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I.
Setting up the Scene
We
are going to create an animation showing a word
flying in from the right side of the screen, wrapping
around a sphere (the world or a ball), spinning
that object, then flying off the left side of
the screen. First we need to set up the text characters
and their parent objects. Pick a 5 to 8 letter
word.
1.
Create the first parent by using the sphere tool
to create a sphere in the center of the world
(at 0x, 0y, and 0z). Change the uniform size in
the INFO floater to 0.25 units. Then, in the OBJECT
TAB, uncheck the visible and casts shadows boxes,
to make the parent invisible. You can change this
from time to time if you need to see the parent
or unlink objects.
2.
Create the first character of the word. Use the
plane object to put a square at the center of
the world (0,0,0). Under the OBJECT menu, select
CONVERT TO SPLINEFORM to convert the primitive
object to an editable spline object. You should
be taken into the extrude workshop.
3.
Once there, select the square outline and delete
it. Use the Text tool inside the workshop area
to create the first character of your word. You
want to choose a font with a nice outline, preferably
a Serif font (to give your letter objects some
visual interest), then type the first letter into
the dialog box. Hit the return key to accept the
letter. Make sure that the outline of the letter
is centered in the workshop window. If it isn't,
it'll throw off your coordinates back in the world.
4.
Give the object an extrusion depth. Open up the
PATH FRONT window. You should see a dark gray
line at the 0x axis. This indicates that the object
is just a flat object, with no depth. Choose the
PEN tools from the TOOLS palette and place a point
at about half an inch above the dark gray line,
and half an inch below it. This will give your
letter a depth of one inch. Now, you can see that
this a little too deep. You may want to change
it so that it is only half an inch deep. Use the
ARROW tool to select each point. Use the arrow
keys to move the points closer to the center.
You need to do this uniformly (the points equal
distance from the center axis).
5.
Exit the workshop.
Now
would be a good time to save your scene if you
haven't already done so. (FILE>SAVE)
6.
Now we need to position the character in relation
to its parent object. In the info floater, change
the Y coordinates to 5.00. Now the character will
be five units away from the parent.
7.
Next, we need to link the character to the parent.
Open the SEQUENCER (under the WINDOWS menu). Locate
the two objects in the list. They should be named
Sphere and Square. First, we want to rename the
objects so we can identify them easier. Select
the sphere and change its name (in the object
tab) to "first letter"-parent. I have
I-parent as the name of my first sphere. Then,
select the square and change its name to the letter's
name. Drag the letter object name over the name
of the parent. A pink arrow should appear next
the parent's name, and the letter object name
should appear indented and below it in the list.
8.
To create the rest of the characters, just copy
and paste the I-Parent object and edit the text
object as in steps 2-5.
9.
Next we need to create a MOVE parent and a SPIN
parent. The MOVE parent will only be used to move
the entire word along the x axis. Moving this
object will not affect the individual objects'
animations later. Place a sphere at the center
of the world (0,0,0) and make it invisible by
using the Object tab's functions. Change the uniform
size using the INFO floater to 0.25). Copy and
paste the sphere to create the SPIN parent. The
SPIN parent will only be used to rotate the text
later in the animation. You will want to name
these parents to keep track of them.
10.
First, make the Move sphere a child of the Spin
parent. Then, make all of the text parents children
of the MOVE parent. You can get a better picture
of this by looking at this screenshot. Notice
how the objects are arranged.
11.
Now you'll need to create your ball or world object
for the text to spin. Place a sphere at the center
of the world. Change the uniform size to 4. You
can create any type of surface that you want for
this, just remember that you should be able to
tell that the ball is spinning (so a flat color
would not work). You can try out this beach
ball texture. (Use spherical mapping). When
the ball is placed, you can start to animate.
II.
Animating
Now
that you've set up the scene, you get to animate
your objects. In this case we are going to use
the Spin Animation assistant in conjunction with
straight unassisted animation.
1.
First of all, I suggest that you sketch out your
motion path on a piece of paper. This will allow
you to get a feel for how the text needs to move
around the ball, and also let you see when the
text needs to curve around the shape of the ball.
2.
After the motion path is drawn, you'll need to
break the motion into parts. The text has many
motions which will have to be dealt with separately.
This is why we made the parent objects. The ball
object has only one motion and will be the simplest
to animate.
3.
Select the ball or world object. Select the first
eventmark of that object. Go to the ANIMATION
menu, pull out the ANIMATION ASSISTANTS flyout
menu and select SPIN. Try not to cancel out of
this dialog as it may crash your computer (on
versions previous to ID4.5 it WILL CRASH).
You want the ball to rotate about 5 times in 5
seconds, clockwise around the Z axis (vertical
axis). Enter in the values and click the OKAY
button. You should se a line of eventmarks, connected
by a blue line, to the right of the object name
in the sequencer. Make sure all of the eventmarks
are selected and move them so that the spin will
start at 2 seconds on the timeline. Select the
first mark, and option-drag it to 0 seconds. This
will copy that eventmark and make sure that the
ball does not start to spin until the 2 second
mark. Okay, now we can forget about this for awhile.
4.
Now we need to spin the SPIN parent for the Text.
Follow the same process as for the ball object,
making the spin parent rotate 2 times in 2 seconds
clockwise. This will make the object spin around
the ball twice. Move these eventmarks so that
this rotation also starts at 2 seconds on the
timeline (we will mess with this later). Option-drag
the first eventmark for this rotation just as
you did for the ball (to 0 seconds).
5.
Now things get a bit more complicated. We need
to move the move parent (and its character children)
off the camera view. Select the MOVE parent and
change its X coordinates to +75 units or more
until it is totally off the screen.
6.
Next, we need to position the characters so that
they are in the correct word positions. Select
the first character's parent object and change
its X value to about +65. Then move each character
along the X axis (using the Info floater) so that
the word is lined up correctly (it should be straight)
and still out of the camera view. Once this is
done, it is time to start the animation.
7.
Your word needs to be at the original position
(0,0,0) by 2 seconds. Move the timemarker (the
red line indicator) to two seconds. Select the
MOVE parent and change the X value back to 0.
A blue line should show up now between the 0 mark
and the 2 second mark in the sequencer indicating
that movement has taken place.
8.
Now we need to curve the word around the ball.
Move the time marker to 2 seconds. Select the
First character's parent and open the Info Floater.
Change the Z rotation value (second row, third
box) to -60 degrees. Rotate the rest of the text
objects parents, keeping nice spacing between
the characters. I usually start out by using -60,
-45, -30, -15, 0, 15, 30 and so on, then adjust
the spacing according to the width of the actual
character. This will give you characters arrayed
in a semi-uniform circle. Select the first eventmark
of each character parent (hold down the shift
key while selecting to select more than one eventmark
at a time). Option-drag the eventmarks to the
1.09 second mark to make sure that the characters
do not wrap around the ball until they are in
the correct position.
9.
Now we need to tweak the characters' animations.
Use the Zoom function on the Sequencer (upper
right hand corner of the sequencer) to get a spread
out view of the timeline. Look at the eventmarks
for the character parents. We need to stagger
those so that the text curves around the ball
properly. The first character' eventmark should
remain the same. The second should be moved slightly
to the right (later in the timeline). The others
should fall somewhere between the first and the
last character of the word.
10.
Once this is done, you might want to preview the
animation to make sure that the timing is correct.
Click the Animation tab on the Info floater. Change
the mode to wireframe, make sure that the camera
view is visible, and click the play button (arrow).
Hopefully, things looks fairly good.
11.
Once you are satisfied with the timing, you can
start to animate the word moving off the screen.
Select the last event mark that you have for the
MOVE parent. Option-drag a copy to the 3.5 second
mark. Then, move the time marker to the 4.5 second
mark. Change the X coordinates in the Info Floater
to -75 units. This will make the object exit to
the left. Preview the animation again and note
when the first character is at the front edge
of the ball as the spin object stops spinning.
Select all of the eventmarks for the character
parents and option-drag copies to that time. You
may need to tweak the individual settings in order
to get the effect of the text peeling off.
III.
Surfacing, Lighting, and Camera
After
the scene is animated to your satisfaction, you'll
want to change the camera view, the lighting,
and the surfaces of the objects.
1.
Move the time marker to the 0 mark. Locate and
select the first text character. We want to create
a reflective surface that will be applied to the
letter objects. Click the Surfaces Tab.
Scroll down until you see the Chrome surface,
then double click it to apply it to the object.
This chrome is a little too dark, so we want to
lighten it up. Click the edit button on
the Surfaces tab. This will bring up the
surface editor. Click on the the Edit Color
button to get to the color picker. Make the gray
a little bit lighter (or even add a bit of blue
or red). Click okay to get out of the picker.
Back in the original dialog, you'll need to mess
with the Diffuse Shadow settings to get a lighter
chrome surface. After you are satisfied with the
settings, hit the Okay button to accept the changes.
Apply the surface to the rest of the characters.
2.
This isn't quite done yet. We need to have something
for the chrome to reflect, so we will add an environment
map. Go to the EDIT menu and select the ENVIRONMENT
option. Under the Environment Map area, use the
pull down menu to select Load Image
Find the Environment Maps folder inside
the Infini-D folder. Select the Chrome Env.
2.pic file. This will make our reflective
characters more interesting.
3.
Now we need to set up some lights. We will need
a light that follows the text as it moves. We
will also need some nonmoving lights that will
be focused on the ball (and later the word). Place
three targeted lights: The first two will be targeted
on the ball (the target objects will be at (0,0,0)),
the third will be targeted on the text and will
be linked to the MOVE parent. Place the
first light to the left of the ball and slightly
above where the text will fall. Change the color
of the light to red, and make sure that you set
the shadows to soft shadows. The next light will
be blue, and to the right of the ball and slightly
higher than the ground plane (0). The third light
will be white, but at 75% Intensity-- no shadows.
Link the white light and its target object to
the Move object.
4.
Next, we need to move the camera so that we have
a nice view of our animation. Depending on what
setting you want to put this animation in, you'll
either want the camera to be lower than ground
level, or above the ball object. For a straight
"flying logo" type thing, you want to
be below ground level. Make the view exciting
and dramatic! If you want the background to be
like a beach scene, be above ground level and
even above the ball. It all depends on your personal
taste and the context. Have fun with this!
Preview
your animation with the new camera view. Is it
ready to render?
IV.
Rendering!
Now,
we get to see if our hard work paid off. You might
want to find a particular frame to render first,
before rendering the entire animation.
To
Render a Single Frame
1.
Select the frame. Try to pick one which includes
the text as well as the ball. Go to the FILE menu
and choose Render. You will be popped into the
render dialog box. There are three tabs in this
dialog, make sure that you are in the first tab,
the Render tab. Make sure that your rendered
view is the Camera View, set the mode to Ray Trace,
medium Anti-Aliasing, and be sure that the transparency
and the shadows are turned on.
2.
Next, click on the Image tab. Make sure
that you set the render size to 320 x 240. This
is the optimal QuickTime size. Then, get to the
Animation tab. Select the CURRENT TIME
option and hit the Render Button.
The
regular save dialog will appear. Save your file
as a PICT or TIFF. You can change it later if
you need to. You will be popped into the actual
render interface where the rendering will take
place. Let it do its business, and look at the
image as it is rendered. Do you see any problems?
If so, you can exit the renderer and get back
to the "world" and fix the problems.
Render the frame again. If it is right, it's time
to render the entire animation.
To
Render the Animation
Follow
the instructions for the single frame render,
but in the Animation tab, make sure that
the Entire Animation option is selected.
Make sure that the end frame is at the actual
end of the animation. Sometimes you can end up
short a couple of frames if you don't catch it
here.
1.
Click the Render button and save the as
either a QuickTime movie, or a series of PICT
images. I usually render to PICTS and put them
together using PICTStoMovie, or Graphic Converter.
This way I have more leeway to experiment with
different compression modes vs. Image Quality.
If you choose to do QuickTime, click the Options
button. You will have several compression choices
to choose from. If you have QT3, choose the Sorenson
CODEC. It has the best compression and fairly
high quality. The Animation option does not compress
at all and has the highest quality if you set
it to 100%.
Note:
Make sure that your color depth is always either
COLOR, or Millions of Colors. Anything else in
ID4.01 will give you nothing but a black screen
when you open it later.
Look
at your animation! Pretty simple. You can use
these principle to create more complex animations
as well as this simple one.
Have
Fun!
Jennifer
Last
Modified: February 10, 1999
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