Professional Documents
Culture Documents
Jerry Flynn
Exton, PA 2007
Foreword
Ray Bentley of Bentley Systems, Inc.
Having powerful animation tools at your disposal is one thing. Becoming an expert user of those tools quite another. Enter Jerry Flynn's skilled instruction. A revered tutor and mentor for MicroStation visualization gurus the world over, Jerry has helped thousands of users master MicroStation visualization techniques, both in classrooms across the globe and through his previous Bentley Institute Press title, Rendering with MicroStation. Now, with the practical exercises and animation instruction contained within these pages, it's no surprise that the lessons to follow will help thousands of users get their models moving faster than ever before. The development team here at Bentley has worked hard to deliver visualization and animation toolsets that can produce amazing results. I am part of that team, and I also remain the biggest advocate for making our powerful visualization tools accessible to our users. It's a challenging combination, but a challenge we enjoy with each success. The latest release, MicroStation V8 XM Edition, now contains powerful and easy-to-use animation tools. Once configured, MicroStation's powerful engine can process a model and its animation to deliver high-quality, 30-frames-a-second action that delivers a fluidity and realism that rival Hollywood CGI.
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Put yourself in the director's chair. Pan, tilt, zoom, focus, and highlight a scene anyway you'd like. Flyovers and walk-throughs are a breeze, especially when you can simulate a camera on a cable as it flies through a scene, or pace motion however you choose. Select the keyframes and leave the hard work to MicroStation. You call the shots, literally! Now bring the actors to life. Adding motion to formerly static objects within your model will reveal its interconnected and fluid detail. Whether animating the mechanics of infrastructure or demonstrating the flow of its surrounding world, this is where magic can happen. People walking, cars moving, cranes lifting. Deliver materials, build a structure, or operate a machine. Anything is possible. Many users will start their foray into animation with the ever-popular walk-throughs and fly-overs, which immerse a viewer in the middle of a virtual world. These animations excel when demonstrating sightlines and design options. As your confidence grows, this book will guide you - step-by-step - toward the kind of experimentation and results that you previously only admired on someone else's screen. Put your models into gear and redefine what you think is possible. Animation may dazzle, but more importantly, animation will inform design decisions. Will a crane bearing a load clear the structure it reaches over? Is there enough available space to accommodate building materials on site? As your skills grow, you'll find yourself reaching for answers to questions like these and answering them with your own animations. Animation adds the element of time to a model, and as such, is now a core competency among engineering firms for schedule simulation and constructability testing. Additionally, some firms are now enjoying better project planning and improved cost control by prototyping on-time and just-in-time project scheduling by first simulating projects in animation. On paper, a site may accommodate the materials, equipment, and staging that are required, but you'll have much greater confidence in your aggressive schedule when you first put your construction sequence to the test. For many years now, project and design teams have been realizing ideas and designs using 3D models rendered in MicroStation. Now these teams can bring those models to life with a little help from Jerry Flynn and Animating in MicroStation. What are you waiting for? Get moving now!
Contents
Chapter 1: Animation Overview . . . . . . . . . . . . . . . . . . . . . . . . . 1
Chapter Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Animation Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Video or Movie Output. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Video Standards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NTSC . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . PAL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . HDTV . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . The Animation Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Uses of the Animation Tools. . . . . . . . . . . . . . . . . . . . . . . . . . . . Actor Tools. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Camera Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . General Settings. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Animation Preview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Review Questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1 1 2 3 3 4 4 4 7 7 8 8 9 10
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Contents Animating with Actors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Creating the Keyframes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Creating the Animation Script . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Animation Preview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Animating with Actors in V8 XM Edition . . . . . . . . . . . . . . . . . . . Creating the Keyframes in V8 XM Edition . . . . . . . . . . . . . . . Creating the Animation Script in V8 XM Edition . . . . . . . . . Animation Preview V8 XM Edition . . . . . . . . . . . . . . . . . . . . . . 3D Content in PDF Files for V8 and V8 XM Edition. . . . . . . . . . . Adding 3D Content from Design Models . . . . . . . . . . . . . . . . Interacting with 3D Content in Adobe Reader . . . . . . . . . . . Keyframing Deformation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Manipulating Actors and Creating Keyframes . . . . . . . . . . . . . . Creating the Deformation Animation Script . . . . . . . . . . . . . Recording the Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Keyframing Deformation in V8 XM Edition . . . . . . . . . . . . . . . . . Manipulating Actors and Creating Keyframes in V8 XM Edition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Creating the Deformation Animation Script . . . . . . . . . . . . . Recording the Animation V8 XM Edition . . . . . . . . . . . . . . . . . . . MicroStation's Movie Player. . . . . . . . . . . . . . . . . . . . . . . . . . . . Review Questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 33 34 36 39 43 45 47 49 50 53 57 59 61 63 65 68 69 72 75 77
Contents
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Contents Actors on Paths . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245 Modifying the path . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 248 Velocity Graph . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 249 Animation Velocity Graph Tools . . . . . . . . . . . . . . . . . . . . . . . 251 Placing the Animation Camera in Car1 . . . . . . . . . . . . . . . . . . 252 Attaching a Camera to an Actor . . . . . . . . . . . . . . . . . . . . . . . . 255 Scripting a Target . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 255 Adding a Few Bumps in the Road. . . . . . . . . . . . . . . . . . . . . . . 261 Actors on Paths in V8 XM Edition . . . . . . . . . . . . . . . . . . . . . . . . . . 263 Modifying the path in V8 XM Edition. . . . . . . . . . . . . . . . . . . . . . . 267 Velocity Graph in V8 XM Edition . . . . . . . . . . . . . . . . . . . . . . . . . . . 268 Place Animation Camera in Car1 in V8 XM Edition . . . . . . . 272 Attaching Camera to Actor V8 XM Edition. . . . . . . . . . . . . . . 276 Scripting a Target in V8 XM Edition . . . . . . . . . . . . . . . . . . . . . 277 Script the Previously Created Keyframes in V8 XM Edition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 281 Adding a Few Bumps in the Road in V8 XM Edition . . . . . . 285 Actors Following Targets in V8 XM. . . . . . . . . . . . . . . . . . . . . . . . . 287 Attach the Actors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 290 Creating the Animation Script in V8 XM Edition . . . . . . . . . 291 Review Questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 296
Contents Solar Study Utility . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 350 Solar Study in V8 XM Edition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 351 Review Questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 352
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Introduction
This book assumes you know nothing about animation however it is assumed that you have a working knowledge of 3D. It starts out slowly with simple animation techniques using keyframing and progresses to more advanced animation methods where you will learn to animate actors using parameters and also to animate materials and lighting. This book covers animating with MicroStation V8 and also MicroStation V8 XM Edition. While many of the tools may look the same in both versions the underlying code has been completely rewritten for XM. Most notably the Animation Producer where the animation scripts are created has a completely new look and is much more user friendly. In every exercise you will get a chance to see how the V8 XM Edition compares to previous Animation Producer. If you are new to Animation and are starting out using MicroStation V8 XM Edition, I would recommend you skip over the exercises geared toward the older version and concentrate on those exercises specifically for XM. If you are familiar with the old Animation Producer and moving to XM, I would recommend you do both sets of exercises so you can apply what you already know more quickly by seeing exactly how the versions differ.
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Extract the files using folder names and elect to overwrite the existing files since the Workspace folder already exists. NOTE: It may be necessary to set the Windows folder options in order to see the default folder location where the V8 XM Workspace is installed. From Windows File Explorer choose Tools > Folder Options to open the Folder Options dialog turn on the option to Show hidden files and folders.
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fit checks, far in advance of the spacecrafts actual arrival at the Kennedy Space Center. This effort proved to NASA that computer modeling would be a tremendous time saver over existing methods. From Jerrys pioneering efforts, a new Visualization Group was born. This group performed complex tasks and expanded their responsibilities to include conceptual design and advanced studies for future missions to the moon, Mars, and beyond. This group now has more than 11 full-time employees dedicated to various visualization tasks. During his time at McDonnell Douglas, Jerry won 14 Golden Mouse awards in InterGraphs computer art competition and a Best in Application, from Kodak, during the 1991 SIGGRAPH convention. The Design Visualization Group that Jerry was instrumental in forming won the Silver Eagle award in 1993, the highest award achievable at the Space Systems division. Jerry Flynn departed McDonnell Douglas in November of 1994 to join Bentley Systems. He was responsible for much of the animation and graphics used on the Discovery CD-ROMs to launch MicroStation 95, GeoGraphics, Modeler, and TriForma. He continues to work closely with development on improving and adding new visualization features to MicroStation. He also played a major role in the development of Model City Philadelphia a virtual reality model of Philadelphia, which was shown at AEC Systems and SIGGRAPH in 1997. Jerry is the author of the Bentley Institutes Animating with MicroStation and Rendering for Building Design courses and provides 3D and visualization training for users in the U.S. and sites around the world. Jerry Flynn also supports Bentleys Professional Services Group. In this capacity, he provides professional consulting and services, including onsite training, 3D modeling, animation, rendering, multimedia, and video editing services. Jerry Flynns graphics have been on the covers of 16 MicroStation books. He has been the creator of seven MicroStation Manager covers, and his photorealistic images have made the covers of Road & Bridges, Computer Aided Engineering and Computer Graphics World magazines. He is responsible for the Orbiter, Oldhotel, Livroom and Lobby example DGN files that were shipped with MicroStation. He was instrumental in the development of the texture library that is delivered with MicroStation.
Animation Overview
CHAPTER OBJECTIVES
The topics covered in this chapter include:
b Animation overview b Video standards b Animation tools
INTRODUCTION
In this chapter you will be provided a brief overview of what animation is, as well as a brief explanation of the various types of video formats and output.
ANIMATION OVERVIEW
When you think of animation one of the first things that comes to mind is the Saturday morning cartoons that most of us enjoyed as kids. By drawing pictures with successive movement of objects, these animations or cartoons appear to come to life. Cartoons today are typically created on computers and some of the inbetween pictures (frames) can be computed rather than drawn by hand.
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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 Standards
We will be recording at 30 frames (images) per second. When we playback our animations using Windows Media Player they will play at 30 frames per second. The major advantage of MPEG compared to other formats is that MPEG files are much smaller for the same quality. This is due to the very sophisticated compression techniques the MPEG format uses. You can choose from several digital formats when creating animation to be played back on a computer. There is the Microsoft AVI format which can be configured to use a variety of compression/decompression routines (CODECs). You also can choose Apples QuickTime movie format (MOV) format. If you intend to create video for playback on a television, MicroStations Animator can output to NTSC or PAL standardsize-frames. Animator also supports interlaced field-rendered frames.
VIDEO STANDARDS
NTSC
NTSC stands for National Television System Committee, which devised the NTSC television broadcast system in 1953. NTSC is also commonly used to refer to one type of television signal that can be recorded on various tape formats such as VHS, 3/4 inch Umatic, 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).
PAL
PAL stands for Phase Alternation by Line, and was adopted in 1967. The term PAL is often used informally to refer to a 625line/50 Hz (576i, principally European) television system, and to differentiate from a 525-line/60 Hz (480i, principally North American/Central American/Japanese) NTSC system. An advantage of this system is a more stable and consistent hue (tint). PAL-M is used only in Brazil. It has 525 lines, at 30 frames per second. The PAL format is used in most of Europe, Africa, and Asia (including Australia).
HDTV
High-definition television (HDTV) is a television broadcasting system with a significantly higher resolution than traditional formats (NTSC, SECAM, PAL) allow. HDTV is broadcast digitally. Although a number of HDTV standards have been proposed or implemented on a limited basis, the current HDTV standards are defined in ITU-R BT.709 as 1,080 active interlaced or progressive lines, or 720 progressive lines, using a 16:9 aspect ratio. The term high-definition can refer to the resolution specifications themselves or more loosely to the media capable of similar sharpness, such as photographic film.
All exercises will be noted by the following graphic headers to indicate to you if they are for V8 and prior versions, V8 XM Edition or all versions.