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MoveNow!

Manual
V1.1 Edited by Krisando

Its a good idea to real this manual You must understand "Keyframes" and how they work What is MoveNow! ? MoveNow! is a character animator. You can design and make animated moving sequences by rotating and moving bones. A sequence can be 60 frames long. You can set keyframes, then MoveNow! calculates the inbetween phases. Lets start! First you have to set the length of the animation. To do this, rightclick on the desired frame indicator and select Set as last frame. The frame indicators in the sequence are colored with yellow, inactive frames are in grey. Now you can start to move and rotate bones. Lets start on the first frame. Click on it, and when it is selected, select one of the bones by clicking on the human figures body part on the topright corner. Also you can select bones by right clicking on the figure, then select the bone from the list. Keyframes. What are they? All the red ones are key frames above! theres a black dot in the middle, The first 1 is start of run 2nd is end and 3rd is start, then the one nto showen after that is end. You'll have 4 key frames if you do run left leg out and right lg out and vice versa. Only keyframes can be edited. The first and the last frame are always keyframes. Now we are at the first frame. Make some changes on the bones, then select another frame (only yellow frames!) and set it as a keyframe by rightclicking on it and select Insert keyframe. You can insert and clear keyframes with this way. So select the 5th frame for example and set it as the next keyframe. Make some changes on the bones, and when you are ready, press the TWEENING button on the bottom. This will calculate the inbetween frames. Now you can press the animation play button to see your creation. You can extend your sequence by setting more inactive frames as last frame. Also you can insert keyframes, if you need some more specific movements. When a bone is selected you can use your mouse wheels or the [/ *] (divide and multiply) keys to rotate a bone. You can rotate it only one way in a time. The rotation can be selected by clicking on one of the XYZ buttons. Single sequence When you are pleased with your animation, you can save it as a single sequence for further usage. Create some animaton and save them. Complete sequence

Lets say you have a running, a walking, and a standing sequence. These sequences can be arranged to a complete animation file. Press the Define Sequences button on the left (Make a new Animation file for the completed Sequences), and select your "running sequence then select the "walking sequence, so do with the standing. When you are ready, save this as a "Complete sequence. This file can be used in your games, please see the included demo. Shape editor However you cannot insert or delete bones, you can edit the shape of the skeleton, and you can make some changes on the different body sizes. When a bone is selected, you can also edit its dimensions, so you can create robots or funny creatures as well. You can play with the dragbars on the bottomright to experiment how they change the shape.

Editor buttons

You can start an empty sequence, open an existed one or save the current sequence or shape.

You can arrange 20 single sequences for a complete game animation. Select a saved file.

You can move the whole figure on the XY and on the Z direction.

You can select a frame, insert or clear keyframes, or add new frames to the sequence.

Bone selector. Click on the figure and select the desired bone. Right click: select bone from a list.

Select the direction of the rotation.

Bone rotators.

Animation player.

Figure preview in skeleton, hybrid or full skinned mode.

You can change the shape dimensions with the dragbars. "Theres a bug when you clear the character and the bones will still be in the wrong shape so just close and reopen the program :)"

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