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Swift 3D V2 Features
Export scenes to the widest variety of vector file formats
  • Renders SWF, EPS, AI and SVG files
    Import popular 2D and 3D file formats
  • Bring in 2D vector artwork from AI and EPS files while respecting colors
  • Open 3DS files while respecting animations, cameras, lighting and colors
  • Import DXF files for conversion to vectors
    Advanced internal modeling
  • 9 primitive objects to model with
  • Extrusion Editor with Bezier pen tool for real-time 2D to 3D conversion
  • Lathe Editor for complex modeling, plus rotation and smoothing controls
  • Extrude any TrueType or PostScript font for creating instant 3D text
  • Reshape objects over time with non-linear scaling
  • Polygon reduction controls for objects
  • Drag-and-drop materials allow easy object coloring
  • Supports complex intersecting objects
    Enhanced level of object control
  • Control pivot point locations
  • Numerical positioning and scaling of objects
  • Nudge objects with keystrokes
  • Lock objects in place
  • Constraint object movements along an axis
    Quick and Easy Animation
  • Pre-built drag-and-drop animations
  • Full keyframe-based animation timeline with tweening support
  • Automated click-and-drag timeline scaling
  • Animated materials allow for morphing of colors over time
    Sophisticated Cameras and Lighting
  • Create free and targeted cameras for full control within the scene
  • Use the lighting trackball for immediate lighting effects
  • Add free and targeted lights directly in the scene for complete control
  • Create animated lighting schemes and detailed camera animations
    Full Preview System
  • Test rendering styles without leaving the interface
  • Preview and edit complete rendered animations before exporting a file
    Broadest spectrum of vector output
  • 3 Outline levels – Outline, Mesh and Hidden Edges for wireframe export
  • 5 Cartoon shading levels – One, two, four, full, and average color fill
  • 2 Gradient shading levels – Area (per-surface) and Mesh (per-polygon)
  • Shadowing – self, plane and object casting
  • Specular highlights – enhances cartoon fills and gradient shading
    Unmatched Rendering Power with RAViX II
  • RAViX II rendering engine renders 10x faster than competing products
  • Handles 250,000+ polygon models with ease
  • Industry renown as the most accurate vector rendering engine available
    Maximum optimization of files
  • Control over levels of detail and curve rendering
  • Exports fully-optimized files ready for publishing without further editing

     

    System Requirements
  • Windows 95, 98, 2K, ME, NT 4.0 or Macintosh System 8.1 or higher, OSX Classic
  • 200 MHz Pentium or Power PC processor
  • 32 MB of RAM (WIN) or 96 MB of application RAM (MAC)
  • Video resolution 800x600x65k
  • 20 MB free hard disk space
  • CD-ROM Drive, Mouse

     

    Swift 3D V2
    Review: Swift 3D V2
    By David Duberman
    Spectrum: Interactive Media & Online Developer News

    Swift 3D V2 is a standalone application that lets you create vector-based animation in Shockwave Flash and other vector formats. These low-bandwidth presentations are accessible to almost all browsers, and can have greater impact than a simple GIF animation. While not the fullest-featured 3D app around, Swift 3D provides a respectable complement of modeling, surfacing, and animation tools that are easy to learn and simple to use.

    The Scene Editor


    Figure 1

    The program consists of four modules or editors: Scene, Extrusion, Lathe, and Preview/Export. Most of the work is done in the Scene Editor (see Figure 1), which consists mainly of one or two resizable windows into the 3D workspace. You can set these to show any combination of front, back, top, bottom, left, right, and perspective views. Display options are shaded, fast-shaded, outline (wireframe), and bounding box, and you can set window dimensions in pixels, inches, or centimeters.

    For basic modeling, a versatile array of 3D primitives is available from an icon-based toolbar: sphere, box, pyramid, cone, torus, plane, polyhedron, and text. Clicking a primitive's button adds it to the workspace, after which you can set various properties from a panel on the side. For instance, with the polyhedron, you can specify the family-tetrahedron, cube/octahedron, dodecahedron/icosahedron, and two types of stars-as well as P and Q settings, which determine the number of faces and vertices. With text, you can specify the font and justification, and a convenient drop-down list lets you choose special characters with the mouse.

    Once you have objects in the workspace, you can move them around parallel to the view plane by dragging them in a window. If you drag in an empty space, you move the view instead, and right-button dragging zooms the view or moves an object perpendicular to the view, depending on where you click. A large trackball below the viewports lets you rotate objects or the view; nearby buttons let you lock the rotation axis and reset object position and orientation. One powerful new feature in V2 lets you position an object's pivot independently, so the object doesn't necessarily rotate about its center.

    You can scale objects uniformly interactively, or non-uniformly with numeric settings. The scale properties remember the different amounts of scaling, and multiple undos are available for all operations. You can also group objects, and manipulate group members independently without ungrouping.

    Lights and Cameras

    Swift 3D offers two different lighting paradigms; one senses committee-based decision-making at work here. Fortunately, each can be used by itself, or in combination with the other. You can add free or targeted point lights and spot lights from the toolbar; these are visible in the viewports, and can be manipulated like other object. Alternatively, a second trackball lets you shine distant light sources from any angle. Its usage, like most controls in Swift 3D, is fairly intuitive. The lighting buttons let you add point lights and spot lights, and delete lights. Lights don't have an intensity setting; instead, you control a light's brightness by its color. Additional options for spot lights let you overall angle, hotspot angle, and how quickly the illumination falls off between the two.

    You can also add free cameras and targeted cameras, which are visible and manipulable in the viewports. You can pan a camera by moving it in a viewport; if it's not visible, a handy toolbar Camera Pan toolbar performs the same function (but you can't select objects while it's in effect).

    More Modeling Options

    For those whose modeling needs go further than combining primitives, Swift 3D offers a number of options. You can import 3D objects in DXF and 3DS formats; the latter format can come in only when you use the New From 3DS command. You can also bring in 2D shapes in AI and EPS formats, with the option to retain or discard fills from the original files. Be sure to save artwork in version 8 format or earlier; Swift 3D doesn't recognize the version 9 formats.


    Figure 2

    When you import 2D artwork, it appears in both the Scene and Extrusion editors (see Figure 2). Alternatively, you can draw and edit shapes with the latter's fairly rudimentary tools. Essentially, you click to place points, each of which can be corner, smooth (linked Bezier handles), or tangent (independent Bezier handles). The editor also lets you add points anywhere on an existing edge, move points, and change a point's type. If you press and hold the Shift key after you start moving a point, you create temporary vertical and horizontal snap axes emanating from the point's location; or press Shift before you click to use the last point's snap axes. The latter is handy for aligning vertices.

    After creating a shape, to extrude it, you simply return to the Scene editor. Here you can set the extrude depth (and overall size) as well as square edges, or various types of bevels: standard, outer or inner round, or stepped. You can also set the bevel depth, whether it appears on front or back faces or both, and the smoothness and mesh quality. If you nest shapes in the Extrusion editor, you can create cutouts.

    The Lathe editor works almost identically, except that shapes are lathed around the central axis rather than extruded. Settings include sweep angle (you can't cap the ends), the number of radial segments, and a radial smoothing option. You can't save shapes independently or even copy and paste them between the two shape editors, but they are saved with the scene.

    Materials and Animation

    Back in the Scene editor, you can apply materials to objects by dragging them from a palette of presets, categorized as Blue Colors, Green Colors, Glossy Colors, etc. Typically a material colors the entire object, with one exception: You can apply three different colors to an extruded object's front, side, and bevel. You can edit materials, setting ambient, diffuse, and highlight colors, as well as highlight size and switches for self-illumination and two-sided. Texture maps aren't supported, which really isn't a problem; they're not appropriate for vector animation.

    A second palette provides a selection of drag-and-drop animation behaviors, mostly of the rotation variety. These are nice in that they're set to end in more or less the same orientation as they begin, so that animations can repeat seamlessly. For more elaborate animation, you can use Swift 3D's relatively painless keyframe-timeline method. The only quibble I have with Swift 3D's implementation is that the timeline shows all of the selected object's properties, whether they can be animated or not. For example, you can't animate an extruded/text object's bevel, even though it appears in the animation editor.

    On the plus side are more advanced features such as the ability to copy and paste keyframes and to animate materials. And real mavens can take advantage of the animation editor's ability to set three keyframe properties: tension, continuity, and bias.

    Rendering


    Figure 3

    When it comes time to see the final result, you switch to the Preview and Export Editor (Figure 3), where the entire animation is available as a scrolling filmstrip in which you can select one or more frames. You can render a single frame, all selected frames, or the entire animation, and export in one of four formats: Flash, EPS, AI, or SVG. The seven available fill options, of which the choice applies to all objects, range from Cartoon Single Color Fill to Mesh Gradient Shading; the more elaborate the shading, the larger the output file. You can also choose to render outlines or wireframes, in which case you can set line weight and several other options.

    As I noted previously, in my review of the Swift 3D Max plug-in, the renderer performs shading on a per-polygon basis, so if your objects are low poly, you can get some jagged edges between shading areas with certain fill options. Also, if you render with outlines, you get lines between all shading areas, not just on the outside edges. The RAViX renderer still isn't the fastest around, although for most purposes it's fine.

    Conclusion

    The informative manual comes in two electronic formats, both available from the Help menu: as a PDF file, suitable for printing, and as compiled HTML, which is better for finding a particular topic. If you buy the boxed version, you also get a printed, spiral-bound manual. I could do without the author's cutesy writing style ("Hi, my name is Nick"), but some might find it amusing.

    At $159, Swift 3D represents an excellent value for those who want to create simple, Flash-format 3D animations for the Web. If you use 3ds max, LightWave 3D, or Softimage, get the respective Swift 3D plug-in instead. Ironically, the plug-ins are more expensive ($295 each for the first two, $450 for the forthcoming Softimage version), but the fact that you can use any of those programs' far more powerful modeling and animation tools makes them well worth it. Otherwise, stick with the Swift 3D app's low cost and ease of use, and you won't go wrong.

    http://www.erain.com/

     
    Flash 3D Gallery

    Essential Swift3D Links
    Electric Rain
    The developer of Swift3D


    Swift3D.com
    a showcase of cutting-edge Swift 3D v2.0 and Flash projects.


    DevLab.Swift3D.com
    Explore 6 projects done in Flash using Swift3D


    Essential Flash Links
    Macromedia
    The developer of Flash


    Pope de flash
    Flash 3D community


    Flash Kit
    Online resource for Macromedia Flash development


    Ultrashock.com
    Multimedia developers community and resource site.


    Flash 3D Books

    Foundation 3D Flash: with Amorphium Pro and Swift3D

    by Bill Spencer, Vince Suriani



    Flash 5 Studio with CD-ROM

    by Sham Bhangal, Peter Holm, Nikhil Adnani



    3D Studio Max: Building Complex Models

    by Shamms Mortier