Documente Academic
Documente Profesional
Documente Cultură
Microstation
Jerry Flynn
e
Bentley Institute Press
Exton, PA
2007
ANIMATINGWITH M~cRoSTAT~ON
First Edition
Bentley, “B” Bentley logo, Bentley Institute Press, and Microstation are either registered or unregis-
tered trademarks or servicemarks of Bentley Systems, Incorporated or one of its direct or indirect
wholly-owned subsidiaries. Other brands and product names are trademarks of their respective
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Publisher does not warrant or guarantee any of the products described herein or perform any inde-
pendent analysis in connection with any of the product information contained herein. Publisher
does not assume, and expressly disclaims, any obligation to obtain and include information other
than that provided to it by the manufacturer.
The reader is expressly warned to consider and adopt all safety precautions that might be indicated
by the activities herein and to avoid all potential hazards. By following the instructions contained
herein, the reader willingly assumes all risks in connection with such instructions.
The publisher makes no representation or warranties of any kind, including but not limited to, the
warranties of fitness for particular purpose of merchantability, nor are any such representations im-
plied with respect to the material set forth herein, and the publisher takes no responsibility with re-
spect to such material. The publisher shall not be liable for any special, consequential, or exemplary
damages resulting, in whole or part, from the readers’ use of, or reliance upon, this material.
Published by:
Bentley Institute Press
Bentley Systems, Incorporated
685 Stockton Drive
Exton, PA 19341
www.bentley.com
e
Bentley Institute Press
www.bentley.com/books
xi
xii I Introduction I
EXTRACTINGTHE DATASETS
Before doing any exercises, you will need to extract the data sets from
the accompanying CD. The CD contains the Workspace that you will be
using for all the exercises, including design files, palettes, materials, and
image library.
Extract all the files from the AWM.zip file into the folder where Micro-
Station in installed on your computer. By default, Microstation V8 is
installed in \Program Files\Bentley folder, and for V8 XM Edition
C:\Documents and Settings\All Users\Application Data\Bentley but this
could be different on your computer if you do not use the default install.
Id
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 Windowsfolder options in order
to see the default folder location where the V8 X M 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.
I About the Author I xiii
ABOUTTHE AUTHOR
Jerry Flynn is a visualization specialist at Bentley Systems. He has more
than 18 years of visualization experience, and over 25 years of
experience working with 3D computer models.
As a design engineer with Planning Research Corporation (PRC), at the
Kennedy Space Center, Jerry designed launch support equipment and
access platforms for the Space Shuttle. Using a highly accurate 3D
computer model of the Space Shuttle’s outer mold lines, Jerry was able to
design critical access equipment and verify the designs on the computer
prior to fabrication. In his own words “I was hooked on 3D” from that
point, in 1981, on.
When the design and construction phase for the Shuttle facilities ended
in 1987, Jerry left PRC and went to work for McDonnell Douglas Space
Systems. At that time McDonnell Douglas provided all support and
processing of flight hardware in preparation for launch of the Space
Shuttle. As a senior design engineer at McDonnell Douglas, Jerry
brought his experience in 3D computer graphics to an even higher level.
Using Microstation, version 2.01.3, and an 8 MHz 286 PC, he created
the first accurate 3D models of a processing facility and the Magellan
spacecraft. These models then were used to perform access studies and
xiv I Introduction I
fit checks, far in advance of the spacecraft’s 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 Jerry’s 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 InterGraph‘s 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 Institute’s “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 Bentley’s 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 Flynn’s 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 eb 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.
Contents
V
vi I Contents I
Animating with Actors .................................... 30
Creating the Keyframes ................................... 33
Creating the Animation Script ............................. 34
Animation Preview ....................................... 36
Animating with Actors in V8 XM Edition ................... 39
Creating the Keyframes in V8 XM Edition ............... 43
Creating the Animation Script in V8 XM Edition ......... 45
Animation Preview V8 XM Edition ...................... 47
3D Content in PDF Files for V8 and V8 XM Edition........... 49
Adding 3D Content from Design Models ................ 50
Interacting with 3D Content in Adobe Reader ........... 53
Keyframing Deformation ................................. 57
Manipulating Actors and Creating Keyframes .............. 59
Creating the Deformation Animation Script ............. 61
Recordingthe Animation .............................. 63
Keyframing Deformation in V8 XM Edition .................65
Manipulating Actors and Creating Keyframes
in V8 XM Edition ..................................... 68
Creating the Deformation Animation Script .............69
Recording the Animation V8 XM Edition ................... 72
MicroStation'sMovie Player ............................ 75
Review Questions ........................................ 77
CHAPTEROBJECTIVES
The topics covered in this chapter include:
Animation overview
Video standards
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.
ANIMATIONOVERVIEW
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 I Chapter 1: Animation Overview I
What all forms of cartoon animation have in common is that they
create some type of perceived motion by showing successive
frames at a relatively high speed. Computer cartoon animation
usually shows 10 to 20 frames per second. By comparison,
traditional hand-drawn animation uses anywhere from 8 frames
per second (for poor-quality animation), to 12 frames per second
(for standard animation), to 24 frames per second (for short bursts
of smooth, realistic motion).
Human visual accuracy is limited to about 12 images per second.
If you show more than 12 images per second the brain thinks it is
seeing continuous motion (some people are better than others at
this). If you show fewer than 12 images per second, the brain
knows it is looking at single images presented rapidly. The
magician relies on this fact. If they can move an object in less
than 1/12 of a second while distracting you, you will probably
never see what really happened. The hand is faster than the eye.
When animating with Microstation you will find that
Microstation does most of the work for you. You only need to
think about key events or points in time and then script these
events to occur. Microstation determines the in-between frames
and interpolates positions based on the parameters you describe.
VIDEO OR MOVIE
OUTPUT
Just a few years ago a typical Microstation animation consisting
of a series of sequential images (frames) saved at 320 x 240
resolution could play back smoothly at only 15 frames per second
on a 350 Mhz X86 system. Today’s modern system can handle a
smooth 30 frames per second and at a DVD quality 720 x 480
resolution. Because most of your animation work will be played
back on a PC, the final output can be converted to MPEG-1 or
MPEG-2 format suitable for playback on a desktop or laptop
system. MPEG (pronounced M-peg) , which stands for Moving
Picture Experts Group, is the name of the family of standards
used for coding audio-visual information (e.g., movies, video,
music) in a digital compressed format.
IVideo Standards I 3
VIDEOSTANDARDS
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 I Chapter 1: Animation Overview I
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
AmericadCentral AmericadJapanese) “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.
THEANIMATIONTOOLS
In this first exercise you will be given a brief overview of the
Animation tools. Because this book covers both V8 and V8 XM
Edition, you will be looking at the differences in versions in both
the tools and new functionality provided in the XM Edition. A
more detailed look at the difference between versions is provided
by exercises later in the book.
IThe Animation Tools I 5
=VB
@ This indicates V8.5 and earlier version exercises.
=xM Edition
@ This indicates V8 XM Edition specific exercises.
=*****
@ This indicates exercises applicable for all versions.
=*****
@ Reviewing the Microstation Animation Tools
1 Open the design file simple keyfrumes.dgn.
The design file opens and displays one view.
2 From the Microstation Main menu, select Tools > Visualization >
Animation.
6 I Chapter 1: Animation Overview I
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
V 8 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.
V 8 animation tool frames V 8 XM Edition animation toolboxes
Record tool
-I
Preview tool
IThe Animation Tools I 7
Actor Tools
Tool Animation Actor Tools Used to
p~ a CreateActor Create actors.
Camera Tools
I Tool
Animation Camera
Tools
Create Animation Camera
Used to
I ,! Modifycamera
considered an Actor.
Modify a camera's target, lens
angle and display clipping.
a ScriptTarget
considered an Actor.
Turn on a target.
General Settings
I 1#11
Tool
Animation Settings
Tools
onit;;;; Producer
Used to
1 Record
(XMEditiononly)
Open the Record Script dialog
box.
IThe Animation Tools I 9
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
Tool Animation Preview Used to
Tools
Start Moves preview to starting frame
zero.
REVIEWQUESTIONS
For NTSC, what is the standard frame rate for recording and
playback?
For PAL, what is the standard frame rate for recording and
playback?
For NTSC, how many frames are there in one minute of animation?
True or false: You should always record to a movie format, such as
AVI or MOV.
Simple Keyframe
Animation
CHAPTEROBJECTIVES
The topics covered in this chapter include:
Animation with keyframes
Creating simple keyframes
Simple animation scripts
Creating animation actors
Keyframing actors
Previewing scripts
3D content in Adobe PDF
Graphics acceleration
Recording animation script
Using the movie player
11
12 I Chapter 2: Simple Keyframe Animation I
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
object’s 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.
SIMPLEKEYFRAME
ANIMATION
In this next exercise you will be putting some simple objects in
motion by creating keyframes of the simple objects at their initial
positions. Then by moving, rotating, scaling, and modifying the
geometry you will create some additional keyframes. After
creating the keyframes, all that is required to animate the objects
is to create the animation script, preview it and record the script to
sequential frames on disk.
If you are new to animation and are using Microstation V8 XM
Edition you can skip this exercise and move to the exercises
specifically for Microstation V8 XM Edition. The section on 3D
content in Adobe PDF is applicable to both V8 and V8 XM
Edition. All exercises are noted by the following graphic headers
to indicate to you if they are for V8 and prior versions, V8 XM
Edition or all versions.
I Simple Keyframe Animation I 13
=VB
@ This indicates V8.5 and earlier versions.
x x m Edition
@ This is indicatesV8 XM Edition.
=*****
@ This indicatesexercises applicable to all versions.
=VB
@ Creating Initial Keyframes
Open the design file simple keyfrumes.dgn.
The design file opens and consists of a few 2D shapes.
Fit view 1.
From Tools > Visualization > Animation, open the Animation
Settings toolbox.
=V8
fl Creating Additional Keyframes
1 Continue with simple keyfrumes.dgn.
2 Modify the star object geometry by using the Modify Element tool
(Tools > Main > Modify). Snap to the vertex of the right point and
use AccuDraw to move the point up 2 units.
I Simple Keyframe Animation I 15
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.
0..... 8 Using the Selector tool, select the star object and rotate it (using the
.,
......
..
Microstation Rotate tool) 45 degrees about the weighted point in
the center.
9 While the star is still selected, in the Animation KeyFrames dialog
box click Create.
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, and 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.
16 I Chapter 2: Simple Keyframe Animation I
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, and 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.
FREEZINGGEOMETRY
INTO ORIGINAL POSITIONS
Now that you have created several keyframes to set these objects
in motion, you need to create the animation script. But first you
will freeze the geometry into the original positions. Even though
you may not need the initial position as part of an animation, it is
a good idea to create some initial keyframes when you intend to
put objects into motion. If you ever want to return geometry to its
original location, scale or rotation you can easily freeze it back
using the initial position keyframes.
I Freezing Geometry into Original Positions I 17
=VB
# Freezing Keyframes
1 Continuing with simple keyfrumes.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 starl in the list and then click Freeze to return the geometry
to the original position.
=VB
# Creating the Animation Script
1 Open the Animation Producer dialog box by clicking the tool in the
#I Animation Settings toolbox.
2 Double-click starl in the Animation KeyFrames dialog box.
The Script KeyFrame dialog opens.
script
= L ~ MEdition
@ Creating Initial Keyframes V8 XM Edition
1 Open the design file simple keyfrumes.dgn.
The design file opens and consist of 2D shapes.
2 Fitview 1.
3 From Tools > Visualization > Animation, open the Animation
Settings toolbox.
‘Kl 5 Using the Selector tool, select the geometry forming the star object.
20 I Chapter 2: Simple Keyframe Animation I
6 In the Animation KeyFrames dialog box, click Create.
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 hadfor adding
a description for a keyframe was at the time of its creation. With V8
X M 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.
CREATINGADDITIONALKEYFRAMES
IN V8 XM
EDITION
Now that you have the initial keyframes created you can simply
modify, scale, rotate or move the geometry and create more
keyframes. These keyframes once created can easily be added to
an animation script to animate the objects between the keyframes.
I Creating Additional Keyframes in V8 XM Edition I 21
x x m Edition
@ Creating Additional Keyframes in V8 XM Edition
1 Continue with simple keyfrumes.dgn.
2 Modify the star object geometry using the Modify tool (Tools >
Main > Modify). Snap to the vertex of the right point and use
AccuDraw to move the point up 2 units.
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.
F position the geometry into several different poses. Later you will learn
to create actors and manipulate them using the Animation Producer’s
Manipulate Actor tool.
Crh,
8 Using the Selector tool, select the star object and rotate it (using the
....
Microstation Rotate tool) 45 degrees about the weighted point in
the center.
.. .:o
.j
11 Using the Selector tool, select the rocket object. Using AccuDraw,
....
move the rocket geometry up 6 units from the base.
o 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.
o
.. .: .j
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
1~ 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.
FREEZINGGEOMETRY
INTO ORIGINAL POSITIONS IN V8
XM EDITION
Now that you have created several keyframes, to set these objects
in motion you need to create the animation script. But first you
will freeze the geometry into the original positions. Even though
you may not need the initial position as part of an animation, it is
a good idea to create some initial keyframes when you intend to
put objects into motion. If you ever want to return geometry to its
original location, scale or rotation you can easily freeze it back
using the initial position keyframes.
I Creating the Animation Script in V8 XM Edition I 23
x x m Edition
@ Freezing KeyFrames in V8 XM Edition
1 Continuing with simple keyfrumes.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.
x x m Edition
@ Creating the Animation Script in V8 XM Edition
1 Open the Animation Producer dialog box by clicking the tool in the
H Animation Settings toolbox.
If you h a v e created animation in previous v e r s i o n s of
Microstation this is where you will begin to appreciate the
changes made in V8 XM Edition. The Animation Producer has a
completely new look and you will find it much easier to create
animation scripts here.
24 I Chapter 2: Simple Keyframe Animation I
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.
I Creating the Animation Script in V8 XM Edition I 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.
simple keyframes
Expanded Keyframes
in tree view.
-
OK Cancel
rocket1
rocket2
car1
car2
starl
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 notflash from frame to frame
because in the V8 XM Edition all of Microstation’s views are
accelerated at all times, providing smooth previews. You no longer
need to turn on and offgraphics acceleration, as you did in the
previous V8 exercise
28 I Chapter 2: Simple Keyframe Animation I
17 In the Animator Preview tool, move the scrub bar to frame 59 (or
8 just key in 59 in the current time field to move the scrub bar).
The Movement of the Animator Preview’s scrub bar also moves the
Animation Producer’s 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.
J
Animation Producer with completed script.
ANIMATINGWITH ACTORS
For this exercise you are going to animate the opening and
closing of a door. To do this you will create an actor out of the
door geometry that needs to move. You could create the
animation without using actors by manually rotating the door into
the opened and closed positions using Microstation tools and
creating the necessary keyframes. By creating an actor you will
be able to more easily rotate the door about its hinge line.
=V8
# Creating An Actor
1 Open the design file KEYl.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
.................
Baame:,
-
Orientation:
x x x
41 41 41
z z z
Bounding Box
Create Bounding Box
Class:
Level:
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 I Chapter 2: Simple Keyframe Animation I
actor’s motion after it is created. This can be done with the
Manipulate Actor tool. Do not accept with a data point, as this
moves the geometry to the position shown on the screen. If you
inadvertently enter a data point, you can simply undo the step to
return the actor to its previous position.
WARNING: Remember to reset. Do not enter a data point when
testing an actor.
=V8
@ Testing an Actor’s Origin
1 To test the actor’s motion, select the Manipulate Actor tool.
2 Identify the actor to manipulate by entering a data point on the door
or by double-clicking in the actor list box.
3 Move the pointer and the door should swing from the hinge line.
Reset now.
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.
I Creating the Keyframes I 33
=VB
@ Creating Keyframes
1 Continue with KEYl.dgn.
2 From Tools > Visualization, open the Animation Settings toolbox.
3 Click the Create Keyframe tool. Select the door actor by entering a
4 data point over the door actor geometry in any view.
The Create KeyFrame dialog opens.
-
OK Cancel
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
degreesfor rotational movements, distance in master units for
translational movements or afloatingpoint number if the actor is
being scaled.
34 I Chapter 2: Simple Keyframe Animation I
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.
Create 1 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.
=VB
# Creating the Animation Script
1 Continue with KEYl.dgn.
ANIMATIONPREVIEW
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
~
ro Select
Display the last frame of the
animation.
I
Preview Last Frame
Advance the animation to a specified
frame.
I
+u I
Advance to Frame
Record the script.
I
Record Script
Record selected frames from the
script.
I
Record Selected Frames
Freeze animated elements a t a
specified frame.
Freeze Elements A t This Frame
-V8
d Previewing the Animation Script
1 Continue with KEYl.dgn.
2 In the Animation Producer dialog box, set View to 2.
38 I Chapter 2: Simple Keyframe Animation I
3 Verify the Preview Settings by selecting Settings > Preview in the
Animation Producer dialog box.
x x m Edition
# Creating an Actor in V8 XM Edition
1 Open the design file KEY1 d g n .
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.
40 I Chapter 2: Simple Keyframe Animation I
2
‘Kl 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
Default
Door Jamb
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
actor’s origin. The actor origin graphic is color coded, with red
42 I Chapter 2: Simple Keyframe Animation I
indicating the X axis, green indicating the Y axis, and blue
indicating the Z axis. You can select and move or rotate this triad,
which moves or rotates the actor’s origin and its coordinate
system. The Modify Actor Origin tool that was used in previous
versions is no longer used because you can simply move or rotate
each actors coordinate system by manipulating this triad.
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
actor’s motion after it is created. This can be done with the
Manipulate Actor tool. Do not accept with a data point, because
this moves the geometry to the position shown on the screen. If
you inadvertently enter a data point, you can simply undo the step
to return the actor to its previous position.
WARNING: Remember to reset (do not enter a data point) when
testing an actor.
x x m Edition
@ Testing an Actor’s Origin in V8 XM Edition
* 1 Select the Manipulate Actor tool. In the Manipulate Actor dialog
box, set Method to By Points and click Door in Actor List.
Motion limited to
rotate about Z
for this actor
NOTE: Because you limited your actor’s motion to only rotate about
Z, this will be the only motion available in the Manipulate Actor
dialog box.
I Animating with Actors in V8 XM Edition I 43
x x m Edition
@ Creating Keyframes in V8 XM Edition
1 Continue with KEYl.dgn.
2 From Tools > Visualization, open the Animation Settings toolbox.
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 Keyframe’s dialog box, key in open.
In the Description field key in door open. Click OK.
3 Actor Hierarchy
CHAPTEROBJECTIVES
In this chapter you will learn how to edit scripts and create a hierarchy
of actor assemblies from animation actors where they are attached to
each other in a logical order. You will also learn how to create more
advanced keyframed animation.Topics covered in this chapter include:
Attaching actors to create assemblies
Creating keyframes with hierarchy
Creating actors
Scripting animation using keyframes
Previewing animation
Targeting actors (V8 XM Edition only)
INTRODUCTION
In this chapter you will learn how to create more complex animation
scripts and to assemble your actors into hierarchical relationships or
actor assemblies. The ability to attach one actor to another is also
commonly referred to in computer graphics animation as the “parent/
child relationship.”
79
80 I Chapter 3: Actor Hierarchy I
You will also, as in the previous chapter, have duplicate exercises to
choose from, depending on the version of Microstation you will be
using. We recommend that if you are starting out using Microstation V8
XM Edition and have no prior animation experience you skip the
exercises for older versions and concentrate on those exercises
designated for V8 XM Edition. If you are using an older version,
perform the exercises designated for V8. If you are moving from
previous versions and have experience using Animator tools from MSJ
or V8.5, we recommend that you perform all exercises to learn what has
changed and how the tools are different.
All exercises are noted using the following graphic headers to indicate if
they are for V8 and prior versions, for V8 XM Edition, or for all
versions.
=V8
d This indicates V8.5 and earlier version exercises.
xxm Edition
d This indicates V8 XM Edition specific exercises.
=I *****
d This indicates exercises applicable for all versions.
ATTACHINGACTORS
You will create what is commonly referred to as the “parent/child
relationship.” By creating the hierarchical relationship you can attach
one actor to another to form an assembly.
In the next exercise you will set up a hierarchy by attaching the penknife
(Swiss Army knife) actors together in a logical manner. Then you will
manipulate the actors into several different keyframe positions in order
to script the animation, which will display each of the penknife’s tools.
The actors in the following exercise have already been created. You will
be animating the penknife to show the various blades by creating the
animation script, but first you will be assembling the actors into a
hierarchy using the Attach Actor tool. As mentioned in the previous
chapter, one rather large underlying difference between V8 XM Edition
I Attaching Actors I 81
and all previous versions of the Animator is in the way actors are
created. With V8 XM Edition, when actors are created they are Named
Groups and in all previous versions actors are cells when created.
=VB
@ Creating the Penknife Hierarchy
1 Open the file penknifedgn.
2 From the Saved Views dialog box (Utilities > Saved Views), attach
SCISSOR to View 1.
You will see the scissors in View 1. For the scissors to work
properly, you need to create the hierarchy by making the actor
attachments.
3 From the Animation Actors toolbox, select the Manipulate Actor
tool.
82 I Chapter 3: Actor Hierarchy I
The Manipulate Actor dialog box opens.
s2
s1
FILE
BLADE1
KNIFE
BLADE2
4 Read the prompt and double-click S1 from the list of actors. Move
the pointer into View 1, but do not enter a data point.
Note that only one blade moves. In reality, a screw at the base forms
an assembly that connects the blades. You can achieve this same
effect by connecting the pieces.
a 6 From the Animation Actors toolbox, select the Attach Actor tool.
The Attach Actor dialog box opens.
By clicking once on any actor in the list, you will see the actor’s
geometry or elements highlight. Double-clicking accepts the
highlighted actor for attachment.
I Attaching Actors I 83
8 Select the Manipulate Actor tool and double-click S1. As you move
the pointer the S2 actor remains attached and moves with the S1
actor.
Continue making the attachments to complete the knife assembly.
9 Double-click S1, and then double-click Knife.
10 Double-click File, and then double-click Knife.
11 Double-click Bladel, and then double-click Knife.
12 Double-click Blade2, and then double-click Knife.
=VB
@ Manipulating Knife Actors into Keyframes
In the following exercise you will create several keyframes by
manipulating the blades and scissors into different positions. You will
create the first keyframe with the knife in its current (or closed)
position.
1 Continuing with penknifedgn, in the Animation Settings toolbox
select the Create Keyframe tool.
2 The Animation KeyFrames dialog box opens. Click Create.
Note the prompt in the bottom left of the Microstation window
reads “Identify Element.”
84 I Chapter 3: Actor Hierarchy I
3 Click the knife body and enter a data point, The Create KeyFrame
dialog appears.
TIP: lfyou accidently enter a data point while testingyour actors, do
not panic. A simple undo puts your actors back into the position they
were before the manipulation.
4 In the Name field key in closed, and in the Description field key in
knife closed. Click OK to create the keyframe.
The beginning of the animation starts with the knife closed. You
will need to create additional keyframes by manipulating each actor
into several key positions and creating keyframes. These keyframes
can then be used to create an animation script and animate the
penknife model to display each of it’s different blades or tools.
5 Turn on all levels in View 1.
6 From the Animation Actors toolbox, select the Manipulate Actor
tool.
The Manipulate Actor dialog box appears.
7 Read the prompt and double-click S1 (the large scissor blade) from
the list of actors in the Manipulate Actor dialog box.
8 In the tool settings window, turn on Angle and set the value to
minus 70. Enter a data point in any view.
I Attaching Actors I 85
The scissor is now partly rotated out. It is at this point the small
scissor blade begins to open.
fi
S1 Actor rotated
minus 90 degrees
from previous
position.
52 Actor rotated
minus 30 degrees.
7
86 I Chapter 3: Actor Hierarchy I
13 From the Animation Settings toolbox, select the Create KeyFrame
tool.
The Animation KeyFrames dialog box appears.
14 Click Create and enter a data point over the Knife actor in any view.
The Create KeyFrame dialog opens.
15 Enter scissor2 in the Name field and scissor open in the Description
field.
16 Using the Manipulate Actor tool, rotate the File actor minus 60
degrees.
17 Create a KeyFrame of File actor with Name file and Description file
open.
18 Using the Manipulate Actor tool, rotate the BLADE1 actor minus
.&! 177 degrees.
The blade is fully opened.
20 Using the Manipulate Actor tool, rotate the BLADE2 actor 176
degrees.
21 Create a keyframe of the knife in this position, with Name blade2
and Description blade2 open.
=V8
# Creating the Penknife Animation Script
1 From the Animation KeyFrames dialog box, click the closed
keyframe and then click Freeze to move all actors to their original
positions.
This is where the action begins, which will be the first keyframe in
the script.
Take a look at the Script KeyFrame dialog box. The Frame Number
is 0.00. This is where the animation begins, with the knife in the
closed position. Interpolation is set to Linear, and Velocity is set to
Constant.
3 Click OK to add this item to the animation script.
In the next step you are going to animate all of the penknife tools
back to closed position in one smooth motion.
10 Double-click closed. In the Script KeyFrarne dialog, set Frame
Number to 210 and click OK to add this item to the animation
script.
11 Open the Saved Views dialog box (Utilities > Saved Views) and
attach the saved view ANIMAT to View 2.
12 Preview the animation script by setting View to 2 and clicking Play.
13 From the Animation Producer, select File > Save Script to save the
script as penknife.msa.
xxm Edition
@ Creating the Penknife Hierarchy in V8 XM Edition
1 Open the design file penknife-XM.dgn.
2 From the Saved Views dialog box (Utilities > Saved Views), attach
SCISSOR to View 1.
You will see the scissors in View 1. For the scissors to work
properly, you need to create the hierarchy by making the actor
attachments.
90 I Chapter 3: Actor Hierarchy I
4 Select S1 from the list of actors and set Method to By Points. Read
the prompt from Microstation and it says “Enter point to define
start of articulation.” Enter a data point and move the cursor in View
1 but do not enter a second data point.
Note that only one blade moves, in reality, a screw forming an
assembly connects the blades. You can achieve this same effect by
connecting the pieces.
h
KNIFE
s1
s2
FILE
BLADE2
Click to expand actor BLADEl
list as shown.
7 From the Attach Actor dialog Actor list, click S2 and then click S1 to
attach S2 to S1. The Attach Actor dialog updates to show this
relationship.
[None]
KNIFE
s1
L(9
FILE
BLADE2
BLADEl
8 Select the Manipulate Actor tool and set Method to By Points and
click S1 from the Actor list.
The AccuDraw compass is relocated to the origin of the S1 actor.
9 Enter a data point to start rotation from the origin point. As you
move the pointer the S2 actor remains attached and moves with the
S1 actor reset. Do not accept the manipulation at this time.
xxm Edition
d Manipulating Knife Actors into Keyframes in V8 XM Edition
In the following exercise you will create several keyframes by
manipulating the blades and scissors into different poses. You will
create the first keyframe with the knife in its current (or closed)
position.
2 1 Continuing with penknife_XM.dgn, in the Animation Settings
toolbox click the Create KeyFrame tool.
2 In the Animation KeyFrames dialog box that opens, click Create.
Note that the prompt in the bottom left of the Microstation window
reads “Identify element.”
3 Click the knife body and enter a data point. The knife is highlighted,
enter a second data point to accept. The Create KeyFrame dialog
appears.
4 In the Name field key in closed, and in the Description field key in
knife closed. Click OK to create the keyframe.
I Attaching Actors I 93
The beginning of the animation starts with the knife closed. You
need to create additional keyframes by manipulating each actor into
several key positions and creating keyframes. These keyframes can
then be used to create an animation script and animate the penknife
model to display each of its blades or tools.
5 In View 1, turn on all levels.
6 From the Animation Actors toolbox, click the Manipulate Actor
9 tool.
The Manipulate Actor dialog box appears.
7 Set the Method to Active Angle and set the angle to minus 70. Click
S1 (the large scissor blade) from the list of actors in the Manipulate
Actor dialog box.
The S1 actor rotates to the minus 70-degree position.
8 Enter a data point to accept the manipulation.
The scissor is now partly rotated out. It is at this point the small
scissor blade would begin to open.
* 17 Using the Manipulate Actor tool, rotate the File actor minus 60
degrees.
* 19 Using the Manipulate Actor tool, rotate the BLADE1 actor minus
177 degrees.
The blade is fully opened.
* 21 Using the Manipulate Actor tool, rotate the BLADE2 actor 176
degrees.
96 I Chapter 3: Actor Hierarchy I
22 Create a keyframe of the knife in this position, with Name blade2
and Description blade2 open.
xxm Edition
d Creating the Penknife Animation Script in V8 XM Edition
1 Continue with Penknife-XMdgn.
2 From the Animation KeyFrames dialog box, click the closed
keyframe in the list and then click Freeze to move all of the knife’s
tools to the closed position.
5 Right-click the closed keyframe from the list and select the option
Script.
The Script KeyFrame dialog box opens.
6 Set Interpolation to Linear and Velocity to Constant. Click OK to
add the closed keyframe occurring at frame zero.
NOTE: In V8 X M Edition the Animation Producer defaults to 120
frames. You need to set the number of frames ifyour movie is more or
less than 120.
7 From the Animation Producer dialog box, select Setting > General
to open the Animation Settings dialog box.
98 I Chapter 3: Actor Hierarchy I
Current time
Right-click menu
Keyframe markersas
green bars (typical).
26 Open the Saved Views dialog box (Utilities > Saved Views) and
attach the saved view animation to View 2 .
'
I Creating Actors I 101
CREATINGACTORS
In the next exercise you will create actors for a desk lamp that you will
assemble into a logical hierarchy by connecting the parts to form the
assembly or parent/child relationship. You will see that the attachments
of actors makes it easier to create keyframes to animate the lamp.
The goal of the exercise is to impart life to an inanimate object, in this
case, a desk lamp. Making the desk lamp come to life and inspect the
object on the floor with its light shining the whole time. The finished
script will be recorded to disk as sequential frames so that the animation
can be edited to add sound and transitions.
=V8
d Creating the Desk Lamp Actors
1 Open the design file DLAMRdgn.
2 Open View 5. You will create your actors in this view.
102 I Chapter 3: Actor Hierarchy I
You will use the Power Selector tool to select and create the desk
lamp actors. AccuSnap and the Center Snap tools make it easier to
snap to the lamp geometry when creating the actors and placing the
actor origins.
3 From the Microstation main menu, select Settings > Snaps >
Button Bar to open the Snap Mode toolbox.
AccuSnap 1
Center Snap
Level tab
Levels
Floor
Lower arm
The thing
Upper arm
Walls
The Create Actor dialog box opens and the pointer appears as a
triad, indicating the axis of rotation.
7 In the Create Actor dialog box, turn on Rotate About X and Y and
in the Name field enter shade.
Snap to the
center of this
cylinder.
You test your actors to make sure they are behaving as expected. If they
are not, you can use the Modify Actor Origin or the Modify Actor tool
to fix any problems.
=V8
d Creating the Upper Arm Actor
1 Using the Power Selector tool, set Mode to Add or New, click the Lv
tab and click Upper arm to select all the geometry on this level.
The highlighted geometry will be the Upper arm actor.
2 Click the Create Actor tool.
The Create Actor dialog box opens.
3 Enter upper arm in the Name field and enable only Rotate
About X.
Snap to center of cylinder
here as the actor origin.
4 Move the pointer over the larger cylinder. When the snap is on the
center of this cylinder, enter a data point to create the upper arm
actor.
5 Using the Manipulate Actor tool test the upper arm actor’s motion.
&! Remember to enter a reset after the test as you do not want to move
the geometry at this time.
I Creating Actors I 105
=V8
@ Creating the Lower Arm Actor
1 Using the Power Selector tool, set Mode to Add or New, click the Lv
d tab and click Lower arm to select all geometry on this level.
The highlighted geometry will be the lower arm actor.
2 Click the Create Actor Tool.
The Create Actor dialog box opens.
3 Enter lower arm in the Name field and enable only Rotate About X.
/ Snap t o center of
cylinder here as the
actor origin.
4 Move the pointer over the larger cylinder. When the snap is on the
center of this cylinder, enter a data point to create the lower arm
actor.
NOTE: Ifrou are having difficultZy snapping to this point you can
forcesnaps with the tentative button or you can turn offall other levels
except for the lower arm level to isolate the geometry.
5 Using the Manipulate Actor tool, test the lower arm actor’s motion.
&! Remember to enter a reset after the test, because you do not want to
move the geometry at this time.
106 I Chapter 3: Actor Hierarchy I
=V8
d Creating the Lamp Base Actor
1 Using the Power Selector tool, set Mode to Add or New, click the Lv
d tab, and click Base to select all the geometry on this level.
The highlighted geometry will be the lamp base actor.
2 Click the Create Actor tool.
The Create Actor dialog box opens.
3 Enter lamp base in the Name field and enable only Rotate About Z.
Snap to center of
cylinder here as the
actor origin.
4 Move the pointer over the larger cylinder, when the snap is on the
center of this cylinder enter a data point to create the lamp base
actor.
5 Using the Manipulate Actor tool, test the lamp base actor’s motion.
&! Remember to enter a reset after the test, because you do not want to
move the geometry at this time.
ASSEMBLINGTHE DESKLAMP
Now that you have created the individual components of the desk lamp
as actors, you need to connect the actors in a logical manner to assemble
the lamp and create the hierarchy.
=V8
d Creating the Lamp Assembly
1 From the Level Display dialog, turn on levels for Lampshade,
Upper arm, Lower arm, and Base in View 5 if they are not already
on.
2 FitView5.
I Assembling the Desk Lamp I 107
3 Using the Manipulate Actor tool, enter a data point in View 5 over
the upper arm actor. Move the pointer and notice that the
lampshade is disconnected and the lamp appears broken. Reset to
return the actor without moving.
4 Using the Manipulate Actor tool, enter a data point in View 5 over
the lower arm actor. Move the pointer and notice that the lower
arm is disconnected and the lamp appears broken. Reset to return
the actor without moving.
Z
Y
5 From the Animation Actors toolbox, click the Attach Actor tool.
The Attach Actor dialog opens.
shade
upper arm
lower arm
base
base
lower arm
upper arm
shade
9 Using the Manipulate Actor tool, enter a data point in View 5 over
.&! the upper arm actor. Move the pointer and notice that the lamp
shade is now connected and the lamp no longer appears broken.
Reset to return the actor without moving.
10 Using the Manipulate Actor tool enter a data point in View 5 over
the lower arm actor. Move the pointer and notice that the lower
arm is connected and the lamp no longer appears broken. Reset to
return the actor without moving.
CREATINGDESKLAMPKEYFRAMES
Now that you have created the actors and attached them to form an
assembly, you need to position the lamp into several keyframe
I Creating Desk Lamp Keyframes I 109
=V8
@ Creating the Starting Point Keyframe
1 From the Animation Settings toolbox, click the Create KeyFrame
tool.
The Animation KeyFrames dialog opens.
2 Click Create and move the pointer over the desk lamp in any view.
Once it highlights, accept with a data point.
The Create KeyFrame dialog opens.
3 Enter Start in the Name field and initial position in the Description
field. Click OK to create the keyframe.
=V8
@ Manipulating and Creating a Second Keyframe
You will notice that several intermediate keyframes will be created.
These prevent the lampshade from hitting the floor or the object on the
floor. If you only position the lamp at the point where it is looking at the
object, there would be a good chance that the interpolation from too few
frames would result in a collision. The next move will be to swing the
lamp over to the left side of the screen, as seen from the Top view.
110 I Chapter 3: Actor Hierarchy I
1 Using the Manipulate Actor tool, select the lamp at the lamp base in
the Top view and rotate to a position similar to that shown in the
following figure.
=V8
d Creating the p3 and p4 Keyframes
1 Using the Manipulate Actor tool, double-click lower arm in the
Manipulate Actor dialog. Set Method to Rotate About X and Angle
to 45 degrees. Enter a data point to move the actor.
shade
=V8
d Creating the p5 and p6 Keyframes
1 Using the Manipulate Actor tool, double-click lamp base in the
Manipulate Actor dialog. Set Method to Rotate About Z and Angle
to 35 degrees. Enter a data point to move the actor.
CHAPTEROBJECTIVES
In this chapter you will learn how to animate actors using parameters
that you define, and how to use built-in mathematical functions to
create more complex animations. Topics covered in this chapter include:
Variables and functions for defining parametric motion
equations
Scripting actors with parametric equations
Creating custom parameters
Editing parameters
Advanced parametric motion
INTRODUCTION
In this chapter you will learn how to apply an equation to describe
motion relative to time or position. Microstation comes with a number
of built-in variables and functions for defining actor motion equations
or custom parameters. When defining an equation, you can include
custom parameters that you have previously defined, or you can key in
the entire equation. The built-in variables and functions are case
sensitive and have to be keyed in exactly as shown. Case sensitivity
would be true of any custom parameters you create.
149
150 I Chapter 4: Parametric Animation I
Often the same parametric motion equations are needed in a number of
designs. You can save time by creating custom parameters that define
these equations of motion. These can then be used when scripting the
actors.
Where parameters are used often, they should be saved in a separate file
(such as a script file) that contains only the required custom parameters.
In the future, this script file can be included in the current script, thus
making the custom parameters available for any design.
The following built-in variables are available for developing actor
motion equations or custom parameters with the Script Actor tool.
I Variable Description
frame Frame number
Pi The mathematical value, Pi, which
is the ratio of the circumference to
i t s diameter
tSeconds Elapsed time from beginning of
sequence in seconds
beginFrame Beginning frame of current
sequence
I endFrame End frame of current sequence
I maxFrame maximum frame number
Function Description
radiansFromDegrees(d) Radians from degrees
I degreesFromRadians(r) Degrees from radians
I secondsFromFrame(f) seconds from frame number
cos(angle) Trigonometric cosine of angle
acos(value) Arc cosine of value
sin(angle) Sine of angle
I asin(va1ue) Arc sine of value
I atan(vaIue1 Arc tangent of value
I Scripting an Actor With a Parametric Equation I 151
Function Description
a ta n2(valueY, va IueX) Arc tangent of valueY/valueX
ta n(a ngIe) Tangent of angle
cosh(value) Hyperbolic cosine of value
sinh(vaIue) Hyperbolic sine of value
tan h(value) Hyperbolic tangent of value
exp(value) Exponential of x
log(vaIue) Natural logarithm of value
loglO(value) Base 10 logarithm of value
POW(X,Y) x to y power
sqrt (value) Square root of value
fabs (value) Absolute value of
ceiI(vaIue) Smallest integer not less than
value
floor(value) Largest integer not greater than
value
fmod (value) Modulus of value
rand 0 Pseudo random number
srand(x) Set random seed
=w
d Rotating the Desk Lamp Using Built-in Parameters
1 Open DLAMRdgn.
After going through the motions you previously scripted, the lamp
spins around one revolution.
I Scripting an Actor With a Parametric Equation I 153
xxM Edition
@ Rotating the Desk Lamp Using Built-in Parameters in V8 XM Edition
Open DLAMP-XM.dgn.
From the Animation Settings toolbox, click the Animation
Producer dialog tool.
The Animation Producer dialog box opens.
WARNING: When you open the Animation Producer V8 X M Edition
and have multiple saved scripts, the script will be whatever script you
were previously using. MicroStation does not default to any particular
script, and in this case the current script would be Cool lamp from the
previous exercise.
From the Animation Actors toolbox, click the Script Actor tool.
The Script Actor list box opens. Expand the dialog and select base
from the list of actors.
you can easily edit a single parameter and change the direction or speed
of the entire assembly.
i
=VB
@ Creating Custom Parameters
1 Open the design file anirnation-winch.dgn.
The design file opens with four views. The animation actors have
already been created.
2 Open the Animation Producer dialog box and select Settings >
Parameters.
The Animation Parameters dialog box opens.
3 In the Animation Parameters dialog, click Create.
156 IChapter 4:Parametric Animation I
The Create Parameter dialog box opens.
.
4 Enter drum in the Name field, enter 360/maxFrame*framein the
Value field, and enter revolution of drum in the Description field.
Click OK to create the parameter.
Take a look at the custom parameters you have created. All motion is
now tied to the winch drum motion. The middle gear rotates in the
opposite direction of the crank and at a speed of 24/12 (or 2x) the drum
speed. In other words, if you rotate the drum one revolution the middle
gear makes two revolutions in the opposite direction of the drum. The
crank has eight teeth and is tied to the drum motion. If you turn the
drum one revolution, the crank turns in the same direction as the drum
and at 24/8 drum speed (or three revolutions).
You can simplify the parameters. Instead of using 24/12 and 24/8, you
can use 2 and 3 respectively. The numbers were chosen so that you could
see the relationship of the gears based on their tooth count.
=V8
@ Creating the Winch Animation Script
1 Continue with animation-winch.dgn.
2 From the Animation Actors toolbox, select the Script Actor tool.
The Script Actor list dialog box opens.
.
4 In the End Frame field enter 179 and in the X Rotation field key in
drum. Click OK to add this item to the script.
Because your parameter says take the maxFrame (which is now
179) and divide by 360, then rotate the actor this amount per frame,
the drum will be turning at 2 degrees per frame.
NOTE: The custom parameters you created are case sensitive, so f y o u
used all capitals to create the parameter you need to use all capitals to
apply it.
5 Continue scripting actors by double-clicking the Gear actor in the
Script Actor list. Enter gear in the X Rotation field and click OK.
6 Continue scripting actors by double-clicking the Crank actor in the
Script Actor list. Enter crank in the X Rotation field and click OK.
7 From the Animation Producer, set View to 2.
=VB
@ Editing the Winch Parameter and Previewing the Change
Continue with animation-winch.dgn.
From the Animation Producer dialog box select Settings >
Parameters.
The Animation Parameters dialog box opens.
Double-click the drum parameter to edit the parameter, or click
drum in the list and then click Edit.
The Edit Parameter dialog box opens.
Change Value to -3*360/maxFrame*frame.
This increases the drum revolutions from 1 to 3 and reverses the
motion. Editing this single value causes the entire winch gear
mechanism to reverse and speed up so that the winch drum now
makes three complete revolutions but in the opposite direction from
the previous animation.
5 From Animation Preview, click Play and the animation plays in the
view you select. For best results, you should use View 2 or 4.
As you can see, the animation plays in reverse from previous
parameters and at three times the previous speed.
6 From the Animation Producer dialog, select File > Save Script to
save the animation script as animation-winch.msa.
160 I Chapter 4: Parametric Animation I
As a separate exercise, try clearing the current script and recreate it
except this time create your parameters to tie everything back to the
motion of the crank rather than to the drum.
HINT: In this scenario one turn ofthe crank produces 1/3 of a
revolution of the Drum actor.
xxm Edition
@ Creating Custom Parameters in V8 XM Edition
1 Open the design file animation-winch-XM.dgn.
The design file opens with four views. The animation actors have
already been created.
2 Open the Animation Producer dialog box and select Tools >
H Parameters.
The Animation Parameters dialog box opens.
3 From the Animation Producer dialog, select Settings > General.
The Animation Settings dialog box opens.
Take a look at the custom parameters you have created. All motion is
now tied to the winch drum motion. The middle gear rotates in the
opposite direction of the crank and at a speed of 24/12 (or 2x) the drum
speed. In other words, if you rotate the drum one revolution the middle
gear makes two revolutions in the opposite direction of the drum. The
crank has eight teeth and is also tied to the drum motion. If you turn the
I Creating an Animation Script Using Custom Parameters I 163
drum one revolution, the crank turns in same direction as the drum and
at 24/8 drum speed (or three revolutions).
You can simplify the parameters. Instead of using 24/12 and 24/8 you
could use 2 and 3 (respectively). The numbers were chosen so that you
could see the relationship of the gears based on their tooth count.
xxm Edition
# Creating the Winch Animation Script in V8 XM Edition
1 Continue with animation-winch.dgn.
2 From the Animation Actors toolbox, click on the Script Actor tool.
8 The Script Actor list box opens.
Crank
Gear
Drum
xxm Edition
d Editing the Winch Parameter and Previewing the Change in V8 XM
Edition
1 Continue with animation-winch.dgn.
2 From the Animation Producer dialog box, select Settings >
Parameters.
The Animation Parameters dialog box opens.
I Creating an Animation Script Using Custom Parameters I 165
--->
/’
I 5 Click the Preview Play button in the Animator Preview dialog to
preview the current script.
As you can see, the animation plays in reverse from previous
parameters and at three times the previous speed.
As a separate exercise try creating a new script from the current script.
This retains all of your actors but clears your parameters. Create new
parameters to tie everything back to the motion of the crank rather than
to the drum.
HINT In this scenario one turn of the crank produces 1/3 of a
revolution of the Drum actor.
WARNING: Clearing the script in the V8 X M Edition works
diflerently than in previous versions. Clearing the script gives you a
clean slate (no actors or keyframes)!
lfyou want to keep your actors and keyframes and create a new script
based on these, you should choose to copy script from the Animation
Producer. lfyou only want actors and no keyframes or parameters,
you can choose to create new script. This retainsyour actors but not
your keyframes or parameters.
166 I Chapter 4: Parametric Animation I
=VB
@ Animating a Clock
1 Open the design file CLOCKdgn.
H I 2 Animation
Click the Animation Producer dialog open tool to open the
Producer.
3 From the Animation Producer, select Settings > Parameters.
The Animation Parameters dialog box opens.
Create I 4 Click Create.
The Create Parameter dialog box opens.
5 In the Nume field, key in hour.
6 In the Value field, key in 360/maxFrame*frame.
I Animating a Clock with Parameters I 167
To put the clock into motion, all you need to do is create the
animation script.
=w
d Creating the Clock Animation Script
1 Continue with CLOCKdgn.
2 From the Animation Actors toolbox, click the Script Actor tool.
The Script Actor list box opens.
a
Animation Producer with finished script.
>> I 9 Set Animation Producer to View 2 and click the Play button to
preview the animation.
10 From the Animation Producer, select File > Save Script to save the
script as CLOCK.rnsa.
=VB
@ Editing the Clock Animation Script
1 Continue with CL0CK.dgn.
2 From the Animation Producer, select File > Scale Script.
The Scale Script dialog box opens.
3 In the Scale field, key in 10. Click OK to scale the script by a factor
of 10.
The script is now 3,590 frames long.
Parameters.
I Animating a Clock with Parameters in V8 XM Edition I 171
axm Edition
@ Animating the Clock in V8 XM Edition
1 Open the design file CLOCK_xM.dgn.
To put the clock into motion, all you need to do is create the
animation script.
xxM Edition
# Creating the Clock Animation Script in V8 XM Edition
1 Continue with CLOCK_xM.dgn.
2 From the Animation Actors toolbox, click the Script Actor tool.
8 The Script Actor list box opens.
& 9 From the Animation Settings toolbox, click the Animation Preview
tool to open the Animator Preview dialog box.
--->
/’
I 11 Click the Preview Play button to preview the current script.
The animation plays in View 2. You can interrupt the preview by
entering a reset.
I Animating a Clock with Parameters in V8 XM Edition I 175
xxm Edition
@ Editing the Clock Animation Script in V8 XM Edition
1 Continue with CLOCK_xM.dgn.
2 From the Animation Producer, select File > Scale Script.
The Scale Script dialog box opens.
3 In the Scale factor field, key in 10. Click OK to scale the script by a
factor of 10.
The script is now 3,590 frames long.
NOTE: The Scale Script dialog in V8 X M Edition allows y o u to not
only scale by a factor but to change the duration in time or frames.
4 Click the Preview Play button in the Animator Preview dialog to
I ''preview the current script.
_.,
i;
The clock's motion is slowed, but the pendulum's motion is still a
little too fast. You can edit the parameters you created earlier to slow
this down a bit.
5 From the Animation Producer, select Settings > Parameters to
open the Animation Parameters dialog box.
You will create a new parameter that allows you to easily adjust the
speed of the rocking pendulum.
6 From the Animation Parameters dialog box, click Create.
176 I Chapter 4:Parametric Animation I
The Create Parameter dialog box opens.
7 In the Nume field, key in ps.
8 In the V u h e field, key in 3.
9 In the Description field, key in pendulum speed. Click OK to create
the parameter.
Next you need to edit the rocking motion equation to use the new
parameter ps.
10 From the Animation Parameters dialog box, select rocking and click
Edit, (or double-click parameter).
The Edit Parameter dialog box opens.
11 Change the value to 15*sin(frame*ps),replacing 30 with the new
parameter.
The portion of the parameter that affects the speed the pendulum
swings now uses the variable ps, which you can edit to change the
speed.
;:. I 12 Click the Preview Play button in the Animator Preview dialog to
preview the current script.
The clock’s motion is slowed and the pendulum’s swing is much
slower.
Parameters.
Now you can make changes to the pendulum’s rocking speed by simply
editing the value of ps, the pendulum speed variable parameter you just
created.
I Advanced Parametric Motion Control I 177
ADVANCEDPARAMETRIC
MOTION
CONTROL
=VB
@ Opening the Design and Viewing the Parameters
1 Open the design file SOCCERdgn.
2 Open the Animation Producer dialog box and select Settings >
Parameters.
You should see the parameters outlined in the following table.
I vo
secondsFromFrame(
5)
45
Time that foot impacts ball
These parameters are used in scripting the motion of the ball when
it is kicked.
=V8
d Checking the Script for the Ball
1 From the Animation Preview toolbox, click Play.
2 In the Animation Producer dialog box, double-click the script entry
for Actor BALL.
The Edit Actor Script dialog box opens.
Looking at the entries for this actor, you see formulas for:
X Position-Vx * tFlight
Z Position-Vz * tFlight - g * tFlight * tFlight/2
Y Rotation-45 * Frame
During the animation, calculations are made to determine how far
the ball has moved (X position), how high it is (Z position), and
how much it has spun (Y rotation). These calculations start from
frame 5, which is the point at which the ball is actually kicked.
I Advanced Parametric Motion Control I 179
xxw Edition
d Opening the Design and Viewing the Parameters in V8 XM Edition
1 Open the design file SOCCER-XM.dgn.
2 Open the Animation Producer dialog box and select Tools >
& Parameters.
The Animation Parameters dialog opens with the parameters shown
in the following figure.
These parameters are used in scripting the motion of the ball when
it is kicked.
xxw Edition
d Checking the Script for the Ball in V8 XM Edition
Click the Animation Preview tool.
The Animator Preview dialog box opens.
Click the Preview Play button to preview the current script.
The animation plays in View 1. You can interrupt the preview by
entering a reset.
I Advanced Parametric Motion Control I 181
Looking at the entries for this actor, you see formulas for:
X Position-Vx * tFlight
Z Position-Vz * tFlight - g * tFlight * tFlight/2
Y Rotation-45 * Frame
During the animation, calculations are made to determine how far
the ball has moved (X position), how high it is (Z position), and
182 I Chapter 4:Parametric Animation I
how much it has spun (Y rotation). These calculations start from
frame 5, which is the point at which the ball is actually kicked.
4 From the Animation Producer, select Setting > Parameters.
The Animation Parameters dialog box opens.
REVIEWQUESTIONS
1 Which variable designates the total number of frames in the
animation sequence?
2 To compensate for a “strobing” effect, what must you do to the
animation sequence?
3 True or false: Parametric animation is best for objects that are not
connected.
4 Can parametric equations be applied to any object or are they
locked to one object?
Cameras, Paths, and
Targets
CHAPTEROBJECTIVES
In this chapter you will learn how to place animation cameras and to
attach a camera to a path.
Topics covered in this chapter include:
Placing an animation camera
Attaching cameras to paths
Scripting cameras and targets
Scripting animation targets using keyframes
Previewing animation
Velocity graphs
Activating and de-activating targets in V8 XM Edition
Actors other than cameras tracking targets in V8 XM Edition
185
186 I Chapter 5: Cameras, Paths, and Targets I
INTRODUCTION
In this chapter you will learn how to place animation cameras and
attach the cameras to paths using the Define Actor Path tool. You will
learn how to place an animation target and use keyframing to move the
target as the camera is in motion. All exercises are noted by the
following graphic headers to indicate to you if they are for V8 and prior
versions, for V8 XM Edition, or for all versions.
=VB
@ This indicates V8.5 and earlier version exercises.
xxm Edition
@ This indicates V8 XM Edition specific exercises.
3 *****
@ This indicates exercises applicable for all versions.
DEFINING
THE CAMERA PATH
If you are new to animation and are using Microstation V8 XM Edition,
you can skip this exercise and move to the exercises specifically for
Microstation V8 XM Edition. In this exercise you will place an
animation camera and then use the Define Actor Path tool to attach the
camera to a B-spline path.
NOTE: Microstation has built-in Target and Camera actors that can
beplaced and named. You can have multiple targets and cameras in a
designfile, but there can only be one camera and target on at any
given time. As an option, you can have Microstation interpolate
between two cameras to gradually transitionfrom what one camera
sees to what the other one sees even if both are in motion.
I Defining the Camera Path I 187
=V8
@ Placing a Camera and Creating a Script
1 Open the design file Longbeach.dgn.
3 Set Cell Scale to 100 and Standard Lens to Wide to make it easier to
see the camera cell graphic.
4 Turn on AccuDraw if it is not already on.
6 In the Name field enter Main Camera, and enter Flying Camera in
the Description field. Click OK to create the camera.
The Description is optional but can be very helpful when you have
multiple cameras in a design file or when more than one individual
is working on the project.
7 Window in (zoom in) on the opposite end of the B-spline path in
View 1.
8 From the Animation tool frame, open the Animation Actors
toolbox and click the Define Actor Path tool.
You are prompted to “Define Actor Path > Identify Path - Define
Path End.”
1
10 Snap to the B-spline path at the opposite end of where you placed
the camera and enter a data point to accept the snap point. Place
another data point to accept the path.
The Define Actor Path dialog box opens.
Velocity set to
Constant.
11 Enter 599 in the End Frame field, set Velocity to Constant, and click
OK.
The camera now follows the B-spline path you defined earlier for a
total of 600 frames. To see the script as it has developed so far, open
the Animation Producer.
12 From the Animation tool frame, select the Animation Settings
#I toolbox and click the Animation Producer dialog tool.
190 IChapter 5: Cameras, Paths, and Targets I
The Animation Producer dialog box opens.
NOTE: At this point the camerafollows the path, but becauseyou can
only have one camera on at u time and the Animator supports
multiple cameras in a script you need to turn on this camera. This is
done by scripting the camera,
13 From the Animation Cameras toolbox, select the Script Camera
tool.
The Script Camera tool settings window opens.
=VB
@ Previewing the Animation
1 Continuing with Longbeach.dgn,from the Animation Producer
dialog box, select Settings > Preview to open the Preview Settings
dialog box.
4 Enter a data point in View 8 to activate the tool. Turn off the
Proportional Resize option and set X to 320 and Y to 240. Enter a
data point in the view to resize.
5 From the Animation Producer dialog box, set View to 8 to preview
the animation script in that view.
NOTE: Graphics acceleration is enabled in View 8. Depending on your
57 graphic card’sperformanceyou can reduce or increase the number of
Skip Frames in the Animation Preview settings dialog fi the preview is
too fast or too slow.
The Storyboard
To sell this major urban renewal project to the city of Long Beach you
will want to show some of the major landmarks such as the following.
A high-rise building
I Previewing the Animation Script I 193
=VB
@ Adding and Scripting an Animation Target
1 Continuing with Longbeach.dgn,open the Saved Views dialog box
(Utilities > Saved Views).
The Saved Views dialog box opens.
2 To make it easier to place the target, attach the saved view Fountain
Top to View 1 and Fountain Front to View 3.
NOTE: In this step, saved views were used. When working with your
own data sets you would be using the Window Area, Zoom, and
Display Depth tools to achieve a similar result.
194 I Chapter 5: Cameras, Paths, and Targets I
3 From the Animation tool frame, tear off the Animation Cameras
toolbox.
d4 TIP: You can toggle AccuSnap on and offby pressing the 1key while
AccuDraw is on and has focus.
9 In the Name field enter Targetl, and in the Description field enter
Main target.
.
13 From the Animation Producer dialog, click Play to preview the
>> I modified script in View 8.
As you can see, the animation is completely different from the first
try. The camera remains focused on one of the major landmarks
(the fountain) throughout the entire animation.
KEYFRAMING
A TARGET
In the next exercise you will learn how to animate a target so that it
moves during the course of the animation. By setting a target in motion,
you can change the visual focus to several landmarks along the way and
accomplish the goal of conveying the overall project scope. Using Key
Framing you will find the target is much easier to control than having
the target follow a defined path, as was done with the camera. A
keyframe is a moment in time that precisely defines the locations and
orientations of particular elements (in this case, the target). The
following items are to be shown in the animation.
The high-rise building
The fountain in the central city park
The lighthouse
The waterfront from the lighthouse to the fountain
Having the camera's target in motion during the animation can be
accomplished by moving the target on which you have the camera
focused. In this case, it is the Target1 actor to each landmark location
you want to see along the way. Then, by creating keyframes of the target
I Keyframing a Target I 197
at these focal points you can easily set the camera target into motion
with a simple script.
Keyframing is the most basic method of animation, in which keyframes
are defined. The system automatically computes the frames between (a
process known as tweening).
=V8
@ Creating Keyframes of Target Locations
1 Continuing with Longbeach.dgn,use the Element Selection tool to
select the target in View 3.
NOTE: The Target actor should remain selected until thefinal step of
this exercise.
2 From the Animation tool frame, tear off the Animation Settings
toolbox.
6 With the target still selected, use the Microstation Move tool and
..... snap to the target geometry in View 3 near the center. Enter a data
point to start the move.
The target actor graphic is selected and ready to be moved from the
point you snapped to.
7 Attach the saved view Highrise Front to View 3 and Highrise Top
to View 1.
8 Move the pointer to the Top view over the center of the high-rise
building roof octagonal shape and enter a 3D data point by holding
down the Alt key while entering a data point to determine the X and
Y coordinates.
A boreline appears in View 3 - Front.
9 Enter a data point along the boreline to define the Z coordinate, and
move the target to this location.
J
Animation KeyFrames with newly created keyframes.
CHECKINGCAMERAPATHTIMING
Before creating the script, it is sensible to have some idea of where the
camera is at different time intervals as it travels along the B-spline path
you created earlier. To do this requires a few adjustment to the
Animation Producer preview settings.
=VB
d Determining Camera Timing Along the B-spline Path
1 Continuing with the Longbeach.dgn model, open View 7.
2 Attach the saved view check path to View 7.
The saved view is a Top view, with the levels for camera path,
fountain, high-rise and lighthouse geometry on.
I Checking Camera Path Timing I 201
>> I 6 In the Animation Producer dialog, change View to 7 and click Play.
202 I Chapter 5: Cameras, Paths, and Targets I
The script is previewed and the camera graphic appears along the
path every 50 frames because the view is not being cleared between
frames.
High-rise
Fountain
NOTE: The camera positions are evenly spaced because you are using
constant velocity. Ifyou use a velocity other than constant, the spacing
would be completely diflerent and this method of determining camera
locations would be of even greater importance.
=V8
@ Scripting the Keyframe Motion of a Target
Right-click the Type Camera item in the Animation Producer dialog
box and select Enable from the options.
Double-click the Highrise keyframe in the Animation KeyFrames
dialog box.
In the Script KeyFrame dialog box, enter 0 for the Frame Number
and click OK.
The KeyFrame item displays in the Animation Producer script. The
camera now focuses on the high-rise at frame zero.
15 From the Animation Producer dialog box, select File > Save Script
to save the animation script as Longbeach.msa.
=V8
@ Previewing the Script
1 Continuing with Longbeach.dgn,from the Animation Producer
dialog box, select Settings > Preview to open the Preview Settings
dialog box.
RECORDINGSCRIPTS
Now that you have successfully completed a script, you will be given an
overview of how to record the animation frames to disk using the
Record Script dialog box. The Record Script dialog box contains many
options for recording animation scripts. Here you set the frame size or
resolution and the type of output you need, among other settings.
I Recording Scripts I 207
=V8
@ Recording of Scripts
1 Continuing with Longbeach.dgn,from the Animation Producer
dialog box, select File > Record Script.
The Record Script dialog box opens.
View number to use for
rendering of frames.
5 Set the file type to JPEG and click OK to return to the Record Script
dialog box.
NOTE: By default, the name will be the same as that of the design file
and will begin with the frame number set by the Begin Frame option.
In this case, the name is Longbeach000.jpg. Ifthis werefinal output
for an actual project, it is recommend that you use either TIFF of
Targa as thefileformat. Theseformats take up considerably more
disk space but they are non-compressed and will look better when
compiled into a movie using MPEGl, MPEG2, AVI, M OV or any
other movie format.
6 Set the View number to 8.
I Recording Scripts I 209
This is the view used for rendering. It is important that you have the
required levels on in the main file and any reference files for the
view you will be rendering. In addition, make sure to set rendering
and view attributes properly.
7 Check the Begin Frame and End Frame options. They should be set
to begin at frame 0 and end at 599.
The default is to start at 0 and end at the last frame depending on
the script. You can record a portion of the script by entering
different values here.
8 Set Resolution X to 320.
If the lock is on, the Y resolution will be set from the view size
(which should be 240). If the Y size is something different, click the
lock icon to unlock aspect ratio and then enter 240 in the Y field.
9 Check that Gamma is set to 1.0.
NOTE: Gamma can be added to lighten or darken the output image.
You can gamma correct here but most non-linear editingpackages let
you adjust gamma as well. A gamma of 1.0 is the default and is the
neutral position, meaning no correction. Values greater than 1.0
lighten, and those less than 1.0 darken the resulting imagefiles.
TIP: Ifthe view gamma in your user preferences is set to something
other than 1.0 and you are using ray tracing with Real World
Lighting mode, it is recommended that you use the same gamma
setting as set in the preferences.
10 Check that Field Rendering is turned off.
Field rendering is used to render interlaced video frames that will
be used for NTSC video (30 frames per second) or PAL video (25
frames per second) and played back on a television set. When on,
this option produces images that have two interlaced images
contained in one file separated by 1/60 second for NTSC and 1/50
second for PAL format. The odd lines contain the information for
one of the images, and the even lines contain the information for
the other image.
This works well when viewed using a television because you can
only see 1/2 the interlaced image (or one field) at a time. This also
makes for smoother play back but, if you intend to playback the
movie on a computer having this on would be bad. The computer
210 I Chapter 5: Cameras, Paths, and Targets I
screen is not interlaced and you would see both fields in the frame.
The frame consists of two images separated by 1/60 of a second; the
two fields together making up 1/30 of a second of time. Newer
digital televisions can playback using progressive scan making them
like the computer in that the entire image displays at once.
11 Check that Motion Blur is off.
When on, Motion Blur creates blurred frames by blending multiple
images. The number of images that are blended depends on the
Samples setting. If set to 4,four images are created in the same
instant of time you would normally create a single frame. These are
then blended to create blurred image frames. Based on typical 30
framedsecond video, the blur frames would be 1/120 of a second
apart and the four images combined would be a time slice of 1/30 of
a second.
F NOTE: Motion Blur can be useful for removing artifacts such as pixel
crawl from small geometry, like mullions in windows. It is useful for
smoothing fast motion of both camera and objects. It is expensive in
computing time; adding 4 to the sample motion blur quadruples your
render time. However, you can renderportions of the animation that
would benefit from motion blur. In the Longbeach animation, when
you come around the lighthouse you could set the begin frame to 435
and end frame to 460 and greatly smooth out the motion in this
segment by creating blur frames forjust this portion of the animation.
12 Set Shading to RayTrace from the list of shading options.
Shading options
range from
Wireframe to
Particle Trace.
DEFINING
THE CAMERA PATH IN V8 XM EDITION
In this exercise you will place an animation camera and then use the
Define Actor Path tool to attach the camera to a B-spline path.
NOTE: Microstation has built-in Target and Camera actors that can
be placed and named. You can have multiple targets and cameras in
a design file, but there can only be one camera on at time and you can
only have a single target on at any given point in the animation. As an
option, you can have Microstation interpolate between two cameras
to gradually transition from what one camera sees to what the other
one sees, even if both are in motion.
xxm Edition
d Placing a Camera and Creating a Script in V8 XM Edition
1 Open the design file Longbeach.dgn.
2 From the Animation Cameras toolbox, select the Create Animation
$$ Camera tool.
.
The Create Animation Camera tool settings window opens.
I Defining the Camera Path in V8 XM Edition I 213
3 Set Cell Scale to 1000 and Standard Lens to Wide to make it easier
to see the camera cell graphic.
4 Turn on AccuDraw if it is not already on.
5 Working in View 1, snap to the B-spline curve at the end of the B-
spline path to the right side in View 1. Move the pointer to a point
along the B-spline at the second pole and enter a data point.
6 In the Name field enter Main Camera, and in the Description field
enter Flying Camera. Click OK to create the camera.
The Description is optional, but can be very helpful when you have
multiple cameras in a design file.
7 From the Animation tool frame, open the Animation Actors
i3 toolbox and click the Define Actor Path tool.
214 I Chapter 5: Cameras, Paths, and Targets I
NOTE: Camerus and targets are, by definition, actors when pluced in
the designfile.
8 In the Define Actor dialog box’s list box, click Main Camera.
You are prompted to “Define Actor Path.”
9 Enter a data point anywhere on the B-spline path. In the status bar,
the prompt reads “Define Actor Path > Identify Direction.” Enter
another data point somewhere in front of the animation camera you
placed to define the direction.
The Define Actor Path dialog box opens.
Velocity set to
Constant.
10 Enter 599 in the End Time field, set Velocity to Constant, and click
OK.
The camera now follows the B-spline path you defined earlier for a
total of 600 frames.
I Defining the Camera Path in V8 XM Edition I 215
NOTE: The camerafollows the path, but because you can only have
Main Camera
-
OK Cancel
Looking at the Animation Producer dialog you can see the two
items added so far to the script (a path and a camera). Note that the
active Main Camera timeline may only extend out to frame 120.
This is the default movie duration in early versions of V8 XM
Edition. If you are using any 0 8 . 0 9 . 0 2 . ~
version,
~ you need to change
this because your movie is 599 frames long.
NOTE: In V8 X M version 08.09.03.48 and later the timeline will be
extended automatically when you enter a path end time of more than
the default (120frames).
15 From the Animation Producer, select Settings > General.
I Previewing the Animation Script I 217
xxm Edition
d Previewing the Animation
1 Continue with Longbeach.dgn.
2 OpenView8.
.
View 8 has been saved with the level containing the trees turned off.
This provides a smoother preview with less geometry to update.
TIP: To make thepreviewplaysmoother,you can reduce the size of the
view used for previewing the animation.
3 From the Rendering Tools toolbox (Tools > Visualization >
Rendering),select the View Size tool.
4 Enter a data point in View 8 to activate the tool. Turn off the
Proportional Resize option and set X to 320 and Y to 240. Enter a
data point in the view to resize.
& 5 From the Animation Settings toolbox, click the Animation Preview
tool to open the Animator Preview dialog box.
The Storyboard
To sell this major urban renewal project to the city of Long Beach, you
will want to show major landmarks such as the following.
A high-rise building
A fountain in a central city park
A lighthouse
A waterfront walk from the lighthouse to the fountain
In the next exercise you will make one minor change and preview the
animation again. You will add a target to draw the focus of the
animation camera to the center of the city. Later, you will learn how to
put this target in motion for a smooth animation that highlights the
landmarks and showcases the design. You will use Named Groups and
Display Sets to make it easier to place and move your target, rather than
turning levels on and off.
220 I Chapter 5: Cameras, Paths, and Targets I
xxm Edition
d Adding and Scripting an Animation Target in V8 XM Edition
1 Continuing with Longbeach.dgn,select Utilities > Named Groups
to open the Named Groups dialog box.
The Named Groups dialog box opens.
Select Elements in the
Named Group tool
highrise 52 0
lighthouse 19 0
Main Camera 2 0
.
c t " 2 With fountain sc,xted in t,,e Namec, Group d i m g box, click the
Select Elements in the Named Group tool.
These elements are selected.
E l 3 Click the Put Elements into the Displayset tool.
The open views are updated and contain only geometry that was in
the named group (the fountain elements).
4 To make it easier to place the target, fit View 1 and View 3.
5 With the Element Selection tool active, enter a reset followed by a
data point to deselect the elements.
Now you have the fountain elements isolated so that you can more
easily place a target in the fountain.
6 From the Animation tool frame, select the Animation Cameras
toolbox.
d7 TIP: You can toggle AccuSnap on and off by pressing the H and S keys
while AccuDraw is on and has focus.
d 8 From the Animation Cameras toolbox, click the Create Target tool.
I Previewing the Animation Script I 221
Top view
Front view
>. : : I 15 From the Animator Preview dialog, click Play to preview the
modified script in View 8.
As you can see, the animation is completely different from the first
try. The camera remains focused on one of the major landmarks
throughout the entire animation.
In this sequence, from frame 0 to frame 60 the camera looks along the
path. At frames 61-120 the camera interpolates to look at the target. At
frames 121 to 180 the camera looks at the target. At frames 181 to 240
Animating Materials and
Lights
CHAPTEROBJECTIVES
In this chapter you will learn how to animate materials and lights
including solar time. You will learn how to use the Animator’s Tree view
and Timeline editor to easily edit animation scripts.
If you are using Microstation V8 XM Edition, you will notice that the
Tree view and Timeline are incorporated into the Animation Producer
and are no longer separate dialogs. Topics covered in this chapter
include:
Animating materials
Animating source lights
Animating sequential images
Animation using Saved Views
The Animator Tree View function
The Animator Timeline function
The Animation of solar time
The Solar Study function
297
298 I Chapter 6: Animating Materials and Lights I
INTRODUCTION
In this chapter you will learn how to animate materials over time to
create effects such as running water. You will learn how to animate
source lights by changing the color and intensity of lights over time.
Use the Animator’s Tree view and Timeline editor to graphically see the
animation scripts and more easily edit them. In addition to using the
animation camera actor, you will learn how to use saved views to create
camera animations. Finally, you will learn how to use the Animator to
animate solar time and how to use a special utility called Solar Study to
animate solar time over extended periods of time.
As in previous chapters, all exercises are noted by the following graphic
headers to indicate to you if they are for V8 and prior versions, for V8
XM Edition, or for all versions.
=V8
d This indicates V8.5 and earlier version exercises.
xxm Edition
d This indicates V8 XM Edition specific exercises.
=I *****
d This indicates exercises applicable for all versions.
ANIMATING RUNNINGWATER
In this exercise you will see how easy it is to animate the properties of a
material over time to achieve the effect of water running down the wall
of a fountain. If you are new to animation and are using Microstation
V8 XM Edition, you can skip this exercise and move to the exercises
specifically for Microstation V8 XM Edition.
I Animating Running Water I 299
=w
@ Animating Running Water
1 Open the design file 2obbyfountuin.dgn.
2 From the Animation Settings toolbox, click Animation Producer
r#ll dialog open tool.
The Animation Producer dialog opens.
3 From the Animation Settings toolbox, click the Materials tool.
The Animate Material Settings dialog box opens.
floor
fountain blocks
fountain water
tile caps
=V8
d Rendering Test Frames
1 Continue with 2obbyfountuin.dgn.
2 Open View 5 and attached the saved view test view to View 5.
The view opens, with only the fountain levels turned on. This makes
the test’s rendering computation faster.
Set resolution.
Shading mode.
Create new
solution for each
frame.
1
ANIMATINGSOURCELIGHTS
To add a little mood effect to the lobby fountain, you will add a few
more items to your script to change the color of the spot lights over
time. As you will see, this will be much more interesting and dramatic
than just animating the falling water.
=VB
@ Animating Source Lights
1 Continue with 2obbyfountuin.dgn.
2 From the Animation Settings toolbox, click the Source Lighting
tool.
The Animate Source Lighting Settings dialog box opens.
3 In the Top view, enter a data point over the left spot light and accept.
I Animating Source Lights I 303
Note that the Light Name setting changes to Fountain Light Left.
Light Name
changes when
light is selected.
a
Animation Producer script at this point.
304 I Chapter 6: Animating Materials and Lights I
8 Enter a data point over the Fountain Light Left spot light. From the
Animate Source Lighting Settings dialog, change Frame Number to
50 and click Color button.
9 In the Modify Color dialog box, make the color red by moving the
pointer in the multicolored area to the upper right corner or by
moving the Red, Green, and Blue (RGB) sliders so that the Red is set
to 255 and Green and Blue are set to 0.
NOTE: You can also select a colorfrom the Named Colors list in the
Modifr Color dialog box. Even though the dialog shows 100% red, you
can select any red color you like. This is also true for the blue or green
colors in the next few steps.
10 Enter a data point in any view to add this item to the script.
11 Enter a data point over the Fountain Light Middle spot light. In the
Animate Source Lighting Settings dialog, set Frame Number to 50
and click the Color button.
12 Make the color green by moving the pointer in the multicolored
area to the green area or by moving the RGB sliders so that Green is
set to 255 and Red and Blue are set to 0. Enter a data point in any
view to add this item to the script.
13 Enter a data point over the Fountain Light Right spot light. In the
Animate Source Lighting Settings dialog, set Frame Number to 50,
and click the Color button.
14 Make the color blue by moving the pointer in the multicolored area
to the blue area or by moving the RGB sliders so that Blue is set to
I Animating Source Lights I 305
255 and Red and Green are set to 0. Enter a data point in any view to
add this item to the script.
By now you should see how this works well enough to finish the
script with a little less detailed instruction.
15 At frame 100, add entries to make Fountain Light Left = green,
Fountain Light Middle = blue, and Fountain Light Right = red.
16 At frame 150, add entries to make Fountain Light Left = blue,
Fountain Light Middle = red, and Fountain Light Right = green.
17 At frame 200, add entries to make the three spot lights change back
to white. Set all RGB settings to 255.
18 From the Animation Producer, select File > Save Script to save the
script as lobby fountain.msa.
=V8
d Animating Using Saved Views
1 Continue with 2obbyfountuin.dgn.
2 Click the Animation Producer dialog tool to open the Animation
1#11 Producer dialog box.
I Animating Running Water in V8 XM Edition I 307
3 From the Animation Producer dialog box, select Settings > Saved
Views.
The Script Saved View dialog box opens.
4 From Saved Views, click v l left, set Frame Number to 0, and Velocity
to Constant. Click OK to add the item to the script.
5 From the Animation Producer dialog box, select Settings > Saved
Views.
The Script Saved View dialog box opens.
6 From Saved Views click v3 right, set Frame Number to 200. Click
OK to add the item to the script.
xxw Edition
d Creating Running Water in V8 XM Edition
1 Open the design file 2obbyfountuin.dgn.
2 From the Animation Settings toolbox, click the Animation
H Producer tool.
The Animation Producer dialog opens.
t 3 From the Animation Settings toolbox, click the Materials tool.
The Animate Material Settings dialog box opens.
xxm Edition
@ Previewing Test Frames in V8 XM Edition
1 Continue with 2obbyfountuin.dgn.
2 Open View 2 and attach the
saved view v2 to View 2. Turn
on Window Size, Camera
Position View Attributes and
Levels.
3 Click Apply.
4 From the View toolbox in
gf View 2, click and hold the
Display tool. A drop-down list
of options appears. Select
Display Mode Smooth.
Close bPlY
ANIMATINGSOURCELIGHTSIN V8 XM
To add a little mood effect to the lobby fountain, you will add a few
more items to your script to change the color of the spot lights over
time. As you will see, this will be much more interesting and dramatic
than just animating the falling water.
310 I Chapter 6: Animating Materials and Lights I
xxw Edition
d Animating Source Lights in V8 XM Edition
1 Continue with 2obbyfountuin.dgn.
2 From the Animation Settings toolbox, click the Source Lighting
Hri tool.
The Animate Source Lighting Settings dialog box opens.
3 In the Top view, enter a data point over the left spot light and accept.
The Light Name changes to Fountain Light Left.
Light Name
changes when
light is selected.
This adds the Fountain Light Right spot light, with the same initial
color as the other two lights, beginning at Start Time 0.
Now that you have the initial light color entry, you can animate the
spot lights to change to a color or multiple colors over time and then
back to the initial white color at the end of the movie. In addition to
animating the color, you could add entries to animate the cone
angle, delta angle, and intensity of these spot lights over time.
A
Animation Producer script at this point.
8 While still using the Animate Source Lighting Settings tool, enter a
data point over the Fountain Light Left spot light. From the
Animate Source Lighting Settings dialog, change Start Time to 50
and click the Color button.
312 I Chapter 6: Animating Materials and Lights I
9 In the Modify Color dialog box, make the color red by moving the
pointer in the multicolored area to the upper right corner or by
moving the Red, Green, and Blue (RGB) sliders so that Red is set to
255 and Green, Blue are set to 0.
NOTE: You can also select a color f r o m the Named Colors list in the
Modifr Color dialog box. These colors have been moved to a tab f r o m
which y o u can choose standard colors, Pantone, or RAL. Even though
this shows 100% red, y o u can select any red color you like. This is also
true for the green or blue colors in the next f e w steps.
10 Enter a data point in any view to add this item to the script.
11 Enter a data point over the Fountain Light Middle spot light. In the
Animate Source Lighting Settings dialog, set Start Time to 50 and
click the Color button.
12 Make the color green by moving the pointer in the multicolored
area to the green area or by moving the RGB sliders so that Green is
set to 255 and Red and Blue are set to 0. Enter a data point in any
view to add this item to the script.
13 Enter a data point over the Fountain Light Right spot light. In the
Animate Source Lighting Settings dialog, set Start Time to 50 and
click the Color button.
14 Make the color blue by moving the pointer in the multicolored area
to the blue area or by moving the RGB sliders so that Blue is set to
I Animating Source Lights in V8 XM I 313
255 and Red and Green are set to 0. Enter a data point in any view to
add this item to the script.
15 From the Animation Producer dialog box Tree view list, click the +
sign for Lights and Source to expand the list and reveal the fountain
lights.
16 Using the Timeline view, hold down the Ctrl key, click the Fountain
Light Left marker at frame 50, and drag it to frame 100 and release.
This makes a copy at frame 100.
17 Using the timeline view hold down the Ctrl key, click the Fountain
Light Left marker at frame 100, and drag it to frame 150 and release
to make a copy at frame 150.
18 Using the Timeline view, hold down the Ctrl key, click the Fountain
Light Left marker at frame 0, and drag it to frame 200 and release to
make a copy at frame 200.
19 From the Animation Producer’s Tree View click Source Lights.
In the Storyboard Panel, the view is filtered to only display source
light script entries.
314 I Chapter 6: Animating Materials and Lights I
20 From the Animation Producer’s Tree view, click Fountain Light Left.
The Storyboard Panel is filtered to only display Fountain Light Left
script entries. The value for the Color setting at frames 50, 100, and
150 is the same shade of red for each.
2 1 From the Animation Producer Storyboard Panel, click the Value
setting at frame 100.
The Microstation Color Picker appears.
22 Change the color from red to blue.
23 Using the same method change the color value at frame 150 from
red to green.
You now have the script for animating the left fountain light color
from white at 0 to red at 50, green at 100, blue at 150, and back to
white at 200.
24 From the Animation Producer’s Tree view, click Fountain Light
Middle to filter this item in the Storyboard Panel.
25 Using the Timeline view, hold down the Ctrl key, click on the
Fountain Light Middle marker at frame 50 and drag it to frame 100
and release to make a copy at frame 100.
26 Using the Timeline view, hold down the Ctrl key, click the Fountain
Light Middle marker at frame 100, and drag it to frame 150 and
release to make a copy at frame 150.
27 Using the Timeline view, hold down the Ctrl key, click the Fountain
Light Middle marker at frame 0, and drag it to frame 200 and
release to make a copy at frame 200.
Because you want to end with the same color as you started with,
copying the script entry from zero provides you with the same color
at frame 200 and no further edits will be needed for this entry.
28 From the Animation Producer Storyboard Panel, click on the Value
setting at frame 100.
The Microstation Color Picker appears.
29 Change the color from green to red.
30 Using the same method change the color value at frame 150 from
green to blue.
I Animating Source Lights in V8 XM I 315
You have the script for two of the three spot lights completed. You
can try a little different approach to add the final script entries for
Fountain Light Right.
xxm Edition
@ Using a Different Approach to Add the Final Script Entries
1 Change the timeline time to 100 by entering 100 in the Current
8 Time field.
The blue timeline marker moves to 100 in the timeline view.
2 From the Animation Producer’s Tree view, click the + sign next to
the Fountain Light Right entry to further expand the tree.
3 In the expanded tree view for the Fountain Light Right source light,
right-click Color.
The Animate Color dialog box opens.
4 Click the Color button and change the color from blue to green
using the Modify Color dialog box. Click OK to add this script
entry, occurring at the current time of 100.
5 Change the timeline time to 150 by entering 150 in the Current
@ Time field.
6 In the expanded tree view for the Fountain Light Right source light,
right-click Color.
The Animate Color dialog box opens.
7 Click the Color button and change the color to red using the Modify
Color dialog box. Click OK to add this script entry, occurring at the
current time of 150.
8 Change the timeline time to 200 by entering 200 in the Current
@ Time field.
9 In the Animation Producer Timeline view, right-click the Color
script entry at frame 0 and from the list of options, select Copy.
Right click in the Timeline View window and select paste to paste
the copy at the current time of 200.
Because you want the color to change back to white at frame 200,
there is no need to edit this copied entry (the entry was white at
frame zero).
316 I Chapter 6: Animating Materials and Lights I
This completes the script for animating the fountain water and the
color of the spot lights.
xxm Edition
@ Recording and Playing Back a Preview in V8 XM Edition
1 From the Animation Producer dialog box, select Settings >
General.
The Animation Settings dialog box opens. You can speed up the
motion a little because this is just a preview to make sure your lights
are animating and changing colors as expected.
NOTE: In the Time Display section of the Animation Settings dialog
box, you can see twofields. The topfield changes the time format and
the secondfield controls the speed. The default for the speed factor is I,
meaning that everyframegetsplayed or rendered and the default time
is set to 30th [NTSC] where 1 second equals 30 frames. I f r o u change
the Speedfield factor f r o m I to 2, the timing changes so that each
frame equals 1/15 second instead of 1/30 second. This cuts in halfthe
number of frames rendered.
Speed factor
2 In the Animation Settings dialog box, change the speed factor from
1 to 2.
The Animation Producer Timeline window updates so that the
movie is 100 frames rather than 200.
3 From the Animation Producer, select File > Record Script.
The Record Script dialog box opens.
318 I Chapter 6: Animating Materials and Lights I
In the Record Script
dialog box, set
Resolution X to 320,
Resolution Y to 240,
Format to JPEG and
Render Mode to Ray
Trace.
Click OK to render a test
movie.
Open and play back the
rendered frames with
the Microstation Movie
Player.
OK
- Cancel
xxM Edition
@ Animating Using Saved Views in V8 XM Edition
1 Continue with 2obbyfountuin.dgn.
2 Click the Animation Producer dialog tool to open the Animation
1#11 Producer dialog box.
3 From the Animation Producer dialog box, select Tools > Saved
Views.
The Script Saved View dialog box opens.
-
OK Cancel
4 From Saved Views click vl left, set Start ‘Timeto 0 and Velocityto
Constant, and click OK to add the item to the script.
5 From the Animation Producer dialog box, select Tools > Saved
Views.
The Script Saved View dialog box opens.
6 in the Script Saved View dialog, click v3 right, set Start ‘Timeto 200
and click OK to add the item to the script.
>. : ; I 7 From the Animator Preview, preview the script by setting View to 2
and clicking Play.
You can see the interpolated frames between the two saved views.
RECORDEDSCRIPT
PLAYINGBACKTHEPREVIOUSLY
In the next exercise you will play a finished movie based on the script
you just completed. The movie was previously rendered to frames, then
compiled into a MPEG-1 movie format ready to be played back using
Microsoft’s Media Player.
320 I Chapter 6: Animating Materials and Lights I
3 *****
d Playing Back an MPEG Movie
1 Using the Microsoft Media Player, double-click the file name to
open the file 1obbyfountain.mpg and play the movie.
The file is located in the
Workspace\ Projects\BentleyInstitute\Animation WorkShop\Movies
folder.
ANIMATINGTEXTURES
The Animation Producer allows you to animate any defined and
assigned or attached material's property over time. In addition, you can
animate a pattern map over time to play a movie on an element. To do
this, you need a sequentially numbered set of images captured from
video or frames from a previously rendered script. The script entry
would be to increment the pattern by a factor.
In the next exercise you will be creating actors and keyframes to animate
the opening and closing of a movie screen curtain. You will be scripting
the house lights to turn down. As the curtains open, a movie made of
sequentially numbered images plays on the screen.
I Animating Textures I 321
=w
@ Animating by Pattern Map Increment
1 Open the design file c u r t u i d g n .
2 Open View 5 .
The view appears as an isometric view, with only the curtain
geometry. This makes it easier to create the Left Curtain and Right
Curtain actors.
3 From the Animation Actors toolbox, click the Create Actor tool.
al The Create Actor dialog box opens.
4 In the Name field enter left curtain, turn on Scale Along X,and
make sure all other options are off.
5 Move the pointer into View 5. Enter a data point over the left
curtain to identify the actor geometry. Snap to the left bottom
322 I Chapter 6: Animating Materials and Lights I
corner of the B-spline surface and enter a data point to create the
Left Curtain actor.
=V8
@ Creating the Curtain Keyframes
't,17 Use the Element Selection tool to select both Left Curtain and Right
Curtain actors in View 5.
8 Click the KeyFrames dialog tool in the Animation Settings toolbox.
The Animation KeyFrames dialog appears.
CHAPTEROBJECTIVES
In this chapter you will learn how to become the director of more
complex animations by using one of the Animation Producer’s most
powerful features: the ability to include scripts within scripts. Learning
how scripts are included in scripts enables you to work on portions of
complex animations in smaller pieces. Rather than creating an overly
complex all-encompassing script you can create several less complicated
scripts to accomplish the same task. You can even distribute the work of
creating animation scripts among fellow workers or team members.
Topics covered in this chapter include:
Included scripts
Animation of reference files using included scripts
Repetitive motion using included scripts
Using the Packager utility to gather up files required for
rendering
Network rendering
Setup procedures for rendering frames on multiple systems
Important considerations
353
354 I Chapter 7: Included Scripts and Network Rendering I
INTRODUCTION
In this chapter you will learn how to create a master script whereby you
become the director of a more complex animation. By bringing together
design files from previous exercises you can quickly create a script to
animate the penknife, desk lamp, clock, and car race into a single
animation by simply including the scripts you wrote earlier for each of
these designs. This technique allows you to make the included scripts
begin at a point of your choosing, and if necessary to repeat the motion
as many times as you specify. Being able to include multiple scripts into
a master script is a very powerful technique.
You can truly be the animation producer using included scripts. You do
not have to think about the entire movie at once, or even sequentially.
You can concentrate on the pieces of action or scenes. The timing can be
worked out later in a project. Included scripts also allow easy
collaboration on complex animations so that you can work in teams or
groups, each team being responsible for working on a script that can
later be included to occur at a point in time of your choosing. When
producers in Hollywood make feature-length films they often shoot all
the scenes in no particular order and put the pieces together in the end
in the cutting room. The ability to use included scripts provides the
Microstation user with this same power. All exercises are noted by the
following graphic headers to indicate if they are for V8 and prior
versions, for V8 XM Edition, or for all versions.
I Included Scripts I 355
=V8
@ This indicates V8.5 and earlier version exercises.
xxm Edition
@ This indicates V8 XM Edition specific exercises.
3 *****
@ This indicates exercises applicable for all versions.
INCLUDED
SCRIPTS
Recall the exercise in which you keyframed the motion of a door
opening and closing. This script could be included and be timed to
begin at a moment in time for the passage of, say, a camera through the
opening. In the beginning you know this motion needs to occur at some
point but, you may not yet know the exact point in time or frame
number where this should occur. You can write a script that opens the
door, save the script as (some name such as opendoor), and then include
it later in your master script to begin precisely at the moment the
camera needs to pass through.
In the next exercise you will be using a master file with several reference
files attached. All reference files are from previously worked exercises.
You should have the scripts you created (provided you remembered to
save them). You will be able to simply include these scripts within the
partly created script to make the motion for each reference file occur.
=V8
@ Including Scripts Within Another Script
1 Open the design file includedgn.
2 From the Animation Settings toolbox, click the Animation
Producer tool.
The Animation Producer dialog opens, with a partly completed
script. The current script animates the camera using saved views to
356 I Chapter 7: Included Scripts and Network Rendering I
focus on different reference file objects on the stage that you will
animate by including their respective scripts.
.
3 From the Animation Producer, set View to 2 and click Play to
preview the animation in wireframe.
The camera moves and the focus changes from object to object, but
none of the objects are moving. By including their scripts, you can
set each of them into motion at the time and duration of your
choice.
4 From the Animation Producer dialog box, select File > Include
Script.
The Include Script dialog opens.
.
I Included Scripts I 357
-
OK Cancel
6 In the Include Script dialog box, verify that Begin Frame is 0, Repeat
Count is 1, and Scale is 1.00. Click OK to add this item to the script.
The script now begins animating the curtain based on the script you
created earlier. The curtain opens and the movie plays on the screen
but in this case the camera view will be animated based on the view
items that are saved in the current script.
7 From the Include Script list of files, select CLOCK.msa.Click OK to
open the Include Script dialog.
8 In the Include Script dialog box, set Begin Frame to 30, Repeat
Count to 2, and Scale to 1.00. Click OK.
9 From the Include Script list of files, select car-race.msa and click
OK to open the Include Script dialog.
10 In the Include Script dialog box set Begin Frame to 30, Repeat
Count to 2, Scale to 0.25. and click OK.
The car race motion begins at frame 30, and the motion repeats two
times. The number of frames from the original script will be scaled
down from the original 600 frames to 150 frames. Because the
movie plays two times, the total car race animation will be 300
frames in length.
NOTE: When you repeat an included script, the animation plays
through once. Then thefirstframe is dropped and the motion repeats.
This prevents the repetitive motion from appearing to stutter by
having two duplicate frames.
11 From the Include Script list of files, select penknife.msa. Click OK
to open the Include Script dialog.
12 In the Include Script dialog, set Begin Frame to 30, Repeat Count to
1, and Scale to 1. Click OK.
358 I Chapter 7: Included Scripts and Network Rendering I
13 From the Include Script list of files, select dlamp.msa. Click OK to
open the Include Script dialog.
14 In the Include Script dialog, set Begin Frame to 30, Repeat Count to
1, and Scale to 0.5. Click OK to add this item to the script.
NOTE: Because y o u scaled the dlamp script up by a factor of 4 when
you saved it, by scaling the included script by 0.5 the dlamp animation
will be scaled back f r o m 600frames to 300, (that is, provided the
dlamp script is 600frames). Ifthe lamp animation is longer, scale the
script accordingly to end up with about 300frames.
xxm Edition
@ Including Scripts Within Another Script
1 Open the design file inc2ude-XM.dgn.
2 From the Animation Settings toolbox, click the Animation
H Producer tool.
The Animation Producer dialog opens, with a partly completed
script. The current script animates the camera using saved views to
focus on different reference file objects on the stage that you will set
into motion by including their respective scripts.
View back 0
View close1 30
View clock 60
View penknife 90
View penknife 100
View lamp 120
View lamp 180
View lace 210
View lace 230
View lamp 280
View back 330
:I.:-. I 4 From the Animator Preview dialog, set View to 2 and click Play to
preview the animation in wireframe.
The camera moves and the focus changes from object to object, but
none of the objects are moving. By including their scripts you can
set each of them into motion at the time and duration of your
choice.
360 IChapter 7: Included Scripts and Network Rendering I
5 From the Animation Producer dialog box, select File > Include
Script.
The Include Script dialog opens.
OK
- Cancel
>. : ; I 8 From the Animator Preview dialog, click Play to preview the
animation in wireframe.
The script now begins animating the curtain based on the script you
created earlier. The curtain opens and the movie plays on the screen,
but in this case the camera view will be animated based on the saved
views in the current script.
I Included Scripts I 361
9 From the Animation Producer dialog box, select File > Include
Script.
10 From the Include Script list of files, select clock,
CLOCK-XM.DGN, Default. Set Start Time to 30, Repeat Count to
1, and Scale to 1.00. Click OK.
11 From the Include Script dialog’s list of files, select car race,
car-race-XM.dgn, Default. Set Start Time to 30, Repeat Count to 2,
and Scale to 0.25. Click OK.
OK
- Cancel
The car race motion begins at frame 30, and the motion repeats two
times. The number of frames from the original script will be scaled
down from the original 600 frames to 150 frames. Because the
movie plays two times, the total car race animation will be 300
frames in length.
NOTE: When you repeat an included script, the animation plays
through once. Then thefirstframe is dropped and the motion repeats.
This prevents the repetitive motion from appearing to stutter by
having two duplicate frames.
12 From the Animation Producer dialog box, select File > Include
Script.
13 From the Include Script dialog’s list of files, select penknife,
penknife-XM.DGN, Default. Set Start Time to 30, Repeat Count to
1, and Scale to 1. Click OK.
14 From the Animation Producer dialog box, select File > Include
Script.
362 I Chapter 7: Included Scripts and Network Rendering I
15 From the Include Script list of files, select desklamp,
DLAMP.DGN, Default. Set Start Time to 30, Repeat Count to 1, and
Scale to 0.5. Click OK to add this item to the script.
NOTE: Because you scaled the dlamp script up by a factor of 4 when
you saved it, by scaling the included script by 0.5 the dlamp animation
will be scaled back from 600frames to 300, (that is provided the
dlamp script is 600frames). lfthe lamp animation is longer, scale the
script accordingly to end up with about 300frames.
>. : ; I 16 From the Animator Preview dialog, click Play to preview the
animation in wireframe.
As you can see, the views are animated and all objects for which you
created scripts in earlier exercises are set into motion by including
their respective scripts.
I Using the Packager Utility I 363
3 *****
@ Using the Packager Utility to Create a Packager File
1 Continuing with the includedgn file, select Utilities > Packager.
The Welcome dialog opens with a wizard interface.
2 From the Welcome dialog, click Next to start the process.
The Package Name dialog opens.
3 Enter included scripts in the Enter Package Name field and click
Next to continue the process.
The Design Options dialog opens.
4 Enable (check) Reference Files and Rendering Data and disable
(uncheck) all other options. Click Next to continue.
The Gather Design Data dialog opens.
364 IChapter 7: Included Scripts and Network Rendering I
7 Enable (check) Color tables from the list of options and disable
(uncheck) all other options from the Option list.
8 Click Next in the Select Workspace Options dialog to continue the
process.
The Review Selections dialog box opens. Check to make sure the
files you want are in the list.
NOTE: lfrou have animation scripts in theform of .msafiles, all the
F files of this type are included in the package because the .msa can be
any name. There is no intelligence here; we just take them all. You can
remove the check marks for any you do not want to include in the
package file. In addition, if you are animating pattern or bump maps
incrementally, the sequential images will not be included in the
package. Therefore, to make sure each machine on the network can
find thesefiles. Either add them to MicroStationj search path or copy
them to the network render folder where you extract the Packager
files.
9 Click Next to continue.
10 The Create Package dialog opens. Click Browse.
The Save as PZIP file as dialog box opens.
11 From the Save PZIP file as dialog box, select the location and name
for the file and then click Save.
You are returned to the Create Package dialog box.
12 From the Create Package dialog box, click Next.
The Finish dialog box opens.
13 From the Finish dialog box, click Finish to create the PZIP file.
TIP: The PZIPfile is identical to a ZIPfile. You can change the name
before or after you create thefile to a ZIPfile extension and be able to
open thefile with any software that supports ZIP format. By making
thefile a PZIR you can open and extract thefiles with a MicroStation
u ti1ity.
366 I Chapter 7: Included Scripts and Network Rendering I
NETWORK
RENDERING
Creating animator actors and animation scripts can be pretty quick and
easy. Processing thousands of animation frames can be very time
consuming, even with a fast system. To speed up the process, you can
use the network rendering capabilities built into Microstation. As an
example, consider a 1-minute video for which on average each frame
takes 3 minutes to render. You need to multiply that by 1,800 because
that is how many frames you need for 30 frames/sec video. If you do the
math you end up with 90 hours (3.75 days) on a single system. Dividing
the same job over 10 systems, you can have the same animation
completed in 9 hours! There is no limit to the number of systems you
can use other than that you need a Microstation license for each render
node. To attach more than 10 systems, you will need a server version of
the 0s with the applicable number of concurrent licenses.
The ability to use a network of computers to render frames with the
Animation Producer has been included with Microstation since
Microstation SE, and the process has changed very little over the years.
With the first Select visualization enhancements to be released for
Microstation V8 XM Edition, the network rendering process will be
changing drastically. If you choose to install and set up the Distributed
Rendering software for the network rendering, the process will be
automated and you will no longer have to manually start the process on
additional CPUs. The old manual method can still be used as an option,
and the procedure for starting the render job on multiple CPUs would
remain as in the past.
Database (CPUI)
Installation Requirements
In a distributed rendering installation, the following packages are
required.
Projectwise Orchestration Framework with MSDE - for the
node to be a database.
m Microstation V8 XM 08.09.03.28 or later update - for the
node to be an MSProcessor.
Distributed Rendering and Log On As Service rights - for the
node to be a Dispatcher or MSProcessor.
m Microsoft Message Queuing - for all Client, MSProcessor and
Dispatcher nodes.
Each of the nodes for a distributed rendering instance requires that the
respective packages be installed in a particular order.
I Network Rendering I 369
Database
1 Projectwise Orchestration Framework Service with the MSDE
option.
Dispatcher
1 Projectwise orchestration Framework Service without the MSDE
option.
2 Distributed Rendering.
MSProcessor
1 Microstation V8 XM 08.09.03.28 or later update.
2 Projectwise Orchestration Framework Service without the MSDE
option.
3 Distributed Rendering.
Combined node (all three)
1 Microstation V8 XM WIP update.
2 Projectwise Orchestration Framework Service with the MSDE
option.
3 Distributed Rendering.
Requirement s
Projectwise Orchestration Framework Service requires its own
dedicated database instance. If Projectwise is installed, the
instance should be separate from the database instance you are
using for your Projectwise data source.
Orchestration Framework Service can use either Microsoft SQL
Server or Microsoft SQL Server Desktop Engine (MSDE) to
contain the Orchestration Framework Service database
instance. Typically, this database instance is created during
Projectwise Orchestration Framework Service installation.
370 I Chapter 7: Included Scripts and Network Rendering I
The Projectwise Orchestration Framework Service installer
checks your computer for the existence of certain prerequisite
software. If the installer detects that a prerequisite is missing, it
prompts you to either set up or install the prerequisite. Once all
prerequisite software is installed, installation of Projectwise
Orchestration Framework Service begins.
To install Projectwise Orchestration Framework Service, you
must have administrative privileges and “Log on as a service”
rights.
Microsoft Message Queuing must be set up on any computer
on which Projectwise Orchestration Framework Service is
installed.
Once you have properly installed and set up the Projectwise Distributed
rendering with Projectwise Orchestration Framework Service and the
MSDE option (using the step-by-step instructions supplied by the
Microstation documentation), the option to use Distributed Rendering
will be available in the Save Image dialog and the Record Script dialog.
-
OK Cancel
I Network Rendering I 371
NOTE: To render across the network, you need to have a shared folder
in which the design files can be opened and a shared folder to render
the frames to. Ifnot using V8 X M Edition, you should save settings
and the script prior to starting a network rendering job. I f using V8
X M Edition, the scripts are always saved with the designfile so you do
not need to worry about saving your animation scripts.
TIP: Dual-processor systems can eflectively renderframes twice asfast
by running two instances of MicroStation and requiring only one
license. The same can be said for dual-core processors because they
have two CPUs on a single die.
As mentioned earlier, by creating a single folder and extracting the
content of the packager data set to a single folder you can be assured that
Microstation will be able to find the files necessary to render.
Microstation by default always looks for materials, palettes, bumps and
textures in the folder from which the design file loads.
In the next exercise you will be extracting the content of the Packager-
created PZIP file to a single folder.
3 *****
@ Extracting the Packager Data Set
Using Windows File Explorer, double-click the included scripts.pzip
file created in the previous exercise.
The Bentley Package Extractor opens with two tab views: Entries
and Properties. As you can see, the extraction would result in a
recreation of the workspace because the folder names would be
used.
Click Done to exit the Bentley Package Extractor without extracting
the data set.
Using Windows File Explorer, rename the included scripts.pzip as
included scripts.zip.
Renaming the file lets you open it using a zip utility.
372 I Chapter 7: Included Scripts and Network Rendering I
You will receive a system warning because you have changed a file’s
extension. Click OK to accept the change.
Yes No
J
WinZip is a registered trademark of WinZip International LLC.
9 Navigate to the Network Render folder you created and click the
Extract button to extract all files created with the Packager utility to
the Network Render folder.
3 *****
@ Setting Up a Shared Folder for Network Rendering
NOTE: The next f e w steps assume that you have administrator
privileges on your machine. Ifrou do not, you may need to get help
from your network administrator or simply use a known shared
network folder or drive on your current network.
374 I Chapter 7: Included Scripts and Network Rendering I
OK Cancel
4
OK Cancel Apply
9 Activate (check) the option Share this folder and click the
Permissions button.
The Permissions for Network Render dialog box opens. Make sure
you enable Full Control.
NOTE: “Everyone”means everyone who can log into your network (so
not exactly everyone). If this worries you, then you can click the Add
button and specifically add the users who you want to have access to
this shared folder.
376 I Chapter 7: Included Scripts and Network Rendering I
OK Cancel Apply
=VB
d Rendering Animation Using Multiple Systems
1 Open the incZude.dgn design file from the shared Network Relzder
folder.
2 From the Animation Settings toolbox, click the Animation
Producer tool.
3 From the Animation Producer dialog, select File > Record Script.
The Record Script dialog box opens.
4 Set the following:
View 2
Resolution X 720
Resolution Y 480
Gamma 1.5 (or match your current view gamma)
Shading Ray Trace
I Network Rendering I 377
Antialias checked
Create new solution for each frame
View used.
Enable Antialias.
Only one instance of Microstation can start the script. The rest will
join in if you select Continue Recorded Sequence rather than
Record Script.
5 From the Record Script dialog box, click the Browse tool in the
upper right corner of the dialog box to open the Record Script file
browser.
-
Help
Adding Processors
Now that you have started the rendering process, you can add CPUs by
starting more instances of Microstation. If you have multiple CPUs or
more than one core, you can utilize these without having to use a
network.
=V8
@ Adding Processors to the Render Process
1 Open another instance of Microstation by opening the incZude.dgn
from the same location (shared folder) where you extracted the data
set made with the Packager utility.
9 NOTE: The designfile you open will be read-only and you will need to
accept by clicking OK when opening thefile.
OK
- Cancel
IMPORTANT
CONSIDERATIONS
You should be aware of some import aspects and considerations for
rendering animation frames and what to do with the completed frames
to finish the movie.
have the search path set to your texture folder. This forces Microstation
to use those gathered by Packager.
.
Antialiasing
Antialiasing reduces the jagged edges formed by the pixels used to
display digital images. You should always turn on this option when
rendering the final frames. This is an option in the Record Script dialog
box. The quality of antialiasing can be set in the Ray Trace settings
dialog box.
Memory
Running out of physical memory can bring even the fastest system to a
crawl. To check the amount of memory being used during the rendering
process, open the Windows Task Manager and click the Performance
tab. You can physically put up to 4 GB in some systems but with 32-bit
versions of Windows no single application can use more than 3
gigabytes (3 GB). Note that the default for (32-bit) Windows XP and
Windows 2000 is only 2 GB and that a \3GB switch needs to be added to
your boot.ini file to use 3 GB. There are plenty of references to be found
online for setting the /3GB switch. In fact just searching on “/3GB”
should provide you with the details for setting up your system to take
advantage of an extra gigabyte of memory.
382 I Chapter 7: Included Scripts and Network Rendering I
With 64-bit Windows XP, the limit for a 32-bit application increases
from 3 GB to 4 GB because the 0s kernel is held in a memory address
space above the 4 GB used for any running 32-bit applications.
Depending on the size of your data sets, you may need considerably less.
Multi-core CPUs
For many years now, performance gains in computing performance
have been achieved by increasing the clock speed or (cycles per second)
at which the processor operates. Most modern processors today
measure their clock speed in gigahertz (Gh,). All processors have
multiple pipes in which to execute instructions during a clock cycle,
allowing them to process more instructions. With the ever-increasing
clock speed has come additional thermal and power requirements.
Processor manufactures have begun to implement multiple processors
onto a single piece of silicon. This is a huge win for the Microstation
user, especially when it comes to animation (as you can nearly double
performance with dual core processors by running two instances of
Microstation to render your animation frames). Dual-processor dual-
core machines provide the user with four CPUs and by the time this
book is published, Quad-Core machines will be available. Although this
sounds wonderful, there is a point of diminishing returns in the short
term in that these machines will still be limited by their addressable
memory. You can only have so much memory and if you have four
CPUs sharing it, each CPU ends up with about 1/4 for each instance of
Microstation.
TIP: Use Windows Task Manager to monitor memory usage. Ifrou
have a dual-core dual-processor machine do not add a third or fourth
instance of Microstation $you are pushing the limits of available
memory.
Memory
Maybe you have heard the phrase “you can never have to much
memory.” However, truth be known there is a limit to how much
memory can be addressed. Any more than that and it is pretty much
worthless. The total addressable memory when running under 32-bit
Windows XP or Windows 2000 is 4 GB (4 gigabytes). This includes the
memory required by the 0s. By default, no single application can use
more than 2 GB. This means that regardless of the amount of physical
I Important Considerations I 383
memory and page file or swap space you have allocated, Microstation
cannot access more than 2 GB. However, you can allocate up to 3 GB by
editing the startup or boot.ini file and adding a \3GB switch. A quick
internet search on “\3GB” should provide you with more than enough
information to enable this option and gain additional memory for
Microstation (or any application requiring more than the 2GB Windows
default). Be aware that you will likely need to add a switch to give a little
of this memory back to the 0s kernel. This is particularly the case if you
have a graphic card with more than 128 megabytes of memory. The
additional switch is \USERVA=xxxx which stands for “user virtual
application” (where xxxx is the number of megabytes an application can
use). This likely needs to be set between 2800 and 2900. The first time
the author tried to add the \3GB option he had a blank screen when he
restarted. He then had to restart in safe mode (by holding down the F8
key). Upon entering Safe Mode, he was able to further modify the
startup file by adding the \USERVA=2900 switch.
WARNING: Thefollowing instructions are by way of example only!
Editingyour system’s startup file could result in a boot failure leaving
your system inoperable. Research ‘73GB switch” and be aware that
editing your startup file could cause serious problems.
384 I Chapter 7: Included Scripts and Network Rendering I
=V8
d Editing the boot.ini File - Example Only
1 In Windows XP, right-click the My Computer icon and select
System Properties to open the Systems Properties dialog.
OK Cancel
2 Click the Advanced tab and under Startup and Recover, select
Settings to open the Startup and Recovery dialog box.
I Important Considerations I 385
OK Cancel
1
3 From the Startup and Recovery dialog box, click the Edit button.
The boot.ini file opens in Notepad and you can add the /3GB and
USERVA switches.
As you can see the /3GB and /USERVA=2900 switches have been
added.
l[boot l o a d e r ]
timeout=30
d e f a u l t = m u l t i (O)disk(O)rdisk(O)partition(l)"~~~.WINWwS
[o e r a t i n g systems]
muyti (O)disk(O)rdisk(O)partition(l)
WINWWS~"M1CPOSOft windows XP p r o f e s s i o n a l (3GE
Enabled) noexecute=opti n f a s t d e t e c t 3GE
USERVA=2900
m u l t i (O)disk(O)rdisk(O)partition(l)
"~~~,WINWWS="MiCPOSOft windows XP p r o f e s s i o n a l "
/noexecute=opti n f a s t d e t e c t
REVIEWQUESTIONS
True or false: Microstation allows for the re-use of scripts in other
files.
Generally, given the choice should you create: one long, complex
scripts or multiple short, simple scripts?
True or false: Network Rendering requires Projectwise
Orchestration Framework.
True or false: The best way to deliver all of your animation project
information is to use the Packager utility.
Visua Iization Glossary
This glossary defines visualization and animation terms used with
Microstation.
ambient light Imaginary light that is presumed to strike every point on a surface with
equal intensity. Used to approximate the large-scale effects of diffuse
inter-reflections, a phenomenon not usually accounted for by most
lighting methods. Ambient light should be turned off when using particle
tracing or radiosity solving, both of which take into account the diffuse
reflection of light between surfaces.
387
388 I Visualization Glossary I
animation camera Actor that is scripted to designate a viewing position, orientation, and
perspective for animation.
animation settings file File (*.asf) that contains design and rendering settings while recording
an animation sequence. Particularly useful for collaborative recording of
animation scripts on networked systems or continuing disrupted
recordings.
area light source Light source created from a Microstation shape element. This type of
light source casts softer, more natural shadows than a Point light source.
color bleeding Shading effect observable in particle traced and radiosity solutions
caused by diffuse inter-reflections between surfaces. For example, a
colored wall often reflects a small amount of its color onto an adjoining
white wall.
diffuse inter-reflection Global process of light transport among all the surfaces in an
environment, based on a series of diffuse reflections between surfaces.
This is the process that is simulated in radiosity solving.
diffuse reflection Type of reflection that sends light in all directions with equal energy.
Diffuse reflection is said to be “view-independent.”See also specular
reflection.
dolly (camera) To move the view cone while keeping the camera and target points in the
same positions relative to each other - that is, without changing their
orientation.
dolly (light source) To move a directional light source and its target point such that they
remain in the same positions relative to each other - that is, without
changing their orientation.
IVisualization Glossary I 389
element mesh For radiosity solving, the set of elements composing a surface.
environment cube Imaginary cube surrounding the entire design, on which images are
applied as environment maps.
field rendering Animation script recording technique that results in frames that consist
of two fields each (one for the even-numbered scan lines and one for the
odd-numbered scan lines) Used to improve playback on NTSC and PAL
video display systems that employ interlaced display.
frame Single rendered image that is part of a series of rendered images that
make up an animation sequence.
Fresnel effects Effects of the angle of view on the reflectivity and transparency of a
surface. For example, a window appears more reflective than transparent
when viewed at a sharp angle.
global lighting Shading of a surface that takes into account both direct lighting and
some indirect lighting, such as reflections and refractions. Ray tracing,
radiosity solving, and particle tracing account for global lighting, but in
different ways. Also refers to the Ambient, Flashbulb, and Solar light
settings that are grouped in the Global Lighting settings box.
image script Text file ( x r ) containing entries that define the names of design files,
views, output filenames and formats, and rendering options for batch
rendering.
keyframe Frame in which the locations and orientations of particular elements are
explicitly specified.
keyframing Most basic method of animation. in which keyframes are defined, and
the system automatically computes the frames in between (a process
known as “tweening”).
local lighting Shading of the surface that accounts for direct lighting only - that is,
lighting directly attributed to light sources. Phong shading is an example
of a rendering method that is based on local lighting.
lumens Units in which the brightness of light sources is expressed. Lumens are
the photometric equivalent of watts, but only account for energy in the
visible part of the electromagnetic spectrum. If a light source’s Intensity
setting is 1.0, then its Lumens setting closely approximates lumens. In
other words, if you set the Intensity to 0.5 and Lumens is 800, the
brightness would be reduced to about 400 lumens.
multilevel texture Texture mapping option for phong and ray traced rendering that
interpolation provides less noisy images and smoother animations by pre-filtering the
texture into a series of progressive lower resolution images, and then
smoothly interpolating between them. In an image rendered with this
option, repetitive patterns fade to constant as the distance from the
camera increases.
named groups Named groups are the most flexible method for grouping elements in
Microstation. Named groups can include elements from the active file
and those from directly attached references. In V8 XM Edition actors
when created are named groups.
NTSC National Television System Committee the video standard for television
in the United States, Central America, Canada and Japan. Fixed vertical
resolution of 525 lines, 480 interlaced lines, 30 frames / sec and 60 fields /
sec.
392 I Visualization Glossary I
PAL Phase Alternation by Line short for phase alternation by line or phase
alternation line, is a color encoding system used in broadcast television
systems in Europe and Australia. Fixed vertical resolution 625 lines, 576
interlaced lines, 25 frames / sec and 50 fields / sec.
parametric motion Animation method in which the position and orientation of elements are
mathematically specified as a function of time.
P a To manipulate the view cone by revolving either the camera about the
target (horizontally or vertically), or vice-versa.
particle tracing Global lighting method that computes a view-independent solution that
includes all lighting effects such as color bleeding, and specular light
effects including reflections, refractions, and caustics.
patch For radiosity solving, a subdivision of a surface that “shoots” light energy
to each of the triangular elements of other surfaces. Each patch is
subdivided into one or more elements.
Poisson distribution Random set of points with the property that no two points are closer
together than a given fixed distance. This distribution is expensive to
compute, but is generally regarded as the optimal sampling pattern for
computer graphics. Jittering is commonly used to generate a point set
that approximates a Poisson distribution, but with significantly less
computation.
procedural bump map Special type of bump map that dynamically calls a procedural texture
function to compute a perturbed surface normal rather than performing
a lookup into a stored image.
procedural pattern Special type of pattern map that dynamically calls a procedural texture
map function to compute pixel color rather than performing a lookup into a
stored image.
Visualization Glossary I 393
radiosity Total power (light energy per unit time) per unit area leaving a point on a
surface. See also radiosity solving.
radiosity solving Global lighting method that accurately calculates the distribution of light
energy in an environment by accounting for both direct lighting and
diffuse inter-reflections. Radiosity solving is particularly useful for
handling effects such as color bleeding and indirect lighting.
rendering database Data structure containing the geometry and settings that are constructed
in memory during preprocessing for ray tracing, radiosity solving, or
particle tracing. The rendering database is kept in memory,
automatically, when repeatedly rendering the same design.
sample In radiosity solving, the process of examining a point on the current light
source or shooting patch. The computation time increases roughly one-
for-one with the number of samples. In antialiasing, the process of
examining part of a pixel. Samples are combined into a final pixel value.
The number of samples and the threshold at which sampling stops are
adjustable settings.
specular reflection Type of reflection that sends light primarily in a single outgoing
direction related to a single incoming direction by the principles of
geometric optics, resulting in either a mirror-like reflection or a glossy
highlight. Specular reflection is said to be view-dependent.
terminator Line separating light and dark on curved surfaces, most noticeable when
an object is illuminated by a single light source.
view cone Dynamically displayed indication of view extents that is used to set up
the camera.
NOTE: page numbers followed by “m” refer to information on V8 XM edition; “v” refers to
information on V8 edition.
Numerics
3D content
in Adobe PDF 49–56
adding from design models 50–53
viewing 54–57
interacting with, in Adobe Reader 53–56
3D data point
entering 198v
for placing target 194v
3D Industry Forum 50
3D Plotting Options dialog box 50 52
/3GB switch 383 385
animation
overview 1–2
in PDF 3D content 50
recording 72–74m
Animation Actors tools 6 31v 40m
animation camera 388
See also camera
Animation Cameras tools 6
Animation KeyFrames dialog box 13v 15v 17–18v
35v 61v
for camera target 197v 203v 224m
226m 228m
copying keyframe 232–233m
for desk lamp 109v 110v 116–117v
130m
Freeze 23m
for movie curtain 323v 324v 334m
335m
for penknife 83–85v 87v 92–94m
96m
for shock absorber 60v 68m
Animation Parameters dialog box
for ball movement 179v 180m 182m
for clock 166v 170v 172m
17m
for winch 155–156v 161–162m 164m
Animation Preview scrub bar 71–72m 282m
Animation Preview tools 6 8m 36–38v
47–49m
animation scripts…(Cont.)
for shock absorber 61–62v 69–72m
for winch 157–158v
with custom parameters 157–165 163–164m
disabled entries 201v
with parametric equation 151–157
playback of previously recorded 319–320
previewing script 36–38v
for camera and target 205–206v 235–237m
recording 206–212v 237–243m
saving 38v 159v 205v
260v
scaling 358v 362m
slowing down action 169v
for target actor 255–260v
Animation Settings dialog box 24–25m 48m 70–71m
161m 217m 265m
for camera and target 230m 236m
for desk lamp 138m
for penknife 98m
Speed field factor 317m
Time Display 270m 317m 347–348m
animation settings file 388
Animation Settings toolbox 13v 19m 43m
197v
Animation Settings tools 6
animation tool frames 6v
animation toolboxes 6m
B-spline path
for camera 187v
entering data point 214m
Define Actor Path tool to attach camera to 186v
defining as actor path 265m
determining camera timing along 200–202v 229–231m
between saved views 306v 318m
snap point 246v
ball movements
with keyframes and parameters 177
script for 178–179v
camera 388
attaching to car 255v 276m
B-spline path for 187v
entering data point 214m
change in focus 203v
checking path timing 200–202v 229–231m
constant velocity and positions of 202v
Define Actor Path tool to attach to B-spline path 186v
defining path 186–191v 212–217m
preview 379–380
disabling 201v 230m
dynamic cone of vision for 253v
placing 187–191v
placing in car 252–255v 272–276m
previewing script 191–196v 217–223m
camera (Cont.)
rolling with car 261–262v
saved view for animating 306–307v 318–319m 355–356v
359m
turning on 190v 215m 275m
Camera actors 186v 212m
camera tools 8
car_race.dgn file 245 248 249
252 258 261
268 285
car_race.msa file 357
car_race_XM.dgn file 263 269 273
282 361
cars. See actors on paths
case sensitivity of parameters 149 158v 164m
caustics 388
ceil() function 151
Center Snap tool 102v 120v
Change View Display Mode tool 18v 62v
clearing script, in Animation Producer 144m 165m
client, for distributed rendering 367
clock
animation with parameters 166–171v 171–176m
creating script 168–169v 173–174m
editing script 169–171v
rocking motion parameter for pendulum 168–169v 174m
scaling script to slow down 169v 175–176m
clock speed of processors 382
CLOCK.dgn file 166 168 169
361
This page has been reformatted by Knovel to provide easier navigation.
Index Terms Links
freezing
geometry 111v
geometry into original positions 16–20 22–23m 61v
69m
Fresnel effects 389
frustum 389
hand-drawn animation 2
hardware graphics acceleration 379–380
HDTV (high-definition television) 4 390
hidden files and folders displaying xii
illumination 390
image library animation folder 326
image point 390
image script 390
in-between frames automatic calculation 12
Include Script dialog box 356–358v 360m
included scripts 354 355–362
within another script 355–358v 359–362m
repeating 357 361m
include.dgn file 355 363 376
378
include_XM.dgn file 359
instance 366
layout 368
Intensity entry in Animation Producer, copying 339m
interlace 390
interlaced video frames rendering 241m
intermediate image 390
interpolation 61v 70m 390
jittering 390
JPEG file format 77
MSProcessors 366
for distributed rendering 367 369
multi-core CPUs 382
multilevel texture interpolation 64v 380–381 391
pan 392
panning camera 203v 233m
parameters
for ball movement 177–178 180m
case sensitivity of 149
for clock animation 166–171v
creating script 168–169v
editing script 169–171v
creating custom 155–156v 163–164m
editing 156v
to change motion 159–160v 162m 164–165m
saving in separate file 150
prametric animation 392
advanced control 177–182
basics 149–151
for bumps in road 261–262v
equations 150 151–157
for operating winch 154–157 160–163m
rotating desk lamp 152v 153–154m
parent/child relationship 79 80
particle tracing 392
patch 392
path. See actors on paths
pattern map, and packaging 365
pattern map increment 321–322v 332–333m
pause, in animation action 116v 140m 141m
PDF files. See Adobe PDF
pdf.plt printer driver 51
pendulum, rocking motion parameter for 168–169v 174m
penknife
animation to closed position 89v 100m
creating animation script 87–89v 96–101m
hierarchical relationship of actors 80
creating 81–83v 89–92m
manipulating actors into keyframes 83–87v 92–96m
penknife.dgn file 81 83
penknife.msa 357
penknife_XM.dgn file 89 92 96
361
Permissions for Network Render dialog box 375
Phase Alternation by Line (PAL) 4 392
Phong Render Mode 242m
photomatching 392
pi variable 150
Place Points on Curve tool 250v 251v
playback
of previously recorded script 319–320
speed of 191v
playing animation shaded mode for 56
Poisson distribution 392
pow() function 151
Power Selector tool 30v 58v
for desk lamp 102v
Preferences (Adobe) 53–54
Preview Settings dialog box 62v 191–192v 201v
205v
Preview tool 6m
previewing
animated material or lighting 300v 309m
script 18v 230m
for camera 191–196v 217–223m
for camera and target 205–206v
dynamic rotation of view while 101m
Print dialog box 51
printing design file, to Adobe PDF 38v 49m
procedural bump map 392
procedural pattern map 392
procedural texture 393
processors
adding for rendering 378–379
multi-core CPUs 382
progressive scan 393
project files, collecting 363
ProjectWise Distributed Rendering 366
ProjectWise Orchestration Framework Database 367
ProjectWise Orchestration Framework Service 369
ProjectWise Orchestration Framework with MSDE 368
Put Elements into the Displayset tool 220m
PZIP file, creating 365
sample 394
Save as PZIP file as dialog box 365
Save Movie As dialog box 76
Save Script As dialog box 63v 118–119v
saved views
in Adobe Reader 53
for animating camera 306–307v 318–319m 359m
selecting, in Adobe PDF 55–56
Saved Views dialog box 81v 100m 118v
142–143m 193v
saving
animation script 38v 159v 205v
260v
movie in AVI format 76–77
parameters in separate file 150
script to design file 72m
Scale Script dialog box 118v 144m 169v
scaling script 358v 362m
Script Actor dialog box 158v 163m
for bumps in road 261v 285m
for clock 168v 173m
Script Actor list dialog box 157v 173m
for clock 168v
Script Actor tool 7
expanding list 153m
with parameters 152v 163–164m
Script Camera dialog box 190v 215m 275m
Script Camera tool 8
Script Camera tool settings window 190v 215m 254v
275m
Script KeyFrame dialog box 17v 18v 25m
35v
for car 259–260v 283m
for desk lamp 116v 138–140m
for movie curtain 324v 336–337m
for penknife 88v 97m 98–100m
for shock absorber 61–62v 70m
for target actor 203–204v 232m 233m
Script Saved View dialog box 307v 319m
Script Target dialog box 195v 257v 280–281m
This page has been reformatted by Knovel to provide easier navigation.
Index Terms Links
time display
vs. frames 269–270m
for solar study 347m
time format 343–344
time marker 25–26m
Timeline view
clicking and dragging keyframe to move 284m
copying marker 313m
switching from Velocity Graph view to 283m
timing, checking for camera path 200–202v 229–231m
toolbar for 3D object, in Adobe PDF 53
Tools menu
> Main > Modify 21m
> Parameters 161m 171m
> Saved Views 319m
> Visualization 31v 43m
> Animation 5 13v 19m
224m
> Rendering 192v 218m
tractor trailer animation 287–296m
animation script for tractor 291–296m
attaching actors 290–291m
creating actors 288–290m
Tree Expand Options dialog box 328
True Color 75 211v 242m
tSeconds variable 150
TT_Rig.dgn file 288 290 292
tweening 197 223m 394
velocity (Cont.)
curve for custom accelerations 245v
options for 247v
Velocity Graph function 268–287m
Velocity Key 329v
Velocity tool 251v
video
editing 386
vs. movie 2–3
standards 3–4
view cone 394
view-dependent lighting 394
view-independent lighting 395
View menu (Animation Producer), > Velocity Graph 269m
View Rotation: Rotate View tool 47m
View Size tool 63v 72–73m 192v
views, dynamic rotation while playing preview 101m
visual accuracy of humans 2