Tutorial
7 - Animation
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This tutorial assumes that you have a basic
understanding of "4D Blue" functions, especially that you know how
to move, adjust and rename objects. In this tutorial we will start from an existing
simple scene and add a simple bouncing ball animation. This tutorial also
covers how to key frames, auto-key parameters, and then adjust existing
animation curves. |
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Step 1 - Animating the ball position.
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We will start this tutorial with an already existing
scene. You can now download the ball scene: Download
"Tutorial 7" Scene. The scene should look like the image on the
left.
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Select the "Sphere" object and
press the "Key" button. You will notice that the colors of the
controls have changed to dark orange. "4D Blue" uses three colors
to signal animation states of controls. The light yellow means the control
can be animated, but it currently has no animation key frames. The orange
color means the control has animation key frames, but no key frame at the
current time. Eventually the dark orange color means that the controls has
animation key frames and there is an animation key at the current time.
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You can change the time by using the "Animation
Toolbar" at the bottom of the screen. You can left click on the slider
to select a new time. As an option, you can select the new time in the edit
box on the top right of the toolbar. If there is more
than 100 frames of animation, you can move the slider using the right mouse
button.
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Select time frame 30 on the time slider.
Change the sphere's "Translate Y" value to -0.1 and key the frame.
Then set time frame 60 and set the "Translate Y" value back to 1.0
and key the frame.
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Now when you press the "Play"
button, the ball should move up and down. The animation stops playing when
the current frame reaches the playback end frame, which is marked by the red
arrow. If you wish, you can now change the "Playback End Frame" to
60. You can always stop the animation playback at any time by pressing the
"Stop" button.
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If you play the animation, you will notice
the balls slow down before hitting the "floor". That is clearly not
desirable and we need to change it. Now it is time to fine tune the ball
motion. Open the "Animation Editor" using the button on the left or
from the "Window" menu.
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In the "Animation Editor" select
the "Sphere" then the "XForm" and eventually double click
on the "Translate Y". The Y translation animation curve will be
selected and shown on the right window. More than one animation curve can be
shown at one time - you can select the curves using the "Ctrl" and
"Shift" keys.
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In the "Animation Editor", you can
also use the "Alt" + mouse buttons to adjust the view properties.
Please try it now. Eventually to save time, you can auto-frame the currently selected
curve or auto-frame all of selected curves by using the "f" key for
single curve, or "a" key for all selected curves. Please try it now.
Using the techniques I just mentioned, you should eventually see a curve
which looks like the one on the left.
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Select the little white square at the bottom
of the curve using the left mouse button. The squares represent keys. Once
you select the key, you will see two addition blue lines and tiny boxes at
the end of them. These lines represent the curve tangents at the selected
key. Select them by left clicking on the boxes and adjust them using the
middle mouse button until the curve looks like the one on the left image. The
values should be around 5.0. When finished, close the "Animation
Editor" and playback the animation. The motion looks so much better now.
In the next step we will learn how to make the ball stretch and squeeze as it
moves in the air and hits the ground.
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Step 2 - Modifying the ball as it moves in
the air.
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In this step we will use the
"Stretch" transformation to stretch the ball as it falls down and
then squeeze it as it hits the ground and bounces back. Select the
"Sphere" and add an "XForm" transformation and set its
"Translate Y" value to 0.4. In a few moment,
it will become obvious why we need to do it. The value of 0.4 is exactly the
same as the sphere radius. No need to key this transformation as we will not
animate it.
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Now add the "Stretch"
transformation. This time we will use a different animation technique called
"auto-keying" to key only the parameters that we change. You
probably have noticed that when animating the ball we would key the whole
XForm including the parameters that don’t change at all. With
"auto-keying" we also don't have to press the "key"
button every time we make changes which often can save us a lot of time when
creating complex animations. With some experience you will really like
"auto-keying".
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Press the small "key" button to
enable and disable "auto-keying". Red color means the "auto-keying"
is enabled.
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Using auto-keying we will now animate the
"Stretch" transformation. Make sure the current time is 0 and then
select "Stretch Ratio" and enter 0.0. The color of the control
should change to dark orange. Now change the time to 25 and enter a value of
0.4, then at time 30 a value of -0.3, at time 35 a value of 0.4 and eventually
at time 60 a value of 0.0. You probably have noticed that the ball "stretches"
from the bottom rather than the center. That is because we moved its center
up by 0.4 using the XForm transformation right before this transformation.
Play the animation. You will notice the ball does in fact stretch and squeeze,
but it is too high and it bounces back too fast. We need to fine tune the
ball movement again.
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Open the "Animation Editor" and
select the two curves as shown on the left image using the "Ctrl"
key plus left mouse button.
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You should see two curves as shown on the
left image. Select the green curve by left clicking on it.
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Around frame 25 using right mouse button, add
a new key on the animation curve. Then using the middle mouse button, adjust
its position to time 25 and value of -0.5. If needed temporally, move the
"Stretch Ratio" curve to access the "hidden" key.
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Using the methods that we have just learned,
adjust the other point on the "Translation Y" curve to time of 32
and value of -0.5. The final curves should look like the one on the left. If
you preview the animation now the motion seems so much better and the ball
seems to bounce back right on time.
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The only thing left is to render the complete
animation. Open "Render Setup" and adjust the output parameters as
shown on the left image..
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Since we are going to render an animation, it
might make sense to render it into a "movie" file format - AVI. Usually
during production, I would render each frame into file, but it is often
easier just to produce a "ready" movie file for quick previews.
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On the left, the image is frame 30 from the
animation. You have completed your first animation. But that was a simple bouncing
ball. In 4D Blue almost every parameter can be animated, allowing you to move
and change objects, curves, textures, materials, and so much more. For
example, you can create ripples on the water by animating "waves"
texture or sunset by animating "ramp" texture. You can even animate
curves or objects by using "morphing" transformations. If you don’t
wait for the whole animation to be rendered you can now download the final
ball animation: Download "Ball" Animation
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