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Introduction and Basic User Manual
Progam Modules
There are three main modules, an Animator, a Designer, and a Renderer.
The Animator module is where animations are staged and Actors perform in front of the camera.
The animations are rehearsed and previewed in wireframe or shaded mode in near real time. The
other modules are loaded from the Animator and remain active until explicitly closed.
The Designer is used to design and build costumes for Actors, it uses a conventional triangular
faceted 3D representation with facets attached to a network of vertices. Like the Animator the
user is given three view windows in which a wireframe for the model is built up.
The Renderer is used by both the Animator and Designer and will continue to execute in the
background if activity continues in the other modules.
Other External Libraries are available that add functionality and if suitable program development
tools are available it is possible to build additional libraries. Textures , image processors, and
animation effects are examples of external libraries.
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The Approach to Animation and Modelling
The Main concept of the program is to observe the standard conventions of:
Click on an item to select it.
Double click for extended information
Click and drag to move the item.
All the user actions take place in a cubic volume called the Working-Volume . A 3D Cursor may be
placed anywhere inside the Working-Volume by moving it in one or more of the view windows.
The Animator and Designer modules have two main user interface components, Tools and
Actions. Tools are appropriate for repeated use and actions are usually applied one at a time.
When a tool is activated it stays active until another tool is selected. In the Designer, actions are
normally prohibited unless the default tool is in use.
The language of the Animation and Modelling
We use a "Triangular Faceted" model of the objects that are to be animated.
Objects can be anything you like, a car, a plane, a spaceship, a cup, a box of
breakfast cereal, a dog or a human figure.
The triangular faces are joined together to form the surface of the models and the
more numerous the triangles, the more realistic the representation of the object
the model is.
Deciding how many triangles to use in the model is not an exact science. The
triangular faces can be given additional attributes such as color and texture to
make the models look realistic. They can even have a picture or another animation
painted onto them.
The triangular facets (faces of the model) are positioned using a vertex at each
corner. Each triangular face is surrounded by three edges . The edges make up a
"wireframe" description of the model.
You use the mouse to move the vertices of the model in 3D space and thus change
the shape of the model. There are many tools and actions to help you.
The action takes place over a number of ' frames ', a movie usually plays 24 frames
per second, conventional cartoon animation usually shows 12 different frames per
second. A reasonable animation will consist of about 60 frames. But it could stretch
to nearly 1000 frames for just one shot!
Models are built inside a cubic region of space called the " Working-Volume " . The
size and position of the "Working-Volume" is easily changed.
A Keyframer specifies costume, movement, orientation and scale in " Keyframes ".
Animations are rehearsed in "wireframe" in the Animation module before the
drawing is rendered in full color, frame by frame. Each frame may be compressed
together into an FLI or FLC animation file.
In an animation the term " Actor " is used to describe each directable element. An
Actor can be a "Star" which performs in front of the camera, the Camera from
which the animation is viewed, one of a number of lights, or a path along which
smooth and accelerated motion is possible.
The "Star" Actors wear a " Costume " which is an model created in the Designer.
Actors can change costume during the animation. (This allows model morphing -
changes of shape, for example. a fish can turn into a bird).
Animating
The Animator module is where animations are set up. Three orthogonal views and a camera view
show the world where the action takes place.
The visible region of the world is inside a cubic volume known as the Working-Volume . The
Working-Volume may be moved through space and changed in size.
A major component of the Animator is the Keyframer , the keyframer shows the timelines and
keyframes for all the Actors in a spreadsheet format.
Keyframer
To direct the activity of an Actor during an animation requires the use of timelines and
keyframes . The Keyframer is a module where the timelines and keyframes of all Actors can be
viewed and edited in one display. Normally timelines and keyframes are created implicitly as
Actors are added and the tools are used to move then into position and tell them what to do.
In the keyframer window time runs in the horizontal direction and for each Actor the extent of
timelines and position of keyframes is displayed.
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The timelines are the red horizontal lines and the colored dots at the end of the timelines are the
keyframes.
Designing
The Designer module is where models are built.
Three orthogonal views give working access to a volume of space, known as the Working-
Volume , where Vertices edges and faces may be placed. This gives a triangular faceted model for
real or imagined objects. The Camera View in the upper right hand corner displays a perspective
rendering of the contents of the three views.
Renderer
The Renderer is the module that creates the photographic images of models built in the Designer
and the animated sequence of images as directed in the Animator .
Rendering is quite a time consuming process and the time it takes is very dependent on the size
image being produced and the complexity of the Actor's costumes.
The Renderer module can be used in a mode (called the Script Renderer) that does not need
either the Animator or Designer modules to be loaded. The Script Renderer may also be run on
several others PCs at the same time.
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3D Cursor
The 3D Cursor is used indicate an exact position in 3D space. The intersection of any two 3D
cursors in the Working-Volume Top, Front, or Side views indicates an exact position in 3D space.
The 3D Cursor is positioned with the Windows' Mouse Cursor.
The 3D Cursor can take the form of either a Cross Hair or a Cross Wire. Note you can toggle
between these two 3D Cursors with the F9 Key.
Cross Hair 3D Cursor
Cross Wire 3D Cursor
Moving and Sizing the Working-Volume
The Working-Volume may be moved through space and changed in size. To move it use the Hand
tool and to change its size use the Zoom tool. Both these tool have keyboard accelerator key
equivalents.
Pan by pressing the space bar and then click and drag.
Zoom In by holding the Space bar and Ctrl keys simultaneously then click to re-center window
box and zoom. Click and drag to define region to be viewed in full window.
Zoom Out by holding the Space bar and Alt keys simultaneously then click to Zoom out and re-
center.
Double-click on the Zoom Tool to enclose all parts of the model and its vertices in the
WindowBox.
Designing with - Vertices, Edges, and Faces
All Models are described by the arrangement of it's Vertices , Edges , and Faces .
It is the placement of the Vertices and arrangement of Edges that give a model it's shape and
form. How the Faces are painted and textured gives a model it's realistic appearance.
Face and Edge Creation
The central theme of the triangle-based modelling system used by the designer module is
faceting.
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