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Lesson 16: Keyframe and Motion Path Animation

Almost all Alias animation uses keyframe animation, in one form or another. Keyframes let you set the main points of action in a scene, so Alias can interpolate the action between the keyframes to create the complete animation.

Another important animation concept is motion path, which enables you to indicate the exact path your animated object follows.

This lesson illustrates the concepts of keyframe and motion path animation as you create a 3D flying logo sequence. You first build the logo using beveling text, and then use keyframes to capture the translation and rotation of the letters. Next, you use a motion path to dot the "i" as the final action of the animation. You also animate an environment texture with keyframing. Finally, you render the sequence and view it as a flipbook.

Preview the final animation

You can preview the final animation created in this lesson by running the flipbook.

Play the final animation

  1. From the Animation menu, select Flipbook.... At the ShowList prompt, double-click the flipbook L16_FlyingLogo.bk. in the CourseWare/pix directory.

    A small movie menu appears and the animation plays automatically. Once you are finished, close the Flipbook.

    Initial Setup

    Although this lesson focuses on animation, you need to build the logo first.

    Clear the workspace

    1. From the File menu, select New.
    2. From the Layouts menu, select All windows User windows.

    Modeling the logo

    You first model the "Alias" logo by beveling text. Because the animation requires separate movement of the "i" and its dot, the "i" is modeled separately. You set up the animation by adjusting each group's pivot point and, for clarity, naming each group.

    Create and place the word "Alias"

    1. Select Objects Text... to open the Text Parameter window.
    2. In the Text Parameters window, click the text field, then press the Esc key. Type Alias and choose one of the available fonts. By placing the cursor over one of the modeling windows, you can see the chosen font.

      Note: The fonts shown in this lesson may differ from those available in your version of Alias.

    3. Set the Letter Spacing to 0.3, the Letter Size to 2.0, and the Text Positioning to Bottom center.

    4. In the Front window, press the Alt key to temporarily turn on grid snap and click near the origin to place the text. The text appears as splines with faces. Close the Text window.

      Ungroup the text into separate letters

    5. With the text picked, from the Edit menu select Ungroup. This ungroups the word into separate letters.
    6. From the Windows menu, select SBD to open the SBD window to see the separated nodes.

    Split the letter "i"

    1. Select Curve Edit Create Duplicate curve, and pick the edge of the body and dot of the "i". This superimposes two curves on the edge of the "i".
    2. Select Pick Object, and click-drag a pick-box around the letter "i" to make the face active. In the SBD window, make sure that the nodes belonging to the new curves have been unpicked.

    3. From the Delete menu, select Del active to delete the face. You are deleting the original face because the dot and the body are a single face. To animate these pieces separately, they must be two different faces. You can now create these two faces from the duplicated curves.
    4. Select Pick Object, and click-drag a pick-box around all the letters.
    5. From the ObjectDisplay menu, select Control-. In the control window, turn off all the model's CVs, hulls and edit points. Click Go and close the control window.

      Create two faces for the "i"

    6. Select Surfaces Set planar-, and set the Surface Type to Face. Click Go. This makes sure that the parts of the "i" become faces just like the other letters.
    7. When prompted, pick the body of the "i" (but not the dot). Select Pick Nothing to create a face for it.
    8. Re-select Surfaces Set planar, and pick the dot, making it a second face. Select Pick Nothing to create a face for the dot.

    Bevel the text

    1. Select Pick Object and click-drag a pick-box around all the faces to pick them.
    2. Select Surfaces Fillet surfaces Bevel-. In the option box, turn the Keep Originals option OFF. This deletes the original faces when the Bevel is generated. Click Go.
    3. The green lines show the bevel outline. Click on the Go button to confirm the bevel. You now have six grouped objects, in addition to the original text faces.
    4. Select Pick Nothing.


    Move the letter's pivot point and rename the group

    1. Use the dolly tool in the Front view to make the text fill this window.
    2. Select Pick Object and click the letter A to pick it.
    3. Select Xform Local Set pivot.
    4. Use the middle mouse button to click-drag and move the pivot point to the bottom center of the "A", so it sits approximately in the middle of the "A" and on the X -axis.

    5. With the letter "A" still active, from the Windows menu, select Information Information window, to open the information window.
    6. Type letter_A in the name field. The group of objects representing the letter A is named letter_A. This will help you identify the letter later when it is animated.

      Continue this process for the remaining letters

    7. Repeat steps 2 to 6 above for the letter l, naming the group letter_l.
    8. Continue, one letter at a time, until the pivot point of each letter is in its bottom center, and they are named letter_i, letter_a and letter_s. By using the same prefix for all five letters, you can use wildcards to select the text.
    9. Pick the dot above the letter "i", and with Xform Local Set pivot, move the dot's pivot point to the dot's center, and name it dot. (This keeps it out of the wildcard selection).
    10. With Nothing picked, select Pick Object. Type letter* and press the Enter key. The "*" is a wildcard that picks all the text except for the dot on the "i."
    11. From the Layers menu, select New. At the top, double click the new layer name and change it to Letters.
    12. From the Letters Layer pop-up menu, select Assign to place all of the selected letters on this new layer.
    13. With Nothing picked, select Pick Object and pick the dot.
    14. From the Layers menu, select New and change the name to Dot. From the Layer pop-up menu, select Assign.

      The model is divided into the two sets that will be animated in different ways.

    Keyframing the Objects

    The final frame for this animation displays the text as currently shown. To make the current positions of the text represent the final state, you can animate backwards (that is, set the last keyframe of the animation first). By moving the text and then setting the earlier keyframes, the text appears as if it is coming together.

    Set the final keyframe of the animation

    1. Select Anim View Frame from the Tool Palette. Enter 60 to move to this frame.
    2. With Nothing picked, select Pick Object. Type letter* and press the Enter key, or select Pick Objects from the Letters Layer pop-up menu.
    3. From the Animation menu, select Set Keyframe. The last keyframe is set at frame 60 for all the letters.

      Note: Keyframes are only set for picked objects. So you haven't set a keyframe for the dot.

      Move and rotate the letters

    4. Select Anim View Frame. Enter 1 to move to this frame.
    5. With the letters still active, select Xform Move. Enter 0, 0, -10 to move them all to the same position.
    6. Select Xform Rotate. Enter 0, 0, 360 to rotate the letters around their individual pivot points.

      It appears as if the letters haven't been rotated because they were rotated a full circle. You`ll see this when the animation is played back.

      Note: All Xform transformations can be animated by setting keyframes. This means that objects can move, scale, and rotate during an animation.

      Set the initial keyframe

    7. From the Animation menu, select Set Keyframe. Each letter now has a second keyframe set for frame 1. This means that the position of the objects has been set for frame 1 and frame 60. The position at all other frames will be determined automatically by Alias as it creates in-between transformations.

      This is similar to how traditional cel animators work. The animator draws images at important "key" frames, then passes these to junior animators, who draw the in-between frames. With Alias animation, you set up the main actions and Alias does the in-betweening.

    Preview the animation in the Perspective view

    1. Select Anim View Frame. Enter 60 to move back to this frame.
    2. Use the Dolly, Tumble and Track icons to center the letters in the perspective window.
    3. Select Animation Tgl time slider to toggle on the Time slider .

      The Time Slider bar below the prompt line shows a preset frame range of 100 frames and has several buttons for controlling playback of your animation. For more information on these functions, see Time Slider in Animating in Alias.

    4. At the left end of the time slider is a button labelled Start/End. Click on this button and change to Min/Max. Now the time slider range is from 1 to 60.

      Double-click in the current frame field (located in the top right corner of the slider), type 1, and press Enter to return to the first frame.

    5. If any of the letters are visible, use the dolly tool so that all the letters (except the dot) are off-screen.

    6. From the Animation menu, select Playback (or click the play button on the time slider) to play the animation in all the windows. Click on the screen at any time to stop the playback. The model may stop at an intermediate frame instead of a keyframe. The time slider shows the current frame.

      Note: The playback is faster if only one window is expanded to full screen, so you may want to expand the Perspective window. If you do, remember to return to four view windows when you are finished.

    Copying Keyframes

    The animation has all the letters moving at the same time and speed to the final position. In fact, most of the letters don't appear in the Perspective window until the last few seconds. To make the animation more interesting, you will copy and paste keyframes from frame 60 to other times so that the letters each animate differently.

    View the final frame

    1. Select Anim View Frame. Enter 60 to go to this frame.

      Tip: You can also enter this value in the current frame field or press the Last Frame button in the time slider.

      Copy a keyframe from the letter A

    2. With Nothing picked, select Pick Object and click letter_A to make it active.
    3. From the Edit menu, select Copy keyframes. At the prompt, enter 60 to copy the keyframe at frame 60.
    4. From the Edit menu, select Paste keyframes. Enter 10 at the prompt line. The keyframe positions from Frame 60 have been copied to Frame 10.

      Repeat for the other letters

    5. Click the letter_l with the middle mouse button so that it is picked and the letter_A is unpicked.
    6. From the Edit menu, select Paste keyframes. Enter 20 at the prompt line. The keyframe positions from Frame 60 have been copied to frame 20.

      Because all the values of all parameters for the letter A matched the values for the other letters at frame 60, you can paste the same values into these other frames. If the parameters at frame 60 had been different for the various letters, you would have to recopy the keyframes for each.

    7. Click the letter_i with the middle mouse button so that it is picked and the letter_l is unpicked.
    8. From the Edit menu, select Paste keyframes. Enter 30 at the prompt line. The keyframe positions from Frame 60 have been copied to Frame 30.
    9. Click the letter_a with the middle mouse button so that it is picked and the letter_i is unpicked.
    10. From the Edit menu, select Paste keyframes. Enter 40 at the prompt line. The keyframe positions from Frame 60 have been copied to
      Frame 40.
    11. Click the letter_s with the middle mouse button so that it is picked and the letter_a is unpicked.
    12. From the Edit menu, select Paste keyframes. Enter 50 at the prompt line. The keyframe positions from Frame 60 have been copied to
      Frame 50.

      Playback the animation

    13. Click the play button on the time slider to see the resulting animation.

    Cleaning up the Animation: Action Window

    In the animation, the letters overshoot their target before returning in the final frame. To make the letters hit their final position more directly, you can edit the in-between motion of the letters using the Action editor window. The Action editor contains all the action curves that represent the transformation values between keyframes. The Action editor is then used to modify or "clean-up" the animation.

    Pick letter_A and Open Action Window

    1. With Nothing picked, select Pick Object. Click the capital letter_A, to make it active.
    2. From the Animation menu, select Action Window... to open the Action window.
    3. In the Action window, select
      Views Look at to bring all the Action curves into view.

      The total animation of the letter A is represented by individual curves illustrating translation, rotation and scaling along individual axes. The little x's on the curves represent the keyframes. Note the keyframes for the letter A are at frame 1, 10 and 60.

      The vertical side of the Action graph (Y) represents the value of the parameter. For example, it could be a translation of 3 units or a rotation of 90 degrees. This part of the graph does not have a fixed unit, since the values represented here change, depending on whether you are translating, rotating or scaling. The horizontal axis, representing time, consistently uses frames as the base unit.

      Delete the static curves

    4. From the Delete menu, select Del static actions to remove all the constant (flat) action curves. These curves represent the actions of parameters that did not change during the animation. Only the X and Z translate, and Z rotate curves should remain. Click YES when the dialog box is displayed.

      Pick all remaining curves in the Action Window

    5. In the Action window, select Pick Curves, hold down the Shift key and click the names X Tra, Z Tra and Z Rot to pick the appropriate curves in the action window. Both the name and graphical representation of the three action curves become active.

      Set the tangent type to Flat

    6. In the Action window, select Tangent Type Flat to "flatten" the curves. The tangent type controls the tangent of the action curves going into and leaving a keyframe. Flat ensures that the curve is horizontal when it passes through the keyframe.

      Tip: Because the action curves were drawn as splines, the object's curves overshot their targets. By using linear curves, the action will animate in a more predictable manner.

      View the animation

    7. Click the play button on the Time slider to play back the animation. Notice that the letter_A stays at the final position, while the other letters still overshoot their targets.

      Pick the animation curves for the rest of the objects

    8. With Nothing picked, select Pick Object and click the rest of the letters (except the dot) in a modeling window.
    9. In the Action window, select Pick Curve and click-drag a pick-box around all the curves in the graph. All the curves and their names are now picked. You can pick the curves either using their names or the curves themselves.

      Note: There are no static actions associated with these objects because the Del static actions function affects the whole animation.

      Set the tangent type to Flat

    10. From the action window menu, select Tangent Type Flat to "flatten" these curves to linear segments. You can display many action curves at the same time in this window. This makes it easier to compare the actions of several objects at the same time. (Too many action curves, however, can slow down the Action window.)

      View the Animation

    11. From the Animation menu, select Playback to view the animation. All the letters now stay at their final positions.
    12. Stop the animation and close the Action Window once you have completed the adjustments.

    Setting a motion path

    A motion path is a NURBS curve that represents the path along which you can animate an object. A motion path is used to generate the movement of the dot.

    Note: When using motion paths you must follow a few simple rules. One is that you must place the object and its pivot point at the origin because it is the pivot point that follows the motion path. Since the dot is not currently placed at the origin, it follows the motion path with an offset. So you must move the dot to the origin, and then group the object, to give it a new node. This places a new pivot point at the origin and lets you treat the dot as a new object. The grouped dot will follow the motion path through the new pivot point, which sits at the origin. This ensures that there is no offset.

    The second rule is to properly set the direction of the motion path curve. Objects follow in the direction the curve was created. If the curve is not going in the desired direction, you may need to reverse the curve's direction.

    Create a motion path

    1. Select Curves New Curves New Curve (cvs). Draw a curve that starts at the center of the dot and then loops around, going off the screen at the top left of the Perspective window. (Front and Perspective views follow.)

      The curve has been placed on the Dot Layer which is still highlighted as the construction layer.

      Bring the dot to the origin and group it

    2. With Nothing picked, select Pick Object and click the dot.
    3. In the Front window, make sure that the dot's pivot point is at its center by selecting Xform Local Set pivot and dragging with the right mouse button pressed.
    4. Select Xform Move. Type: a 0, 0, 0 to place the dot at the origin.
    5. From the Edit menu, select Group to group the object to itself.

      Tip: Grouping an object to itself creates another node (visible in the SBD window) that can be used to control the object.

      Turn off playback for letters layer

    6. From the Letters Layer pop-up menu, select Playback to uncheck it.

      Note: By turning off the playback for the letters, the animation of the dot along the motion path can be evaluated in relation to the letters in a static position. The speed of the playback is also increased with only the one element animated, allowing its motion to be better evaluated.

      Set the dot to the motion path

    7. With the dot still active, select Anim Set motion- to open the Set Motion Options window. Set the End Frame to 55, so the dot follows the motion path from frame 1 to 55.

    8. Click Go. You are asked to pick a curve to use as the motion path.
    9. Click the new curve. The motion path is created and the dot is moved back to the motion path's tip, back at frame 1, with the letters now outside the Perspective view.

      View the animation

    10. Click the play button in the Time slider to view the animation.
    11. Notice that the dot starts at the "i" and then moves off-screen. This is the opposite of the motion you want. Click the Stop button.

      Reverse the direction of the motion path

    12. Select Object Edit Reverse direction. Click the motion path curve and the Reverse One button to reverse it.
    13. Select Pick Object and click the play button. The animation is now playing correctly.
    14. From the Letters Layer pop-up menu, select Playback. This allows all of the elements to be animated together.
    15. From the Animation menu, select Playback. Stop the playback.

      Save the file

    16. From the File menu, select Save as. In the File lister, enter the name Flying_logo and click Save wire. Remember to save your work at key points in your work.

    Creating a new shader

    Once the animation is complete, it needs to be rendered. The first step in rendering, however, is creating and assigning shaders to the letters. In this lesson, you need to create a shiny and highly reflective shader.

    Open the Shader Editor

    1. In the time slider, click the current frame field and type 60 to view the last frame.
    2. From the Windows menu, select Multi-lister Shaders... to display the shaders.

      Create and assign a new shader for the letters

    3. In the Shader lister, select Edit New Shader, to create a new shader.
    4. With Nothing picked, select Pick Object and select all the letters including the dot on the i.
    5. Select Shading Assign shader in the lister menu to place the new shader on the letters.

      Edit the shader's parameters

    6. Double-click the new Shader icon to open the Shader editor.
    7. Set Shading Model to PHONG. Go to the Common Shader Parameters section and click the patch next to Color to open the Color editor. Choose a color in the Color editor.
    8. Go to the Phong Shading Parameters and set Diffuse to 0.2, Shininess to 100, and Reflectivity to 1.0. These settings create a very shiny shader to reflect the surroundings.
    9. Click the Refl. backgnd option to ON. This ensures that the letters reflect the Environment shader when they are rendered.

    The Environment Shader

    Next, you create an environment shader using the sky procedure. This procedure creates a horizon and lets you set the environmental sky and ground. This environment is the reflected background in the new shader.

    Use the sky procedure for the environment

    1. In the Shader editor, click the Environment Shader. The Shader editor updates to become the Environment editor.
    2. Go to the Background section and click the Map... button next to the Color. This opens the Environment Color Map window.
    3. Go to the Environments section and click on Sky. A sky texture appears in the Shader editor, and the Shader editor becomes the SkyTexture editor. The default sky is in the background.
    4. In the Sky Environment Parameters section, set the Total_bright to 0.7. This reduces the environment's brightness. In the Sun Parameters section, set the Elevation to 90.

      Edit the ground parameters

    5. In the Floor Parameters section, click the Map... button next to Floor texture to choose a floor map.
    6. In the map window, go to the Solid section under Texture Procedures, and click on Leather. The Leather texture appears in the Shader lister and is assigned as the floor.

      Return to the Sky texture and add clouds

    7. In the Shader editor, click SkyTexture#2 to change the editor.
    8. In the Cloud Parameters section, click the Map... button beside the Cloud texture to choose a cloud map.
    9. In the map window, go to the Surface section and click on Fractal. The Fractal texture appears in the Shader Editor. This is used to calculate the cloud coverage.
    10. In the Shader editor, click SkyTexture#2, to change the editor back to the sky texture.
    11. In the Cloud parameters section, set the Density to 2.0, to create more dense clouds.
    12. Close the editor windows.

      Moving the environment

    13. In the Shader editor, click the little box icon in the bottom right corner of the sky texture. A green texture grid and directional arrow appears in the modeling window representing the environment.
    14. With Nothing picked, select Pick Object and click the green texture grid to make it active.
    15. Select Xform Move to move the environment icon to 0 0 -10. The environment floor is now below the flying logo in the Perspective view.

    16. In the Shader editor, click the little box icon at the bottom right corner of the sky texture to make the icon invisible.

      QuickRender the final frame of the scene

    17. From the Render menu, select Quick- Render- to open the Global Quick Rendering option window.
    18. Turn the Background on, so that the background is included in the quick render. Set the Shading Frequency to 10 and click Go. The render may take a couple of minutes.

    Animating the Environment Shader

    Setting keyframes does not only apply to animating objects. In Alias, you can set keyframes for shaders, textures and the even the environment. Next, you animate the clouds by animating the offset parameter in the fractal map. Shader attributes are animated by setting keyframes for the appropriate parameters.

    Set up for setting keyframes

    1. Select Pick Nothing to ensure that no objects are currently picked (since you are animating the Fractal Map). In the Shader Editor, double-click the fractal map to open the fractal texture editor.
    2. Select Anim View Frame. Enter 1 to move to this frame. Since you want to set your first keyframe for this frame you should set it as the current frame.
    3. In the Shader Editor, double-click the fractal map to open the fractal texture editor.
    4. From the Animation menu, select Param Control.... This opens the Parameter Control Window.
    5. In the Parameter Control window, click the empty box beside Fractal#2 to turn on the fractal attributes for animation. This lets you animate the fractal map attributes. If you click the down arrow on the left of the fractal, you can see all the attributes are turned on.

      Note: The parameter control window lets you choose parameters to animate. If you already knew which Fractal parameters you wanted to animate, you could have checked only those.

      Set a keyframe for local parameters

    6. Make sure that the Fractal Map is picked in the lister. From the Animation menu, select Set keyframe -.

      In the Set Keyframe Options window, set Parameters to Local.

    7. Click Go. Keyframes are set for
      frame 1.

      Note: When you restrict the Parameter controls using the animatable parameters, you must use local when setting keyframes. (This uses the "local" parameter settings of the Fractal instead of all of them.)

      Set a second keyframe

    8. Select Anim View Frame. Enter 60 to move to this frame.
    9. In the Fractal editor, go to the Surface Placement section and set the Voffset to 0.1. By displacing the Fractal map that generates the clouds, the clouds move.
    10. From the Animation menu, select Set keyframe. A second keyframe is set for frame 60.

      Turn off the fractal attribute parameters

    11. In the Parameter Control Window, turn off the fractal attributes for animation. Click in the white box beside the Fractal to turn it on and click again to turn all the attributes off. This prevents you from unknowingly entering unwanted keyframes.
    12. The box next to the Fractal serves as a master switch to turn all of the attributes on or off, and does not always indicate the current state of the set individual attributes.
    13. Close the Shader editor, Texture editor, and Parameter Control Windows.

      Save Your Work

    14. From the File menu, select Save.

    Rendering the Animation

    Rendering an animation is very similar to rendering a still image, except that you render a sequence of images. To create this sequence, you must tell Alias that you want to render the animation, as opposed to a still image of the currently viewed frame. By rendering this animation in low resolution, you'll be able to play it back in real-time.

    Open the Globals Window

    1. From the Render menu, select Globals... to open the Render Globals window. You can now set the quality and resolution of the animation.

      Set Animation to ON

    2. In the Render Globals, set the Animation to ON, so that the animation sequence is rendered.
    3. In the Miscellaneous section, check that the Geometry Source is set to Modeler.

      Chose a quality type

    4. Since this a test render, set the Global Quality Level to LOW. When you render a final version, remember to increase the quality to HIGH.

      Set the resolution of the animation render

    5. Click on the Image File Output section to open it. Set the X Resolution to 250, and the Y Resolution to 200. This sets up a small test animation.

      Tip: For final recording, increase the resolution to NTSC or PAL.

    6. Close the Render Globals window.

      Raycast the animation

    7. From the Render menu, select Render. Alias asks for a filename.
    8. Enter the name Flying_test and click the Save SDL button. The resulting animation files will be named Flying_test.001, Flying_test.002, and so on.

      After the SDL file is saved, the raycast starts. This may take several minutes.

    9. If you like, you can monitor the progress of the animation in the Render Status line by selecting Render Toggles Render status from the DisplayTgls menu.
    10. From the Render menu, select Show Render to watch the current frame being rendered.

    Viewing the Animation: Flipbook

    You can view animations with the flipbook utility, which loads in the animation sequence and plays it back at a specified frame rate.

    Load images into a flipbook

    1. From the Animation menu, select Flipbook. Alias prompts you for a filename.
    2. Double-click the first frame, titled Flying_test.1, to automatically load the sequence into the flipbook. Once it loads all the frames, flipbook plays them back at 30 frames a second.

      Change flipbook frame rate

    3. On the title bar of the flipbook, click the icon with the arrow pointing to the upper left, to open the Flipbook control window.
    4. Set the Options Frame Rate to 15. This slows down the animation to 15 frames per second.

      Enlarge the flipbook

    5. You can enlarge the flipbook window to full screen by picking the enlarge icon on the far right of its title bar. This pixelates the animation images, since they are being displayed at a much larger size than they were created.
    6. Close FlipBook.

    Conclusion

    This lesson has shown you how to set keyframes and to use motion paths for objects. You have also learned how to animate the environment shader. As you work with Alias, you will continue to use keyframing as your main animation tool.



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