Telescopic bones in Anim8or

Anim8or doesn't have a feature for adjusting bone lengths while animating them - and actually, you don't even need that, if you do the tricks described in this article. The principle can be used as well with other bone-based animating systems.

The example is a simple antenna. If you are experienced with Anim8or you'll probably get the idea just from the finished animation and animation with bones and experimenting with the complete Anim8or file.

Otherwise you should read the article...

Objects

The animation is built using pre-made objects - spheres and cylinders - in the figure editor, so you don't have to build any objects.

Figure

Figure is the key to the telescopic behaviour. Instead of adjusting the length of an actual bone, there are two extra bones that tilt to the side and form a kind of "scissors" that can be used for length adjustment.

The first step in building the figure is to create the bones. Just start from the root bone, and add bones with somewhat correct length: two long bones (approx. 15 units), one short bone (approx. 15 units), two long bones, one short bone, two long bones and one short bone. The figure should look something like the picture on the left.

Next you should set up the correct limits and lengths of each bone. It is important that the lengths are accurate, or otherwise there will be small horizontal movement between the parts of the telescope. So you should edit the bone properties by hand.
You can do it by double-clicking each bone, and changing the variables in the dialog. The length of all long bones should be 15.00 and the length of all short bones should be 5.00. The other property that is set in this dialog is the Z-joint limit. It enables the movement of the skeleton. For short bones and lower bones of each pair of two long bones (bone01, bone04 and bone07) it should be set to 0,0,90. For upper bones of each pair of long bones (bone02, bone05 and bone08) it should be set to -180,0,0.

When you have adjusted all bones, select them all by right clicking, toggle the visibility of joint limits on, and your skeleton should look like the image on the left.

Now you should add some objects to your skeleton. Add the object only to the short bones, the long bones are invisible extra bones that will rotate around when animated. Use pre-made objects from "Build->Add Cylinder" and "Build->Add Sphere" menus.

The lowest cylinder part should be attached to the root bone, it will be static in the animation. So select the root bone and generate a cylinder from "Build->Add Cylinder" menu. It doesn't matter much what properties you give to it as you have to edit them anyway. So when you have the cylinder there, double-click it and adjust the settings:
 
Location
Diameter
Length
0.000, -36.000, 0.000
Start: 14.00 End: 12.00
36.00

Do the same to all short bones, but change the diameters so that each bone will be 3 units smaller than the previous one - diameters being Start: 11.00 End: 9.00,  Start: 8.00 End: 6.00 and Start:: 5.00 End: 3.00.

Then create a sphere from "Build->Add Sphere" menu to the topmost bone. Change its location to 0.000, 5.000, 0.000 and diameter to 8.00, and you should have a figure similar to one on the right.

Sequence

The last thing to do is to animate the figure. This is relatively simple. You need just two keyframes, one for each extreme position of telescopic animation. So in the sequence editor, select all bones of your figure with right mouse clicks, and press the key-button in the first frame of the animation. Then go to the middle frame of the animation, and press the key-button again. Now the first and the middle frame are identical, so you should start editing the keys in the middle frame by entering new values - so make sure the darkened area in the time line is over the middle frame. Expand the list of bones on the bottom of the sequence-screen, and double-click over "bone01-Z". Enter the new value of 90. Do the same for each bone, except for those bones where the range is -180,0,0 use value of -180. This should eventually result in a completely folded bone structure. Your first frame should look like this and your middle frame like this.

If you playback your animation, it should look like this.

Scene

For making the final render, go to the scene editor, set the scene length (from "Settings->Scene..." menu) to the same as the sequence length (40 in this case), insert the figure into the scene (from "Build->Add Figure..." menu), insert the animation for the figure (from "Build->Add Sequence..." menu) set the camera and render the animation. The result should look something like this.
 

Last updated 30th July 2000
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