3 |
Animation File Operations |
In This Section:
Introduction to Animation File Operations |
|
|
| |||
File > Export > Anim and File > Import > Anim let you save and retrieve animation SDL files. Use them to save the animation from one object, hierarchy, or scene, and apply it to another model or scene. About Animation SDL FilesAn Animation SDL file is similar to, but distinct from, a regular SDL file (see File > Export > SDL in Rendering in Alias). It consists of two or three sections, the DEFINITION section, and optional IK section, and the HIERARCHY section. >
The DEFINITION sectionIn the DEFINITION section, specify the description of the curves (or actions) as you do in regular SDL. The syntax for actions is the same for Animation SDL and regular SDL. In the IK section, specify the IK handles which are attached to the hierarchy and how their channels are animated. The syntax of the IK section looks like the following: IK The HIERARCHY sectionThe HIERARCHY section describes how the animation curves in the DEFINITION section are applied to the model's hierarchy. The braces, { }, bracket these descriptions. You must supply at least one set of braces. The order of the braces describes the hierarchy. Matching pairs of braces inside another matching pair indicates that the inner pair refers to an object that is a child of the outer pair's object. Matching pairs that follow one another indicate that the pairs are children of the same parent. See the following example. HIERARCHY If an object has no animation, but a descendant does, you must still specify the braces for the object, but omit the statements applying any animation to it. This is also necessary for siblings. If the leftmost sibling is unanimated, but the one to its right is animated, you must specify an empty pair of braces as a placeholder for the leftmost child. | |||
Note that you may still supply the object's type statement (see the next section) if you want to make the animation SDL more readable or specify the object's name for later retrieval by name. The type statementThere are two statements in the HIERARCHY section that apply animation to objects. The first is the type statement, which indicates the type of object that will receive the animation. The general form of the type statement is: type "animatable item type name" ( <additional information> ); Examples of the animatable item type name are DAG Node, Camera, Light, Shader, Surface CV, Curve CV, and Polyset Vertex.
The statements following the type statements indicate how animation is applied to each of the item's animation parameters. These are called channel statements, and specify how the animation parameter uses the actions from the DEFINITION section. The channel statementThe general form of the channel statement is: channel "channel name" (action_name [extract axis] (action_name...)); Each animatable item type has its own set of animation parameter names, which can be seen in the param control window (see Animation > Param control on Animation > Param control on page 19 for details). For example, DAG Nodes have X Translate, Y Translate, Z Scale, and Visibility. These names, which appear in the param control window, can be used as channel name. >
Within the parentheses of the channel statement, you specify the list of actions that make up the channel. If the action is a motion path, you must specify which axis of the 3D NURBS curve to use. Additional actions contained within additional parentheses act as timewarps on the original curve (see Anim > Time Warps > New time warp). Example SDL FileThe following is a commented example animation SDL file of an animated cylinder. DEFINITION |
| Copyright © 1998, Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved. | Please send questions or comments regarding the documentation to: [email protected] |