Bookshelf Contents Previous Next Glossary Index Search

Lesson 17: Hierarchical Animation

Grouping an object under several nodes and then applying animation to the appropriate node of the hierarchy is a general technique for using transformation hierarchies. Objects often need to rotate, scale and move within a single animation. As a result, nodes are usually created for each of these transformations. This, in turn, lets you focus on each of these transformations and set different pivot points for each. For example, an object can scale based on one pivot point while it rotates based on another. When the animation takes place, the motion begins at the lowest node of the hierarchy, then moves its way up.

In this lesson, you create a bouncing beach ball and apply translational, scaling and rotational transformations to different levels of the hierarchy. As you work through this lesson, pay close attention to the way objects are grouped and how the hierarchy nodes are selected when animating.

At the end of this lesson, the ball is replaced with a more complex model, transferring the animation from the original hierarchy by copying its animation curves. To further enhance it, glows are added and the animation is raytraced to obtain reflections and shadows.

Initial Setup

Beginning with an empty scene, you build the basic pieces and set up the animation.

Clear the workspace and open four views

  1. From the File menu select New.
  2. If the four default views are not displayed, from the Layouts menu, select All windows All (Studio).

Creating a Hierarchy

For the beach ball, you:

Place a default sphere at the origin

  1. Select Objects Primitives Sphere. Type 0 0 0 and press Enter. This places a sphere at the origin.

    Group the sphere to itself

  2. From the Windows menu, select SBD. The sphere is shown selected in the SBD window.
  3. From the Edit menu, select Group. This creates a second node to control the sphere.

    Move the Group

  4. Select Xform Move, and type 0 0 0.5 to move the sphere up so that the bottom is at the origin. (Default spheres have a 0.5 unit radius.)

    Group the sphere to itself twice

  5. From the Edit menu, select Group to create another node.
  6. Again, from the Edit menu, select Group to create a fourth node. The pivot points for these two nodes are at the bottom of the sphere, and are used later to determine when the sphere has hit the ground.

    Note: The pivot point for the first node you created is at the center of the ball. Since this node carries the rotation of the ball, the pivot should be at the center. The upper two nodes use pivot points that sit at the base of the sphere.

    Name each node to indicate its role in the hierarchy

  7. With the top node of the grouped sphere active, from the Windows menu, select Information Information window.... Click in the name field, press Esc and type ball_trans. This node will carry the movement or translation.
  8. Without closing the Information window, click the second node and enter the name ball_scale, to indicate the scaling node of the hierarchy.
  9. Now repeat for the third node, and call it ball_rot to indicate the rotation of the hierarchy.
  10. For the fourth node, name it ball. This node remains untouched during the transformations, as the upper nodes do all the work.
  11. Close the Information window.

    Rotation is the lowest transformation node, then scaling, and finally translation. This is the preferred order to ensure good hierarchical relationships.

    Create a ground surface

  12. Select Objects Primitives Plane. At the prompt, type 10, 0, 0 and press Enter. The default plane appears in the scene.
  13. Tumble and dolly the Perspective view to see the ball and the center of the plane.

  14. Select Xform Scale and type 25 to scale the plane by this amount. The plane covers an area large enough for the bouncing ball.

Setting the Animatable Parameters

Each object has 10 parameters: XYZ translate (3), XYZ rotate (3), XYZ scale (3), and visibility (1). The Parameter Control window lets you restrict and choose the parameters you wish to animate, so that only the chosen parameters receive keyframes.

Open the Parameter Control window

  1. From the Animation menu, select Param control to open the Parameter Control window.

    Restrict the ball_trans node to Z translate only

  2. With Nothing picked, select Pick Object and in the SBD window, pick the ball_trans (the top) node. Note that the ball_trans parameters appear in the Parameter Control window.
  3. By default, all motion parameters are turned on. Turn them all off, except Z translate, by clicking in the boxes.

    Restrict the ball_scale node to Z scale only

  4. In the SBD window, pick the next node down, the ball_scale. The ball_scale appears in the Parameter Control window.
  5. Turn off all the parameters, except Z scale, by clicking in the boxes.

    Restrict the ball_rot node to Y rotate only

  6. In the SBD window, pick the next node down, the ball_rot. The ball_rot appears in the Parameter Control window.
  7. Turn off all the parameters, except Y rotate, by clicking in the boxes.

Bouncing the Ball

You start by animating the translation of the beach ball. The translation animation is added to the top node, ball_trans, of the ball. There are two parameters involved, the Z translation for the "up and down" movement, and X translation for the forward movement. To start, bounce the beach ball in the Z direction only.

Repick the top node

  1. Click the ball_trans node to make the top node active.

    Set keyframes for the Z translation of the ball

  2. Select Anim View Frame. At the prompt, enter 10. You'll set your first keyframe at this frame.
  3. From the Animation menu, select Set keyframe- . Since you are using very specific parameters to animate, you must set the keyframes for Local.

  4. Click Go. A keyframe is set for
    frame 10.
  5. Check the SBD window to see that the ball_trans node has been animated. The node is shown as a skewed box. The Parameter Control window also shows that the Z translate parameter has received keyframes by skewing the parameter boxes.

    Move ball_trans to 0 0 10

  6. Select Anim View Frame. At the prompt enter 0. You'll set your next keyframe at this frame.
  7. Select Xform Move. Type 0 0 10 and press Enter to move the ball_trans up 10 units. This is where the ball begins to bounce. Dolly and track in the Front window until you can see the ball and the ground.

    Set a second set of keyframes

  8. From the Animation menu, select Set keyframe. The ball_trans is set at this height for the chosen frame in the Z direction only.

    Note: Even if you had translated the ball in the X or Y directions, only the Z value would be recorded. When using parameters to animate you must be sure which ones need to be animated and set them accordingly. If you don't set the parameter, a keyframe is not set.

    Copy and Paste Keyframes

  9. From the Edit menu, select Copy Keyframes. Type 0 10 and press Enter to copy the two keyframes within this frame range.
  10. From the Edit menu, select Paste Keyframes. At the prompt, type 20 4 10 and press Enter. This pastes the copied values at frame 20, repeats the copies 4 times, and puts a 10 frame gap between each of the copies.

    Note: The prompt line asks for the start frame, then the repeat, gap and end values. When pasting, the end frame value is not needed and should not be entered. The only values you need are the start frame, repeat value, and gap value.

    View the Animation

  11. Click the Start/End button on the Time Slider and change it to Min/Max. Next click the Play button to play the animation in the modeling windows.

    Note: If the time slider is not visible, select Animation Tgl time slider.

  12. Click the Stop button to stop playback. Then return to frame 0 by clicking the First Frame button, or by typing 0 in the frame field.

    The ball's movement is smooth and "floats" from keyframe to keyframe instead of the "hard" impact you would expect in a bouncing ball. You still have to adjust the action curves between the keyframes. You also have to adjust the height of the ball at each bounce to make it look more realistic.

Using the action window

  1. From the Animation menu, select Action window.... In the Action window, select Views Look at to see the Z translate curve completely.

    Set the tangent type to fast in and out at Z = 0

  2. Select Pick Keyframes from the Action window menu. Click-drag a pick box around all the keyframes at Z = 0 (those at frames 10, 30, 50, 70, 90).
  3. Select TangentType Fast seg in from the Action window menu. The character of the curve changes as it goes towards the keyframes. Fast seg in makes an action curve accelerate towards a keyframe.
  4. Select TangentType Fast seg out. That same character has now been added to the action curves "leaving" keyframes. Fast seg out lets an action curve accelerate from a keyframe.

    Move keyframes at Z=10 to reduce bounce

  5. From the Action window menu, select Pick Keyframes.
  6. Click with the middle mouse button on the keyframe at frame 20, then select Xform Move. Enter 20, 8 to move the keyframe to a Z value of 8. The first bounce only reaches a height of 8 units.
  7. Click with the middle mouse button on the keyframe at frame 40. Select Xform Move and enter a position of 40, 5 to make the second bounce reach a height of 5 units.
  8. Repeat these actions for the keyframes at frames 60 and 80 and move them to positions of 60, 2 and 80, 1, respectively. The ball now bounces less and less with time.

    Tip: The action curve resembles the motion of a bouncing ball. There is often a direct correlation between an action's curve and its motion in the scene.

  9. Close the Action window.

    View the animation

  10. In the Time slider, click the Play button to play back the animation. The ball bounces five times in progressively smaller bounces. The ball hits the ground plane hard but changes direction softly at its peaks.
  11. Click the Stop button to stop the playback. Click the First Frame button to return to frame 0.

Changing Parameters

You can now give the ball some lateral movement by animating it in the X direction. This requires you to change your parameter settings for the selected node from Z to X translation. This process of choosing a parameter, animating it and then moving to another parameter is a good way to slowly build up an animation while maintaining control over the parts.

Restrict the ball_trans to X translate only

  1. In the Parameter Control window, turn off the Z translate and turn on the X translate. The keyframes do not adjust the Z translate action curve, but they do add the X translate.

    Set keyframes at X=20

  2. Select Anim View Frame. At the prompt, enter 0 to set the first keyframe.
  3. With ball_trans still active, select Set keyframe from the Animation menu to set a keyframe for the ball_trans node at X = 0.
  4. Select Anim View Frame. At the prompt, enter 90. This is where the next keyframe will be set.
  5. Select Xform Move and enter 20 to move the ball in the X direction. This represents the range of the movement forward.
  6. From the Animation menu, select Set keyframe to set a second keyframe for the ball_trans at frame 90. The ball_trans node now moves between 0 to 20 in the X direction over 90 frames. This movement has been added to the movement in the Z direction set earlier.

    View the animation

  7. Click the Play button on the Time slider to playback the animation in the modeling windows. Again, the ball still bounces five times in progressively smaller bounces (the keyframes have not changed the Z translate animation), but the ball is now moving forward.
  8. Click the Stop button in the time slider and use the dolly and tumble icons on the Perspective window title bar to orient the camera so the beach ball drops in at the top of the screen and leaves the scene at the right during the fifth bounce. After each change of the view, click the Play button to restart the animation and test the view.
  9. After you have finished, click the Stop button, then return to frame 0.

Scaling the Ball on Impact

Having set the translation of the beach ball, you can now scale the ball every time it hits the ground plane, animating the next node down the hierarchy, ball_scale. Because you grouped with the pivot point at the bottom of the beach ball for the ball_scale node, the beach ball compresses to this point, maintaining contact with the ground plane.

Pick the ball_scale node

  1. With Nothing picked, select Pick Object. Click the ball_scale node in the SBD window.

    Set keyframes to flat

  2. Select Anim View Frame. At the prompt, enter 8. This is where your first keyframe will be set.
  3. From the Animation menu, select Set keyframe- and set In Tangent Type to FLAT.

    Note: The Out Tangent Type automatically changes to FLAT. Earlier, you changed the tangent type in the Action window. You can also set the tangent type before setting the keyframe.

    Set keyframes at scale = 1.0

  4. Click on Go to set a keyframe for frame 8. This ensures that the beach ball remains at scale = 1 at this frame. This frame sits in front of the frame where the ball will be squeezed.
  5. From the Edit menu, select Copy Keyframes. Enter 8 to copy the keyframe at this frame.
  6. From the Edit menu, select Paste Keyframes. Enter 12 to place the copied keyframe at this new position.

    Scale the node and set keyframes

  7. Select Anim View Frame. At the prompt, enter 10 and press Enter. You will set your first keyframe at this frame.
  8. Select Xform Nonp scale. Type 1 1 0.6 and press Enter to squash the ball_scale in the Z direction.
  9. From the Animation menu, select Set keyframe to set a keyframe when the beach ball impacts the ground plane.
  10. From the Edit menu, select Copy Keyframes. Enter 8, 12 and press Enter to copy the keyframe at this frame.
  11. From the Edit menu, select Paste Keyframes. Enter 28 3 16 and press Enter. This pastes the copied values at frame 28, repeats the copies 3 times and puts a 16 frame gap between each of the copies.

Stagger the scale amounts in the Action window

  1. From the Animation window, select Action Window to open the Action window.

    Tip: These curves can be adjusted by using Views Look at.

  2. Select Pick Keyframes In the Action window, select Xform Move, and click the keyframe at frame 30. Type a position of 30, 0.85 and press Enter to scale it less at this frame.
  3. Repeat step 2 for the keyframes at frame 50 and 70, moving them to 50, 0.92 and 70, 0.96. The ball_scale should squash progressively less as the bounce becomes smaller.

    View animation

  4. Click the Play button on the Time Slider, to play the animation back in the modeling windows.
  5. Press the Stop button to halt the playback. Return to frame 0 by clicking the First Frame button.

Rotating the Ball

The final addition is the beach ball's rotation. Like the X translate, the Y rotate just needs two keyframes to let the beach ball rotate throughout the animation. You can make sure the rotation is constant by setting the action curve to have linear in and out tangents.

Pick the ball_rot

  1. With Nothing picked, select Pick Object. Click the ball_rot node in the SBD window or type in the name and press Enter at the prompt line.

    Set the first rotation keyframe with a linear tangent

  2. From the Animation menu, select Set keyframe- . Set the In and Out Tangent Types to LINEAR. This makes sure that the action curve between the keyframes is a straight line.

  3. Click Go to set a keyframe at frame 0. Since there has been no rotation applied to this node, a rotation value of 0 was set for this frame.

    Rotate the ball_rot node and set a second keyframe

  4. Select Anim View Frame. At the prompt, enter 90. This is where your second keyframe will be set.
  5. Select Xform Rotate. Enter 0 720 0 and press Enter to rotate the ball_rot two full revolutions. The sphere appears unchanged because it has been rotated twice around.
  6. From the Animation menu, select Set keyframe to set the rotation at frame 90. The ball_rot is now set to rotate two full revolutions over the 90 frame animation.

    View animation

  7. From the Animation menu, select Playback to playback the animation in the modeling windows.
  8. Press the Stop button to halt the playback.
  9. Return to frame 0 using the First Frame button.
  10. If the Action window is open, close it. Close the Parameter Control window and the SBD window.

Setting Shaders

Having completed the animation, you can now create shaders for the beach ball and ground floor. These will give the beach ball a colorful ramp texture and the ground a reflective checker pattern.

Create a beach ball shader

  1. From the Windows menu, select Multi-lister Shaders... to open the Multi-lister with only shaders.
  2. In the Shader Lister menu, select Edit New Shader to create a new shader. Double-click the new shader's name and enter Ball.

    Add a Ramp texture to the shader

  3. Double-click the new shader to open the Shader Editor. Click the Map... button next to the Color field to open the Shader Color map window.
  4. Choose Ramp, which applies the ramp texture as a color texture map. The Ramp texture is now active in the Shader Lister, so the editor contains the attributes of the Ramp texture.

    Set the Ramp parameters

  5. In the ramp texture, set the Ramp type to U Ramp and the Interpolation to NONE. This ensures that the ramp goes in the U direction and there is no transition between colors.

    Currently there are three colors in the ramp (black, red, and blue). Each color component in the ramp has a circular color handle on the left side of the ramp, and a square color icon on the right side of the ramp. The active color has a white border around its color handle. To edit a color, click its color handle.

  6. Click once in the ramp to set up a fourth color. A fourth color handle appears.
  7. Edit the first color in the ramp. Click the color handle at the bottom of the ramp. Set Position to 0, click the Ramp Color swatch and set the RGB values in the Color Editor to 255 0 0.
  8. Edit the second color: click the second color handle from the bottom, set Position to 0.25, and Ramp Color to 0 0 255.
  9. Edit the third color: click the third color handle from the bottom, set Position to 0.50 and Ramp Color to 255 255 0.
  10. Edit the fourth color: click the top color handle, set Position to 0.75 and Ramp Color to 0 255 0.

    The resulting ramp gives the ball its bands of color.

    Position and Assign the shader

  11. Scroll down in the Ramp Editor to the Surface Placement section and set the U repeat to 2. In the Shader Lister, you should have a four-colored texture that repeats twice horizontally.

  12. Click on Ball in the Multi-lister.
  13. With Nothing picked, select Pick Object.
  14. Click the sphere to make it active, and select Shading Assign shader in the Multi-lister menu to assign the shader to the beach ball.

Create a new shader for the ground plan

  1. With Nothing picked, select Pick Object and click the ground plane.
  2. In the Shader Lister, select Edit New Shader to create a new shader. Double-click the name and enter a new name of Ground. Note that the Shader Editor now displays the new shader's attributes.
  3. In the editor, set Shading Model to PHONG, the Diffuse to 0.3, Shinyness to 100, and the Reflectivity to 1.0 to create a shader that reflects objects without diffusing the light.

    Use a checker texture map for the ground shader

  4. Select the Map... button beside the Color field to open the Shader Color map window.
  5. Choose Checker, which applies the Checker texture as a color texture map.
  6. In the Checker texture, click the color swatch next to Color2.
  7. In the Color Editor, set the RGB values for the color to 0 20 0. This creates a white and dark green checker texture map. (Shadows will be more visible against dark green than black.)
  8. Now return to the Editor and open the Blur section. Set the Blurmult to 0.1 to reduce blurring.

  9. With only the ground plane active, select Shading Assign shader from the Multi-lister menu to assign the shader.

Set the Environment and Animate the Glow

You`ll set the shader glow in the environment and animate the glow in the beach ball shader. The effect is for the beach ball to glow every time it impacts the ground. Set the glow attributes in the environment

  1. Click the Environment shader in the Shader Lister to place the Environment parameters in the editor.
  2. In the Environment editor, click the ShaderGlow section to show the shader glow parameters. Click the Glow section.
  3. Click the Color swatch to open the Color Editor. Set the RGB values to 255 255 255.
  4. Return to the Glow section. Set the Spread to 0.1 and the Star Level to 2.0. This gives objects emitting glows a small white glow in the form of a star.
  5. Click the Glow section to close it, then the Halo section to open it.
  6. Click the Color swatch to open the Color Editor. Set the RGB values to 255 169 169.
  7. Return to the Halo section and set the Spread to 0.4, and the Star Level to 0.4. This gives the objects a larger reddish halo also in a star, but much less defined.
  8. Click the Halo section to close it, then the Radial Effects section to open it. Set the Star Points to 5. This creates five star points.

Link the scale and the glow

The animation curve of the beach ball scaling is copied to use as the basis of the glow animation.

Pick ball_scale and beach ball shader

  1. From the Windows menu, select SBD to open the SBD window.
  2. With Nothing picked, select Pick Object and click the ball_scale node so it is active.

  3. In the Shader lister, pick the Ball shader.

    Open the Action Window

  4. From the Animation menu, select Action window... to open the action window.

    The Action window shows the animation curve for the Z scale of the ball_scale as well as the Ball shader.

    Copy action curve to Shader Glow Intensity

  5. In the Action window, select
    Views Look at to see the complete curve.
  6. Select Pick Curves in the Action window and click on Z scale in the list so that it highlights.
  7. Select Edit Copy to copy the Z-scale action curve into the Action window clip board.
  8. In the Action window, click the box icon to the left of the ball shader. All the parameters presently not animated (grayed out) are now editable.
  9. Pick the glow_intensity parameter under the shader. (You may have to scroll down the list of parameters.)
  10. Select Edit Paste to paste the curve to the glow_intensity. The parameter name turns black.

    Unpick the objects

  11. In the Action window, select Pick Nothing to unpick all objects.

    Edit the Glow intensity curve

  12. Using the right mouse button and the Dolly and Track icons on the Action window title bar, dolly out so that you see the value of 0.0 and 1.0. This is the range of the glow_intensity action curve.
  13. In the Action window, select Pick Curves and click the glow_intensity action curve.

  14. Make sure that the time and value buttons are depressed to indicate that the two snap directions are turned on.
  15. In the Action window, select Xform Move and click-drag with the right mouse button to move the glow_intensity action curve down to 0.0.

    Move the keyframes at frames 10, 30, 50, 70

  16. In the Action window, Pick Nothing, then Pick Keyframes. Click the keyframes at frames 10, 30, 50, 70 of the glow_intensity action curve.
  17. In the Action window, select Xform Move. Click-drag up with the right mouse button to move the active glow_intensity keyframes to 1. With the value snap turned on, the keyframes should snap to 1. The beach ball shader now glows at each bounce impact as the intensity reaches 1.

    Note: The last few steps showed how you can use an animation curve as the basis for another. Copying the scaling curve into the glow_intensity channel gave you the proper keyframes already set. You needed only a few clicks to set the proper values.

  18. Close the Action window.

Casting Shadows

After completing the motion, you can turn on the shadows of a directional light, allowing it to cast shadows in the RayTracer. Two default lights - one ambient and one directional - are created in a QuickRender. In this example, you only need the directional light. Finally, by raytracing the animation you can see the results.

Quick Render the scene

  1. From the Render menu, select Quick render- . Set the Shading Frequency to 10 and click Go. Two default lights are placed in the scene once the QuickRender begins.

    Note: The quality of the checker texture is poor in this rendering. You need to create more subdivisions to make this texture render more smoothly.

    Open the Light lister and delete the ambient light

  2. In the Shader Lister, select List Lights to change to the Light lister.
  3. In the Light lister, click the ambient light to make it active. The ambient light is the light with the snowflake-like icon.
  4. In the Shader Lister, select Delete Active, to delete the ambient light.

    Turn on Shadows for the direction light

  5. Double-click the directional light to open the Light Editor.
  6. In the Editor, select Active Effects and set Shadows to ON. This allows the light to cast shadows in the RayTracer.

    Note: Directional lights do not cast shadows in the RayCaster.

    Save your file

  7. From the File menu, select Save as. Name the file ball_01 and click Save Wire.

Raytrace and View the Animation

This is the same procedure as the rendering and flipbook section of Lesson 14, except that by raytracing the animation you can obtain reflections in the ground plane and shadows from the direction light.

Set parameters in the Globals Window

  1. From the Render menu, select Globals... to open the Render Globals window. This is where you set animation quality and resolution.
  2. In the Render Globals, set the Animation to ON, Global Quality Level to MEDIUM, and under Image File Output, set X Resolution to 250, and the Y Resolution to 200.
  3. Close the Globals window.

    Note: You are about to render a full animation. Normally, you should render a still image to confirm that your shaders have been placed correctly and that your lighting is appropriate. For now, proceed as if you have already tested this scene.

    Raytrace the animation

  4. From the Render menu, select Render-. Click Raytracer, then click Go. Name the file ball_test and click on Save SDL.
  5. The RayTrace automatically starts. You can monitor the animation in the Render status bar.

    Load images into a flipbook

  6. After the animation has been RayTraced, from the Animation menu, select Flipbook..., and choose one of the animation frames. The sequence automatically loads into the flipbook. Once all frames are loaded, flipbook plays them at 30 frames a second.

Adding to the Hierarchy

You have now completed a hierarchical animation where each node affects the nodes below. Another powerful use of the hierarchy is the ability to add (and subtract) geometry from within this hierarchy.

In this section, you can try this by replacing the beach ball with an existing figure, named L17_Bonhomme. You can also transfer the ShaderGlow animation from the beach ball shader to the Body shader of the bonhomme. Since the bonhomme is the same size as the sphere, it is a little hard to see. By scaling it and adjusting its relative location, you'll be able to see it and keep it above the ground plane.

Retrieve file bonhomme

  1. From the File menu, select Import File-, and set Keep Windows, Keep Cameras, and Keep Background to OFF, so that when you retrieve the file, you do not override or add backgrounds, windows or cameras. Click Import File.
  2. Choose the file L17_Bonhomme and click Retrieve. A figure named bonhomme appears at the origin.

    Pick bonhomme and ball

  3. With Nothing picked, select Pick Object. Enter bonhomme to pick this piece.
  4. Select Pick Component and enter the name ball. This picks the lowest node on the hierarchy.

    Group to copy animation

  5. From the Edit menu, select Group-, and turn off the Preserve Position. Grouping without Preserve Position ensures that the bonhomme inherits all the transformations in the upper nodes. Click Go.

  6. Select Pick Component and enter ball again so that only the ball node is active.
  7. From the Object Display menu, select Invisible to make the ball invisible.

    View the animation

  8. Click the Play button on the Time slider to play the animation back in the modeling windows.
  9. Click the Stop button to stop the playback. Return to frame 0.

Copy Shader animation parameters

  1. From the Windows menu, select Multi-lister Shaders to open the shader lister. Double-click the Ball shader to open the editor.
  2. In the editor, choose Glow to show the Glow Intens. parameter.
  3. Hold down the Shift key and click Glow Intens. so that it is selected and displays in darker gray.

    Tip: Once a parameter is selected and copied, any existing animation it may have are also copied.

  4. Still holding down the Shift key, click the Body shader in the Shader lister. It becomes active with a gray outline. This indicates where the parameter is copied to.
  5. In the Shader Lister, select Edit Copy Parameters. The animation is copied into Body.

    Fixing the new animation

  6. Select Pick Object and enter the name bonhomme to pick this node in the SBD window.
  7. Select Xform Scale and type in a value of 4. The bonhomme is now four times bigger. However, because of our previous settings, the figure will pass through the ground plane at impact. You must compensate for this.

    Move ball_rotate to 0 0 2 in the information window

  8. Select Pick Object and pick one node higher so that ball_rot is active.

  9. From the Windows menu, select Windows Information window... and open the Transform info section. This window reports the node's movement relative to the nodes above it. Change the translate values to read 0 0 2.0.

    Note: Initially, when you grouped the beach ball, you moved this node by 0 0 0.5 so that the pivot point would be at the bottom of the sphere. You are doing the same thing here except that the object is now four times larger and must be moved up to a height of 2.0.

    View the animation

  10. Click the Play button in the Time slider. When finished press the Stop button.

    Raytrace the animation

  11. To see the figure bouncing, Raytrace the animation in the same manner as the ball, then play back the animation using flipbook.

Conclusion

You have now seen how to animate a scene using hierarchical relationships. This method is very important to successfully organizing an animated sequence and should be used in your own work. Note how the translation, scaling and rotation are separated and how parameter controls are used.

You have also seen how to copy curves between parameters and how to insert an object under an existing hierarchy node.



Bookshelf Contents Previous Next Glossary Index Search

[email protected]
Copyright © 1998, Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved.