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  • MWMuser manual v1.1

    english

    MWM manual | 1/39

  • Table of ContentGlobal Overview...................................................................................................................4

    Main menu........................................................................................................................53D view..............................................................................................................................5Dashboard........................................................................................................................5Media Matrix.....................................................................................................................6

    3D view..................................................................................................................................7Scene.................................................................................................................................7Viewport............................................................................................................................9Objects (mesh, light, camera)......................................................................................10

    Selection....................................................................................................................10 Axis activation............................................................................................................10 Instance.....................................................................................................................10

    Mesh................................................................................................................................11 Translation.................................................................................................................11 Rotation......................................................................................................................11 Scale..........................................................................................................................11 Mesh Edit...................................................................................................................12 Mesh Deform.............................................................................................................12 General......................................................................................................................12

    Light................................................................................................................................13 Area...........................................................................................................................13 Directional..................................................................................................................13 Point...........................................................................................................................14 Spot...........................................................................................................................14

    Output.............................................................................................................................15 Selection....................................................................................................................15 Calibration..................................................................................................................16 Warp..........................................................................................................................17 Blend..........................................................................................................................19 Mask..........................................................................................................................20

    Interface..............................................................................................................................21Main Menu......................................................................................................................21

    File.............................................................................................................................21 Output........................................................................................................................21 Object........................................................................................................................22 Light...........................................................................................................................22 MIDI...........................................................................................................................22

    Dashboard......................................................................................................................23 Object........................................................................................................................24 Light...........................................................................................................................25 Output........................................................................................................................28 Edit.............................................................................................................................29 Calibration..................................................................................................................30 Warp..........................................................................................................................30 Blend..........................................................................................................................31 Mask..........................................................................................................................31

    Media...............................................................................................................................32 Global layer...............................................................................................................32 Media Matrix..............................................................................................................32

    MWM manual | 2/39

  • Preferences.........................................................................................................................35Output creation layer.........................................................................................................35Object import layer............................................................................................................36Slider...................................................................................................................................36Output windows.................................................................................................................37MIDI......................................................................................................................................38

    Mapping..........................................................................................................................38Saving / loading.............................................................................................................38

    Contact and Support..........................................................................................................39

    MWM manual | 3/39

  • Global Overview

    MWM is a real time 3D environment dedicated to video mapping based on a WYSIWYG render engine.We hope you'll enjoy using MWM and thank you for reading this manual.Please note that on OSX systems, Ctrl is Cmd.Please note that on OSX systems, Dell is Backspace.

    MWM manual | 4/39

  • Main menu

    3D view

    Dashboard

    MWM manual | 5/39

  • Media Matrix

    MWM manual | 6/39

  • 3D view

    Scene

    To pan the scene press the mouse middle button and drag.

    To rotate the scene press the right mouse button and drag.

    To zoom in the scene use the mouse wheel

    MWM manual | 7/39

  • Use the keyboard numerical keypad to activate orthographic views around a selected object.Press 2 (two) to go front.Press 8 (height) to go back.Press 6 (six) to go right.Press 4 (four) to go left.Press 9 (nine) to go top.Press 3 (three) to go bottom.Press 0 (zero) to go back to original view.

    Press Ctrl+f to focus the view on a selected object.Press Ctrl+Shift+f to focus the view on the entire Scene.

    MWM manual | 8/39

  • Viewport

    To translate the viewport keep the spacebar pressed, press the left mouse button and drag.

    To zoom the viewport keep the spacebar pressed and use the mouse wheel.

    To go back to viewport original position and zoom keep the spacebar pressed and press the right mouse button.

    Use Ctrl+spacebar to toggle the viewport fullscreen.

    MWM manual | 9/39

  • Objects (mesh, light, camera)

    Selection

    Select objects and control objects by picking them pressing the left mouse button.

    Use the Tab key to select next object, Shift+Tab to select previous object.

    Axis activation

    Activate per axis control pressingCtrl+x (activate X axis)Ctrl+y (activate Y axis)Ctrl+z (activate Z axis)Ctrl+w (no axis activated)

    If an axis is activated change it's value using the keyboard arrows.Pressing Shift make the control faster.Pressing Ctrl makes the control more precise.

    InstanceUse Ctrl+b to create a new instance of selected light or mesh.New mesh instance is similar to linked object.

    MWM manual | 10/39

  • Mesh

    Translation

    Activate translation using the Edit tab in the dashboard or by pressing t.

    Rotation

    Activate rotation using the Edit tab in the dashboard or by pressing r.

    Scale

    Activate scale using the Edit tab in the dashboard or by pressing g.Maintain Alt key pressed to perform homothetic scale.

    MWM manual | 11/39

  • Mesh Edit

    The Mesh Edit mode is a per vertex mesh editing mode and can be activated using the Edit tab in the dashboard or by pressing e.

    Use the Tab key to select next vertex, Shift+Tab to select previous vertex.

    Mesh Deform

    The Mesh Deform is a per region mesh editing mode and can be activated using the Edit tab in the dashboard or by pressing d.

    Add a control subdivision using the Edit tab in the dashboard or by pressing +.

    Remove a control subdivision using the Edit tab in the dashboard or by pressing -.

    Use the Tab key to select next control point, Shift+Tab to select previous control point.

    General

    Use Alt+right mouse button to reset to last value before action.

    Use 'a' key to toggle control gizmo Z-sorting.

    MWM manual | 12/39

  • Light

    Area

    Area light project its rays from its entire surface.

    Properties: Position Rotation Width and height Color Distance Diffuse intensity Specular intensity

    Directional

    Directional light project its rays from 1 (one) direction whatever the position it is and the distance between it and mesh objects.

    Properties: Position Rotation Color Diffuse intensity Specular intensity

    MWM manual | 13/39

  • Point

    Point light project its ray in every directions.

    Properties: Position Color Distance Diffuse intensity Specular intensity

    Spot

    Spot lights project its rays in 1 (one) direction controled by an opening cut off.

    Properties: Position Rotation Color Distance Cutt off Diffuse intensity Specular intensity

    MWM manual | 14/39

  • Output

    Selection

    Select control points by picking them pressing the left mouse button.

    Use the Tab key to select next control point, Shift+Tab to select previous control point.

    If a control point is selected, change it's position using the keyboard arrows.Press Shift to increase control speed.

    MWM manual | 15/39

  • Calibration

    The output calibation interface lets you drop reference control points directly onto the projection surface within the 3D view.

    Use Ctrl + left mouse button to add a control point

    Use Ctrl + right mouse button to remove a point

    You need at least 6 (six) control points to start calibrating.Once you have enough control points to perform calibration, selected control point lines are displayed in red.

    Output calibration is updated in real time as you drag each control point.

    MWM manual | 16/39

  • Warp

    In cases where the projection surface doesnt match the 3D model you have, warp the output to compensate manually.

    Use Ctrl + left mouse button to add a control point

    Use Ctrl + right mouse button to remove a point

    You can add a control point which will create edges on horizontal, vertical or both axis.Drag control points where you need them and activate Output Edit mode to warp your output.You can activate and deactivate Output Edit mode to change control points position.

    MWM manual | 17/39

  • You can also generate a warp grid entering the desired amount of slices on X and Y axis and pressing Apply.

    MWM manual | 18/39

  • Blend

    If you use more than 1 (one) video projector you'll want to create a seamless projected image.

    Press the mouse left button and drag to move a control point.

    Moving corner control points will move associated inner control points.

    Activate, release and reset blending in the Blend dashboard menu.

    MWM manual | 19/39

  • Mask

    To fully mask diffusion on output zones use the masking system.

    Add triangle or quad masks using the Mask dashboard menu.

    Use the left mouse button to select and drag masks and control points.

    Keep the Ctrl key pressed and use the left mouse button to create a free form mask.

    Keep Ctrl key pressed and use the right mouse button to remove control points.

    MWM manual | 20/39

  • Interface

    Main Menu

    File

    Click New to create a new empty project.Click Open to open a saved project.Click Save to save the current project.Click Save as to save the current project in a desired location.Click Archive to export the project to use it on another machine.Click Preferences to acces insid MWM preferences panel.Click Quit to exit the application.NOTE : Drop a saved project on the scene to load it.

    Output

    Click Create Output to create a new output window.Click Remove Output to release currently selected output window.

    MWM manual | 21/39

  • Object

    Click Import Object to import a mesh object (dae, obj, 3ds, stl, ply) into the stage.Click Add Cube to add a cube mesh to the stage.Click Add Plane to add a plane mesh to the stage.Click Add Sphere to add a sphere mesh to the stage.Click Add Linked Object to add a linked object to the stage, object mesh will be a copy of the currently selected mesh object and textures will be linked.Click Remove Object to remove currently selected object from the stage.NOTE : Drop a mesh file on the scene to load it.

    Light

    Click Add Area Light to add an area light to the stage.Click Add Directional Light to add a directional light to the stage.Click Add Point Light to add a point light to the stage.Click Add Spot Light to add a spot light to the stage.Click Remove Light to remove currently selected light from the stage.

    MIDI

    Click Start MIDI Mapping to start MIDI mapping.Click Stop MIDI Mapping to stop MIDI mapping.Click Remove MIDI mapping to remove current MIDI mapping.Click Open MIDI Mapping to open and apply a saved MIDI mapping.Click Save MIDI Mapping to save current MIDI mapping.Click Save MIDI Mapping as to save current MIDI mapping in a selected location.

    MWM manual | 22/39

  • Dashboard

    Dashboard can be hidden using the upper right button.

    Upper part of the dashboard is dedicated to the view control.It is composed of :

    Edit

    Calibration

    Warp

    Blend

    Mask

    Right part of the dashboard is dedicated to objects, lights, output control.It is composed of :

    Object

    Light

    Output

    MWM manual | 23/39

  • Object

    Control target object position, rotation, scale, shading, bypass object rendering, lock objectcontrol.

    MWM manual | 24/39

  • Light

    Control environment ambient light intensity, color, bypass light rendering, lock light control.

    Control target area light position, rotation, width and height, color, distance, diffuse intensity, specular intensity, bypass light rendering, lock light control.

    MWM manual | 25/39

  • Control target directional light position, rotation, color, diffuse intensity, specular intensity, bypass light rendering, lock light control.

    Control target point light position, color, distance, diffuse intensity, specular intensity, bypass light rendering, lock light control.

    MWM manual | 26/39

  • Control target spot light position, rotation, color, distance, diffuse intensity, specular intensity,, bypass light rendering, lock light control.Cut Off property is the opening of the Spot Light.

    MWM manual | 27/39

  • Output

    Adjust per output camera position and look at (target) in Output layer.Control per output Gamma, Brightness, Saturation, Contrast.

    To get the corresponding output window back on the main program interface, keep the Alt key pressed and press the left mouse button on the corresponding Output layer.

    MWM manual | 28/39

  • Activate control mode by selecting corresponding dashboard button.

    Edit

    Change currently selected object edition mode.Unselect object.

    MWM manual | 29/39

  • Calibration

    Control calibration properties and reset calibration to original values.

    Warp

    Control output warp properties, reset warp to original values and generate warp grid.Create desired warp grid and activate Output Edit to start warping your output.

    MWM manual | 30/39

  • Blend

    Control blend activation and reset to original blend values.

    Mask

    Add triangle mask, add quad mask, remove currently selected mask and reset all masks.Create free form masks using Ctrl+left mouse button.Release mask point using Ctrl+right mouse button.

    MWM manual | 31/39

  • Media

    Double click on the Panel Tile to minimize it, double click once more to make it back to its previous size.The Tile can also be dragged to adjust the Panel size.

    Global layer

    Control Target FPS, media rendering size, global media intensity, and every video medias playing state.

    Media Matrix

    Each Media Matrix is linked to a target object.

    Media Matrix intensity is controled by upper-left slider.

    Media Matrix is composed of layers containing media units.Per layer visibility ratio is controled by the corresponding Ratio slider.Each layer can be moved up or down using the up and down arrows.

    Use Ctrl + left mouse button on a target unit to open the external inputs explorer. Click on a Syphon Server (Mac OSX only) to link it to selected unit.

    MWM manual | 32/39

  • Use Ctrl + right mouse button to display unit contained media properties.

    Each unit can be dragged to change its position in the Media Matrix.

    Click on a unit to select it and display its playback control layer.

    Playback control layer controls playhead position, video start and end time, play or paused state, playing mode (loop, once).

    Double press the left mouse button on a target unit to activate it as the current texture.

    Use the keyboard spacebar to activate next unit.Use Shift+spacebar to activate previous unit.

    While cursor on the Media title bar, press the left mouse button and move up and/or down to resize the Media panel.

    MWM manual | 33/39

  • Double press the left mouse button on the Media title bar to toggle Media panel minimizedand back.

    MWM manual | 34/39

  • Preferences

    In the General tab :Set the default object directory.Set the default media directory.Set the default MIDI mapping directory.Toggle tips display.Press enter to validate, esc to cancel.

    Output creation layer

    Set the new output position and size.Press enter to validate, esc to cancel.

    MWM manual | 35/39

  • Object import layer

    Set the UV (texture) coordinates flip state (upside down).Set the Normals generation state and angle, larger angle will create smoother lighting.Press enter to validate, esc to cancel.

    Slider

    Press the left mouse button anywhere on a slider, the mouse cursor will snap to the thumb position.Press the right mouse button on a slider to go back to it's original value.To increase a slider max value, enter the desired max value in the associated numerical entry.

    MWM manual | 36/39

  • Output windows

    Keep the left mouse button pressed and drag to move an output window.

    Press the right mouse button on an output window to snap it to the nearest origin and scale it to the display size.Press the right mouse button again to come back.You can also perform these actions using mouse double click.

    MWM manual | 37/39

  • MIDI

    Mapping

    Go in the main menu, select MIDI, and click Start MIDI mapping to start MIDI mapping.Every MIDI listeners interface objects will be displayed in green.Simply select an interface object and move desired controler on your MIDI device.MIDI out signal is automaticaly set.

    Assigned objects are displayed in orange, the control channel is also displayed.

    Reset mapped object setting by pressing Dell.

    Saving / loading

    The MIDI mapping saves an XML Format file.MIDI mapping can be saved and load independently of the project saving and loading.

    When loading a MIDI mapping file, the controlers and channels are remapped and reindexed.If the current project doesn't match with the new mapping, only available Interface Objects will be mapped.

    MWM manual | 38/39

  • Contact and Support

    If you're having trouble using MWM drop us a line at [email protected].

    Please include your personnal informations, a detailed description of your problem and your hardware specifications.

    Please understand that a response can take a few hours. We understand that you may be under pressure and will do our best to solve your problem in the shortest possible time.

    We hope you'll benefit of your MWM experience and share your work with us.Feel free to send us video or picture of your work at [email protected].

    The insid Team.

    MWM manual | 39/39

    Global OverviewMain menu3D viewDashboardMedia Matrix

    3D viewSceneViewportObjects (mesh, light, camera)SelectionAxis activationInstance

    MeshTranslationRotationScaleMesh EditMesh DeformGeneral

    LightAreaDirectionalPointSpot

    OutputSelectionCalibrationWarpBlendMask

    InterfaceMain MenuFileOutputObjectLightMIDI

    DashboardObjectLightOutputEditCalibrationWarpBlendMask

    MediaGlobal layerMedia Matrix

    PreferencesOutput creation layerObject import layerSliderOutput windowsMIDIMappingSaving / loading

    Contact and Support