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Chip: Special Di Besten Simulation
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Chip_Special-Die_besten_Simulationen.iso
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GRAFIK
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ENVISAGE
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EVID.LZH
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ANIMATOR.HL1
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1993-07-09
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Left & Right Clicking
File Menu
Actor Menu
Path Menu
Timeline Menu
Frame Menu
View Menu
Help Menu
Memory
Icons
9
Load
Save Anim
Export
Modeler
Keyframer
Viewer
Spawn
Execute
Exit
14
Add Actor
Delete Actor
Add Costume
Delete Costume
Add Effect
Select by Name
Selected info
Show Actor Axes
Snap to Cursor
Place Cursor
Grabber
Rotator
Scaler
Pose Robot
10
Edit On/Off
Subdivide
Delete point
Next Point
Last Point
Snap to start
Snap to end
Snap to point
Velocity Graph
Position Graph
8
Add Position
Add Rotation
Add Scale
Add Position Key
Add Rotation Key
Add Scale Key
Next Key Frame
Last Key Frame
11
First
Previous
Next
Last
Play Bounded
Play 3D
Make Preview
Play Preview
Free Preview
Render Frame
Show Frame
12
Draw Bounded
Draw Selected
Draw Deselected
Draw All
Lock Bounded
Grid On/Off
Define Grid
Restore View
Full World View
Swap View Point
Screen Colors
Feedback
3
Screen
Menus
Icons
1
Low Memory
1
Icons
LOAD ANIM ... Loads in an animation from its STG file.
ANIM TEMPLATE ... A number of simple and common animations
can be set up automatically. NEW ... Start again.
SAVE ANIM ... Saves the current animation is a STG file.
If the file exists a prompt requires confirmation before it is
overwritten.
EXPORT ... ANIM SCRIPT ... Make a script for the animation.
FRAME SCRIPT ... Make script for current frame.
Script files are used by the stand alone and Low Memory Renderer.
MODELER ... Go to the Modeler, enough memory must be available
to load the module and the data. If there is not enough memory
then use the option from the Execute sub menu.
KEYRAMER ... Go to the KeyFramer. The KeyFramer is used to set
up animations by drawing time lines and adding actors. The
KeyFramer is important and you should consult the documentation.
VIEWER ...
View an image stored in a GIF type image file.
SPAWN ... Load one of the utility modules to Play an animation
view an image or build an FLI/FLC animation file.
If there is insufficient memory available use the Execute option.
EXECUTE ... Overlay with the selected module.
Note **** Since this option uses all available memory, the
animation should be saved before Executing the module.
EXIT ...
Exit Envisage! 3D
ADD ACTOR ... Add a new actor to the animation.
Specify the name of the actor and the type of actor. You
will also be asked if you want a costume loaded as well.
DELETE ACTOR ...
Delete the Selected actor.
ADD COSTUME .. Add a costume for the indicated actor
the costume will have a time line that spans the
current frame and is as long as possible.
DELTE COSTUME ... Delete the costume for the selected actor.
The coustume deleted is the one for which the costume time
line spans the current frame.
ADD EFFECT ... Add a special effect to model actors only.
Notes: The effect is NOT visible until the frame is rendered.
Applies to vertices (too few vertices and effect may not be seen)
SELECT BY NAME ... Choose the actor to be selected from
a list of all actors in the animation. Actors will only be
selected if they have a costume at the current frame.
SELECTED INFO ... Display information about the selected actor.
SHOW ACTOR AXES ... Position the 3-D cursor at the loacation
of the center of the selected actor.
Note. If the grabber is in use the Actor will be offset!
SNAP TO CURSOR ... Snap the selected actor to the 3-D cursor's
position.
PLACE CURSOR .. Enter a co-ordinate in the current units to
which the 3D cursor is to be moved.
GRABBER ... Get the Grabber tool for moving actors around.
ROTATOR ... Get the Rotator tool for rotating actors.
Note: Use the Ctrl modifier key to swivel up/down.
Use the Alt modifier ley to bank to the left/right.
SCALER... Get the Scaler tool for enlarging/shrinking actor.
Note: Use on the camera to change the aspect ratio!
POSE ROBOT ... If the actor is a robot then use this tool
to pivot the robots joints.
Note: Almost exactly similar to use as modeler skeleton.
EDIT ON / OFF ... Toggles path editing mode on and off.
To move a control point: Drag the 3-D cursor to a convienent
position. Then press right button and move the control point.
SUBDIVIDE ... Create a new path control point.
The new point is place mid-way between the current selected point
and the next point on the path.
DELETE POINT ... Deletes current selected path point.
The selected (yellow) point is cut out of the path. This means
that the path does not break apart when the point is deleted.
NEXT POINT ... Select the next point on the path.
Selected points are drawn in yellow. If the last point of the
path was selected, then selection will loop back to the start.
LAST POINT ... Select previous path control point.
SNAP TO START ... Position the 3-D cursor at the start of
the path.
SNAP TO END ... Position the 3-D cursor at the end of
the path.
SNAP TO POINT ... Position the 3-D cursor at the currently
selected (yellow) path point.
VELOCITY GRAPH ... Edit the velocity vs. time graph for a path.
Draw the graph from LEFT to RIGHT. Use this feature to control
acceleration along a path. See documentation for more info.
POSITION GRAPH ... Edit the distance vs. time graph for a path.
Draw the graph from LEFT to RIGHT. Use this feature to direct
movement along a path. See documentation for more info.
ADD Position ... Add a time line for for the position of
the selected actor. The time line spans the current frame and
is as long as possible.
ADD Rotation... Add a time line for for the rotation of
the selected actor. The time line spans the current frame and
is as long as possible.
ADD Scale ... Add a time line for for the scale of
the selected actor. The time line spans the current frame and
is as long as possible.
ADD POSITION KEY ... Make the current frame a key position frame
for the selected actor in its position time line.
A position time line must already exist.
ADD ROTATION KEY ... Make current frame a key frame for position
of the selected actor. Key is added to actors rotation time line.
A rotation time line must already exist.
ADD SCALE KEY ... Make current frame a key frame for the scale
of the selected actor. Key is added to actors scaling time line.
A scale time line must already exist.
NEXT KEY FRAME ... Go to the next key frame of the selected
actor. Note that if a tool is active then the next key frame is
the frame for that tool.
LAST KEY FRAME ... Go to the previous key frame of the selected
actor. Note that if a tool is active then the next key frame is
the frame for that tool.
FIRST ... Go to the first frame of the animation.
PREVIOUS ... Move to the previous frame of the animation.
Use the keyboard equivalent instead,
or click on the << icon.
NEXT ... Move to the next frame of the animation.
Use the keyboard equivalent instead,
or click on the >> icon.
LAST ... Go to the last (final) frame of the animation.
PLAY BOUNDED... Play the animation in the CAMERA window using
the bounding boxes. Unless the scene is very complex, the
action should be in or faster than real time.
PLAY3D ... Play the animation starting at the current
frame as fast as the computer can draw the wireframe.
MAKE PREVIEW ... Draw every frame in the animation and
record the wireframe drawing so that it can be played back
in real time. Use this option to preview an animation.
PLAY PREVIEW ... Play the last recorded wireframe animation.
Left Shift key slows, Ctrl key speeds up, mouse button pauses.
Use this option after executing MAKE WIRE.
FREE PREVIEW ... If the preview is held in memory then erase it
to free the allocated memory for other usages.
RENDER FRAME ...
Call the renderer to render the current frame.
SHOW FRAME ... Show the last rendered frame.
DRAW BOUNDED ... Draw all actors that represent models
as bounding boxes. Other actors are represented by icons.
DRAW SELECTED ... Draw all actors except the selected one as
bounding boxes. The selected actor is drawn in full wireframe.
DRAW DESELECTED ... Draw the selected Actors costume as a
bounding box. All other objects are drawn in full wireframe.
DRAW ALL ... Draw all actors costumes in full wireframe.
LOCK BOUNDED ... Lock the actor into quick draw mode.
Applies even to the wireframe.
GRID ON/OFF ...
Toggle between continuation variation of cursor
movement and movement only between points in the 3-D grid.
DEFINE GRID ...
Set the grid spacing in the current units.
RESTORE VIEW ... Reset the view windows to default position
and size.
Use this if you get lost.
FULL WORLD VIEW ...
Move and position the working volume of space
so that all the actors in the animation are visible.
SWAP VIEW POINT ... Change from a PLAN/REAR/SIDE view scheme
to a PLAN/FRONT/SIDE view scheme.
Use to work round a two sided model.
SCREEN COLORS... Change the colors used on the Modeler and
animator screen. The information is saved in the file CONFIG.EVI
Different colors may be used in Modeler and Animator.
FEEDBACK...
Toggle the settings of additional feedback items such
as Spotlight extent and camera field of view.
SCREEN ...
Display a screen showing the function of the
on screen icons.
MENU ....
Provide help on the functions in the pull down
menus.
ICONS....
Switch on or off the one line pop-up information line on
the highlighted icon.
Low Memory.. In cases where memory is low (large models in an
animation) use the Execute Option to call the Modeler and
Renderer. Remember to save the animation before calling.
ICONS
To select an icon click the left mouse button on the icon.
The position of icons are descibed on the summary screen.
...