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- Autodesk AutoFlix version II
- The Animation Tool Kit (ATK)
-
- The ATK is a set of AutoLISP routines that help you produce CAD-based
- animation from AutoCAD drawings. The ATK is primarily focused on an
- AutoCAD-to-AutoShade route for the production of an animation. This
- explains why you are prompted for AutoShade filmrolls and AutoShade
- types, and why AutoShade script files are the main method for producing
- animated motion. (see ATKDOC.dwg view STEPS1)
-
- However, the ATK is not dependent solely on AutoShade. It is designed
- to give you the capability to produce complex animations starting in
- the AutoCAD environment. (You must have AutoCAD Release 10 or later.)
- You can incorporate resulting output files of various formats in
- other products currently on the market to create animations.
-
-
- o INSTALLATION SUGGESTIONS
-
- The AutoFlix support files (i.e., .lsp, .dwg, .mnu) must be
- located in an AutoCAD support directory. This can be the \ACAD
- directory itself, the samples directory, or your current
- drawing directory.
-
- Note: If you are using AutoCAD Release 10, you should use the Menu
- command to load the ASHADE.mnu menu and access the ATK AutoLISP
- routines in AutoCAD. If you are using AutoCAD Release 11, load the
- AACAD.mnu.
-
-
- o FILE TYPES AND FILE-NAMING CONVENTIONS
-
- The following table lists the types of files you will be producing and
- using with your animation routines:
-
- File type Description
-
- .BLT ASCII list of dwg files created by blockit.lsp or kinetic.lsp.
-
- .DWG AutoCAD drawing file
-
- .FLI Autodesk Animator animation file (VGA).
-
- .FLM AutoCAD/AutoShade filmroll file.
-
- .MOV Afega animation file (EGA).
-
- .MVI Movie instruction file, an ASCII list of .sld or .rnd files.
-
- .RND AutoShade render file.
-
- .SCR AutoShade script file generated by path.lsp.
-
- .SLD AutoCAD slide file.
-
- .PTS ATK point list file.
-
-
- o FILE NUMBERING SCHEME
-
- The ATK creates a number of transitional files during the process of
- producing your final animation. The name for each files is derived from
- the drawing file (.dwg) you are working with, unless you specify
- otherwise.
-
- In cases where multiple files are created (as with kinetic animation),
- a numbering scheme is applied to prevent files from being overwritten.
-
- The numbering scheme works as follows: a number starting at 0001 is
- appended to the first four characters of the drawing name. (You can
- specify another name.) For example, the drawing atktut.dwg produces
- kinetic filmroll files named atkt0001.flm, atkt0002.flm, and so on.
- (This means you can have 9999 frames in an animation sequence. However,
- we do not recommend that you have this many frames in a single animation.)
-
- Pay attention to the filenames you are using: drawings that share the
- first 4 characters create animation files that overwrite one another.
- Examples house1.dwg and house2.dwg both produce hous0001.flm,
- hous0002.flm, and so on. In cases like this, it is best to use a
- separate directory for each animation you are producing and to specify
- that directory in your ATK Setup Block. (See "Atksetup and Atkedit" later
- on in this document.)
-
-
- o ANIMATION ROUTINES
-
- These are the primary animation routines in the ATK:
-
- o ATKSETUP.LSP
- Inserts an ATK Setup Block into your drawing and displays a dialogue
- box for setting ATK options. Atksetup works only on systems that sup-
- port the Advanced User Interface (AUI). If your system does not
- support the AUI, most of the Atksetup options are offered when you run
- path.lsp.
-
- o ATKEDIT.LSP
- Edits an ATK Setup Block in your drawing. Atkedit works only on sys-
- tems that support the AUI.
-
- o PATH.LSP
- Creates an AutoShade control script that moves a camera along a
- polyline path. The camera is moved in AutoShade. The AutoShade script
- opens filmrolls, moves a camera, sets lens length, camera twist and
- target points, and tells AutoShade how to render and save your final
- images.
-
- o KINETIC.LSP
- Lets you to move entities along polyline paths. Entities are moved in
- the AutoCAD drawing. (Cameras are moved in AutoShade.) Kinetic creates
- one of the following types of files:
-
- o filmroll (.flm) files for use with Path
- o drawing (.dwg) files for use with Blockit
- o slide (.sld) files from either the current view or a path.lsp script
-
-
- o BLOCKIT.LSP
- Animates a series of AutoCAD Blocks along polyline paths. Blockit cre-
- ates one of the following types of files:
-
- o filmroll (.flm) files
- o drawing (.dwg) files
- o slide (.sld) files
-
- o SLDVIEW
- Reads an AutoShade script file that path.lsp creates and applies it to
- the AutoCAD Dview command. You produce a sequence of wireframe images
- generated by Dview. Use Sldview if you don't have AutoShade but still
- want to do animated walkthroughs of 3D models using AutoCAD slide (.sld)
- files.
-
- (see ATKDOC.dwg view STEPS2)
-
- You can use these routines together or by themselves to produce your
- AutoCAD animation. Each of the above routines is explained in detail in
- the remaining sections of this chapter.
-
-
- o ATKSETUP and ATKEDIT
- (see ATKDOC.dwg view ATKBLOCK)
- Atksetup.lsp inserts the atksetup.dwg Block and lets you edit the
- attribute values attached to the Block. These values control the way
- the ATK works with your drawing. They control output types, storage
- directories, and Autodesk RenderMan settings.
-
- You use Atkedit to edit and change Atksetup values after you've
- inserted the Block. If there is more than one ATK Setup Block in the
- drawing, you're prompted to select one for editing.
-
- Important: Atksetup (and Atkedit) is only available for displays that
- support the Advanced User Interface (AUI) pull-down menus and pop-up
- dialogue boxes.
-
- Not all the settings offered in the ATK Setup dialogue box work with
- AutoShade 1.0 or 1.1. If you try to use them, AutoShade aborts the
- script process. The settings supported only by AutoShade Version 2
- and AutoShade Version 2 With Autodesk RenderMan are indicated in the
- text with "Version 2 only" in parentheses.
-
- An [R] in front of a setting in the dialogue box means that setting
- applies only to Autodesk RenderMan.
-
- 1. To load atksetup.lsp, select atksetup on the Animation menu.
-
- 2. You are prompted for a name for the ATK Setup Block:
-
- ATK Setup name: <Enter a name>
-
- You can enter any name. The name helps you keep track of different ATK
- setups.
-
- 3. You are prompted for a location for the ATK Setup Block:
-
- ATK Setup location: <Pick a point to place the Block>
-
- Atksetup displays the Atkedit dialogue box with the following items
- (items preceded by [R] relate to Autodesk RenderMan):
-
- o Name for ATK Setup Block
- o Directory to place files
- o Filmroll name
- o Scene to use
- o Lens length
- o Twist amount
- o Intersection
- o Smooth shading
- o Background color #
- o AutoShade output
- o Save image with
- o [R] RSB name
- o [R] Destination
- o [R] Image resolution
- o [R] Pixel samples
- o [R] Shadows
-
-
- o Name for ATK Setup Block:
- Name of the Block. Enter any valid unique name. You can edit the name
- you entered initially. The new name is applied to the ATK Setup Block
- as soon as you select OK.
-
- o Directory to place files:
- Directory name. Lets you use a directory not currently within the
- AutoCAD search path to store all the animation files that the ATK
- creates, for example, filmrolls, slides, and script files. The
- current working directory is the default. If you enter a directory
- that does not exist, ATK resets the name to the current working
- directory. (ATK checks directory validity by trying to create the file
- 00atk00 in the specified directory. If the directory exists, the file
- remains there. The file contains no data.)
-
- o Filmroll name:
- Filmroll title. This sets the filmroll title for all the ATK routines.
- Enter any name. The drawing name is the de- fault.
-
- o Scene to use:
- Name of the scene. The routine searches the drawing for scene (clapper)
- Blocks and the first one it finds is the default. If the routine finds
- no scene Block, the name defaults to "None."
-
- o Lens length:
- Length of the camera lens. The default is 30 mm. If you enter two
- values separated by a comma, Zoom is turned on and the two values
- applied. For example, 20,70 performs a zoom starting at 20 and ending
- at 70.
-
- o Camera twist:
- The overall camera twist angle the routine applies during camera
- motion. If you want to hold the camera at a fixed twist angle, prefix
- the angle with F. For example, F45 holds the camera twist angle at 45
- degrees.
-
- o Intersection:
- This is On or Off. Default is Off. Entering On instructs AutoShade to
- perform surface intersection checking during the rendering process.
- This slows down rendering.
-
- o Smooth shade (Version 2 only):
- This is On or Off. Default is Off. Entering On instructs AutoShade to
- apply smooth shading to all polymesh surfaces in your 3D model.
-
- o Background color # (Version 2 only):
- Enter an AutoCAD Color Index (ACI) color number for the background
- color. Valid numbers range from 0 to 255 inclusive. Default is 0
- (black).
-
- o AutoShade output:
- Enter Fullshade, Fastshade, Slide, Quickshade (Au- toShade Version 2
- only), or RenderMan (Autodesk RenderMan only). You need enter only the
- first two characters of the output format.
-
- o Save image with:
- Enter record, hardcopy, saveimage (Version 2 only), or rib (Autodesk
- RenderMan only). Autodesk RenderMan renders RenderMan Interface
- Bytestream (RIB) files.
-
- o [R] RSB name:
- The name of an Autodesk RenderMan Setup Block (RSB). Atksetup searches
- the drawing for an RSB. The first one it finds is the default. If it
- finds no RSB, the name is set to "None."
-
- o [R] Destination:
- The Autodesk RenderMan rendering output destination. Default is TGA.
- Valid entries include framebuffer, tiff, targa, postscript,
- cpostscript, vga, and vista.
-
- o [R] Image resolution:
- The Autodesk RenderMan rendering image resolution. This setting lets
- you adjust the rendered image's screen resolution and aspect ratio.
- Enter three values; these must be two integers and one real. The first
- two numbers are the X and Y pixel count; the third number is the
- aspect ratio. The three numbers must be separated by a comma.
-
- Example:320,200,1
-
- o [R] Pixel samples:
- The Autodesk RenderMan sample values. This sets the number of samples
- to be taken in each direction for each sample. Higher sample values
- improve rendering quality but slow rendering speed. Low values reduce
- rendering quality but increase rendering speed. (See the AutoShade User
- Guide for a detailed explanation of pixel samples.) Enter two integer
- values. The two values must be separated by a comma and cannot be
- less than 2.
- Example: 2,2
-
- o [R] Shadows:
- Instructs AutoShade to produce shadow maps for Autodesk RenderMan
- renderings. Valid values are On or Off. Default is Off.
-
-
- o PATH.LSP
-
- Path.lsp is the central routine for the ATK. Use it to create AutoShade
- scripts. Then run those scripts in AutoShade to move and alter the
- camera to produce a series of renderings. Finally you use Afega
- (afega.exe), Autodesk Animator Flimaker (flimaker.exe), or Tgafli
- (tgafli.exe) at the command line to compile the renderings into an
- animation.
-
- You also use Path to create AutoShade scripts that sequence a series of
- filmrolls (created with kinetic.lsp or blockit.lsp) to make complex
- kinetic animations.
-
- Path.lsp scripts can be read by kinetic.lsp, blockit.lsp or Sldview to
- create a series of AutoCAD slide files that can then be compiled to
- make an animation.
-
- FEATURES
- --------
- For those of you familiar with the original AutoFlix LISP routines,
- path.lsp completely replaces afwalk.lsp. The resulting AutoShade script
- file now controls the camera, target, lens, and twist information in
- AutoShade.
-
- o Path.lsp works with any AutoCAD polyline.
- o You can set lighting for an animation sequence by defining an
- AutoShade scene in the drawing. If no scene is defined, AutoShade's
- default lighting is used. (AutoShade default lighting is ambient light
- and light from a directed light positioned at the camera viewpoint.)
- o Path.lsp lets you define the camera path and target path along
- any series of kinetic motion filmroll files. The filmrolls can be
- read in either sequential or palindromic (ping-pong) order.
-
- Path.lsp contains the following camera and AutoShade control options:
-
- o Fixed camera placement
- o Lens length zoom
- o Fixed angle camera twist
- o All AutoShade output: Hard Copy, Full Shade, Fast Shade, Slide,
- and Quick Shade (Version 2 only).
- o Autodesk RenderMan output
-
-
- PATH SCRIPT FILE FORMAT
- -----------------------
- AutoShade scripts that path.lsp produces contain a header section with
- the following information:
-
- o An outline of the type of animation being performed
- o The number of frames being generated in the animation
- o The source drawing from which the animation was created
-
- Comment statements mark the beginning of each animation frame; the end
- of the script file is indicated by the following text:
-
- '.**The end *****'.
-
-
- SAMPLE ANIMATION SCRIPTS
- The following text illustrates three frames from a sample walkthrough
- animation script:
-
- .***********************************
- .* ATK.SCR
- .*
- .* Path 1.01 - Camera path animation
-
- .* script for AutoShade.
- .*
- .* Total frames: 30
- .* Source drawing: ATK.DWG
- .*
- .*
- .**********************************
- .* Set record on, open filmroll, open
- .* a scene, turn perspective on, set
- .* lens length, and set screen
- .* percent.
- .***********************************
- record on
- open ATK
- scene SHOT1
- perspective on
- lens 30
- spercent -1
- .*
- .**FRAME 1*************************
- .* Position target, position camera,
- .* perform Full Shade rendering
- .**********************************
- target 7.4989,3.7495,0.0000
- camera 10.8658,5.2543,0.0000
- fullshade ATK0001
- .*
- .**FRAME 2*************************
- .* Position target, position camera,
- .* perform Full Shade rendering
- .**********************************
- target 7.4989,3.7495,0.0000
- camera 10.7010,5.4715,0.0000
- fullshade ATK0002
- .*
- .**FRAME 3*************************
- .* Position target, position camera,
- .* perform Full Shade rendering
- .**********************************
- target 7.4989,3.7495,0.0000
- camera 10.5362,5.6888,0.0000
- fullshade ATK0003
- .*
-
- The following text illustrates three frames from a sample kinetic
- animation script:
-
- .***********************************
- .* ATK.SCR
- .*
- .* Path 1.01 - Kinetic animation
- .* script for AutoShade.
- .*
- .* Total frames: 30
- .* Source drawing: ATK.DWG
- .*
- .**********************************
- .* Set record on.
- .*
- record on
- .*
- .**FRAME 1**********************************
- .* Load filmroll, open a scene, turn
- .* perspective on, set lens length, set
- .* screen percent, position target, position
- .* camera, and perform Full Shade rendering.
- .*******************************************
- .*
- open atk0001
- scene SHOT1
- perspective on
- lens 30
- spercent -1
- target 7.1928,3.9280,0.0000
- camera 10.8658,5.2543,0.0000
- fullshade ATK0001
- .*
- .**FRAME 2************************************
- .* Load filmroll, open a scene, turn
- .* perspective on, set lens length, set
- .* screen percent, position target, position
- .* camera, and perform Full Shade rendering.
- .*********************************************
- open atk0002
- scene SHOT1
- perspective on
- lens 30
- spercent -1
- target 7.1928,3.9280,0.0000
- camera 10.7010,5.4715,0.0000
- fullshade ATK0002
- .*
- .**FRAME 3*************************************
- .* Load filmroll, open a scene, turn
- .* perspective on, set lens length, set
- .* screen percent, position target, position
- .* camera, and perform Full Shade rendering.
- .**********************************************
- .*
- open atk0003
- scene SHOT1
- perspective on
- lens 30
- spercent -1
- target 7.1928,3.9280,0.0000
- camera 10.5362,5.6888,0.0000
- fullshade ATK0003
-
-
- AUTOCAD DRAWING PREPARATION
- ---------------------------
- The following steps summarize how to prepare your drawing in AutoCAD
- using path.lsp.
-
- o Create all polylines needed for generating the camera and
- target movement you want.
- o Choose kinetic or nonkinetic animation.
- o If you choose kinetic animation (objects move), you create a
- series of filmrolls.
- o If you choose nonkinetic animation (only the camera moves), you
- create a single filmroll.
- o Define number and sequence of animation frames or AutoShade filmrolls.
- o Choose the path for the camera position using 3D polylines as needed.
- o Choose the path for the camera look-at point using 3D polylines as needed.
- o Specify lighting and camera lens.
- o Specify type of AutoShade rendering.
-
-
- PATH.LSP STEPS
- --------------
- The following steps lead you through path.lsp, prompt by prompt.
-
- 1. To invoke path.lsp, select Path on the Animation menu.
-
- Note: If no ATK Setup Block exists in the drawing, you are prompted to
- insert one.
-
- 2. Enter the name of your animation:
-
- Animation name <ATK setting>:
-
- This is the name used for the AutoShade script, rendering files, and
- .mvi files. The ATK Setup Block sets the default. Press return to accept
- the default or enter a new name.
-
- 3. Path.lsp asks whether you want kinetic animation:
-
- Kinetic animation <N>:
-
- o If you specify no kinetic animation, the default, you see the
- following prompt:
-
- Filmroll name <ATK setting>:
-
- The ATK Setup Block sets the default. Press return to accept the default or
- enter a new name. (Nonkinetic animation means entities don't move so
- you need only one filmroll.)
-
- o If you answer Yes to kinetic animation, you see the following
- kinetic animation prompts:
-
- Kinetic >> Number of filmrolls to use:
-
- Enter the total number of filmrolls needed for the kinetic animation.
- In kinetic animation, the entity moves so you need a separate filmroll
- for each position. This is an integer value and must not exceed 32,767.
-
- Kinetic >> Starting number <0001>:
-
- Enter the number for the first filmroll to use. This is useful for
- building sequences of animations. You sometimes want to pick up your
- filmroll numbering from the end of another sequence. Enter a number if
- you want the routine to start the number count from another number. For
- example, if you have a sequence of filmrolls that starts at the number
- 0020, enter 20 here.
-
- Kinetic >> Sequential or Palindromic <S/p>:
-
- This places the filmrolls into the script in either sequential (the
- default) or palindromic (ping-pong) order.
-
- Kinetic >> Filmroll title <ATK setting>:
-
- The default is the first 4 letters of the name you entered in the ATK
- Setup. The filmroll filename must be identical to the name created by
- the Kinetic and Blockit commands. For example, car is the title of a
- series of filmrolls named car0001.flm, car0002.flm, and car0003.flm. To
- use those filmrolls in this kinetic process, you'd enter CAR at this
- prompt.
-
- This is the last of the Kinetic prompts.
-
- 4. Next you provide the number of animation frames:
-
- o If the animation is not kinetic, you see the following prompt:
-
- Number of Frames:
-
- Enter the number of frames for the animation sequence. Because this
- Number of Frames value is used to divide polyline paths, there is an
- enforced minimum value of 3 frames. If you enter a number less than 3,
- AutoCAD prompts you to enter a higher value. The value you enter must
- be an integer and must not exceed 32,767.
-
- o If the animation is kinetic, you see the following prompt:
-
- Number of Frames <# of kinetic filmrolls>:
-
- The default number of frames is based on the number of filmrolls you
- entered earlier.
-
- 5. Next you set up the camera position control for your animation:
-
- Camera position: Path/Fixed/List <Path>:
-
- The default is Path.
-
- o If you choose Path, you see the following prompts:
-
- Camera path>> Select a polyline:
-
- This option makes the camera follow a selected polyline.
-
- Reverse path direction <N>:
-
- This option takes the polyline direction and reverses the point order
- of the polyline so that the camera moves in the reverse direction to
- which you drew the polyline.
-
- o If you choose Fixed, for a nonkinetic animation you see the following
- prompt:
-
- Camera, fixed view >> Pick a point:
-
- This option makes the camera stay at a fixed location.
-
- o If you choose Fixed, for a kinetic animation you see the following
- prompts:
-
- Camera, fixed view >> Pick a point (or press RETURN to use a Scene):
-
- You have the option of picking a point for the camera or of using an
- AutoShade Scene that contains a camera.
-
- If you press return to use a Scene, you see the following prompt:
-
- Camera, use Scene >> Enter name <SHOT>:
-
- Enter the AutoShade Scene name to use. The Scene need not be currently
- present in the drawing. The default Scene name is SHOT. If you press
- return to accept the default, make sure that you place a Scene named SHOT in
- your filmroll file before applying the Path script in AutoShade.
-
- o If you choose List, you see the following prompts:
-
- Camera list >> File to use:
-
- This option makes the camera follow a series of points you previously
- specified and saved to a file using the Ptsmark command. Enter the
- name of the ASCII file you want the Path command to read for the camera
- position points. (See the sections on Ptsmark and ATK point list file
- later on in this document.)
-
- Reverse path direction <N>:
-
- This option takes the polyline direction and reverses the point order
- of the polyline so that the camera moves in the reverse direction to
- which you drew the polyline.
-
- 6. Select a target, that is, a look-at point for the camera:
-
- Target position: Fixed/Path/Same path/List <Fixed>:
- (If you previously chose a Fixed Camera position, the Same Path option
- does not appear.)
-
- o If you choose a Fixed target, you see the following prompt:
-
- Fixed target >> Pick a point:
-
- This sets a fixed position for the camera to look at while it moves.
- Imagine looking at the base of a tree while walking around the tree.
-
- o If you choose a Path for the target, you see the following prompts:
-
- Target path >> Select a polyline:
-
- This makes the camera's look-at point follow a second path. Imagine
- gradually raising your eyes to look up at a tree while walking around
- the tree.
-
- Reverse path direction <N>:
-
- This option takes the polyline direction and reverses the point order
- so that the target path moves in the reverse direction to which you
- drew the polyline.
-
- o If you choose a List for the target, you see the following prompt:
-
- Target list >> File to use:
-
- This option makes the target follow a series of points you previously
- specified and saved to a file using the PTSmark command. Enter the
- name of the ASCII file you want the Path command to read for the target
- position points.
-
- Reverse path direction <N>:
-
- This option takes the polyline direction and reverses the point order
- so that the target path moves in the reverse direction to which you
- drew the polyline.
-
- --------------
- Note: The next series of prompts appears only if you don't have an AUI
- display. If you have an AUI display, you will have already provided
- this information in the ATK Setup Block so skip the next section and go
- to the "Final Step".
- --------------
-
-
- STEPS FOR NON-AUI DISPLAYS
- --------------------------
- 1. Select a scene that defines your lighting:
-
- Scene Name for lighting <None>:
-
- If you want to use a specific lighting arrangement, define an AutoShade
- scene in the drawing and enter its name at this prompt. If you don't
- have a scene in the drawing, press returnto accept the default <None>. The
- script uses AutoShade's default lighting, and perspective is turned on.
-
- Note: This prompt doesn't appear if you applied a scene to a kinetic
- animation when you chose a Scene to apply a camera.
-
- 2. Select a camera lens length.
-
- Camera Lens length or Zoom <30>:
-
- The default lens setting is 30mm. You can apply Zoom to exaggerate the
- perspective view while the camera is fixed or in motion.
-
- If you enter z for Zoom, you see the following prompts:
-
- Zoom >> Starting Lens length:
-
- Zoom >> Ending Lens length:
-
- Enter the starting and ending lens length. Entering a starting lens
- length of 25 and an ending lens length of 200, means that the camera
- starts with a wide-angle view and zooms into a close-up view. With a
- fixed camera, this is a simple way to give the effect of moving in on
- the target.
-
- Note: Ending lens length can't be the same value as the starting lens
- length.
-
- 3. Define a camera twist:
-
- Twist amount (or Fixed) <None>:
-
- The default is None. Specifying a final angle twists the camera view as
- you move through the animation, ending with the amount you specify.
-
- If you enter f for the Fixed twist amount option, you get the following
- prompt:
-
- Camera twist >> Fixed angle:
-
- The angle you enter holds the camera at this angle through the entire
- animation.
-
- 4. Select the type of shading/rendering output:
-
- Shade type: 1)Full 2)Fast 3)Quick 4)Slide 5)RenderMan <1>:
-
- o If you press return to select 1, Full Shade, you see the following prompt:
-
- Intersection on? <N>:
-
- Enter y if you want to run Intersection checking during the AutoShade
- rendering process.
-
- o Enter 2 for Fast Shade.
-
- o You can enter 3 for Quick Shade only if you have AutoShade Version 2, or
- AutoShade with Autodesk RenderMan.
-
- o Enter 4 to make AutoShade slides.
-
- o You can enter 5 only if you have AutoShade with Autodesk RenderMan.
- If you choose RenderMan, you see the following prompt:
-
- Save images by: RSB/RIB:
-
- o If you choose RSB, you see the following prompt:
-
- RenderMan setup block to use:
-
- Enter the name of a RenderMan Setup Block. The image is saved in the
- format specified by the RSB.
-
- o If you choose RIB, the image is saved to a RenderMan Interface
- Bytestream (RIB) file in the format specified by the RSB. This is
- useful if you prefer to batch-process-render your RIB files.
-
- 5. Select the way you want your images to be saved:
-
- Save images by: Record/Hardcopy/Saveimage <Record>:
-
- The default is Record.
-
- *** FINAL STEP FOR PATH.LSP ***
-
- If you are not performing a kinetic animation, a prompt asks whether
- you want to create the Filmroll.
-
- Create a filmroll now? <N>:
-
- Enter y if you want to have AutoCAD build the filmroll now. The default
- is No. If this is a Kinetic process, you will not get this prompt.
-
- At this point, Path generates an AutoShade script file and an animation
- .mvi file. When the routine is finished, you will see the filenames
- echoed at the AutoCAD command line.
-
-
-
- o KINETIC.LSP
-
- Kinetic.lsp moves selected AutoCAD entities along polyline paths and
- creates either filmrolls, drawings, or slides after each step.
- (Separate filmrolls have to be made for each step because, unlike
- cameras, entities cannot move within a filmroll in AutoShade.)
-
- The primary purpose of kinetic.lsp is to generate AutoShade filmroll
- files (one filmroll for each step). It does not generate AutoShade
- script files for image processing (see PATH.LSP.)
-
- PATH.LSP calls these filmroll files for final rendering in AutoShade.
-
- Note: You do not need to create the filmroll files before you use
- path.lsp.
-
- If you'd like the camera to move during the slide process, you can
- apply a prepared Path script to the current viewport.
-
-
- FEATURES
- --------
- For those of you familiar with the original AutoFlix routines, Kinetic
- replaces the heart of Afkinet.lsp.
-
- o Kinetic moves and spins entities along any selected polyline.
-
- o You can spin entities along the World XYZ axes, a user-defined
- Z-axis vector, or a base point (node). (see ATKDOC.dwg
- view REFAXLES)
-
- o You can instruct Kinetic to create AutoCAD drawing (.dwg) files
- to use with blockit.lsp. An ASCII file with a .blt extension listing
- the drawings is created for easy loading into Blockit.
-
- o You can instruct Kinetic to create .sld files from the current
- viewport or the view can follow an (already created) path.lsp script
- file.
-
- o You can compile slide files directly with Afega or Autodesk
- Animator Flimaker. When kinetic.lsp creates .sld slide files, an ASCII
- file (with the extension .mvi) listing the slides is created to use
- with Afega or Autodesk Animator Flimaker.
-
- o Kinetic does not require an AutoShade scene to be defined in
- the drawing to function. If you want specific lighting, you must
- place scenes (any number) in the drawing before applying the Kinetic
- command.
-
- o The filmroll title can be up to four standard ASCII characters.
- The command offers as default the first four characters from the
- drawing. Kinetic echos the name of the filmroll as it is being
- created.
-
- o You might want to pick up the filmroll numbering from where you
- ended a previous sequence. Kinetic lets you specify a starting number
- for the filmroll naming process.
-
- o A test mode lets you test the animation sequence before
- creating an output file.
-
-
- AUTOCAD DRAWING PREPARATION
- ---------------------------
- The following steps summarize how to prepare your drawing in AutoCAD
- using kinetic.lsp.
-
- o Create all polylines needed for generating the entity path
- motion you want.
-
- o Define AutoShade scenes for lighting or fixed camera animation.
-
- o Create entity rotation axes using 3D polylines as needed.
-
- o Create entity rotation points (nodes) as needed.
-
- o To simplify selection, make Blocks out of any group of entities
- that move together.
-
- o For slide animation where you want camera motion, create a
- script file using path.lsp.
-
-
- KINETIC.LSP STEPS
- -----------------
- The following steps lead you through kinetic.lsp, prompt by prompt.
-
- 1. Select Kinetic on the Animation menu.
-
- 2. Specify a name for the filmrolls:
-
- Filmroll title <ATK setting>:
-
- Enter the title for the filmrolls. There is a four-character limit. The
- default is the first four characters of the drawing name.
-
- 3. Specify the number of frames:
-
- Number of frames:
-
- Enter the total number of frames for this animation sequence. This will
- also be the total number of filmrolls generated.
-
- 4. Enter the starting number of the animation routine:
-
- Starting number <0001>:
-
- This is useful for building sequences of animations. You sometimes want
- to pick up your filmroll numbering from the end of another sequence.
- Enter a number if you want the routine to start the number count from
- another number. For example, if you have a sequence of filmrolls that
- starts at the number 0020, enter 20 here. The default starts at 0001.
-
- 5. Select the objects you want to move:
-
- Select objects:
-
- Select all the entities you want to move as a group. Press return or the
- spacebar to enter a blank line when you've finished selecting entities.
-
- 6. Specify where you want motion to start:
-
- Start motion at frame <1>:
-
- Enter the frame where you want the entities to start moving. For example,
- entering 5 starts the entity motion in frame 5.
-
- 7. Specify where you want motion to stop:
-
- Stop motion at frame <# of frames in animation>:
-
- Enter the frame where you want the entities to stop moving. For example,
- entering 10 stops the entity motion at frame 10.
-
-
- DEFINING THE MOTION PATH
- ------------------------
- Specify the type of motion path:
-
- Entity motion: Path/Fixed/List <Path>:
-
- 1. IF YOU SPECIFY PATH.
-
- Motion path >> Select a polyline:
-
- Select the polyline path you want the selected entities to follow.
-
- Reverse path direction? <N>
-
- This option takes the polyline direction and reverses the point order
- so that the entities move in the reverse direction to which you drew
- the polyline.
-
- Note: This option is useful where you want two groups of entities to
- follow the same path but in opposite directions.
-
- You are now prompted for the rotation values:
-
- Rotation >> X/Y/Z/ Reference (press RETURN when finished):
-
- Enter X, Y, Z, or R to set any of the items listed. The default is no
- rotation.
-
- o If you select any of the X, Y, or Z options, you see one of the
- following subprompts.
-
- Spin >> X axis:
- Spin >> Y axis:
- Spin >> Z axis:
-
- Enter the amount of rotation in degrees. For example, entering 720
- would perform 2 complete turns.
-
- o If you select the 'R'eference option, you see the following prompt:
-
- Rotation point >> Select a node, 3Dpoly (or hit RETURN to define):
-
- o If you select a node, you must specify the rotation X,Y,Z settings.
- You see the following rotation settings prompt:
-
- Rotation >> X/Y/Z (press RETURN when finished):
-
- Enter x, y, or z to set any of the items listed. The default is no
- rotation. If you select any of the X, Y, or Z options, you see one
- of the following subprompts:
-
- Spin >> X axis:
- Spin >> Y axis:
- Spin >> Z axis:
-
- Enter the amount of rotation in degrees. For example, entering 720
- performs two complete turns.
-
- o If you select a 3D polyline, a prompt asks you to enter the
- amount of rotation around the polyline.
-
- Rotation >> Rotation amount:
-
- Enter the amount of rotation in degrees.
-
- o If you press return to define a rotation reference entity, you see
- the following prompts:
-
- Rotation base >> Pick a point:
-
- You must pick a point. Use this prompt to create a reference axis
- (3D polyline) to spin the entities around.
-
- Rotation Z axis direction>> Pick a point <none>:
-
- o If you pick a point, you see a rotation point as if you had
- selected a 3D polyline earlier:
-
- Rotation >> Rotation amount:
-
- o If you press return for none, the single point created acts as a
- base point for "world axis" rotation. This means the entities can be
- spun only in absolute X, Y, or Z directions based on their positions
- in the World Coordinate System.
-
- Rotation settings X[0.00] Y[0.00] Z[0.00]:
- Rotation >> X/Y/Z (hit RETURN when finished):
-
- 2. IF YOU SPECIFY FIXED.
-
- If you specify Entity motion: Fixed, a prompt asks you to supply a
- point (node) or 3D polyline (3Dpoly) around which you want to rotate
- the selected entities.
-
- Rotation point >> Select a node, 3Dpoly (or hit RETURN to define):
-
- o If you select a node, you must specify the rotation settings
- X[0.0] Y[0.0] Z[0.0]. You see the following rotation settings prompt:
-
- Rotation >> X/Y/Z (press RETURN when finished):
-
- Enter x, y, or z to set any of the items listed. The default is no
- rotation.
-
- If you select any of the X, Y, or Z options, you see one of the
- following subprompts:
-
- Spin >> X axis:
- Spin >> Y axis:
- Spin >> Z axis:
-
- Enter the amount of rotation in degrees. For example, entering 720
- performs two complete turns.
-
- o If you select a 3D polyline, a prompt asks you to enter the
- amount of rotation around the polyline.
-
- Rotation >> Rotation amount:
-
- Enter the amount of rotation in degrees.
-
- o If you press return to define a rotation reference entity, you see
- the following prompts:
-
- Rotation base >> Pick a point:
-
- You must pick a point. Use this prompt to create a reference axis (3D
- polyline) to spin the entities around.
-
- Rotation Z axis direction>> Pick a point <none>:
-
- o If you pick a point, you see a rotation point as if you had
- selected a 3D polyline earlier:
-
- Rotation >> Rotation amount:
-
- o If you press Return for none, the single point created acts as
- a base point for "world axis" rotation. This means the entities can be
- spun only in absolute X, Y, or Z directions based on their positions in
- the World Coordinate System.
-
- Rotation settings X[0.00] Y[0.00] Z[0.00]:
- Rotation >> X/Y/Z (hit RETURN when finished):
-
- 3. IF YOU SPECIFY LIST
-
- If you specify Entity motion: List, a prompt asks you for a filename:
-
- Point list>> File name:
-
- Enter the name of the ASCII file you want to have Kinetic read for the
- entity motion control points.
-
- Reverse points direction? <N>:
-
- This takes the point list and reverses the order (the direction) of the
- points. The default is No.
-
-
- ENDING SELECTION AND SELECTING AN OUTPUT FORMAT
- -----------------------------------------------
- Once you've finished entering the rotation information, you see the
- Select objects: prompt once more.
-
- Select objects:
-
- You can then select another group of entities to move and repeat the
- Path/Fixed/List and Rotation process previously described in
- "Defining the Motion Path".
-
- If you press return without selecting a new entity, Kinetic asks you the
- following question:
-
- Are you finished with the selection process? <Y>:
-
- o A No answer causes a prompt to ask you to select more objects.
-
- o A Yes answer moves you to the last prompt. (If you failed to
- select anything to animate, the routine loops back to the Select
- objects: prompt.)
-
-
- SELECTING AN OUTPUT FORMAT
- --------------------------
- Once you've finished selecting objects, you select an output format.
-
- Set output format to Drawing/Filmroll/Slide/Test/ <setting>:
- o If you select the Test option, you see the animation play out.
- When the process has finished, you are prompted as follows:
-
- *press any key to reset animation*
-
- Then you see the following prompt:
- Set output format to Drawing/Filmroll/Slide/Exit <Test>:
-
- o This displays the new option to Exit the program cleanly.
- If you select the Drawing option, the routine produces a file
- with the suffix of .blt (BLock lisT).
-
- o If you select the Filmroll option, the routine produces files
- with the suffix of .flm.
-
- o If you select the Slide option, you see the following prompts:
-
- Would you like the view to follow a PATH script?<N>
-
- If you answer Y you are prompted as follows:
- PATH script file to use <default drawing name>:
-
- Enter the name of the Path Script you want the current viewport to follow.
-
- Apply hide? <N>:
-
- Answer Y if you want to apply Hide to each new view generated.
- Note: Depending on the complexity of your drawing, this step can easily
- take a long time.
-
- Apply AutoCAD shading? <N>:
-
- This prompt appears only if you are using the ATK with AutoCAD Release
- 11. If you answer y, the AutoCAD built-in shading is applied to the
- view and then saved to a slide (.sld) file.
-
- Note: This works well with afega.exe. Compiling the animation to 320-
- by-256 VGA with flimaker.exe may not produce acceptable results.
-
- Remove paths? <Y>:
-
- If you choose Yes, the default, all polylines selected to be used as
- motion paths are removed for the duration of the animation process.
-
- Note: 3D polylines used for rotation axes cannot be removed from the view.
- If you use Ctrl+C to exit the command, you might have to use Undo to
- restore your motion paths. At this point, using the routine with the Slide
- option produces a .mvi file.
-
- You see what kind of file was created at the AutoCAD Command: prompt.
-
-
-
- o BLOCKIT.LSP
-
- Blockit.lsp is a routine that performs animation by manipulating or
- swapping Blocks. 3D model motion can often be more complex than simple
- path traversing. The Blockit routine lets you predefine a series of
- Blocks, say a helicopter with its blades in five different rotation
- and pitch positions, and then insert them according to the Block's
- position along a selected path.
-
- Because you're working with Blocks, you can change any one of the
- Block's three scale values X, Y, or Z, (or all three combined) while
- the Block travels along the motion path. This is called "setting the
- Block for scale distortion." You can set the scale distortion to
- perform either sequentially or palindromically (ping-pong). It may
- seem like an obscure form of animation, but potential applications
- would be spring compression or bending joints.
-
- Features
-
- Blockit.lsp has the following features:
-
- o Aligns the Block with the path
- This option aligns the X axis of your Block with the path you select
- for it to follow. You should construct your Blocks so that they are
- "pointing" in a left-to-right (X axis) direction.
- (see ATKDOC.dwg view BLOCKIT1)
-
-
- o Provides control over motion using an optional motion path
- This option provides control over your Blocks as they move about in 3D
- space. The optional path is defined with a second 3D polyline and
- controls the Y-axis direction of the animated Block.
-
- o The optional path, when used with the 'Align block with path?'
- prompt, can be used to tilt Blocks as they go through turns, flip
- Blocks upside down at specific points, and maintain proper orientation
- if the main path loops in 3D space.
-
- o The optional path when not used with the 'Align block with path?'
- prompt can point the Y axis to a corresponding location on the optional
- path. When you use the optional path in this way, you must construct
- your Blocks so that they "point" in a bottom-to-top (Y-axis) direction.
- (see ATKDOC.dwg view BLOCKIT2)
-
- An example of using this option is having a Block that represents a
- vertical pencil with the eraser end located at 0,0,0 and the lead tip
- at 0,5,0. It's pointing up the Y axis. There are two polylines, one a
- straight vector at 6 units of elevation: this is your main path. The
- optional path is a polyline that spells out the word "welcome" at 0
- elevation. By applying Blockit to the pencil Block, supplying the
- optional path, and saying No to the Align block with path? prompt, the
- resulting animation shows a pencil in 3D space writing out the word
- "welcome."
-
- o Lets you use ASCII or .blt files
- Reading an ASCII file listing the Blocks can simplify setting up the
- animation.
-
- Note: Kinetic, when sending output to Drawing, creates an ASCII file in
- the correct format.
-
- The file format is simple: each Block name must be on its own line. If
- the line is preceded by an asterisk (*), that line is ignored.
-
- Sample .blt file:
-
- * ATK Block list
- CAR0001
- CAR0002
- CAR0003
- CAR0004
- CAR0005
- * This is where the car turns
- CAR0006
- CAR0007
- CAR0008
- * This is where the car stops
- CAR0009
- CAR0010
-
-
- AUTOCAD DRAWING PREPARATION
- ---------------------------
- The following steps summarize how to prepare your drawing in AutoCAD
- using blockit.lsp.
-
- o Create all polylines needed to generate the Block path motion you want.
- o Define AutoShade scenes for lighting or fixed camera animation.
- o Create an ASCII file listing the Blocks you want to use.
- o Create the Blocks needed for the animation.
-
-
- BLOCKIT.LSP STEPS
- -----------------
- The following steps lead you through blockit.lsp, prompt by prompt.
-
- 1. Select Blockit on the Animation menu.
-
- You're prompted to specify a name for the filmrolls (a separate
- filmroll is needed for each position of the Block because entities
- cannot move within a filmroll in AutoShade):
-
- Filmroll title <dwgname>:
-
- 2. Enter the title for the filmrolls. There is a four-character
- limit on filmroll titles. The default is the first four characters of
- the drawing name.
-
- 3. Specify the number of frames:
-
- Number of frames:
-
- Enter the number of steps for this animation sequence. This will be the
- total number of filmrolls generated.
-
- 4. Enter the starting number of the animation routine:
-
- Starting number <0001>:
-
- This is useful for building sequences of animations. You sometimes want
- to pick up your filmroll numbering from the end of another sequence.
- Enter a number if you want the routine to start the number count from
- another number. For example, if you have a sequence of filmrolls that
- starts at the number 0020, enter 20 here. The default starts at 0001.
-
- 5. Enter the name of the file containing a list of Blocks to use
- in the animation or press returnto enter the Block name(s) one by one:
-
-
- o Block list file <press RETURN to enter names>:
-
- Enter a filename or press return to enter single names
-
- *press RETURN when finished*
- o Block >> Name:
-
- This prompt loops asking each time for a Block name. A null entry
- (pressing return) ends the loop.
-
- 6. Specify where you want the motion to start.
-
- Start motion at frame <1>:
-
- For example, entering 5 starts the Block motion in frame 5.
-
- 7. Specify where you want the motion to stop.
-
- Stop motion at frame <# of frames in animation>:
-
- For example, entering 10 stops the Block motion at frame 10.
-
-
- DEFINING THE MOTION PATH
- ------------------------
- Specify the type of motion path:
-
- Path/Fixed/List <path>:
-
- The default is any polyline to be used as a motion path.
-
- 1. IF YOU SPECIFY PATH
- If you specify the Path option, you are prompted to pick a polyline:
-
- Block motion path >> Select a polyline:
-
- Select the polyline you want the selected entities to follow.
-
- Reverse path direction? <N>:
-
- This takes the point list and reverses the order (the direction) of the
- points. The default is No.
-
- Upon selection, the routine reports that it is Dividing polyline and
- collecting points...
-
- You are then prompted for an optional path.
-
-
- 2. IF YOU SPECIFY FIXED
- If you specify the Fixed option, you are prompted to supply a point for
- the selected entities to be rotated about.
-
- Block fixed position >> Pick a point:
-
- Either enter a point or pick it from the screen. You are then prompted
- for an optional path.
-
-
- 3. IF YOU SPECIFY LIST
- If you specify the List option, you are prompted for a filename:
-
- Point list>> File name:
-
- Enter the name of the ASCII file you want Blockit to read for Block
- insertion points. (See the Ptsmark section on page 91 and the ATK Point
- list file section on page 93.)
-
- Reverse points direction? <N>:
-
- This takes the point list and reverses the order (the direction) of the
- points. The default is No.
-
- You are then prompted for an optional path.
-
-
- DEFINING THE OPTIONAL PATH
- --------------------------
- The optional path prompts are as follows:
-
- Optional Path - Path/List <None>:
-
- The optional path controls the pitch of the Block as it moves along the
- motion path. It cannot be the same path as the motion path. The default
- is None.
-
- 1. IF YOU SPECIFY PATH
- If you select Path for the optional path, you see this prompt:
-
- Optional path >> Select a polyline:
-
- Select a polyline to use for optional Block motion control.
-
- Reverse path direction? <N>:
-
- This takes the point list and reverses the order (the direction) of the
- points. The default is No.
-
- Then you see the scale settings prompts.
-
- 2. IF YOU SPECIFY LIST
- If you select List for the optional path, you are prompted to specify a file:
-
- Optional path >> File to use:
-
- Select a polyline to use for optional Block motion control.
-
- Reverse path direction? <N>:
-
- This takes the point list and reverses the order (the direction) of the
- points. The default is No.
-
- Then you see the scale settings prompts.
-
-
- SCALE SETTING PROMPTS
- ---------------------
- You see a series of scale setting prompts. The scale settings let you
- increase and decrease the size of the Block as it moves along the path.
- Scale settings are as follows: [X] 1.0,1.0,S [Y] 1.0,1.0,S [Z]
- 1.0,1.0,S. Values must be greater than 0. Default values start at 1
- and end at 1. If you specify values of 0.5, 2 for X, the object starts
- at half its size and ends at double its size along the X axis.
-
- Scale >> X/Y/Z:
-
- If you select X, you see the following prompts:
-
- Scale >> Block X start <1>:
- Scale >> Block X end <1>:
-
- If you select Y, you see the following prompts:
-
- Scale >> Block Y start <1>:
- Scale >> Block Y end <1>:
-
- If you select Z, you see the following prompts:
-
- Scale >> Block Z start <1>:
- Scale >> Block Z end <1>:
-
- Enter the amount of scale change you want, setting a start and end
- scale value. If you enter the same values for both prompts, you don't
- see this prompt:
-
- Scale >> Sequential or Palindromic <S>:
-
- This prompt controls the values for the scaling of the Block along the
- path. The default is Sequential.
-
-
- SELECTING BLOCK ALIGNMENT
- -------------------------
- Next you must align the Block.
-
- Align block with path? <Y>
-
- The default is Yes.
-
- If you want to apply a rotation to the Block as it travels along the
- path, then enter n. You then see the following prompt:
-
- Block rotation <none>:
-
- Supplying a value here rotates the Block along the entire path or fixed
- point. (You don't get this prompt if you entered y [the default] to
- the Align block with path? prompt.)
-
- Starting angle <0>:
-
- If you want the Block to start its rotation process at a particular
- angle, enter that value here.
-
-
- ENDING SELECTION AND SELECTING AN OUTPUT FORMAT
- -----------------------------------------------
- Once you have finished entering the rotation information, you see the
- Block list prompt once more.
-
- Block list or <name>:
-
- If you press return twice without entering any new block information
- Blockit asks you the following question:
-
- Are you finished with the selection process? <Y>:
-
- An n answer restarts the selection process. A y answer moves you to the
- last prompt. If you failed to select anything to animate, the routine loops
- back to the Block list or <name>: prompt.
-
- Selecting an Output Format
-
- Once you've finished selecting objects, you select an output format.
-
- Set output format to Drawing/Slide/Test/Filmroll <setting>:
- o If you select the Test option, you see the animation play out.
- When the process has finished, you see this prompt:
-
- *press any key to reset animation *
-
- And then this one:
- Set output format to Drawing/Slide/Filmroll/Exit <Test>:
-
- This displays the new option to exit the program cleanly.
-
- o If you select the Slide option, you see the following prompt:
- Would you like the view to follow a PATH script?<N>
-
- o If you answer y you are prompted as follows:
- PATH script file to use <default drawing name>:
-
- Enter the name of the Path Script you want the current viewport to follow.
-
- Apply hide? <N>:
-
- Answer Y if you want to apply Hide to each new view generated.
-
- Note: Depending on the complexity of your drawing, this step can easily
- take a long time to process.
-
- Apply AutoCAD shading? <N>:
-
- This prompt appears only if you are using the ATK with AutoCAD Release
- 11. If you answer y, the AutoCAD built-in shading is applied to the
- view and then saved to a slide (.sld) file.
-
- Note: This works well with afega.exe. Compiling the animation to 320-
- by-256 VGA with flimaker.exe may not produce acceptable results.
-
- Remove paths? <Y>:
-
- If you choose the default Yes, all polylines selected as motion paths
- are removed for the duration of the animation process. If you use
- Ctrl+C to exit the command, you might have to use the Undo command
- to restore your motion paths.
-
- At this point, using the routine with the Slide option produces a .mvi file.
-
- o If you select the Drawing option, the routine produces a file
- with the suffix of .blt (BLock lisT).
-
- o If you select the Filmroll option, the routine produces files
- with the suffix of .flm.
-
- You see what kind of file was created at the AutoCAD Command: prompt.
-
-
- o SLDVIEW
-
- Sldview is basically a .SLD slide walkthrough routine. Sldview reads
- PATH.LSP's AutoShade script files and produces a series of slides that
- you can then compile into an animation.
-
- To use Sldview you must first generate a camera path script using
- PATH.LSP.
-
- Sldview is simple: the only options that Sldview offers you is whether
- or not to apply Hide, or, if you are using Release 11, apply the
- AutoCAD built-in viewport shading to each frame of your animation.
- Other than these options, Sldview takes all its instruction from the
- PATH.LSP script.
-
- Note: It does not read any generic AutoShade script, only scripts
- similar to those generated by PATH.LSP.
-
-
- AUTOCAD DRAWING PREPARATION
- ---------------------------
- To prepare your drawing in AutoCAD, follow these steps:
-
- o Generate a camera motion script with path.lsp.
- o Remove from view all unwanted polyline paths and entities.
-
-
- o SLDVIEW STEPS
-
- The following steps lead you through sldview.lsp, prompt by prompt.
-
- 1. Select .SLD Walkthrough on the Animation menu.
-
- 2. Enter a script name:
-
- PATH script to use <drawing name>:
-
- Enter the name of the script you want Sldview to follow. Do not include
- the .SCR extension. If Sldview fails to find the file you requested, it
- reports File not found.
-
- 3. Select hidden line removal:
-
- Apply hide <N>:
-
- Enter Y if you want hidden lines removed.
-
- Note: Depending on the complexity of entities in your drawing, the
- hidden-line process can take a long time to perform.
-
- 4. If you are using Release 11, you can use AutoCAD shading:
-
- Apply AutoCAD shading <N>:
-
- Enter Y if you want AutoCAD to apply viewport shading to the view.
-
- Note: This works well with afega.exe. Compiling the animation to 320-
- by-256 VGA with flimaker.exe might not produce acceptable results.
-
- At this point Sldview begins to read the script and echos to the screen
- each slide as it is being created. When finished, it displays the
- following message:
-
- Animation list <supplied name>.mvi has been created.
-
-
- o ANIMATION SUPPORT TOOLS
-
- The following animation support tools are contained in ptools.lsp:
-
- o PCIRCLE - Converts a circle into a polyline to use as a motion path
- o PLENGTH - Measures path lengths
- o PREVIEW - Previews a scene
- o PTSMARK - Displays path numbers
- o PTSOUT - Creates a point file
- o PTSIN - Constructs 2D or 3D polylines from ATK .pts files
- o REVPOLY - reverses the direction of polylines
-
-
- o PCIRCLE
-
- Pcircle converts a circle into a polyline for you to use as a motion path.
-
- 1. Select Pcircle on the Animation screen menu.
-
- 2. You're prompted to choose a circle:
-
- Select circle to convert:
-
- Pcircle converts the circle to a polyline.
-
-
- o PLENGTH
-
- The Plength command measures path lengths. Plength returns the total
- and segment length of any polyline. It uses the AutoCAD Divide command
- to calculate the total length, so the accuracy of the measurements of
- each segment depends on the number you enter.
-
- 1. Select Measure Path Length on the Animation menu.
-
- 2. You're prompted to choose a polyline:
-
- Select a polyline:
-
- 3. You're prompted to enter the number of frames you want the polyline
- divided by:
-
- Number of frames:
-
- Plength divides the polyline by the number you specified and displays
- the following messages:
-
- Single segment length for xx frames = xxxx
- Total length = xxxx
-
- For example, if you had a polyline 20 units long, and you choose to
- divide it into 5 frames, Plength displays the following messages:
-
- Single segment length for 5 frames = 4
- Total length = 20
-
-
- o PREVIEW
-
- Use Preview to preview a scene or an animation script. The Preview
- command reads a script created by path.lsp, requests a scene to
- display, and uses Dview to reproduce the specified scene in the current
- active viewport.
-
- From the Animation pull-down menu, select Preview a Scene. You supply a
- script name (without the .scr extension) and the number of the scene
- you'd like to view.
-
- If Preview fails to find either the scene or the file, you are alerted
- by prompts on the AutoCAD command line.
-
- Preview allows you to view a range of frames, and if you want, places a
- pause between each frame.
-
- One good use for Preview is to create a storyboard by opening 4
- viewports and moving between them, selecting a different scene number
- to preview. This should give you a good feel for the way your animation
- will unfold.
-
- 1. From the Animation pull-down menu, select Preview a Scene.
-
- 2. You're prompted to enter the name of the script:
-
- Name of script to preview <current drawing name>:
-
- If different to the default script name, enter the Path-generated
- AutoShade script to preview.
-
- 3. You're prompted to choose a frame:
-
- Frame number (press Return to view a range):
- Enter the frame number you want to view with Dview. Press return if you
- want to view a range or sequence of frames.
-
- 4. You're prompted to choose the start frame:
-
- Start preview at frame (press Return for all):
- Enter the frame number where you want your preview to start. If you
- press return, you view all the frames in the animation script.
-
- 5. You're prompted to choose the stop frame:
-
- Stop preview at frame (press Return for end):
- Enter the frame number where you want your preview to stop. If you
- press return, the program displays all frames from the starting frame to
- the end of the animation script.
-
- 6. You're prompted for pauses:
-
- Pause between frames? <Y>:
- The default is Yes. Enter n if you don't want Preview to pause between
- frames.
-
-
- o PTSMARK
- Use Ptsmark to display path numbers. Ptsmark displays path frame
- numbers or line vectors, or both, showing the orientation of points
- along the two polyline paths.
-
- (see ATKDOC.dwg view PTSMARK1)
-
- The PTSmark line vectors are not true entities (grdraw vectors) and you
- can remove them with a screen redraw. The line vectors alternate in
- color from green to red to help you differentiate them.
-
- The path frame numbers are real entities (text) and are stored on the
- layer PATH_NUMBERS. The path numbers are the same color as the selected
- polyline.
-
- 1. Select Display Path Numbers on the Animation menu.
-
- 2. You're prompted to enter the number of frames:
-
- Number of frames:
-
- We recommend that you enter the number of frames you plan to use in the
- animation.
-
- 3. You're prompted to choose the first polyline or list:
-
- First path>> Pline/List <Pline>:
-
- o If you select Pline, you're prompted to select a polyline:
-
- Select a polyline:
-
- You can reverse the direction of the path:
-
- Reverse path direction? <N>:
-
- o If you select List, you must enter a filename:
-
- File name:
-
- You can use a .pts file for your first path.
-
- 4. You're prompted to choose the second polyline or list:
-
- Second path>> Pline/Fixed/List <None>:
-
- Select a second path, point, or list to check the point orientation
- with the first path.
-
- o If you select Pline, you're prompted to select a polyine:
-
- Select a polyline:
-
- You can reverse the direction of the path:
-
- Reverse path direction? <N>:
-
- o If you select Fixed, you must pick a point:
-
- Pick a point:
-
- o If you select List, you must enter a filename:
-
- File name:
-
- You can reverse the direction of the path:
-
- Reverse path direction? <N>:
-
- o If you press return to select None, the default, Ptsmark places
- numbers along the first path automatically, skips the next prompt, and
- prompts you to specify the size of the displayed text.
-
- 5. Choose whether you want Ptsmark to place numbers along the first polyline:
-
- Show numbers <N>:
-
- Enter Y to have Ptsmark place numbers along the polyline. You see this
- prompt only if you selected a second point or path.
-
- 6. Choose the size of the text displayed above the path:
-
- Text size <xx.xx>:
-
- You can adjust the text size of the frame numbers that Ptsmark places
- along the polyline. The default size is 1/30 the total screen size.
-
- Note: The numbers are placed on the line perpendicular to the current view.
-
- o PTSOUT
-
- Use Ptsout to create ATK point list files (.pts) from the path frame
- numbers created with Ptsmark.
-
- (see ATKDOC view PTSMARK2)
-
- 1. Select Ptsout on a menu.
-
- 2. You're prompted for a point filename:
-
- Name for point file:
-
- Specify a filename.
-
- Note: Ptsout adds the .pts extension automatically.
-
- 3. Select the final number:
-
- Select the last number:
-
-
- o POINT LIST FILE FORMAT
-
- All ATK routines can read in motion points from an ASCII file as long
- as the file follows these two simple rules:
-
- o There must be an integer indicating the number of point lists
- the file contains. This value must be located on its own line,
- preceding all point lists.
-
- o Each point list must be on its own line and consist of a list
- of three reals.
-
- o Any other text information is ignored.
-
- Note: If text is placed on the same line as point data, point
- information is ignored. (The asterisks used in the comment fields of
- the following example are there for appearance.)
-
- ATK POINT LIST EXAMPLE
-
- **Total points in this file:
- 7
- **Frame 7
- (5.68423 7.8766 0.0)
- **Frame 6
- (4.90556 7.42774 0.0)
- **Frame 5
- (4.18417 6.71802 0.0)
- **Frame 4
- (3.57968 5.92426 0.0)
- **Frame 3
- (3.14921 5.16737 0.0)
- **Frame 2
- (2.80943 4.67796 0.0)
- **Frame 1
- (2.5634 4.27233 0.0)
-
- o USING PTSMARK AND PTSOUT
-
- These commands let you build custom, nonlinear motion paths from
- regular polylines. You use Ptsmark to display motion points along a
- selected polyline and Ptsout to create an ATK point list (.pts) file
- that any of the ATK main routines can then use.
-
- Example:
-
- 1. Create a polyline
-
- 2. Run Ptsmark and select the polyline.
-
- 3. Choose the default <none> for the second Pline prompt.
-
- This places numbers along the selected polyline.
-
- 4. Move the numbers to the locations you want.
-
- 5. Run Ptsout, enter a filename and select the last number.
- This creates a .pts file.
-
-
- o PTSIN
-
- Use Ptsin to construct 2D or 3D polylines from ATK .pts files. The
- following illustration shows a polyline made using Ptsin:
-
- 1. Select Ptsin on the Animation screen menu.
-
- 2. You're prompted for a point filename:
-
- .PTS file to read:
-
- 3. Specify the type of polyline:
-
- Type of polyline to create 2D/3D <2D>:
-
-
-
- o REVPOLY
-
- Revpoly stands for REVerse POLYline. It does just that: it takes a
- polyline and reverses the direction the vertices advance. This reversal
- changes the direction that objects move along the polyline.
-
- When you use RevPoly, spline or curve fit polylines are decurved before
- being reversed. In some cases, the UCS temporarily flips to align
- itself with the selected polyline before reverting to its original
- position. This is all part of the polyline reversal process and is not
- cause for concern.
-
- Note: A spline fit polyline takes on the current SPLINESEGS setting
- after applying the Revpoly command to it.
-
- 1. Select Revpoly on the Animation screen menu.
-
- 2. You're prompted to select a polyline:
-
- Select a polyline to convert:
-
-
- ======================================================================
-
- S H A R E W A R E
-
-
- License is granted for the use of this software and documentation on a
- no charge, sharing basis. You may distribute and copy this software and
- documentation freely as long as it remains a complete unaltered package
- and is not sold for profit.
-
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- of $35 would be appreciated. When we receive your payment, we will send
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-
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-
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- (C) 1987, 1988, 1989, 1990, 1991 Autodesk, Inc.
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