Chapter 2. About IRIS Annotator's Commands and Controls

Chapter 2. About IRIS Annotator's Commands and Controls

This chapter contains descriptions of IRIS Annotator's menus, commands, and controls. You'll find these sections:

The File Menu

The File menu contains commands that let you open, import, save, and manipulate files. This section describes each command.

The “New” Command

The “New” command closes the file you're working on and clears the scene. If you have changed the file you're working on, a dialog box pops up asking if you want to save the changes before closing the file. To save the changes, click Save; to erase the changes, click Discard; to cancel the operation, click Cancel.


Tip: <Ctrl>-n


The “Open” Command

The “Open” command opens an existing IRIS Annotator or Open Inventor file and replaces the current scene with the new file.

Select “Open” and the file browser appears. If you have changed the file you're working on, a dialog box pops up asking if you want to save the changes before opening another file. To save the changes click Save; to erase them click Discard; to cancel the operation, click Cancel.


Tip: <Ctrl>-o


The “Import Model...” Command

The “Import Model...” command lets you insert 3D models into an existing scene. Choose “Import Model...” and the file browser appears. By default, you can import Open Inventor models and other IRIS Annotator files.


Tip: <Ctrl>-i


The “Import Note...” Command

The “Import Note...” command lets you import existing image, audio, movie, text, or 3D files and use them as notes. This command is accessible only when you have selected a marker. See “Importing Notes” for step-by-step instructions.

This command is equivalent to the Import Note button on the Create Note toolbar and the “Import Note...” command on the Notes menu.


Tip: Another way to import a file as a note is to drag the icon for the file from the desktop and drop it into the viewer men.



Tip: <Ctrl>-<Shift>-i


The “Save” Command

The “Save” command does just that—saves your IRIS Annotator file. If you are saving a file for the first time, and you haven't yet named it, the file browser appears.

By default, when you save a file, all of the notes you've created are stored as a part of that file. You can change this behavior so that notes are stored in separate files. See “Choosing How Notes Are Stored.” The viewer type, (Examiner or Walk Viewer), current camera view, and the background color are also saved.


Tip: <Ctrl>-s


The “Save As...” Command

The “Save As...” command lets you save a file using a new name. Choose this command and the file browser appears.

The “Save Model...” Command

The “Save Model...” command lets you save a model without the accompanying annotations. When you choose this command, you save all the models in the scene. For instance, if your scene contains two models—an engine and a car—both models are saved into one file when you choose “Save Model...” See “Saving a Model Without Its Annotations” for step-by-step instructions.

The “Make Existing Notes Inline” Command

When you save an IRIS Annotator file, you can either store the notes as part of the file or in separate files. You can change this behavior and have each note stored in a separate file. Choose “Make Existing Notes Inline” if you've previously stored the notes in separate files and want to collapse this structure and store the notes in the IRIS Annotator file instead. This setting becomes the default for that file; newly created notes are stored in the IRIS Annotator file.

To understand the differences between the two methods of storing notes, see “Choosing How Notes Are Stored.”

The “Make Existing Notes External” Command

By default, when you create and save notes, the notes become a part of the IRIS Annotator file. Choose “Make Existing Notes External” if you want to extract the note data and store it in separate files instead. If you haven't saved the Annotator file yet, you'll be prompted to do so. To understand the differences between the two methods of storing notes, see “Choosing How Notes Are Stored.” This setting becomes the default for that file; newly created notes are stored in separate files.

The “Mail...” Command

The “Mail...” command lets you mail the open IRIS Annotator file to someone else. For this feature to work, you must have installed Media Mail, Silicon Graphics bundled mail tool. In addition, if you haven't saved the Annotator file yet, you'll be prompted to do so. See “Mailing IRIS Annotator Files” for details.

The “Quit” Command

The “Quit” command closes the file you're working on and quits from IRIS Annotator. If you have changed the file you're working on, a dialog box pops up asking if you want to save the changes before quitting. To save the changes, click Save; to erase them, click Discard; to cancel the operation, click Cancel.


Tip: <Ctrl>-q


The Edit Menu

The Edit menu contains the following commands:

The “Edit” Command

By default, when you open Annotator without a file, Annotator is in Edit mode and you can import, create, position, and modify objects.

If you want to only view the annotations, you can use the View Only mode by clicking “Edit” in the Edit menu. The checkmark disappears and the title bar says View Only. In View Only mode, most menu commands and tools become inaccessible and behavior changes.

To exit View Only mode, select “Edit” in the Edit menu again. A checkmark appears next to the command.

If you start Annotator with a file, it starts up in View Only mode.

The “Undo” Command

The “Undo” command lets you undo the changes you make. For example, suppose you delete a marker and then decide you want to use that marker. Select “Undo” and the marker is restored. You can choose “Undo” multiple times to reverse a sequence of changes.

Most actions can be reversed using the “Undo” command. Simple actions, like choosing “Show Floors,” can't be reversed using “Undo.” You need to choose “Show Floors” again to reverse the setting. In addition, the list of actions you can undo is purged once you save a file or open a new file.


Tip: <Ctrl>-z


The “Redo” Command

The “Redo” command works with the “Undo” command. For example, suppose you delete a marker, then choose “Undo.” The marker reappears. Choose “Redo” and the marker disappears again.


Tip: <Ctrl>-<Shift>-z


The “Cut” Command

The “Cut” command removes the selected model, marker, or note and places it in a buffer. Use the “Paste” command to restore objects that you've cut from the scene.


Tip: <Ctrl>-x


The “Copy” Command

The “Copy” command makes a copy of the selected model, marker, or note and places the copy in a buffer. Use the “Paste” command to paste the copy into the scene.


Tip: <Ctrl>-c


The “Paste” Command

Choose the “Paste” command after you've used the “Cut” or “Copy” command.

  • If you choose “Paste” after cutting or copying a model, an outline of the model appears when you place your cursor in the viewing area. Click to place the model.

  • If you choose “Paste” after cutting or copying a marker, a wireframe version of the marker appears when you place your cursor in the viewing area. When the wireframe turns red, click to place the marker.

  • If you choose “Paste” after cutting or copying a note, the note is added to the selected marker.


Tip: <Ctrl>-v


The “Delete” Command

The “Delete” command lets you delete the selected model, marker, or note. See “Deleting 3D Models,” “Deleting Markers,” and “Deleting Notes” for details. Deleting a model also deletes any arrows or pins attached to the model. Deleting a marker also deletes any notes attached to the marker.


Tip: <Backspace>


The “Select Highest” and “Select Lowest” Commands

Many 3D models are complex objects that have been constructed from a hierarchy of smaller shapes or building blocks. By default, when you click the left mouse button, you select the entire model, not one of its building blocks. To select the highest or lowest building block automatically, without traversing the hierarchy of the model, use the “Select Highest” and “Select Lowest” commands. To select the building blocks between the lowest and the highest, use the “Select Parent” and “Select Child” commands. See “The “Select Parent” and “Select Child” Commands.”

For example, suppose you have a model of a car. By default, when you click on the door handle, you select the entire car. Choose “Select Lowest” and the lowest building block in the hierarchy is selected, for example, the door handle. Choose “Select Highest” again and the entire car is selected.

See also “Selecting a Portion of the 3D Model” and “Selecting a Portion of the Model: An Illustration.”

The “Select Parent” and “Select Child” Commands

Many 3D models are complex objects that have been constructed from a hierarchy of smaller shapes or building blocks. By default, when you click the left mouse button, you select the entire model, not one of its building blocks. To select one of the building blocks, use the “Select Parent” and “Select Child” commands. These commands let you traverse the hierarchy of the model.

For example, suppose you have a model of a car. By default, when you click on the door handle, you select the entire car. Choose “Select Child” and the car door is selected. Choose “Select Child” again and the door handle is selected. At that point, choose “Select Parent” and the door is selected again.

See also “Selecting a Portion of the 3D Model” and “Selecting a Portion of the Model: An Illustration.”


Tip: up arrow or down arrow


The View Menu

You can view 3D models from different angles. You can also view them from inside the model, using the Walk Viewer. The commands on the View menu let you switch from one view to another. In addition, commands on this menu let you run the program in a special “View Only” mode, edit the background color, and improve the appearance of transparent models. For details, see:

The “View All” Command

The “View All” command changes the view so the entire scene is centered in the viewing area. Choosing this command is equivalent to clicking the View All tool in the toolbar. See Figure 2-1.

Figure 2-1. The View All tool.


The “View Selection” Command

The “View Selection” command changes the view so the selected model is in the center of the viewing area.

The “View Home” Command

The “View Home” command lets you return to a particular view. By default, the home view is equivalent to the initial view when you opened the file. To create a custom view, use the “Set Home” command.

This command is equivalent to the button shown in Figure 2-2.

Figure 2-2. The View Home Button



Tip: <Home>


The “Set Home” Command

The “Set Home” command lets you choose a custom view and easily return to it using the “View Home” command. See also “Setting a Home View.”

This command is equivalent to the button shown in Figure 2-3.

Figure 2-3. The Set Home Button


The “View Front” Command

The “View Front” command lets you look at the front of a scene. When you choose this command, imagine that you have positioned a camera in front of an object.

The “View Back” Command

The “View Back” command provides you with a rear view of the scene. When you choose this command, imagine that you have positioned a camera behind an object.

The “View Left” Command

The “View Left” command lets you look at the left side of the scene. When you choose this command, imagine that you have positioned a camera to the left of an object.

The “View Right” Command

The “View Right” command lets you look at the right side of the scene. When you choose this command, imagine that you have positioned a camera to the right of an object.

The “View Top” Command

The “View Top” command lets you look down upon the scene. When you choose this command, imagine that you have positioned a camera above an object.

The “View Bottom” Command

The “View Bottom” command lets you look up at a scene. When you choose this command, imagine that you have positioned a camera below an object.

The Lens Commands

Photographers switch camera lenses to take different types of pictures. They might use a telephoto lens to take close-up shots with little or no perspective, or a wide angle lens to take panoramic shots with a great deal of perspective. You can use one of the Lens commands to achieve a similar affect.

  • Choose “Wide Lens” for panoramic scenes. The models will be slightly distorted; models that are farther away will appear smaller.

  • Choose “Normal Lens” to preserve the normal size of the models.

  • Choose “Telephoto Lens” to make the models appear closer to you and larger.

The “Examiner Viewer” Command

The “Examiner Viewer” lets you change the view of the model by rotating around the object. See “Interactively Changing the View Using the Examiner Viewer” for step-by-step instructions.

When you save the file, the Viewer type you have selected is also saved. When you later open the file, the model is shown in the Viewer you were in when you saved the file.

The “Walk Viewer” Command

The “Walk Viewer” Command lets you change the view by “walking through” the 3D model, while maintaining a constant “eye level.” You can also stop and look around the scene.

You might want to use the Walk Viewer if you're viewing architectural or other models that you want to view from the inside. See “Interactively Changing the View Using the Walk Viewer” for step-by-step instructions.

When you save the file, the Viewer type you have selected is also saved. When you later open the file, the model is shown in the Viewer you were in when you saved the file.

The “Nice Transparency” Command

A model can appear opaque or transparent depending on its material. By default, IRIS Annotator uses a low-quality transparency setting. The result: models move and rotate quickly but they look rough. Choose “Nice Transparency” to improve the appearance.


Note: Choosing “Nice Transparency” slows the rendering speed.


The “Edit Bgd Color...” Command

By default, the viewing area is black. To change to a different color, use the “Edit Bgd Color...” command. This opens a Color Editor from which you can choose a new color. For step-by-step instructions, see “Changing the Background Color.”


Note: This background color gets saved with the document.


The Floor Menu

By default, the viewing area contains a floor. You can use this floor to help position models within the scene. Commands on the Floor menu let you turn off the floors and change the way shadows are displayed on them.

The “Show Floor” Command

By default, when you open IRIS Annotator, you see a large gray rectangle in the viewing area. This rectangle represents a floor. You can use it to help position models in the scene. To hide the floor, choose “Show Floor” from the Floor menu. When a checkmark appears next to the command, the floor is visible; when the checkmark is missing, the floor is hidden.

The “Fit Floor to Scene” Command

As you import models and move them around within the viewing area, the floor automatically expands to make room for the new or newly positioned models. However, when you delete models or move them closer together, the floor does not automatically shrink. Choose “Fit Floor to Scene” to resize the floor so it's just slightly larger than the scene.

The “No Shadow” Command

By default, when you select a model, it casts a shadow onto the floor. You can use the shadow to determine where the 3D model is located in comparison to other models in the scene. In addition, you can move a model by dragging its shadow. Choose “No Shadow” if you do not want the shadow to appear for selected models.

The “Bounding Box Shadow” Command

When you select a model, it casts a shadow onto the floor. By default, you see a shadow of the bounding box that appears around the selected model. If you have selected “No Shadow” or “Object Shadow” and want to revert back to the default behavior, choose “Bounding Box Shadow.”

The “Object Shadow” Command

When you select a model, it casts a shadow onto the floor. By default, you see a shadow of the bounding box that appears around the selected model. Choose “Object Shadow” if you want to cast a shadow of the selected model rather than a shadow of the bounding box.


Note: Rendering a model's shadow is often more time-consuming than rendering a shadow of the bounding box.


The Markers Menu

The Markers menu contains commands that let you create and play markers.

The “Play Notes” Command

The “Play Notes” command lets you play all of the notes in sequence that are attached to the selected marker. Choosing “Play Notes” is equivalent to clicking the triangular Play Marker button shown in Figure 2-4.

Figure 2-4. The Play Marker Button



Tip: <Ctrl>-l


The “Solid Arrow” Command

The “Solid Arrow” command lets you create one of the four types of markers. Choose the command, then place the cursor over a model in the viewing area. When the wireframe arrow turns red, click to place the marker. Choosing “Solid Arrow” is equivalent to clicking the button shown in Figure 2-5.

Figure 2-5. The Solid Arrow Button.


See also “Using Arrow and Pin Markers.”

The “Line Arrow” Command

The “Line Arrow” command lets you create a marker that resembles a hand-drawn arrow. Choose the command, then place the cursor over a model in the viewing area. When the wireframe arrow turns red, click to place the marker. Choosing “Line Arrow” is equivalent to clicking the button shown in Figure 2-6.

Figure 2-6. The Line Arrow Button


See also “Using Arrow and Pin Markers.”

The “Pin” Command

The “Pin” command lets you create a marker that resembles a straight pin. Choose the command, then place the cursor over a model in the viewing area. When the wireframe pin turns red, click to place the marker. Choosing “Pin” is equivalent to clicking the button shown in Figure 2-7.

Figure 2-7. The Pin Button


See also “Using Arrow and Pin Markers.”

The “Bullet” Command

The “Bullet” command lets you create a marker that is not attached to a particular model in the scene. Choose the command, then place the cursor in the viewing area. Click the left mouse button to place the marker. Choosing the “Bullet” command is equivalent to clicking the button shown in Figure 2-8.

Figure 2-8. The Bullet Button


The “Auto Size” Command

The “Auto Size” command tells IRIS Annotator to pick a default size for the arrows and pins you create. This size can vary from one file to another; it's based on the size of the model to which the marker is being attached. Once you've created a marker, you can resize it by following the instructions in “Resizing Markers.” The last size you pick is then the default size for the next marker you create.

The “Last Size” Command

IRIS Annotator automatically sizes arrow and pin markers according to the size of the object they're being attached to. For example, if you import a large model, it gets large arrows. By default, if you resize a marker, the next marker you create will be the new size.

The “Marker List & Player” Command

The “Marker List & Player” command opens the window shown in Figure 2-9. It lists each marker in the file and provides controls for playing these markers. In addition, it lets you rearrange markers in the list so that they play in a particular order.

Figure 2-9. The Marker List & Player Window


Reorder: 

Moves the selected marker up or down the list.

Delete 

Deletes the currently selected marker.

Prev Marker 

Selects the marker above the selected one on the Marker List.

Next Marker 

Selects the marker below the selected one on the Marker List.

Play Marker 

Plays in sequence all the notes of the currently selected marker. If no marker is selected, it plays the first marker.

Play All 

Plays all the markers, starting with the one currently selected (or first marker if no marker is selected), through the last marker on the list.

Stop 

Stops playback of the markers. The next time you play the markers, the playback starts with the one that was playing when you selected “Stop.”

Reset 

Selects the first marker on the Marker List.

The Notes Menu

The Notes menu contains commands for creating, modifying, and playing notes.

The “Play” Command

The “Play” command lets you play the selected note.


Tip: <Ctrl>-l


The “Playback Options...” Command

The “Playback Options...” command opens the window shown in Figure 2-10. It has the following controls:

  • The “Note player stays:” and “Start next note:” controls let you specify how, when, and where notes are played.

  • The “Note player location:” controls let you play a note, and for most types of notes, allows you to specify where on the screen you want the note to appear.

    In addition, it lets you change the way a particular note is stored. See also “Choreographing Note Playback” and “Choosing How Notes Are Stored.”

    Figure 2-10. The Playback Options Window



Tip: <Ctrl>-b


The “Edit Media...” Command

The “Edit Media...” command lets you replace the content of a selected note. For example, suppose you have added a note that changes the camera view. You decide that the view you selected isn't quite right. Select the note, then choose “Edit Media...” and you can change the view. See also “Replacing or Editing Notes.”


Tip: <Ctrl>-e


The “Camera View...” Command

Most of the note commands let you create and display a particular type of media—image, movie, 3D model, and more. When you play the notes, each item is displayed in an appropriate way. The “Camera View...” command lets you modify the view of the IRIS Annotator scene. You choose the command, then change the view. This lets you adjust the scene automatically so the user is looking at it from a particular viewpoint. Choosing this command is equivalent to clicking the Create Camera View button shown in Figure 2-11. See also “Changing the Camera View With Notes.”

Figure 2-11. The Create Camera View Note Button


The “Image...” Command

The “Image...” command lets you create an image and include it as a note. You can either take a snapshot of something on the screen or, if you have a video camera attached, take a picture using the camera. Choosing this command is equivalent to clicking the Capture Image Note button shown in Figure 2-12. See “Creating Images” for step-by-step instructions.

Figure 2-12. The Capture Image Note Button


The “Sound...” Command

The “Sound...” command lets you record a sound and include it as a note. Choosing this command is equivalent to clicking the Record Sound Note button shown in Figure 2-13. See “Creating Sound Notes” for step-by-step instructions.

Figure 2-13. The Record Sound Note Button


The “Movie...” Command

The “Movie...” command lets you record a movie and include it as a note. This command is accessible only if your system has video capabilities. Choosing this command is equivalent to clicking the Record Movie Note button shown in Figure 2-14. See “Creating Movies” for step-by-step instructions.

Figure 2-14. The Record Movie Note Button


The “Text...” Command

The “Text...” command lets you type a text message and include it as a note. Choosing this command is equivalent to clicking the Type Text Note button shown in Figure 2-15. See “Creating Text Notes” for step-by-step instructions.

Figure 2-15. The Type Text Note Button


The “3D Object...” Command

The “3D Object...” command lets you include another 3D model or IRIS Annotator file as a note. Choosing this command is equivalent to clicking the Create 3D Object button shown in Figure 2-16. See “Creating 3D Notes” for step-by-step instructions.

Figure 2-16. The Create 3D Object Note Button


The “World Wide Web Link...” Command

The “World Wide Web Link...” command lets you create a link to a World Wide Web document. Choosing this command is equivalent to clicking the Create World Wide Web Link button shown in Figure 2-17. See “Creating World Wide Web Link Notes”for step-by-step instructions.

Figure 2-17. The Create World Wide Web Link Note


The “System Call...” Command

As part of an annotation, you might want to open another application. For instance, you might want to display a Showcase document. The “System Call...” command lets you do just this. Choosing it is equivalent to clicking the Create System Call button shown in Figure 2-18. See also “Running Another Application With Notes.”

Figure 2-18. The Create System Call Note Button


The “Import Note...” Command

The “Import Note...” command lets you use existing image, audio, movie, ASCII text, or 3D files as notes. Choose this command and the file browser appears. This command is equivalent to the button shown in Figure 2-19.

Figure 2-19. The Import Note Button


The “Inline” Command

By default, when you create and save a note, it's stored as a part of the IRIS Annotator file. You can change this behavior and have each note stored in a separate file. Choose “Inline” if the selected note is stored in a separate file and you decide that you want to store that note in the IRIS Annotator file instead.

To understand the differences between the two methods of storing notes, see “Choosing How Notes Are Stored.”

The “In External File” Command

By default, when you create and save a note, it becomes a part of the IRIS Annotator file. Choose “In External File” if you want to extract the note data for the selected note and store it in a separate file. To understand the differences between the two methods of storing notes, see “Choosing How Notes Are Stored.”

The “Shift Left” Command

The order in which you create notes is the order in which they appear and play back. You can change this order using the “Shift Left” and “Shift Right” commands. Select a note, then choose “Shift Left.” The selected note is moved in front of the preceding note.


Tip: left arrow


The “Shift Right” Command

The order in which you create notes is the order in which they appear and play back. You can change this order using the “Shift Left” and “Shift Right” commands. Select a note, then choose “Shift Right.” The selected note is moved behind the next note.


Tip: right arrow


The Appearance Menu

The Appearance menu contains command that let you change the color, material, and texture of 3D models and markers.

The “Material Palette” Command

The “Material Palette” command opens a material palette. You can use this palette to change the material of a selected model or marker. Figure 2-20 shows the material palette. The Palettes menu is displayed to show the many palettes from which you can choose.

Figure 2-20. The Material Palette


The “Material Editor” Command

Figure 2-20 shows the many material palettes that IRIS Annotator provides. In addition to selecting from one of these palettes, you can create a custom palette or modify one of the existing materials. See also “The Material Palette.”

The “Texture” Command

The “Texture” command opens the Texture Editor. You can use this editor to apply a texture to a selected model and to specify how you want the texture applied to the model. Figure 2-21 shows the Texture Editor. The Palettes menu is displayed to show the many palettes from which you can choose.

Figure 2-21. The Texture Editor


In addition to selecting from one of these palettes, you can create a custom palette or modify one of the existing textures. See also “The Texture Editor.”

The Viewer Controls

The Viewer Toolbar

The viewer controls appear in a toolbar along the right edge of the window. The table below shows each tool and provides a brief description of its purpose. Note that the camera tool is available only if you're using the Examiner Viewer.

Table 2-1. Viewer Controls

Button

Purpose

The selection tool. Click this when you want to select objects—models, markers, and notes.

The viewer tool. Click this when you want to change your view of the scene. See also “Interactively Changing the View Using the Examiner Viewer” and “Interactively Changing the View Using the Walk Viewer.”

The view home tool. Click this when you want to return to the home view. By default, the home view is equal to the front view.

The set home tool. Click this if you want to save the current view as the home view. See also “Setting a Home View.”

The view all tool. Click this button if you've imported several models into the scene and want to change the view so they are all visible. See also “Viewing All of the Models or Only the Selected Model.”

The seek tool. Click this button, then click on the area of the model you want to view. The scene changes; the point you clicked on moves to the center of the viewing area. You must be in viewing mode (the hand cursor) to use this tool.

The camera tool. (Only available in the Examiner Viewer). Click this button to switch between the default camera and an orthographic camera. By default, IRIS Annotator uses a perspective camera. Models that are farther away appear smaller. An orthographic camera eliminates this natural distortion. Consider using it if you want to measure parts and check their relative sizes. But remember that the models do not appear as the eye would normally see them.


The IRIS Annotator Logo

The IRIS Annotator logo, shown in Figure 2-22, appears along the right edge of the window, beneath the Appearance toolbar. Click the logo and you're connected to the IRIS Annotator home page on the World Wide Web.


Note: Annotator uses the Netscape Navigator to display the home page. If you want Annotator to use XMosaic instead, see “Creating World Wide Web Link Notes.”

Figure 2-22. The IRIS Annotator Logo


The Examiner Viewer and Walk Viewer Menus

To display the Viewer pop-up menu, place the cursor over the viewing area, then press the right mouse button. You see the following menu entries:

Functions 

This rollover menu contains six commands. “Home,” “Set Home,” “View All,” and “Seek” are equivalent to buttons on the toolbar. “Copy View” and “Paste View” are useful if you have multiple viewers open. They let you copy and paste a view from one program to the other.

Draw Style 

This rollover menu is divided into three regions.The top region contains commands that change the display of models. For instance, you can display a model as a series of points or as a bounding box only. The commands are listed from highest to lowest quality.

The second region of the menu contains commands that change the way models are displayed when you interact with them. For example, a model may appear fully rendered. When you move it, however, it changes and displays as a bounding box only. This lets you interact with the models more quickly.

The third region of the menu lets you control how Annotator makes use of colors. By default, IRIS Annotator is set to use “double buffer.” This prevents you from seeing flickering when you manipulate the models. Switch to “single buffer” when you want the very best color resolution. For instance, if you want to take a screen snapshot of the model, you might want to switch to “single buffer” temporarily. The last command, “interactive buffer,” lets you use a single buffer while viewing the models. When you move a model, however, IRIS Annotator switches to double buffer temporarily.

“Viewing” 

The “Viewing” command is equivalent to the arrow and hand buttons on the toolbar. When a checkmark appears next to the command, you are in viewing mode. The cursor resembles a hand and you can change your view of the scene. When the checkmark is absent, you are able to select models and markers.

“Decoration” 

The “Decoration” command lets you hide or display all of the controls that appear around the viewing area. If you choose to hide them, the toolbar, zoom controls, and rotation controls disappear.

“Headlight” 

The “Headlight” command lets you turn on and off the headlight, which is a single light positioned at the camera. If you turn off the headlight, the scene may appear very dark. If you added lights when you created the original 3D file, the scene will be lit with only those lights when the headlight is off.

“Preferences...” 

The “Preferences...” command opens a preference sheet. Use it to control various aspects of the viewing area. See “Examiner Viewer Preference Sheet” and “Walk Viewer Preference Sheet.”

Examiner Viewer Preference Sheet

To display the Examiner Viewer Preference Sheet, you must have “Examiner Viewer” selected in the View menu. Place the cursor over the viewing area, press the right mouse button, and choose “Preferences...”. You see the following entries:

Seek Animation Time: 


Sets the time for the seek function. Set this to 0 for instant seek.

Seek to: 

Allows two levels of accuracy for the seek function. “Seek to Point” uses the selected point and a normal surface to align the camera. A normal surface means the camera is perpendicular to the surface. “Seek to object” uses only the center of the object.

Zoom slider ranges from: 


The default setting for the zoom slider range is 1.0 to 140.0. You can adjust the minimum and maximum ranges to as low as 0 and as high as 180.

Auto clipping planes 


The “Auto clipping planes” command is on by default. Annotator automatically sets the clipping planes for the best dynamic fit for the object on the screen. If you turn “Auto clipping planes” off, you can move the clipping planes by using the rotation thumbwheels that appear.

Stereo Viewing 

The “Stereo Viewing” command is off by default. When you select “Stereo Viewing,” you change the camera rotation using the thumbwheel that appears. With stereo viewing, 3D objects appear to stick out of the monitor and you get better depth perception. Stereo viewing requires special stereo glasses and hardware.

Enable spin animation 


The “Enable spin animation” command is on by default. This feature lets the model continue spinning after you release the mouse button. Select the Viewer tool, press down the left mouse button and drag the cursor in the direction you want to spin. Release the mouse button while still dragging the mouse, and the model continues spinning. To stop the spinning, click the left or middle mouse button anywhere.

Show point of rotation axes 


The “Show point of rotation axes” is off by default. This shows the point about which the camera rotates. When you turn it on, you can also change the size of the axes using the thumbwheel that appears.

Examiner Viewer Rotation Thumbwheels

The rotation thumbwheels appear in the lower left corner of the window. Use the thumbwheel labeled “Rotx” to spin the scene around the horizontal axis; use the thumbwheel labeled “Roty” to spin around the vertical axis.

Walk Viewer Preference Sheet

To display the Walk Viewer Preference Sheet, you must have “Walk Viewer” selected in the View menu. Place the cursor over the viewing area, press the right mouse button, and choose “Preferences...”. You see the following entries:

Seek Animation Time: 


Sets the time for the seek function. Set this to 0 for instant seek.

Seek to: 

Allows two levels of accuracy for the seek function. “Seek to Point” uses the selected point and a normal surface to align the camera. “Seek to object” uses only the center of the Seek distance:

Seek distance: 

Controls how close to the object the camera moves during a seek. The distance can be either an absolute distance (say 5 meters), or a percentage of the distance (say 50%), to the selected point. For example, selecting 50% divides the distance in half each time seek is used.

Zoom slider ranges from: 


The default setting for the zoom slider range is 1.0 to 140.0. You can adjust the minimum and maximum ranges to as low as 0 and as high as 180.

Auto clipping planes 


The “Auto clipping planes” command is on by default. Annotator automatically sets the clipping planes for the best dynamic fit for the object on the screen. If you turn “Auto clipping planes” off, you can move the clipping planes by using the rotation thumbwheels that appear.

Stereo Viewing 

The “Stereo Viewing” command is off by default. When you select “Stereo Viewing,” you change the camera rotation using the thumbwheel that appears. With stereo viewing, 3D objects appear to stick out of the monitor and you get better depth perception. Stereo viewing requires special stereo glasses and hardware.

Walking speed 

The “Walking speed” determines the speed at which you “walk through” the model. The initial speed is chosen by the size of the model you're viewing. To slow the speed by half each time you press the mouse button, choose “speed/2.” To double the speed, choose “speed*2.”

Walk Viewer Rotation Thumbwheels

The rotation thumbwheels appear in the lower left corner of the window. Use the thumbwheel labeled “H” (for height) to move the scene up and down. Use the thumbwheel labeled “Tilt” to tilt the scene, for example, to look at the ceiling or floor of a building. Use the thumbwheel labeled “Pan” to move to the left or right of the scene.

The Zoom Slider and Dolly Thumbwheel

If you want a closer view of the models you're annotating, you can use the Zoom slider or the Dolly thumbwheel. Similarly, you can use these controls if you want to view the models from a distance.

When you use the Dolly thumbwheel, you move the camera closer to or farther from the models. Drag the thumbwheel up to make the models appear smaller; drag the thumbwheel down to make the models appear larger.

Using the Zoom slider is comparable to changing the lens on a camera. The models appear smaller or larger because the viewing angle of the lens is different. Move the slider to the left, and the models appear larger. Move the slider to the right, and the models appear smaller.


Tip: Changing the zooming angle introduces distortion. You may want to use the Dolly thumbwheel to move closer or further from the model.


The Color Editor

The Color Editor appears when you choose “Edit Bgd Color...” from the View menu or when you edit a material. Figure 2-23 shows the editor.

Figure 2-23. The Color Editor


The Main Display of the Color Editor

The right side of the window shows a color wheel. Press the left mouse button and drag the mouse to move the selection box within the wheel. The slider at the bottom of the window changes color. The leftmost edge shows the color black; the rightmost edge shows the color underneath the cursor.

By default, the slider is positioned in the leftmost position, which results in the color black. As you move the cursor to the right, the left square at the top of the window changes color; so does the background of the viewing area. You can store this color in the right square by clicking the left arrow. You can then select another color in the color wheel. To return to the first color, click the right arrow. The double-sided arrow toggles between the two squares.

The Edit Menu on the Color Editor

The Edit menu contains “Copy” and “Paste” commands and several commands that change the behavior of the Color Editor.

“Continuous” 

This is the default setting for the Color Editor. As you move the slider at the bottom of the window, the background color is continuously updated.

“Manual” 

Lets you experiment with colors. When you're ready to change the background color, click the Accept button that appeared when you chose “Manual.” This setting is useful if redrawing the scene is slow.

“WYSIWYG” 

Changes the way sliders are displayed. For example, by default, the RGB sliders show a range of colors—from black to red, from black to green, and from black to blue. You can change the color by adding more or less red, green, or blue paint. More than likely, however, you won't know what color you're going to create if you add more red to the existing color.

Choose “WYSIWYG” and the sliders change to show the actual colors you'll create. You click directly on the color you want to use. Think of a paint store. When you're in WYSIWYG mode, choosing a color is like selecting from paint chips; when you're not, you select a color by mixing the paint yourself.

“Copy” 

Copies the current color. The pair of boxes in the upper left corner of the window show the current color (left) and stored color (right).

“Paste” 

Lets you paste a color that you copied. For instance, select a model, then choose “Copy” from the Edit menu on the main window. Choose “Paste” in the Color Editor. The current color changes; it matches the color of the model you copied.

The Sliders Menu on the Color Editor

By default, the Color Editor displays one slider—the slider for setting the intensity value. You use this to make a color darker or lighter. You can choose to hide this slider or display additional sliders.

“None” 

Choose “None” to hide all sliders.

“Value” 

Choose “Value” to display the value slider. This slider is shown by default.

“RGB” 

Choose “RGB” to display three sliders—one for red, one for green, and one for blue. You can modify a color by adding or subtracting each of these colors.

“HSV” 

Choose “HSV” to display three sliders—one for hue, one for saturation, and one for value.

“RGB V” 

Choose “RGB V” to display four sliders—one for red, one for green, one for blue, and one for value.

“RGB HSV” 

Choose “RGB HSV” to display all six sliders—one each for red, green, blue, hue, saturation, and value.

The Material Palette

Figure 2-20 shows the material palette. It appears when you choose “Material Palette” from the Appearance menu or click the button shown in Figure 2-24.

Figure 2-24. The Button You Click to Open the Material Palette


The Main Display of the Material Palette

The main portion of the window displays a palette of materials. In the title bar, you see the palette's name. For instance, initially, the title bar says “artdeco.” That's the name of the palette that appears by default.

Click a sphere to select that material. The selected model or marker changes to that material. Double-click a sphere to edit the material in the palette. The Material Editor appears. When you edit a material in this way, you change the material that's in the installed palette. Choose “Material Editor” from Annotator's Appearance menu if you want to change the material on the selected model or create a new material. See also “The Material Editor.”

The arrows in the lower left and right corners of the window let you move from one palette to another.

The File Menu on the Material Palette

You can create new palettes and customize existing palettes. Commands on the File menu help you do that.

“New...” 

Lets you create a custom palette. A dialog box appears; into it you enter a name for the new palette, then click OK. A palette filled with rows of gray spheres appears. See “Creating a Custom Material Palette.”

“Save” 

Saves the palette being displayed. Choose this if you've modified an existing palette or created a new one. The palette is saved in your home directory.

“Save As...” 

Lets you choose a new name for the palette. You might choose this if you want to maintain the original palette and use it as the basis for a new, custom palette.

“Reset” 

Lets you return to the default palette. Choose this if you've modified a material and want to revert to the original.

“Delete” 

Lets you delete any custom palettes that you've created. You can not delete the default palettes.

“Close” 

Closes the material palette.

The Edit Menu on the Material Palette

Use the commands on the Edit menu to cut, copy, and paste materials. You can copy and paste material between palettes as well as between a selected model and the palette.

“Cut” 

Removes the material from the selected sphere and stores it in a buffer. The sphere turns gray. You can retrieve the material using the “Paste” command.

“Copy” 

Copies the material from the selected sphere and stores it in a buffer.

“Paste” 

Pastes the material from the buffer onto the selected sphere. You can also paste materials from selected markers or models in the IRIS Annotator file.

“Delete” 

Removes the material from the selected sphere. The sphere turns gray.

The Palettes Menu on the Material Palette

This menu provides a list of the material palettes installed on your system. Entries for palettes that you create appear at the bottom of the menu. “Next” and “Previous” let you page through the palettes.

Creating a Custom Material Palette

You can create a custom material palette. To do so:

  1. Select a model or marker in the scene.

    See “Selecting 3D Models” or “Selecting Markers” if you're unsure how to do this.

  2. Choose “Material Palette” from the Appearance menu or click the button shown in Figure 2-20.

    The Material Palette appears.

  3. De-select the model or marker by clicking in an empty area of the IRIS Annotator viewing area.

  4. Choose “New” from the File menu on the Material Palette.

    A dialog box appears.

  5. Enter a name for the palette you're creating, then click the OK button.

    The Material Palette changes. The title bar displays the name of the new palette; all of the spheres are gray.

  6. Double-click a sphere to open the Material Editor and create a new material.

Copying a Material and Adding It to the Palette

You may import a model whose material is not available in any of the default material palettes. If this happens, you can add the material to a palette by doing the following:

  1. Select the model whose material you want to add to the palette.

    See “Selecting 3D Models” if you're unsure how to select the model.

  2. Choose “Copy” from the Edit menu.

  3. Choose “Material Palette” from the Appearance menu.

    The Material Palette appears.

  4. De-select the model by clicking in an empty area of the IRIS Annotator viewing area.

  5. Place the cursor in the palette, over the material you want to replace, then click the left mouse button to select that sphere.

    A thick red outline surrounds the sphere when it's selected.

  6. Choose “Paste” from the Edit menu on the Material Palette.

    The sphere changes colors.

  7. Choose “Save” from the File menu on the Material Palette.

    Next time you open that palette, you'll see the new material.


Note: If you don't want to replace an existing material, you can create a custom palette. See“Creating a Custom Material Palette” for details.


The Material Editor

Use the Material Editor to change the material of the selected model or to change one of the materials in a palette. Figure 2-25 shows the Material Editor.

Figure 2-25. The Material Editor


See also:

Opening the Material Editor

You might open the Material Editor for one of several reasons—to change the material of the selected model or marker, to create a new material, or to modify a material that's part of an existing palette. The following text lists each reason and explains how you would open the Material Editor in each case.

  • If you want to change the material for a particular model or marker, select the model or marker whose material you want to change, then choose “Material Editor” from the Appearance menu. You can also click the button shown in Figure 2-26. The Material Editor opens. Any changes you make apply to the selected model; they do not affect the material palettes.

    Figure 2-26. The Button You Click to Open the Material Editor


  • If you want to modify a material in one of the existing palettes, select a model or marker, then choose “Material Palette” from the Appearance menu or click the button shown in Figure 2-27. The Material Palette appears. Deselect the marker or model unless you want to change its material. Find the material that you want to modify, then double-click the sphere. If you want to create a new palette of materials, choose “New” from the File menu.

    Figure 2-27. The Button You Click to Open the Material Palette


The Edit Menu on the Material Editor

The Edit menu contains four commands:

“Material List” 

Opens a window that contains a list of all the materials installed on your system. Click on a name to load that material. If a model or marker is selected, you change the material of the selected item.

“Continuous” 

Changes the selected model or marker as you edit the material. This is the default setting.

“Manual” 

Lets you edit a material without automatically updating the selected marker or model and material palette. Click Accept when you're ready to apply the change.

“Copy” 

Lets you copy a material in the palette.

“Paste” 

Lets you paste a material into the palette. See “Copying a Material and Adding It to the Palette.”

The Sliders on the Material Editor

The Material Editor contains six sliders. Each slider affects the material by controlling how it reacts to light and, in most cases, the reflected color of the light. The list below explains each slider. You will probably need to experiment a bit to get the look that you want.

Amb 

The Ambient slider helps you control how dark or light a material is. Imagine you're in a room with light emanating from all areas of the room.

Click the box to the left of the label “Amb” to display a Color Editor. Use this to change the color of the ambient material.

Diff 

The Diffuse slider determines the main color of the material. In addition, it determines whether the material looks rough, like a fabric, or smooth.

Click the box to the left of the label “Diff” to display a Color Editor. Use this to change the color of the diffuse material.

Spec 

The Specular slider controls the amount and color of the specular light. Think of a specular light as a laser beam. The light hits the object and bounces back sharply. As you drag the slider to the right, the material begins to look shiny. As you drag the slider to the left, the material looks flat.

Click the box to the left of the label “Spec” to display a Color Editor. Use this to change the color of the specular light.

Emis 

The Emissive slider determines how much light emanates from inside the object. As you drag the slider to the right, the material looks as if it's glowing in the dark.

Click the box to the left of the label “Emis” to display a Color Editor. Use this to change the color of the emissive light.

Shininess 

The Shininess slider works with the Specular slider. Together, they determine how shiny or smooth a material appears. The higher the value, the smoother the material appears.

Transp 

The Transparency slider controls how much light passes through the material. As you drag the slider to the right, the material becomes increasingly transparent.


Note: The first four sliders are preceded by a radio button (diamond-shaped button) and a checkbox. Click the radio button to edit the color for that slider only. Click checkboxes if you want to open a Color Editor that lets you change the colorfor multiple sliders.


The Texture Editor

You might open the Texture Editor for one of several reasons—to apply an image or a pattern (that is, a texture) to the surface of a model, to change the existing texture mappings on a model, or to create a new texture.

The Texture Editor appears when you have a model selected and you choose “Texture” from the Appearance menu, or click the button shown in Figure 2-28.

Figure 2-28. The Button You Click to Open the Texture Editor


The Main Display of the Texture Editor

Figure 2-29 shows the Texture Editor. If you have a model selected, you see it in the upper portion of the editor. Click a square to select a texture. The model in the editor changes to that texture. Click Accept; the selected model in the main window changes to the texture you chose.

The arrows in the lower left and right corners of the window let you move from one palette to another. See “The Edit Menu on the Texture Editor” and “Creating a Custom Texture Palette.”

Figure 2-29. The Texture Editor


The File Menu on the Texture Editor

You can create new palettes and customize existing palettes. Commands on the File menu help you do that.

“New...” 

Lets you create a custom palette. A dialog box appears; into it you enter a name for the new palette, then click OK. An empty palette appears. See “Creating a Custom Texture Palette.”

“Reset” 

Lets you return to the default palette. Choose this if you've modified a palette and want to revert to the original installed version.

“Delete” 

Lets you delete any custom palettes that you've created. You cannot delete the default installed palettes.

“Close” 

Closes the Texture Editor

The Edit Menu on the Texture Editor

“Show Image” 

Shows a full size image of the selected texture, as well as information about the image. This is the same as double-clicking a tile.

“Import” 

Lets you import a file to create a custom texture palette. This is the same as double-clicking an empty tile. See also “Creating a Custom Texture Palette.”

“Delete” 

Removes the selected texture from the palette.

“Edit Texture Color” 


On black and white images, lets you edit the black part of the selected texture. The right side of the Texture Color window shows a color wheel. Press the left mouse button and drag the mouse to move the selection box within the wheel. The slide at the bottom of the window changes. The leftmost edge shows the color black; the rightmost edge shows the color underneath the cursor.

By default, the slider is positioned in the leftmost position, which results in the color black. As you move the cursor to the right, the left square at the top of the window changes color; so does the color of the model in the top portion of the Texture Editor.

The Palettes Menu on the Texture Editor

This menu provides a list of the texture palettes installed on your system, plus entries for palettes that you've created, which appear at the bottom of the menu. “Next” and “Previous” let you page through the palettes.

The Mapping Menu on the Texture Editor

“default” 

Wraps the texture around the model. See “About the Texture Editor” for a description of wrapping textures.

“reflection” 

Reflects the texture onto the surface of the model. See “About the Texture Editor” for a description of reflecting textures.

“xy plane” 

Maps the texture to the xy plane and smears it across the other sides.

“xz plane” 

Maps the texture to the xz plane and smears it across the other sides.

“yz plane” 

Maps the texture to the yz plane and smears it across the other sides.

The Options Menu on the Texture Editor

“repeat” 

Lets you repeat the texture multiple times on a model. Use the “Repeat X” and “Repeat Y” thumbwheels or the type-in fields to specify the number of times you want the texture to repeat.

“clamp” 

Makes the texture larger or smaller on the model without repeating it. The edge of the texture is smeared across the object instead. Use the thumbwheels labeled “Scale X” and “Scale Y” to make the texture larger or smaller.

“repeat x” 

Repeats the texture on the x dimension only of the model. Use the thumbwheel labeled “Repeat X” to display more or fewer repetitions.

“repeat y” 

Repeats the texture on the y dimension only of the model. Use the thumbwheel labeled “Repeat Y” to display more or fewer repetitions.

The Sliders on the Texture Editor

“Translate X” 

Sets the position of the texture on the model horizontally. The default is centered. Use the scrollbar to move the texture from left to right. Or type the number (from -1 to 1) by which you want to move it in the type-in field.

“Translate Y” 

Sets the position of the texture on the model vertically. The default is centered. Use the scrollbar to move the texture from up or down. Or, in the type-in text field, type the number (from -1 to 1) by which you want to move it.

“Rotate” 

Specifies whether the texture is applied in an upright position, or rotated. Use the scrollbar to rotate the texture. Or, in the type-in field, type the number of degrees by which you want to rotate it.

The Repeat or Scale Thumbwheels on the Texture Editor

“Repeat X” or “Scale X” 


Sets the number of texture repetitions, or scales the texture, in the X dimension. Move the wheel to the left to display fewer repetitions; move it to the right to display more repetitions.

“Repeat Y” or “Scale Y” 


Sets the number of texture repetitions, or scales the texture, in the Y dimension. Move the wheel to the left to display fewer repetitions; move it to the right to display more repetitions.

Creating a Custom Texture Palette

You can create a custom texture palette. To do so:

  1. Select a model so that you can open the Texture Editor.

  2. Choose “Texture” from the Appearance Menu or click the button that's shown in Figure 2-28.

    The Texture Editor appears. You may want to deselect the object in the main window now, but keep the Texture Editor open.

  3. Choose “New” from the File menu on the Texture Editor. Figure 2-29 shows the Texture Editor.

    A dialog box appears.

  4. Enter a name for the palette you're creating, then click the OK button.

    If you open the Palettes menu, you see the name of the texture you created at the bottom of the list.

  5. The Texture Editor changes. The title bar displays the name of the new palette. The box of palettes is empty.

  6. Click the left mouse button to select an empty tile on the palette.

  7. Choose “Import” from the Edit menu or double-click the red square.

    The file browser appears.

  8. Browse through the directory structure until you find the name of the file you want to import, then click the left mouse button.

    The selected file is highlighted in black.

  9. Click the OK button.

    The new texture appears in the red square on the palette.

Keys and Shortcuts

You can use keyboard shortcuts for many IRIS Annotator commands. The shortcuts appear on the right side of the menu and are shown in Table 2-1. To use these shortcuts, press the keys listed on the menu. For example, to quit IRIS Annotator, press the <Ctrl> and q keys simultaneously.

Table 2-2. Shortcuts for IRIS Annotator Commands

Command

Keyboard Shortcut

“New”

<Ctrl>-n

“Open...”

<Ctrl>-o

“Import Model...”

<Ctrl>-i

“Import Note...”

<Ctrl>-<Shift>-i

“Save”

<Ctrl>-s

“Quit”

<Ctrl>-q

“Undo”

<Ctrl>-z

“Redo”

<Ctrl>-<Shift>-z

“Cut”

<Ctrl>-x

“Copy”

<Ctrl>-c

“Paste”

<Ctrl>-v

“Delete”

<Backspace>

“Select Parent”

up arrow

“Select Child”

down arrow

“Play Notes”

<Ctrl>-l

“Play”

<Ctrl>-l

“Playback Options...”

<Ctrl>-b

“Edit Media...”

<Ctrl>-e

“Shift Left”

left arrow

“Shift Right”

right arrow

“View Home”

<Home>

Switch between viewing and selecting

<Esc>