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Lesson 15: Putting it all Together

Now that you have learned how to model, assign shaders, light, animate and render a scene, it would be a good time to review the whole process. This lesson lets you take a simple project from original curves to a rendered animation.

After constructing the sailboat using a variety of modeling techniques, you apply shaders to the various surfaces to enhance the realism of the rendered sailboat. Then, you animate the camera using the Autofly tool before rendering the final animation.

Until now, you have used many tools in isolation to perform various tasks. This lesson shows you how the tasks connect to complete this project. The steps in this lesson -modeling, assigning shaders, lighting, animating and rendering - are typically used to complete Alias projects. Learning to integrate these steps successfully is the key to creating effective visual results.

The following diagram illustrates the various parts of the boat you build in this lesson:

Part One: Modeling

In this section, you use the boundary, skin, revolve, set planar and copy tools, among others, to build surfaces from a series of existing curves. The curves have been provided so you can concentrate on surface creation.

Initial Setup and Planning

To start, you open the wire file containing the objects that will be used in the creation of the entire scene. Each set of curves has been placed on a different layer for convenience, with only the hull curves visible.

Open file

From the File menu, select Open, and select the file L15_SailBoat. The two visible profile curves are for half of the top, and the bottom profile of the hull of a sail boat.

Constructing the hull

The first piece of the sailboat to build is the hull. It is created by copying one of the existing curves and skinning all the curves together.

Change the Construction Layer

  1. Click on the Hull Layer button to highlight it as the Construction Layer. The created objects will now be placed on the same layer as the curves.

    Pick one of the existing curves

  2. Select Pick Object. Pick the top curve, as shown highlighted in the Perspective window.

    Copy and rotate the picked curve

  3. From the Edit menu, select Duplicate object-. Type -1 in the Y Scaling field.

  4. Click Go. You now have an exact copy of the first top curve, mirrored to finish the top of the boat hull.

    Skin the three curves into a single surface

  5. Select Surfaces Skin-. Under V Knot Spacing, select Uniform and then click on GO. The system prompts you to select the first curve. Pick the curves in the order shown below.

    As the curves are selected, the skin surface is constructed. Be sure to Shift-click the last curve to include it in the surface.

Adjusting the Hull with History

If you recall, all surfaces by default use construction history. With construction history you can adjust and reshape your surfaces by editing the CVs of the original construction curves.

Pick all the objects in your scene

  1. Select Pick Object. Click-drag a pick-box around all the objects on your screen. Since the boat hull was already picked when it was created, it becomes unpicked when the construction curves are picked.

    Display the controls on the curves

  2. From the ObjectDisplay menu, select Control-. Choose Active under Scope and turn on all the options.
  3. Click Go. You should now see only control vertices on the construction curves. Close the Control window.

    Pick a CV on the bottom curve of the hull

  4. Select Pick Nothing. Select Pick Point Types CV and, in the Front window, click on one of the CVs on the bottom curve to pick it.

    Move the CV to update the surface

  5. Select Xform Move. Click-drag with the right mouse button in the Perspective window to move the picked CV down a little. The hull geometry updates to conform to the edited construction curve.

The Deck and the Transom

The sailboat's deck and transom are also created with the Skin function. The deck closes off the top of the boat, while, at the same time, creating a second curve for use in the construction of the transom. The transom is also built with the Skin function, using isoparms from the deck and the hull as construction curves.

Pick and hide the construction curves

  1. Select Pick Nothing. Select Pick Object and drag a pick box around the curves and the skinned surface to pick everything.
  2. Click on one of the inner ribs of the hull to de-select the surface. The original three curves should be picked.

  3. From the ObjectDisplay menu, select Invisible to hide the curves.

    Tumble and Dolly the Perspective view

  4. Tumble and Dolly the view to get a better look at the top and back curves of the hull.

    Create the deck and transom

  5. Select Surfaces Skin and click on the curves at the two sides of the deck.

  6. Re-select Surfaces Skin to stop the construction of the deck surface. Click on the end isoparm of the deck and then the end isoparm of the hull. This results in a second skinned surface that creates the transom. These two surfaces are also created with history.

    Bring back the Construction curves

  7. From the Object Display menu, select Visible to bring back the hidden curves.

Editing with Construction curve History

Construction history is used to adjust and reshape your model. Note that you have three surfaces that share either construction curves or isoparms. Since Alias uses multiple levels of history, a change to one level of history (such as a curve) affects all the levels below (such as resulting surfaces).

Pick matching CVs on both sides of the hull

  1. With Nothing picked, select Pick Point Types CV and click on the two end CVs as shown. Note that you have chosen matching CVs from both sides of the hull.

    Scale the CVs to edit the surfaces of the boat

  2. Select Xform Nonp scale. In the Perspective window, use the middle mouse button to click-drag a little to the left. The CVs are scaled about the origin and move in a little, as a result.

    Note: The construction history of the model causes the edited CVs to also edit the deck, transom and hull. Only with Alias' multiple levels of history can this be accomplished with a single edit.

Cleaning up the Model

The last step in building the hull is to group together some of the pieces of the boat. Naming the pieces makes them easy to distinguish and pick in the modeling process. Also, by changing the layer to a referenced state, you can ensure pieces drawn so far won't interfere with upcoming modeling procedures.

Pick the pieces of the hull

  1. Select Pick Nothing, then select Pick Object.
  2. Click-drag a pick box around all of the pieces of the hull to select curves and surfaces.
  3. Click the deck of the boat to unpick it. The hull, transom and construction curves should be active.

    Group the pieces of the hull

  4. From the Edit menu, select Group. This groups the surfaces under a single node. You are grouping the construction curves with the hull so that they are not separated. This way you can maintain surface histories in case you want to change the shape of the hull later.

    Open the Information window and rename the node

  5. From the Windows menu, select Information Information window.... This opens a window in which you can rename the active object. Click to the right of the name box, and type in boat_hull. Press Enter. When finished, close the information window.

    Pick the deck

  6. Select Pick Object, then drag a pick box over the whole model. This action de-selects the hull and its construction curves while, at the same time, picking the deck.

    Rename the deck node

  7. From the Windows menu, select Information Information window... and name the model boat_deck. Close the information window to complete the procedure.

    The hull is now completed. Note that you did not build a centerboard (a retractable keel) for the boat, this is because a centerboard would be hidden below the waterline in the final rendering.

    Tip: Avoid building geometry that won't be part of the final image. Otherwise, the renderer takes up time rendering invisible geometry, and you spend more time modeling a potentially complex object that no one will see.

Constructing the main sail and the jib

Next, you construct the main sail and the jib, using the 3-sided boundary function to build the surfaces from pre-defined curves. You could use the set face function to build these surfaces, since their final shape is completely flat. By using the boundary function, however, you can simulate the effect of wind in the sails for more realistic results. After creating the two sails, you remove the construction curves (and history) and group them together.

Make the Sail Layer the Construction Layer

  1. Click on the Hull Layer button, then select Layers Set state Reference.

    Note: Setting the state of a layer to reference allows the objects on the layer to be seen and snapped to, but keeps them safe from accidental modification.

  2. Click on the Sail Layer button to highlight it as the construction layer.
  3. Dolly and pan the Front window to view the full extent of the curves.

    These curves are used to make the sail. Note how the end points of all the curves meet. To effectively use the boundary command, all curves should touch at their ends.

    Create a boundary surface

  4. Select Surfaces Boundary surfaces Boundary-. Set the Boundary Curves option to THREE, and uncheck Create History. Click Go.

    Note: Since you won't edit the construction curves of the sails later, construction history is not needed.

  5. When prompted, click on curves 1, 2, and 3 in the order shown in the following image. The main sail is constructed.

    Create a boundary surface with the other curves.

  6. Since the boundary option is still active, click on curves 4, 5, and 6 in the order shown above to construct the jib's surface. The look of the jib doesn't change but you have created a boundary surface, as you will see in Step 9.
  7. Select Pick Object and click on the main sail so both surfaces are active.
  8. From the ObjectDisplay menu, select Control-. Click All to On. Click Go.
  9. Close the Control window and select Pick Nothing. Now you see the CVs and hulls of the surface.

    Select and delete the construction curves

  10. Select Pick Component-. Turn all the options off except Curves to limit the picking to curve components. Click Go.
  11. Click-drag over the sails to pick the sail's construction curves.
  12. From the Delete menu, select Del Active to delete the construction curves.

Modifying the sail

If you were to look at the sails in all three dimensions now, you'd find they are both flat. By modifying the surfaces with the proportional modification tool, you can make them bulge in the wind.

Turn on controls for the main sail

  1. With Nothing picked, select Pick Object. Click on the large sail.
  2. From the ObjectDisplay menu, select Control -. The Control window appears. With the Scope to All, toggle all the check marks off and press Go. All the object surface controls are turned off. Keep this window open on the screen.
  3. Choose Scope ACTIVE. Turn on all parameters and click Go. Your large sail now has CVs and hulls displayed.

    Modify the shape of the main sail

  4. From the Preferences menu, make sure Long menus is toggled on, so you can see the full complement of Alias tools.
  5. Select Xform Modify Proportional mod -. Change both Preceding and Succeeding U and V values to 1 in the Nurbs Surface Options section.

    .

  6. Close the options window. At the prompt, select any CV in the middle of your large sail.
  7. In the Right view, use your left mouse button and click-drag right. Observe that the sail is scaling from the CV you selected and in some ways appears to be affected by wind.

    Modify the shape of the jib

  8. With Nothing picked, select Pick Object and click on the jib.
  9. In the Control window, choose Scope ALL. Check all the parameters OFF and press Go. Choose ACTIVE and recheck all the parameters ON and click Go.
  10. Close the Control window. Your jib now has CVs, hulls, and edit points.
  11. Select Xform Modify Proportional mod. Click on a CV in the middle of the jib. Click-drag up with your left mouse button in the Top window.

    Group the two boundary surfaces

  12. With Nothing picked, select Pick Object, and make sure that both the main sail and the jib are picked.
  13. From the Edit menu, select Group to group the two sails together. Later, you'll apply a single shader to the two pieces.

    Rename the group

  14. From the Windows menu, select Information Information window... and rename the sail object Sails. Close the window.
  15. From the ObjectDisplay menu, select Template. You can now construct the masts on the same layer without accidentally selecting or modifying the Sail surfaces.

Constructing the Mast

You construct the mast of the sailboat by drawing a simple straight curve, then using the revolve function.

Pick the Edit Point curve option

  1. Select Curves New Curves New curve (edit pts).
  2. At the prompt, type in -0.20 to place the first edit point. For the second edit point, click with the right mouse button at a point near the top of the main sail. Because you are using the right button, a new edit point is created vertical to the first point.

    Pick the new curve

  3. Select Pick Object. Click on the curve you have just created to pick the whole curve.

    Revolve the picked curve

  4. Select Surfaces Revolve -. Make sure that the Z-axis is selected and that the Sweep Angle is 360 degrees. Click Go to complete the mast.

    Notice that the curve forming the main mast was placed near the origin. The revolve tool revolves about the chosen axis using the origin as the pivot point. Since the origin is your desired revolve axis, you don't need to adjust the axis.

    Delete the construction curve and history

  5. With the mast surface still active, select Pick Object and draw a box that extends through the mast surface. This de-selects the new surface and selects the underlying construction curve.
  6. From the Delete menu, select Del active to delete it and its construction history.

    Move the mast to a new position

  7. Select Pick Object and click on the mast surface.
  8. Select Xform Move. Type "r" in the prompt line to set it to relative mode. Enter -2.5 to move the mast along the negative X-axis.

    Create a brass ball for the top of the mast

  9. Select Objects Primitives Sphere. In the Front window, click at the top of the mast to place the sphere.
  10. Select Cameras Look at to get a close up view of the sphere.
  11. Select Xform Move and move the sphere to a more accurate position
  12. Select Xform Scale and enter a value of 0.55.
  13. Select Cameras Previous to return to the old Front view.

The Boom

By scaling and rotating the main mast, you can create the boom without having to model it from scratch. By grouping the main mast and the boom together, they will later share the same shader attributes.

Open and edit the Copy options box

  1. Select Pick Nothing. Select Pick Object and pick the Mast.
  2. From the Edit menu, select Duplicate object-. Click on Reset to start with default values.
  3. In the Duplicate Object Options window, enter a value of 1 in the Z Translation field.
  4. Enter 80 for the Y Rotation value.
  5. Change the X Scaling value to 0.7, the Y to 0.7, the Z to 0.4.

    Note: This illustrates the flexibility of Duplicate. The main mast is copied, scaled, rotated, and moved, all at once.

  6. Click Go to create the boom.

    Pick and group the mast and the boom

  7. With Nothing picked, select Pick Object, and select the ball, the main mast, and the boom.
  8. From the Edit menu, select Group, to group the three pieces.

    Rename the group

  9. From the Windows menu, select Information Information window... and change the name of the group to Masts.

Completing the model

You need to untemplate the sails and the hull to finish the modeling part of this lesson. Move the boat above the ground plane so that the water line lies just below the deck. This is important when the water surface intersects with the boat later.

Make all objects Pickable

  1. With nothing picked, select Pick Template and click-drag a pick box around the sails.
  2. From the ObjectDisplay menu, select Template to turn the templated objects back into normal objects.
  3. From the Hull layer pop-up menu, select Set state Pickable.

    Pick all the objects

  4. Select Pick Object Types All obj/lights to select all objects in the scene.

    Simplify the model's wire display

  5. From the ObjectDisplay menu, select Control-, and under ACTIVE, turn all options OFF. Click Go. Close the Control window.

    Move the boat above the ground plane

  6. Select Xform Move. Click in the Front window with the right mouse button and click YES to remove history.
  7. Now, move the entire scene so the boat sits just above the X-axis ground plane. Look at the hull as you position the scene. This piece of the boat should sit about half way above and below the ground or at water level.

    Note: Moving the objects deletes construction history on the hull and deck.

    Save the model

  8. From the File menu, select Save as. In the File lister, name the file Sailboat01 and click Save Wire.

Part Two: Assigning Shaders

Assigning predefined shaders to the various sailboat parts gives your boat color and texture. You can then create a new bitmap texture shader to apply to the sails.

Open the Multi-lister

  1. From the Windows menu, select
    Multi-lister Shaders. This opens the Multi-lister with the shaders and default environment that were retrieved with the file at the beginning of this exercise.

    Open the SBD window

  2. From the Windows menu, select SBD. Reposition this window so that it, the Perspective window, and the Shader Editor are all visible.

Assigning Shaders

Next, you assign the shaders by picking objects in the SBD window, selecting preset shaders in the lister and assigning them accordingly.

Pick the boat hull in the SBD window

  1. With the SBD window active and with Nothing picked, select Pick Object, and type in boat_hull, followed by the Enter key.
  2. Select Cameras Look at, and the boat_hull object now fills the SBD window.

    For the rest of the lesson, you can use the SBD window to pick the objects with shaders assigned to them. Because the objects have been named, they can be easily selected.

    Assign the hull shader to the hull

  3. With the boat_hull selected, click on the shader called hull in the Shader Editor, and select Shading Assign Shader from the Shader Editor menu. The hull shader is now assigned to the sailboat hull.

    Pick the boat deck in the SBD window

  4. Click on the boat_hull node in the SBD window to de-select it. Scroll to the right through the SBD window using the tracking icon in the upper right of the SBD window.
  5. Click on the boat_deck node. To make sure that the boat_deck is active, watch for the active objects in the modeling windows.

    Assign the deck shader to the deck

  6. Pick the deck shader in the Shader Editor.
  7. Select Shading Assign Shader from the Shader Editor menu to assign it to the boat_deck.

    Tip: If the SBD window view is too large, use the Dolly icon.

    Assign shaders to the other pieces of the boat

  8. Continue to pick objects in either the SBD window or the modeling window and assign them their correct shaders from the Shader Editor. Remember to de-select each object before picking another, to avoid assigning the wrong components to the wrong shaders.

    Test the shaders with a QuickRender

  9. Click the resize button on the top right corner of the Perspective window to expand it to full screen.
  10. Click the iconize button to minimize the Shader Editor. Use the view tools to get a better view of the boat.
  11. From the Render menu, select
    Quick render.

    Note: All untemplated and visible surfaces render in the scene with the particular shader color assigned to them.

    Note: Any surface shaded default blue indicates it has not yet been assigned to a proper shader. Click in the QuickRender window to return to the modeling window.

Editing a shader

Next, you use the Sails shader to create two new shaders: one for the jib and the second one for the mainsail. To do this, you first copy the sails shader and then add a Projection map texture to it. The projection texture lets you project a logo image onto the Main Sail.

Open the shader editor

  1. Click on the shader icon to reopen the Shader Editor.

    Select and copy the sails shader

  2. Click on the sails shader in the Shader Editor.
  3. From the Edit menu in the Shader Editor, select Copy. A sails#2 shader appears. It has all the parameters of the original sail shader.

    Renaming the new shader

  4. After double-clicking on the name part of the sail#2 shader icon, press the Esc key and enter the name MainSail.

    Assign the Shader to the MainSail

  5. With Nothing picked, select Pick Component-. In the option box, turn all options off, then click on Surfaces. Click on Go.
  6. In a modeling window, click on the mainsail to pick it from within the Sails group.
  7. Make sure the MainSail shader is picked in the Multi-lister and choose Shading Assign shader from the Editor.

    Open shader parameters

  8. Double-click on the center of the MainSail shader to open the shader parameter window.

    Add a projection map to the shader

  9. In the Common Shader Parameter section, click on the Map button next to Color. In the texture window, click on the Solid section to open it. Click the Projection button to open the Projection Editor.

    Adjusting the blurring parameter

  10. In the Projection Editor, click on the Blur section to open it then change the Blurmult to 0.1.

    Layering textures

  11. In the Projection Texture Parameters section, click on the Map button next to Source Texture. The Projection#2 Source Texture window appears.
  12. In the Surface section, select the Stencil texture, and the Parameter window changes to Stencil#2 parameters.

    Assigning Logo pix Image

  13. From the Stencil#2 Stencil Texture parameters, click the Map button next to Image and choose file from the Surface section of the Texture Procedure window.
  14. The File Texture Editor opens. Click the Browse button next to Image. In the file lister, choose L15_Logo from the CourseWare/pix directory. Click Use Pix.

    Assigning Logo mask image

  15. In the Multi-lister, click on the Stencil#2 icon to make it active. In the Editor, click on the Map... button next to Mask and choose File from the Surface section under Texture Procedures.
  16. In the File Texture Editor, click on Browse next to Image. In the file lister, choose L15_Logo_mask and click Use Pix. Now you have the stencil masked out to reveal the sail's color below.

    Adjusting the blurring of the logo

  17. Click on the Blur section and set the Blurmult to 0.1.

    Adjusting the Label Mapping parameters

  18. In the Label Mapping parameters, toggle off the Uwrap and Vwrap. This keeps the logo from being repeated on the Sail like a pattern.

Positioning the Logo on the Sail

To position the logo onto the MainSail, you rotate and position the texture positioning object. Since a projection mapping technique is used, you must properly align the texture positioning object.

Toggling on the Positioning Object

  1. Click the Projection#2 texture in the Shader Editor. At the bottom right, click on the small white outlined cube with an arrow pointing upwards from one corner. A green texture positioning object appears at the origin.

    Pick the positioning object

  2. With Nothing picked, select Pick Object and click on the green matrix at the (0, 0, 0) origin.

    Rotate and Scale the Positioning object

  3. Select Xform Rotate and enter 90, 0, 0 at the prompt line.
  4. Select Xform Scale and enter a value of 3. The rotation orients the positioning object so it faces the Main sail while the scaling gives the logo its size. The basic placement of the logo is based on this positioning object.

    Move the object in the Front view window

  5. Select Xform Move. Back in the Front window, move the positioning object to the middle of the mainsail. It now projects from the Positioning object to the sail in this position.

  6. In the Projection#2 Editor window, open the 3D placement section. Turn Wrap to Off. This makes sure that you don't get the sail logo repeating on the surface.
  7. In the modeling window, select Pick component and click on the mainsail.
  8. Back in the Projection#2 Editor, click on the Link with Obj. button, so any time you move the sail, the icon will go with it.
  9. Click again on the positioning object icon to hide the object.

Setting up your environment

You change the background color of your Environment shader by applying a predefined Ramp Texture as a color map. You can also add a fog effect to the scene. A wire file, containing geometry for the water's surface and mountains in the distance, completes the scene.

Change the background color

  1. Click on the environment shader icon to change the Editor to the Environment Editor.
  2. Click on the color swatch to display the Color Editor.
  3. Change the HSV values to: 230.0 (H), 1.000 (S), and 0.200 (V). The color changes in the Shader Editor. Close the Color Editor.

    Create fog in the Environment Fog parameters

  4. Click on the Fog section in the Environment Shader Editor.
  5. Change Fog Type to Layered.
  6. Click on the color patch next to Fog Color. In the Color Editor set the HSV values to: 225.0 (H), 0.100 (S), and 0.25 (V). This determines the color of the fog.
  7. Click on the color patch next to Fog Depth. In the Color Editor, change the HSV values to 210.0 (H), 0.100 (S), and 0.300 (V). This color determines how thick the fog is. The darker the color the thicker the fog. Close the Color Editor.
  8. In the Fog section of the Environment Editor, set the Amult to 0.700 and the Aoffset to 0.250. This adjusts the color a little.
  9. Now, go to the Layered Fog Parameters section and change the Altitude Min to 3.000 and the Altitude Max to 20.000. These settings determine the extent of the fog in relation to the camera. Now, set the Column setting to 0.500.

  10. Close the Environment Editor.

    Make water and hill geometry visible

  11. Highlight the Scene Layer, then select Layers Visibility Visible.
  12. Tumble in the Perspective view until the boat is in front of the hills, as shown in the following.

    The ring of mountains is a simple surface that will appear through the rendered fog as a background to the scene.

    Note: Both the water and the hills have shaders already applied. If you would like to know more about these shaders, open them up in the Editor.

    Save your model

  13. From the File menu, select Save as. Name the file Sailboat02 and click Save Wire. By saving this file under a different name, you can keep the old version for reference.

Part Three: Lighting the Scene

Lighting a scene in Alias is similar to lighting a stage or a photography shoot. A number of variables affect lighting, such as intensity, position, number and even color. You can also choose from a variety of lighting models, such as directional and ambient (the default lights in Alias); or point, spot, area, linear and volume lights for more controlled effects. Lights can cast shadows, be linked to certain objects, and create special effects such as glow, fog or halo.

Adjusting Lights

When you QuickRendered the scene earlier to test out the applied shaders, you automatically created two default lights - a directional light and an ambient light. Next, you create a second directional light and adjust its parameters to add a particular mood to your image.

Open up the Light lister

  1. If you've closed the Multi-lister, from the Windows menu, select Multi-lister Lights... from the Multi-lister menu. Two default lights appear. You'll leave the ambient light settings and copy the directional light.

    Copying and adjusting a new light

  2. Pick the directional light, called Light#2, in the lister.
  3. From the Edit menu, select Copy from the Multi-lister window.

    Rotate the directional light

  4. Select Xform Rotate, and enter rotation (X, Y, Z) angles of 0, 0 and 180. This points the light in a new direction to light the back of the sails.

    Lower the intensity of the new light

  5. Double-click on the new light to open the light editor.
  6. Click on the Common Parameters section of the light editor to open it. Now, change the Intensity to 0.5. Since this light is at the back of the scene, it does not need as much intensity.
  7. Close the Light Editor and Light lister.

Test Render the Scene

Now that shaders and lights are applied to the scene, you can create a test rendering to evaluate the positioning of textures and the lighting. Because of the fog environment, a RayCast rendering is more appropriate than a QuickRender.

Set the Render Globals

  1. From the Render menu, select Globals.... Open the Image File Output section. Under Predefined Resolutions click the Add button.
  2. Double click in the User Defined box at the bottom of the list and press the Esc key to delete the current name. Change it to Test Render and press Enter.
  3. Change the X resolution to 320 and the Y resolution to 240.

    Note: The X and Y settings above change automatically to reflect these values.

  4. Close the Render Globals window.

    Raycast the scene

  5. Now, from the Render menu, select Render. In the File lister, enter the name boat_test and click the Save SDL button.
  6. From the DisplayTgls menu, select Render Toggles Render Status.
  7. Once the rendering begins, from the Render menu, select Show render to see the image as it progresses.

  8. Click on the image to close it.

Part Four: Animating the camera

To complete this project, all you need to do is animate the camera with the Autofly function. As you recall from Lesson 14, an Autofly animation lets you assign the camera eye, view and the camera up vector to several motion path curves. This lets you control the animation by how you position the curves.

Autofly

To create this animation, use two pre-defined curves on an invisible layer to define the Autofly. The layer contains an inner curve that defines the camera view motion, and a larger outer curve that defines the camera eye and camera up vector motions. Once implemented, these curves will take viewers all around the boat.

Tip: If you were to define a third motion path curve, you could use that to animate the camera up vector independently of the other camera components, giving the camera a banking motion.

Make the motion path curves Visible

From the Autofly Layer pop-up menu, select Visible. The two curves can be seen in the Perspective View window.

Change the autofly options

  1. Select Anim Autofly - from the tool palette, and change the start frame to 1.0 and the end frame to 60. This makes the animation last approximately two seconds. Make sure that the Create SDL option is turned off. Click Go.

    Pick the eye movement motion path

  2. In the Top window, dolly out until you see two curves around the sailboat. Click on the outside curve to pick the motion path for the camera eye component. It turns red, indicating that it is being used as a motion path for the camera eye to follow.

    Pick the view motion path

  3. When prompted, click on the inner curve to pick the motion path for the camera view component. This curve turns red also.

    Pick the up vector motion path

  4. You are prompted with: Select the motion path for the camera up vector, or select the Go icon. Click Go, to maintain the default up vector that follows along the motion path.
  5. Next, Alias computes the animation calculations for the three camera components. After the calculations are finished, the animation sequence automatically runs in the Perspective window. Using default optimization settings, grids and control points are turned off.
  6. To stop the playback at any time, press the Esc key or click in any modeling window.

Part Five: Rendering

The final step is to render the autofly sequence and play back the results using the Flipbook. Now, you can see the fruits of your labor as all the modeling, shaders, lights and animation become a final rendered piece.

Creating an SDL file for rendering

To create a rendered autofly animation, you must first generate an SDL file. As you have seen, you must always create an SDL file to render an image or animation. For Autofly, you first generate an SDL file and then render it afterwards.

Edit the AutoFly options

  1. Select Anim Autofly- and leaving all options already set, simply turn Create SDL File on.

  2. Click Go.

    Note: By creating an SDL file, not only do you define the geometry, lighting and shading for the scene, but in this case, the number of frames that have been set for the animation, and at what frame rate the animation is to be played back.

    Select the AutoFly curves

    The system again prompts for the curves to be used that define the view and motion of the camera components.

  3. Click the two curves in the same order as the last time, then click Go to execute the Autofly.

    Save the SDL file

  4. After you click the last curve, the File lister appears. Enter the name Sail_auto and click on Save SDL. At this point, the autofly sequence plays in your modeling views. You can stop it at any time. The SDL file is automatically created.

Rendering the scene

The SDL file is used to create a rendered animation. Alias' renderer then renders all of the frames and stores them in the pix directory.

Set the Render globals

  1. From the Render menu, select Globals.... In the Miscellaneous section, turn Geometry Source to SDL FILE. This tells the system that an SDL file already exists and that you want to render it.

  2. Close the Render Globals window.

    Raycast the SDL file

  3. From the Render menu, select Render-. Click Raycaster under the Rendering Type and then Go. You are prompted for the SDL file to render. Type in Sail_auto and click on Render SDL.

    Alias starts to render your animation.

    Tip: Render status was toggled on earlier, so you don't need to select it again.

    Note: Raycasting takes less time than raytracing rendering, although there are some limitations to the level of reality that Raycasting can achieve. True reflections and refractions are impossible, and shadows can only be cast by spotlights. For this lesson, raycasting is enough.

    You can see the status of the render as it proceeds in the status line. There are 60 frames in total.

    Notice that each file has the name Sail_auto, and also has a numerical suffix; for example, Sail_auto.009, Sail_auto.010. Each of these numbered pix files represents one frame of animation. Rendering large numbers of frames can take a considerable amount of time.

    Note: If you had wanted to see reflections in the animation, you could have raytraced the SDL file. This requires more rendering time, but gives you more realistic results.

Viewing the Rendered Animation

To view the animation, use the Flipbook tool.

Start Flipbook

  1. From the Animation menu, select Flipbook... The File lister is displayed.

    Retrieve animation into Flipbook

  2. In the File lister there are 60 pix files named Sail_auto.001 up to Sail_auto.060. Click on the pix file called Sail_auto.1. Click on Show. This loads the animation files into Flipbook and automatically plays the animation.

    Change the flipbook frame rate

  3. On the title bar of the flipbook, click on the icon with the arrow pointing to the upper left. This opens the Flipbook control window.
  4. In the Options section, change the frame rate to 5 and press Return. This slows down the animation to 5 frames per second.

  5. Click on the close box of the Flipbook window.

Conclusion

Congratulations! You've just completed a full project. By taking an initial model to final playback, you have a good feeling for the typical workflow of a complete project. You can use Alias for a number of projects that range from flying logos to industrial design prototypes. Although the basics are the same, individual project workflows may vary from this one.



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