Getting Started with VNS 2 Part 2C. Animation Basics


64. Now that we know the ins and outs of keyframe operations, let's animate more Components. Go to the Land Cover Task Mode and open the Spruce-Fir Forest Ecosystem Editor to the Rules page. The Ecosystem currently renders on polygons with a Maximum Slope of 45°.

65. Create a key for this value at 0 seconds.

66. Change the Maximum Slope to 90° and keyframe it at 20 seconds.

67. View the Timeline. The Ecosystem Maximum Slope increases from 45° to 90° over the course of the animation.

68. Close the Timeline window and jump to the end of the animation. Save the project and render a Main camera preview. It's a good idea to check renders at keyframes before continuing.

69. Let's move on to the Water Task Mode, open the Ocean Lake Editor, and animate the water level. Change the Elevation to 1800 meters, and keyframe it at 0 seconds.

70. Switch the Main camera to realtime mode and use the frame slider to advance to just past the point where the camera passes the high tension tower, at about 6 seconds.

71. Let's make the Ocean elevation visible at the bottom of the frame. Ctrl+click a new water elevation at the left notch in the slope.

72. Create a keyframe at the current frame.

73. Jump back to the beginning of the animation and play it. If we set the keyframes correctly, the water should appear to rise ahead of us as we fly by the island. It may not be clear in the preview, but the Ocean level rises to its maximum value and suddenly stops. We're going to smooth out the transition.

74. Open the Timeline. Sure enough, the Ocean elevation rises at a constant rate from 0 to about 6 seconds and abruptly stops.

75. To make the rate of rise to slow as it approaches the maximum value, select the second keyframe and change its Tension to 1. You'll recognize this as the same change we made to the camera latitude and longitude timelines. Keep your changes and save the project.

76. Go to the Sky Task Mode and open the Moon Celestial Object Editor to the Size & Position page. Create a key for the position group at 0 seconds.

77. Move the Moon to a new location for the end of the animation and create a key at 20 seconds.

78. Next, we'll animate the Sun position from morning to afternoon. Go to the Light Task Mode and open the Light Editor to the Position & Orientation page.

79. Select Set Position by Time. The project has a 3:00 PM Light, so let's keyframe that at the end of the animation, or 20 seconds.

80. Change the time to 9:00 AM and create a key at 0 seconds.

81. Save the project. Go back to the beginning of the animation and play it. The sun starts in the east, reaches a noontime position midway through the animation, and drops to the west. This is easier to see in the plan view as the terrain shading changes during the course of the animation.

82. The last Component we're going to animate is the Tower 3D Object. Although we can't import animated objects from other programs into VNS, we can animate 3D Object position, rotation, and scale, and deform the object by animating vertex position.

83. Go to the 3D Object Task Mode. Open the 3D Object Editor to the Size & Position page. Keep in mind that 3D Object axes follow a different convention than terrain axes. For terrain, the x-axis runs east-west, the y- axis runs north-south, and the z-axis is elevation. For a 3D Object, the x-axis still runs east-west, but the z-axis is north-south and the y-axis is elevation. According to the dimensions, this object is about 82 meters wide, 27 meters deep, and 123 meters tall.

84. We're going to animate Geographic Position and cause the tower to sink into the ground. It will start the animation at its current elevation relative to ground, so create a key at 0 seconds.

85. Frame slide to the last point where we see the entire tower, somewhere around 3 seconds.

86. By this time, we want the tower gone from view, so change the Elevation to -125 meters and create a keyframe.

87. Open the Elevation Timeline. To expand the timeline in the first few seconds, slide the horizontal axis Visible slider to the left.

88. To make the rate of ascent ease in and ease out, change each keyframe Tension to 1.

89. Keep the changes and save the project. Jump back to the beginning of the animation, and play.



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