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Setting Up EuclidBuilder


Note: Certain development tools referenced in this document are provided by third parties, not by Amazon. Any links to these tools in this document take you to third-party sites to download and install them. Autodesk screen shots reprinted with the permission of Autodesk, Inc. This software uses the FreeImage open source image library. FreeImage is used under the FIPL license. See http://freeimage.sourceforge.net/freeimage-license.txt for details. Source code for this library is available at http://downloads.sourceforge.net/freeimage/FreeImage3154Win32.zip. 

EuclidBuilder provides editing and export facilities specific to the Euclid API. This section documents the EuclidBuilder augmentations to Autodesk Maya's built-in functionality. Prior to using EuclidBuilder, follow the steps in the Setting Up Autodesk Maya.

Verify Prerequisites

This document assumes that you have installed Autodesk Maya and Python 2.7.6 as described in Setting Up Autodesk Maya.


EuclidBuilder supports the following material types:

  • Phong Illumination
  • Lambert Reflectance
  • Euclid-Specific Properties
  • Texture Properties

You can configure settings for these materials in the Attributes Editor. To access the Attributes Editor, right-click and hold down the mouse button on the object. Continue to hold down the right mouse button and select Material Attributes. (See Using Maya to Create Custom Visual Assets for more details on material attributes.)

The Attributes Editor appears, as shown in the following image:

Phong Illumination

The runtime supports the following properties for the Phong illumination model:

  • Color - Fixed color or Texture; can be animated
  • Transparency - Zero or Texture
  • Ambient Color - Fixed color
  • Incandescence - Texture
  • Bump Mapping - Tangent Normals
  • Diffuse - Fixed Color
  • Cosine Power - Fixed Value
  • Specular Color - Fixed color, Texture
  • Reflected Color - Env Ball

Lambert Reflectance

The runtime supports the following properties for the Lambertian reflectance model:

  • Color - Fixed color or Texture
  • Transparency - Zero or Texture
  • Ambient Color - Fixed color
  • Incandescence - Texture
  • Bump Mapping - Tangent Normals
  • Diffuse - Fixed color

Euclid-Specific Properties

Extra Attributes has the following Euclid-specific properties:

  • Material Type
    • Material - Standard Euclid material
    • Image - Image host for programmatic texture settings
  • Receives Shadows - Specifies whether this object receives shadows (shadow mapping)
  • Use Transparency - Specifies whether this object has transparency enabled

Texture Properties

The Texture objects connected to channels have the following Euclid-specific properties:

  • Enable - Specifies whether any of the following properties override defaults
  • Use Compression - Enable texture compression
  • Power of Two - Require texture to be a power of two
  • Generate Mipmap - Enable mipmap generation
  • Mip Filter - Specifies how to interpolate between mip levels
  • Min Filter - Specifies how to interpolate under minification
  • Mag Filter - Specifies how to interpolate under magnification
  • Override Width
  • Override Height


You can add animations to a scene by using the Scene Editor. From the Euclid menu, select Edit Scene.

To create a new animation, click the New animation button.

You can create multiple animations by entering a semicolon-separated list. For example, "apple;orange;banana".

The example name list creates three separate animations named "apple", "orange", and "banana".

You can specify the source of a new animation in two ways:

  1. Connect it to an existing animation layer, as shown here:
  2. Specify a range of frames on the default timeline, as shown here:

If you already have animation layers, the names can be batch imported by using the Animation menu, as shown here:

Easy animation previewing is available by using the preview button. When you click the preview button, EuclidBuilder rescales the timeline and solos the correct animation layers to show only the animation when scrubbed in the timeline:


EuclidBuilder enables the placement of a few custom objects that have a specific meaning in Euclid. From the Euclid menu, select Create.

Mesh Merge

Mesh Merge objects enable all of the mesh objects under them to be merged into a single mesh. Some of the uses of Mesh Merge objects are:

  • Separating out Skinning and Unskinned meshes. This satisfies a hard requirement of the exporter, because Skinning and Unskinned meshes cannot be mixed in the same hierarchy.
  • Providing a well-named node to show or hide subsections of the scene.

Attachment Point

Attachment points provide a point in space and a series of bounds in the scene outline, inside of which other scenes can be attached.

The position and rotation of the attached scenes can be animated to match any visuals.

The scale of the object describes the bounds that constrain objects placed inside of attachment points.

To enable other developers to more easily place scenes into the attachment point, choose a well-formed name for the object.