Animation in Swift 3D - Page 14
August 24, 2001
Animation in this software is so easy that it is hardly worth
mentioning the basics. We are going to incorporate a group of
objects and a single object into the animation, each of which
will move independently.
If you will recall the finished animation this project is
intended to rebuild, there is a line of spaceships in the
spaceship slow lane (moving slowly, all at the same pace) and one
spaceship in the spaceship-pool lane going very fast. The first
step is to lay out the ships as they will appear in the first
frame of animation.
Using the copy and paste in top view, create an array of
spaceships as shown in Figure 20-17. Notice that when you paste
an object, it is in the same location as the copied object. This
makes it easy to compose a line of objects with two sets of
coordinates in common. Don't forget to apply a fast color to the
fast spaceship.
SHIFT-select all the gray spaceships. You can't draw a marquee,
since dragging in the open viewport causes it to pan. With all
the gray ships highlighted, select Arrange | Group or press ALT-
G. You now have a group of objects. This group will move as a
single object when it is animated.
This is all the preparation that is required to produce the
animation. With the group of gray spaceships selected, move the
playhead on the timeline to frame 30, as shown in Figure 20-18.
You have to select the group of spaceships because each object
has a parallel timeline. Selecting an object or group is how you
tell Swift 3D that you want to edit the transformation of that
object or group for that particular frame on the timeline. Right-
click and drag your viewport to a very wide perspective and move
the group of gray spaceships to where you think they should be at
the end of the animation. This is easy to adjust if you don't
like the result after you get the camera set up, so don't spend
too much time worrying about it.
Figure 20.17 Multiple copies of the spaceship object
Next move the red ship to its position in frame 30. If it is
going to go faster, it has to travel farther in the same amount
of time, so move it far ahead of the group. Notice that the
timeline automatically updates itself with keyframes and a green
bar, representing a tweened parameter (location in this case).
Figure 20-19 shows what your timeline should look like with
either the red ship or the group of gray spaceships selected.
At this point, you should be able to play back the animation in
one of the viewports and get a feel for how the action flows.
Depending on your machine, you may need to switch to Outline
display in the Layout portion of the property tools palette in
order to keep up. Click Apply to make the change take effect.
Cameras
If you switch to rotating view in one of your viewports, the
default view will be set to front, which is almost perfect for
the starting point of our animated camera. Move the playhead to
frame 1 and drag the viewport so that you are looking down the
center, between the two lanes of traffic, just above where the
spaceships will pass. Switch to camera pan mode by selecting Edit
| Camera Pan Mode or simply by clicking on that button on the
main toolbar. If there are any keyframes on the timeline when you
are in camera pan mode initially, delete them by right-clicking
on the timeline and selecting Delete All Keyframes.
Figure 20.18 Animating a group of objects
Figure 20.19 A Swift 3D timeline with keyframes
When in camera pan mode, every transformation you make applies to
the camera instead of the models in the scene. Notice that the
trackball now shows arrows, which represent the current
orientation of the camera.
Move the playhead to frame 20 on the timeline. This is where the
camera will stop following the fast spaceship because it has
whooshed by too quickly to keep up. This is a cinematography
trick that is approximately 12 years older than the hills — the
closer you are to something when it goes by, the faster it
appears to go.
Change the constrain angle measure on the trackball to 10 degrees
and rotate it straight down until you have the red car in your
camera in this frame. If you have to adjust the position of the
red car at this point, be careful and think about what you are
doing before you go grabbing things.
First of all, don't grab objects from within your camera view.
Keep another viewport open for this. In this animation, the right
view makes the most sense. Your camera should remain in camera
pan mode, and the individual viewports will remember this state.
In other words, at this point in the animation, you can activate
the right view, and the camera pan button on the main toolbar
will automatically toggle off. When you go back to the rotating
view (your camera), the camera pan view button remembers its
state and toggles back on until you turn it off.
Next, don't break up your tween without good reason. If you need
to move the position of the red ship in frame 20, move its
position in frame 30 in right view.
Finally, render your animation by selecting File | Export. The
rendering engine is very efficient; you will probably have your
finished SWF within a couple minutes. While it is rendering, you
can't use the rest of the components of the Swift 3D package (you
can't work on your animation or a model within it, but you can
edit). Nor can you choose to render on a machine to which you are
networked. This should be incentive enough for you to keep your
movies small, which users at the end of a 28.8kbps line will
appreciate.
Introduction to Swift 3D - Page 13
Macromedia Flash 5 Developer's Guide
Primitive Character Animation - Page 15
|