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- )CGDC
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- The Animation Designer
- GRenderize Live EZ supports full camera animation. When an animation is
- *2Ogenerated, the position and orientation of the camera is updated in each frame.
- *2MIn addition, the camera's field of view is updated, so the lens optics can be
- *2Hchanged during an animation. You can also "mount" a light source on the
- *2;camera such that it will move with it during the animation.
- *AMAn animation is defined using a series of "keyframes". Each keyframe defines
- *2Ja camera position in space. Any view resource can act as a keyframe in an
- *2Nanimation. Usually, all of the keyframes in a given animation are the same in
- *2Jall respects except that the camera position is different from keyframe to
- *2 keyframe.
- *ALThe Animation Designer window is used to "queue up" a series of keyframes to
- *2Fdefine an animation path. The total number of frames in the animation
- *2Kdetermines the length of that animation, and the amount of distance between
- *2Hany two keyframes determines the speed at which the camera moves between
- those two positions.
- The Animation Resource Icon
- *cQAnimation resources are different from other project resources in that they don't
- *2Pappear as icons until you begin to define an animation. That is, you won't find
- *2Ha "default" animation resource icon on the interface. You must open the
- *2GAnimation Designer by selecting the Edit, Animation command on the Menu
- *2NBar, then select Save on the Animation Designer to generate an animation icon.
- *AMOnce an animation is created, the animation icon appears in the View Resource
- *2JPalette. This icon differs from normal view icons in that it has the word
- *2I"Anim" written across it. However, like other resource icons, it can be
- *2?dragged and dropped into command wells on the Project Designer.
- *AFWhen an animation icon is dropped into the View Well, the animation is
- *2Kloaded into the Project Designer viewport and the viewport changes to a Top
- *2Jview. If the Path option is enabled on the Animation Designer, the camera
- *2Mpath is displayed in the viewport; if the Angle option is enabled, the camera
- *2&angle at each frame is also displayed.
- *AKWith an animation icon dropped into the View Well, you can now drop it into
- *2Mthe Move Well to edit the animation path and execute wireframe animations for
- *2Epreview purposes. When you drop an animation into the Move Well, the
- *2HAnimation Toolbox is displayed, with commands that control the animation
- path.
- *AKThe "Anim" animation icon can also be dropped into the Edit Well to re-open
- *2 the Animation Designer Window.
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- Opening the Animation Designer
- *cHThe first time you open the Animation Designer window, you must do so by
- *2Hselecting the Edit, Animation command from the Menu Bar. Once you have
- *2Jdefined an animation and saved it (using the Save command on the Animation
- *2JDesigner), an animation icon appears in the View Resource Palette, and the
- *2HAnimation can subsequently be opened by dropping this icon into the Edit
- Well.
- "Defining an Animation: an Overview
- *cKDefining an animation is done by creating two or more views, then assigning
- *2Mthese views as "keyframes" so that they define a camera path. Once the basic
- *2Qcamera path has been set, it can be fine-tuned using a variety of features in the
- *2FAnimation Designer windows and on the Animation Toolbox on the Project
- Designer window.
- *ANThe basic steps involved in defining an animation are defined in this section.
- *2MThe use of each specific interface entity on the Animation Designer window is
- *2<discussed in the Animation Designer Interface section below.
- Create Views
- *PHViews are used as keyframes in an animation. These keyframes define the
- *2Nbasic path of the camera. Keyframe views are created in the same way as other
- *2Mviews, using a combination of a camera position, objects and lights organized
- in 3D space.
- *ANUsually, each of the views that are created as keyframes should share the same
- *2Nobject and lighting information: only the camera location changes from view to
- *2Pview. Therefore after you create your first view, you can simply copy that view
- *2Kand change the camera position for each of the subsequent keyframe views in
- the animation.
- *ALThere are several ways to copy views. First, you can load the view into the
- *2HView Designer window, assign a new name to the view, then press the Save
- *2Lbutton to save a new copy of the view under this name. Or, you can point to
- *2Mthat view's resource icon and hold down the right mouse button to display the
- *2Ipop-down menu for that icon, then select the Copy option on that pop-down
- *2Jmenu and a new name will be assigned to the copied view by default. After
- *2Ncopying a view, make that view current in the viewport, then drag and drop the
- *2Fview into the Move Well to enable the Move Toolbox commands for camera
- manipulation.
- *AFThe Animation Designer includes a command to facilitate the process of
- *=(creating keyframes. When you press the
- $ button, the view that is current in
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- tKthe viewport is copied, and the copied view is made current in the View and
- *26Move Wells so that the camera position can be changed.
- *AMThe keyframe views can be created "on the fly" as you define an animation, or
- *2<they can be created before you begin to define an animation.
- *d%Determine the Length of the Animation
- *PKThe length of an animation is determined by the number of frames. The time
- *2Llength of an animation depends on the speed at which frames are played back.
- *2JStandard video displays 30 frames per second to achieve a smoothly flowing
- *2Lanimation. Therefore, to display 10 seconds of smooth video animation, your
- *20animation would need to be 300 frames in length.
- Number of Frames
- / type-in is used to determine the length of the
- tBanimation. Just type in the total number of frames and press the
- button
- t+beside the type-in to execute the change.
- Assign Views as Keyframes
- *PMAfter creating a series of two or more views with different camera locations,
- *2Iyou can begin defining an animation. The views are assigned to different
- *2Mframes in the animation as keyframes. The order in which keyframes appear in
- *2Gthe list for frames, and the distance (in frames) between each keyframe
- *2Hdetermines the camera path and the speed at which the camera moves along
- that path.
- *AJTo add a view as a keyframe, first select the frame number on the Keyframe
- *2FList where you wish the keyframe to be assigned, and that frame number
- *2Ibecomes highlighted. Now drag the desired keyframe view from the list of
- *2Kviews in the Animation Designer and drop it into the Set Key Well below the
- *2LKeyframe List. That view's name now appears at the selected position in the
- Keyframe List.
- *AKRepeat the process of assigning keyframe views to locations on the Keyframe
- *2LList to determine the desired camera path, and the speed at which the camera
- *2Imoves along the path. The fewer frames between keyframes, the faster the
- *2Fcamera will move between these frames. To modify the number of frames
- *20between keyframes, use the Resize Range type-in.
- *ALIf after defining an animation you wish to increase the number of keyframes,
- *2Lyou can create new keyframes at specified frame positions using the commands
- *2/in the Animate Toolbox on the Project Designer.
- *d"Select the Desired Range of Frames
- *PKHighlight the frames in the Keyframe List that you wish to display, edit or
- *2Qanimate. To select all of the frames in the current animation, simply select the
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- K button on the Animation Designer and all frames will be highlighted in the
- Keyframe List.
- *AJTo select a range of frames, either drag the mouse in the Keyframe List to
- *3(highlight the desired range, or use the
- Range From
- type-ins to define the first
- Fand last frame of the range that you wish to display, edit or animate.
- *d Display and Edit the Camera Path
- *PJOnce the keyframes have been assigned, a camera path is created. That is,
- *2ORenderize Live EZ creates a spline (a curved line) that runs through all of the
- *2Ocamera positions as defined in the keyframes. This spline can be displayed and
- *2(edited in the Project Designer viewport.
- *ANTo display a camera path in the Project Designer viewport, first make sure the
- *2PPath option is selected in the Display area of the Animation Designer: this will
- *2Mensure that the animation path is displayed. In addition, you can select the
- *2KAngle option to display the camera angle (lens optics) at each frame of the
- *2Manimation. After enabling at least the Path option, save the animation using
- *2,the Save button on the Animation Designer.
- *ALNow drag and drop the animation icon from the View Resource Palette into the
- *2JView Well. When you drop an animation in the View Well, Renderize Live EZ
- *2Lchanges to the Top viewport display and shows the camera path. Keyframes in
- *2?the path are indicated with frame numbers highlighted in red.
- *ALOnce an animation is current in the viewport (loaded into the View Well), it
- *2Jcan be dropped into the Move Well. When you drop an animation in the Move
- *2HWell an Animate Toolbox appears, displaying commands to step through the
- *2Panimation, edit the curve of the spline that defines the camera path, and create
- *2#additional intermediary keyframes.
- *AKThe use of the commands in the Animate Toolbox are described in full in the
- Project Designer chapter.
- Preview the Animation
- *PIThe buttons on the Animate Toolbox also includes commands to step through
- *2Mthe animation sequence, or play that sequence in its entirety. These buttons
- *2Gallow you to preview the animation in a wireframe mode, either from the
- *24camera view or from one of the orthographic views.
- Generate the Animation
- *^6Once you have defined an animation, simply select the
- button to begin
- Fgenerating the animation. When you select this command a File Browser
- *2Gappears, and you are prompted to set a drive, path and filename for the
- animation.
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- tNThe animation is rendered according to the aspect ratio and resolution defined
- *2Kin the Render to File area of the Render Toolbox, up to a maximum animation
- *2Joutput resolution of 320x240. In addition, all rendering options that are
- *2Hselected in the Render Toolbox are in effect during the generation of an
- animation sequence.
- The Animation Designer Interface
- *cKThis section details each of the commands in the Animation Designer Window.
- *2BHowever, many of these commands are interrelated. The Defining an
- *2GAnimation section, above, explains how the individual commands are used
- *2)together to define an animation sequence.
- The Keyframe List
- *POLocated on the left side of the Animation Designer, the Keyframe List displays,
- *2Min sequential order, all of the frames in the current animation sequence (the
- *2Ntotal number of frames in this list, and hence in the animation, is determined
- using the
- Number of Frames
- type-in).
- tLKeyframes are added to this list at intervals to determine the camera's path
- *2Kduring an animation, as well as the speed at which the camera moves between
- *2Leach of the keyframes. The camera path is determined by the camera position
- *2Kin each of the keyframe views, and the order in which these views appear on
- the keyframe list.
- *AKTo add a keyframe to the Keyframe List, first highlight the frame number on
- *2Pthe list where you wish to insert a keyframe. Next, drag the view that you wish
- *2Gto use as a keyframe and drop it into the Set Key Well on the Animation
- *2NDesigner. This view is now assigned as a keyframe at the highlighted position
- on the Keyframe List.
- *AHThe number of frames between each keyframe determines the speed at which
- *2Nthe camera moves between the positions represented in each keyframe. If there
- *2Fare 10 frames between two keyframes, the camera will move more quickly
- *2Nbetween these two camera positions than if there are 20 frames between the two
- *2Ikeyframes. If after setting keyframes you decide to change the number of
- *36frames between two keyframes, you can do so using the
- Resize Range From
- type-in.
- The Set Key Well
- *PKLocated directly below the Keyframe List, the Set Key Well is the well into
- *2Kwhich view resources are dropped to inset them as keyframes on the keyframe
- *2Nlist. As described above, simply highlight a position on the Keyframe List by
- *2Jhighlighting the desired frame number, then drag and drop the desired view
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- Iinto this well. That view is inserted as a keyframe at the current frame
- *2 position.
- The Copy Current View button
- KThe easiest way to define an animation is to create one "master" view, then
- *2Hcopy this view and change the camera position in each copy to create the
- *2Odesired number of keyframes. This button facilitates the creation of keyframes
- *2#by executing several steps at once.
- *AKBefore using this button, an animation must exist in the View Well, and the
- *2Jview that you wish to copy must exist in the Move Well. Then, select this
- *2Lbutton, and the current view in the Move Well is copied, and the new copy is
- *20placed int he Move Well, ready for manipulation.
- *AONotice that this new copy is not yet added to the animation. You must add this
- *2Kview into the desired position of the Keyframe List in order to add it as a
- keyframe in the animation.
- The Number of Frames Type-in
- *PLIndicate the total number of frames in the current animation. The number of
- *2Kframes that you set determines the length of the animation. The higher the
- *2Qnumber you enter, the longer the animation is, but it also takes longer to render
- all of these frames.
- *AKGenerally, you need to display 30 frames per second of video to generated a
- *2Jsmooth looking animation. If you know how long you want your animation to
- *2Pbe in terms of time, multiply the total number of seconds by 30 to determine the
- *2;number of frames you need to generate and enter that value.
- *O,After entering the desired value, press the
- button beside this type-in to
- Kupdate the Keyframe List. The list will now contain the selected number of
- frames.
- The Range From Type-in
- *PQSelect the range of frames that you wish to display, edit or animate. Only those
- *2Jframes that are highlighted are manipulated, so you must select a range of
- *21frames before you can do anything of consequence.
- *ANThe frames that are selected appear highlighted in the Keyframe List. When an
- *2Manimation is loaded into the Project Designer viewport, the animation path is
- *2Mcalculated only for those frames that are highlighted. In addition, when you
- press the
- < button to generate an animation, only those frames that are
- +highlighted will be generated and rendered.
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- tHTo select all of the frames in the current animation, simply select the
- tLbutton that appears beside the Range From type-in, and all the frames in the
- Keyframe List are highlighted.
- *ALTo select a range of frames to animate, you can either drag the mouse in the
- *39Keyframe List to highlight the desired range, or use the
- Range From
- type-ins
- tQto define the first and last frame of the range that you wish to display, edit or
- animate.
- The Resize Range From Type-in
- *PLUse this type-in to insert or remove frames between keyframes. This is very
- *2Luseful to fine-tune the pace of an animation sequence. If you find that the
- *2Jcamera moves too quickly between two keyframes, you can insert a number of
- *2Nframes between these keyframes to increase the time it takes for the camera to
- *2 travel between these two points.
- *ALBefore you use this command, you must highlight a frame or a range of frames
- *2Kon the Keyframe List. To highlight frames on the Keyframe List, point to a
- *2Gframe on the list and drag the left mouse button to expand the range of
- *2Khighlighted frames. The number of frames that are highlighted is displayed
- next to the
- Resize range from
- y type-in.
- tNThe value that you enter in the Resize range from type-in indicates the number
- *2Mof frames that will replace the highlighted frames. For example, if you have
- *2Lhighlighted one frame in the Keyframe List and you enter a value of 5 in the
- *2PResize range from type-in, the single highlighted frame will be replaced by five
- *2Lframes, for a net increase of four frames. If you highlight 5 frames in the
- *2OKeyframe List and enter a value of 5 in this type-in, there is no net change.
- The Display Options
- *PHWhen an animation is displayed in the Project Designer viewport, you can
- *2Kenable or disable the display of the animation path and the camera angle at
- *2$each of the points in the animation.
- )SA option in the Display area of the Animation Designer enables the
- tHdisplay of the camera path when the animation is loaded into the Project
- *2MDesigner viewport. Usually you will want to leave this option enabled so you
- *2<can see the animation path that is displayed for the camera.
- Angle
- )tA option in the Display area of the Animation Designer enables the
- tKdisplay of the camera's view angle at each frame in the animation. This is
- *2Hespecially useful if you are changing the camera's view angle during the
- animation sequence.
- Length
- @type-in in the Display area of the Animation Designer allows you
- tQto determine the length of the lines that represent the camera direction and lens
- *2Langle when viewing an animation in the Project Designer viewport. Sometimes
- *2Sit is useful to draw these lines long in order to better understand what is falling
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- Kwithin the camera's field of view. However, at other times these lines can
- *2Dbecome overwhelming, obfuscating the display of the animation in the
- *2 viewport.
- The Spline Slack Type-in
- *PHThe value in this type-in determines the amount of slack between any two
- *2Jkeyframes. The more slack that exists between two keyframes, the more you
- *2@can manipulate the curve of the spline between these two points.
- *AMThe slack value can be set anywhere between 0 and 2. The default value is 1.
- *2PValues less than 1 create a "tauter" line between keyframes; values greater than
- *2Ocreate a looser line between keyframes. The more slack that exists between any
- *2Ltwo keyframes, the more the curve of the spline can be altered between these
- two points.
- *ANThe Slack value that you set here only takes affect over those frames that are
- *2Kcurrently highlighted in the Keyframe List. As soon as you change a Slack
- *2Nvalue, that change is implemented over the highlighted range of the animation.
- *ANIn addition, you can duplicate a Slack setting over another range of frames by
- *=Ehighlighting the desired range in the Keyframe List and pressing the
- Ibutton. The highlighted frames will now take on the current Slack value.
- The Reset Tangents Button
- w tHp
- w tHw
- w tHwp
- wwtDDGw
- tDDGww
- w tHwp;3
- w tHw
- w tHp;
- JWhen a camera animation path is defined using keyframes, Renderize Live EZ
- *2Hautomatically connects the keyframes with a curved line, or spline. The
- *2Hamount that the spline curves between keyframes depends on the amount of
- slack
- )\I in the spline. The way in which the spline curves around these keyframe
- Lpoints is controlled by changing the direction of the tangent lines at these
- *=Lkeyframe positions. The direction of tangent lines is controlled using the
- , commands on the Move Toolbox for animation.
- FWhen you first create an animation, Renderize Live EZ sets the tangent
- *2Npositions to generate a smooth spline curve throughout the animation path. To
- reset the tangents, select the
- 1 button. This is useful to recalculate tangents
- w tHp
- w tHw
- w tHwp
- wwtDDGw
- tDDGww
- w tHwp;3
- w tHw
- w tHp;
- Jafter changing keyframe positions, or if you have edited tangent positions
- *20manually and are not satisfied with the results.
- *AMWhen this button is selected, the slack between the keyframes is also updated
- *24according to the current value in the Slack type-in.
- *ACThis command only takes affect over those frames that are currently
- *2Mhighlighted in the Keyframe List. Therefore, be sure to select the range of
- *2Dframes whose curve you wish to redraw before selecting this command.
- Note: if you select the
- Loop to Beginning
- u"option (discussed below), you must
- select
- 2 to recalculate the tangents based on this option.
- w tHp
- w tHw
- w tHwp
- wwtDDGw
- tDDGww
- w tHwp;3
- w tHw
- w tHp;
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- The Loop to Beginning Option
- *POSelect this option to modify the curve of the animation spline at the first and
- *2Olast keyframes in order to optimize the animation path for a looping animation.
- *90After you select this option you must press the
- button to execute the
- w tHp
- w tHw
- w tHwp
- wwtDDGw
- tDDGww
- w tHwp;3
- w tHw
- w tHp;
- change.
- *AOThis option does not automatically create a looping animation. To do this, the
- *2Efirst frame and the last frame in the animation should share a common
- *2Lkeyframe. This option simply changes the Slack value that you set here only
- *2Mtakes affect over those frames that are currently highlighted in the Keyframe
- *2LList. As soon as you change a Slack value, that change is implemented over
- *2'the highlighted range of the animation.
- *AJKeyframe tangents are discussed in the Editing an Animation in the Project
- *20Designer Viewport section later in this chapter.
- The Skip Frames Type-in
- *POThe value that you enter in this type-in tells Renderize Live EZ to skip frames
- *2Qwhen rendering the animation to disk file. This is useful to speed the rendering
- *2Kprocess by rendering fewer frames so that you can quickly generate a "rough
- cut" or a storyboard animation.
- *ANThe default value here is 0, meaning that no frames are skipped. If you enter
- *2Nthe value 1, Renderize Live EZ will skip every other frame when generating the
- *2Manimation. If you enter 2, every third frame is rendered when generating the
- animation.
- The Flashlight Well
- *PGDrag and drop a light resource into this Well to assign that light as a
- *2R"flashlight" in an animation. A flashlight is a light source that is "mounted" to
- *2Jthe camera, and therefore moves with the camera. This feature provides an
- *2Peasy way to insure that the area of a scene that is in the camera view is always
- well illuminated.
- *ANAny light type can be used as a flashlight, and the flashlight can display any
- *2Slighting characteristics. However, if a light source is dropped into this Well, it
- *2Mautomatically is positioned at the camera position, even if it was previously
- *2Qadded to a view at a different point in space. Therefore, be careful how you use
- *2Tthis feature, as it can cause some confusion. The safest thing to do is to create a
- *21light source specifically to use as a flashlight.
- The Animate Button
- tNSelect this button to generate an animation and render each frame out to disk.
- *2IRemember, only the range that is highlighted in the Keyframe List will be
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- Oanimated, so be sure to select the desired range of the animation that you wish
- *2)to generate before you press this button.
- *AKTo select a range on the Keyframe List, you can highlight the desired range
- *3"with the mouse, or you can use the
- Range From
- type-ins to determine
- Qthe range of frames to render. If you wish to highlight all of the frames in the
- animation, select the
- button beside the
- Range From
- and
- type-ins.
- KWhen you select this command a File Browser appears, from which you can set
- *2Qthe desired output drive, directory and file type for the for the animation. The
- *2Pdifferent file types and their comparative advantages are discussed later in the
- *2?section titled Selecting the Output File Type for an Animation.
- *APBefore you select this button, be sure that all rendering and animation settings
- *2Lare to your liking. There is nothing more frustrating than executing a long
- *2Kanimation sequence only to find that you forgot to enable a desired option.
- *2OSpecifically, check the output resolution and Final Aspect as set in the Render
- *2Pto File area of the Render Toolbox, and well as the settings on the Options area
- of the Render Toolbox.
- *PBTo abort the generation of an animation, you must first press the
- button on
- Nthe Render Toolbox to abort the rendering of the current animation frame, then
- immediately press the
- d2 button on the Animation Designer to terminate the
- generation of the animation.
- The Render Icons Button
- wpwp
- SPress this button to render all of the view icons in the project. After creating a
- *2Inumber of keyframes by copying them from a master view and changing their
- *2Kcamera positions, it can be useful to get a visual display of each of these
- *2Jkeyframes. Instead of dropping them into the View Well and rendering them
- *2None at a time to update their icons, you can select this button, and Renderize
- *2MLive EZ will render the views and update their icons to provide more detailed
- visual feedback.
- The Clear Keyframe List Button
- HClear a range of the Keyframe List, removing any keyframes that may have
- been inserted.
- *AKBefore using this command, highlight those frames on the Keyframe List that
- *8'you wish to clear. When you press the
- ~! button, all the keyframes in the
- Mhighlighted range are removed. No frames are deleted; only the keyframes are
- removed.
- *AKTo select a range on the Keyframe List, you can highlight the desired range
- *3"with the mouse, or you can use the
- Range From
- and
- type-ins to determine
- Lthe range of frames to clear. If you wish to clear all of the frames in the
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- animation, first select the
- button beside the
- Range From
- and
- type-ins
- t%to select all frames, then press the
- ( button to remove all previously defined
- keyframes.
- ,Editing an Animation in the Project Designer
- Viewport
- *cKOnce you have indicated an animation length (in number of frames), inserted
- *2Nkeyframes in the Keyframe List, and selected the display of the camera Path or
- *2Nlens Angle, you can save the current animation as a new resource by selecting
- *2Dthe Save button on the Animation Designer. An icon appears for this
- *2Manimation in the View Resource Palette, and this icon can be used to load the
- *2>animation into the Project Designer viewport for manipulation.
- *ALTo make an animation current in the viewport, drag that animation's resource
- *2Nicon from the View Resource Palette and drop it into the View Well (or drop it
- *2Ldirectly into the viewport). When you drop an animation into the View Well,
- *2>the viewport updates to display the animation from a Top view.
- *ALWhen an animation is current in the View Well, you can edit the animation in
- several ways.
- Modify the Animation Path
- *PKDrag and drop the animation icon into the Move Well to edit the camera path
- *2Iand preview the animation in wireframe mode. When you drop the animation
- *2Jicon into the Move Well, the Move Toolbox displays a group of commands for
- changing the camera path.
- *AMThe camera path is modified in several ways. First, you can alter the camera
- *2Llocation at a keyframe, and the animation path will update according to this
- *2Bnew position. You can modify a keyframe camera position using the
- *2Icommands in the Move Toolbox for animation, or if you require full camera
- *2Kmanipulation capabilities, you can leave the animation in the View well and
- *2Hdrop the keyframe view into the Move Well to update the Move Toolbox so
- *29that it now displays the Toolbox for camera manipulation.
- *ANIn addition, you can control the way the animation path curves between each of
- *2Mthe keyframes by modifying the direction of the line that runs tangent to the
- *2Fspline curve at the keyframe camera location. Finally, you can create
- *2Ladditional keyframes along the animation path and modify these new keyframes
- as discussed above.
- *AGThe commands used to modify a camera animation path in the viewport are
- *2Mdiscussed in full in the Orienting Project Resources in a View section of the
- Project Designer chapter.
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- Preview the Animation
- *PFYou can preview an animation in wireframe mode in the Project Designer
- *2Nviewport, either by stepping through each frame one at a time, or by pressing
- E button to step through each frame automatically. You can preview an
- Kanimation path from an orthographic view, or you can change the viewport to
- *2Jthe camera display and preview the amination in wireframe from the camera.
- *ACThe commands used to preview a camera animation in the viewport are
- *2Mdiscussed in full in the Orienting Project Resources in a View section of the
- Project Designer chapter.
- *d3Add Lights, Objects and Backgrounds to an Animation
- *PHOnce an animation has been defined you can add objects, lights and image
- *2Ibackgrounds to all of the keyframe views in the animation simultaneously.
- +<AMAdd a light to all of the keyframe views that are associated with the current
- *2Janimation by dropping a light resource over the animation in the View Well
- *2((or drop it directly into the viewport);
- *AGAdd an object to all of the keyframe views that are associated with the
- *2Jcurrent animation by dropping an object resource over the animation in the
- *22View Well (or drop it directly into the viewport);
- *ABAdd an image as a background to all of the keyframe views that are
- *2Hassociated with the current animation by dropping an image resource over
- *2Gthe animation in the View Well (or drop it directly into the viewport).
- ,Edit Light, Object and Views in an Animation
- *PPEdit the position of a light or object in an animation by dropping that light or
- *2Kobject resource into the Move Well. These resources are manipulated in the
- *2Gsame way as they would be manipulated when a normal view is in the View
- *2:Well, and any changes are reflected in all keyframe views.
- *ANEdit the position of a view by dropping that view resource into the Move Well.
- *2KWhen you change the position of a keyframe view, that changes the animation
- *2Npath. Note that you can also reposition a keyframe when the animation icon is
- *2Hin the Move Well. Dropping the view into the Move Well simply gives you
- *22more commands for the reorientation of the camera.
- Lighting and Animation
- *cMLighting views for animation is different than lighting views for still frame
- *2Nrendering. Instead of optimizing lighting for a specific camera location, the
- *2Kscene must be nicely illuminated when viewed from various camera locations.
- *2PIf you light your view from a single direction, that view might look fine at the
- The Animation Designer
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- tMcurrent camera location, when viewed from a different direction, many objects
- may now appear too dark.
- *AOYou can solve this problem by increasing the ambient lighting, but this reduces
- *2Qthe contrast in the view. You can also define different lighting characteristics
- *2Kfor each view, but Renderize Live EZ does not animate these changes, so the
- *2Eresulting animation would show a discontinuity when the keyframe that
- *2*represents a new lighting model is played.
- *APYou might be better off using multiple light sources, with one or two key lights
- *2Lwhich cast shadows and define the overall illumination model, and additional
- *2Ofill lights which serve to illuminate specific areas of the scene. Fill lights
- *2Gshould be of lower intensity and should not cast shadows. When you are
- *2Lworking with multiple light sources, avoid over-illuminating by reducing the
- *2)intensity of lights to achieve a balance.
- *APFinally, Renderize Live EZ allows you to define a "flashlight", which is a light
- *2Msource that is mounted to the camera. This light, unlike other lights, moves
- *2 with the camera in an animation.
- &Setting the Resolution of an Animation
- *cOAnimation resolution is set in the same way as it is for still frame rendering,
- *2Kusing the the X Res and Y Res type-ins on the Render Toolbox of the Project
- *2;Designer window, as well as the Final Aspect pop-down menu.
- *AIThe resolution at which you generate an animation should be determined by
- *2Gyour presentation format. If you are going to output your animation to
- *2Gvideotape, you probably want to output the animation to a resolution of
- *2O512x486 (the standard overscan video resolution). If you plan to output to the
- *2GAVI (Video for Windows) format to play back on your VGA display, output
- *2Hresolution should be based on the performance of your computer's CPU and
- *2Lgraphics display card. Most 486 PCs don't have enough horsepower to update
- *2Kthe screen fast enough to display a smoothly flowing animation of more than
- 200 or 300 lines.
- /Selecting the Output File Type for an Animation
- *cHRenderize Live EZ supports the output of animations to a variety of file
- *2Lformats. The file format you choose depends on what you wish to do with the
- *2 animation after you generate it.
- *AJAnimations can be output to the AVI and FLC animation file formats. These
- *2Lare formats that store all of the frames of an animation into a single file.
- *AJAnimations can also be output to any of the bitmap file formats (TGA, TIF,
- *2JGIF, BMP, RAS, and RAW) in a sequential order so that they can be read in
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- Norder by a VTR controller software. Each frame in the animation is saved to a
- *2Pseparate file, and the filenames are numbered sequentially. For example, if you
- *2Jgenerate an animation named "ROOM" in the TGA file format, the first frame
- *2Jin the animation will be stored in a file called "ROOM001.TGA", the second
- *2Dframe in "ROOM002.TGA", and so on. The last three characters in the
- *2Ffilename are reserved for the frame number. Given the eight character
- *2Kfilename limit placed by DOS, Renderize Live EZ will truncate any animation
- *2:filenames that are greater than five characters in length.
- Playing an Animation
- *cIRenderize Live EZ cannot play animations on the screen. However, a number
- *2Fof utilities are available to play the various animation output types.
- *AIAnimations saved into the AVI file format can be played using Microsoft's
- *2DVideo for Windows, or the Media Player. The Media Player comes with
- *2NWindows, and the Simply 3D installation process installs the drivers necessary
- *2Pto load and play AVI files. The Media Player is included as one of the icons in
- the Simply 3D program group.
- *AJAnimations saved into the FLC file format can be played using the Autodesk
- *2NAnimation Player utility. This utility is included as one of the icons in the
- Simply 3D program group.
- *AIAnimations saved into a bitmap file format can be played using the Visual
- *2QPlayer utility. Each frame in the animation is saved to a separate image file in
- *2Osequential order. For example, if you create an animation and output it to the
- *2LTGA file format under the filename TEST, the animation would be saved into a
- *2Fseries of files named TEST0001.TGA, TEST0002.TGA, etc, for each of the
- *2Mframes in the animation. Note that due to this naming convention, animations
- *2Psaved to bitmap files in sequential order should not have filenames greater than
- *2Hfour characters: anything beyond that will be truncated after the fourth
- *2Pcharacter. This limitation is not applicable to animations saved in the AVI and
- *2NFLC file formats, as these formats save all the frames in the animation into a
- *2Ksingle file, so there is no need for sequential numbering in the filename.
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