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MicroStation
Jerry Flynn
Exton, PA
2007
ANIMATING WITH MICROSTATION
First Edition
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Published by:
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iii
iv Foreword
Put yourself in the director's chair. Pan, tilt, zoom, focus, and highlight a
scene anyway you'd like. Flyovers and walk-throughs are a breeze, espe-
cially when you can simulate a camera on a cable as it flies through a
scene, or pace motion however you choose. Select the keyframes and
leave the hard work to MicroStation. You call the shots, literally!
Now bring the actors to life. Adding motion to formerly static objects
within your model will reveal its interconnected and fluid detail.
Whether animating the mechanics of infrastructure or demonstrating
the flow of its surrounding world, this is where magic can happen. Peo-
ple walking, cars moving, cranes lifting. Deliver materials, build a struc-
ture, or operate a machine. Anything is possible.
Many users will start their foray into animation with the ever-popular
walk-throughs and fly-overs, which immerse a viewer in the middle of a
virtual world. These animations excel when demonstrating sightlines
and design options. As your confidence grows, this book will guide you
- step-by-step - toward the kind of experimentation and results that you
previously only admired on someone else's screen. Put your models into
gear and redefine what you think is possible.
Animation may dazzle, but more importantly, animation will inform de-
sign decisions. Will a crane bearing a load clear the structure it reaches
over? Is there enough available space to accommodate building materi-
als on site? As your skills grow, you'll find yourself reaching for answers
to questions like these and answering them with your own animations.
Animation adds the element of time to a model, and as such, is now a
core competency among engineering firms for schedule simulation and
constructability testing. Additionally, some firms are now enjoying bet-
ter project planning and improved cost control by prototyping on-time
and just-in-time project scheduling by first simulating projects in ani-
mation. On paper, a site may accommodate the materials, equipment,
and staging that are required, but you'll have much greater confidence in
your aggressive schedule when you first put your construction sequence
to the test.
For many years now, project and design teams have been realizing ideas
and designs using 3D models rendered in MicroStation. Now these
teams can bring those models to life with a little help from Jerry Flynn
and Animating in MicroStation.
What are you waiting for? Get moving now!
Contents
v
vi Contents
xi
xii Introduction
Extract to
Bentley folder
Check Use
folder names
Extract the files using folder names and elect to overwrite the existing
files since the Workspace folder already exists.
NOTE: It may be necessary to set the Windows folder options in order
to see the default folder location where the V8 XM Workspace is
installed.
From Windows File Explorer choose Tools > Folder Options to open the
Folder Options dialog turn on the option to Show hidden files and
folders.
About the Author xiii
fit checks, far in advance of the spacecrafts actual arrival at the Kennedy
Space Center. This effort proved to NASA that computer modeling
would be a tremendous time saver over existing methods.
From Jerrys pioneering efforts, a new Visualization Group was born.
This group performed complex tasks and expanded their
responsibilities to include conceptual design and advanced studies for
future missions to the moon, Mars, and beyond. This group now has
more than 11 full-time employees dedicated to various visualization
tasks.
During his time at McDonnell Douglas, Jerry won 14 Golden Mouse
awards in InterGraphs computer art competition and a Best in
Application, from Kodak, during the 1991 SIGGRAPH convention. The
Design Visualization Group that Jerry was instrumental in forming won
the Silver Eagle award in 1993, the highest award achievable at the Space
Systems division.
Jerry Flynn departed McDonnell Douglas in November of 1994 to join
Bentley Systems. He was responsible for much of the animation and
graphics used on the Discovery CD-ROMs to launch MicroStation 95,
GeoGraphics, Modeler, and TriForma. He continues to work closely
with development on improving and adding new visualization features
to MicroStation. He also played a major role in the development of
Model City Philadelphia a virtual reality model of Philadelphia, which
was shown at AEC Systems and SIGGRAPH in 1997.
Jerry is the author of the Bentley Institutes Animating with
MicroStation and Rendering for Building Design courses and
provides 3D and visualization training for users in the U.S. and sites
around the world. Jerry Flynn also supports Bentleys Professional
Services Group. In this capacity, he provides professional consulting and
services, including onsite training, 3D modeling, animation, rendering,
multimedia, and video editing services.
Jerry Flynns graphics have been on the covers of 16 MicroStation books.
He has been the creator of seven MicroStation Manager covers, and his
photorealistic images have made the covers of Road & Bridges,
Computer Aided Engineering and Computer Graphics World magazines.
He is responsible for the Orbiter, Oldhotel, Livroom and Lobby
example DGN files that were shipped with MicroStation. He was
instrumental in the development of the texture library that is delivered
with MicroStation.
1 Animation Overview
CHAPTER OBJECTIVES
The topics covered in this chapter include:
b Animation overview
b Video standards
b Animation tools
INTRODUCTION
In this chapter you will be provided a brief overview of what
animation is, as well as a brief explanation of the various types of
video formats and output.
ANIMATION OVERVIEW
When you think of animation one of the first things that comes to
mind is the Saturday morning cartoons that most of us enjoyed as
kids. By drawing pictures with successive movement of objects,
these animations or cartoons appear to come to life. Cartoons
today are typically created on computers and some of the in-
between pictures (frames) can be computed rather than drawn by
hand.
1
2 Chapter 1: Animation Overview
VIDEO STANDARDS
NTSC
NTSC stands for National Television System Committee, which
devised the NTSC television broadcast system in 1953. NTSC is
also commonly used to refer to one type of television signal that
can be recorded on various tape formats such as VHS, 3/4 inch U-
matic, and Betacam.
The NTSC standard has a fixed vertical resolution of 525
horizontal lines stacked on top of each other, with varying
amounts of lines making up the horizontal resolution,
depending on the electronics and formats involved. There are
59.94 fields displayed per second. A field is a set of even lines or
odd lines. The odd and even fields display sequentially,
interlacing the full frame. One full frame consist of two interlaced
fields and displays about every 1/30 of a second.NTSC format is
used in North and South America with the exception of Brazil
(which uses a modified version of PAL).
4 Chapter 1: Animation Overview
PAL
PAL stands for Phase Alternation by Line, and was adopted in
1967. The term PAL is often used informally to refer to a 625-
line/50 Hz (576i, principally European) television system, and to
differentiate from a 525-line/60 Hz (480i, principally North
American/Central American/Japanese) NTSC system. An
advantage of this system is a more stable and consistent hue (tint).
PAL-M is used only in Brazil. It has 525 lines, at 30 frames per
second.
The PAL format is used in most of Europe, Africa, and Asia
(including Australia).
HDTV
High-definition television (HDTV) is a television broadcasting
system with a significantly higher resolution than traditional
formats (NTSC, SECAM, PAL) allow. HDTV is broadcast
digitally.
Although a number of HDTV standards have been proposed or
implemented on a limited basis, the current HDTV standards are
defined in ITU-R BT.709 as 1,080 active interlaced or
progressive lines, or 720 progressive lines, using a 16:9 aspect
ratio. The term high-definition can refer to the resolution
specifications themselves or more loosely to the media capable of
similar sharpness, such as photographic film.
The Animation tool frame opens with four tools for V8 2004
Edition and prior versions and the tool frame for V8 XM Edition
appears with three tools.
Animation Cameras
Animation Actors
V8 2004 Edition
The XM tools are missing the preview and record tools. These tools
have been redesigned and moved under the Animation Settings tool
frame.
3 Click and drag on each icon in the Animation tool frame to tear off
the individual toolboxes. In V8 XM, click and hold the tool frame
icon to see a drop down list, then select the option to Open as
Toolbox.
V8 animation tool frames V8 XM Edition animation toolboxes
Record tool
Preview tool
The Animation Tools 7
Actor Tools
Camera Tools
General Settings
The following preview tools are V8 only and are no longer used
in V8 XM Edition. The Record Script and Record Selected
Frames tools for XM Edition are accessed through the Record
Script tool.
Animation Preview
REVIEW QUESTIONS
1 For NTSC, what is the standard frame rate for recording and
playback?
2 For PAL, what is the standard frame rate for recording and
playback?
3 For NTSC, how many frames are there in one minute of animation?
4 True or false: You should always record to a movie format, such as
AVI or MOV.
2 Simple Keyframe
Animation
CHAPTER OBJECTIVES
The topics covered in this chapter include:
b Animation with keyframes
b Creating simple keyframes
b Simple animation scripts
b Creating animation actors
b Keyframing actors
b Previewing scripts
b 3D content in Adobe PDF
b Graphics acceleration
b Recording animation script
b Using the movie player
11
12 Chapter 2: Simple Keyframe Animation
INTRODUCTION
In this chapter you will be creating a simple animation based on a
technique called keyframing. The basic principle of keyframe
animation is simple: you specify the location of geometry at
certain key positions (keyframes) and the animation software
automatically calculates the in-between frames. You can think of
a keyframe as a key moment in time that includes where an
objects position, scale or rotation is at that moment.
The Animation Producer automatically computes in-between
frames that involve translation, rotation, and scale. It can also
interpolate the changes between two versions of an element that
has been modified to create simple morphing, such as a flag
waving.
7 Enter star1 in the Name field and in the Description field enter
initial star. Click OK to create a keyframe of the star object in this
position.
8 Using the Selector tool, select the geometry forming the rocket
object.
9 In the Animation KeyFrames dialog box, click Create.
10 Enter rocket1 in the Name field and in the Description field enter
initial rocket. Click OK to create a keyframe of the rocket object in
this position.
11 Using the Selector tool, select the geometry forming the car object.
12 In the Animation KeyFrames dialog box, click Create.
13 Enter car1 in the Name field and in the Description field enter
initial car. Click OK to create a keyframe of the car object in this
position.
3 Snap to the vertex of the left point and using AccuDraw move the
point down 2 units.
Star object initial position left, modified center, and rotated right.
4 Using the Selector tool, select all geometry forming the star object.
5 In the Animation KeyFrames dialog box, click Create.
6 Enter star2 in the Name field and in the Description field enter new
star position. Click OK to create a keyframe of the star object in this
position.
7 From the MicroStation Main tools, open the Manipulate toolbox.
D Freezing Keyframes
1 Continuing with simple keyframes.dgn, select car1 in the
Animation KeyFrames dialog box and then click Freeze to return
the geometry to the original position.
2 Select rocket1 in the list and then click Freeze to return the
geometry to the original position.
3 Select star1 in the list and then click Freeze to return the geometry
to the original position.
7 Enter star1 in the Name field and in the Description field enter
initial star. Click OK to create a keyframe of the star object in this
position.
NOTE: In previous versions the only opportunity you had for adding
a description for a keyframe was at the time of its creation. With V8
XM Edition, you can add or edit a description at any time.
8 Using the Selector tool, select the geometry forming the rocket
object.
9 In the Animation KeyFrames dialog box, click Create.
10 Enter rocket1 in the Name field and in the Description field enter
initial rocket. Click OK to create a keyframe of the rocket object in
this position.
11 Using the Selector tool, select the geometry forming the car object.
12 In the Animation KeyFrames dialog box, click Create.
13 Enter car1 in the Name field and in the Description field enter
initial car. Click OK to create a keyframe of the car object in this
position.
Star object initial position left, modified center, and rotated right.
4 Using the Selector tool, select all geometry forming the star object.
5 In the Animation KeyFrames dialog box, click Create.
6 Enter star2 in the Name field and in the Description field enter new
star position. Click OK to create a keyframe of the star object in this
position.
7 From the MicroStation Main tools, open the Manipulate toolbox.
10 Enter star3 in the Name field and in the Description field enter star
rotated. Click OK to create a keyframe of the star object in this
position.
11 Using the Selector tool, select the rocket object. Using AccuDraw,
move the rocket geometry up 6 units from the base.
12 While still selected, scale the rocket in X,Y and Z to 0.25 its original
scale.
13 While still selected, click Create in the Animation KeyFrames dialog
box.
The Create KeyFrame dialog opens.
14 Enter rocket2 in the Name field and in the Description field enter
rocket scaled and moved.
15 Using the Selector tool, select the car geometry. Using AccuDraw,
move the car geometry to the right 6 units.
16 While the car geometry is still selected, click Create in the
Animation KeyFrames dialog box.
17 In the Create KeyFrame dialog box, enter car2 in the Name field and
enter car moved in the Description field.
2 Select rocket1 in the list and then click Freeze to return the
geometry to the original position.
3 Select star1 in the list and then click Freeze to return the geometry
to the original position.
NOTE: You will need to set the number of frames you will be using
because the default is 120. Anything over that requires you set the
number of frames you intend to script in advance. Keeping with the
same number as in the previous V8 exercise, you can set this to 129.
2 In the Animation Producer dialog box, select Settings > General.
The Animation Settings dialog box opens.
Creating the Animation Script in V8 XM Edition 25
3 In the Animation Settings dialog box, set the End Frame number to
129.
4 In the Animation Producer dialog, on the left side you will see a tree
view list box. Click the plus sign next to KeyFrames to expand the
list of keyframes.
Expanded Keyframes
in tree view.
Here is where you can see yet another huge improvement over
previous versions. The V8 XM Edition Animation Preview tool
when clicked opens a dockable Preview tool with a scrub bar from
which you can interactively preview your animation. This tool has
all of the same features as the old interface and much more. The new
Animator Preview lets you have complete control over your
animation previews. You can select views in which to preview your
animation and you can open the Animation Settings dialog. You can
even choose to automatically create keyframes of selected graphics.
16 Try using the Animator Preview tool on your current script. Click
the Play button, click the Pause button, and then try clicking and
dragging the scrub bar.
.NOTE: Notice the geometry does not flash from frame to frame
because in the V8 XM Edition all of MicroStations views are
accelerated at all times, providing smooth previews. You no longer
need to turn on and off graphics acceleration, as you did in the
previous V8 exercise
28 Chapter 2: Simple Keyframe Animation
17 In the Animator Preview tool, move the scrub bar to frame 59 (or
just key in 59 in the current time field to move the scrub bar).
The Movement of the Animator Previews scrub bar also moves the
Animation Producers time bar.
18 In the Animation Producer dialog box right-click rocket1 from the
expanded list of keyframes in the tree view list to open the Script
KeyFrame dialog box.
19 Click the OK button to add this keyframe at Start Time 59
Interpolation Linear and Velocity Constant.
25 In the Script KeyFrame dialog box, check that Frame Number is 129
and set Velocity to Accelerate - Decelerate. Click OK to add this
entry to your animation script.
D Creating An Actor
1 Open the design file KEY1.dgn.
You will start by creating an actor for the door. The geometry for the
door has been isolated to the Door level for easy selection.
2 Click the Power Selector tool with Mode set to Add, click the Level
tab and then click the Door level to select all the geometry on this
level.
Level tab
Level Door
5 In the Name field key in Door. Set Orientation to Design and only
enable Rotate About Z.
6 Snap to the weighted point in the Top view on the left side of the
door. The pointer changes to a graphic representing the X,Y,Z axis.
Snap point
This will be the hinge point for the door actor to rotate about.
7 Enter a data point to create the Door actor.
NOTE: Did you notice the triad? This gives you a visual reference
point and is the origin point about which any movement or rotation
takes place. When you accept with a data point, all geometry in the
selection set becomes an actor (with the name and translations as set
in the Create Actor dialog box).
In the next exercise you will check to make sure the origin you
intended to rotate about is correct. It is a good idea to test each
32 Chapter 2: Simple Keyframe Animation
As you moved the pointer you should have seen the door swinging
open and then closing rotating around the hinge line or weighted
point you snapped to.
If the door is not rotating around this point you can use the Modify
Origin tool to reposition the origin to the correct hinge line.
Creating the Keyframes 33
D Creating Keyframes
1 Continue with KEY1.dgn.
2 From Tools > Visualization, open the Animation Settings toolbox.
3 Click the Create Keyframe tool. Select the door actor by entering a
data point over the door actor geometry in any view.
The Create KeyFrame dialog opens.
4 In the Name field enter closed and in the Description field enter
door closed.
The description is optional but could be very helpful, especially in
complex animations or when other users are working on the same
animation project.
5 Now you need to open the door using the Manipulate Actor tool.
Enter a data point over any of the door geometry to select the Door
actor.
The Manipulate Actor dialog box opens.
NOTE: You can as an option select the actor you wish to manipulate
by double-clicking on the named actor from the list of actors in the
Manipulate Actor dialog box. You can also enter a precise angle in
degrees for rotational movements, distance in master units for
translational movements or a floating point number if the actor is
being scaled.
34 Chapter 2: Simple Keyframe Animation
Note that as you move your cursor the door actor swings about its
origin (in this case, the hinge line). Swing the door wide open
(about minus 130 degrees) and this time accept the new position
with a data point. Click OK.
6 Click the Create button in the Animation KeyFrames dialog box
then select the door actor by entering a data point on any of the
door actor geometry.
The the Create KeyFrame dialog box opens.
7 In the Name field of the Create KeyFrame dialog box, key in open.
In the Description field, key in door open. Click OK.
You now have all keyframes necessary to animate the door. All
you need to do now is to script the movie. By double-clicking on
the keyframes in the Animation KeyFrames dialog box, you can
script the keyframes to happen at any point in time of your
choosing.
ANIMATION PREVIEW
Tools in the Animation Preview toolbox let you preview an
animation prior to recording it. The animation can also be
previewed using the Animation Producer dialog box.
To Select
Display the first frame of the
animation.
Preview First Frame
Display the previous frame of the
sequence.
Preview Previous Frame
Play animation from the current frame
to the beginning.
Rewind Animation
Play animation from the current frame
to the end.
Play Animation
Display the next frame of the
sequence.
Preview Next Frame
Animation Preview 37
To Select
Display the last frame of the
animation.
Preview Last Frame
Advance the animation to a specified
frame.
Advance to Frame
Record the script.
Record Script
Record selected frames from the
script.
Record Selected Frames
Freeze animated elements at a
specified frame.
Freeze Elements At This Frame
2 Click the Element Selector tool. With Mode set to Add, click the
Level tab and then click the Door level to select all geometry on this
level.
Mode set
Level tab
Level Door
5 In the Name field change the default name from Actor 1 to Door
and make sure Orientation is set to Design and only enable Rotate
About Z.
6 Snap to the weighted point in the Top view on the left side of the
door. The pointer changes to a graphic to represent the X,Y,Z axis.
Snap point
This will be the hinge point for the Door actor to rotate about.
7 Enter a data point to create the Door actor.
NOTE: Did you notice the triad? This gives you a visual reference
point and is the origin point about which any movement or rotation
takes place. When you accept with a data point, all geometry in the
selection set becomes an actor (with the name and translations as set
in the Create Actor dialog box).
When you create an actor in V8 XM Edition you will see a color-
coded triad placed at the origin of each actor you create provided
construction is enabled in views in which you wish to see the
actors origin. The actor origin graphic is color coded, with red
42 Chapter 2: Simple Keyframe Animation
Motion limited to
rotate about Z
for this actor
NOTE: Because you limited your actors motion to only rotate about
Z, this will be the only motion available in the Manipulate Actor
dialog box.
Animating with Actors in V8 XM Edition 43
5 In the Name field enter closed and in the Description field enter
door closed.
The description is optional but could be very helpful, especially in
complex animations or when other users are working on the same
animation project.
6 Now you need to open the door using the Manipulate Actor tool.
Enter a data point over any of the Door geometry to select the Door
actor.
The Manipulate Actor dialog box opens.
7 In the Manipulate Actor dialog, select Door from Actor List, set the
method to Active Angle and key in minus 130 in the angle field.
Enter a data point to accept the rotation.
8 Click the Create button in the Animation KeyFrames dialog box and
then select the Door actor by entering a data point on any of the
Door actor geometry.
The Create KeyFrame dialog box opens.
9 In the Name field of the Create Keyframes dialog box, key in open.
In the Description field key in door open. Click OK.
Animating with Actors in V8 XM Edition 45
In the simple keyframe exercise you saw how you could use the new
Animation Producer dialog to add keyframes to your script by
moving the time bar and right-clicking to add keyframes. You can
still add keyframes to the script the old way by double- clicking on
the keyframe in the Animation KeyFrames dialog box.
2 Double-click the closed keyframe in the Animation KeyFrames
dialog box. The Script KeyFrame dialog box opens. Set Start Time to
0 and Velocity to Constant.
3D Plotting Options
Settings that control the 3D content are found in the 3D Plotting
Options dialog box (Print dialog box, Settings > 3D Plotting).
These settings, which are saved in the user preference file, are
retained between sessions.
NOTE: The Global Lighting Solution export and the Elevation Drape
Size options show in the dialog are available with V8 XM Edition only.
MicroStation saved
views can be
accessed here.
NOTE: You can play the animation in any of the display modes, but
the shaded mode usually plays more smoothly than the illustrated
modes.
7 Right-click anywhere in the open PDF file view window.
8 Select Scene Shaded Illustrated and click in the view area to change
the display mode.
The display changes to shaded illustrated mode which looks like a
blend of MicroStations hidden line and smooth rendered display.
Keyframing Deformation 57
KEYFRAMING DEFORMATION
In the next exercise you will learn how to scale an actor about a
point to provide a deformation effect. You will be defining actors
and creating the keyframes to animate a simple shock absorber. In
this exercise you will create two actors: one for the top assembly
and one for the coil spring.
58 Chapter 2: Simple Keyframe Animation
D Creating Actors
1 Open the design file KEY2.dgn.
2 Click the Power Selector tool. With Mode set to Add, click the Level
tab and then click the Shock upper assy level to select all geometry
on this level.
Level tab
3 From the Animation Actors toolbox, select the Create Actor tool.
4 In the Name field of the Create Actor dialog box, enter Top assy and
enable Move Along Z.
5 Snap to the center of the assembly in the Top view and accept with a
data point.
6 Click the Manipulate Actor tool and then enter a data point on the
newly created actor. The geometry should move up and down in the
Z direction as you move the pointer.
WARNING: Do not accept with a data point. Reset when testing.
7 Click the Create Actor tool and then enter a data point over the
spring geometry in View 3.
The Create Actor dialog box opens.
8 In the Name field of the Create Actor dialog box, key in Spring and
activate only the Scale Along Z motion. Snap to the green weighted
point at the bottom center of the spring geometry in the Isometric
view and accept with a data point.
9 Test the actor by selecting the Manipulate Actor tool. Then select
the spring with a data point on the geometry (or double-click on the
actor Spring from the Manipulate Actor list box). Move the pointer
to test the motion and remember to reset.
WARNING: The coil spring should deform in the Z axis. If your origin
is not in the correct location, you can change it with the Modify Origin
tool. If the motion is wrong, you can use the Modify Actor tool to
make any necessary changes. Do not try to recreate the actor. If you
really want to start over, use UNDO to go back.
10 In the Name field enter Down and in the Description field enter
Spring compressed. Click OK to create the keyframe.
11 From the Animation KeyFrames dialog select Up. Then click Freeze.
This freezes the geometry in the original up position, with the
spring not compressed.
NOTE: If the geometry does not freeze, try clicking another item in the
keyframe list and then go back to the previous item and try the freeze
again. In other words, click Down in list, click Up and click the Freeze
button.
6 From the View border, click the Change View Display Mode tool.
The Set View Display Mode dialog box opens. Turn on Graphics
Acceleration for View 2, with Display Mode set to Smooth.
NOTE: The aspect ratio for a view size of 320 x 240 is the same aspect
as 640 x 480 and 1024 x 768. You can choose from several common
aspect ratios.
64 Chapter 2: Simple Keyframe Animation
6 From the Animation Producer dialog box, select File > Record
Script.
The Record Script dialog box opens.
Animation
Current output file view.
type and location.
NOTE: In the Record Script dialog box, you control the type of file to
be used for each frame, the type of rendering routine to be used, the
view to be used, and the image size.
TIP: When recording a script for your final animation, always
remember to turn on Antialias. If using textures, it is recommend that
you enable Multilevel Texture Interpolation to prevent texture crawl
from frame to frame. Multilevel Texture Interpolation is enabled in
the Settings > Rendering > General dialog box.
7 From the Record Scripts View option menu, select the source view
for the animation, in this case, select View 2.
8 Set Resolution X to 320 and Resolution Y to 240.
9 From the Shading option menu, select Ray Trace.
10 Check that the Frame setting is Create new solution for each
frame.
11 Click OK to render frames to disk as sequential JPEG frames.
TIP: When recording a script (using ray tracing, radiosity solving, or
particle tracing, in which the only motion is that of cameras or their
targets), use the Create single solution from frame setting. When this
option is selected, a field to the right of the menu lets you nominate the
Keyframing Deformation in V8 XM Edition 65
frame from which to create the single solution. You could also save a
solution to disk prior to starting and select option Load solution from
file. This procedure is useful for animations in which there is no
movement of actors, such as walk-throughs. It reduces rendering time
by not regenerating the rendering database for each frame.
Once you have rendered your frames to disk, you can load them
with MicroStations Movie Player. The exercise on how to load
frames and play back a movie can be found at the end of the
chapter and is applicable to all versions.
Level tab
3 From the Animation Actors toolbox, select the Create Actor tool.
The Create Actor dialog box opens.
5 In the Name field of the Create Actor dialog box, change the name
from Actor1 to Top assy and enable Move Along Z.
actor is wrong, you can use the Modify Actor tool to make any
necessary changes. Do not try to recreate the actor if you really want to
start over use Undo to go back.
7 Using AccuDraw, enter 1.5 while moving the actor down. Accept
the new position with a data point.
End frame
Preview view
Preview settings
12 Set Range End to 59, set Preview Alternate Views to 2, and enable all
preview options with the exception of Cameras.
14 From the View 2 border, click the Change View Display Mode tool
and set to Display Mode Smooth.
15 In the Animator Preview dialog, click Play and preview the smooth-
rendered animation.
4 From the Animation Producer dialog box, select File > Record
Script (or click the Record tool from the Animation Settings
toolbox).
The Record Script dialog box opens.
Current output file Browse icon. Click
type and location. here to change
the output file
format and
location.
Animation
view.
Lock or unlock aspect ratio
to view size. If locked, you
can enter X or Y and the
Shading method
other is changed
used to render
automatically to match the
frames.
current view aspect ratio.
NOTE: In the Record Script dialog box, you control the type of file to
be used for each frame, the type of rendering method to be used, the
view to be used, and the image size.
74 Chapter 2: Simple Keyframe Animation
5 From the Record Scripts View option menu, select the source view
for the animation, in this case select View 2.
6 Set Resolution X to 320 and Resolution Y to 240.
7 From the Shading menu, select Ray Trace.
8 Check that the Frame setting is Create new solution for each
frame.
9 Click OK to render frames to disk as sequential JPEG frames.
TIP: When recording a script (using ray tracing, radiosity solving, or
particle tracing, in which the only motion is that of cameras or their
targets), use the Create single solution from frame setting. When this
option is selected, a field to the right of the menu lets you nominate the
frame from which to create the single solution. You could also save a
solution to disk prior to starting and choose the option Load solution
from file.This procedure is useful for animations in which there is no
movement of actors, such as walk-throughs. It reduces rendering time
by not regenerating the rendering database for each frame.
Recording the Animation V8 XM Edition 75
2 From the Movies dialog, select Setting > Playback to open the
Movie Playback Settings dialog box.
5 From the Load Movie dialog, navigate to the folder where your
frames are located and select the first frame in your sequence, for
example, KEY000.jpg.
The Movies dialog box now displays your frames.
Play button
Select output
format here
9 Enter spring.avi for the name and click OK to save the movie as
spring.avi.
NOTE: Even though the Movies dialog displays the name (spring.avi),
you will need to load it with the Windows Media player to view the
movie in AVI format at 30 frames per second.
TIP: Always save your final rendered frames in a non-lossy format
such as TIFF, BMP, or Targa files. JPEG is a lossy format, and because
nearly all movie formats use some form of compression that includes
some artifacts similar to those seen in JPEG images compressing an
image that is already compressed can lead to even more noisy movies.
However, JPEG is fine for test movies and for the exercises you will be
doing in this book.
REVIEW QUESTIONS
1 What three ways can actors be manipulated?
2 Name the six velocity settings used when keyframing.
3 True or false: Simple keyframes come in pairs.
4 Can an actor be manipulated in one dimension?
78 Chapter 2: Simple Keyframe Animation