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Autodesk ALIAS 2010 - User Manual

Autodesk ALIAS 2010
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Autodesk Alias 2010
Learning Alias
March 2009Part No. 712B1-050000-PM05A

Table of Contents

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Summary

Chapter 1 How to use this book

About the Learning Alias Tutorials

Explains the purpose and structure of the Learning Alias Tutorials within the manual.

For More Information

Points to external resources and online documentation for additional information.

Graphic Conventions

Details the visual symbols and conventions used in the manual for screenshots and instructions.

Terms

Defines key terminology used throughout the manual for clarity.

Chapter 2 Getting help on Alias

Finding help on Alias features

Provides methods for accessing help and support for Alias features.

Finding Alias training resources

Lists official Autodesk resources for in-depth training and courses on Alias.

Finding support for Alias

Outlines channels for technical support, user forums, and community resources for Alias.

Working with Alias

Offers guidance on common workflows and strategies for using the Alias software effectively.

Chapter 3 Interface Basics

Installing the tutorial courseware files

Explains how to install necessary courseware files for completing the tutorial exercises.

Starting Alias

Details the steps to launch the Alias application on Windows and Mac OS X.

Overview of the Alias Interface

Describes the main components and layout of the Alias user interface.

Using Help

Guides users on accessing the integrated Help system for tool and menu item information.

Arranging Windows

Explains how to manage and arrange view windows within the Alias interface for optimal workspace setup.

Using Tools

Provides instructions on selecting tools and understanding basic tool functionality.

Picking and Unpicking Objects

Covers the fundamental process of selecting and deselecting objects in the scene for manipulation.

Shortcuts to Tools

Discusses efficient tool access methods, including shelves, marking menus, and hotkeys.

Creating Custom Shelves

Provides instructions on creating and customizing shelves to organize frequently used tools.

Using and Customizing Marking Menus

Explains how to use and modify marking menus for faster tool selection via mouse gestures.

Changing Your View of the Model

Details techniques for navigating and manipulating the 3D model view using camera controls.

Changing the Point of Interest

Explains how to adjust the point of interest for camera movements to focus on specific model areas.

Understanding the Object Lister

Describes the Object Lister's role in managing the scene's hierarchical data structure.

Chapter 4 Introduction to 3 D

Part 1: Creating 3 D objects

Guides the creation of basic 3D objects using primitive tools like cylinders for the desk lamp.

Scaling the lamp base

Explains how to scale the created lamp base cylinder to match the required dimensions.

Saving your work

Details the procedure for saving the current modeling progress and project files.

Part 2: Building the lampstand

Continues the desk lamp model by building the stand structure using multiple primitive objects.

Part 3: Organizing the model

Covers organizing model components into groups using the Object Lister for better management.

Part 4: Building the lampshade

Guides the creation of the lampshade component using primitive spheres and assembly onto the model.

Part 5: Assembling the desk lamp

Explains how to assemble the desk lamp by positioning and grouping its main components.

Part 6: Posing the Lamp Model

Demonstrates how to pose the assembled lamp model by manipulating its grouped parts.

Chapter 5 Modeling a Joystick

Part 1: Creating the Joystick Handle

Guides the creation of the joystick handle by revolving a profile curve to form a surface.

Modifying the handle curve and surface

Explains how to refine the handle's shape by editing control vertices (CVs) and leveraging construction history.

Part 2: Creating the Joystick Base

Covers the process of building the joystick base using skin and planar surface creation techniques.

Part 3: Creating the Flexible Sleeve

Details the creation of the flexible sleeve component connecting the joystick base and handle using curve manipulation.

Part 4: Creating the connecting cable

Guides the generation of the connecting cable by creating a path curve and extruding a profile along it.

Part 5: Assigning objects to layers

Explains organizing model components by assigning curves and surfaces to specific layers for clarity.

Part 6: Directly modifying surfaces

Covers advanced techniques for directly editing surface shapes by manipulating control vertices (CVs).

Part 7: Creating the button

Guides the creation of the joystick's button using primitive spheres and transformation tools.

Part 8: Visualizing the Model

Details applying hardware shading and adjusting lighting to visualize the completed joystick model.

Chapter 6 Modeling a Vacuum Cleaner

Modeling Workflow

Outlines the strategy for modeling the vacuum cleaner, emphasizing overbuilding, trimming, and symmetry.

Part 1: Creating Primary Surfaces

Guides the creation of the initial main surfaces for the vacuum cleaner body using swept surface techniques.

Creating the lower surface

Details the process of creating the lower body shape using a mono-rail surface definition.

Creating the Upper Surface

Explains how to create the upper body surface using a mono-rail with multiple generation curves for blending.

Part 2: Intersecting and Trimming

Covers combining surfaces by intersecting them and then trimming away excess areas to define the shape.

Creating the nozzle surface

Guides the creation of a planar surface to complete the exterior of the vacuum cleaner's nozzle.

Part 3: Surface Fillet

Explains how to add rounded transitions between surfaces using the Surface Fillet tool.

Creating the body fillet

Details the application of a fillet surface to the main body's intersected edge for a smooth transition.

Creating the nozzle fillet

Guides the creation of a chordal fillet for the nozzle, maintaining consistent width along the edge.

Part 4: Creating the Handle

Covers creating the vacuum cleaner's handle by forming a hole through the body using surface trimming.

Creating the handle surface

Explains how to create the handle using a skin surface, built from the handle curve.

Creating the handle fillet

Details using the Surface Fillet tool to trim and round the edges of the handle.

Part 5: Air Vents

Guides the creation of styled air intake grooves using extruded tube shapes and trimming.

Intersecting and Trimming the air vents

Explains intersecting and trimming extruded surfaces with the main body to form the air vents.

Part 6: Power Button

Covers creating the vacuum cleaner's power button, including recess formation and surface fitting.

Creating a cylinder for the power button

Details creating a half-cylinder surface to form the outline of the power button.

Creating two surfaces for the button and the recess

Guides using copied surfaces to create the button and its corresponding recess in the main body.

Part 7: Dust Bag and Cable Connector

Covers creating the dust bag and cable connector components by scaling and positioning copies of rear surfaces.

Trimming the dust bag surfaces

Explains trimming surfaces to isolate the rear parts for the dust bag and connector.

Scaling the dust bag and connector

Guides grouping and scaling surfaces to position and size the dustbag and connector components.

Part 8: Completing the Model

Focuses on finalizing the vacuum cleaner model by mirroring surfaces.

Mirroring the surfaces

Details the process of mirroring surfaces to create the complete, symmetrical vacuum cleaner design.

Chapter 7 Modeling an MP3 Player

Introduction

Introduces modeling to precise dimensions, X,Y,Z coordinates, and coordinate systems.

Part 1: Creating the Casing Curves

Guides the creation of the MP3 player casing outline using Keypoint curves and precise measurements.

Creating a New File

Explains how to start a new project file and set up the modeling environment for the tutorial.

Setting Up Modeling Units

Details configuring the software to use millimeters for accurate dimension-based modeling.

Creating the Casing Curves

Guides the creation of the MP3 player casing's side and top curves using Keypoint curve tools and grid snap.

Part 2: Creating the Side Surfaces

Covers creating chamfered side surfaces for the MP3 player casing using Draft and Flange tools.

Creating the Side Surfaces

Details moving curves and building side walls with Draft surfaces, and creating split-line features.

Creating the Split-Line

Explains creating a split-line feature using the Flange surface tool on the casing's center line.

Part 3: Completing the Casing

Details finishing the MP3 player casing by creating front surfaces, mirroring, and organizing layers.

Creating the Front Surface

Explains creating the front casing face using a Plane surface and applying fillets.

Filleting the Plane Surface

Guides using the Surface Fillet tool to trim and create a radius edge on the front casing plane.

Completing the Front Casing

Covers mirroring the front casing components and organizing them onto layers using Layer Symmetry.

Layer Symmetry

Explains setting up layer symmetry to mirror geometry for creating the rear casing.

Creating the Rear Casing

Details creating and naming a layer for the rear casing and mirroring the front casing geometry.

Part 4: Creating the Screen Recess

Guides the creation of the screen recess by offsetting, projecting, and trimming curves on the casing.

Creating Offset Curves

Explains duplicating and mirroring edges to create reference curves for the screen recess.

Projecting the Screen Curves

Details projecting curves onto the casing surface to create curves-on-surface for trimming the screen aperture.

Creating the Screen Surfaces

Guides creating chamfered edges and surfaces for the MP3 player screen using Draft/Flange tools.

Part 5: Center Navigation Key

Covers creating the navigation key and control buttons using keypoint curves and revolving.

Navigation Key Curves

Explains creating the cross-section profile for the navigation key using keypoint curves and arcs.

Revolving the Surfaces

Guides revolving profile curves to create the button surfaces for the navigation key.

Part 6: Control Button

Covers creating the MP3 player's control buttons by revolving profile curves and applying rounding.

Control Button Revolved Surface

Details creating outline circles for the button design using Keypoint curves and revolving.

Chapter 8 Modeling a Sports Shower Gel Bottle

New Concepts

Introduces concepts of surface and curve continuity (Positional, Tangent, Curvature) and construction tolerances.

Part 1: Creating Primary Surfaces

Guides the creation of the basic bottle shape using Square, Skin, and Align tools for surface continuity.

Setting the Construction Tolerances

Details setting construction tolerances for accurate modeling, particularly for CAD export.

Creating the Main Bottle Surface

Explains creating the main bottle shape using a Square surface with specific continuity settings for smooth transitions.

Creating the Neck Surface

Guides the creation of the bottle's neck surface using the Skin tool.

Creating the Shoulder Surface

Details creating the shoulder surface and aligning it with tangent continuity to the body using the Align tool.

Part 2: Creating the Finger Grip

Covers adding finger grip features by splitting the bottle surface and replacing it with a birail surface.

Making Space for the Grip Detail

Guides splitting the bottle surface and detaching parts to prepare for the finger grip feature.

Part 3: Label Surface

Details creating the label area by projecting curves onto the bottle surface and trimming.

Trimming the Label Area

Explains projecting label curves and trimming the bottle surface to define the label area.

Creating the Label Surface

Guides creating a single-curvature skin surface for the label between two identical curves.

Part 4: Adding Blend Details

Covers adding blend details to the bottle using birail surfaces and adjusting continuity for smooth transitions.

Creating the Generation Curves

Explains creating generation curves using keypoint curves and aligning them with tangent continuity for birail surfaces.

Building a Birail Surface with Continuity

Details building a birail surface with specific continuity settings to create a smooth blend.

Creating the Base Surface

Guides the creation of the bottle's base as a flat planar surface.

Part 5: Embossed Logo Details

Covers creating an embossed logo using offset surfaces, trimming, and freeform blends.

Trimming the Body Surfaces

Details trimming the main bottle surfaces to create a space for the embossed logo.

Creating the Offset Surfaces

Guides creating offset surfaces for the logo by offsetting the main surface and trimming.

Creating the Freeform Blend Surfaces

Explains using the Freeform Blend tool to create smooth transitions for the logo details.

Part 6: Completing the Model

Focuses on finalizing the bottle model by mirroring surfaces and creating a cap.

Mirroring the Surfaces

Details mirroring all surfaces to create the complete, symmetrical bottle design.

Volume Measurement

Explains how to calculate the model's volume accurately, ensuring all surfaces face outwards.

Revolving a Cap

Guides the creation of a simple cap for the bottle by revolving supplied curves.

Chapter 9 An introduction to Rendering

Overview

Provides an overview of the rendering process, pipeline, and types of rendering available in Alias.

Visualizing a PDA

Guides the practical application of rendering techniques to visualize a PDA model using hardware shading and shaders.

Shaded mode

Explains how to enable and use shaded mode for fast, colored, and shaded model previews.

Shaders and textures

Discusses the role of shaders and textures in defining object appearance for realistic rendered images.

The Multi-lister

Introduces the Multi-lister interface for managing shaders, textures, lights, and environments.

Part 1: Creating Shaders

Guides the creation and application of shaders for different parts of the bottle model, adjusting parameters like color and shininess.

Creating a Bottle Shader

Details creating a new shader for the bottle by copying and configuring parameters like shading model and color.

Creating a cap shader

Explains repeating the shader creation process for the bottle cap, assigning a different shading model and adjusting parameters.

Part 2: Adding a Label

Guides applying a graphic image to the bottle's label surface using texture mapping on the Color channel.

Mapping the Color Channel

Details mapping a graphic file to the Color parameter of the label shader using the Texture Procedures window.

Part 3: Lighting the Scene

Covers setting up scene lighting by enabling default lights, adjusting their direction, and adding new lights.

Lighting your Scene

Explains modifying Hardware Shade settings and using default lights from the Multi-lister to illuminate the scene effectively.

Shadows on a Ground Plane

Guides enabling a virtual ground plane in the Environment shader to cast shadows, enhancing scene realism.

Changing the Light Direction

Details rotating directional lights to modify shadow direction and improve the visual composition.

Creating a New Light

Explains adding and adjusting a new directional light to fill dark areas and balance scene illumination.

Part 4: Creating an Image

Guides setting up the view and exporting the final rendered image, adjusting quality settings and background.

Setting the Image Quality

Details configuring Hardware Shade settings for HIGH quality and Per pixel shading for optimal image output.

Chapter 10 Shaders and Lights

Introduction

Introduces shaders and lights for creating rendered images, covering material properties and visualization.

Part 1: Creating Shaders

Guides the creation and application of shaders for different parts of the bottle model, adjusting parameters like color and shininess.

Creating a Bottle Shader

Details creating a new shader for the bottle by copying and configuring parameters like shading model and color.

Creating a cap shader

Explains repeating the shader creation process for the bottle cap, assigning a different shading model and adjusting parameters.

Part 2: Adding a Label

Guides applying a graphic image to the bottle's label surface using texture mapping on the Color channel.

Mapping the Color Channel

Details mapping a graphic file to the Color parameter of the label shader using the Texture Procedures window.

Part 3: Lighting the Scene

Covers setting up scene lighting by enabling default lights, adjusting their direction, and adding new lights.

Lighting your Scene

Explains modifying Hardware Shade settings and using default lights from the Multi-lister to illuminate the scene effectively.

Shadows on a Ground Plane

Guides enabling a virtual ground plane in the Environment shader to cast shadows, enhancing scene realism.

Changing the Light Direction

Details rotating directional lights to modify shadow direction and improve the visual composition.

Creating a New Light

Explains adding and adjusting a new directional light to fill dark areas and balance scene illumination.

Part 4: Creating an Image

Guides setting up the view and exporting the final rendered image, adjusting quality settings and background.

Setting the Image Quality

Details configuring Hardware Shade settings for HIGH quality and Per pixel shading for optimal image output.

Chapter 11 More rendering

Part 1: Editing the Render Globals parameters

Guides adjusting Render Globals parameters like Global Quality Level and Mesh Tolerance to improve render quality.

Editing the Render Globals parameters

Explains how to modify render settings for improved image detail and reduced faceting.

Rendering the scene

Details rendering the scene with adjusted global settings, saving the output, and viewing the result.

Global Quality Parameters

Explains the impact of Global Quality Level and Mesh Tolerance on render time and visual quality.

Part 2: Creating a background environment

Covers creating a background environment, specifically a static sky with procedural clouds.

Creating a cloudy sky background environment

Guides the creation of a sky texture with clouds using the SkyTexture control window and fractal patterns.

Rendering the scene

Details rendering the scene to apply and view the created sky background, adjusting camera angles if needed.

Part 3: Creating a 3 D solid texture

Guides the creation of a granite 3D solid texture for the tabletop, adjusting color and filler parameters.

Creating a granite texture

Explains how to apply a granite texture to a surface using the Tabletop shader and Color Editor.

Part 4: Creating a 2 D bump texture

Covers creating a bump map for the grip surface using a texture to simulate a bumpy appearance.

Creating a shader for the Grip surface

Guides the process of creating a new shader for the grip, modifying parameters like Diffuse and Shinyness.

Creating a bump map for the Grip shader

Details applying a bump map using the Bulge texture to the grip shader for a tactile surface effect.

Part 5: Raytracing

Introduces raytracing as an advanced rendering technique for accurate reflections and refractions, and how to delete unnecessary textures.

Deleting the chrome texture

Explains how to remove the chrome texture from a shader as it is not needed for raytracing.

Raytracing the scene

Details the steps for raytracing the scene, including selecting the renderer type and saving the output.

Adjusting the reflectivity of surfaces

Explains how to modify shader parameters like reflectivity and color for realistic material appearance.

Autodesk ALIAS 2010 Specifications

General IconGeneral
BrandAutodesk
ModelALIAS 2010
CategorySoftware
LanguageEnglish

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