this curve is just a rectangle; sometimes, it is a rectangle with extra Step-by-Step
shapes. Don’t worry about these extra shapes: they represent “trimmed”
(Booleaned) parts of the surface. If you’d like, you can keep them there for
reference, so you’ll know how the surface is oriented and not inadvertently place Use “Smart Flow”
any objects onto the empty spaces on your model! But all you’ll need in order to
create the Base Surface is the rectangular curve representing the Destination
surface.
Explode this rectangle, which will leave you with two long edges and two
short edges. The next step is to create a surface from these curves. You’ll want
to create this surface as close to the way the Destination surface was created
as possible: for instance, if the Destination surface was modeled using Sweep
2, select the corresponding edges of the rectangle (long edges for rails and short
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edges for profiles, e.g.) and run “Sweep 2” to create a surface. Other methods
to create a surface from these curves include “Edge Curves” and “From Planar Create a Destination Surface.
Curves”, but I like Sweep 2 best, so you’ll be able to correlate the orientation of This should be set up so it is a single
the Base and Destination surfaces easily. surface that is untrimmed (or, see Tutorial 2
Running “Smart Flow” to use a trimmed surface).
There: now that the tricky part is done, Job Bag the model at this stage
so you’ll always have it set up correctly. Now, start up Smart Flow. You will
be asked by the Command line to select the Base Surface and the Destination
surface. Do so, and the relationship is established.
Now, anything you do to the Base Surface will appear on the Destination
surface: it’s as easy as that! I like to run a test to start with: create a sphere on
the Base Surface and see where it appears on the Destination surface. Sink the
sphere into the Base Surface a little way, and move it around. See if it goes in
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the correct direction on the Destination surface. If it does, you’re golden! The
Create a Base Surface The best
relationship is established, and you can design to your little heart’s content. If
way to do this is to create an analog
it doesn’t, select the Base Surface Rotate it in the viewport where you can see
to the Destination surface with “Create UV
it as a straight line, so it’s upside-down of the way it was when it started. Now
push the sphere into the surface, and move it around a bit, and it should go the
Curves” so objects that are “flowed” will
corresponding way on your model. I also like to Job Bag my work at this stage, not be too badly skewed out of proportion.
when I know the relationship is correct, just in case I accidentally break the Create the UV Curves box, Explode it, and
relationship later. If I do, I can simply bring this out of a Job Bag and Smart Flow run Sweep 2 to create a surface from it.
will be all set up and ready to roll!
Smart Flow Command Line Options
Two Command line options live in Smart Flow. “Clear” allows you to cancel
the relationship between the Base and Destination surfaces. After modeling a
bunch with Smart Flow, when you are ready to cancel the relationship, start up
the tool again and click on “Clear”. Only use it when you are CERTAIN you are
done, as there is no “going back” after you select it!
The “BBScale” value refers to the “Bounding Box” surrounding your surface.
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It defaults to 1.1 (where 1 = 100% of surface) so that anything that doesn’t
perfectly touch the surface, up to a certain tolerance (the “0.1” part of the Run Smart Flow Select the Base &
number) will still appear on the model. Raise this value and things that extend Destination surfaces when prompted to
further off the base surface will still appear on the destination surface. Lower by the tool. Smart Flow is now “turned on”
this value below 1 and objects on the very edges of the Base surface will not and the relationship is established, so that
appear on the Destination Surface. anything done to the base surface appears on
Other ways to “Turn Off” Smart Flow the Destination surface.
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To end the Smart Flow relationship, delete one of the surfaces (Base Surface
or Destination Surface) and the relationship will be broken. That being said, JOB “Clear” the Relationship Cancel
BAG OFTEN while using this tool, so that you will have your work saved if you Smart Flow by starting up the tool and
inadvertently delete, trim, split or Boolean one of the two surfaces. choosing “Clear”. Or, delete either surface.
Icon Key
Line Sweep 2
Cool Display Configuration for Display Mode 1 between the two zones (wireframe and shaded). For a wider ghosted
This display mode creates a “Wireframe” view on one side of the area, click and drag this slider to the right to raise this value. For a
model and a “Shaded” (Plastic Shade Mode) view on the other side. more narrow ghosted area, click and drag this slider left to lower it.
Between the two regions, a “Blended” (Ghosted Shade Mode) view Finally, the “Blend Angle” changes the angle of the break between
is displayed to make an attractive, seamless transition between the the two areas. Click and drag this slider to adjust it from one side of
two areas. Open the Cool Display Configuration (with or without the model to the other. To figure out the way you want this display
Cool Display Mode active) to control different aspects of this mode set up, we recommend you lower the “Blend Amount” all
view. The “Blend Position” control determines the location of that the way to the left, reducing the Blend (Ghosted) Area to eliminate
“break” between the wireframe and shaded parts of the display. confusion. Then, tweak the Position and Angle to the desired position
“Blend Amount” changes the amount of the ghosted, transition area and raise the Blend Amount again until you like the results.
Cool Display Configuration for Display Mode 2 background grid, creating a dramatic technical drawing view. With
The “Technical” shade mode, Display Mode 2, provides controls the Cue lines on, the controls in this menu set their transparency,
to see “Cue” lines and “Edges”. Cue lines are the wireframe lines creating an interesting ghosted effect to the backside of the model
representing the “back” of the model, as if you see “through” the only. “Edge Lines” are not the familiar polysurface edges you are
model when it is in the simple wireframe shade mode. You can turn used to: rather, in this menu, they represent the edge of the model
these on and off by toggling the indicator light in this menu (bright where it disappears into the background grid. To place thicker lines
blue = On, dim blue = Off). When these are off, it appears that the here, turn On this control and raise the Edge Thickness slider to the
wireframe is highlighting a model whose material is the color of the right. To lower their thickness, click and drag this slider left.
Presenting these Views Because these are only display viewport. Since these modes are only displayed in the Perspective
modes, you may of course rotate, pan, zoom, and even work viewport, make certain this viewport is active, and set up the
in these modes. But what if you want to capture this image to viewport with the desired view of the model. You may also wish to
present to a customer? Found in the View menu, the command hide the background grid by pressing F7. Then, simply click on this
“Capture Viewport to File” will capture a screenshot of the active command, and select a filename and location for the image.
Basic Menu Controls The “New Animation Builder” Frame This slider allows you to “Scrub” your animation; or, preview
menu that appears after you’ve populated the In-Boxes in a how the object will be animated onscreen. As you click and drag
Stock Template provides controls to preview (“scrub”) your it, it will move the objects onscreen to the locations they’ll occupy
animation, create a “Quick View” preview of your animation, tell during ever frame in the animation. The total number of frames is
the Animation Builder which view you’d like the final animation displayed in this slider. You CANNOT change this number here! (See
to be (“viewport” or wireframe view, or what you see right now; “Configure” controls below to do this). The number of frames is out of
or “Render” view - the rendered piece with the materials you 30 frames per second, so divide this number by 30 to determine the
applied earlier), “Record” your animation when you know you’re length of the final animation. Pleas note: this is NOT a preview of the
ready to create it, and “Play” back your animation after it’s been animation itself, since the animation is capable of camera movement
recorded. and the viewport is not (it is only capable of the objects’ movement).
Quick View Click “Quick View” to create a preview of the
animation itself, complete with camera movement. This also contains
a “Frame” slider used to “scrub” (preview) the animation, but it will
preview the way the final animation will appear. It takes a moment or
two to create this viewer, and it only creates it in the current shade
mode (not “rendered” mode), for speed, but it’s well worth it. You can
“Play” the viewer, see what the animation will look like “Looped”, and
assign the Frames Per Second (FPS).
Rotate The ways in which you can animate the input Object(s)
are listed in the Group controls. “Rotate” allows you to choose
an axis or axes around which to rotate the object. Assign the
number of degrees in that axis you want it to rotate by filling
in the X, Y, or Z boxes beside “Rotate”. To assign the “center of make the ring “take a bow”! Or, place it at the center of the ring
rotation” or, the point around which the object will “Pivot” (and to let the ring spin around its own center. Make certain X, Y, and
the relative X, Y, and Z axes for that object) click the “Pivot” Z on the control point at the desired X, Y and Z locations for the
in-box and the Pivot control will appear onscreen. Click on the Rotate action that will be completed during the animation. With
control and rotate or move it to the desired location for the pivot it properly positioned, select the Pivot control and input it into the
point. For instance, place it at the bottom, center of a ring to Pivot In-Box for the correct Group.
Scale Select “Scale” to assign the scale of the item during this
animation. This setting defaults to 100% of the size of the object when
it is not selected. Choose a new scale by selecting this option, typing
in a new value, and choosing this scale in the X, Y, or Z direction(s).
Using these Settings Together If you wish to “Move”, then “Rotate”, then “Scale”
an object, for example, you would need to set up THREE different groups! If you select a
combination of these options, the object will do BOTH (or all THREE) functions in the single
span of frames you’ve selected (i.e. it will move and rotate at the same time!), which is why
Groups become so important. It seems a little strange to put a single object in more than one
group, but if you need to Move it; stop the movement, then Scale it; stop the scaling motion;
then Rotate it, you’ll need THREE separate groups. If you only wish to Rotate it WHILE it is
moving, One group will do. If you wish to move a ring separately from its gems, you’ll need to
place each into a different group, and animate each separately.
Choosing Images to Combine With “Two” displays to Previewing the Wire Composite Since you can click this
combine, two identical drop-down menus with thumbnail previews as many times as you want to see what your changes have wrought,
below them will appear at the bottom of this menu. (With “Three” why not click it now, after picking 2 or 3 different display modes to
displays to combine, three identical menus appear.) The leftmost combine?! The green “Go” arrow at far right-hand side of your screen,
menu allows you to choose which image will display on the left-hand near the bottom, combines the images you’ve selected and displays
side of the image; the center (with 3 displays selected) corresponds the results in the large output window in this menu. Use it every time
to the center of the image; and the rightmost box corresponds to the you change the controls in this menu, to see what your changes have
right-hand side of the image. That’s easy, huh? Click one of these done!
drop-downs to select which type of image will go in which position.
Animate: L - R or R - L? This builder animates a “swipe” of this manual, will appear. You may use all the options explained
of the model from one render view to the other along the angle in the Animation Builder section of this manual to insert another
selected in the “Angle” option set above. Decide if you want picture (such as a finished render) or pictures into the animation,
this animation to “swipe” from Left to Right or Right to Left and string two animations together by inserting ALL the pictures from
select the appropriate option. one animation in with another (we recommend doing one animation
Blend To include the “Blend” amount set above in the L - R and another R - L and inserting them one after another in Movie
animation it will create, select this option. Maker) and exporting the movie as a Flash file. Remember: you
Animate / Movie Maker Click Animate > Go to create the can save this flash file as an “exe” file (Projector) file for someone
animation available in this tool using the options you set above. without Flash (must Zip it to email it) by clicking “Create Projector” in
The Movie Maker, explained in the Animation Builder section the Flash File.