Getting Started
with WCS 6 Part 2A.
Animation Basics
1. The last section laid the
groundwork for basic WCS scene construction. Let's build on those
basics and animate Components within our island scene. Create
a new project and name it Flyby. We'll use the Island
project as a starting point for our new project, so check Clone
an Existing Project.
2. Click the disk button to open
the Clone Project file requester. Go to the Island folder and select the Island
project.
3. When you click Create &
Save, WCS 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, so keep it in mind when backing
up projects to CD.
4. We already have the terrain
data we need, so answer No to the Import Data question
box.
5. Activate the planimetric
view and return the camera to its default camera position.
6. We'll be working with the
Animation Toolbar, so let's take a closer look at it.
The Record Key Frames
button engages the WCS auto key function. All parameters
you change are automatically key framed to the current frame.
Don't use this without careful consideration of the consequences;
it's easy to make unintentional key frames in this mode.
7. When the Record mode
is engaged, the Frame Slider turns red to warn
you.
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 our first key frame. As a rule, it's convenient
to key frame in this mode, so turn it on. What's a key frame?
Key frames are simply frames where you set parameters. WCS does
the rest of the work and creates the frames in between. Let's
start by animating our Main camera.
9. Go to the Render Task Mode
and open the Main Camera Editor to
the Position & Orientation page. Click the Animation
Operations button to the right of the Latitude field
and select Create Key.
10. The Input Request
box will ask for the key frame time and default to the
current frame. This is the beginning of our camera path, so Enter to set the first key frame at 0
seconds.
11. The Animation Operations
button turns green for all 3 members of the camera position
group, since we're in Key Frame Group mode.
12. Key framed parameters are
indicated by a red key in the Scene-At-A-Glance.
13. Expand the Main Camera
and you'll see that 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 request box. The camera will be placed at the current
elevation.
16. This time, use the Add
Key Frame button on the
Animation Toolbar and enter 20 seconds for the new key frame
time.
17. The Go to Next Key Frame
button is now available beside
the frame counter and we can jump between key frames.
18. Click the Play Animation
arrow at the right end of
the frame slider to play the animation. WCS has taken the start
and end camera position key frames we set and filled in the frames
in between. Click Play Animation
again to stop the animation.
19. We can also drag the frame
slider to move back and forth in the animation.
20. Go back to the start of the
animation.
21. Let's change the velocity
of the camera between the key frames using the Timeline Editor.
One way to get there 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 key frames and
the active one is highlighted in yellow. Since the latitude graph
represents a change in position with time, the absolute value
of the slope is the velocity. Rather than having the constant
velocity that we have now, we'd like the camera start out from
rest, speed up, and slow down to a stop at the end.
23. We could use Ease In
and Ease Out on the Camera Editor Position
& Orientation page,
but Velocity Distribution can't be previewed in
realtime views.
24. Instead, change the Tension
at the first key frame to 1.
25. Select the last key frame
and change its Tension to 1. This will give us
a latitude velocity that starts at 0, slowly increases to a maximum
at 10 seconds, and slows to 0 at the end of the animation.
26. Keep the changes to
set our latitude timeline settings. That takes care of the latitude
half of our camera position. Another, and usually easier way
to access the timeline is from the Camera Editor. Click the Longitude Animation Operations
button and select View Timeline.
27. Repeat the latitude process
and change the Tension at each longitude key frame to
1.
28. Keep the changes,
save the project, and play the animation. Our camera now slowly
accelerates to a maximum velocity midway through the animation
and decelerates to a stop at the end.
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