06.05.2013 Views

Amiga Computing - Commodore Is Awesome

Amiga Computing - Commodore Is Awesome

Amiga Computing - Commodore Is Awesome

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

Steve White explains<br />

how you can<br />

make your object<br />

brushes dance to<br />

your tune<br />

ples of picture design, backdrops and<br />

S special effects. This month, and for the<br />

Illl o next few issues, we will be looking at<br />

animation f principles and specific techniques<br />

applicable to animation,<br />

a<br />

Obviously, drawing single images is a lot less<br />

painless r than creating an animation, but most<br />

reputable w art packages include a plethora of differ<br />

e<br />

er en ha<br />

hell of a lot easier, and quicker, than that on<br />

<strong>Is</strong>oper. t o Unfortunately, understanding the techniques<br />

con take a while and even then, opplying<br />

fv<br />

them correctly can prove a recurring nightmare.<br />

So ue<br />

for simplicity's sake, I won't be going into the<br />

Nth ns<br />

dimension to explain these functions but will<br />

provide ct<br />

simple techniques with results so that you<br />

have ti u o head start for your own experimentation.<br />

od<br />

Just as with a single image, it is vitally important<br />

that you put your animation down on paper<br />

First<br />

ni<br />

in the form of storyboards_ Storyboords are<br />

smal s e roughs of the key elements, scenes and<br />

camera td<br />

angles within an animation. You don't<br />

need ht<br />

to draw in detail, just enough so that you<br />

personaly ah<br />

understand what it is you're planning<br />

and how it works.<br />

t e<br />

RENDERING mb<br />

OPTIONS<br />

The a<br />

next thing to do is work out what animated<br />

effects ks<br />

ore included and the best options for rendering<br />

e i (drawing) them, To pinpoint certain<br />

aspects ac<br />

I will be referring to the animation shown<br />

here in the screenshots. The techniques explained<br />

np<br />

can be employed in many different ways ond<br />

with ir<br />

any animation, not just the one I have<br />

supplied. mi<br />

an<br />

At the computer, the first thing to do is to design<br />

all tcthe<br />

objects that will make up your completed<br />

onim i<br />

(short for animation). Although lilt more<br />

appealing to aduolly design as you go, I can guarantee<br />

o-<br />

you'll eventually wish you hadn't. Create all<br />

the n objects and save them independently with<br />

suitable o filenames, If you end up with a lot of<br />

objects n and they're not properly labelled, you<br />

end a up wasting precious time and freaking Out<br />

regularly.<br />

c<br />

With the boring bits out of the way you<br />

con then simply click ,<br />

:;11<br />

o<br />

t h e<br />

cmFROM i e c e s START TO FINISH<br />

tpo g e t h<br />

eu r o<br />

When zooming objects in you'll quickly reah that the<br />

, t<br />

that make up the object turn 'blocky' as they are magnified.<br />

dThere<br />

- is a way around this which entails drawing the original<br />

object at its largest size. You can then set the animation position<br />

to the last frame in the zoom and render the brush zooming<br />

Out, but with the animation running backwards and with<br />

a positive value in the End z position.<br />

Both D e luxe Pa int<br />

and Brillia nce fe a ture<br />

a compre he nsive lot<br />

Of a nima tion<br />

functions, Good<br />

brush ma nipula tion is<br />

fi a t forspe e d<br />

and fle xibinty<br />

AMIGA COMPUTING<br />

FEBRUARY 1996<br />

Twist and<br />

turn it!<br />

you'l feel happier, and more confident, spending<br />

time getting the finished animation accurate.<br />

Both Deluxe Point and Brilliance have powerful<br />

Move functions They allow you to set the initial<br />

start position of the brush, the end position, os well<br />

as any rotations you want to occur throughout the<br />

procedure. There are three important values for<br />

both position and rotation and these are labelled x,<br />

y and z The x and y are the easiest to explain and<br />

understand. With x you con move your brush in the<br />

horizontal (left and right) and y allows you to move<br />

the brush in the vertical (up and down). If you are<br />

moving clouds or a ship you would use the x position,<br />

and to move a lift or a helicopter you would<br />

use y.<br />

Z is a different matter altogether. If you can<br />

imagine a line travelling straight through the centre<br />

of your screen, you will have discovered the z axis<br />

When you realise that z moves brushes<br />

closer and farther away it is easier to visualise this<br />

imaginary line. The position of a brush hos two<br />

uses - for moving objects or for camera pans. 11<br />

you move a car off screen horn a standstil then it<br />

will be clearly obvious that the abject has itself<br />

moved. However, if you move an entire scene off<br />

screen then it will appear that the camera has in<br />

fact moved (panned' rather than the scene. The<br />

Building a n<br />

animation is<br />

a re la tive ly<br />

painless<br />

procedure if<br />

you stick to<br />

the trie d a nd<br />

tested<br />

methods_<br />

Ignore theme<br />

methods a nd<br />

you're in<br />

trouble<br />

same principle also applies to z. You con appear to<br />

move an object closer or farther away but by moving<br />

the entire scene you give the impression that the<br />

camera is zooming in or out. Sorry to go on about x,<br />

y and z, but they need to be understood if you<br />

are maximise your potential with computer-aided<br />

animation.<br />

X, y and z also feature with rotation as well as<br />

position. Using rotation you can turn your brush in<br />

every angle while the brush is being moved through<br />

the position axis settings. Rotation is more difficult to<br />

grasp than position but if you can imagine the x, y<br />

and z position lines on your screen, rotation simply<br />

rotates the brush around the corresponding axis, like<br />

an apple skewered on a stick. I hove supplied a<br />

screensho indicating the position and rotation axis,<br />

so if you still can't quite grasp the idea take a look<br />

at it.<br />

This picture should ittustra te to you the<br />

m, y, a position a nd rota tion tine s using<br />

your monitor a . a n e xa mple

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!