Our animation will be 1.75 seconds, so using The Itty-Bitty Animation Timer to convert 1.75 sec-onds into frames enter 42 as your End Frame in both the Frame Slider and the Render Option
Trang 1From here, you can continue to reshape the
ear to your satisfaction Figure 14-147
shows the completed ear
Zoom out and take a look at what you’ve
got The head model should be at least 93%
complete or better If you find that it’s notquite right, I encourage you to continueworking with it Being willing to push pastthe point of mediocrity is often what turns agood model into a great one
Figure 14-147: The finished ear.
Figure 14-148: The finished head.
Trang 2Closing Thoughts
We’ve covered a tremendous amount of
ground in this chapter, from the proper
techniques of building a spline cage to
refin-ing the mesh and addrefin-ing in complex details
In the process, you’ve constructed a
world-class head model From here, I
encourage you to continue on Begin
constructing morph targets for facial tion Build the rest of the body and use theinformation in Chapters 15 and 16 to getstarted in character animation Let thework you’ve done in this chapter be thestart of great things as you continue to real-ize your dreams in 3D
Trang 3anima-Layout 2: Animation Basics
This chapter explores the basic tools that
LightWave uses to control the movements
of items within an animation While these
are the tools to control animation, they are
not the skills to create great works of
ani-mation There’s an entire book (LightWave
3D 8 Character Animation) devoted to
understanding these skills — inverse
kine-matics, bones, weight mappings, and the
skills common to good animation, whether
hand-drawn on paper or created in
LightWave
Note
As we go through this chapter, you’ll see that the tools LightWave offers to manipu- late animations are rather complex We’ve already touched on some of them in Chap- ter 2 while “dissecting” Layout Throughout this chapter, I’ll be referring to things we covered there.
Here, I’ll give you a taste of some of thethings that are in store for you in the world
of animation These are things that are
inte-gral to animation, but they are no more
animation itself than a cinema is the movies
it shows
Keyframes (Keys)
The concept of keyframes comes from
tradi-tional animation (animation drawn on
paper) The animator draws the primary
poses — the ones that define the action —
assigning the drawings positions on a dope
sheet (a spreadsheet that shows the position
in time of every drawing within a scene)
After the animator is happy with the
defini-tion of the acdefini-tion, the scene goes on to
other artists who fill in the drawings that
come in between the key drawings
(cre-atively called inbetweens).
A keyframe in LightWave is a record of
the position, rotation, and/or scale of an
item, whether it be an object, bone, light,
camera, etc A keyframe is recorded in
LightWave when you change an item’sscaling, rotation, or position (if you haveAuto Key Create active) or by using CreateKey to manually create a keyframe
How do animators know how much time(how many frames) to put between theirkeyframes? We use a stopwatch to timeeither how long it takes for us to do anaction physically or how long the actiontakes to play out in our imaginations.The thing I never liked about stop-watches is that I could never find one thatwould give me the timings in frames (work-ing in 30 FPS for NTSC or 24 FPS for film),feet/frames, SMPTE, or whatever (I had to
do all that “translation” in my head or on
Trang 4paper.) So, I wrote a little utility in Flash
that serves as an animation timer and
unit-conversion utility
The Itty-Bitty Animation Timer looks
simple but packs a lot of power Click on the
icon at the center to time how long you hold
the mouse button down Click Frames,
Feet/Frames, SMPTE, or Seconds to see
your time displayed in that format You can
manually enter any value for any field, and
press <Return> to update the calculations
(this is how you change your FPS or add a
frame offset if you’re timing part of an
action that doesn’t start on frame 0)
Note
You can find more information on The
Itty-Bitty Animation Timer, along with a
whole slew of other plug-ins, programs, and
utilities, in Appendix A.
1 Load
Objects\Chapter15\Anima-tion.lwo We’ll be doing a little “flying
logo” work with this bit of text
Figure 15-1: The Itty-Bitty Animation Timer.
Figure 15-2
Trang 5The worlds of broadcasting and advertising
are cyclical At the time of publication,
pref-erences have leaned toward 3D that doesn’t
look “3D” (i.e., no hugely thick block letters).
Keep this in mind if you’re putting together a
reel to get hired doing this kind of work.
Generally, it isn’t a good idea to have things
that look outdated on your reel — keep up
with what’s current.
2 We’ll be working in 24 frames per
sec-ond, so make sure that you’ve got this
set under General Options | Frames
Per Second Our animation will be
1.75 seconds, so (using The Itty-Bitty
Animation Timer to convert 1.75
sec-onds into frames) enter 42 as your End
Frame in both the Frame Slider and the
Render Options fields Take a moment
to make sure you have both parts of
Auto Key Create active! (You’ll have to
develop your own preferences as to
whether your moving an item will
cre-ate keys on only the channels in which
it is moved or on all channels at once.)
cur-3 Making sure you’re still on frame 0,move the text along the negative Z axisuntil it is just a tiny bit “behind” thecamera (as shown in Figure 15-3, thecamera “sees” from an invisible point
in the center of its icon) You will also
want to move the text a little bit in thenegative X axis so the camera is
between the “m” and “a” in the word
“Animation.”
Figure 15-3
Trang 6Clicking and dragging on an item’s handles
will restrict movement, rotation, or scaling to
one axis It makes precise positioning much
easier, especially when working in a
Per-spective viewport (Make sure you have
Display Options | Show Handles active.)
4 Now, we’re going to get into some
actual animation Moving the Frame
Slider to frame 6, move your text
toward the positive Z axis so it just
barely fills the “title safe” area (see
Chapter 2 if necessary) in a Camera
viewport You’ll also want to move the
text to X=0 so it’s centered again
(Now you can move the Frame Slider
back and forth between 0 and 6 and
watch the text come zooming in from
behind the camera.)
5 Press <f> to bring up the Go to Frame dialog and enter 36, as shown in Figure
15-5 Move the text toward the positive
Z axis by about another meter at frame
36 (This will keep the text “alive”while the viewers are reading what itsays.)
Figure 15-4
Trang 76 Now go to frame 42 (the end of our
scene), and enter the value of 200 m
for that frame’s Z position (This will
make the text “zoom off” into the
distance.)
Hey! You’re animating! (Well, you’re
start-ing to at least.) When you “scrub” the
Frame Slider back and forth, you’ll see that
the text “bounces” backward, going
“behind” the camera again between frames
6 and 36 It didn’t do this before when we
scrubbed through our frames in Figure 15-4
This is not what we want our text to do.
LightWave will interpolate (inbetween)
from keyframe to keyframe smoothly with
mathematical perfection Its default mode of
interpolation is a kind of spline (spatial line) known as a TCB spline (which stands for
tension, continuity, and bias) This kind of
spline is affected heavily by large, quickmotions that come immediately before or
after a keyframe (just like we’ve got
between frames 0 and 6) The solution toour bouncing text is to either add morekeyframes or manually adjust the interpola-tion to make the “inbetweening” exactlywhat we want for our motion LightWave’s
Graph Editor will let us “sculpt” the
func-tion curves that control every aspect of an
item’s motion — and more!
Figure 15-5
Figure 15-6
Trang 8“Motion” Graph Editor
Below the File pop-up menu on the
upper-left side of the Layout interface is the
Graph Editor button Clicking on it will
open the “Motion” Graph Editor for your
selected item (The Graph Editor controls a
lot more than just motions now, though at
one time that’s all it did, and so us
“old-tim-ers” still sometimes call it by its original
name: “Motion Graph.”)
Every aspect of an item’s motion and
every “envelopable” attribute is controlled
through this interface Press <a> to Zoom
All and <A> to Zoom Selected (There’s so
much here that I’m going to just hit the
high points and leave the details to the LW
manual.)
• On the left side, the Channels list
shows all the aspects that LW is tracking for
the currently selected item Click on one
channel to view and edit it in the Graph
area, or Shift-click or Ctrl-click to select
more than one channel to view and modify
at once
• Double-click on an item under the
Channels tab (just under the Channels list)
to change what item’s curves you are
view-ing (without havview-ing to close the window,
select the new item, and reopen the GraphEditor) Shift-double-click to add an item’schannels to the list you are currentlyviewing
• The Graph area itself is where you
right-click and drag to create a boundingbox for selecting multiple keyframes orleft-click and drag to modify them (Thesame hot key and mouse combinationsyou’re used to in Modeler will work here aswell to zoom and scroll the view.)
• Just below the Graph area are theGraph Editor’s tool buttons From the left
are Move Keys, Add Keys, Stretch
Keys, Roll Keys, and Zoom (Left-click
and drag affects the selected keys’ value,
while Ctrl-left-click and drag affects the
selected keys’ frames.)
• Frame is an input field that shows the
frame on which your currently selectedkeyframe is located
• Value tells you the selected key on the
selected channel’s precise location (In ure 15-7, we are looking only at the “curve”for the Z position for the item named Ani-mation On the selected frame, 6, it is atprecisely –2.3195 m along the Z axis.)
Fig-Figure 15-7: The Graph Editor.
Trang 9• Pre Behavior and Post Behavior tell
LightWave what to do before it reaches the
item’s first keyframe and after it reaches its
last keyframe (respectively)
• Constant (as shown in the figure)
holds the value of the first key for
“infinity” before the first keyframe
begins and/or the value of the last key
for “infinity” after the last keyframe
• Reset sets the value of the graph
to 0 when it has no more keys with
which to work
• Repeat plays the series of keys
over and over again, ad infinitum.
• Oscillate “ping-pongs” the
anima-tion set by the keys, reversing it when
it reaches the end and playing it
for-ward once again when it returns to the
beginning
• Offset Repeat repeats the motion
but with everything shifted by the
dif-ference between the first and last keys
(this would make our curve here into
an infinite set of “stairs”)
• Linear continues the curve
infinitely, projecting it at an angle
established by the last two keys (or
first two keys, if we’re talking about
Pre Behavior)
• Incoming Curve tells LightWave how
to handle the curve segment that is directly
to the left of the selected key.
• TCB Spline is LightWave’s
de-fault setting, and it gives good results
most of the time, without having to
worry about tweaking the curves
much (Tension, Continuity, and Bias all
affect the shape of the curve, based on
values from –1 to +1 Of these, I have
only ever found myself needing to use
Tension, and then only to put in a value
of +1 to get an item to ease into or out
of its keyed position.)
• Hermite Spline gives you little
“handles” that extend from the key,allowing you to visually control theshape of the curve (It isn’t quite as
controllable as a bezier spline.)
Alt-dragging on one of these handles will
let you split it from its partner, so it isnot a mirror of the handle on the other
side of the key Double-clicking on a
handle that has been split will get it toonce again mirror the angle of the han-dle on the other side of the key
• Bezier Spline also gives you
han-dles, but you can move the position ofthese handles a great distance relative
to their respective keys, giving you a
lot more control (Alt-dragging and
double-clicking on these handles splits
and reunites the handles with theirpartners, just as with Hermite Splinehandles.)
• Linear gives you a straight line
inbetween from the previous keyframe
• Stepped holds the value of the
previous key until the moment beforethe stepped key, so it goes right fromone value to the next without any kind
of inbetweening (like what a traditionalanimation “pencil test” looks likebefore it goes to the assistant anima-tors who put in the “missing” frames)
• The Footprints drop-down (located
along the top row of pop-up menus) lets youchoose among several options: Leave Foot-print, Backtrack Footprint, and PickupFootprint Leave Footprint places a bit of a
“ghosted” image of how your curve lookedwhen you left the footprint You can use this
as a visual reference to help you as youtweak If you totally mangle things, you canuse Backtrack Footprint to get back to the
Trang 10way things were If you like how things are,
you can choose Pickup Footprint
(Foot-prints only last until you close the Graph
Editor window, use Pickup Footprint, or
select a different item’s curves.)
1 Let’s go back to where we were at the
end of the last section With the text
object selected, open the Graph Editor
and select its Position Z channel.
Right-drag a rectangle around all the
keys, and set Incoming Curve to
Bezier Spline Double-click on the
handles shown to get them to mirror
their shorter partners
Note
All these controls, buttons, and gizmos in the Graph Editor may seem like overkill, but believe me, everything here has a purpose, and though you may not need one of these bits of functionality much, when you do need it, you’ll be thankful it’s there Bear in
mind that this is only scratching the surface.
The Graph Editor is the animator’s most trusted and versatile tool Its spline types, handles, footprints, you name it — all of it lets you have the minimum number of keys
to hold your animation in place.
Figure 15-8
Figure 15-9
Trang 112 Drop your selection Then select only
the keys on frames 6 and 36 (still
work-ing with the Position Z channel) Press
<A> to Zoom Selected, and tweak the
handles until you have a nice, smooth
slope between the two keys Minimize
the Graph Editor window, and play your
animation to see the difference
Animation controls are available in thelower-right corner of the interface (SeeFigure 2-82.) If the playback seems too fast
or too slow, make sure you have Play at
Exact Rate active under the General
Options
Adjusting Timing
The animation we’ve just created looks
good, but you may notice that the logo
“pops” onto the screen a little too abruptly
Let’s take a look at a few different ways in
which we can tinker with timing to refine
our animation
The two primary tools for adjusting
tim-ing are the Dope Track and Dope Sheet
The Dope Track can be accessed from the
main interface Its cousin, the Dope Sheet,
can be found in the Scene Editor Both offer
a similar, yet slightly different set of tools
for adjusting the timing of your animations
Let’s do some fine-tuning using the
Dope Track Click on the textured portion
of the gray bar just above the main timeline
This will open the Dope Track
You’ll notice that a second timeline
appears, complete with a duplicate set of
keyframes The difference between these
keys and the ones found in the main
timeline, however, is that they can be
dragged to different locations, cut, copied,
pasted, and “baked” to create keys for theinbetween frames
Looking at our timeline we can see thatthe logo takes six frames to appearonscreen At 24 frames per second, that’sonly ¼ of a second for the logo to appear.Let’s give the “on” motion a little moretime
1 Click on the key at frame 6 in the DopeTrack A white rectangle will appeararound the top of this keyframe, indi-cating it has been selected
2 Click and drag left and right to movethe keyframe As you can see, thekeyframe can be moved to any location
on the timeline, even past existingkeys For now, drag the key to frame 10and let go
3 Using the playback controls, take a look
at the adjustments you’ve made Thosefour extra frames make quite a bit of
Figure 15-10: Opening the Dope Track.
Trang 12difference! That brings me to my next
point
In animation, just as in film and video
edit-ing, timing is crucial The difference of a
few frames can literally make or break a
scene That’s why features like the Dope
Track are so vitally important They make it
easy for us to fine-tune the timing of
indi-vidual elements in our scene Let’s take a
look at some of the other features available
in the Dope Track
Keyframes can be added to the timeline
simply by double-clicking The values for
the new key will be taken from those found
at the location of the Frame Slider
1 Move the Frame Slider to frame 42
2 Now move your mouse over frame 20
in the Dope Track and double-click A
new keyframe will be created
3 Play the scene using the playback
con-trols You’ll notice that the logo now
jumps back on the Z axis at frame 20
Markers can be placed on the Dope Track
to identify specific locations They can even
be labeled to provide greater clarity as to
the purpose of each marker
1 Holding the <Shift> key down,
double-click the timeline at frame 20
where we just created the new key Amarker will be created
2 Drag your Frame Slider over to frame
20 You’ll notice that the marker turnsyellow
3 Right-click on the Dope Track and
select Set Marker Text from the
pop-up menu In the requester that
appears, type the name ZoomZoom.
This will remind us that on thiskeyframe, the logo is zooming to the
back Press OK in the requester.
4 A marker label now appears in the infofield to the bottom left of the timeline(see Figure 15-11)
At this point we can move our key awayfrom frame 20 and still have a visualreminder of its original location I don’treally want the ZoomZoom keyframe, how-ever, so let’s delete it
1 Click the key we created at frame 20 toselect it Now right-click This brings
up a context-sensitive pop-up menu
2 Scroll down and select the Delete
Keys option.
3 The logo will immediately jump ward again, as the key that pushed itback has been removed
for-Figure 15-11
Trang 13When the Frame Slider is over a marker, it
will obscure the keyframe indicator If it
doesn’t appear that your keyframe has been
deleted, simply move the Frame Slider away
from the marker.
Since we deleted the ZoomZoom keyframe,
we no longer need its marker either
1 Move the Frame Slider to frame 20
The marker will turn yellow This tells
us that we can perform functions on
this marker
2 Right-click to bring up the pop-up
menu Choose the Delete Marker
option
Our animation is looking better, but there’s
still room for improvement Let’s make the
logo’s motion a little more dynamic
1 Move the Frame Slider to frame 0
Click the Rotate tool from the Modify
| Rotate menu or press the keyboard
shortcut <y> You’ll notice that the
Quick-Info display now shows controls
for heading (H), pitch (P), and bank (B)
2 Click in the Bank field and replace the
0 with 10 Then press <Enter> to
accept the value This rotates our logo
10° on its Bank channel (Figure 15-12)
Drag the Frame Slider or use the playbackcontrols to see the result of this change.You’ll notice that the logo is cocked at aconstant 10° angle Since the only keyframefor rotation was at frame 0, modifying itcaused the change to remain in effectthroughout the duration of the animation.This is nice, but not quite what we wanted
1 Move the Frame Slider to frame 10.This is the frame at which the logo hasmoved completely onscreen and restsbriefly before flying off
2 Click in the Bank field and replace the
10 with a 0 Press <Enter> to accept
the results and play back youranimation
Ah! Much better! But there’s still room forimprovement I want the rotation to endjust before the logo comes to rest at frame
10 In order to achieve this, I need to movethe keyframe for the Bank channel so that it
is offset slightly from the logo’s XYZmotion If you look at the Dope Track, how-ever, you’ll notice that there’s no way toadjust the rotation keyframe independently
of the position keyframe Or is there?Right-click on the Dope Track and scrollall the way to the bottom of the pop-up
menu Select Channel Edit Mode You’ll
notice that the keyframes on the Dope
Figure 15-12
Trang 14Track are no longer represented by solid
yellow lines Instead, they are made up of
three small bars colored red, green, and
blue These correspond to the individual X,
Y, Z or H, P, B channels of our object
Take a look at frame 0 (You should still
have the Rotate tool active.) The three bars
tell us that there are keyframes here for
heading, pitch, and bank Now take a look at
frame 10 Since the only adjustment to this
frame was in the Bank channel, the red and
green bars for heading and pitch are absent
Instead, we find a single blue bar
represent-ing our logo’s bank depicted here
Just as a quick comparison, select the
Move tool by pressing the <t> keyboard
shortcut You’ll notice that the keyframes
changed You see, the Channel Edit mode is
context sensitive When the Move tool is
selected, the Dope Track will show keys for
the X, Y, and Z position However, when the
Rotate tool is selected, it will show keys for
the H, P, and B rotation
Take a look at the Quick-Info display Do
you see the X, Y, and Z buttons? Even if a
channel is present (i.e., keyframes exist for
it), you can limit the Dope Track’s ability to
tweak it by deselecting its button in the
Quick-Info display Try turning on and off
the different channels to see how it affects
the Dope Track When you’re finished, turn
on all of the position channels again Then
switch back to the Rotate tool We’re going
to adjust the Bank channel independently torefine the logo’s “on” motion
1 Make sure that the Rotate tool is active
by pressing the <y> keyboard
short-cut Then click on the key at frame 10.This is the keyframe that we created torestore our logo’s rotation to 0 degrees
By moving this keyframe, we canadjust the timing of that rotation
2 Drag the key for this channel left anddrop it at frame 8 Then, using the play-back controls, preview your animation.(See Figure 15-13.)
This is much better! The logo now movesonscreen and finishes rotating slightlybefore its “on” motion is complete It hov-ers briefly, then shoots off out of view
Note
Keep in mind that the settings I give you here are just a guide Feel free to experi- ment with different locations for each keyframe Remember, you are the artist The look and feel of this animation is entirely up
to you!
Our animation is just about finished Butbefore we wrap up this section, let’s take aquick look at the Dope Sheet Press
<Ctrl> + <F1> or choose Scene Editor
| Open from the main menu The Dope
Figure 15-13
Trang 15Sheet can be found on the tab at the right
side of the Scene Editor
The blocks in the Dope Sheet represent
keyframes By default, the blocks for
objects appear in blue, the blocks for
cam-eras appear in green, and the blocks for
lights appear in magenta You can click on
any of these blocks to select it, or click and
drag to define a range Once a keyframe or
range of frames is selected, you can move
and scale it at will
1 Click on frame 10 of the animation
object to select it Yellow borders will
appear around the left, right, and top of
the frame These denote the
bound-aries of the current selection
2 Click and drag to move the key to
frame 20 You’ll notice that a gray box
has been left on the key’s original
frame This gray box acts as a marker,
making it easy for you to return the
key to its starting position should you
find the change unsatisfactory
3 You’ll also notice that there are
play-back controls at the bottom right of the
Scene Editor Press Play to preview
your animation If needed, minimize
the Scene Editor or move it out of the
way, but do not close it yet (Figure
15-14)
Moving this keyframe didn’t really helpanything Let’s return it to its originalposition
1 Bring up the Scene Editor again Since
we did not close it, the frame wemoved should still be highlighted
2 Click and drag the keyframe until itrests over the gray box at frame 10
So far, we’ve been adjusting keyframes forall channels just as we did in the DopeTrack But it is possible to adjust thekeyframes for individual channels as well.The C+ icon to the left of each item allowsyou to expand an object to see its individualchannels
The red, green, and blue blocks here aresimply larger versions of the ones we saw
in the Dope Track The keyframes for vidual channels can be moved, cut, copied,pasted, and scaled
indi-1 Left-click on the animation object’sPosition X red key at frame 10
2 Hold the <Shift> key down and click
on the Position Y key at frame 36 Thisselects the entire range of frames forthe X and Y channels
3 Note the solid yellow bar on the far leftand right sides of the selection
Dragging this bar allows you to tively scale the selection
interac-Figure 15-14