Welcome to this series on getting started
with X highlights.
we will look at how to start your project,
key tools and how to export
your project, along with useful tips
and tricks to optimize your workflow.
X highlight is a 3D experience application
that creates technical documentation
for your projects.
This series is divided into four parts.
Part one setting up your X highlight
project and user interface.
Part two basic techniques.
Part three adding detail and Part
four how to publish your project.
To start your X highlight project,
navigate to the X highlight
app from the compass tool.
In the compass,
you can favorite different apps
to make our workflow easier.
We will favorite the X highlight app.
Then we'll launch X highlights.
We can collapse down the compass once
the X highlight app has been launched.
Once launched, you can begin to import
any 3D XML file stored on the platform.
To do this, select new.
And then select the product you are going
to create the presentation for.
Make sure to save
to the appropriate location.
When X highlight opens
for the first time,
it launches you into a default position.
Let's look in more detail
at the user interface.
The main canvas area shows you
what is being displayed for your scene.
Towards the right hand side is
where all of your scenes are captured
and stored for each project.
To the left of the graphics area,
you have your property pane.
You can access properties for the canvas
size, allowing each scene
to be unique
and even adapt to different devices.
As you can see,
you can create a variety of canvas sizes,
even adapting your projects for mobile
phone usage.
You can even create custom side
canvases using the custom edit icon.
Ambiences
allow you to change the background
and environmental lighting of the project.
You can directly change
the name of your ambiences.
Once you've added them to the project.
You can then save them to the 3D space
so other users can reuse these ambiences
in future projects.
In background, you can use a source file
such as a JPEG to replace
and create a new ambience scene.
Map 360 allows you
to wrap your JPEG around your scene,
so it looks as though the product is set
in a real world environment.
Also, in the background tab,
you can adjust reflectivity
options, ground and shadow intensity.
So when you come
to publish your presentation,
it renders it to a high standard,
creating a professional
look to your presentations.
Finally, in the ambience tab,
you can adjust environmental lighting.
From here you can change the source
exposure and rotation of your light.
Products
is the area that displays the structure
of how the product has come together
from a modeling perspective.
Think of this as the feature manager tree,
where it has a list of the parts
used to construct the assembly.
The translation from the exercise file
to the x highlight file
makes it easy to follow the construction
of your product, so other colleagues
in your team can easily follow the method
of how the product was constructed.
Markups are where you insert in extra
detailing of the product.
This ranges from annotations,
labels, and callouts.
We will discuss this in more detail later
in part two of this series.
Materials are where all materials used
in the product
from the initial design
stages are used and stored.
You can access other materials
stored on your platform,
but we would recommend to establish your
materials at the product creation stage.
This is recommended as the materials
translate themselves over
when imported into X highlights.
Camera allows you to set focal length,
targeted positions,
and fixed camera orientations.
So when you export out the final project
in a video format,
it produces a professional transition
between scenes.
This will also be discussed in a later
part of this series.
Properties are only active
when you have a product,
text, or camera selected.
You can change the aspects of the product
in the properties pane to make changes
such as changing highlight color, render
modes and even changing the x, y,
and z coordinates of the product position.
These editing changes are discussed
in more detail in a later
part of this series.
Next,
we'll take a look at the action bar.
This is broken down into three sections
top bar, markup, and tools.
Top bar is where all apps specific
commands are stored
when dealing with your X highlight
presentation.
You have familiar
icons such as close experience,
save, save as, and name.
Towards the right hand side
you have other functions.
Global illumination is used to live
preview render your presentation.
It's important to note
that you need credits in order
to have this work
when you're working on your presentations.
Preview mode lets you play through
your presentation in order of your scenes.
This is useful for checking your scenes
for their transitions,
product position,
and information captured in each scene.
This will help when you come to prepare
your presentation before publishing.
Publish is where you export out different
file formats for your final presentation.
This is discussed in the final part
of this
series.
Markup
is where you can access
commands to edit your scene.
Although this is an option on the left
in the properties panel, having markup
closer to your scene
makes it easier to access commands
such as create label and create callout.
This will be
discussed further in part
three of this four part
series of Getting Started
with X highlights.
Tools
transforms the elements in your scenarios.
This contains
common commands such as free drag,
transform, and even explode options.
These commands will be explored in part
two of this series.
To round off part one.
Here are some useful shortcut commands
you can use in X.
Highlight control
an A to select all control and S
to save your production control
and P to start preview
mode control and middle mouse button
to pan across your canvas area.
More keyboard
shortcuts will appear across the series.
Thank you for watching Part
one of this four part series of Getting
Started with X highlight.
For more information on user interface,
use the link in the description
to direct you to the User Assistance page.
I'll see you next time for part two.
Basic techniques.