Welcome to Right Hemisphere's Deep View, a viewing tool
that enables you to view 3D content created with Deep
Publish in Adobe FrameMaker and the Microsoft Office applications,
PowerPoint, Word, and Excel.
The core functionality for Deep View enables you to view
the spectacular visuals created using Deep Publish within sales presentations,
training material, technical documentation, and online catalogues.
This reference contains detailed information about all
the features and capabilities of Deep View, and is organized mainly by
functional areas. The User Interface section gives you a guide to program
controls and where to find them.
Please note that this document may be updated as more
information becomes available.
When you first view a document created using Deep Publish,
the Default Render Mode dialog displays a list of the available graphics
rendering modes for the graphics card that is installed on your computer,
and the best graphics mode for your graphics card is automatically detected.
We recommend using the automatically detected mode. You
can modify the default graphics mode at a later date if required.
To start Deep View:
1. Open an PowerPoint slide show, or Word document,
FrameMaker document, or Excel spreadsheet created using Deep Publish.
2. Click OK in the Default Render Mode dialog
to select the automatically detected graphics mode.
You can now begin using Deep View.
Updating
Deep View can be updated in a number of different ways:
Manual and automatic updates via Deep View's
Internet Update and 3D viewport right-click menus. This method uses
Right Hemisphere's Cortex
utility, which is installed by default when Deep View is installed.
Manual and automatic updates from within the
Cortex utility.
Manual updates via the Patches
page in the Support section of the Right
Hemisphere Web site. This method should be used if you do not have
an Internet connection.
Below, we describe the process of updating files from
within Deep View. Please see the Cortex Help documentation for further
information.
To manually update files:
1. Start PowerPoint, Word, FrameMaker, or Excel.
2. Right-click the 2D or 3D viewport and click Internet
Update.
3. Do one of the following:
Click Yes to continue
the update process.
Click Help to display
a list of the files that are available to update, click OK,
and then click Yes.
Click Settings to
modify the time of the next update.
Note: The dialog displays the size of the update
that will be downloaded. You can exit the update process by clicking
No.
4. Click OK, and restart
Deep View.
5. Do one of the following:
Close Deep View and then click Retry
to install the updated files.
Note: If you choose to cancel the installation, this dialog is displayed
every time you start Deep View until you install the updated files.
Click Help to display
a list of all files that were not updated, click OK,
and then click Retry.
Using Deep View
Once you have started Deep View, you can view the 3D content
in many different ways. You can also modify the model and the scene properties
for the current session.
This section is designed to help you use and understand
Deep View. It also introduces you to the Deep View terminology and some
essential features.
Displaying Content
The content in PowerPoint slide shows, Word, FrameMaker,
and Excel documents is displayed in 3D. This 3D content can be rotated,
panned, and zoomed. The 3D viewport menu, Information bar, and Animation
toolbar can be used to control the display of the model in the scene.
Note: Content in PowerPoint presentations if saved as
a slide show (.pps), the content displays in 3D. If it is saved in 'normal'
mode (.ppt), the content displays in 2D. Content in FrameMaker documents
is initially displayed in 2D. That is, the image that is displayed is
an image of the model in the scene. To view the 3D model in PowerPoint,
right-click over the image and choose 3D Model Object > 3D Model Object.
In FrameMaker, double-click the image or right-click over the image and
then click Edit 3D Model Object.
Editing the Active Area
After opening 2D or 3D content in PowerPoint or in FrameMaker, you can move and resize the active area. Images are moved and resized within the document using the controls that appear when the image is selected. These procedures conform to the Windows conventions for moving and resizing images.
Note: You are unable to move or resize the active area in Word or Excel.
To move the 2D active area in PowerPoint:
In PowerPoint, select the
image and drag it to it to its new location in the document.
To resize the 2D active area in PowerPoint:
Position the mouse pointer over one of the sizing
controls, drag the mouse away from or toward the center.
To keep the center of an object in the same
place, hold down CTRL while dragging the mouse.
To maintain the object's proportions, hold
down SHIFT while dragging the mouse.
To maintain the proportions while keeping the
center in the same place, hold down CTRL and SHIFT while dragging
the mouse.
To move active area in FrameMaker:
Relocate the anchored frame to the new anchoring
position in the document. The active area moves with the anchored frame.
Select the active area and drag it to the new
position within the anchored frame. If the anchored frame covers any
part of the image, the image is cropped and the anchored frame must
be resized.
Important Note: We recommend not moving the active
area out of the anchored frame.
To resize active area in FrameMaker:
Position the mouse pointer over one of the sizing
controls, drag the mouse away from or toward the center. Note that the
anchored frame should always be larger than the active area, otherwise
the active area is cropped.
Viewing Content
3D content or scenes can be viewed in many different
ways using various tools. In this section we discuss using preset or user-defined
views, displaying true perspective, orthographic and isometric views,
applying various render and lighting modes, and displaying the viewport
across your monitor.
You can also:
Rotate, scale, and pan the scene contents.
Display an image across the viewport background.
Focus the camera on all visible and hidden objects.
Panning Scenes
You can pan the scene in the 3D viewport. That is, the
camera is rotated around a vertical axis. You can also use the arrow keys
to view scenes from different angles. That is, move the camera laterally
or vertically.
To pan an image of a scene:
1. Select the 3D viewport.
2. Hold down the LEFT or RIGHT ARROW.
The camera is rotated around the vertical axis.
To view a scene from a different
angle:
1. Select the 3D viewport.
2. Left+right-click or middle-click and drag the image or scene around
the viewport.
The camera is moved laterally or vertically.
Rotating Models
You can rotate models and roll the camera in the 3D viewport.
When you rotate a model, the camera moves around a point of rotation (focal
point) to orbit the scene. The focal point is the center of the scene
by default; however, you can change the focal point by panning, scaling,
and zooming the scene. When you roll the camera, it is moved around the
viewing axis.
To rotate a model:
1. Select the 3D viewport.
2. Drag the model around the viewport.
The camera moves around the focal point and the model is rotated.
To roll a camera:
1. Select the 3D viewport.
2. Press SHIFT and drag the model around the viewport.
The camera is moved around the viewing axis.
Zooming Scenes
Zooming is used to magnify or reduce the magnification
of scenes, display them as they best fit within the viewport, and display
them in their standard view.
When you zoom in on a scene, the camera angle (FOV) is narrowed to magnify
scene. When you zoom out from a scene, the camera angle is widened to
reduce the magnification.
To zoom in on a scene:
1. Select the 3D viewport. 2. Do one of the following:
Rotate the IntelliMouse wheel away from you.
Right-click, hold down the mouse button and drag the mouse into the viewport centre.
Press the PLUS SIGN (+).
The scene is magnified.
To zoom out from a scene:
1. Select the 3D viewport. 2. Do one of the following:
Rotate the IntelliMouse wheel towards you.
Right-click, hold down the mouse button and drag the mouse out from the viewport centre.
Press the MINUS SIGN (-).
The scene magnification is reduced.
To zoom scene to the best fit:
1. Select the 3D viewport.
2. Press CTRL and the PLUS SIGN (+).
The entire scene is displayed within the viewport.
To zoom images to their standard view:
1. Select the 3D viewport.
2. Press the MULTIPLICATION SIGN (*).
The scene is displayed in it's standard view.
To truck into a scene:
Hold down the UP ARROW. The camera moves into the scene.
To truck out from a scene:
Hold down the DOWN ARROW. The camera moves out from the scene.
Render Modes
Various render modes can be used to apply preset scene
settings that manipulate a number of display elements.
The render modes are:
Transparent Bounding Box—Displays
each object as a transparent bounding box.
Solid—Displays
each object as solid.
Transparent—Displays
each object as transparent.
Solid Wireframe—Displays
each object as solid with a wireframe.
Line Illustration—Displays
each object as a solid rendering with outlines overlaid on top.
Solid Outline—Displays
each object as solid with outlines. That is, only silhouette and crease
edges are shown.
Shaded Illustration—Displays
each object as solid with outlines.
Bounding Box—Displays
each object as a bounding box.
Transparent Bounding Box
Outline—Displays each object as a transparent bounding
box with outlines along the edges. Each bounding box is axis-aligned
(AABB) instead of the object's actual geometry. An AABB is a box with
all its edges parallel to the X,Y, and Z axes, and is the smallest box
that can completely contain the given object.
Transparent Wireframe—Displays
each object as transparent with a wireframe.
Wireframe—Displays
each object as a wireframe.
Shaded Wireframe—Displays
each object as a shaded wireframe.
Hidden Wireframe—Displays
or hides the wireframe view without any visible hidden surfaces.
Vertices—Displays
all objects as vertices.
Shaded Vertices—Displays
all objects as shaded vertices. The shading colors are based on the
object's material colors.
To apply a render mode, do one of the following:
Right-click the 3D viewport, click Display,
and then click the name of the mode you want to apply.
Lighting Modes
Various lighting modes can be used to apply preset light
settings for the display of the scene's lights, which imitate different
kinds of real-world light sources such as the sun, office lamps, or stage
and film lighting. Adding lights gives a more realistic appearance by
enhancing the clarity and three-dimensionality of a scene.
A number of light settings can be applied either 'from
the file', or by applying one of several lighting presets including colored
lights, cube lights, and CAD optimized lights.
Note: The scene's lighting is also affected by the scene's
ambient and illumination colors.
When the 'Lights from file' command is selected, any
lights that are visible in the Scene tree are activated and their effects
seen in the viewport. This includes any lights loaded from the file, as
well as any lights that have been added to the scene using the 'Create
Editable Lights' function in Deep
Exploration. If there are no lights in the Scene tree, then the current
preset lighting mode is used. For example, Day Light or CAD Optimized
Lights.
Note that as there is always one preset lighting mode
selected, selecting the 'Lights from File' command does not clear that
preset mode. However, selecting a new preset mode does clear the Lights
from File' command, so that the effect of the mode can be seen immediately.
To apply a lighting mode, do one of the following:
Right-click the 3D viewport, choose
Display > Lights, and then click the name of the mode you want
to apply.
To increase or decrease the lighting brightness, do one
of the following:
Right-click the 3D viewport, choose Display
> Lights, and then click Increase Brightness.
Right-click the 3D viewport, choose Display
> Lights, and then click Decrease Brightness.
Press [ to increase the brightness.
Press ] to decrease the brightness.
Preset Views
A number of different preset camera views can be used
to display scenes in the selected viewport:
Perspective—Perspective
views most closely resemble human vision. Objects appear to recede into
the distance, creating a sense of depth and space. For most 3D computer
graphics, this is the view used in the final output that the client
sees onscreen or on the page. This is used when an isometric is not
suitable. Perspective projections are also used for location drawings.
User—This is
the default user view and is only displayed when the camera is not at
a preset view.
Orthographic—Orthographic
views that display the scene from the selected viewpoint. Orthographic
views are a type of parallel projection used for drawing engineering
blueprints and is used for accurate description of objects and their
positioning. Most 3D design relies on 2D representations or 'orthographic'
views, for example, maps, plans, cross-sections, and elevations. In
familiar terms, you might think of these views as 'flat' or 'straight-on',
or as 'looking at right angles'. Orthographic views are two-dimensional,
each defined by two world coordinate axes. Combinations of these axes
produce three pairs of orthographic views: top and bottom; front and
back; left and right.
Views—Displays
all user-defined views and various preset views including isometric,
dimetric, and trimetric.
Isometric—These
views have three surfaces equally foreshortened and is the most frequently
used projection. It is the simplest to understand because it is based
on equals and parallels. Isometric views should be viewed without perspective.
Dimetric—A
dimetric view has two of the three surfaces equally foreshortened.
Trimetric—Trimetric
views have all three surfaces foreshortened by a difference ratio and
can be used as an alternative when an isometric view is not suitable.
Viewpoints
The isometric, dimetric and trimetric menus display
the following commands from which to choose a viewpoint:
LTF—View the
model with the selected viewpoint from the left, top, front of the scene.
LTA—View the
model with the selected viewpoint from the left, top, aft (back) of
the scene.
RTA—View the
model with the selected viewpoint from the right, top, aft of the scene.
RTF—View the
model with the selected viewpoint from the right, top, front of the
scene.
LBF—View the
model with the selected viewpoint from the left, bottom, front of the
scene.
LBA—View the
model with the selected viewpoint from the left, bottom, aft of the
scene.
RBA—View the
model with the selected viewpoint from the right, bottom, aft of the
scene.
RBF—View the
model with the selected viewpoint from the right, bottom, front of the
scene.
Model Views
You can view user-defined views that are based on the
current view of the scene. These are called 'model views' and they emulate
the properties of schematic diagrams found in various types of manuals.
For example, training and reference manuals. Each model view associates
the current camera position, and render modes.
When you display a model view, the view is created immediately
with all settings from the current scene (lighting, visibility, etc.)
and all the default settings (camera position, active display settings).
Note: Model views are created with Deep Exploration and
must be saved within the .rh version 4.0 file format.
When you display a model view:
The viewport is set to the associated camera
render mode.
The objects in the associated layer are made
visible.
All objects that are not associated with the
view become invisible.
When you view a model view, the description for each
view is displayed in the Tools toolbar.
To display a model view:
1. Right-click the 3D viewport and click Show
Tools.
2. Click the Model Views down arrow.
3. Click the model view that you want to view.
Display Modes
Two display modes can be used to view either the entire
application or the entire viewport across your monitor.
When in Full-screen display mode, the current toolbars
and panels are still displayed.
To switch to Full-screen display mode, do one of the
following:
Right-click the 3D viewport and click Full
Screen in Standard display mode.
Press F11 on your keyboard in Standard display
mode.
To switch to Standard display mode:
Press F11 on your keyboard in Full-screen display
mode.
Press ESC on your keyboard in Full-screen display
mode.
Viewport Background
An image can be opened into the scene background to assist
with simple compositing of models to create a sense of world orientation,
and of the model's scale and position. The use of image backgrounds is
well-suited to marketing presentations by giving products a place in the
world to inspire the imagination. For example, you could match a 3D model
of a car against a landscape in which the car is parked.
Note: You cannot save your changes. That is, the changes are only effective for the current session.
To open an image into a scene:
1. Right-click the 3D viewport and click Open
Background.
2. Navigate to and select the file you want to open.
3. Click Open.
To clear the background image:
Right-click the scene and choose
Background Image > Clear Background.
Viewport Grid
A grid can be displayed in 3D scenes to assist with the
placement of objects and images and making them easier to distinguish.
When displayed in scenes, grids can be thought of as the 'floor'. This
can be helpful in creating a sense of model scale, model position, and
world orientation. It can be useful for marketing presentations by giving
products a place in the world.
You can choose the size of the units that the grid displays.
For example, a 1 by 1 unit grid or a 5 by 5 unit grid. The grid cells
can be either solid or transparent.
To display the grid in a scene:
1. Choose Display > Grid
on the 3D viewport right-click menu.
2. Do one of the following:
Click Wireframe Grid
to display a wireframe grid.
Click Solid Grid
to display a solid grid.
Click Transparent Grid
to display a transparent grid.
3. Select the size of the grid you want from the Display menu.
To hide the grid in a scene:
Choose Display > Grid > No
Grid on the 3D viewport right-click menu.
To display and hide the scene shadow in a scene:
Choose Display > Grid > Shadow
on the 3D viewport right-click menu.
If the shadow was displayed, it is now hidden. If it was hidden, it is
now displayed.
Editing Content
Once you have opened content created with Deep Publish,
you can edit scenes using a variety of tools. These editing procedures
are identical across all applications.
Note that you cannot save your changes. That is, the changes
are only effective for the current session.
To edit Deep View content, do one or more of the following:
Use the 3D viewport menu to edit the scene settings.
Use the Scene Components panel to edit the objects
and materials.
Use the Animation toolbar or the Animate Options
menu to control any model animation.
Use the Tools toolbars to view steps and model
views.
Objects and Materials
Models can comprise a number of scene elements including
objects and materials. The Scene Components panel displays all objects
and materials in the current scene in a tree-view hierarchy.
There are myriad object types including cameras, lights,
markups, and parts. Objects can be comprise multiple sub-objects and can
have materials and textures applied to them.
Selecting Objects
Objects can be selected in a number of different ways. Here, we describe how to select objects manually using the 3D Objects list or from within the scene by using the Select Objects dialog to manually select objects, and by searching for objects by name, size, polygon count, or point count. We also describe how to manually clear objects from selection.
You can also select objects and clear the selection using the 3D viewport right-click menu and the 3D Objects list right click menu.
When an object is selected, a bounding box outlines the object in the viewport, and the object name is highlighted in the 3D Objects list.
To manually select objects, do one of the following:
Click the object in the 3D Objects list . Hold down SHIFT to select adjacent objects or CTRL to select non-adjacent objects and click other objects in the list.
Open the Select Objects dialog and click the objects you want to select. Hold down SHIFT to select adjacent files and folders, or hold down CTRL to select non-adjacent files and folders and click other objects in the list.
To search for and select objects:
1. Click the search tab for the type of search you require in the Select Objects dialog.
2. Do one of the following:
If you are searching by name, enter the letter/s contained in the name of the objects you want to select.
If you are searching by size, polygon or point count, use the slider to specify the size or count for the objects you want to select.
3. Do one of the following:
If you are searching by name, select the Case-sensitive search check box to search for upper and lowercase characters.
If you are searching by size, polygon or point count, select the Invert selection check box to select the objects that are outside of the specified size or count.
To clear objects from selection, do one of the following:
Click the selected objects in the 3D Objects list.
Click another object in the 3D Objects list.
Searching for Objects
Object searches are performed by entering search criteria
in the Select Objects dialog tab fields. You can search by name, size,
polygon count, or vertex count.
As you enter search criteria, by typing letters or moving
the sliders, the objects that meet the specified criteria are selected
in the objects list immediately. As you continue changing the criteria,
so too does the object selection.
In the examples below, the letter 'p' was entered in
the field and all objects that contained 'p' in their name were located
and selected: group1, group2, persp, and polySurface1.
Next, the letter 'o' was entered, all objects that contained
'po' in their names were located and selected: polySurface1.
The objects list can be sorted in ascending or descending
column order.
Note: Certain rules apply when searching by name as
described below.
Searching Rules
Searching by name is performed by entering the letter/s
contained in the name of the objects that you want to select. You can
use upper and lowercase characters to further define your selection.
The following rules apply:
You may use for any combination of letters (a
through z) and numbers (0 through 9).
The text entered must be in the correct order.
For example, if you want to select objects with the name 'eye' in them,
you can enter 'ey' but not 'ee'.
Punctuation marks such as the period, colon,
semicolon, comma, and hyphen are ignored.
To select objects manually:
Click the objects you want to select in the Select
Objects dialog list. You can use SHIFT to select adjacent files and
folders, and CTRL to select non-adjacent files and folders.
To select objects using the selection tools:
1. Click the search tab for the type of search you require
in the Select Objects dialog.
2. Do one of the following:
If you are searching by name, enter the letter/s
contained in the name of the objects you want to select.
If you are searching by size, polygon or point
count, use the slider to specify the size or count for the objects you
want to select.
3. Do one of the following:
If you are searching by name, select the Case-sensitive
search check box to search for upper and lower-case characters.
If you are searching by size, polygon, or vertex
count, select the Invert selection check box to select the objects that
are outside of the specified size or count.
The objects are selected in the list, in the Scene Components
panel and in the viewport.
To sort the objects list:
In the Select Objects dialog, click a column name for
the column on which you want to sort. The list is sorted in ascending
or descending order depending on the original order. A small triangle
on the column name indicates the current order type.
Selecting Materials
Materials can be selected manually using the Materials
folder, or from directly within the scene. When a material is selected,
the material name is highlighted in the Materials folder.
To manually select materials, do one of the following:
Click the material in the Materials folder.
Press SHIFT and click the material in the scene.
Showing and Hiding Objects
The 3D Objects list check boxes and right-click menu can
be used to show and hide objects. You can also use the 3D viewport right-click
menu to show objects.
The Scene tree check boxes respect hierarchy if it is present. For example,
clearing the highest check box in a hierarchy clears all subordinate check
boxes.
To hide objects, with the objects displayed, do one of
the following:
Clear the objects' check boxes in the 3D Objects
list.
Select the objects you want to hide, right-click
over the objects in the 3D Objects list, and then click Hide Selection
to hide all selected objects.
Select the objects you want to show, right-click
over the objects in the 3D Objects list, and then click Hide Unselected
to hide all unselected objects.
Right-click in the 3D Objects list and click
Hide All Objects to hide all objects.
To show objects, with the objects hidden, do one of the
following:
Select the objects' check boxes in the 3D Objects
list.
Select the objects you want to show, right-click
over the objects in the 3D Objects list, and then click Show Selection
to show all selected objects.
Right-click in the viewport or 3D Objects list
and click Show All Objects to show all objects.
To toggle object and sub-object display:
Select the object in the Scene tree and press H on your
keyboard.
Materials
The materials list displays the names of the materials
and the number of textures that have been applied to each material, the
maps to which those textures have been applied, if the opacity had been
modified, and if the UV offsets have been modified.
Keyboard shortcuts are available for the display of materials.
To view the materials:
Open the Materials folder or the Materials list.
To toggle the display of materials:
Press CTRL + M on your keyboard.
To toggle the display of textures:
Press CTRL + T on your keyboard.
Markups
Various markups are used to direct attention to, and
identify parts of a model. The markup types include:
Callouts: created
using the Illustration tools in Deep Exploration. They comprise a text
circle with an assigned part number and a line pointing to the part.
Dimensions: created
using the Measurement tools in Deep Exploration and Deep Publish. They
comprise white and red lines denoting where the measurement was made
with text denoting the actual dimension.
PMI markups: created
using the PMI tools in Deep Exploration. They comprise a text item with
an assigned part number and a line pointing to the part.
Teamwork markups:
created using the Teamwork tools in Deep Exploration and Deep Publish.
They comprise a text item with an assigned part number and a line pointing
to the part.
For markups to be displayed on an
image or model, the Show Markups command must be selected from the right-click
Display menu.
Callout Tab
The Callout tab is used to display information about the appearance of
callouts including the leader style, the color of the callout, and the
appearance of the text.
Note: You cannot save your changes. That is, the changes are only effective for the current session.
Line end—Used
to select the leader style for the note markup. Line color—Used to open the color
for the markups lines. Size slider—This tool is unavailable
in Deep View, and as such is not documented in this
release. Font—Opens the Font dialog and
is used to edit the font type, style, and size. Text color—Used to open the color
selector and select the text color. Background color—Used to open
the color selector and select the background color. Topmost—Draws markups on top of
all objects. Selecting this option ensures that when you rotate
the model, the markups are always displayed on top. User name/date stamp—Displays
the user, date, and time information within the markup. Text window—Used to enter text
for markup text. URL—Used to enter the URL address
for the markup.
Dimension Tab
The Dimension tab is used to display information about the appearance of
measurements including the displaying the dimensions, measurement of
arcs or circles, and the units in which to display the angle.
Note: You cannot save your changes. That is, the changes are only effective for the current session.
General—Used to establish general
settings.
Always on top—Draws the
dimension and dimension lines on top of all the objects in the
scene. Draw construction lines—Draws
the red construction line between the points that are being
measured. Draw surface features—Draws
the surface features. These include the vertices, highlighted
edges, and surfaces. Precision—Determines the number
of decimal places to display in the dimension. Display Dimension—Used to
establish how to display the dimension. Vectors—Draws the dimension
as a vector. Billboards—Draws the dimension
as a billboard. That is, the dimension rotates to always face
the camera. When printed to a vector-based file, the measurement
is converted to vector line art.
Arcs—Used to establish the
dimension to measure when measuring arcs or circles.
Radius—Measures the circle's
radius. Diameter—Measures the circle's
diameter.
Markup Tab
The Markup tab is used to display information about the appearance of markups
including markup component colors and any text that displays in the
markup.
Note that the options differ depending on the markup
you are viewing. For example, you can view the font for note and Teamwork
markups, and you can view the position of line and shape markups.
Note: You cannot save your changes. That is, the changes are only effective for the current session.
Line end—Used to select the
leader style for the note markup. Line color—Used to open the
color for the markups lines. Font—Opens the Font dialog and
is used to edit the font type, style, and size. Text color—Used to open the
color selector and select the text color. Background color—Used to open
the color selector and select the background color. Topmost—Draws markups on top
of all objects. Selecting this option ensures that when you rotate
the model, the markups are always displayed on top. User name/date stamp—Displays
the user, date, and time information within the markup. Text window—Used to enter text
for markup text. URL—Used to enter the URL address
for the markup. Screen position—Used to set
the position of the markup relative to the monitor screen.
X—The position along the
screen's X axis. Y—The position along the screen's
Y axis. Z—The position along the screen's
Z axis. That is, the depth axis.
Size—Used to set the size
of the markup object in pixels.
X—The size along the X axis. Y—The size along the Y axis.
Origin—Used to set the sprite's
point of origin.
XY—The point of origin along
the X and Y axis. XZ—The point of origin along
the X and Z axis.
Material—Used to select a
material to apply to the markup.
PMI Tab
The Markup tab is used to display information about the appearance of the
PMI markup object including any text that is displayed in the markup.
Note: You cannot save your changes. That is, the changes are only effective for the current session.
Display—Used to change the
display settings for a specific PMI markup.
Always On Top—Draws the
vectors and vector lines on top of and through all the objects
in the scene even if the markup is behind the object or obscured
by the geometry.
Measurements
The measurement tools allow you to measure the distance
between two object elements in a scene, or for a single object element.
For example, between an object's faces, arcs, and vertices. In many cases,
these measurements can replace the need for 2D drawings. For example,
you can add key measurements to the scene, and you can read key dimensions
for manufacturing checks.
Note: You cannot save your changes.
That is, the changes are only effective for the current session.
When performing a measurement, the elements that can be
measured within the object are highlighted when your cursor moves over
them. You can limit the types of elements that are highlighted when you
perform a measurement via the Object Elements tools:
Vertices: Green
'points' indicating a corner of a polygon where two edges meet, or of
a polyhedron where three or more faces meet. A polyhedron is a three-dimensional
solid bounded by polygons.
Edges: Lines of
intersection between two faces.
Faces: Planar surfaces
of a geometric solid.
Arcs: Lines that
curve around a face with a center point displayed in red.
The first element that is measured is displayed as bounded;
this determines the bounds of the measurement. For example, the distance
is not calculated past the end of an edge, or off the boundary of a face.
The second measurement is unbounded. This allows you to measure the distance
between a face and a plane or the extension of an edge. For example, in
the image below the arc is bounded and the face is unbounded.
When you perform a measurement for a single object element,
the resulting values are:
Measurement on a vertex: The
position of the vertex in the scene.
Measurement on an edge:
The length of the edge.
Measurement on a face:
The area of the face.
Measurement on an arc:
The radius of the circle.
Once you perform a measurement, a dimension object is
created in the scene. Dimensions are treated in the same way as other
objects and can be edited and deleted.
Various settings can also be applied to the measurement tools to determine
the way in which the measurements are calculated and displayed.
Note: Accuracy is reduced if a model uses a high level
of polygon reduction.
Measurements are automatically updated as the objects
to which they are associated are moved in the scene.
Certain rules apply to measurements:
Once a measurement is made, the related dimension
object is created in the scene.
Dimensions are markup objects and as such are
displayed in the 3D Objects list when they are created.
Using the 3D Objects list, you can select, hide,
and show dimensions in the same way as other
objects.
When you rotate or pan models, the dimensions
move in relation to the parts while remaining the same size.
Dimensions can be moved and rotated
separately from the model.
For dimensions to be displayed on an image or
model, the Show Markups command must be selected from the Display menu.
To measure a single object element:
1. Click Measurement Settings
on the Tools toolbar and modify the settings as required.
2. Click Distance Measurement on the Tools
toolbar.
3. Click the element types which you want to measure on the Object Elements
section of the Tools toolbar.
4. Place the cursor over the area from which you want to measure until
the first element is highlighted, and then click the element.
5. Move the cursor away from the model and, with no elements highlighted,
click again.
6. Drag the dimension away from the model, and then click again.
The measurement is made and the dimension is created.
To measure the distance between two object elements:
1. Click Distance Measurement
on the Tools toolbar.
2. Click the element types which you want to measure on the Object Elements
section of the Tools toolbar.
3. Place the cursor over the area from which you want to measure until
the first element is highlighted, and then click the element.
4. Click other element types if you want to measure between other elements.
5. Place the cursor over the area to which you want to measure until
the second element is highlighted, and then click the element.
6. Drag the dimension away from the model and click again.
The measurement is made and the dimension is created.
Measurement Settings
The Measurement Settings dialog is used to define settings
including the display of measurement values, the type of measurement created
when measuring arcs and circles, and the units in which to display angle
measurements.
You can also edit individual measurement markups using
the Edit Markup dialog.
Note: You cannot save your changes.
That is, the changes are only effective for the current session.
To open the Measurement Settings dialog:
Click Measurement Settings
on the Tools toolbar.
To modify the dimension settings:
1. Open the Measurement Settings dialog.
2. Make the selections you require.
3. Click OK.
General—Used to establish general
settings.
Always on top—Draws the dimension
and dimension lines on top of all the objects in the scene. Draw construction lines—Draws
the red construction line between the points that are being measured. Draw surface features—Draws
the surface features. These include the vertices, highlighted
edges, and surfaces. Precision—Determines the number
of decimal places to display in the dimension. Display Dimension—Used to establish
how to display the dimension.
Vectors—Draws the dimension
as a vector. Billboards—Draws the dimension
as a billboard. That is, the dimension rotates to always face
the camera. When printed to a vector-based file, the measurement
is converted to vector line art.
Font—Opens the Font dialog and
is used to set the markup font type, style, and size. Arcs—Used to establish the dimension
to measure when measuring arcs or circles.
Radius—Measures the circle's
radius. Diameter—Measures the circle's
diameter.
PMI Data
Product Manufacturing Information (PMI) is an implementation
of the 'Digital Product Definition Data Practices', which establishes
requirements for preparing, organizing, and interpreting three-dimensional
digital product images. PMI markups provide a way to render PMI data such
as tolerances, dimensional data, and other markup annotations.
PMI comprises different types of markups and conveys
information on the design of a product's components for manufacturing.
Note: You cannot save your changes. That is, the changes are only effective for the current session.
The PMI markups types are:
Text: Text markups.
Rich text: Special
formatted text markups.
GD&T: Measurements,
tolerances, material data, and reference datum.
Dimensions: Detailed
dimension line markups.
Datum: Special reference
points or planes for measurement markups sometimes shown as a single
letter enclosed within a box.
Metadata: Attributes
and properties that are associated with a part when it was created.
To view PMI markups:
1. Ensure the Display > Show
Markups command is selected on the 3D viewport right-click menu.
2. Do one of the following:
Check the required PMI check box in the 3D Objects
list.
Click Show/Hide
Markups on the Tools toolbar.
Click the Model Views down arrow and then select
the model view that you want to view.
To hide PMI markups, do one of the following:
With the PMI data displayed, clear the related
markup check box in the 3D Objects list.
Clear the Display > Show Markups command
on the 3D viewport right-click menu to hide all PMI markups.
Click Show/Hide
Markups on the Tools toolbar.
Steps
Just as model views emulate the properties of schematic
diagrams, so 'steps' can emulate sequences of instructions; they present
a list of steps each with a label and associated text. Each step comprises
a number of user-defined animated sequences that are displayed when you
play the step.
Steps are helpful for including 3D-view instructions
in files, such as PDF files. They are based on the current view of the
scene. Each step has an associated camera, and render mode.
When you select a step:
The active viewport is set to the associated
camera and render mode.
All objects that are not associated with the
step become invisible.
When you view steps, the description for each step is
displayed below the Steps controls.
To play a step:
1. Right-click the 3D viewport and click Show
Tools.
2. Click the Steps down arrow in the Tools toolbar and click the step
you want to view.
3. Click the required Steps control button.
Teamwork
Deep View can be used to create, edit, and view various kinds
of markups. These markups are used to direct attention to, and identify parts
of a model.
Note: You cannot save your changes.
That is, the changes are only effective for the current session.
Creating Markups
The Note, URL, and Shapes tools are used to create markups.
When you select one of these tools, the cursor changes to a small cross
. You can then begin creating a markup by clicking the model's surface
to place the start point. Certain actions are then required to finish
creating the markup, and these differ depending on the tool selected as
described below.
Note: You cannot save your changes.
That is, the changes are only effective for the current session.
To create a markup:
1. Click one of the Note, Line, or Shape markup tools
on the Tools toolbar.
2. Click Settings on the tool's submenu
to establish the default markup's settings.
3. Do one of the following:
If you are creating a normal, point, arrow note
markup, or a line markup, click where you want to place the start point
and drag to the leader length.
If you are creating a circle note markup, click
where you want to place the start point, drag outwards and inwards to
set the circle radius, and click once more to set the leader length.
If you are creating an arc markup, click where
you want to place the start point, click again to place the centre of
the arc circumference, and click once more to place the end point.
If you are creating a circle markup or a rectangular
markup, click where you want to place the start point and drag outwards
and inwards to set the circle radius or markup size.
If you are creating a polyline markup, click
where you want to place the start point, click to place the second point,
and so on, then right-click to place the end point.
If you are creating a shape markup, select the
object and then click the shape tool. The markup is created and surrounds
the selected objects.
The markup is added with the user name, date and time
information. The Markup Layer object and newly created markup object
are displayed in the 3D Objects list. You can now edit the markup type,
size, font, colors and text.
To modify the markup settings:
1. Open the Settings dialog for the markup type settings
you want to modify.
2. Make the selection you require.
3. Click OK.
Displaying and Deleting Markups
You are able to hide, show, and delete markups. For markups
to be displayed on an image or model, the Show Markups option must be
selected on the Display menu.
Note: You cannot save your changes.
That is, the changes are only effective for the current session.
To show and hide markups, do one of the following:
Click Show/Hide
Markups on the Tools toolbar.
Check or clear the Callout, Markup, or Dimension
object check boxes.
Check or clear the Display > Show Markups
command on the 3D viewport right-click menu.
To delete markups:
Select the markups you want to delete, and then click
Delete Markup on the Tools toolbar.
Markup Settings
Using the Settings dialogs, you can view the default
markup's settings for the individual markups.
You can also view individual markups using the Edit Markup
dialog.
Note: You cannot save your changes.
That is, the changes are only effective for the current session.
Note, Line, and Shape Settings Dialogs
The Note, Line, and Shape Settings dialog, display the settings
for each type of markup.
To open the Note, Line or Shape Settings dialogs:
Click Settings on the Tools
toolbar for the Note, Line, or Shape tool.
Color—Used to modify the line
components' colors.
Type—The note, line, or shape types. Line—Used to open the color
selector and select a color for the note, line, or shape. Text—Used to open the color
selector and select a color for the text. Background—Used to open the
color selector and select a color for the background.
Miscellaneous—Used to modify
various miscellaneous line settings.
Attach to mesh—Always attaches
the markup's leader to a mesh. Always on top—Draws the markups
on top of all the objects in the scene. Display time stamp—Displays
the name of the user who created the markup, and the date and
time the markup was created, on all note type markups. This
is a global setting and will applied to all existing and new
markups regardless of individual editing.
User Interface
The application interface consists of the 2D or 3D viewport,
Information bar, Animation toolbar, Tools toolbar, and various right-click
menus.
Information bar—Displays
various file, object, and material information relating to the current
file depending on the viewport selection. Viewports—Comprises a viewport that
are used to view and modify the currently opened file. For example, a
3D scene or 2D image. Animation toolbar—Provides controls
for animated scenes. Tools toolbar—Used to display the Teamwork,
Measurements, Object Elements, Model Views, Steps, and Steps control tools.
Note: This toolbar is not displayed when content is viewed
in Internet Explorer.