Cool things no one knows about EIAS

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

Thread Tools Display Modes
  09 September 2006
The project window has far more ways to be organised then some people realise. Have a look at the little icons at the top of the project window. Specially the first and the fifth give you a lot of options. Too many to sum up here, just explore them.
One of my favourites is to colour label the elements in a complex rig that will animate and switch to "view by label". That way you don't see the parts of the rig that you don't animate and everything appears in a listed way which takes up much less screen space.
  09 September 2006
grrr...need to figure out why this doesn't work in OpenGL. And perhaps add full-window cross-hairs.
  10 October 2006
Originally Posted by manuel: Have a look at the little icons at the top of the project window. Specially the first.

I love this one, the most useful to me has to be 'complexity' which lists objects in order of polygon count. I use it often.
  10 October 2006
Here's another one.

You can render your animations backwards if need be, we've had to do this a few times but I keep forgetting it's even an option, hopefully this will immortalise it in my mind

In the render window > click timing > render: range of frames (drop down) > hit reverse.

  10 October 2006
Next up

You can colour cameras, I usually colour them so they match their colour label in the project window.

In general I use three labels for cameras: Possible viewpoints, Confirmed viewpoints, Render cameras (render cameras being free roaming cameras for diagnostic purposes viz. not animated or in a viewpoint position).

Take a look at the attachments,
  10 October 2006
Good Tips Ian-

I always color code things with a red label that I want turned OFF at rendertime.
Use the "select by- label" option from the select menu, choosing the red color and click the visibility check on any group with a red label and ALL red labeled groups will be turned off.
I make a habit of checking this just before hitting "Go".

I also often use the light blue label for glass objects to help control them in a similar way.

Should we open a new thread with workflow tips like these? (or maybe we have too many thread titles?)

I sure would like to learn about other people's process and how they set up projects.
  12 December 2006
This is one of those features that when you get into a habit of using helps you to make texture previews fast. We all know how time consuming getting that texture to look just the way we want it to well here's how I hurry things up.

Under the "Snapshot" camera icon at the bottom of the "Camera View" window there is the option to define an area with a marquee that only renders the defined part of the "Camera View". Used in conjunction with reduced or no antialiasing and low sampling levels for lights etc you can get previews to turn around realy quick.

Attached Images
File Type: jpg Selected window size.jpg (92.3 KB, 116 views)
  01 January 2007
Brighter & adjustable highlights

This tip was given by halfworld on how to get brighter highlights:

"If you're highlights arn't bright enough remember you can just add the Anisotropic shader, turn off the patterns and turn on the phong/blinn specular. You can set the brightness above 1 here whereas you can't in the specular tab."

Nice tip Ian.
  08 August 2007
faster multiple-selection on large projects

When working on very large projects there can be a noticeable time delay (with the spinning beachball making frequent appearances) as the project 'refreshes' after every mouse movement or click, as you work. This repeated delay can become quite intrusive even when simply selecting items in the project window, particularly when making multiple selections using the shift-click technique.

My suggestion is to make multiple selections in the project window by holding shift down and then repeatedly click-dragging a marquee over the item/items you want to select them (even if they are single seperated items). This selection behaviour seems to supress the software's 'refresh' action until you release the shift button indicating the selection process is finished. This makes working on large projects a lot quicker.

  10 October 2007
Viewport Navigation

Some quick navigation hints for the orthographic viewports.

Click on the Magnifying glass icon and the view zooms out in discrete increments. Shift+Click on the Magnifying glass icon and the view zooms in.

Alt(or Opt)+Click on the Magnifying glass icon and the view zooms (In or Out) to encompase all items in the scene. Move the cursor over the viewport window and hold down the 'F' key. The cursor changes to a Magnifying glass. Click in the window and the view zooms to encompase all items in the scene. (Sort of a duplicate of the Alt click function).

Hold down the Alt key and the cursor changes to a Hand with Index finger extended. Click and drag a Marquee and the view zooms in to that specific area.

Select any item, hold down the 'C' key, and click in the viewport window. The view shifts to Center the selected item in the view. Hold down the 'C' key with Nothing selected and click in the viewport window. The view is Centered without zooming.
  11 November 2007
Renderama & Dual core Macs

Hi All.

I have done a few tests with small render files that took about 60 seconds to render straight out of EI. The scene has a simple sphere with raytraced sub surface scattering, 2 lights, global raytraced reflections and GI, rendered at half Hi def size (960 x 540). The machine configuration is Mac OS 10.4.10, 2 x 3Ghz Dual core Intel, 4GB RAM.

I found that with the local and 3 slaves (2 intances of rama on the main hard disk and 2 instances on an external drive) 4 frames rendered simultaneously in 60 Seconds, effectivly quartering the render times! So it seems that the dual processors and dual cores are all being utilised in this situation.

I have also loaded 4 instances of renderama slave onto an identical mac on the network and found that both machines running 8 frames of the animation completed all in 60 seconds.

This may be trivial to some but it is a great time saver for us, so hopefully it is useful to someone else and hopefully I have put it into terms that others can understand, like me!

  01 January 2008
A controlled animated water

Someone may have posted this before, but you can use the crumple shader along with bones to create some liquid. What is nice about using bones is that you have total control over the movement of the liquid. I used it to do mixed slurry in a cattle feeder and it worked very well. I used 5 bones that were perpendicular to the water surface. Check it out at:
Attached Images
File Type: jpg bones.jpg (72.5 KB, 53 views)

Last edited by shoutzager : 01 January 2008 at 03:17 AM.
  06 June 2008
Anaglyph (red/blue) stereo effect

From the manual: (EIAS Animator does not support the anaglyph (red/blue) stereo effect, just “right eye/left eye” stereo.). But it does support it with just a tiny bit of post. For stills: copy the red channel from the R image and paste (replace) the red channel in the L image. For animation, use AE and the Set Channels Effect to use the L image as a source for the R image red channel. You'll need a pair of those funky red-blue glasses to see the effect!

  08 August 2008
How to show growth of a pipe within EIAS - any plugin?

I am working on a project which suppose to show animated object’s growth in ‎different axis.‎
‎(Example: A pipe grows and turns along the pre-defined path)‎
Is there any plug-in available to do this task???‎
Plz help me to find out solution.‎

‎(Note: In After Effects I imitated pipe growth.. however this idea did not work ‎when the whole scene is moved.)‎
  08 August 2008

Take a look at Swage,

I am not sure if they are still selling it. They have several sample movies that do what you are talking about.

reply share thread

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Society of Digital Artists

Powered by vBulletin
Copyright ©2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump

All times are GMT. The time now is 04:20 PM.

Powered by vBulletin
Copyright ©2000 - 2018, Jelsoft Enterprises Ltd.