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Definitions (29)

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GLOSSARY


Avid Editor Format This is a plain text format originally designed to be imported into the Avid Editing System, but which contains a script formatted in plain text with both line and page breaks and is often the best export format for a script to be imported into FrameForge 3D Studio.
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Control room


The Control Room is where you build your virtual set. It is laid out like a television control room with a bank of Monitors at the top displaying the various Camera Views and the overhead Blueprint View showing in the upper left corner.
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Decals


A "Decal" is small bitmap image (tiff, jpg, png. bmp, etc.) that you can apply to a specific area of any texturable object, including actors. Common examples of decals include beards, scars, tattoos, stains, bullet wholes, etc., a wide selection of which come alredy installed.
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green room


The Green Room is a special dialog where you can view and manipulate an actor or other object without the distractions and limitations of the set. You bring an actor or object into the Green Room by double-clicking on it. Once in the green room, you can pose the actor/object, view it from any angle or rotation without affecting its position on the [..]
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HINGES


Hinges are pivot points that allow you to change the position of an object, such as bending an arm at the elbow. When one or more hinge settings change, we will say that you have "posed" that object. Predefined stored poses are automatically installed with the program and you can also create and save your own.
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Live View


The Live View is the large image displayed in the center of the Control Room. It can either be the Blueprint View or any Camera View and you can switch to any view simply by double-clicking the small view at the top of the Control Room.
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Morphs


A "Morph" is a controlled distortion of an object into another form, such as making an actor heavier or thier face more gaunt. This can be done in the Green Room or as you edit an actor on set.
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Object


In FrameForge 3D Studio, objects are what sets are dressed with—anything that might end up in front of a camera. That includes walls, chairs, tables vehicles—and yes, you guessed it, even “actors” are considered to be Objects within the program's paradigm. Alfred Hitchcock would be proud.
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Object library


The Object Library is the collection of categorized objects that is displayed on the right of the screen in the Control Room and from whch you drag objects onto the set.
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