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- Times New Roman
- Tutorial 9: Camera Animation
- RIn all the previous tutorials we concentrated on creating high quality still frame
- *2Mimages. In this tutorial we will focus on how to define views and link these
- *2:views together to create an animation path for the camera.
- *A In this tutorial you will learn:
- +<A3How to create animation keyframes by copying views;
- *A*How to open the Animation Designer window;
- *A'How to set the length of the animation;
- *A6How to queue up keyframes to define an animation path;
- *A"How to display the animation path;
- *AAHow to append and insert keyframes in an existing animation path;
- *AEHow to edit the animation path by changing the slack of the animation
- spline;
- *AHHow to edit the animation path by changing the curve around the keyframe
- positions;
- *A.How to preview an animation in wireframe mode;
- *A*How to generate an animation to disk file.
- t(First let's load a project to work with.
- Restart Renderize Live EZ.
- Load the project "tutor9.eye".
- *A1Drag and drop the view "view" into the View Well.
- Set "Test:1" and select the
- button on the Render Toolbox.
- t"Creating Views to Use as Keyframes
- *cIAn animation is defined by a camera path in 3D space. To define a camera
- *2Hpath, we create several views of our scene, each with a different camera
- *2Mposition. Then we insert these views as keyframes at periodic intervals in a
- *2Mkeyframe list, and Renderize Live EZ generates a spline, or curved line, that
- *26passes through all of these keyframe camera positions.
- *AKTherefore our first step in generating an animation is to generate multiple
- *2Nviews of the scene that we wish to animate. We'll make copies of the existing
- *2Lview "view " and reposition them to create several keyframe camera positions
- *2$that will define an animation path..
- +xB>Drag "view" from the View Well and drop it into the Move Well.
- Tutorial 9: Camera Animation
- Times New Roman
- Select the
- !/ button from the Move Around Target area of the
- @Move Toolbox to move the camera around a target point which has
- *21been set at the center of the object in our view.
- *AADrag the pointer down and left in the viewport to move the camera
- *21to the left of and below the object in our view.
- ;When you are done the view should look something like this:
- 1Figure 67. This view becomes our first keyframe.
- ?Now let's make a copy of the view "view" to save this position.
- +xB@Point to the view resource icon "view" and press the right mouse
- *2@button to open the icon pop-down menu, then highlight and select
- the Copy option on this menu.
- *A4At the prompt, type in the name "key1" and press OK.
- GA new view "key1" now exists at the camera position we're seeing in the
- *2Hviewport. Now we'll change the current view, "view", to set up our next
- keyframe position.
- Select the
- / button from the Move Around Target area of the
- <Move Toolbox, then drag the pointer from up and right in the
- *2Bviewport to move the camera higher and back around to the front of
- the object in the viewport.
- 3When you are done the view should appear like this:
- ""#0"
- ""#0"
- Tutorial 9: Camera Animation
- Times New Roman
- Z2Figure 68. This view becomes our second keyframe.
- t Let's name this position "key2".
- +xB@Point to the view resource icon "view" and press the right mouse
- *2@button to open the icon pop-down menu, then highlight and select
- *2=the Copy option on this menu and assign the view name "key2".
- t>We'll set up a third keyframe view, then create the animation.
- Select the
- 5 button in the Move Toolbox, then drag the pointer in
- wwpww
- wwpwwp
- 6the viewport to bring the camera closer to the object.
- Select the
- 5 button in the Move Toolbox, then drag the pointer in
- wpwwpw
- wwpww
- wwpwwp
- $the viewport to position the camera.
- t=When you are done the view should appear something like this:
- l1Figure 69. This view becomes our third keyframe.
- Tutorial 9: Camera Animation
- Times New Roman
- Setting Views as Keyframes
- *cJNow that we've defined a few views, let's begin stringing them together to
- *2Mdefine an animation path. We'll do this using the Animation Designer window.
- +xB>Select Edit, Animation from the Menu Bar to open the Animation
- Designer Window.
- HWhen you begin, no animation icon exists, so you must open the Animation
- *2ODesigner by selecting it from the Menu Bar. The Keyframe List on the left side
- *2Nof the Animation Designer window is the list into which we insert views to act
- *2Fas keyframes. The order of views in the keyframe list determines the
- *2Janimation path. The number of frames between any two keyframes determines
- *26the pace of the animation between those two keyframes.
- *APThe first thing we need to do is indicate the number of frames in the animation.
- +xB@In the Number of Frames type-in on the Animation Designer, enter
- the number 30 and press the
- button beside this type-in to
- execute the command.
- :The keyframe list now displays frame numbers 1 through 30.
- *ANLet's set three keyframes at regular interval using our three views. To set a
- *2Okeyframe, we select the desired location in the Keyframe List, then we drop the
- *2=desired view into the Set Key Well on the Animation Designer.
- +xBASelect on the number 1 position on the Keyframe List to highlight
- that location.
- *A?Drag the view "key1" from the View Resource Palette and drop it
- into the Set Key Well.
- JFigure 70. Drop a view into the Set Key Well on the Animation Designer to
- make that view a keyframe.
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- Tutorial 9: Camera Animation
- Times New Roman
- t>Notice that the view name "key1" now appears at that position.
- +xBBSelect on the number 15 position on the Keyframe List to highlight
- that location.
- *A2Drag and drop the view "key2" in the Set Key Well.
- *ABSelect on the number 30 position on the Keyframe List to highlight
- that location.
- *A2Drag and drop the view "view" in the Set Key Well.
- tBNow that we've defined three keyframes, let's save our definition.
- +xB9Select Save on the Animation Designer to save the current
- animation.
- t'Viewing Animation Paths in the Viewport
- *cALet's view our animation path in the Project Designer Viewport.
- +xB@Make sure the "Path" Display option in the Animation Designer is
- enabled.
- tRIf this option is not enabled, the spline path won't be displayed in the viewport.
- *AJNow let's move the Animation Designer window out of the way so that we can
- *2"see the Project Designer viewport.
- +xB;Move the Project Designer window and the Animation Designer
- *2>window so that you can see most of the viewport of the Project
- *2>Designer without closing or minimizing the Animation Designer.
- t8Now we're ready to load the animation into the viewport.
- +xBBDrag the animation icon from the View Resource Palette and drop it
- into the View Well.
- *A7Drag the animation icon and drop it into the Move Well.
- tMWhen an animation is dropped in the View Well, the viewport defaults to a Top
- *2Ndisplay, as this is usually the best direction from which to view an animation
- *2Fpath. Of course you can change the viewport display anytime you wish.
- Tutorial 9: Camera Animation
- Times New Roman
- 0Figure 71. An animation path viewed from above.
- DKeyframes are indicated with the keyframe number in red. Each frame
- *2Pbetween keyframes is indicated with a line that points toward the camera target.
- *APThe camera path is defined by a spline, or curved line, that passes through each
- *2Mof the keyframes. The way this line curves depends on the amount of slack in
- *2@the line and the position of the tangent lines at the keyframes.
- *A4In addition, the Animation Toolbox is now displayed.
- JFigure 72. The Animation Toolbox is used to edit an animation path in the
- viewport.
- )Appending Keyframes on the Animation Path
- *cMNow let's create another keyframe view and add it to the end of the animation
- *2Ppath. One way to do this is to create a new view, increase the number of frames
- *25in the animation, and assign the new view to the end.
- *ALA faster way to append keyframes to an existing animation path is to use the
- *2"commands on the Animation Toolbox.
- Select the
- ! button on the Animation Toolbox.
- DThis button allows us to choose the active keyframe in the viewport.
- +xBAPoint to the keyframe at position "30" in the viewport and select
- once.
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- Tutorial 9: Camera Animation
- Times New Roman
- tIThe camera now moves to that location, indicating that this is the active
- *2 keyframe.
- Select the
- " button on the Animation Designer.
- tNThis button creates a new keyframe and adds it to the animation path. If the
- *2Kcurrent keyframe is the last keyframe in the animation at the time that you
- *2Lexecute this command, a new keyframe is appended to the end of the animation
- *2Jpath, and additional frames are added to accommodate the new keyframe. If
- *2Othe current keyframe is not the last keyframe in the animation, use this button
- *24to insert a keyframe anywhere in the animation path.
- *AMIn this case, we will be appending a new keyframe at the end of the animation
- path.
- +xBDPoint to a position directly above keyframe "30" in the viewport and
- *2'select once with the left mouse button.
- tIA new keyframe is added at the current position. Note that a path exists
- *2Lbetween keyframe "30", formerly the last keyframe in the animation, and this
- *2Lnew keyframe. Also, look at the Keyframe List in the Animation Designer and
- *2Nnotice that a new keyframe view, "view_1", is created and added to the end of
- *2Fthe list, and the list is lengthened to accommodate this new keyframe.
- Moving a Keyframe View
- *cCYou can change the camera position of a keyframe view to modify the
- *2Hanimation path. However, the path will only change in the range that is
- *2Ghighlighted in the Keyframe List, so before we move the new keyframe we
- *2Ishould highlight the appropriate range in the Keyframe List. To simplify
- *2(matters, we'll select all of the frames.
- Select the
- 7 button on the Animation Designer to highlight all the
- frames in the animation path.
- t4We'll change to a Side view and lower this keyframe.
- Select the
- 0 viewport display button from the Command Bar to
- display a Side view.
- Select the
- 5 button on the Move Toolbox, then drag the pointer in
- wpwwpw
- wwpww
- wwpwwp
- ?the viewport to reposition the camera so that it is between the
- *22"flying" object and the "lattice" object below it.
- tIThe illustration on the next page shows the final position of the camera.
- Select the
- 5 button on the Move Toolbox, then drag the pointer in
- Fthe viewport to raise the camera target such that the camera is level.
- t@Now let's recalculate the animation path with this new keyframe.
- Tutorial 9: Camera Animation
- Times New Roman
- Select the
- 2 button on the Animation Designer to highlight the
- entire range of the animation.
- Select the
- # button on the Animation Designer.
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- @When you are done your viewport should look something like this:
- FFigure 73. A new view is created and positioned in the viewport. The
- %animation is viewed from a Side view.
- %Inserting Keyframes Along an Existing
- Animation Path
- *bNKeyframes can also be inserted at a point in an animation path. One way to do
- *2Rthis is to create a new view and insert it in the desired location on the Keyframe
- List.
- *L/A faster way to insert keyframes is to use the
- button on the Animation
- Toolbox.
- Select the
- / button on the Animation Toolbox, then point to
- )keyframe "15" in the viewport and select.
- CThe camera should now appear at keyframe "15". Because the current
- *=5keyframe is not the last frame in the animation, the
- button will insert a
- Nnew keyframe at the desired location instead of appending it to the end of the
- animation path.
- Select the
- ! button on the Animation Toolbox.
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- Tutorial 9: Camera Animation
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- CMove the pointer into the viewport to a point on the animation path
- *2Asomewhere between keyframe positions 15 and 30, then select once.
- tPA new keyframe is created at this position, and the camera icon is moved to this
- *2Mposition, making it the current keyframe. If you look at the Keyframe List on
- *2Lthe Animation Designer you'll see that a new keyframe view, "key_1" has been
- *2Hinserted in the list between frames 30 and 45, depending on where on the
- *2Lanimation path you selected. In addition, a new view icon for keyframe view
- *2-"view_2" exists in the View Resource Palette.
- *A Now let's move the new keyframe.
- Select the
- # button on the Animation Designer.
- Select the
- button on the Move Toolbox.
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- wwpww
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- =Drag the pointer in the viewport to move the new keyframe up,
- *2/modifying the animation path at that location.
- tIAs you move the keyframe, the animation path changes between the keyframe
- *2Nthat precedes this keyframe and the keyframe that follows it, as long as these
- *2Fframes are highlighted in the Keyframe List on the Animation Designer.
- Select the
- 4 button on the Animation Designer to recalculate the
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- spline path.
- tIWhen you are done moving the keyframe your viewport should look something
- like this:
- EFigure 74. Keyframe views can be moved to change the animation path.
- tNIn addition to moving the camera, you can reposition the camera's target using
- ? button on the Move Toolbox. If you require more control while
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- Tutorial 9: Camera Animation
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- Jmoving a keyframe, you can drop that keyframe view into the Move Well, and
- *2Fthe Move Toolbox will update to display the complete range of commands
- relating to camera movement.
- 'Modifying the Animation Path by Editing
- Tangents
- *cIAs mentioned before, the shape of the animation path is determined by the
- *2Oplacement of the keyframes, the slack between these frames, and the tangents at
- *2Jthe keyframes. By changing the position of the tangent line at a keyframe
- *2Jposition, you can alter the curve of the animation path around that point.
- *AVIt's easier to use this feature than it is to describe it: we'll change the tangent at
- the current keyframe position.
- Select the
- button on the Move Toolbox.
- HThis is the command that allows us to change the tangent at the keyframe
- *2:position, thereby changing the curve through this point.
- +xB?Move the pointer into the viewport and drag the mouse button to
- *2$change the tangent at this keyframe.
- MNotice the tangent line that appears when you begin moving the pointer in the
- *2Oviewport. When you move the pointer in the direction of the tangent line, this
- *2Pmakes the line longer or shorter, and increases or decreases the amount of slack
- *2Mon either side of the keyframe point. If you move the pointer in a direction
- *2Fperpendicular to the tangent line, you are changing the tangent on the
- *2Ianimation path at that point, and the curve is modified according to that
- tangent line.
- +xBDEdit the tangent at the current keyframe position. Move the pointer
- *2Bjust to the left of the camera in the viewport, then drag down and
- *2?toward the camera to change the curve between this keyframe and
- *2Akeyframe 30 until the animation path appears something like this:
- Tutorial 9: Camera Animation
- Times New Roman
- FFigure 75. Moving tangents changes the spline curve around a keyframe
- point.
- tEThis command actually modifies the curve on both sides of a keyframe.
- *2PHowever, because this is the first frame in the animation, the curve only exists
- *2Hon one side of the keyframe. If the animation curve continues through a
- *<Gkeyframe and you only wish to modify the curve on one side, select the
- tIbutton. Or simply specify a range of frames on one side of the keyframe.
- *APIf you don't like the look of the curve you have defined, you can regenerate the
- curve automatically using the
- + button. This button will redraw the curve
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- t@over the highlighted range according to the current Slack value.
- %Changing the Number of Frames Between
- *K Keyframes
- *cJThe speed at which the camera changes between two keyframes depends on the
- *2Dnumber of frames between these keyframes. Now that we're viewing an
- *2Ganimation path in the viewport, we can more easily modify the number of
- *2Kframes between keyframes to insure that the pace of camera movement remains
- *2$consistent throughout the animation.
- *A?Let's increase the number of frames between keyframes 1 and 15.
- +xB:In the Animation Designer window's Keyframe List, point to
- *21position 2 and select to highlight that position.
- Notice the
- Resize range from
- ~,type-in. It now reads "Resize range from 1"
- tKbecause one frame is currently highlighted. We'll resize this range from 1
- *2=frames to 5 frame, adding 4 frames to the animation sequence.
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- Tutorial 9: Camera Animation
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- BIn "Resize range from" type-in enter the value "5", and select the
- button to execute the command.
- LNotice that the keyframe list is updated to add these frames, and subsequent
- *2Kkeyframe numbers are updated accordingly. You can use this same type-in to
- *24increase the number of frames between two keyframes.
- Previewing an Animation
- *cJNow that we've defined an animation path, we can preview that animation in
- wireframe mode. The
- and
- ( buttons on the Move Toolbox allow us to
- Gstep forward or backward through the animation one frame at a time. In
- addition the
- 8 button runs through the entire animation automatically.
- JWe can preview the animation from any of the orthographic views, or we can
- *2Hpreview it from the camera view, which gives us the best idea of how the
- *2*animation will look after it is generated.
- Select the
- 1 button on the Command Bar to change the viewport
- to a Camera view.
- Select the
- / button on the Animation Toolbox to preview the
- entire animation.
- *ABPosition the pointer in the viewport and click once to execute the
- command.
- HThe animation now plays in the viewport in wireframe mode. The speed at
- *2Nwhich the animation is displayed depends on the performance characteristics of
- *2Myour computer's processor and your display card, but it is not "real-time".
- *AMWhen the animation is finished the viewport display returns to the frame that
- *2-was current before you executed this command.
- Generating an Animation
- *cGNow that we have defined an animation path, we are ready to generate an
- *2Ganimation. When an animation is generated, each camera position in the
- *2>animation sequence is rendered individually and saved to disk.
- *AKAnimations can be generated at any aspect ratio and file size up to 320x240
- *2Jpixels. They can be saved to the AVI or FLC file formats, which store the
- *2Oentire animation into a single file, or each frame can be saved into a separate
- *2Obitmap files (TGA, BMP, etc.) in sequential order such that they can be read by
- *2Ia VTR controller software and output to tape on a frame-accurate basis.
- *AIBefore generating the animation, we need to set the output resolution and
- *2Frendering options the way we would for a normal still frame rendering.
- Tutorial 9: Camera Animation
- Times New Roman
- Select the
- 0 button on the Command Bar to display the Render
- Toolbox.
- tJThe position of all of the Render Toolbox's Options buttons are taken into
- *2Maccount during the generation of an animation. In addition, the animation is
- *2Qgenerated at the aspect ratio and resolution indicated in the Render To File area
- of the Render Toolbox.
- *A(We'll just change our output resolution.
- +xB,In the "X Res" type-in, enter the value 160.
- tLOur output resolution is now set the 160x120. There are several reasons for
- *2Hsetting such a low resolution. First, we want to generate the animation
- *2Qrelatively quickly. Secondly, we are going to save this animation to the AVI file
- *2Mformat so that it can be played back on your computer using Microsoft's Video
- *2Gfor Windows, and because of performance issues Video for Windows cannot
- *2(play back large animations in real-time.
- *ALNow we need to indicate which frames to animate. Only those frames that are
- *2Qhighlighted in the Keyframe List area generated, so in order to render all of the
- *2=frames we need to highlight all of them in the Keyframe List.
- Select the
- " button on the Animation Designer.
- t#Now all the frames are highlighted.
- *AHBefore generating our animation, we must save our latest settings in the
- Animation Designer.
- +xB>Select "Save" on the Animation Designer and confirm "Replace".
- t7Now we're ready to generate our animation to disk file.
- Select the
- " button to generate the animation.
- A File Browser appears.
- +xB:Log to the SIMPLY3D\EYESEZ\TUTOR directory and type in the
- *2#filename "logo.avi", then press OK.
- *A9Select a pixel depth of 8-bits (256 colors) and press OK.
- tJThe animation is now generated. Each frame is rendered individually. The
- *2Lrendering status for each frame is displayed on the Title Bar of the Project
- *2 Designer.
- Playing an Animation Sequence
- *cIAnimations saved into the AVI file format can be played using Microsoft's
- *2HVideo for Windows, or the Media Player, which is included with Renderize
- *2ILive EZ. Animations saved in the FLC format can be played back using the
- *2MAnimator Player or Visual Player utilities, both included with Renderize Live
- Tutorial 9: Camera Animation
- Times New Roman
- 7We'll play back our animation using the Media Player.
- +xB&Minimize the Renderize Live EZ window.
- *A?From the Program Manager, double-click on the Media Player icon
- *2>in the Renderize Live EZ Program Group to launch that utility.
- *A?Select File, Open from the Menu Bar in the Media Player, change
- *2Ethe List Files of type entry to "*.avi", and load the file "logo.avi"
- *2)from the SIMPLY3D\EYESEZ\TUTOR directory.
- LThe animation is loaded and the first frame is displayed in a window. Let's
- play the animation.
- +xBESelect the Play button on the Media Player (the first button from the
- *2$left on the Media Player interface).
- HOur animation is now played on screen. The speed at which it plays back
- *2Pdepends on a wide variety of factors, including the quality of the display card,
- *2Owhether it is local bus or not, the amount of RAM, the resolution and length of
- *2Ithe animation, the speed of the hard disk and the size of the disk cache.
- &Additional Tips on Defining Animations
- *cLThis tutorial was used to define a simple animation, one in which the camera
- *2Cmoved around a target. While it covered many of the most important
- *2Pconsiderations in defining an animation, there are a few additional features and
- conditions discussed below.
- Changing Lens Characteristics
- *PPIn addition to the camera position and rotation, the camera lens characteristics
- *2Ncan be animated. That is, you can change the field of view (or view angle) of
- *2Ethe camera lens from one keyframe to another, and that change will be
- *2&animated between those two keyframes.
- *BFTo display the camera's view angles in the animation path, select the
- Angle
- Koption on the Animation Designer. This will update the viewport display to
- *26include camera angles for each frame in the animation.
- Using a Flashlight
- *PIThe Animation Designer includes a Flashlight Well. When you drop a light
- *2Oresource into this well, it becomes a "flashlight" mounted on the camera. This
- *2Flight is animated: it moves with the camera. It can include any light
- *2/characteristics such as shadows or attenuation.
- *APWhen a light is set as a flashlight in the Animation Designer, any position that
- *2Pwas previously defined for that light is no longer relevant in the generation of
- *2Rthe animation: the light exists in each frame of the animation, and it exists only
- Tutorial 9: Camera Animation
- Times New Roman
- tDat the camera position. Therefore, to avoid confusion, it is highly
- *2Krecommended that you create a separate and unique light source for use as a
- flashlight.
- *d2Defining Keyframes that Exist at the Same Location
- *PGThere are numerous cases when you may wish to define two keyframes that
- *2Nshare the same location in 3D space. For example, if you wish to pan around a
- *2Iview, you would define two keyframes with the same position in space, but
- *2Odifferent camera targets. Or, you can define two keyframes that differ only in
- the view angle of the lens.
- *AOWhatever the case, if two keyframes share a single position in space, the slack
- *2Jvalue between these two keyframes should be 0. If the slack value between
- *2Kthese two keyframes is greater than 0, an animation path will exist between
- *2Pthese two keyframes, and that path will pass through other points in space as it
- *2Ltravels between the two keyframes. Therefore, the camera would not actually
- *2#remain stationary in the animation.
- *ANWhen you first generate an animation, Renderize Live EZ appropriately sets the
- *2Jslack value to 0 between any two consecutive keyframes that share the same
- *2Mpoint in space. However, it is easy to change that default value by accident
- *2Hwhile editing an animation path. To remove the slack so that the camera
- *2Nremains stationary between these two keyframes, reset the Slack value for that
- range to 0.
- Tutorial 9: Camera Animation
- Times New Roman
- Notes
- Tutorial 9: Camera Animation
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