with VNS 2 Part 2A.
1. The last tutorial laid the
groundwork for basic VNS scene construction. Let's build on those
basics and animate Components. Create a new project and name
it Flyby. We'll use the Island project as a starting
point, so check Clone an Existing Project.
2. Select the disk button to
open the Clone Project file requester. Go to the Island project folder and open Island.proj.
3. When you Create & Save,
VNS will create a copy of the Island project, called Flyby,
in a new Flyby folder under WCSProjects. The terrain elevation file is still in the original
4. We already have the terrain
data we need, so answer No to the Import Data question box.
5. Activate the Island
Planimetric view and return the camera to its default camera
6. We'll be working with the
Toolbar, so let's take
a closer look at it. Record Key Frames
engages the VNS auto key function. In this mode, all parameters
you change are automatically keyframed to the current frame.
Don't use this unless you understand the consequences; it's easy
to make unintentional keyframes in this mode.
7. When the Record mode
is engaged, the Frame Slider turns red. We're not
going to use this mode, so turn it off.
8. Next is the Key Frame Group
toggle, which keys all parameters
in a group when one is keyed. This will make more sense shortly
when we create the first keyframe. As a rule, it's convenient
to use this mode, so turn it on. What's a keyframe? Keyframes
are simply frames where you set parameters. VNS does the rest
of the work and creates the frames in between. Let's start by
animating the Main camera.
9. Go to the Render Task Mode
and open the Main Camera Editor to
the Position & Orientation page. Select the Animation
to the right of the Latitude field and select Create
10. The Input Request box will ask for the keyframe time and
default to the current frame. This is the beginning of the camera
path, so use the Enter key to set the first keyframe at 0
11. The Animation Operations
button turns green for all 3 members of the camera position
group because we're in Key Frame Group mode.
12. Keyframed parameters are
indicated by a red key in the Scene-At-A-Glance.
13. Expand the Main Camera
category. The Camera Latitude, Longitude, and Elevation
all have red keys.
14. The Main camera is
still active, so Ctrl-click a new camera location northeast
of the island.
15. Clear the elevation
field in the Value
Request box and OK.
The camera will be placed at the current elevation.
16. This time, add a key with
the Add Key Frame button
on the Animation Toolbar. Enter 20 seconds for the new
keyframe time. The planimetric view will update with the new
17. The Go to Next Key Frame
button is now available beside
the frame counter and we can jump between keyframes.
18. Click the Play Animation
arrow at the right end of
the frame slider to play the animation. VNS has taken the 0 and
20 second camera position keyframes and filled in the frames
in between. Click Play Animation
again to stop playback.
19. We can also drag the frame
slider to move back and forth in the animation.
20. To jump to a time like 10
seconds, enter it into the frame counter. Enter 0 to return
to the start of the animation.
21. Let's change the velocity
of the camera between the keyframes using the Timeline Editor.
One way to open it is by making the Camera Latitude active
in the Scene-At-A-Glance and selecting the Open Timeline
for Active Parameter button
on the Animation Toolbar.
22. The timeline is a
graph with the variable on the vertical axis, in this case latitude,
and time on the horizontal axis. Triangles represent keyframes
and the active one is highlighted in yellow. The latitude timeline
represents a change in north-south position with time; the absolute
value of the slope is the north-south velocity. The graph is
a straight line, which means we have a constant velocity. We're
going to change the velocity to make the camera start from rest,
accelerate to cruising speed, and decelerate to a stop at the
23. We could use Velocity
Distribution to Ease In and Ease Out on
Editor Position & Orientation page, but it can't be previewed in realtime
24. Instead, we'll vary velocity
in the Timeline Editor. The first key is active and yellow. Change
its Tension to 1.
25. Click to select the last
keyframe and change its Tension to 1. This will
give us a latitude velocity that starts at 0 (no slope), slowly
increases to a maximum at 10 seconds (slope increasing), and
slows to 0 at the end of the animation (slope decreasing to 0).
Keep the changes to set the latitude timeline settings.
26. That takes care of the latitude
half of the camera position. Another, and easier way to access
the timeline is from the Camera Editor.
Select Longitude Animation Operations and View Timeline.
27. Repeat the latitude timeline
process and change the Tension at each longitude keyframe
28. Keep the changes,
save the project, and play the animation. The camera now slowly
accelerates to a maximum velocity midway through the animation
and decelerates to a stop at the end.
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