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Animating with MicroStation

Jerry Flynn

Exton, PA 2007

ANIMATING WITH MICROSTATION


First Edition Copyright 2007 Bentley Systems, Incorporated. All Rights Reserved. Bentley, B Bentley logo, Bentley Institute Press, and MicroStation are either registered or unregistered 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 owners. Publisher does not warrant or guarantee any of the products described herein or perform any independent 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 implied with respect to the material set forth herein, and the publisher takes no responsibility with respect 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. ISBN Number: 978-0-9714141-9-8 Library of Congress Control Number: 2007923518 Published by: Bentley Institute Press Bentley Systems, Incorporated 685 Stockton Drive Exton, PA 19341 www.bentley.com

www.bentley.com/books Printed in the U.S.A.

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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Foreword

Put yourself in the director's chair. Pan, tilt, zoom, focus, and highlight a scene anyway you'd like. Flyovers and walk-throughs are a breeze, 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

Chapter 2: Simple Keyframe Animation . . . . . . . . . . . . . . . . . 11


Chapter Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Simple Keyframe Animation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Creating Additional Keyframes . . . . . . . . . . . . . . . . . . . . . . . . . Freezing Geometry into Original Positions . . . . . . . . . . . . . . . . . Creating Additional Keyframes in V8 XM Edition . . . . . . . . . . . . Freezing Geometry into Original Positions in V8 XM Edition . Creating the Animation Script in V8 XM Edition. . . . . . . . . . . . . v 11 12 12 14 16 20 22 23

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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

Chapter 3: Actor Hierarchy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .79


Chapter Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Attaching Actors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Creating the Penknife Animation Script. . . . . . . . . . . . . . . . . Attaching Actors in V8 XM Edition . . . . . . . . . . . . . . . . . . . . . . Creating the Penknife Animation Script in V8 XM Edition Creating Actors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Assembling the Desk Lamp . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Creating Desk Lamp Keyframes . . . . . . . . . . . . . . . . . . . . . . . . . . . Creating the Desk Lamp Animation Script. . . . . . . . . . . . . . . . . . Creating Actors in V8 XM Edition . . . . . . . . . . . . . . . . . . . . . . . . . . Assembling the Desk Lamp in V8 XM Edition . . . . . . . . . . . . . . . Attaching Actors using Animation Producer in V8 XM Edition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Creating Desk Lamp Keyframes in V8 XM Edition . . . . . . . . . . . Creating the Desk Lamp Animation Script in V8 XM Edition . Targeting Actors in V8 XM Edition Only . . . . . . . . . . . . . . . . . . . . Review Questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 79 80 87 89 96 101 106 108 115 119 126 127 130 137 145 148

Contents

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Chapter 4: Parametric Animation . . . . . . . . . . . . . . . . . . . . . . . 149


Chapter Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Scripting an Actor With a Parametric Equation . . . . . . . . . . . . . Creating a Custom Parameter to Describe a Revolution . . Creating an Animation Script Using Custom Parameters . . . . Changing the Winch Motion by Editing a Parameter . . . . . Creating a Custom Parameter for Revolution in V8 XM Edition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Creating an Animation Script Using Custom Parameters . Changing the Winch Motion by Editing a Parameter in V8 XM Edition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Animating a Clock with Parameters . . . . . . . . . . . . . . . . . . . . . . . . Creating the Clock Script . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Editing the Script and Parameters . . . . . . . . . . . . . . . . . . . . . . Animating a Clock with Parameters in V8 XM Edition . . . . . . . Creating the Clock Script . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Editing the Script and Parameters V8 XM Edition . . . . . . . . Advanced Parametric Motion Control . . . . . . . . . . . . . . . . . . . . . . Review Questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149 149 151 154 157 159 160 163 164 166 168 169 171 173 175 177 183

Chapter 5: Cameras, Paths, and Targets . . . . . . . . . . . . . . . . . 185


Chapter Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Defining the Camera Path . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Previewing the Animation Script . . . . . . . . . . . . . . . . . . . . . . . . . . Frame the Shot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . The Storyboard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Keyframing a Target . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Checking Camera Path Timing. . . . . . . . . . . . . . . . . . . . . . . . . . . . . Creating the Storyboard Script . . . . . . . . . . . . . . . . . . . . . . . . . . . . Previewing the Animation Script . . . . . . . . . . . . . . . . . . . . . . . . . . Recording Scripts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Defining the Camera Path in V8 XM Edition . . . . . . . . . . . . . . . . Previewing the Animation Script . . . . . . . . . . . . . . . . . . . . . . . . . . The Storyboard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Activating and Deactivating Targets in V8 XM Edition. . . . Keyframing a Target in V8 XM Edition. . . . . . . . . . . . . . . . . . . . . . Checking Camera Path Timing in V8 XM Edition . . . . . . . . . . . . Creating the Storyboard Script in V8 XM Edition . . . . . . . . . . . . Previewing the Animation Script in V8 XM Edition . . . . . . . . . . Recording Scripts in V8 XM Edition . . . . . . . . . . . . . . . . . . . . . . . . Playing Back the Results in V8 XM Edition . . . . . . . . . . . . . . . . . . 185 186 186 191 192 192 196 200 202 205 206 212 217 219 222 223 229 231 235 237 243

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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

Chapter 6: Animating Materials and Lights . . . . . . . . . . . . . . .297


Chapter Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Animating Running Water . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Animating Source Lights. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Animating a Camera Using Saved Views . . . . . . . . . . . . . . . . . . . Animating Running Water in V8 XM Edition . . . . . . . . . . . . . . . . Animating Source Lights in V8 XM . . . . . . . . . . . . . . . . . . . . . . . . . Recording a Preview in V8 XM Edition . . . . . . . . . . . . . . . . . . . . . Animating a Camera Using Saved Views in V8 XM Edition . . . Playing Back The Previously Recorded Script . . . . . . . . . . . . . . . Animating Textures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Creating the Curtain Keyframes . . . . . . . . . . . . . . . . . . . . . . . . . . . Creating the Movie House Script . . . . . . . . . . . . . . . . . . . . . . . Using the Timeline Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Animating Textures in V8 XM Edition . . . . . . . . . . . . . . . . . . . . . . Creating the Curtain Keyframes in V8 XM . . . . . . . . . . . . . . . . . . Creating the Movie House Script in V8 XM Edition . . . . . . . Animating the Lights and Movie Screen in V8 XM . . . . . . . Animation of Solar Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Solar Time Stamp. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 297 298 298 302 306 307 309 316 318 319 320 322 324 326 332 334 335 337 343 343

Contents Solar Study Utility . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 350 Solar Study in V8 XM Edition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 351 Review Questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 352

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Chapter 7: Included Scripts and Network Rendering . . . . . . 353


Chapter Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Included Scripts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Using the Packager Utility . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Network Rendering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Distributed Rendering Overview for V8 XM Edition . . . . . . Setting Up a Shared Network Resource . . . . . . . . . . . . . . . . . Disable Simple File Sharing on Windows XP Pro . . . . . . . . . Adding Processors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Important Considerations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Hardware Graphics Acceleration. . . . . . . . . . . . . . . . . . . . . . . . Postage Stamp Animations for Preview . . . . . . . . . . . . . . . . . Multi-level Texture Interpolation . . . . . . . . . . . . . . . . . . . . . . . Antialiasing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Memory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Multi-core CPUs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Memory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Non-linear Editing Software . . . . . . . . . . . . . . . . . . . . . . . . . . . . Review Questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 353 354 355 363 366 366 373 374 378 379 379 380 380 381 381 382 382 385 386

Visualization Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 387

Contents

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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Introduction

EXTRACTING THE DATA SETS


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 MicroStation 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.
Extract to Bentley folder

Check Use folder names

Extract the files using folder names and elect to overwrite the existing files since the Workspace folder already exists. NOTE: It may be necessary to set the Windows folder options in order to see the default folder location where the V8 XM Workspace is installed. From Windows File Explorer choose Tools > Folder Options to open the Folder Options dialog turn on the option to Show hidden files and folders.

About the Author

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ABOUT THE 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 Shuttles 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

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Introduction

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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Chapter 1: Animation Overview

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. Todays 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.

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).

Chapter 1: Animation Overview

PAL
PAL stands for Phase Alternation by Line, and was adopted in 1967. The term PAL is often used informally to refer to a 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.

THE ANIMATION TOOLS


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.

The Animation Tools

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.

This indicates V8.5 and earlier version exercises. This indicates V8 XM Edition specific exercises. This indicates exercises applicable for all versions.
The next exercise is for V8.5 and earlier versions as indicated.

Reviewing the MicroStation Animation Tools


1 Open the design file simple keyframes.dgn. The design file opens and displays one view. 2 From the MicroStation Main menu, select Tools > Visualization > Animation.

Chapter 1: Animation Overview

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 Actors Animation Settings V8 2004 Edition Animation tools for XM Edition from left to right Actors, Cameras, and Settings. Animation Cameras Animation Preview

The XM tools are missing the preview and record tools. These tools have been redesigned and moved under the Animation Settings tool frame. 3 Click and drag on each icon in the Animation tool frame to tear off the individual toolboxes. In V8 XM, click and hold the tool frame icon to see a drop down list, then select the option to Open as Toolbox.
V8 animation tool frames V8 XM Edition animation toolboxes

Record tool Preview tool

The Animation Tools

Uses of the Animation Tools


The tables that follow list the animation tools and their uses. Both V8 and V8 XM Edition icons are present in the table with the XM Edition icons to the right of the V8 icons. As you can plainly see, there are subtle differences between the two types of icons and you should have no problems in recognizing these tools from version to version. A big change in V8 XM Edition is in the way animation actors are handled. In V8 2004 and prior versions animation, actors when created are cells. In V8 XM Edition animation actors are Named Groups when created.

Actor Tools
Tool Animation Actor Tools Create Actor Attach Actor Used to Create actors. Create hierarchies (parent child relationships) by attaching one actor to another. Manipulate the created actor into different positions. Modify the actors name or axis of motion for movement, rotation or scale. Change the origin of the actor. Attach an actor, camera or target to a path. Script an actor to parametrically move, rotate or scale. Convert (drop) the actor back to components. Detach an actor from the hierarchy. This is the reverse of the Attach Actor tool.

Manipulate Actor Modify Actor

Modify Origin Define Actor Path Script Actor Drop Actor Detach Actor

Chapter 1: Animation Overview

The Modify Origin tool is not needed or available as a separate tool in V8 XM Edition. In V8 XM Edition, the actors coordinate system can be selected and manipulated independently of the actor (provided Graphic Group Lock is not enabled).

Camera Tools
Tool Animation Camera Tools Create Animation Camera Used to Place an animation camera. Note the Animation Camera is considered an Actor. Modify a cameras target, lens angle and display clipping. Turn on a camera. Place a target. Note the Target is considered an Actor. Turn on a target.

Modify Camera Script Camera Create Target Script Target

In MicroStation XM Edition, general settings are as outlined in the following table.

General Settings
Tool Animation Settings Tools Animation Producer Dialog Used to Open the Animation Producer dialog box, where the animation scripts are created, edited, and recorded. Open the Animation Preview tool, a dockable tool bar that allows you to interactively scrub through animation frames. Open the Record Script dialog box.

Animation Preview (XM Edition only)

Record (XM Edition only)

The Animation Tools General Settings Open the Animate General Settings and create script for animating camera angle, background, fog, and brightness adaptation, and so on. Open the Animation KeyFrames dialog box, used for creating keyframes. Open the Animate Global Lighting Settings dialog box and create animation script of solar lighting, including time of day, color, and intensity or to script animation of ambient, and flash settings. Open the Animate Source Lighting Settings dialog box to script animation of source lights, including intensity, color, and cone angle. Open the Animate Material Settings dialog box and create animation script of any materials properties.

KeyFrames Dialog

Global Lighting

Source Lighting

Materials

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 Tools Start Preview Previous Rewind Used to Moves preview to starting frame zero. Moves back one frame in time. Plays preview in reverse.

10

Chapter 1: Animation Overview Play Plays animation preview in a view. Moves ahead one frame in time.

Preview Next

Preview Last

Moves to last frame of animation.

Preview Advance

Moves to frame entered.

Record (Moved to General Settings toolbox for XM Edition) Record Selected Frames (Functionality moved to Record Script dialog box for XM Edition)

Open the Record Script dialog box. Open the Record Selected Frames dialog.

REVIEW QUESTIONS
1 2 3 4 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


CHAPTER OBJECTIVES
The topics covered in this chapter include:
b Animation with keyframes b Creating simple keyframes b Simple animation scripts b Creating animation actors b Keyframing actors b Previewing scripts b 3D content in Adobe PDF b Graphics acceleration b Recording animation script b Using the movie player

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Chapter 2: Simple Keyframe Animation

INTRODUCTION
In this chapter you will be creating a simple animation based on a technique called keyframing. The basic principle of keyframe animation is simple: you specify the location of geometry at certain key positions (keyframes) and the animation software automatically calculates the in-between frames. You can think of a keyframe as a key moment in time that includes where an objects position, scale or rotation is at that moment. The Animation Producer automatically computes in-between frames that involve translation, rotation, and scale. It can also interpolate the changes between two versions of an element that has been modified to create simple morphing, such as a flag waving.

SIMPLE KEYFRAME 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.

Simple Keyframe Animation

13

This indicates V8.5 and earlier versions. This is indicates V8 XM Edition. This indicates exercises applicable to all versions.
The next exercise is for V8.5 and earlier versions, as indicated.

Creating Initial Keyframes


1 Open the design file simple keyframes.dgn. The design file opens and consists of a few 2D shapes. 2 3 Fit view 1. From Tools > Visualization > Animation, open the Animation Settings toolbox.

Click the Create KeyFrame tool. The Animation KeyFrames dialog box opens.

5 6

Using the Selector tool, select the geometry forming the star object. In the Animation KeyFrames dialog box, click Create.

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Chapter 2: Simple Keyframe Animation

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. Using the Selector tool, select the geometry forming the rocket object. In the Animation KeyFrames dialog box, click Create.

8 9

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.

Creating Additional Keyframes


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.

Creating Additional Keyframes


1 2 Continue with simple keyframes.dgn. 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.

Simple Keyframe Animation

15

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 5 6

Using the Selector tool, select all geometry forming the star object. In the Animation KeyFrames dialog box, click Create. 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. From the MicroStation Main tools, open the Manipulate toolbox.

NOTE: You will be using MicroStations element manipulate tools to position the geometry into several different poses. Later you will learn to create actors and manipulate them using the Animation Producers manipulate actor tool. 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. 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.

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Chapter 2: Simple Keyframe Animation

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.

FREEZING GEOMETRY 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.

Freezing Geometry into Original Positions

17

Freezing Keyframes
1 Continuing with simple keyframes.dgn, select car1 in the Animation KeyFrames dialog box and then click Freeze to return the geometry to the original position.

2 3

Select rocket1 in the list and then click Freeze to return the geometry to the original position. Select star1 in the list and then click Freeze to return the geometry to the original position.

Creating the Animation Script


1 2 Open the Animation Producer dialog box by clicking the tool in the Animation Settings toolbox. Double-click star1 in the Animation KeyFrames dialog box. The Script KeyFrame dialog opens.

3 4

Set Frame Number to 0 and Interpolation to Linear. Click OK to add this keyframe to the script. In the Animation KeyFrames dialog box, double-click star2. In the Script KeyFrame dialog box, set Frame Number to 29 and Velocity to Constant. Click OK to add this entry to the animation script.

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Chapter 2: Simple Keyframe Animation

In the Animation KeyFrames dialog box, double-click star3. In the Script KeyFrame dialog box, set Frame Number to 59 and Velocity to Constant. Click OK to add this entry to the animation script. Double-click star1. In the Script KeyFrame dialog box, set Frame Number to 89 and Velocity to Constant. Click OK to add this entry to the animation script. Preview the script by clicking Play in the Animation Producer dialog box. You will notice the geometry flash as the screen redraws between frames.To provide for smoother previews, you can turn on graphics acceleration.

From the view border, click the Change View Display Mode tool. The Set View Display Mode box opens. Turn on Graphics Acceleration. Preview the script again with Graphics Acceleration. This produces a much smoother preview because the graphics card buffers the information off screen for the next frame and the display updates without delay.

10 In the Animation KeyFrames dialog box, double-click rocket1. In the Script KeyFrame dialog box, set Frame Number to 59 and Velocity to Constant. Click OK. 11 Double-click rocket2. In the Script KeyFrame dialog box, set Frame Number to 119 and Velocity to Accelerate. Click OK to add this entry to the animation script. 12 In the Animation KeyFrames dialog box, double-click car1. In the Script KeyFrame dialog box, set Frame Number to 29 and Velocity to Constant. Click OK.

Freezing Geometry into Original Positions

19

13 Double-click car2 in the Animation KeyFrames dialog box. In the Script KeyFrame dialog box, set Frame Number to 129 and Velocity to Accelerate - Decelerate. Click OK to add this entry to animation script.

14 Preview the finished script by clicking Play in the Animation Preview toolbox.

Creating Initial Keyframes V8 XM Edition


1 Open the design file simple keyframes.dgn. The design file opens and consist of 2D shapes. 2 3 Fit view 1. From Tools > Visualization > Animation, open the Animation Settings toolbox.

4 5

Click the Create KeyFrame tool. The Animation KeyFrames dialog box opens. Using the Selector tool, select the geometry forming the star object.

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Chapter 2: Simple Keyframe Animation

In the Animation KeyFrames dialog box, click Create.

Enter star1 in the Name field and in the Description field enter initial star. Click OK to create a keyframe of the star object in this position. NOTE: In previous versions the only opportunity you had for adding a description for a keyframe was at the time of its creation. With V8 XM Edition, you can add or edit a description at any time.

8 9

Using the Selector tool, select the geometry forming the rocket object. 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.

CREATING ADDITIONAL KEYFRAMES 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.

Creating Additional Keyframes in V8 XM Edition

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Creating Additional Keyframes in V8 XM Edition


1 2 Continue with simple keyframes.dgn. 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. 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 5 6

Using the Selector tool, select all geometry forming the star object. In the Animation KeyFrames dialog box, click Create. 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. From the MicroStation Main tools, open the Manipulate toolbox.

NOTE: You will be using MicroStations element manipulate tools to position the geometry into several different poses. Later you will learn to create actors and manipulate them using the Animation Producers Manipulate Actor tool. 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. While the star is still selected, in the Animation KeyFrames dialog box click Create.

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Chapter 2: Simple Keyframe Animation

10 Enter star3 in the Name field and in the Description field enter star rotated. Click OK to create a keyframe of the star object in this position. 11 Using the Selector tool, select the rocket object. Using AccuDraw, move the rocket geometry up 6 units from the base. 12 While still selected, scale the rocket in X,Y and Z to 0.25 its original scale. 13 While still selected, click Create in the Animation KeyFrames dialog box. The Create KeyFrame dialog opens. 14 Enter rocket2 in the Name field and in the Description field enter rocket scaled and moved. 15 Using the Selector tool, select the car geometry. Using AccuDraw, move the car geometry to the right 6 units. 16 While the car geometry is still selected, click Create in the Animation KeyFrames dialog box. 17 In the Create KeyFrame dialog box, enter car2 in the Name field and enter car moved in the Description field.

FREEZING GEOMETRY 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.

Creating the Animation Script in V8 XM Edition

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Freezing KeyFrames in V8 XM Edition


1 Continuing with simple keyframes.dgn, select car1 in the Animation KeyFrames dialog box and then click Freeze to return the geometry to the original position.

2 3

Select rocket1 in the list and then click Freeze to return the geometry to the original position. Select star1 in the list and then click Freeze to return the geometry to the original position.

CREATING THE ANIMATION SCRIPT IN V8 XM EDITION

Creating the Animation Script in V8 XM Edition


1 Open the Animation Producer dialog box by clicking the tool in the Animation Settings toolbox.

If you have created animation in previous versions 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.

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Chapter 2: Simple Keyframe Animation

NOTE: You will need to set the number of frames you will be using because the default is 120. Anything over that requires you set the number of frames you intend to script in advance. Keeping with the same number as in the previous V8 exercise, you can set this to 129. 2 In the Animation Producer dialog box, select Settings > General. The Animation Settings dialog box opens.

Creating the Animation Script in V8 XM Edition

25

3 4

In the Animation Settings dialog box, set the End Frame number to 129. In the Animation Producer dialog, on the left side you will see a tree view list box. Click the plus sign next to KeyFrames to expand the list of keyframes.

Expanded Keyframes in tree view.

Right-click star1 in the list and select Script. The Script KeyFrame dialog opens.

The Frame number will be zero because the timeline marker is at zero. Click OK to script this keyframe. A marker appears in the timeline to indicate a keyframe at this location.

Click the blue vertical bar in the timeline and drag it to the right until the time marker indicates that you are at frame 29.

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Chapter 2: Simple Keyframe Animation

As an alternative to dragging the time marker you can enter 29 in the frame number field, which in turn moves the time bar.

Click and drag this time bar until frame number is 29.

In the Animation Producer dialog box, right-click star2 in the KeyFrames list and select Script. The Script KeyFrame dialog box opens.

Click OK to add this keyframe entry to the animation script occurring at frame 29.

10 In the Animation Producer dialog, key in 59 in the frame number field and then press the Enter key. The time marker moves to align with frame 59 in the graph view. 11 Right-click star3 keyframe in the tree view and then select Script. 12 In the Script KeyFrame dialog box, click OK to add this keyframe occurring at frame 59 to your script. 13 In the Animation Producer dialog, key in 89 in the frame number field and then press the Enter key. The time bar moves to frame 89. 14 Right-click the star1 keyframe in the Animation Producers tree view and then select Script to add this keyframe occurring at frame 89.

Creating the Animation Script in V8 XM Edition

27

The Script KeyFrame dialog opens. Click OK to add the keyframe to your script. 15 Click the Animation Preview tool. The Animator Preview dialog opens.
Preview view number Current frame number Create keyframe of selected objects on the fly at current frame marker (scrub bar) position

Interactive scrub bar (click and drag to dynamically move through time).

Begin Frame Play Pause End Frame General Settings

Here is where you can see yet another huge improvement over previous versions. The V8 XM Edition Animation Preview tool when clicked opens a dockable Preview tool with a scrub bar from which you can interactively preview your animation. This tool has all of the same features as the old interface and much more. The new Animator Preview lets you have complete control over your animation previews. You can select views in which to preview your animation and you can open the Animation Settings dialog. You can even choose to automatically create keyframes of selected graphics. 16 Try using the Animator Preview tool on your current script. Click the Play button, click the Pause button, and then try clicking and dragging the scrub bar. .NOTE: Notice the geometry does not flash from frame to frame because in the V8 XM Edition all of MicroStations views are accelerated at all times, providing smooth previews. You no longer need to turn on and off graphics acceleration, as you did in the previous V8 exercise

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Chapter 2: Simple Keyframe Animation

17 In the Animator Preview tool, move the scrub bar to frame 59 (or just key in 59 in the current time field to move the scrub bar). The Movement of the Animator Previews scrub bar also moves the Animation Producers time bar. 18 In the Animation Producer dialog box right-click rocket1 from the expanded list of keyframes in the tree view list to open the Script KeyFrame dialog box. 19 Click the OK button to add this keyframe at Start Time 59 Interpolation Linear and Velocity Constant.

20 Move the Animator Preview scrub bar to frame 119, right-click rocket2 from the tree view list of keyframes in the Animation Producer dialog box and select Script from list of options.
Scrub bar

21 Click the OK button to add this keyframe at Start Time 119 Interpolation Linear and Velocity Constant. 22 Move the Animation Producer time bar to frame 29 and right-click car1 from the expanded list of keyframes in the tree view list to open the Script KeyFrame dialog box. 23 Click the OK button to add this keyframe at Start Time 29 Interpolation Linear and Velocity Constant. 24 Move the Animator Preview scrub bar to frame 129, right-click car2 from the tree view list of keyframes in the Animation Producer dialog box and select Script from list of options.

Creating the Animation Script in V8 XM Edition

29

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.

Animation Producer with completed script.

26 Preview the finished script by clicking Play in the Animation Preview dialog.

As you can see from having done this exercise in the V8 XM Edition, the graphical user interface (GUI) is much more intuitive and user friendly than in previous versions of MicroStation. This is just the beginning and as you move through this book you will be introduced to many more new tools and techniques for accomplishing your animation task.

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Chapter 2: Simple Keyframe Animation

ANIMATING WITH 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.

Creating An Actor
1 Open the design file KEY1.dgn. You will start by creating an actor for the door. The geometry for the door has been isolated to the Door level for easy selection. 2 Click the Power Selector tool with Mode set to Add, click the Level tab and then click the Door level to select all the geometry on this level.

Level tab

Level Door

The door geometry is highlighted, indicating that it is selected.

Animating with Actors

31

From Tools > Visualization, open the Animation Actors toolbox.

Select the Create Actor tool. Because the geometry is already selected, the Create Actor tool settings window opens.

5 6

In the Name field key in Door. Set Orientation to Design and only enable Rotate About Z. 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

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Chapter 2: Simple Keyframe Animation

actors 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.

Testing an Actor's Origin


1 2 3 To test the actors motion, select the Manipulate Actor tool. Identify the actor to manipulate by entering a data point on the door or by double-clicking in the actor list box. 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.

Creating the Keyframes

33

CREATING THE KEYFRAMES


To animate this door opening and closing, you need to create two keyframes: one with the door open and one with the door closed.

Creating Keyframes
1 2 Continue with KEY1.dgn. From Tools > Visualization, open the Animation Settings toolbox.

Click the Create Keyframe tool. Select the door actor by entering a data point over the door actor geometry in any view. The Create KeyFrame dialog opens.

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.

Now you need to open the door using the Manipulate Actor tool. Enter a data point over any of the door geometry to select the Door actor. The Manipulate Actor dialog box opens. NOTE: You can as an option select the actor you wish to manipulate by double-clicking on the named actor from the list of actors in the Manipulate Actor dialog box. You can also enter a precise angle in degrees for rotational movements, distance in master units for translational movements or a floating point number if the actor is being scaled.

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Chapter 2: Simple Keyframe Animation

Note that as you move your cursor the door actor swings about its origin (in this case, the hinge line). Swing the door wide open (about minus 130 degrees) and this time accept the new position with a data point. Click OK. 6 Click the Create button in the Animation KeyFrames dialog box then select the door actor by entering a data point on any of the door actor geometry. The the Create KeyFrame dialog box opens. 7 In the Name field of the Create KeyFrame dialog box, key in open. In the Description field, key in door open. Click OK.

You now have all keyframes necessary to animate the door. All you need to do now is to script the movie. By double-clicking on the keyframes in the Animation KeyFrames dialog box, you can script the keyframes to happen at any point in time of your choosing.

CREATING THE ANIMATION SCRIPT


Next you will be creating the animation script to open and close the door.

Creating the Animation Script

35

Creating the Animation Script


1 Continue with KEY1.dgn.

Double-click the closed keyframe in the Animation KeyFrames dialog box. The Script KeyFrame dialog box opens. Set the Frame Number to 0 and Velocity to Constant.

Double-click the open keyframe in the Animation KeyFrames dialog box. In the Script KeyFrame dialog, set Frame Number to 59. Click OK. Because the animation begins at zero, the door opens over 60 frames.

Double-click the closed keyframe in the Animation KeyFrames dialog box. In the Script KeyFrame dialog, set Frame Number to 119 and Velocity to Accelerate. Click OK. NOTE: By setting Velocity to Accelerate, you are slamming the door shut. The motion with start out slow and increase over time. Reducing the number of frames to close the door would have a similar effect.

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Chapter 2: Simple Keyframe Animation

The Animation Producer dialog shows the current script.

ANIMATION PREVIEW
Tools in the Animation Preview toolbox let you preview an animation prior to recording it. The animation can also be previewed using the Animation Producer dialog box.

To Display the first frame of the animation.

Select

Preview First Frame Display the previous frame of the sequence. Preview Previous Frame Play animation from the current frame to the beginning. Rewind Animation Play animation from the current frame to the end. Play Animation Display the next frame of the sequence. Preview Next Frame

Animation Preview

37

To Display the last frame of the animation.

Select

Preview Last Frame Advance the animation to a specified frame. Advance to Frame Record the script. Record Script Record selected frames from the script. Record Selected Frames Freeze animated elements at a specified frame. Freeze Elements At This Frame

Key in DIALOG TOOLBOX ANIMATION PREVIEW to open the Animation Preview toolbox. All tools from the Animation Preview tool (except Advance to Frame) automatically perform the action in the current view. Additional data points continue the function in the selected view. Advance to Frame updates when you press the Tab key or enter a data point.

Previewing the Animation Script


1 2 Continue with KEY1.dgn. In the Animation Producer dialog box, set View to 2.

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Chapter 2: Simple Keyframe Animation

Verify the Preview Settings by selecting Settings > Preview in the Animation Producer dialog box.

In the preview settings dialog box, turn on Clear View Between Frames, Limit Curve Stroking, Animated Elements, and Static Elements. From the view border click, the Change View Display Mode tool. The Set View Display Mode dialog box opens. Turn on Graphics Acceleration for View 2 with Display Mode set to Smooth.

In the Animation Preview toolbox, click Play and preview the animation in wireframe. Later on you will learn how to render out (record) your animation scripts to individual frames and how to compile them into a movie format. To get a quick rendered preview of your scripted animations you can quickly and easily print your design file to an Adobe PDF file containing 3D content and the animation. The only limitation with this method is that animated materials are not yet supported in a PDF file.

From the Animation Producer dialog box, select File > Save Script. Your Script is saved as Key1.msa.

Animating with Actors in V8 XM Edition

39

ANIMATING WITH ACTORS IN V8 XM EDITION


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 key frames. By creating an actor you will be able to more easily rotate the door about its hinge line. If you are familiar with creating actors using previous versions of MicroStation you will have no problem switching to V8 XM Edition as the tools look same (although the underlying code is completely new). In previous versions, actors when created were cells; in V8 XM Edition, actors when created are named groups.

Creating an Actor in V8 XM Edition


1 Open the design file KEY1.dgn. You will start by creating an actor for the door. The geometry for the door has been isolated to the Door level for easy selection.

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Chapter 2: Simple Keyframe Animation

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

The Door geometry is highlighted, indicating that it is selected. 3 From Tools > Visualization, open the Animation Actor toolbox.

Select the Create Actor tool.

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41

Because the geometry is already selected, the Create Actor tool settings window opens. You will need to expand the list of options in order to restrict motion for your actor.
Click here to expand or show additional options.

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. 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 colorcoded triad placed at the origin of each actor you create provided construction is enabled in views in which you wish to see the actors origin. The actor origin graphic is color coded, with red

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Chapter 2: Simple Keyframe Animation

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 actors 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 actors 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.

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 actors motion to only rotate about Z, this will be the only motion available in the Manipulate Actor dialog box.

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The AccuDraw compass is relocated to the origin of the Door actor and you are prompted to Enter point to define start of rotation.

Enter an additional data point to indicate rotation from origin and then move your cursor 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 closed rotating about the hinge line or weighted point you snapped to. If the door is not rotating about this point, you can select the graphic triad and reposition the origin to the correct hinge line. To reposition the actors origin, turn off the graphic group lock so that you can move the origin without moving the entire actor.

Creating the Keyframes in V8 XM Edition


To animate this door opening and closing, you need to create two keyframes: one with the door open and one with the door closed.

Creating Keyframes in V8 XM Edition


1 2 Continue with KEY1.dgn. From Tools > Visualization, open the Animation Settings toolbox.

Click the Create KeyFrame tool.

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Chapter 2: Simple Keyframe Animation

The Animation KeyFrames dialog box opens. 4 In the Animation KeyFrames dialog box, click the Create button and then select the Door actor by entering a data point over the Door actor geometry in any view. The Create KeyFrame dialog opens.

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.

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.

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. 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.

In the Name field of the Create Keyframes dialog box, key in open. In the Description field key in door open. Click OK.

Animating with Actors in V8 XM Edition

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Click here to edit Description. Click here to edit Name.

In V8 XM Edition you can edit keyframe names and descriptions by clicking on the item you want to edit in the Animation KeyFrames dialog box.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.

Creating the Animation Script in V8 XM Edition


Next you will be creating the animation script to open and close the door. As with the first example, if you are familiar with previous versions it is here in the creation of the script (and in the preview tools) you will notice significant differences in V8 XM Edition over previous versions of MicroStations Animator tools.

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Chapter 2: Simple Keyframe Animation

Creating the Animation Script in V8 XM Edition


1 Continue with KEY1.dgn. Open the Animation Producer by clicking the Animation Producer tool in the Animation Settings toolbar.

In the simple keyframe exercise you saw how you could use the new Animation Producer dialog to add keyframes to your script by moving the time bar and right-clicking to add keyframes. You can still add keyframes to the script the old way by double- clicking on the keyframe in the Animation KeyFrames dialog box. 2 Double-click the closed keyframe in the Animation KeyFrames dialog box. The Script KeyFrame dialog box opens. Set Start Time to 0 and Velocity to Constant.

Double-click the open keyframe in the Animation KeyFrames dialog box. In the Script KeyFrame dialog, set Frame Number to 59. Click OK. Because the animation begins at zero, the door opens over 60 frames.

Double-click the closed keyframe in the Animation KeyFrames dialog box. In the Script KeyFrame dialog, set Frame Number to 119 and Velocity to Accelerate. Click OK.

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NOTE: By setting Velocity to Accelerate, you are slamming shut the door. 5 In the Animation Producer dialog, click KeyFrames in the tree view to expand the list and show all keyframes. The Animation Producer shows the current script.

Animation Preview V8 XM Edition


Having created the animation script you can use the Animation Preview tool to preview the door opening and closing in the view of your choice. With V8 XM Edition you can use the View Rotation: Rotate View tool to dynamically rotate a view as the preview is playing.

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Chapter 2: Simple Keyframe Animation

Previewing the Animation Script V8 XM Edition


1 Continue with KEY1.dgn. Click the Animation Preview tool. The Animator Preview scrub bar dialog opens.
Set preview view number

Play movie preview Open General Settings

2 3

In the Animator Preview dialog box, set View to 2. In the Animator Preview dialog box, click the General Settings tool. The Animation Settings dialog box opens.

In the Animation Settings dialog box, turn on Animated Elements, Static Elements, Clear View Between Frames and Maintain Frame Rate.

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NOTE: Checking Maintain Frame will slow or speed up the playback to try and maintain the frame rate you have selected. For instance, in this case the frame rate is 30 frames per second. In a complex scene it is very likely that some geometry would be dropped (not displayed) when trying to maintain a high frame rate. 5 From the View 2 border, click the View Display Mode tool and set View Display Mode to Smooth.

In the Animator Preview dialog, click Play and preview the animation in its smooth-rendered mode.

Later you will learn how to render out (record) your animation scripts to individual frames and how to compile them as a movie format. To get a quick-rendered preview of your scripted animations, you can quickly and easily print your design file to an Adobe PDF file containing 3D content and the animation. One limitation with this method is that animated materials are not yet supported in a PDF file. In V8 XM Edition there is no longer an external MSA file. The scripts are stored with the design file so that you do not need to worry about saving your script as (it is saved automatically). More about how this differs from previous versions is covered in later exercises.

3D CONTENT IN PDF FILES FOR V8 AND V8 XM EDITION


With the release of Adobe Reader 7.0, Adobes PDF format supports the embedding of 3D content within documents. In MicroStation, the creation of PDF documents with 3D content is similar to printing a standard 2D document.

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Where 3D content is included, it contains any visualization data and settings that already exist within the design file, such as lights, materials, texture maps, and animation or camera movement (fly-throughs) created using the Animation Producer. Saved views are also included in the 3D content. Any 3D content within a PDF document is stored in Universal 3D (U3D) format. This format was introduced by the 3D Industry Forum (http://www.3dif.org/) as a means of transferring 3D data from CAD systems to mainstream applications such as marketing, training, sales, technical support, and customer service. MicroStation lets you export geometry directly to U3D, or to seamlessly create PDF documents with embedded U3D objects.

Adding 3D Content from Design Models


From a 3D design model, you can add 3D content to a PDF file simply by enabling the Plot to 3D setting in the Print dialog box.
3D Plotting Options

Settings that control the 3D content are found in the 3D Plotting Options dialog box (Print dialog box, Settings > 3D Plotting). These settings, which are saved in the user preference file, are retained between sessions.
NOTE: The Global Lighting Solution export and the Elevation Drape Size options show in the dialog are available with V8 XM Edition only. Animation in PDF 3D Content

Animation scripts created with MicroStations Animation Producer ( Utilities > Render > Animation ) can be used to specify geometry or camera motion that can be exported to U3D and viewed dynamically within the PDF document. When a model is saved to U3D, either the default script (a file with the same name as the design file but with an .msa extension) or the script currently loaded in the animator is used to specify the U3D animation. In Adobe Reader, the animation can be started or paused by selecting the 3D object and then selecting the Start Animation or Pause Animation button from the toolbar.

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Creating 3D Content in PDF

To demonstrate this feature, in the next exercise you will create a PDF file that contains 3D content. The data set you will use is the door opening and closing. The animation script you will use is the one you just finished creating. For most of the exercises in this book the ability to see quickly the animation in a PDF can be used rather than rendering out individual frames. When you get to the chapter on animated materials you will need to render frames and at that point you can learn about the Record Script dialog.

Creating a PDF with 3D Content from a Design Model


1 2 3 Continue in the already open design file KEY1.dgn. From the MicroStation main menu, select File > Print to open the Print dialog box. Set the Printer to Bentley Driver, and select pdf.plt as the printer driver.

4 5

In the Print dialog box, turn on Plot To 3D. In the Print dialog box select Settings > 3D Plotting.

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The 3D Plotting Options dialog box opens.

In the 3D Plotting Options dialog box set the following options: b Convert Animation: On b Automatically Activate Animation: On b Continuous Loop: On b Frames per Second: 10 b Place Walk on PDF Toolbar: On b Use Background Color From View: On

7 8

Click OK in the 3D Plotting Options dialog box. In the Print dialog box, click the Print icon or select File > Print. The Save Print As dialog box opens.

Set Directory in the Save Print As dialog box to c:\.

10 Click OK to save the KEY1.pdf file to your hard drive.

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53

A progress bar appears at the bottom of the MicroStation window, indicating the percentage of completion. Once the PDF is finished, you will see the message Finished Creating Print at the bottom of the screen. NOTE: The 3D content in the Adobe PDF file will be displayed using smooth shading where display mode is shaded. For best results, you may need to adjust your materials to look good using a smooth shading routine. For instance, a glass material that looks great ray traced may appear too transparent when smooth rendered.

Interacting with 3D Content in Adobe Reader


In order to open the PDF file generated in MicroStation, it is necessary to download and install Adobe Acrobat 7.0 (or later version, if available). Currently, you can download the software from http://www.adobe.com/products/acrobat/readstep2.html. Once a PDF document containing 3D content is created from MicroStation, it can be opened with Adobe Reader 7.0 in the same manner as a standard PDF file. Inside the PDF file, clicking a 3D object activates a toolbar with a set of tools for navigating within the scene.

The standard Adobe Reader tools (Rotate, Navigate, Zoom, and Pan) are documented in the Adobe Reader Help. Saved views are available from the Views menu entries.
TIP: It is odd that Adobe removed the Walk tool from the main toolbar in their update of Reader 7.0 to 7.0.7 because this is a terrific tool for navigating through a 3D PDF. It is still available provided you select Edit > Preferences from the Adobe application and click 3D from the dialog. From here you need to check the option to Consolidate tools on the 3D toolbar. Once you consolidate the tools, the Walk tool will be available in a drop-down menu. In the V8 XM Edition, from the 3D Plotting Option dialog box, you can turn on the option Place Walk on PDF Toolbar.

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Adobe drop-down menu with navigation tools.

Viewing PDFs with 3D Content in Acrobat 7.0


1 Open the newly created KEY1.PDF file with Adobe Acrobat 7.0 or later version. Adobe Acrobat 7.0 automatically plays the animation upon opening the file, because you selected this option in the 3D Plotting Options dialog box. 2 Click the Pause button to stop the animation. Note that the Pause button changes to a Play button. Clicking it again restarts the animation.

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55

MicroStation saved views can be accessed here.

KEY1.PDF file opened in Adobe Acrobat 7.0.

NOTE: You can change to a MicroStation saved view by clicking on the small down arrow, on the right side of the navigation tools, and selecting a saved view from the list. 3 4 Click the down arrow to open the Saved View list. Select Camera Perspective. Click in the image window. The view changes to a camera view of the door. 5 Right-click anywhere in the open PDF file view window. An option menu for navigation and viewing displays. 6 Select Scene Illustrated and click in the view area to change the display mode. The display changes to illustrated and looks very similar to MicroStations hidden line display.

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Chapter 2: Simple Keyframe Animation

NOTE: You can play the animation in any of the display modes, but the shaded mode usually plays more smoothly than the illustrated modes. 7 8 Right-click anywhere in the open PDF file view window. Select Scene Shaded Illustrated and click in the view area to change the display mode. The display changes to shaded illustrated mode which looks like a blend of MicroStations hidden line and smooth rendered display.

Keyframing Deformation

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Scene Shaded Illustrated

KEYFRAMING DEFORMATION
In the next exercise you will learn how to scale an actor about a point to provide a deformation effect. You will be defining actors and creating the keyframes to animate a simple shock absorber. In this exercise you will create two actors: one for the top assembly and one for the coil spring.

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Chapter 2: Simple Keyframe Animation

Creating Actors
1 2 Open the design file KEY2.dgn. Click the Power Selector tool. With Mode set to Add, click the Level tab and then click the Shock upper assy level to select all geometry on this level.

Level tab

Level Shock upper assy

3 4

From the Animation Actors toolbox, select the Create Actor tool. In the Name field of the Create Actor dialog box, enter Top assy and enable Move Along Z.

NOTE: Only Move Along Z should be checked or enabled. All other motions should be off.

Manipulating Actors and Creating Keyframes

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5 6

Snap to the center of the assembly in the Top view and accept with a data point. Click the Manipulate Actor tool and then enter a data point on the newly created actor. The geometry should move up and down in the Z direction as you move the pointer. WARNING: Do not accept with a data point. Reset when testing.

Click the Create Actor tool and then enter a data point over the spring geometry in View 3. The Create Actor dialog box opens.

In the Name field of the Create Actor dialog box, key in Spring and activate only the Scale Along Z motion. Snap to the green weighted point at the bottom center of the spring geometry in the Isometric view and accept with a data point. Test the actor by selecting the Manipulate Actor tool. Then select the spring with a data point on the geometry (or double-click on the actor Spring from the Manipulate Actor list box). Move the pointer to test the motion and remember to reset. WARNING: The coil spring should deform in the Z axis. If your origin is not in the correct location, you can change it with the Modify Origin tool. If the motion is wrong, you can use the Modify Actor tool to make any necessary changes. Do not try to recreate the actor. If you really want to start over, use UNDO to go back.

MANIPULATING ACTORS AND CREATING KEYFRAMES


You only need two keyframes for this animation. The shock is already in position for one of the keyframes so create it first. The elements on level Shock lower assy do not move and are not be included in the keyframes.

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Manipulating Actors and Creating Keyframes


1 2 3 4 Select Setting > Level > Display to open the Level Display dialog box. Turn on the levels Spring lower assy and Spring. Using the Power Selector tool, select the geometry on levels Spring and Shock upper assy. From the Animation Settings toolbox, click the KeyFrames tool to open the Animation KeyFrames dialog box. In the Animation KeyFrames dialog box, click Create. The Create KeyFrame dialog opens. 5 In the Name field enter Up and in the Description field enter Spring up. Click OK to create the keyframe. Using the Manipulate Actor tool, you will position the shock absorber in a collapsed (or down) position. 6 Select the Manipulate Actor tool. In the Manipulate Actor dialog box, turn on Distance, enter minus 1.5, and double-click the Top assy actor in the list. Accept the new position with a data point.

In the Manipulate Actor dialog box, set Method to Scale About Z and set Value to 0.8, double click on the Spring actor in the list, and accept with a data point to scale the actor. Using the Power Selector tool, select the geometry on levels Shock upper assy and Spring. Open the Animation KeyFrames dialog box and click Create. The Create KeyFrame dialog opens.

8 9

Manipulating Actors and Creating Keyframes

61

10 In the Name field enter Down and in the Description field enter Spring compressed. Click OK to create the keyframe. 11 From the Animation KeyFrames dialog select Up. Then click Freeze. This freezes the geometry in the original up position, with the spring not compressed. NOTE: If the geometry does not freeze, try clicking another item in the keyframe list and then go back to the previous item and try the freeze again. In other words, click Down in list, click Up and click the Freeze button.

Creating the Deformation Animation Script


Now you are ready to create the animation script. As in a movie, the script tells the actors what to do and when to do it.

Creating the Deformation Animation Script


1 In the Animation KeyFrames dialog box, double-click the Up keyframe. In the Script KeyFrame dialog box, enter 0 in the Frame Number field. Set Interpolation to Linear and Velocity to Constant. Click OK. NOTE: Because this occurs at frame zero, the Interpolation setting has no effect at this point in time. The interpolation is determined by the next keyframe.

In the Animation KeyFrames dialog box, double-click the Down keyframe. In the Script KeyFrame dialog box, enter 29 in the Frame Number field. Set Interpolation to Linear and Velocity to Decelerate.

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Double-click the Up keyframe. In the Script KeyFrame dialog box, enter 59 in the Frame Number field. Set Interpolation to Linear and Velocity to Accelerate. In the Animation Producer dialog box, set View to 2.

From the Animation Producer dialog boxs Settings menu, select Preview to open the Preview Settings dialog box. Turn on Clear View Between Frames, Loop, Animated Elements, and Static Elements.

From the View border, click the Change View Display Mode tool. The Set View Display Mode dialog box opens. Turn on Graphics Acceleration for View 2, with Display Mode set to Smooth.

In the Animation Preview toolbox, click Play and preview the animation in smooth display mode. The animation plays in View 2.

8 9

Reset to stop the preview. Enter a data point in View 3.

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The animation previews in View 3.

Recording the Animation


Next you will record the previously scripted animation by rendering the movie frames to disk. The finished sequential frames can then be played back with MicroStations built-in movie player and saved to a movie format such as Microsofts AVI.

Recording the Animation


1 2 Continue with KEY2.dgn. From the Animation Producer dialog box, select File > Save Script. The Save Script As dialog box opens. 3 Save the script as KEY2.msa and then click OK. Next you will size the view to a video standard size. 4 5 From the Rendering Tools toolbox, click the View Size tool. Enter a data point in View 2 to select it for sizing. In the View Size tool settings window, turn on Maintain View Parameters and turn off Proportional Resize. Set X to 320 and Y to 240. Enter a data point in View 2 to apply the new size to this view.

NOTE: The aspect ratio for a view size of 320 x 240 is the same aspect as 640 x 480 and 1024 x 768. You can choose from several common aspect ratios.

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From the Animation Producer dialog box, select File > Record Script. The Record Script dialog box opens.
Animation view.

Current output file type and location. Lock or unlock aspect ratio to view size. If locked, you can enter X or Y and the other is changed automatically to match the current view aspect ratio.

Browse icon click here to change the output file format and location.

Shading method used to render frames.

NOTE: In the Record Script dialog box, you control the type of file to be used for each frame, the type of rendering routine to be used, the view to be used, and the image size. TIP: When recording a script for your final animation, always remember to turn on Antialias. If using textures, it is recommend that you enable Multilevel Texture Interpolation to prevent texture crawl from frame to frame. Multilevel Texture Interpolation is enabled in the Settings > Rendering > General dialog box. 7 8 9 From the Record Scripts View option menu, select the source view for the animation, in this case, select View 2. Set Resolution X to 320 and Resolution Y to 240. From the Shading option menu, select Ray Trace.

10 Check that the Frame setting is Create new solution for each frame. 11 Click OK to render frames to disk as sequential JPEG frames. TIP: When recording a script (using ray tracing, radiosity solving, or particle tracing, in which the only motion is that of cameras or their targets), use the Create single solution from frame setting. When this option is selected, a field to the right of the menu lets you nominate the

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frame from which to create the single solution. You could also save a solution to disk prior to starting and select option Load solution from file. This procedure is useful for animations in which there is no movement of actors, such as walk-throughs. It reduces rendering time by not regenerating the rendering database for each frame.

Once you have rendered your frames to disk, you can load them with MicroStations Movie Player. The exercise on how to load frames and play back a movie can be found at the end of the chapter and is applicable to all versions.

KEYFRAMING DEFORMATION IN V8 XM EDITION


In the next exercise you will learn how to scale an actor about a point to provide a deformation effect. You will be defining actors and creating the keyframes to animate a simple shock absorber. In this exercise you will create two actors: one for the top assembly and one for the coil spring.

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Creating Actors in V8 XM Edition


1 2 Open the design file KEY2.dgn. Click the Element Selector tool with Mode set to New or Add, click the Level tab and then click the Shock upper assy level to select all geometry on this level.

Level tab

Level Shock upper assy

From the Animation Actors toolbox, select the Create Actor tool. The Create Actor dialog box opens.

Click here for more options.

Click the arrow on the right of the dialog to show additional options.

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In the Name field of the Create Actor dialog box, change the name from Actor1 to Top assy and enable Move Along Z.

NOTE: Only Move Along Z should be checked or enabled. All other motions should be off. 6 7 Snap to the center of the assembly in the Top view and accept with a data point. Click the Manipulate Actor tool and then enter a data point on the newly created actor. The geometry should move up and down in the Z direction as you move the pointer. WARNING: Do not accept with a data point. Reset when testing. 8 Click the Create Actor tool and then enter a data point over the spring geometry in View 3. The Create Actor dialog box opens. 9 Click the arrow on the right of the dialog to show all options. 10 In the Name field of the Create Actor dialog box, change the name from Actor1 to Spring and activate the Scale Along Z motion only. Snap to the green weighted point in the isometric view at the bottom center of the spring geometry (zoom in if necessary) and accept with a data point. 11 Test the actor by selecting the Manipulate Actor tool. Select the spring actor with a data point on the geometry (or click the actor Spring from the Manipulate Actor list box), enter a second data point as a reference point to scale from, and move the pointer to test the motion and then reset. WARNING: The coil spring should deform in the Z axis. If your origin is not in the correct location, you can change it by moving the actors coordinate system (red, green, and blue triad). If the motion of the

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actor is wrong, you can use the Modify Actor tool to make any necessary changes. Do not try to recreate the actor if you really want to start over use Undo to go back.

MANIPULATING ACTORS AND CREATING KEYFRAMES IN V8 XM EDITION


You only need two keyframes for this animation. The shock is already in position for one of the keyframes, so create it first. The elements on level Shock lower assy do not move and will not be included in the keyframes.

Manipulating Actors and Creating Keyframes in V8 XM Edition


1 2 3 4 Select Setting > Level > Display to open the Level Display dialog box. Turn on the levels Spring lower assy and Spring. Using the Element Selector tool, select the geometry on levels Spring and Shock upper assy. From the Animation Settings toolbox, click the KeyFrames tool to open the Animation KeyFrames dialog box. In the Animation KeyFrames dialog box, click Create. The Create KeyFrame dialog opens. 5 In the Name field enter Up, and in the Description field enter Spring up. Click OK to create the keyframe. Using the Manipulate Actor tool, you will position the shock absorber in a collapsed (or down) position. 6 Select the Manipulate Actor tool. In the Manipulate Actor dialog box select Top assy from the Actor List.

Manipulating Actors and Creating Keyframes in V8 XM Edition 69

Using AccuDraw, enter 1.5 while moving the actor down. Accept the new position with a data point.

In the Manipulate Actor dialog box, Set method to Scale About Z and set Value to 0.8. Double-click the Spring actor in the list and accept with a data point to scale the actor. Using the Power Selector tool, select the geometry on levels Shock upper assy and Spring.

10 Open the Animation KeyFrames dialog box and click Create. The Create KeyFrame dialog opens. 11 In the Name field enter Down, and in the Description field enter Spring compressed. Click OK to create the keyframe. 12 From the Animation KeyFrames dialog, select Up, and then click Freeze. This freezes the geometry in the original up position, with the spring not compressed.

Creating the Deformation Animation Script


Now you are ready to create the animation script. As in a movie, the script tells the actors what to do and when to do it.

Creating the Deformation Animation Script in V8 XM Edition


1 2 Click the Animation Producer tool to open the Animation Producer dialog box. From the Animation Producer tree view, expand the keyframes. The KeyFrames list expands to revel the two keyframes you created, Up and Down. 3 Right-click the Up keyframe and select the option Script.

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The Script KeyFrame dialog box opens. 4 Click OK to add this keyframe script entry occurring at frame zero. NOTE: Because this occurs at frame zero, the Interpolation setting has no effect at this point in time. The interpolation is determined by the next keyframe. 5 6 In the Animation Producer dialog box, click and drag the blue time bar to frame 29. Right-click the Down keyframe and choose select the option Script. The Script KeyFrame dialog box opens.

7 8 9

Set Interpolation to Linear and Velocity to Decelerate. Click OK to add this keyframe script entry occurring at frame 29. In the Animation Producer dialog box, click and drag the blue time bar to frame 59. Right-click the Up keyframe and select the option to Script. The Script KeyFrame dialog box opens.

10 Set Interpolation to Linear and Velocity to Accelerate. Click OK to add this keyframe script entry occurring at frame 59. 11 From the Animation Producer dialog boxs Settings menu, select General to open the Animation Settings dialog box.

Manipulating Actors and Creating Keyframes in V8 XM Edition 71

End frame

Preview view Preview settings

12 Set Range End to 59, set Preview Alternate Views to 2, and enable all preview options with the exception of Cameras.

Finished Animation Script

13 Continue with KEY2.dgn. Click the Animation Preview tool. The Animator Preview scrub bar dialog opens.

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14 From the View 2 border, click the Change View Display Mode tool and set to Display Mode Smooth.

15 In the Animator Preview dialog, click Play and preview the smoothrendered animation.

RECORDING THE ANIMATION V8 XM EDITION


Next you will record the previously scripted animation by rendering the movie frames to disk. The finished sequential frames can then be played back with MicroStations built-in movie player and saved to a movie format such as Microsofts AVI.

Recording the Animation in V8 XM Edition


1 Continue with KEY2.dgn. NOTE: With the V8 XM Edition, your scripts are saved to the design file and are not separate ASCII files as in previous versions of MicroStation. The script you are working on is saved to disk at all times, much like placing a line or any other geometry in a file. You can have multiple scripts saved within your design file. This first one will be named KEY2 by default. 2 From the Rendering Tools toolbox, click the View Size tool. Enter a data point in View 2 to select it for sizing.

Recording the Animation V8 XM Edition

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In the View Size tool settings window, turn on Maintain View Parameters and turn off Proportional Resize. Set X to 320 and Y to 240. Enter a data point in View 2 to apply the new size to this view.

From the Animation Producer dialog box, select File > Record Script (or click the Record tool from the Animation Settings toolbox). The Record Script dialog box opens.
Browse icon. Click here to change the output file format and location. Animation view.

Current output file type and location.

Lock or unlock aspect ratio to view size. If locked, you can enter X or Y and the other is changed automatically to match the current view aspect ratio. Antialias toggle on.

Shading method used to render frames.

NOTE: In the Record Script dialog box, you control the type of file to be used for each frame, the type of rendering method to be used, the view to be used, and the image size.

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TIP: When recording a script for your final animation, always remember to turn on Antialias (and if using textures, turn on Multilevel Texture Interpolation to prevent texture crawl from frame to frame). Multilevel Texture Interpolation is enabled in the Settings > Rendering > General dialog box.

5 6 7 8 9

From the Record Scripts View option menu, select the source view for the animation, in this case select View 2. Set Resolution X to 320 and Resolution Y to 240. From the Shading menu, select Ray Trace. Check that the Frame setting is Create new solution for each frame. Click OK to render frames to disk as sequential JPEG frames. TIP: When recording a script (using ray tracing, radiosity solving, or particle tracing, in which the only motion is that of cameras or their targets), use the Create single solution from frame setting. When this option is selected, a field to the right of the menu lets you nominate the frame from which to create the single solution. You could also save a solution to disk prior to starting and choose the option Load solution from file.This procedure is useful for animations in which there is no movement of actors, such as walk-throughs. It reduces rendering time by not regenerating the rendering database for each frame.

Recording the Animation V8 XM Edition

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MicroStation's Movie Player


You can use MicroStations built-in movie player to play sequential frames once you record the script and render the frames to disk.

Loading and Playing Back Frames in Movie Player


1 From any MicroStation session, select Utilities > Image > Movies. The Movies dialog box opens.

From the Movies dialog, select Setting > Playback to open the Movie Playback Settings dialog box.

Turn on Loop Sequence and True Color. NOTE: This loads faster and looks better with True Color. If off, the movie will be converted to 256 colors to conserve memory, which takes additional time to load. If your system is low on memory or you have thousands of frames to load, turn off True Color in order to load and play back all frames.

From the Movies dialog box, select File > Load.

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The Load Movie dialog box opens.

From the Load Movie dialog, navigate to the folder where your frames are located and select the first frame in your sequence, for example, KEY000.jpg. The Movies dialog box now displays your frames.

Play button

6 7

Click the Play button to play your movie. From the Movies dialog box, select File > Save As. The Save Movie As dialog box opens.

From Format Type, select Windows AVI.

Review Questions

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Enter file name here

Select output format here

Enter spring.avi for the name and click OK to save the movie as spring.avi. NOTE: Even though the Movies dialog displays the name (spring.avi), you will need to load it with the Windows Media player to view the movie in AVI format at 30 frames per second. TIP: Always save your final rendered frames in a non-lossy format such as TIFF, BMP, or Targa files. JPEG is a lossy format, and because nearly all movie formats use some form of compression that includes some artifacts similar to those seen in JPEG images compressing an image that is already compressed can lead to even more noisy movies. However, JPEG is fine for test movies and for the exercises you will be doing in this book.

REVIEW QUESTIONS
1 2 3 4 What three ways can actors be manipulated? Name the six velocity settings used when keyframing. True or false: Simple keyframes come in pairs. Can an actor be manipulated in one dimension?

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Which of the following is the first thing done in the computer animation design process? A. Modeling geometry B. Path determination C. Camera setup D. Keyframe creation E. Actor hierarchy

The change in distance over a change in time is referred to as? A. Acceleration B. Displacement C. Velocity D. Kinematics E. Momentum

7 8 9

The color-coded triad represents the _______________. True or false: You can embed an animation in a 3D PDF. True or false: 3D PDF can include Lighting Solutions setting (Radiosity or Particle Tracing).

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