This is a VERY preliminary version of the Imagine Puppeteer document.


Chapter 1: Installation

System software requirements

Imagine Puppeteer is implemented for operation from 3D Studio 
3D Studio Release 3.   Imagine Puppeteer is designed to work 
seamlessly with other Schreiber products, but Imagine Puppeteer 
has no additional requirements other than 3D Studio Release 3 or 
later.  This software will not run on 3D Studio Release 2 versions.



System hardware requirements

Imagine Puppeteer operates within 3D Studio and has no hard-
ware requirements over and above those of 3D Studio itself.  As 
with most programs, more memory will speed your efforts.  We 
suggest the following basic system configuration as a minimum 
for efficient operation:

	 80486 processor
	 8 megabytes RAM
	 At least 20 MB of free space hard disk
	640 x 480 or higher screen resolution
	256 colors or better

Motion capture hardware by Ascension Technologies is sup-
ported directly, but is not required for the operation of Imagine 
Puppeteer.

Required knowledge

Effective use of Imagine Puppeteer requires a basic working 
knowledge of 3D Studio.  The Imagine Puppeteer routine is an 
IPAS universal PXP program and accesses data both from the 3D 
Editor and the Keyframer.  A basic review of procedural model-
ing external processes (PXP) and Keyframer concepts from the 
3D Studio documentation will be helpful. Knowledge about 3D 
Studio may be gained by attending an authorized Autodesk Train-
ing Center, guidance from an experienced 3D Studio user, or 
manual study.  Imagine Puppeteer requires no other specialized 
training or knowledge.  

Quick start

Experienced users may follow these abbreviated instructions. If 
you are unsure about anything, please follow the complete 
instructions which follow.  Install Imagine Puppeteer by inserting 
the floppy, typing B:INSTALL and answer the drive and directory 
prompts with the defaults.

Installation

Imagine Puppeteer is released on one 1.44-megabyte, 3 1/2-inch 
disk, with an automatic installation routine.  It is similar to the 
installation program used for Autodesk products, so most users 
should be familiar with its operation.  The installation requires 
less than one megabyte of free hard disk space once installed, but 
requires about two megabytes during the installation process. 

If you are installing from the CD ROM, please follow the instructions 
included with the CD.

The installation program runs from a floppy disk drive, generally 
drive A or drive B.  The following procedures assume drive B: is 
the installation drive.

Insert the Imagine Puppeteer diskette into disk drive B: and close 
drive door.

Type B:INSTALL at the DOS prompt and then press Enter.

The install program will prompt you for the required information 
to complete the installation process.  If you decide to quit before 
the installation is completed, press ESC to abort and return to 
DOS.  Please note that aborting the install process may leave files 
on your hard disk.  When you restart the installation, these files 
will be automatically copied over (prompting you to allow over-
writing of the old files), unless a different drive-directory is spec-
ified.

The installation routine first displays the software name and ver-
sion number being installed, then displays the following prompts:

On which disk drive do you wish to install Imagine Puppeteer?

The available drive letters will be shown, with the potential selec-
tion flashing.  Use the up or down cursor (arrow) keys to highlight 
your selection then press return to accept it.  Imagine Puppeteer 
may be installed on a network drive, but it will be in demo mode 
if accessed by network nodes other than the installed node, unless 
additional passwords are obtained.

The 3D Studio directory structure is utilized for the placement of 
all files.  During the installation, all necessary files are automati-
cally placed in the appropriate process, project, mesh, image, 
map, materials library or video post subdirectory of the 3DS 
menu tree.  If any other special directories are required you will 
notified about them during the installation.  The root directory of 
this structure is \3DS3 by default.

We recommend you use the 3DS structure as specified above.  If 
you specify a different root directory and the install program will 
create a set of sub-directories analogous to the 3DS directory tree.  
If you choose to do this, you must alter the 3DS.SET file to 
match.

The next prompt is for the root directory.

Which sub-directory? 

You should answer \3DS3.  

You will now be prompted for each of the sub-directories 
as needed.  Unless you are doing a custom installation, just accept 
the defaults which place files in the Process, Projects and Meshes 
directories.

After successful input to the these prompts, the hard disk installa-
tion process begins.

Installing Imagine Puppeteer:

The files will be copied to the drive and directories you chose.  
The program and support files will then be expanded from their 
compressed format.  The program will report:

Imagine Puppeteer has been successfully installed

Imagine Puppeteer installs in a convertible demo mode.  When in 
demo mode, the program will allow you to explore the entire pro-
gram, but you will not be able to save your work.

Altering your 3DS.SET file

We recommend that you add Imagine Puppeteer to your program 
selections in your 3DS.SET file. The following line shows an 
example of a user program line in your 3DS.SET file.

USER-PROG1 = "c:\3ds3\process\puppet_i.pxp","Puppeteer"

By adding Puppeteer as an user program you can access Puppe-
teer from any module in 3D Studio. Puppeteer runs similarly from 
all modules, although the mesh object rotations are not always 
updated in the 3D Editor position when running from the Key-
framer. The Puppeteer screen will use the same resolution as the 
module you start it from. Running Puppeteer from the materials 
editor will most commonly set Puppeteer to the lower resolution. 
This does not effect how the program runs however.

Converting to the full system

Imagine Puppeteer is shipped as a convertible demo, as are most 
Schreiber Instruments products.  In demo mode, each routine of 
Imagine Puppeteer will only allow you to explore the entire pro-
gram, but you will not be able to save your work.  Your copy of 
Imagine Puppeteer may be converted to a full working system by 
obtaining a password from Schreiber Instruments or your dealer.  
We encourage you to copy the Imagine Puppeteer install disk and 
distribute it to interested friends and colleagues.

After installing Imagine Puppeteer on the system on which you 
intend to use it, you may convert to a full working system from 
the DOS command line by changing to the \3DS3 directory and 
entering:

IMKEY

This will display a key number.  Call Schreiber Instruments at 
(303) 759-1024 with this number to obtain a password which 
enables the program.  Once payment arrangements have been 
made or confirmed, a password will be issued to you.  Upon typ-
ing in your password, IMKEY will confirm that Imagine Puppe-
teer is successfully converted.  This will be the only time you will 
need to obtain a password under normal usage.  Imagine Puppe-
teer may be transferred between different machines by following 
the instructions below in the Transferring Imagine Puppeteer 
Passwords section.

Updates and the password system

If you are installing a maintenance upgrade of the software, it is 
not necessary to obtain or enter a new password.  The existing key 
information on your hard disk will be detected and used automat-
ically.  You may ignore the instruction to call Schreiber Instru-
ments for a password given by the installation routine.

Transferring Imagine Puppeteer passwords

To transfer passwords from one machine to another, begin by 
installing a copy of Imagine Puppeteer on the machine to which 
the software is being transferred.  After installation, Imagine Pup-
peteer will be in demo mode and we will refer to this second 
installation as the "demo" machine.  

NOTE: This transfer sequence is order dependent: 

START ON THE DEMO MACHINE!

On the demo machine, change directories to the one containing 
Imagine Puppeteer (usually \3DS3) and type the following at the 
DOS prompt:

IMKEY

IMKEY will report a key number.
(example: KEY NUMBER=12356).  

Record this number and move to machine with the working copy. 
Change to the \3DS3 directory and type:

IMKEY keynumber  					(example: IMKEY 12356)

This working copy of Imagine Puppeteer will issue you a new 
password and revert to demo status.  Move to the first machine 
with the demo copy, enter the new password and the demo will 
convert to the full system.

You may transfer passwords back and forth between different 
machines without limitation.

Hardware key option

For customers preferring an alternative protection system instead 
of the password system, Schreiber Instruments provides a hard-
ware key option for approximately $50.00.  Customers with hard-
ware keys simply plug the key into the parallel port 1 or 2 and 
plug the printer or plotter into the key.  Any combination of 
Schreiber imaging software may be protected by a single hard-
ware key.  Schreiber hardware keys are fully compatible with 3D 
Studio hardware keys.  If you are using hardware keys with a 
printer plugged in, we recommend that the printer be turned on.

Network hardware keys are available at additional cost.

Customer support

Schreiber Instruments, Inc. provides several mechanisms for 
technical support.

TELEPHONE (303) 759-1024 8:00 TO 5:00 MST MON-FRI
FACSIMILE (303) 759-0928 24 HRS.
BULLETIN BOARD SYSTEM (303) 759-3598 24 HRS.

Schreiber technical support is provided as a service for our cli-
ents.  Our toll-free 800 telephone lines go to our sales department 
and no technical support is available on them. 

Free technical support is available via BBS or FAX for all 
Schreiber products.  We endeavor to keep the BBS Tech Support 
Forum current, informative and containing the latest examples of 
techniques to help you.  Questions posted to the Tech Support 
Forum will be answered as promptly as possible.

The bulletin board is available 24 hours a day, seven days a week 
with a Technical Support forum, IPAS forum and many others.  
We encourage you to investigate the BBS as updated software, 
example files and many graphics and mapping forums are avail-
able.  It is monitored by Schreiber personnel, even during off 
hours, so you may receive the fastest response there.

The BBS offers multiple lines with high speed modem support 
for fast file transfer.  We will keep the BBS at a high performance 
level, currently it can handle up to 28,800 baud.  Using settings of 
N-8-1 and ANSI graphics support will insure easy access.  If you 
have questions about using the BBS, call Schreiber Instruments 
and ask to speak to the SYSOP.

Free voice technical support is available for the first 60 days after 
purchasing any Schreiber product.  After 60 days, free technical 
support is still available via our BBS or via fax.  Voice technical 
support after the first 60 days is available by purchasing a techni-
cal support contract.  Questions on installation will be accepted 
on voice lines and answered immediately at no charge, regardless 
of whether the 60 day period has elapsed.

Schreiber Instruments, Inc. does not provide technical support for 
3D Studio, Yost IPAS boutique or other 3D Studio products, only 
Imagine Puppeteer.  If you have a question related to an 3D Stu-
dio function or configuration please call your 3D Studio dealer 
for technical support.

Include the following on any tech support request:

1.	Product name ( i.e. Imagine Puppeteer ) and version number

2.	If the problem can be represented visually, make a GIF  or 
JPG file and utilize our BBS to upload your image.  We can 
often answer your question in much less time if we have a 
picture of your problem.

3.	Certain complex problems may require us to see the data set.  
In such cases, utilize our bulletin board system to upload your 
3DS file and PXP settings, so we can try to duplicate the 
behavior.  Please remove any unnecessary objects from the 
files to keep the file size as small as possible.

4.	Have your question well formulated and written down so that 
all questions may be answered in one pass.

We look forward to answering your questions about Imagine Pup-
peteer.  We will endeavor to answer your questions in a timely 
fashion.

Contacting related vendors

Imagine Puppeteer can read motion data files supplied by View-
point Datalabs International, Inc. or interface with real-time 
motion capture hardware from Ascension Technology Corp.

MotionSets produced by Biovision are available from

Viewpoint Datalabs International, Inc.
870 W. Center
Orem, UT  84057
(801) 224-2222 phone
(801) 225-2999 fax

Flock of Birds motion capture hardware is available from

Ascension Technology Corp.
P.O. Box 527
Burlington, VT  05402
(802) 860-6440 phone
(802) 860-6439 fax



Chapter 2: Concepts

Overview

Imagine Puppeteer is a complete character animation and motion 
control system for 3D Studio Release 3.  Imagine Puppeteer 
allows you to create, capture and edit motion data and then trans-
late that motion to 3D Studio objects to provide fluid realistic ani-
mated motion.

Imagine Puppeteer combines real-time motion capture, con-
straints-based motion editing and a complete "convertible" 
library of pre-defined motion files.  The system's real-time 
motion capture capability provides a direct interface with Flock of 
Birds, the motion capture system from Ascension Technology 
Corp.  The Flock of Birds hardware provides real-time motion 
capture capability to the 3D Studio user.

Imagine Puppeteer creates a workspace where it may simulta-
neously access information from the 3D Editor and the Key-
framer.  From within this workspace it offers a constraints-based 
editing environment for creating and animating puppets, which 
represent a linked set of nodes (ankles, knees, hips, etc.) and the 
constraints on their motion.

The program uses the concepts of nodes, links, joints and joint 
restrictions to form a constraints-based moving entity called a 
puppet.  A puppet may represent any constrained, linked moving 
system including people, dogs, spiders, critters, steering linkages 
or locomotive wheels.

Imagine Puppeteer includes a robust motion editor that enables 
the user to build motion datasets from scratch or edit pre-existing 
motion files.  The motion editor allows the user to define con-
straints on joints, thereby controlling the degrees of freedom a 
joint can have between linked nodes.

Pre-defined motion capture files available as part of the product.  
Imagine Puppeteer provides five pre-defined motion capture files 
for athletic human movements as part of the system.  Additional 
data in the form of Viewpoint motion files are also available in a 
fully compatible CD-ROM format.  The motion data library, cre-
ated by BIOVISION and marketed by Viewpoint Data Labs, Inc. 
is available on CD ROM from Schreiber Instruments, Inc.

Imagine Puppeteer combines real-time capture, pre-defined 
motion, and a complete integrated suite of motion editing tools 
for ease of use inside of 3D Studio Release 3.

Puppeteer concepts

Imagine Puppeteer creates a workspace where it may simulta-
neously access information from the 3D Editor and the Key-
framer.  From within this workspace it offers a constraints-based 
editing environment for creating and animating puppets, which 
represent a linked set of nodes (ankles, knees, hips, etc.) and the 
constraints on their motion.

Puppet components

Imagine Puppeteer uses the concepts of nodes, links, joints and 
joint restrictions to form a constraints-based moving entity called 
a puppet.  A puppet may represent any constrained, linked mov-
ing system including people, dogs, spiders, critters, steering link-
ages or locomotive wheels.

Node

A node is the base object in Puppeteer. A node is point in space 
which may change position over time, but can never rotate.  
Examples of nodes include ankles, knees, hips, shoulders, 
elbows, wrists and hands.

Link

A link is a connection of two nodes. Two links can not be 
attached to the same nodes. A link may change in position and 
rotation over time.  A forearm linking a wrist node and an elbow 
node is an example of a link.

Joint

A joint is the restriction of motion between one or more links. 
Only one joint may defined at the links which tie at a node.  Joints 
may have planar or spherical motion restrictions.   For example, 
an elbow is a planar joint connecting a forearm link and an upper 
arm link.

Puppet

A puppet is a collection of nodes, links and joints which represent 
an object. Puppets can moved and rotated as unit to place the 
beginning position. A person would be one puppet, a dog could 
be a second puppet.

Object

An object is a 3D Studio mesh object. Objects can be moved and 
rotated, but not edited. Any position changes can be exported 
back to 3D Studio. Objects may also be imported simply to use 
for positioning motion, such as a chair for a sitting person.

Puppeteer workspace

Imagine Puppeteer imports and exports data from both the 3D 
Studio Editor and Keyframer.  Puppeteer can work with a subset 
of the objects in your scene.

Import

3D Studio mesh objects need to be imported into Puppeteer from 
the 3D Editor. Only those mesh objects which you select will be 
visible in Puppeteer. Any attached Keyframe data is imported at 
the same time.

Export

3D Studio mesh objects and the Keyframe data altered in Puppe-
teer must be exported back to 3D Studio so changes are reflected 
in the 3D Editor and the Keyframer.

Load

To load any data from a disk file. Several types of files are sup-
ported.

Save

To save data to a disk file. All of the data used in Puppeteer can be 
saved to a file which can then be loaded again later.

Quit

To clear all data and exit Puppeteer. This returns you to the mod-
ule in 3D Studio you started Puppeteer from. All data currently in 
Puppeteer is removed.

Puppeteer Screen

Imagine Puppeteer invokes its own workspace screen which 
allows you to edit 3D Editor and Keyframer data on the same 
screen.  This screen appears and functions similarly to the Key-
framer and 3D Editor screens you are used to, but has some new 
features.

Puppeteer screen

The Puppeteer workspace screen has familiar cascading menus 
down the right side, icons near the lower right corner and frame 
slider at the bottom, plus new icons down the left side.

The icons on the left each control two different commands 
depending upon which mouse button is pressed upon selection.  
These are described in the command reference chapter.

Invoking the Puppeteer PXP

The Imagine Puppeteer runs as PXP process inside of 3D Studio 
Release 3.  PXPs are invoked from the Program pull-down.
If the Puppeteer PXP cannot be found, verify 
that you have properly installed the PXP into the \3DS3\PRO-
CESS directory.


Chapter 3: Puppeteer commands 

Overview

The Imagine Puppeteer PXP (Puppet_i.pxp) invokes its own 
workspace and screen.  A subset of objects is imported into Pup-
peteer from the 3D Editor using the import command.  Any asso-
ciated keyframe data is automatically loaded simultaneously.  
Nodes and their associated links and joints are then defined 
within Puppeteer.  Motion data may be created from scratch, 
merged with motion data files or merged with real-time motion 
data from the Ascension Technology Corp. Flock of Birds hard-
ware.  When finished, the results may be exported back to 3D 
Studio using the export command to update the 3D Editor and the 
Keyframer.

Puppeteer commands

If you are working with Puppeteer in demo mode, you can 
explore the entire program, but you will be unable to save your 
work.  See Chapter 1 for how to purchase the program and obtain 
a password.

Puppeteer commands are accessed from the familiar cascading 
menu on the right side of the Puppeteer screen, the dual function 
icons down the left side  of the screen or via keyboard shortcuts.  
This command reference is organized into the following sections:

	The Imagine Puppeteer screen
	Cascading menu organization
	Command descriptions
	Icon functions
	Keyboard shortcuts

The Imagine Puppeteer screen

Cascading Menu organization

The commands of each sub-menu are listed below


Motion			Objects


Rotate Node			Create
Move Node				Create Mesh
Lock Node				2 Leg
Unlock Node				4 Leg
Weighted Node				6 Leg
Weightless				8 Leg
Lock Joint			Move
Unlock Joint			Rotate
Suspend Link			Scale
Activate Link			Export
Compress Keys			Set Pivot
Clr Node Keys			Show Pivot
				Clear Keys
				Name
				Delete



Object Ties			Puppets

Tie Mesh			Create
Remove Ties			Move
Center Pivot			Rotate
Move to Tie			Scale
Update objects			Adjust
				Center Pivot
				Attach
				Remove
				Name
				Create All
				Delete All
				Delete
				Copy Motion


Joints			Links

Define			Create
Lock			Move
Unlock			Adjust
Display			Suspend
Adjust			Activate
Name			Name
Delete			Delete


Nodes			Motion capture

Create			Serial Setup
Move			FOB Setup
Display			Point Capture
Adjust			Stream Capture
Lock			Reduce Data
Unlock			Load
Weighted		Editor
Weightless			
Name			
Delete			


Display

Hide 			Geometry
	All			Box Mode
	Objects			Fast Draw
	Puppets			Full Draw
	Joints			Const Axis
	Links			Show Axis
	Nodes		
Unhide
	All
	Objects
	Puppets
	Joints
	Links
	Nodes


Commands

Motion commands

Motion/Rotate Node

Pivots a selected node and the connected links around a second 

Motion/Move Node

Select a node to drag all connected nodes will follow. Places the 
new position information in the current frame.


Motion/Lock Node

Lock a node to it's current position while moving or rotating 
other connected parts of a puppet.


Motion/Unlock Node

Unlock a node so it can be moved and rotated.


Motion/Weighted Node

Mark the node as having weight. A weighted node will drag with 
movement from any connected links. This is the default condition 
for all nodes.

Motion/Weightless

Mark the node as having no weight. This removes the drag effect 
during a move of connected nodes.

Motion/Lock Joint

Lock a joint to it's current position. All effected by a locked joint 
will move as ridged structure. Locking a joint does effect the 
parameters controlling how it moves.

Motion/Unlock Joint

Unlock a joint so it will bend within the limits of it's current set-
tings.

Motion/Suspend Link

Suspend the move and rotate commands from honoring the length 
of a link. Will allow moves to deform the distance between the 
two nodes, useful for non-real effects.

Motion/Activate Link

Makes the link a ridged object. This is the default condition for 
links. Any modification made to a suspended link becomes per-
manent to its geometry. Re-activating a link serves to honor the 
new length.

Compress Keys

Clear Nodes Keys


Object commands

Objects/Create/Create Mesh

Create a mesh object by a rotation around a selected link.

Objects/Create/2 Leg

Create a basic 2 legged puppet. Options will allow for creating 
the mesh object as well. 

Objects/Create/4 Leg

Create a basic 4 legged puppet.

Objects/Create/6 Leg

Create a basic 6 legged puppet.

Objects/Create/8 Leg

Create a basic 8 legged puppet.

Objects/Move

Moves a mesh object. This command modifies the initial position 
as well as the 0 frame position.

Objects/Rotate

Rotates a mesh object. The tab key or "X", "Y","Z" keys control 
the axis or rotation. This command modifies the initial orientation 
of the mesh object.

Objects/Scale

Scales a mesh object. The tab key or "X", "Y","Z" keys control 
the axis. This command modifies the initial scaling of the mesh 
object.

Objects/Export

Export a mesh object to 3D Studio. Any mesh object position and 
orientation changes will be updated in the 3D Studio mesh object. 
All current material, smoothing, mapping, vertex and face infor-
mation is retained. Previously selected mesh objects which are 
updated may no longer be selected. All keyframe data for the 
mesh object is also included.

Objects/Set Pivot

Objects/Show Pivot

Objects/Clear Keys

Objects/Name

Displays the name of a mesh object on the prompt line at the bot-
tom of the screen. Hitting a mouse button will repeat this com-
mand to browse to several named mesh objects.

Objects/Delete

Deletes the mesh object from Puppeteer. Does not effect the mesh 
object in 3D Studio. All keyframe data is removed as well. Once 
an object is deleted from Puppeteer the copy contained in 3D Stu-
dio can not be changed unless the mesh object is imported again.

Object Tie commands

Object Ties/Tie Mesh

Tie a selected mesh object to a node, a link or a set of links. This 
defines how a mesh object will move with puppet. Selecting the 
same mesh object to tie to different nodes or links will clear the 
first set. This command does not change the current mesh objects 
keyframe data. Tie a mesh object to a single node when the mesh 
object needs to move relative to that node. No rotation data is 
transferred with a node tie only position data. Like a purse hang-
ing from a shoulder node.

Tie a mesh object to a single link to provide both position and 
rotation data for the mesh object. This will not allow for the mesh 
object to rotate around the axis of the link. Like the mesh object 
for a thigh. Currently the mesh object is tied to the center of the 
link.

Tie a mesh object to more than one link when rotations around a 
single link are required. The mesh object will be effected by the 
motion of all of the tie links. Like a mesh object for a head. Cur-
rently the mesh object is tied to the center of all nodes connected 
by the selected links.

Object Ties/Remove Ties

Removes the current ties defined for the selected mesh object. 
This command does not change the current mesh objects key-
frame data.

Object Ties/Center Pivot

Object Ties/Move to Tie

Object Ties/Update Objects


Puppet commands

Puppets/Create

Create a puppet by selected one or more links.

Puppets/Move

Move all the links, nodes and joint that define a puppet. This 
adjust the base position of all the objects.

Puppets/Rotate

Rotate the whole puppet about an axis. The tab key or "X", "Y", 
"Z" keys will select the current axis of rotation. This effects the 
base position of all objects in the puppet. 

Puppets/Scale

Scale the entire puppet about an axis or entirely. The tab key or 
"X", "Y", "Z" keys will select the current axis for scaling. This 
effects the scale of all objects in the puppet. 

Puppets/Adjust

Changes the name and color used for the puppet.

Puppets/Center Pivot

Puppets/Attach

Attach additional links to a selected puppet.

Puppets/Remove

Remove links which are currently attached to a selected puppet.

Puppets/Name

Displays the name of a selected puppet on the prompt line. 

Puppets/Create All

Selects all links currently in Puppeteer and creates a puppet. The 
quick method of creating a puppet when working with a single 
character.

Puppets/Delete All

Deletes all puppets currently in Puppeteer.

Puppets/Delete

Deletes a selected puppet from Puppeteer.

Puppets/Copy Motion



Joint commands

Please read about Joints and Joint constraints in the Chapter 2.  
The function and parameters of the Joint dialog boxes are 
described there.

Joints/Define

Define a new joint. Select the links which will define the joint and 
setup the restrictions.

Joints/Lock Joint

Lock a joint to it's current position. All effected by a locked joint 
will move as ridged structure. Locking a joint does effect the 
parameters controlling how it moves. Same command as under 
motion.

Joints/Unlock Joint

Unlock a joint so it will bend within the limits of its current set-
tings. Same command as under motion.

Joints/Display

Shows a 3D picture of how the joint
relates to the links. This command is not yet active.

Joints/Adjust

Changes all the parameters which define a joint.

Joints/Name

Displays the name of a selected joint on the prompt line.

Joints/Delete

Deletes a selected joint. This does not change any links or nodes.




Link commands

Links/Create

Creates a new link. Select or create the two nodes required to 
define a link. A link ties the positions of the two nodes.

Links/Move

Move a selected link. This will change the base position of two 
nodes. This will also change the length of any other links tied to 
these nodes.

Links/Adjust

Changes the name and color of a selected link.

Links/Suspend

Suspend the move and rotate commands from honoring the length 
of a link. Will allow moves to deform the distance between the 
two nodes, useful for non-real effects. Same command as under 
motion.

Links/Activate

Makes the link a ridged object. This is the default condition for 
links. Any modification made to a suspended link becomes per-
manent to it's geometry. Re-activated a link severs to honor the 
new length. Same command as under motion.

Links/Name

Displays the name of a selected link on the prompt line.

Links/Delete

Deletes a selected link. If the link is used in a joint the joint must 
first be deleted.

Node commands

Nodes/Create

Creates a new node. 

Nodes/Move

Move a selected node. This will change the base position of the 
node. This will also change the length of any links currently tied 
to the node.

Nodes/Display

Changes the display parameters used to show nodes. The change 
effects all nodes being drawn. Nodes may be set to not display 
when view a animation sequence.

Nodes/Adjust

Changes the name and color used for a selected node.

Nodes/Lock

Lock a node to it's current position while moving or rotating 
other connected parts of a puppet. Same command as under 
motion.

Nodes/Unlock

Unlock a node so it can be moved and rotated. Same command as 
under motion.

Nodes/Weighted

Mark the node as having weight. A weighted node will drag with 
movement from any connected links. This is the default condition 
for all nodes. Same command as under motion.

Nodes/Weightless

Mark the node as having no weight. This removes the drag effect 
during a move of connected nodes. Same command as under 
motion.

Nodes/Name

Displays the name of a selected node on the prompt line.

Nodes/Delete

Deletes a selected node. If the node is used for a link the link 
must be deleted first.


Motion capture commands

Motion Capture/Serial Setup

Setup the parameters used for the serial communications. The 
baud rate selected must match that set in the Flock of Birds hard-
ware.

Motion Capture/FOB Setup

Setup parameters for the Flock of Birds hardware.

Motion Capture/Point Capture

Capture motion from the Flock of Birds hardware using a stop 
frame method. By hitting the "B" key each of the nodes will be 
read once and the current frame will be incremented. The motion 
data may be display only, saved in memory or written to an 
ASCII file.

Motion Capture/Stream Capture

Capture motion from the Flock of Birds hardware by continu-
ously reading the hardware and updating the current frame. This 
method will quickly capture a lot of motion data. The motion cap-
ture may be display only, saved in memory or written to an ASCII 
file.

Motion Capture/Reduce Data

This is currently in line with the loading of motion data. The 
motion data is refined with any redundant keys removed.

Motion Capture/Load

Loads motion data from a file. The motion may be applied to 
existing nodes or new nodes can be created. The two file format 
currently supported are; "DAT" which is the Flock of Birds 
ASCII position format; "TRC" which is the Motion Analysis 
ASCII format. The motion may be translated to a new key posi-
tion.

Motion Capture/Editor

Calls the 3D Studio text editor. All the ASCII motion files may be 
view and edited. The "TXT" Puppeteer ASCII format files may 
also be viewed and edited.



Display commands

Display/Hide/All

Hides all objects in Puppeteer.

Display/Hide/Objects

Hides selected mesh objects.

Display/Hide/Puppets

Hides selected puppets.

Display/Hide/Joints

Hides selected joints.

Display/Hide/Links

Hides selected links.

Display/Hide/Nodes

Hides selected nodes.

Display/Unhide/All

Unhides all hidden objects in Puppeteer.

Display/Unhide/Objects

Unhides selected mesh objects.

Display/Unhide/Puppets

Unhides selected puppets.

Display/Unhide/Joints

Unhides selected joints.

Display/Unhide/Links

Unhides selected links.

Display/Unhide/Nodes

Unhides selected nodes.

Display/Geometry/Box Mode

Changes the view port draws to box mode. Some objects, such as 
links, do not display differently.

Display/Geometry/Fast Draw

Changes the view port draws to only show a third of a mesh 
objects faces.

Display/Geometry/Full Draw

Changes the view port draws to draw full detail for all objects.

Display/Geometry/Const Axis

Sets the construction axis. This construction axis has no relation 
to the construction axis in the 3D Editor.

Display/Geometry/Show Axis

Shows the construction axis.


Icon functions

The left icons are all dual command icons.  The icons all turn red 
when the left mouse button is used for selection and they turn 
blue when right mouse button is used for selection. In addition, 
the top eight icons can be toggled to two different completely dif-
ferent set of commands. The three icon sets are the Create, Ani-
mation and Motion Capture. The icon functions are as follows:


Create Icons



Left Button	Right Button

Create Puppet	Delete Puppet 
Define Joint	Delete Joint
Create Link	Delete Link
Create Node	Delete Node
Move Puppet	Adjust Puppet
Adjust Joint	Lock Joint
Move Link	Adjust Link
Move Node	Adjust Node

Animation Icons

Left Button	Right Button

Move Node	Rotate Node
Move Link	Undefined
Clear Node Keys	Clear Mesh Keys
Rotate Mesh	Scale Mesh
Lock Node	Unlock Node
Weighted Node	Weightless
Suspend Link	Activate Link
Lock Joint	Unlock Joint

Motion Capture Icons

Left Button	Right Button

Serial Setup	
FOB Setup	
Undefined	
Load Motion	
Point Capture	
Stream Capture	
Reduce Capture	
Text Editor	


Display Control Icons

Toggle Icons	None
Redraw Current View	Redraw All Views


The lower right icons follow the 3D Studio icons providing basic 
view port functions. The only addition is the construction axis 
icon which sits in place of the object center icon. The left button 
displays the construction axis in the current view. The right 
mouse button allow you to set the construction axis. This con-
struction axis has no relation to the one set in the 3D Editor.


Keyboard shortcuts

To create a fluid working environment the keyboard is used to 
provide short cuts to often used commands. Several of these short 
keys are the same as those used in the 3D Editor.

Key Assignments:

"F"	Front View
"B"	Bottom View
"T"	Top View
"R"	Right View
"L"	Left View
"U"	User View
"K"	Back View
"N"	New Setup
"Q"	Quit
"P"	Pan View
"W"	Toggle single and four view ports
"Z"	Zoom In
"z"	Zoom out
"ALT Z"	Zoom Window
"CTL Z"	Zoom Extents
"CTL L"	Load data from a file
"CTL S"	Save data to a file
"CTL I"	Import mesh objects from 3D Studio
"CTL X"	Export mesh objects to 3D Studio
"CTL D"	Delete mesh objects
"CTL V"	Draw mode FAST or FULL
"CTL B"	Draw box mode
"CTL A"	Animation segment
"~"	Redraw View

Selecting the right or left mouse button while in the active view 
port will repeat the last command with most commands. When 
prompted to select an entity several other keyboard options may 
be available.

"T"	Will provide a box to type the name of the entity.
"N"	Will provide a list for selection.
"C"	Will allow you to create the entity.

An example of how the create key short cuts work: Select the 
Create Puppet icon. You are prompted to select the first link. 
Press the "C" key and you are now in the Create Link command. 
You are now prompted to select the first node. Press the "C" key 
again and you are in the Create Node Command.

Pick a point to create the node.
You are prompted for the second node.
Press the "C" key to create the second node.
Pick a point to create the node.
The link is automatically made.

You are now prompted for the next link in the puppet. You may 
repeat the sequence an create more links for this puppet or press 
the right mouse button to finish.


Chapter 4: Tutorial


Starting Imagine Puppeteer

Sorry, but it's not here yet!  Select Puppeteer from the pulldown 
and select the Load Motion data pulldown and load a file.  Slide 
the frame slider at the base of the screen to observe the motion.



Defining Nodes
Defining Links
Defining Joints
Adjusting Joints
Defining a Puppet
Motion from scratch
Motion from motion data files
Motion from real time data capture
