목차
제1장 기초편
1. 3D의 기본개념 = 72
1) XY = 72
2) 3차원을 만드는 Z축 = 72
3) XYZ축 = 72
4) XYZ좌표 = 73
5) 면 = 74
6) 3차원에서의 객체 = 74
7) Parallel과 Perspective View = 75
2. Interface = 76
(1) Window View = 76
1) Schematic view = 77
2) Fcurve view = 77
3) Dopesheet view = 78
(2) Menu Cells = 79
(3) Supra Keys = 80
(4) Swift Keys = 81
(5) Color Box = 82
Color Box = 83
(6) Status Bar = 83
(7) Playback Box = 84
Advanced Playback Functions = 84
(8) Enhancements to Views = 84
(9) Object Manipulation = 85
Manipulation Modes = 86
(10) Database Tool = 87
(11) Database Manager = 88
(12) Database Exchange Manager = 89
3. Model Module = 90
(1) 객체유형/곡선 = 90
(2) 곡선의 기본 요소 = 91
1) Control Points = 91
2) Knots = 91
3) Steps = 92
(3) NURBS = 92
(4) Weight = 93
1) Parameterization = 93
2) Non-Uniform Parameterizations = 93
3) 곡선의 제어 = 94
4) NURBS 곡선의 매개변수 효과 = 94
(5) Object types/face = 95
(6) Object types/Surface = 95
(7) Object types/Polygon Mesh = 96
(8) Object types/Meta-Clay = 96
(9) Object Transformations(객체의 변형) = 97
1) Scaling = 98
2) Rotation = 98
3) Translation = 99
4) Hierarchy = 100
5) Schematic view = 100
(10) Object Instantiation = 100
(11) Relational Modelling = 101
1) Modelling Relationships 사용법 = 101
2) View Modelling Relationships = 102
3) Removing Modelling Relationships = 102
(12) 곡선(curves)을 사용한 3차원의 객체 만들기 = 103
(13) Polygon modelling = 103
4. Motion Module = 104
(1) Interpolation = 104
(2) Keyframing = 104
(3) Function Curves = 105
(4) Function Curves(Ⅰ) = 105
(5) Path Animation = 107
(6) Expressions = 108
(7) Constraints = 108
5. Actor Module = 110
(1) Articulated/Kinematic Chains = 110
Foward/Inverse Kinematics = 111
(2) Chain의 분석 = 111
(3) 2D/3D chains = 112
1) 2D Chains = 112
2) 3D Chains = 113
3) skeleton = 114
(4) Envelopes = 114
1) local envelopes = 114
2) Global Envelopes = 115
3) Deformation과 Control = 116
4) Flexible Envelopes = 116
5) Characteristics = 117
6) Rigid Envelopes = 117
(5) Joint Models = 117
(6) dynamics = 118
Quick stretch = 118
6. Matter Module = 119
(1) Camera = 119
(2) Basic Shading Overview = 120
(3) Shade View = 120
(4) Rendering = 121
(5) 2D Texture = 121
(6) 3D Texture = 122
(7) Reflectivity = 123
(8) Transparency = 123
(9) Refraction = 123
(10) Bump Mapping = 124
(11) Reflectivity Mapping = 124
(12) Transparency Mapping = 124
(13) Reflection Mapping = 124
7. Tools Module = 125
(1) Display Utilities = 125
1) Picture Images = 125
2) Line Images = 126
3) .lin과 .pic 파일의 컴파일링 = 126
4) Flipbooks = 126
5) Hidden Line = 126
6) Viewer = 127
(2) Special Effects = 127
1) Effects = 127
2) Composite = 127
3) Color Reduction = 127
4) Autotrace = 128
(3) Output/Print Utilities = 128
1) Output = 128
2) print = 129
3) Shell = 130
(4) Export/Import Utilities = 130
1) Export = 130
2) Import = 131
(5) Film/Video Utilities = 131
1) Video = 131
2) Film_Out→Solitaire = 132
8. Particle Module = 133
(1) 작동원리 = 133
(2) 파티클 애니메이션의 물리적 현상 = 134
1) Natural Forces = 134
2) Disintegration = 134
3) Collisions = 134
(3) Particle 기본사용법 = 135
(4) Particle Interface-3D Viewing Area = 137
3D Viewing Area의 Manipulating Elements = 138
(5) Modules = 139
(6) Parameters Area = 140
1) Command Buttons = 140
2) Parameters Editing Area = 140
3) Playback Area = 141
4) Playback Controls의 사용법 = 141
(7) Status Bar = 142
1) Timeline = 142
2) Message Line = 142
(8) Creating Keyframe Animation = 142
(9) Preview Sampling Area = 143
(10) Natural Forces Application Area = 143
(11) Date의 입력과 편집 = 144
Virtual Slider 조작법 = 145
(12) Supra Key Functions = 146
(13) Source Module = 146
1) Particle Type = 146
2) Visibility = 147
3) Source Parameters = 147
4) Geom = 147
5) Link = 147
6) Generation = 148
7) Emission = 148
8) Regular Stream = 148
9) Position, Scaling, Rotation = 148
10) Direction = 149
11) Spread = 149
12) Rate = 149
13) Inherit Velocity = 149
14) Speed = 150
15) Path Strength = 150
16) Speed Limit = 150
(14) Particle Parameters = 150
1) Rendering Attributes = 151
2) Multiplication = 151
3) Number = 151
4) Sizer Factor = 151
5) Radius = 151
6) Glow = 151
(15) Color = 152
1) Color Dialogue Box = 152
2) 파티클 Color의 Keyframing = 152
3) Opacity = 153
4) Color Edito = 154
(16) Shape = 154
(17) Obstacle Module = 156
Obstacle Parameters = 156
(18) Parameters = 157
1) Absorb = 157
2) Geom = 157
3) Link = 157
4) Type = 157
5) Active = 158
6) Resilience = 159
7) Friction = 159
8) Emit = 160
(19) Collision Module = 160
Creating Simple Collisions(단순한 충돌) = 160
(20) Event Module = 161
1) Creating Complex Collisions(복잡한 충돌) = 161
2) Parameters = 161
(21) Film Module = 162
(22) Particle System = 162
1) Database = 162
2) System Name = 163
(23) 3D Scene = 163
Scene Name = 163
(24) Settings = 163
1) Layout = 163
2) 3D Window Setup = 163
3) 2D Window Setup = 164
4) Graph Editor Setup = 164
(25) Animation Settings = 165
1) System Setup = 165
2) Playback Setup = 165
3) Graph Editor Setup = 166
(26) Camera Settings = 166
(27) Render Setup = 167
1) Output Type = 168
2) Sequence = 168
3) Resolution = 168
4) Output = 168
5) Options = 168
6) Compositing = 169
7) Render Sequence = 170
8) Preview Sequence = 170
9. Mental Ray = 171
(1) Matter Module-Mental ray = 171
(2) Mental Ray Options = 171
(3) Mental Ray Examples = 172
(4) Mental Ray Shaders = 173
Material = 173
(5) Mental Ray Shaders = 174
Texture = 174
(6) Atmospheric Shaders = 175
(7) Light Shaders = 176
(8) Output Shaders = 177
제2장 기초연습편
1. 로고 만들기 = 180
2. Surface Fitting = 189
3. 미사일 만들기 = 201
4. 횃불 만들기 = 248
5. 테이블 만들기 = 291
제3장 실습편
1. 웨이브 만들기 = 322
2. 수영장 안의 물 표현 = 326
1) Wave Type = 328
2) Velocity(Units/Sec) = 328
3) Acceleration = 328
4) Frame Start = 328
5) Frame End = 329
6) Vertical Falloff Start, End = 329
7) Wave Periodicity In Space = 329
8) Wave Periodicity In Time = 329
3. Flock Animation = 332
4. Constraint(구속제어) = 336
(1) Orientation = 336
(2) Trangency = 336
(3) Up Vactor = 340
(4) Nomal to Surface = 341
5. Skeleton(골격) = 343
(1) Channel 입력 = 343
(2) Skeleton 개념 = 343
(3) 관절체인 제작하기 = 343
(4) 관절체인에 외피 입히기 = 344
(5) Walking Animation = 344
(6) 근육 표현하기 = 352
6. 사이클 운동 표현하기 = 357
7. 피스톤 운동 = 361
8. 변형 애니메이션 = 364
(1) 래티스 애니메이션 = 364
(2) Curve Deformation Animation = 366
(3) Surface Deformation = 370
9. 다이내믹 운동 = 373
(1) 공 튀기는 애니메이션 만들기 = 373
1) Density = 374
2) Elasticity = 374
3) Roughness(Stiatic)과 Roughness(Kinetic) = 375
(2) 물리적인 힘 다중으로 적용시키기 = 375
(3) 체인에 물리적 힘 적용하기 = 377
(4) 바람에 흔들리는 모빌 표현하기 = 377
(5) 계단 위로 떨어지는 물체 표현 = 383
(6) 모션에 따른 변형 적용하기 = 386
1) Override Parent's Setup = 388
2) Tagged Points Only = 389
3) Modes : overview = 389
4) Current Component = 389
5) Mode = 389
6) Flex = 390
7) Stretch = 390
8) Yield = 390
9) Deformation = 390
10) Lock Deform = 391
11) Sensitivity = 391
(7) 잠자리 날개 표현 = 391
(8) 라인에 의한 형상 애니메이션 = 397
10. 공 튀기는 캐릭터 = 402
11. Shape를 이용한 입 애니메이션 = 408
제4장 실습편 Ⅱ
1. Material적용하기 = 416
2. Material Animation 제작하기 = 419
3. 다중 Material 적용하기 = 424
4. 다중 Texture 적용하기 = 428
5. Soft shadow 적용하기 = 434
6. Volume Light 적용하기 = 438
7. Depth of Field 적용하기 = 445
8. Area Light 적용하기 = 452
9. Motion Blur 효과 표현하기 = 457
10. Displacement Map 적용하기 = 465
11. Meta-Clay로 물방울 표현하기 = 469
12. Meta-Clay에 Skeleton 적용하기 = 476
13. Particle로 분수 만들기 = 480
14. Channel 활용하기 = 501
15. Expression 활용하기 = 508
제5장 일반명령
1. Get = 512
(1) Scene = 512
Parameters(매개변수) = 513
(2) Element = 515
(3) DB Manager = 516
1) Database Level(데이터베이스 레벨) = 516
2) 단축 레벨(Quick Access Entries) = 517
3) 경로단축키(Path Shortcuts) = 517
4) New Database(신규 데이터베이스 생성) = 518
5) Link DB(데이터베이스 등록) = 519
6) Unlink DB(데이터베이스 해제) = 520
7) Delete DB(데이터베이스 삭제) = 520
8) Default DB(기본 데이터베이스화) = 520
9) Chapter Level = 521
10) Set#versions = 521
11) 저장될 Chapter의 버전수를 변경하려면 = 522
12) File Level = 523
13) View = 524
14) 파일의 내용을 확인하려면 = 524
15) See Content = 524
16) See Info = 525
17) See Unused = 525
18) Who Uses? = 526
19) Delete = 526
20) Set Lock = 527
21) Set Share = 527
22) 공유파일의 독립(Making Shared Files Distinct) = 528
(4) DB Exchange = 528
(5) Substitution = 529
(6) Text = 529
(7) Primitive = 530
1) Circle(원) = 530
2) Curve Type = 531
3) Arc(호) = 531
4) Spiral(나선형) = 532
5) Square(정사각형) = 532
6) Cube(정육면체) = 532
7) Sphere(구형) = 533
8) Cylinder(원기둥형) = 533
9) Torus(도넛형) = 533
10) Tetrahedron(정사면체) = 534
11) Octahedron(정8면체) = 534
12) Icosahedron(정20면체) = 534
13) Dodecahedron(정12면체) = 534
14) Grid(격자) = 534
15) Null(가상중심) = 535
16) Nebula(성운) = 536
17) Zzot = 538
18) Animatedpatchformula = 541
19) Patch Formula = 542
(8) Scene(Latest Vers.) = 543
(9) 3DS2Soft = 543
(10) EffectsKeys = 543
(11) EffectsText = 546
(12) Eps2Soft = 547
(13) EffectsFont = 548
(14) From Library(Motion Module) = 549
(15) Fcurve Segment(motion Module) = 553
2. Save = 554
(1) Scene = 554
1) Saving Pictures = 554
2) Prefix = 555
3) Options = 555
4) DB List = 555
5) Scn Browser = 556
6) Save Sel. = 556
(2) Selected Models = 556
(3) Selected Elements = 557
(4) EffectsFont = 558
(5) Vrml = 559
1) Save as multiple lnline files = 559
2) Save Selected Model = 559
3) VRML Preview = 559
(6) Fcurve Segment(Motion Module) = 559
(7) Structure Key(Motion Module) = 560
(8) HrcRecord(Motion Module) = 560
(9) Record(Motion Module) = 561
3. Duplicate = 562
(1) Immediate = 562
(2) Repetition = 562
1) No. of Occurrences = 563
2) Transformations = 563
(3) From Animation = 564
1) Frame Start/end = 564
2) 방식(Copy Method) = 564
(4) Instance = 565
(5) Instance Repetition = 565
(6) Instance From Animation = 566
(7) Expand = 567
(8) Expand All = 567
(9) Swap = 567
(10) Setup = 568
1) Type of Copy = 569
2) Animation = 569
3) Hierarchy Control = 570
4) Geometry = 570
5) Polygon Duplication = 570
6) None = 571
7) Reset = 571
(11) Bridge = 571
1) Positioning = 572
2) Scaling = 573
3) Result = 573
4) Jittering = 573
(12) CopyCenter = 574
(13) CopyGeometry = 574
(14) CopyTransform = 575
(15) Duplicator = 575
(16) HrcCopyGeometry = 576
(17) VolumeDuplicate = 576
(18) Align(Motion Module) = 578
(19) AnimateCenter(Motion Module) = 578
(20) AnimateTransform(Motion Module) = 579
(21) AnimatedBridge(Motion Module) = 579
(22) AnimatedDuplicator(Motion Module) = 580
1) Freeze Transforms = 581
2) Next, Previous, Delete, Key, Frame = 581
4. Delete = 582
(1) Selection = 582
(2) All = 582
5. Show = 583
6. Info = 584
(1) Selection = 584
1) Curve info(Bezier) = 584
2) Curve info(Liner, Cardinal, B-spline) = 588
3) Face info = 590
4) Curve info(NURBS) = 594
5) NURBS Surface info = 594
6) Null Info = 595
7) Polygon Info = 596
8) Meta-Element Info = 598
9) Render Setup for Mental ray = 600
(2) Scene = 602
(3) Elements = 602
(4) Textures = 603
(5) Points = 603
(6) Fcurve Buffer = 605
(7) Distance = 606
(8) Intersection = 607
(9) Supra Keys = 609
(10) User Swift Keys = 610
(11) Fcurve = 611
(12) Mental Ray = 614
(13) Attach_URL = 616
(14) ChangeInfo = 616
(15) ModelNote = 619
7. References = 621
(1) Hierarchy Compensation = 621
(2) Hierarchy Manipulation = 621
(3) Continuous Rotation = 622
(4) Interactive Update = 622
(5) Increments = 623
(6) Classic Scaling = 624
(7) Right-Handed Surface = 625
(8) Busy Cursor = 625
(9) Zoom on Cursor = 625
(10) Mouse = 626
1) Dialogue Box Default Mouse Position = 626
2) Cursor shape = 626
3) Mouse Displacement = 627
(11) Desktop Colors = 628
1) Browser = 629
2) Color Files = 629
3) View = 629
4) Dialo gues/Popups = 629
5) Color Box = 629
6) Color Sliders = 629
7) Status = 629
8) Palette = 630
9) Save = 630
10) Default = 630
(12) Create Modelling Relation = 630
(13) Animation = 630
1) Key Editing(Scl, Rot, Trs oniy) = 631
2) Keyframe Feedback = 632
3) Ovelapping Key Distance = 632
4) Fcurve Default interpolation = 632
(14) Auto Save = 633
(15) Setup File = 634
(16) Keyboard Setup = 636
1) Load = 637
2) Save = 638
3) Learn = 639
8. Camera = 643
(1) Frame Selection = 643
(2) Frame All = 643
(3) Rect Zoom = 644
(4) Zoom = 644
(5) Orbit = 645
(6) Tracking = 645
(7) Dolly = 646
(8) Roll = 646
(9) Show Camera = 646
(10) Select Camera = 647
(11) Select Interest = 647
(12) Settings = 647
1) Position = 647
2) Interest = 648
3) Roll = 648
4) Near Plane = 648
5) Far Plane = 648
6) Hidden = 649
7) Picture Format = 649
8) Picture Ratio = 649
9) Lens Shaders = 649
10) Camera Lens = 651
11) Depth of Field Simulation = 651
12) Off = 652
13) Automatic = 652
14) Custom = 652
15) Compute From Automatic = 653
16) Key = 653
(13) Picture Format = 653
(14) Reset = 655
(15) To Origin = 655
9. Light = 656
(1) Define = 656
1) Prefix = 657
2) Light = 657
3) Type = 657
4) Position = 658
5) Observer's Location = 658
6) Predefined Locations = 658
7) Time and Date = 659
8) Seasonal Position = 659
9) Color = 660
10) Selective Light = 660
11) Include = 660
12) Exclude = 660
13) Point and spot Options = 661
14) Area light(Mental Ray) = 661
15) Geometry = 661
16) Area Sampling = 663
17) Relative Orientation = 663
18) shadows = 663
19) No shadows = 663
20) Raytraced = 664
21) Depth Map = 664
22) Soft = 664
23) Umbra Intensity = 664
24) Penumbra Factor = 665
25) Map Resolution = 665
26) Filter Size = 665
27) Filter Step = 665
28) Mental ray = 665
29) Key = 666
(2) Edit = 666
(3) Associate/Disassociate = 667
10. ScaleX/Y/Z = 668
1) Object의 Scaling = 668
2) Points의 Scaling = 668
3) 값의 변경 = 669
4) 마우스 사용법 = 669
5) 키보드 사용법 = 669
6) Math Operations = 670
7) Scaling Modes = 670
8) XYZ = 671
9) UNI = 671
10) VOL = 671
11. RotX/Y/Z = 672
1) Object의 회전 = 672
2) Points의 회전 = 672
3) 값의 변경 = 673
4) 마우스 사용법 = 673
5) 키보드 사용법 = 673
6) Math Operations = 674
7) Rotation Modes = 674
8) LCL = 675
9) GBL = 675
10) ADD = 675
11) REF = 676
12) PLN = 676
12. TransX/Y/Z = 677
1) Object의 위치 변형 = 677
2) Points의 위치 변형 = 677
3) 값의 변경 = 678
4) 마우스 사용법 = 678
5) 키보드 사용법 = 678
6) Math Operations = 679
7) Translation Modes = 679
8) LCL = 680
9) GBL = 680
10) PAR = 680
11) REF = 680
12) DRG = 681
13. Single = 682
14. Multi = 683
15. Select = 684
1) Toggle Mode = 684
2) Select Mode = 684
3) Unselect Mode = 684
4) All = 684
5) Clear = 684
6) Toggle = 684
7) Space Bar = 685
8) Left Ctrl-Space Bar = 685
9) Right Ctrl-space Bar = 685
10) Set Named Selection = 685
11) New Selection's Name = 687
12) Selection = 687
13) User Tag = 688
14) Create = 688
15) Replace = 688
16) Multi-Node = 688
제6장 모델 명령
1. Draw 명령 = 692
(1) Curve = 692
1) Linear = 693
2) Bezier = 693
3) B-Spline = 693
4) Cardinal = 693
5) NURBS = 693
6) Bezier Free Form = 694
7) NURBS Free Form = 694
8) NURBS Curve Setup = 694
9) Type = 695
10) Border = 696
11) Distance of Border = 696
12) Linearize Spline = 696
13) Step Size = 696
14) Preserve Number of Points = 697
15) Thorough Checking = 697
16) HrcBorder = 697
17) Pipe = 697
18) Pipe Width = 698
19) Round Corners = 698
20) Resample = 698
21) Number of Samples = 699
22) Resulting Spline = 699
23) Step = 699
(2) Polygon = 699
(3) Open/Close = 700
1) Patch Surfaces = 701
2) NURBS Sufaces = 701
3) Open/Close = 701
4) Direction = 702
5) Extent = 702
6) NURBS Curves = 702
(4) Extract = 703
Exit = 703
(5) Convert to Face = 703
(6) Attach Hole = 704
(7) Merge Curves = 706
(8) Cut = 711
(9) Merge Surfaces = 713
1) Patches = 715
2) Last & First Row = 715
3) Number of Rows = 715
4) NURBS Merge/Blend = 716
(10) Zip Surfaces = 716
(11) Drafting = 718
(12) Detach/Delete hole = 721
(13) Project on NURBS Surface = 721
1) Projection Method = 723
2) Coordinates = 724
3) Sampling = 724
4) Projected Curves = 724
(14) Trim NURBS Surface = 725
Operation = 726
(15) Delete Projected Curves = 727
(16) Delete Trim Curves = 728
(17) Boolean2D = 728
1) Projection = 729
2) Union = 729
3) Intersection = 729
4) Difference = 729
(18) PolySkin = 729
(19) Splines2Faces = 730
2. Meta-Clay 명령 = 731
(1) Setup = 731
(2) Add Element = 734
(3) Add System = 735
(4) Turn On Surfaces = 735
(5) Turn Off Surfaces = 735
(6) Show Influence = 736
(7) Fast Interaction = 736
(8) Grouping = 737
1) Defining Groups = 737
2) Group = 738
3) Included Primitives = 739
4) Unblending Groups = 739
(9) Save 'System Shape' = 740
(10) Pick 'System Shape' = 740
1) Creating a Metamorphosis = 741
2) Target System = 741
3) Source System = 741
4) Dissociate = 742
5) Clear = 742
6) Automatic = 742
7) Random = 742
8) Pick = 742
(11) Preserve Volume = 742
(12) Convert to Polygon = 743
(13) Read Metaball File = 743
3. Surface 명령 = 744
(1) Extrusion = 744
1) Object Type = 745
2) Bevelling = 745
3) Axis of Extrusion = 746
4) Subdivision = 746
5) Close = 746
6) Polygon Mode Options = 747
(2) Revolution = 747
1) Object Type = 748
2) Axis of Revolution = 748
3) Degree = 749
(3) Skin = 749
1) Order of Selection = 749
2) Polygon = 751
3) Patch = 751
4) NURBS = 751
5) Close = 751
(4) Four-Sided = 751
(5) Bevel = 753
1) Linearization Step Sizes = 754
2) Capping = 754
3) Thorough Checking = 754
(6) GuidedExtrude = 754
1) Cross Sectional Sizing = 755
2) Capping = 755
(7) HrcBevel = 755
(8) PolyBevel = 756
1) Dominant Projection Plane = 756
2) Discontinuity Angle = 756
3) Influence Range for Interior Points = 757
4) Start and End = 757
(9) TBranch = 757
1) Joining Range = 758
2) Tension = 758
3) Disc. Angle = 758
4) Add Tube Caps = 758
5) Cap Step = 759
6) Cap Height Factor = 759
4. Edit 명령 = 760
(1) Move Point = 760
(2) Delete Point = 760
(3) Add Point = 761
1) Location U, Location V = 763
2) In U, V, U & V Direction = 763
3) Add = 763
(4) Coordinate = 763
1) Type = 764
2) Name = 764
3) NO : of : = 764
4) position = 764
5) Previous = 765
6) Next = 765
7) Modify = 765
(5) NURBS Weight = 765
(6) Move Tag Only = 766
(7) Proportional = 767
(8) Proportional Setup = 767
1) Linear, Exponential 1 and Exponential 2 = 768
2) 3D Proportional Modelling = 768
3) Distance Limit = 769
4) Consider Neighbourhood = 769
5) SurFace = 769
6) Affect Tag Only = 769
5. Tag 명령 = 770
(1) Points = 770
(2) Rect = 770
(3) All = 771
(4) Clear = 771
(5) Inverse = 771
(6) Set Cluster = 772
(7) Cluster List = 772
(8) SplineTag = 773
(9) SurFaceTag = 774
6. Effect 명령 = 775
(1) Rounding = 775
(2) Plane Clipping = 775
(3) Freeze = 777
1) Transformations = 777
2) Scaling = 777
3) Rotation = 777
4) Translation = 778
5) Modelling Relation = 778
6) Deleting Generators = 778
(4) Inverse = 780
(5) Bevel = 781
(6) Convert = 781
1) Faces = 782
2) Curves = 783
3) Keep Control Point = 784
4) Keep Curve = 784
5) Patch Objects = 784
6) NURBS Surface Object = 784
7) Polygon Mesh Object = 785
(7) Randomize = 785
(8) Symmetry = 786
1) XY, XY, YZ planes = 786
2) Specific Equation Plane = 786
(9) Cleanup = 787
(10) Subdivision = 788
1) Polygon Mesh Objects = 788
2) NURBS Curves and SurFaces = 789
3) NURBS Curves = 789
4) NURBS SurFaces = 791
(11) Merge = 791
(12) Alignment = 792
(13) Order = 794
(14) Curve Controls = 794
1) Shift U, V = 795
2) Close U, V = 795
3) Inverse U, V = 796
4) Swap U & V = 796
(15) Recompute Normal = 796
(16) Reparameterization = 796
1) Non-Uniform = 797
2) Chord Length = 797
3) Centripetal = 797
4) Uniform = 797
(17) Custom = 798
1) Edit Parameters = 798
2) Freeze Effect = 798
3) Detach Effect = 798
4) Re-Attach Effect = 798
7. Boolean 명령 = 799
(1) Static = 799
1) Tips For Using Boolean Operations = 799
2) Operations = 801
3) Resulting Object = 801
4) Material = 801
5) Remove Unnecessary Edges = 801
6) Remove Unnecessary Vertices = 801
(2) Animation = 802
(3) Info Animation = 803
8. Lattice 명령 = 805
(1) Node/Branch = 805
1) Create = 805
2) Subdivision(X, Y, Z) = 806
3) Intrepolation = 806
(2) Freeze = 806
(3) Remove = 806
(4) Deactivate = 807
(5) Reset = 807
(6) Info = 807
(7) MakeLattice = 808
9. Deformation 명령 = 810
(1) by Curve/by SurFace = 810
1) Create = 810
2) Deactivate = 810
3) Reset = 811
4) Freeze = 811
5) Remove = 811
(2) BumpMap = 811
(3) CVFormula = 814
(4) HrcShrinkWrap = 815
(5) ShrinkWrap = 816
1) Shink Wrap Factor = 818
2) Emboss Factor = 818
3) Spatial Subdivision(For Efficiency Only) = 818
(6) Unwrap = 819
10. Polygon(Model Module) 명령 = 821
1) Vertex = 821
2) Edge = 821
3) Polygon = 822
4) Rules For Adding Polygons = 822
5) Select Commands = 823
6) Select by Tag Vertex = 823
7) Select by Rectangle = 823
8) Select by Raycasting = 824
9) Reference Frame = 824
11. Polygon 명령 = 825
(1) Breakup = 825
(2) Coplanar = 825
(3) Eater = 827
(4) Equalize = 827
(5) Fractalize = 827
(6) MergeGeometry = 829
1) Projection Type = 830
2) Tag New Mesh Points = 830
(7) Mosaic = 830
(8) PolyOrder = 832
(9) Stitch = 833
(10) Wakeup = 834
(11) Weld = 835
(12) History = 836
1) Undo = 836
2) Redo = 836
3) Dispose = 837
4) Setup = 837
(13) Parent = 837
Viewing Hierarchies = 837
(14) Cut = 838
제7장 모션 명령
1. FcrvSelect 명령 = 840
(1) Clear = 840
(2) Object = 840
1) All = 841
2) Scaling = 841
3) Rotation = 841
4) Translation = 841
5) Explicit Translation = 841
6) Shape = 841
7) Shape Weights = 842
8) Cluster = 842
9) Cluster Weight = 842
10) Node Lattice = 842
(3) Options = 843
1) Draw Slopes = 843
2) Pick Slopes = 843
2. FcrvEdit 명령 = 844
(1) Edit Key Point = 844
(2) Slope Management = 844
(3) Interp Management = 845
(4) Interp Mode = 846
1) Constant = 846
2) Linear = 846
3) Spline = 846
4) Slope 0 = 847
5) Plateau = 847
(5) Extrap Mode Constant = 847
(6) Extrap Mode Constant = 848
1) Gradient = 848
2) Cycle = 848
3) Freeze Cycle = 848
(7) Set Key = 848
(8) Edit Fcurve = 850
(9) Edit Tag Key Points = 850
(10) TagKeyPoint = 851
1) Point/Rect = 851
2) All = 851
3) Clear = 851
4) Inverse = 851
5) Delete = 852
(11) Lock Key Point = 852
1) Point = 852
2) Rect = 852
3) All = 852
4) Clear = 852
5) Inverse = 852
(12) Copy/Paste Tagged Keys = 853
(13) Copy/Paste Object Keys = 853
(14) Set Keys on Frames = 853
(15) Set Rotation Continuity = 854
(16) Convert to Raw Fcurve = 854
(17) Fit Spline to Fcurve = 854
(18) Snapshot Curve = 855
(19) Swap Fcurve = 855
(20) Expression = 856
3. FcrvCopy 명령 = 857
(1) Object = 857
(2) Light = 857
(3) Material = 857
(4) 2D Texture Global = 858
(5) 2D Texture Local = 858
(6) 3D Texture Global = 859
(7) 3D Texture Local = 859
(8) Wave = 860
(9) Dynamics = 860
(10) Quick Stretch = 861
(11) Meta-Clay = 861
(12) Associate Anim/Disassociate Anim = 862
4. Path 명령 = 863
(1) Pick Path = 863
1) Start Frame = 863
2) End Frame = 863
3) Reset Fcurve = 864
(2) Pick Trajectory = 864
First Frame = 864
(3) Substitute = 865
(4) Timing = 865
1) Start Frame = 865
2) End Frame = 866
3) Reset Fcurve = 866
(5) Show/Hide = 866
(6) Show All/Hide All = 866
(7) Path→Conv. to Path Transl = 866
(8) Conv. To Expl Transl = 867
(9) Conv. To Trajectory = 867
5. Plot 명령 = 868
(1) Trajectory = 868
(2) Explicit Trans. Fcrvs = 869
(3) Rotation Fcrvs = 870
(4) Shape = 870
1) Frame Start/End = 871
2) Frame sted = 871
3) Number of copies = 872
(5) Velocities & Accel = 872
6. Effects 명령 = 874
(1) Wave→Create = 874
1) Wave Type = 875
2) Velocity = 875
3) Acceleration = 875
4) Frame Start = 876
5) Frame End = 876
6) Vertical Falloff Start = 876
7) Vertical Falloff End = 876
8) Wave Periodicity In Space = 876
9) Wave Periodicity In Time = 876
10) Displacement Direction = 877
11) Wave Up = 877
12) Wave Direction = 877
13) Object Normal = 877
14) Edit = 879
15) Attach→Node = 879
16) Attach→Branch = 880
17) Freeze = 880
18) Change Profile = 881
19) Detach = 882
(2) Flock Animation = 882
1) Number of Key Shape = 883
2) Source Vetices = 884
3) Destination Vertices = 884
4) Source Seed = 884
5) Destination Seed = 884
6) Start Frame = 885
7) End Frame = 885
8) Gravity = 885
9) Up Vector = 885
10) Repetitions = 885
11) Frame Offset = 886
12) Seed Offset = 886
13) Frame Offset = 886
14) Hide Before Start = 886
15) Cyclic Extrapolation = 886
16) Sample by area = 886
17) Track Destination = 887
18) Interpolate Material = 887
19) Animate By Transforms = 887
20) Fixed Orientation = 887
21) Jittering = 888
22) Scale = 888
23) Rotate = 888
24) Trans = 888
25) Shape = 888
26) Save = 888
27) Browser = 889
28) Cancel = 889
29) Ok = 889
30) Effect→Custom = 889
31) Edit Parameters = 889
32) Freeze Effect = 889
33) Detach Effect = 889
34) Re-Attach Effect = 890
7. Shape 명령 = 891
(1) Shape List = 891
(2) Select Key Shape = 891
(3) shape Interp = 892
(4) Set Cluster = 892
(5) Shape Cluster List = 893
(6) Save Cluster Key = 893
(7) Cluster Keys = 894
1) Next Key = 894
2) Previous Key = 894
3) Remove Key = 894
(8) Cluster Interp = 894
1) Linear Interp = 895
2) Cardinal Interp = 895
3) Weighted Interp = 895
(9) Remove All Cluster Anim = 896
8. Lattice명령 = 897
9. Keyframe 명령 = 898
1) Free-Form = 898
2) Keyframe = 898
3) Kay Path = 898
4) Next Key = 899
5) Previous Keyframe = 899
6) Unlock Keyframe = 899
7) Delete Keys = 899
8) Current Time = 899
9) Effect Range = 889
10) Del All = 900
11) Del sel = 900
10. Reset명령 = 901
(1) Object = 901
(2) Camera = 901
(3) Light = 901
(4) Material = 901
(5) 2D Texture Global/Local = 902
(6) 3D Texture Global/Local = 902
(7) Wave = 902
(8) Dynamics = 903
(9) Quick Stretch = 903
(10) Meta-Clay = 903
(11) Depth-Fading = 903
(12) Layer-Fog = 904
11. Constraint명령 = 905
(1) Position = 905
(2) Orientation = 906
(3) Direction = 906
(4) Scaling = 907
(5) Bounding Plane = 908
(6) Show Direction = 908
(7) Position Limit = 909
1) Limit Type = 910
2) Sphere = 910
3) Radius = 910
4) Box = 910
5) Min and Max Limits = 910
6) Reference = 910
7) Damping = 910
8) Damping Width = 911
9) Damping Strength = 911
(8) Rotation Limits = 911
1) MIN and MAX Rotation Limits = 912
2) Damping = 912
3) Damping Width = 912
4) Damping Strength = 912
5) Default_Min and Default_Max = 913
(9) Trangency = 913
(10) Normal to Surface = 914
(11) Object to Cluster = 915
(12) Cluster to Object = 916
(13) Two Points = 916
(14) Three Points = 917
(15) Up Vector = 918
(16) Relax = 919
12. Channel 명령 = 921
(1) Channel Setup = 921
1) Driver = 922
2) New = 922
3) Replace = 923
4) Remove = 923
5) Option = 923
6) Synchronized Drivers = 923
7) Free-Running Driver = 923
8) Frequency Drivers = 924
9) Remote Driver = 924
10) Channel = 924
11) Connections = 924
(2) Connection Setup = 924
1) Capture(In) = 925
2) Control(Out) = 925
3) Direct(Through) = 925
4) Capture Connections = 925
5) Capture(In) = 927
6) Source = 927
7) Destination = 927
8) Connect = 927
9) Connection List = 927
10) Offset = 927
11) Scaling = 928
12) Active = 928
13) Expression = 928
14) Show Expression = 928
15) Reconnect = 928
16) Cancel = 928
17) Ok = 928
(3) Calibration = 929
1) Calibrate = 929
2) Reset Selected = 929
3) Reset all = 929
(4) Channel Run = 930
1) Frame I/O = 930
2) Sequence I/O = 931
3) Fast Sequence I/O = 931
4) Capture = 932
5) Control = 932
6) Display Refresh Rate = 932
7) Supra Keys Enabled = 932
8) 객체 변형 Supra Key = 933
9) 재생 제어 = 933
10) 채널 작업 = 934
(5) Activate Selection = 934
(6) Deactivate Selection = 934
(7) Copy Fcurve Connections = 934
(8) Reset All = 935
(9) Get Channel Setup = 935
(10) Save Channel Setup = 936
(11) Get Motion File = 936
1) Accalim_Skeleton = 936
2) Biovision_Animation = 937
3) MotionAnalysis_Animation = 938
4) superfluo_Animation = 938
13. Savekey 명령 = 939
(1) Object = 939
(2) Branch = 939
(3) Camera = 940
(4) Light = 940
(5) Wave = 940
14. PlayControl명령 = 942
1) Start Frame = 942
2) End Frame = 942
3) Frame Step = 942
4) Current Frame = 942
5) Frame Pause = 942
6) Playback Speed = 942
7) Frame per sec = 943
8) Keep Timing = 943
15. Sequence 명령 = 944
1) Offest = 944
2) Scaling = 944
3) Start/End = 944
4) Pivot = 944
16. Update 명령 = 945
17. Expressions 명령 = 946
1) 사용자 정의 구속조건 = 946
2) Edit = 946
3) Select = 948
4) ffected Element = 948
5) Previous = 949
6) Next = 949
7) Operator = 949
8) Expression = 950
9) 지역변수(A, B, C 또는 D) = 951
10) Function = 953
11) Variables = 953
12) Status = 954
13) Copy = 954
14) Paste = 954
15) Validate = 954
16) Save = 955
17) Delete = 955
18) Cancel = 955
19) Ok = 955
20) Copy = 955
18. Expressions Syntax 명령 = 957
Substitution Rules = 957
제8장 액터 명령
1. Skeleton 명령 = 964
(1) Draw 2D Chain = 964
(2) Draw 3D Chain = 965
3D Chain의 활용팁 = 965
(3) Move Joint = 965
(4) Move Branch = 966
(5) Toggle Effector Rotation = 967
(6) Toggle 2D/3D = 967
(7) Preferred Axis Cns = 968
(8) Up Vector Cns = 968
(9) Automatic Preferred Axis Cns = 970
(10) Automatic Up Vector Cns = 970
(11) Show Critical Zone = 970
(12) Group as Skeleton = 971
(13) Reset Actor = 971
2. Constraint 명령 = 973
(1) Position = 973
(2) Orientation = 974
(3) Direction = 974
(4) Scaling = 975
(5) Bounding Plane = 976
(6) Show Direction = 976
(7) Position Limits = 977
1) Limit Type = 978
2) Sphere = 978
3) Radius = 979
4) Box = 979
5) MIN and MAX Limits = 979
6) Reference = 979
7) Damping = 979
8) Damping Width = 979
9) Damping Strength = 980
(8) Rotation Limits = 980
1) MIN and MAX Limits = 981
2) Damping = 981
3) Damping Width = 981
4) Damping Strength = 982
5) Default_Min and Default_Max = 982
(9) Tangency = 982
(10) Normal to Surface = 984
(11) Object to Cluster = 984
(12) Cluster to Object = 986
(13) Cluster Center = 986
(14) Two Points = 987
(15) Three Points = 988
(16) Up Vector = 989
(17) Relax = 991
3. Dynamics 명령 = 992
(1) Option Setup = 992
1) Root Constraint = 993
2) Dynamic Constraints = 994
3) Dynamic Geometry = 995
4) Key = 995
5) Restore = 995
6) Ok All = 995
7) Ok = 995
8) Cancel = 996
(2) Physical Properties = 996
1) Density = 997
2) Volume = 997
3) Mass = 997
4) Elasticity = 997
5) Roughness(Static)/Roughness(Kinetic) = 997
6) Node Collision Seen As = 998
7) Restore = 999
8) Key = 999
9) Ok = 999
10) Cancel = 999
11) Ok All = 999
12) Cancel All = 999
(3) Joint Properties = 1000
Friction X Y Z = 1001
(4) Remove Properties = 1001
4. Simulate 명령 = 1002
(1) Save Start/End = 1002
(2) Simulate(automatic) = 1003
(3) Simulate(from current frame) = 1003
(4) Stabilize = 1004
(5) Freeze Simulation = 1004
(6) Unfreeze Simulation = 1005
(7) Delete Simulation = 1005
(8) Delete Transition Curve = 1005
5. QStretch 명령 = 1007
(1) Setup = 1007
1) Override Parent's Setup = 1008
2) Tagged Points Only = 1008
3) Current Component = 1008
4) Mode = 1009
5) Flex = 1009
6) Stretch = 1010
7) Yield = 1010
8) Lock Deform = 1010
9) Maximum = 1010
10) Sensitivity = 1011
11) Modes : Overview = 1011
12) Key = 1011
13) Key All = 1011
14) Cancel = 1011
15) Ok = 1012
(2) Get Controls = 1012
(3) Relax = 1012
6. Control 명령 = 1013
(1) Get Special Control = 1013
1) Gravity = 1014
2) Force = 1014
3) Wind = 1014
4) Fan = 1014
5) Nail = 1015
(2) Select = 1015
(3) Relax = 1017
(4) Flash Controls = 1017
7. Collisions 명령 = 1018
(1) Select() Obstacle = 1018
1) Bsphere = 1018
2) Bplane = 1018
3) Bbox = 1018
(2) Relax = 1019
(3) Flash Obstacles = 1019
8. Skin 명령 = 1020
(1) Automatic Envelope = 1020
1) Type of Envelope = 1021
2) Capping = 1021
3) Steps per Joint = 1021
4) 외피의 resolution을 정의한다 = 1021
5) Assignment Method = 1022
6) Default nb of Joints Assigned = 1022
7) Assignment Depth = 1022
(2) Local Envelope = 1022
1) 체인에 외피를 할당할 경우 = 1022
2) 객체에 외피를 할당할 경우 = 1023
(3) Global Envelope = 1023
체인에 외피를 할당시킬 때 = 1024
(4) Rigid Envelope = 1024
(5) Envelope Assignment = 1025
1) Flexible Envelope를 매핑하는 방법 = 1026
2) Rigid Envelope를 매핑하는 방법 = 1026
3) Show Vertices = 1026
4) Color Skeleton = 1027
5) Color Joint = 1027
6) Bounding Model = 1028
7) Types = 1030
8) Inclusive Limit = 1030
9) Inclusive = 1030
10) Exclusive = 1031
11) Shapes = 1031
12) Modify Weights = 1031
13) Envelope Weights 대화상자 = 1033
14) Selection Parameters = 1033
15) 선택(Selection)에 대한 상호작용(Interaction) = 1034
16) 무게배당 매개변수(Weighting Parameters) = 1035
17) Weighting Selection 사이의 상호작용(interaction) = 1036
18) Reassign Manually = 1037
19) Reassign Automatically = 1038
(6) Deformation Parameters = 1039
Inner Side/Outer Side = 1039
(7) Deformation Curves = 1044
Select Inner Curve/Outer Curve = 1044
(8) Fast Interaction = 1044
제9장 매터 명령
1. Material 명령 = 1048
1) Select Material = 1048
2) Custom Shader Ball = 1055
2. Mat_Oper명령 = 1057
(1) Associate/Disassociate = 1057
(2) Set Current = 1057
(3) Copy Mat = 1058
(4) Optimize All = 1058
(5) Optimize Selected = 1058
3. Texture 명령 = 1060
(1) 3D Global/3D Local = 1060
1) 3D Global = 1061
2) 3D Local = 1061
3) Select : 3D Texture = 1061
4) Texture Type = 1063
5) Color Map = 1063
6) A(Alpha) = 1063
7) Transformation = 1063
8) Effect Value = 1065
(2) 2D Global/2D Local = 1070
1) 2D Global = 1070
2) 2D Local = 1070
3) Select-2D Texture = 1071
4) Select- : Picture Filename = 1071
5) Animation = 1072
6) Scale = 1073
7) Offset = 1073
8) Repeats = 1073
9) Tiling = 1074
10) Swap U/V = 1074
11) Pixel Interpolation = 1074
12) Reflection Map = 1074
13) Mental Ray = 1075
14) Mapping Method = 1075
15) XY, XZ, YZ, Spherical, Cylindrical Coordinates = 1075
16) Reflectivity = 1077
17) Roughness = 1077
18) View Mode = 1078
19) Overall Blending = 1080
20) Ambient = 1080
21) Diffuse = 1080
22) Specular = 1080
23) Paint = 1080
24) Bind = 1081
25) Preview = 1081
26) Key = 1081
27) Save = 1081
28) Delete = 1081
29) Restore = 1082
30) Ok = 1082
4. Txt_Oper 명령 = 1083
1) Set Current 2D = 1083
2) Associate 3D/Disassociate 3D = 1083
3) Copy All = 1084
4) Copy Selection = 1084
5) Info UV Coord.(2D Global) = 1084
6) Txt_Oper Info UV Coord.(2D Local) = 1088
5. Paint 명령 = 1089
1) 2D Clip View = 1090
2) Cli DB = 1090
3) 2D Texture Clips = 1090
4) Selecting a Clip = 1090
5) RGBA Modes = 1091
6) RGBA, RGBA Only, Alpha Only = 1091
7) Color Index = 1091
8) Tools = 1092
9) Color = 1092
10) Pen = 1093
11) Blur = 1093
12) Smear = 1093
13) Line = 1094
14) Ellipse = 1094
15) Rect = 1094
16) Fill = 1095
17) Brush = 1098
18) Clipboard = 1098
19) Size of : = 1104
20) Supra Keys(단축키) = 1116
6. Atmosphere 명령 = 1118
1) Depth-Fading = 1118
2) Ambience = 1120
3) Layer Fog = 1121
7. Preview 명령 = 1124
(1) Selection = 1124
(2) All = 1124
(3) Subregion = 1125
(4) Setup = 1126
1) Resolution(해상도) = 1126
2) Pixel Ratio = 1126
3) Y According to Format = 1126
4) Specify Y = 1126
5) Back Culling = 1127
6) Global Switches = 1127
7) Raytraced Depth = 1127
8) Triangles Per Leaf = 1127
9) Max Tree Depth = 1128
10) Preview Renderer = 1128
11) Subregion = 1128
12) Draw Subregion on Previewing = 1128
13) Draw Subregion = 1128
8. Render 명령 = 1129
1) Rendering Type = 1129
2) Wire Frame = 1130
3) Hidden Line(Faceted and Smoothed) = 1130
4) Depthcue = 1131
5) SOFTIMAGE Renderer = 1131
6) SGI Hardware Renderer = 1131
7) Ghost = 1131
8) Rotoscope(Wire) and Rotoscope(Shade) = 1132
9) Mental ray = 1133
10) Sequence = 1133
11) Resolution = 1134
12) Y According to Format = 1134
13) Specifty Y = 1134
14) Pixel Ration(X/Y) = 1134
15) Scripts = 1134
16) Line Status = 1135
17) Output Images = 1135
18) Global Switches = 1136
19) Render Subregion = 1136
20) Draw Always = 1137
21) Settings = 1137
22) Antialiasing = 1138
23) Antialiasing for mental ray = 1139
24) Field Rendering = 1141
25) Dithering = 1142
26) Motion Blur = 1142
27) Motion Blur for mental ray = 1143
28) Time/Date Stamp = 1143
29) Options = 1144
30) Options for mental ray = 1147
9. Polygon(Matter Module) 명령 = 1155
1) Select by Tag Vertex = 1155
2) Select by Rectangle = 1155
3) Select by Raycasting = 1155
4) Select All = 1156
5) Unselect All = 1156
6) Toggle All = 1156
7) Current Material = 1156
8) Previous Material = 1156
9) Next Material = 1157
10) Assign New Material = 1157
11) Assign Current Material = 1157
12) Automatic Colourize = 1157
13) Automatic Texture = 1157
10. Edge_Flag 명령 = 1159
1) Select/Rect Select = 1159
2) Hidden/Rect Hidden = 1159
3) Visible/Rect Visible = 1160
4) Discontinuity/Rect Discontinuity = 1160
제10장 툴명령
1. Picture 명령 = 1162
1) File = 1163
2) Frame = 1163
3) Show Picture/Show Picture(Keep Aspect) = 1163
4) Show Sequence/Show Sequence(Keep Aspect) = 1163
5) Information = 1163
6) Display = 1164
7) Use Icons = 1164
2. Line 명령 = 1165
(1) Show File = 1165
1) Width = 1165
2) Output to a File = 1165
3) Output File Name = 1165
4) Alpha Channel = 1165
5) Alpha Value = 1165
6) Antialiasing = 1166
7) Background Colour = 1166
8) Foreground Colour = 1166
(2) Show Sequence = 1166
1) .lin과 .pic 파일의 결합 = 1166
2) Start Frame = 1167
3) End Frame = 1167
4) Step = 1167
5) Width = 1167
6) Buffered = 1167
(3) Information = 1167
1) File Name = 1167
2) Comment = 1168
3) Version = 1168
4) Ratio = 1168
5) Number of Vectors = 1168
6) Data Type = 1168
3. Effects(Tools Module) 명령 = 1169
1) Scroll Box = 1170
2) Input File = 1170
3) Size = 1170
4) Output File = 1170
5) Display on Screen = 1170
6) Scaling = 1170
7) Mitchell Filter = 1171
8) Rotation = 1171
9) Flipping = 1171
4. FlipBook 명령 = 1172
1) Sequence Name = 1173
2) Use Icons = 1173
3) Field = 1173
4) Do Frames/To/Step = 1173
5) Number of Frames Per Second = 1173
6) Horizontal Zooming Factor = 1173
7) Vertical Zooming Factor = 1173
5. Composite 명령 = 1174
1) Output File Name = 1174
2) Select = 1175
3) Field Type = 1175
4) Sequence = 1175
5) Start Frame = 1175
6) End Frame = 1175
7) Step = 1175
8) Repeat Each Frame = 1175
9) Background Colour = 1175
10) Layers = 1176
11) New Layer = 1176
12) Delete Layer = 1177
13) Delete All = 1178
14) Width = 1178
15) Height = 1178
16) Pixel Ratio = 1178
17) Use Z Channel = 1178
18) Alpha Channel in Output = 1178
19) Display Output Image = 1179
20) Picture Aspect = 1179
6. Output 명령 = 1180
(1) PostScript = 1180
(2) Setup = 1181
(3) PostScript Fill-in = 1182
(4) PostScript Playback = 1183
7. Autotrace 명령 = 1184
1) Threshold = 1184
2) Minimum Number of Points = 1185
3) Depth Search = 1185
8. C_Reduction 명령 = 1186
1) Original Picture = 1187
2) Load = 1187
3) Display Area = 1187
4) Resulting Picture = 1187
5) Save = 1188
6) Display Areas = 1188
7) Alpha = 1188
8) Sequence = 1189
9) Start and End Frame = 1189
10) Step = 1189
11) Palette = 1189
12) Pal. Oper. Menu = 1190
13) Nb. of Pixels = 1191
14) Foreground = 1191
15) Background = 1191
16) Selection = 1191
17) Reindex Image = 1192
18) Size of : = 1192
19) Supra Keys = 1193
9. Hidden_Line명령 = 1195
10. Import 명령 = 1196
(1) Images = 1196
(2) Objects = 1197
1) SaturnImport = 1197
2) File Name = 1198
3) Animation = 1198
4) Textures = 1198
5) Output Directory = 1198
11. Export 명령 = 1199
(1) Images = 1199
(2) Objects = 1200
saturnExport = 1201
12. Video 명령 = 1208
(1) Abekas = 1208
1) Record = 1208
2) Grab = 1208