Getting Started
with VNS 3: Animation
Basics
Part 2A. Animating the Camera
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 Clone an Existing Project.
2. Browse files
to open the Clone
Project file requester.
Go to the Island project folder and open the Island
project.
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 Island folder.
4. We already have the terrain
data we need, so answer No in the Import Data window.
5. Activate the Island Planimetric
view and return the camera to its default camera position.
8. We'll be working with the
Animation
Toolbar, so let's take
a closer look at it. Turn on 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. Keyframes are 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
Operations to
the right of the Latitude field and select Create Key.
10. The Input Request window 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
seconds.
11. The Animation Operations
icon turns green for all 3 members of the camera position
group because we're in the Key Frame Group mode.
12. In the Scene-at-a-Glance, keyframed parameters are indicated by a red
key .
13. Expand the Main Camera
category. The Camera Latitude, Longitude, and Elevation
all have red keys.
14. Now we're going to keyframe
a new camera position. 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 window and OK.
When no elevation is entered, the camera is placed at the current
elevation.
16. This time, add a key with
Add Key Frame on
the Animation Toolbar. Enter 20 seconds for the new keyframe
time. The planimetric view will update with the new camera location.
17. Go to Next Key Frame is now available beside the frame
counter. We can jump between keyframes with Go to Next Key
Frame and Go to Previous Key Frame .
18. Click the small 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. Play Animation
again to stop playback.
The smaller arrow to the left
of Play Animation plays the animation only as long as
it's depressed.
19. We can also drag the frame
slider to move forward and back in the animation. Holding down
the right or left arrow keys on the keyboard plays the animation
forward and back.
20. To jump to a time in the
animation, enter it into the frame counter. When you're done,
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 to make the Camera Latitude active
in the Scene-at-a-Glance and select Open Timeline for
Active Parameter 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 and
the camera starts and ends at full speed. We're going to change
the velocity to make the camera start slowly from rest, accelerate
to cruising speed, and then decelerate to a gentle stop at the
end.
23. We could go to the Camera Editor page and use Velocity Distribution
to Ease In and Ease Out, but it can't be previewed
in realtime views.
24. Instead, we'll vary velocity
in the Timeline
Editor. The first key
is yellow and active. Change its Tension to 1.
25. 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, and slows to 0 again 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. The most convenient 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
to 1.
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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