프로모델러에는 프로애니메이터 제품을 위한 강력한 3D 컨텐츠 제작을 하는 단독 실행형 프로그램입니다.
프로모델러는 강력한 3D 컨텐츠 제작 도구를 가진 프로애니메이터용 제품입니다. 이 제품은 다른 3D 프로그램을 사용한다면 만드는데 몇시간이나 걸릴 복잡한 모델과 로고들을 손쉽게 생성할 수 있도록 도와드립니다. 속도는 가장 중요한 키 포인트로서 프로 모델러는 이 분야에서 최고를 자랑합니다. 모델링을 위해 투자하는 시간의 80%를 절약할 수 있다면 어떤 기분일까요? 프로 모델러는 여러분을 위해 모델을 제작해 드립니다.
ProModeler includes all of the powerful 3D content creation tools as the ProAnimator product. It allows you to generate complicated models and logos that would take hours to create in other 3D applications. With our Object Style technology you can set up the entire look of a model. All shape, profile, materials and map settings are stored in an Object Style and that you can apply that style to 50 other models with a single click. If you are new to 3D, this is the program that will make sense. If you are experienced in 3D, modeling will suddenly become the fastest part of the process instead of the slowest.
Change any part of the model at any time
Create your own Custom Edge Profiles
Encapsulate modeling/material set-ups with Object Styles
Render images for print, video, and the web
Apply decal, bump, transparency and reflection textures
Show a model changing shape over time with Layer Cycling
Updates: What's New in Zaxwerks 6.1 Products:
GPU-based Open GL rendering. Enables final quality textures, bump maps, reflections and shadows right in the 3D preview window.
Changes have been made to handle text editing under more situations allowing text to be freely edited while retaining it’s original position.
The user interface on Windows has been upgraded for a more modern look.
A blur function was added to the noise shaders making for better bump maps and a wider range of uses.
Bump maps have been made more dramatic… and useful.
The Specular channel is now full color … good for metallic materials.
Material channels now show a “no” sign if they don’t affect the material. This makes it very easy to see which channels are contributing to the look of the material.
Imported 3D objects now have normals imported too.
There is a new Preference to disable jumping to the start of a Pose or Transition when a control is changed. This enables you to leave the Time Marker at a point in time while you change the controls at a different time (ProAnimator Only).
Undo now works faster, especially when working with Fragmentations (ProAnimator Only).
ProAnimator no longer pops to the front each time a frame is rendered. This way you can put ProAnimator in the background and work on other things while it’s still rendering.
Object Animation presets can now be organized into folders (ProAnimator Only).
The timeline will automatically scroll if you drag a Pose past the end of the timeline (ProAnimator Only).
The drawing window now automatically scrolls if you drag objects to the edge of the drawing area.
Fixes an issue where using the Color Picker when working on a Mac OSX Lion may cause the program to crash.
Fixes an issue on Lion where clicking the “little red ball” button may cause a crash (3D Invigorator Only).
The ProAnimator interface has been completely revamped. This lets you customize the workspaces in whatever ways you want, and allows you to jump from one workspace to another easily with the use of workspace buttons. With the new workspace setup, you can open or close as many, or as few panels as you need. This enables you to create complex workspaces where you have access to all the controls at once, or set up simple workspaces where you only need a few controls at a time. Resizable/Repositional panels lets you position every panel so that it's the right size and position. You can also preserve workspace by placing panels into tabs. To maximize a panel, hit the the ~ tilde key. This lets you quickly fine tune all those little details. By being to save and load your own workspaces, you have all your favorite workspaces at your fingertips.
Realtime Drawing Tools
Use familiar tools such as the Pen, Pencil, Shape, Text, Selection to build and edit professional logos. New vector drawing tools such as the Auto-curve, Corner Rounding, and Parametric Shapes lets you build objects faster than ever. The Auto-curve tool is a Pen-tool that automatically smoothes out the curves that you draw. The Cornering tools allow you to drag on any corner, and transforms it into a rounded corner or curve. Customizable Parametric shapes enables you to create simple shapes quickly, and edit them by changing the parameters. You can now edit imported Adobe Illustrator files directly within 3D Invigorator PRO. This means, if there's a little curve that needs tweaking, you can adjust the bezier curves right inside the drawing window. There's no need to switch between programs. Many keyboard shortcut commands have been implemented so you can switch effortlessly between the most commonly used tools such as the pen tool, convert anchor point tools, or the point selection tools. Creating cutout is also an easy process. Put shapes into the same layer, and by overlapping one shape with another, the program is smart enough to know which shape to cut out. Draw bevels in the new Profile Editor window. Any shape or design you create in the profile editor instantly gets applied to your object. You can also save and load any custom bevels that you create, and edit the bevels with any of the vector tools in the drawing window.
The Object List allows you to quickly move objects from one Object Track to another by dragging. This lets you organize your objects quickly, and also set up parenting and grouping easily. The Object List Preview window also lets you preview your objects so you know exactly what you are editing. The Editor View Sets enable you to save up to eight separate View Sets. Each View Set lets you customize layer settings such as the Layer Visibility, Lock, Editor Visibility, and Object Solo. Switch between different view sets to avoid having to toggle all the settings on and off over and over. New Object Creation buttons allows you to create objects with just a single click. This also enables you to convert vector shapes to Lathe Objects, and vice versa, group and ungroup objects, and delete layers with ease.
3D Text Handling
The 3D text engine can use Post Script Type 1, True Type, and Open Type fonts that reside on your computer system to directly create 3D models using any of the 100 edge bevels included with the program. The Font Preview list shows you what a font looks like, without having to first select the font. Using the up/down arrows, you can quickly preview your text with the selected font. To jump quickly to a font, type letters in the font list. Typing "t" will jump you to "Tahoma,"and adding an "r" will bring you to "Trebuchet". Each letter can have its own font, size, kerning, tracking, baseline shift, horizontal and vertical scale, color, bevel, position and depth. But the most astounding hallmark to this feature is the ability to change the text at any phase of the production process and retain the color, modeling and animation. Also, with the new feature to save a Font Favorite, you can save all the font information such as the Font Size, Kerning, and Spacing. This means that after the first version of a promo is created, 50 other versions can be created by simply changing the text. The new 3D text will retain the same coloring, text attributes, 3D beveling, texture map placement and even the animation data. This makes for an unbelievably fast production process when many changes or extra versions are needed. In addition, 3D Text objects can be edited directly within the drawing window. This means you can edit the bezier curves of each text character to make instant changes to the shapes of the 3D text objects. But guess what? The text objects are still live, so if you need to make text changes, like fix a spelling or add a word, you can still do it and all of your bezier edits will remain intact. What? That's right, this is the first and only place you can find this level of editability and flexibility in handling text.
3D Text Substitution
If you are interested in making money, this is the feature for you. Text substitution lets you set up an animation once then create variations by simply changing the words in a text file. This means you can create a template animation and render, literally, hundreds of variations without having to rebuild every animation. For instance if you have to build a title graphic for the head of every department, just set the animation up once, then create a text file including every department head's name, department name, office location or anything else you wanted to include. During rendering the data is substituted, automatically turned into 3D text objects and animated just like the original. This is truly a high-productivity workhorse feature.
Create lathe objects such as wine bottles, glasses, bowls and more by just drawing the profile of the object. The lathe object automatically updates with every edit of the bezier curve. In the Profile Editor, you can edit the shape of the lathe so you have oval containers, or any other shape that you draw.
ProAnimator enables you to set up 3D logos, titles and 3D text, color them, apply the materials, maps and object settings, and then save them into files which you can reuse over and over in all your other ProAnimator projects, or even other 3D applications. This is a huge time saver for repetitive work. Not to mention, the import feature is a great resource for users who like to take advantage of all the free 3D models that are available for download.
Gradient & Noise Editor
In ProAnimator version 5.0, resolution independent shaders can now be used for Color, Highlight, Bump, Transparency, and Reflectivity maps. Use blend modes such as Screen, Multiply and Overlay to overlapping shaders to create complex materials. Independent masking for every map or shader gives you custom, pixel-level control over how each map or shader is used. In addition, with our new Gradient and Noise Editor, you can create amazing gradients and noise shaders all without leaving the program. With the abilities of Gradientwerks, included in the Material Editor, now you can make and customize a mind boggling variety of resolution independent gradients The Noise Editor works wonders when creating Reflectivity Maps, Bump Maps, or even unique designs such as the army camoflauge. The Noise Editor comes with over 20 resolution independent graphic element noise generators. Apply them with our new Blend Modes feature for even greater customization. You can also copy and paste shaders to easily expand and reuse your material swatch libraries.
Use UV, Spherical, Planar, Cylindrical, Cubic, or Camera View mapping to create different looks for your 3D Objects. This enables you to create smooth gradients across your letters and logos, and still keep all the pieces separate. Change the Position, Rotation, or Scale of the material. Enable Tiling to repeat or mirror in both X and Y direction. Being able to edit the position, rotation, or tiling means no more going back and forth into Photoshop to adjust the texture maps.
Highlight Mapping, or Specular Mapping as it is sometimes called, is a type of texture mapping that only affects the highlights on an object. Much of the textural feel of a surface is contained in the highlights. The base paint job on an object may be fine, but over the top of the paint job the surface may be worn or dirty, and this type of surface detail isn't seen until you line your eye up with the glare from a light. Creative uses of highlight mapping include hidden messages like writing on a mirror, streaks, hand prints, scratches, dents and smudges.
Wireframe and Hidden Line Rendering
For the visual designer, Version 5 has many ways to paint the final picture and broaden your options for being visually creative. Wireframe rendering is that "techno-looking" style where 3D objects are rendered only as the lines that define their shape. This is uniquely appealing because objects look more like drawings rather than big clunky 3D objects. Hidden line rendering is a special kind of wireframe where you only see the lines that define the visible parts of the objects. In standard wireframe you see all of the lines no matter if they are on the front or the back of the objects. But with hidden line the back lines are hidden and you only see the lines that best show the front side of the object. Something very exciting about the way Zaxwerks has implemented line rendering is that our lines respond to lighting! This means that the lines will get brighter or darker depending on the placement and intensity of the lights. This gives shading and increased appeal to the lines rather than having plain solid-colored lines. Another unique ability is that the lines can be texture mapped! This lets you apply any of the standard maps (color, reflections, bump, etc.) to the surface of the lines. Want to make the lines look like brushed metal? Now you can. Line weight can be set in tenth/pixel increments, are professionally anti-aliased, and even the space between the lines can be filled with a color if desired.
Fresnel Coloring use two sets of values to create a material which does not behave the same way in all directions. Fresnel materials are used to create watery textures and metallic materials, which look different depending on your viewing angle. One material is seen when looking straight at the surface and the second material is seen when looking at the surface at a glancing angle.
This one is really fun. It renders the 3D objects as though they were drawn by a poster artist or an animator painting animation cells. Standard 3D rendering paints the objects in continuous tones creating a photo-real look, but Cartoon Color rendering paints the objects in bands of color . The bands block in the color of the highlights, shadows and base, giving you a big bold look with lots of punch!
This kind of rendering is useful when you want a color to be absolutely the same after rendering as it was before. For instance if you are doing a job for a corporate client who demands that their corporate colors be used and that the colors cannot be affected by the lighting or shadows in the 3D scene. This rendering option is also useful to put colored strokes around objects, for doing extremely graphic Pop Art looks, or to make 3D TV screens where the images in the TVs look as though they are lit from within. Best of all, these new material styles can be mixed and matched within the same 3D scene. For instance you can have a wireframe sphere, casting wireframe shadows, revolving around a cartoon logo with a shadow catcher floor making the 3D scene merge into your 2D background footage! Wow! There are also two other material styles which are useful when compositing the 3D imagery with other video or background footage.
This is a special material option that makes a 3D object act like a mask. When an object with this material is visible it creates a traveling matte. (Prints black in the alpha channel.) This is used to block out objects that you don't want to appear in the final rendering. For instance you can use a placeholder cylinder to create a "3D Mask" that to enable 3D stars to circle around an picture of a bottle. It is also useful for creating transition effects out of 3D objects. For instance, start with a 3D star. Color the star gold. Then apply the Matte Color material to the back face of the star. Now create an animation where the star flies to the center of the screen, flips over and then flies straight at the camera. When the star flips over it reveals the back side that has been given the Matte Color material. This will create a "hole" in the 3D image which will reveal a background layer behind the 3D layer. As the star flies toward the camera the hole gets bigger and bigger revealing more and more of the background image. Once the star has covered the camera the transition is complete.
Shadow Catcher Rendering
You are going to love this one! This enables the shadows from your 3D objects to fall onto the objects in a piece of background video. The way you do this is to build 3D objects that mimic the shape of the objects in the background footage then give those objects the Shadow Catcher material. For instance say you have a video of a package sitting on a table, and you want to animate a title that flies in and lands on the table next to the package. To make it look more realistic you want the shadow of the title to fall onto the package and the table top. Normally this is an impossible problem. The shadow will have to bend to take into account the height of the package and how it is positioned on the table, but the ProAnimator makes it possible. To create this effect, all you have to do is to use the new primitives modeler to create a box and a plane that will act as place holders. Adjust the box and plane to match the size of the package and the table top, and then position them in register with the background image of the real package and table. The last step is to give these placeholder objects the Shadow Catcher material. Now when you render the animation, the shadows from the title will fall onto the placeholder objects which will "catch" their shadows. The place holders themselves won't be seen. Only the shadows that fall onto them will be seen. When composited with the background video, the shadows of the 3D objects will look as though they are falling onto the package and table in the video, merging the two images into one very realistic image!
This is a standalone application. It does not run as a plug-in.