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Deep View
  User Reference

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.

Getting Started with Deep View
Updating
Using Deep View
Displaying Content
Editing the Active Area
Viewing Content
Panning Scenes
Rotating Models
Zooming Scenes
Render Modes
Lighting Modes
Preset Views
Model Views
Display Modes
Viewport Background
Viewport Grid
Editing Content
Object and Material Selection
Selecting Objects
Searching for Objects
Selecting Materials
Showing and Hiding Objects
Materials
Markups
Callout Tab
Dimension Tab
Markup Tab
PMI Tab
Measurements
Measurement Settings
PMI Data
Steps
Teamwork
Creating Markups
Displaying and Deleting Markups
Markup Settings
Note, Line, and Shape Settings Dialogs
User Interface
Viewports
Information Bar
File Information Panel
Scene Components Panel
Scene Tree
Scene Properties Dialog
Object Properties Dialog
Material Properties Dialog
Materials List

Select Objects Dialog
Tools Toolbar
Teamwork Tools
Measurement Tools
Object Element Tools
Steps Tools
Step Controls
Model Views Tool
Model Views Controls
Animation Toolbar
Animation Options
Right-Click Menus
2D Viewport Menu
3D Viewport Menu
Display Menu
Views Menu
Background Menu
Animate Options Menu
Scene Components Panel Menu
Keyboard Shortcuts
3D Content Shortcuts

Getting Started with Deep View

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.

Right-click menus—Sets of commands relating to