Terranim8or v5.3                


What is Terranim8or?

Terranim8or is intended to be an extension of Anim8or for terrain generation and different effects. 
Terrain generation and animation program: 
It allows a controllable-random generation of terrain, mountains, ocean and clouds, as single meshes or sequences, directly in Anim8or file format. A sequence is a series of meshes where each member differs slightly from the previous one. This makes possible a frame-by-frame animation with substitution. The user is released from doing that tedious job, Terranim8or generating the .an8 file with the animated scene optionally included.
As an option, the program generates cycles, i.e. closed sequences for looping animations without repeating frames and continuous transition between the last and the first frame. Terranim8or can generate sequences with the patterns moving also in space, handy when animating running water or clouds. There is an option for repeating the sequences in animation. The terrain is almost seamlessly tileable, helping the creation of large-scale scenery with high level of detail. 
Terranim8or uses an own implementation of Ken PerlinÆs fractal noise algorithm. Accordingly, the meshes are random-generated, the user being in control over the main characteristics of the generated terrain.
For any specific terrain shape, there is a ôdesign modeö, allowing a rough modeling of the mesh. Terranim8or does the rest of the job, smoothing and superimposing a random displacement.  
Special effects:
An animated Material Editor makes possible the simulation of animated materials for terrains, backgrounds and imported Anim8or objects. Every parameter is animatable: factors, percents, textures (as image sequences). 
Terranim8or can perform morphing, interpolating between two imported key objects. Morphing can be combined with animated materials.
Imported Anim8or objects (not parametric ones) can be distorted with the a "noise modifier".
Terranim8or generates also simple particle effects (stars, rain, snowfall) and animated backgrounds to be included into Anim8or projects.

Using the program

The menu commands are the usual for Windows, excepting the program-specific ones. Terrain contains the sub-menus Design and Build. The Build menu brings up the Terrain Editor window, where you set the parameters and generate the terrain. The result is visible as a wire frame. Usually you have to do a few generations (adjusting the parameters) to obtain the desired pattern.

If you arenÆt satisfied with the random-generated shapes, access the Design sub-menu to block-model the terrain. With the left mouse button drag-select an area, with the right button drag up, or down the selected area. Repeat until you get the desired rough shape. Now, do Terrain->Build again and Terranim8or will cover the rough shape with a smooth skin with random displacement. The Design sub-menu performs its action on the currently selected terrain. Switching back, the Build sub-menu will process again and again the last designed terrain until a new design, or a Clear All command. This behavior allows combining different terrain types in one terrain, for example: make a low level Regular terrain (see below the terrain types), switch to Design, do nothing and switch back to Build! Now the shape is established; change the type to Fractal and cover the terrain with small bumps (levels = -3, see below the meaning of the parameters).

The Edit menu is available in Design mode. Clear All flattens the terrain.

Load Terrain from File menu loads an existing terrain file for further modification. This command expects a Terranim8or v3.0+ generated terrain, otherwise fails!

When you are contented with the terrain, save it as Anim8or file. By default, Terranim8or assigns a global (file) material, named "Terrain", to each object of a sequence. It is also possible to apply animated materials on terrains with Apply Animated Material submenu. This comes handy for making oceans, where a different bump map for each frame is necessary. For low polygon count models (16x16, 32x32), it is a good idea to apply subdivision. Unwanted creases can be eliminated  also by setting the smooth angle to a higher  value, 65 - 100. The options for "subdivision" and "smooth angle" are included in Terranim8or to avoid doing that in Anim8or tens of times for long sequences.

Object menu allows importing, applying animated materials or noise modifier, performing morphing and exporting of Anim8or objects. First, export the desired object from Anim8or in .an8 format, then import it in Terranim8or. If importing from an Anim8or project file containing more objects, by default Terranim8or will import the first one. Only single objects are allowed (meshes, subdivisions, or parametric objects). If a composite object (more distinct components, or groups) is tried to be imported, only the first component object will receive the animated material. A successful importing is announced by a message and relevant submenus become enabled. Further importing replaces the previous object. The imported object is not displayed in Terranim8or's workspace. In order to do morphing, first import the start object. Now you can apply animated material (optionally). Then use Morph object... submenu specifying the target object, start/end frames for the animation and the file for saving the morphing project (may be an existing Anim8or file, or a new one). Very important: the target object must have the same number of vertices as the start object for a correct operation and should be derived from the start object! 

Add To Project menu allows inserting in an Anim8or file (new, or already existing) of animated background, (animated) terrain, a previously imported object, rain or snowing animation. If adding several times in the same Anim8or project file, it's the user's responsibility to assign unique names for the inserted objects (different from the already existing names in the file). 

For changing the default position and orientation of the objects in a frame-by-frame animation (animated terrain, or animated background), in scene mode drag-select all the objects of a sequence in wire frame view and reposition them as you like. You can do that only in wire frame view, when Anim8or displays all the objects even if they are key-framed as non visible in that specific frame!

Terrain Editor parameters

 

File Output options

Parameter

Description

Name The object's name in the Anim8or file. For a sequence of objects, Terranim8or appends successive numbers.
Subdivided It is the same as Anim8or's "Convert to Subdivided" command with the default divisions.
Smooth Angle The same as Anim8or's option. Range: 0 to 180.

Grid Spacing

The distance (in Anim8or units) between successive rows or columns of vertices Range: 1 to 10

Sequence

Specifies the number of objects generated as a sequence. The range goes from 1 up to the size of the terrain. Note that an .an8 file containing a long sequence of large objects could be huge! (Ex: a file with an animated sequence of 128 objects of 128x128 is approx. 143 MB large)

Repeat Repeats a sequence a specified number of times. Range: 0 to 10,000 (Repeat 2 means the sequence is played 3x).

Cycle

Check this option to generate a looping sequence. It is available for sequences of at least 3 objects. The longest cycle is half of the terrainÆs size. Ex: for a 64x64-sized terrain, the longest generated cycle will be 32, even if you enter a larger value for sequence! Using this option with "Drift Speed" other than 0, the behavior will be different (see below).

Drift Speed The speed of shifting the terrain pattern along the x axis, as grid spacing per frame. Ex: if the "Grid Spacing" is set to 4, a speed of 2 means a shift of 8 Anim8or units for each frame. It is available for sequences of at least two objects. Range: 0 to 16. Zero means no drifting.
Notice: looping sequences can be obtained by setting the "Sequence" number equal to the terrain's size with "Drift Speed" 1 and no "Cycle" set, or by checking "Cycle" and using such a combination of "Drift Speed" and "Sequence" to have < Sequence * Drift Speed = Terrain Size > 

Animation

Instructs Terranim8or to include in the exported .an8 file a scene containing the animation of a sequence.

Slow Down An integer number, instructing Terranim8or how many times to slow down the default speed of the animation. The number of objects generated by the program is increased that number of times, also the number of frames of the generated scene. Range: 1 to 10. Example: Slowing down an animated sequence of 32 objects 3 times, the program will generate 96 objects and a 96 frames long scene.
Clouds Checking this option the terrain will be wrapped spherically in the generated Anim8or scene. This is ideal for creating the appearance of the sky dome. Note, that this is a file output option, so in the wire frame image of Terranim8or the terrain appears just plain mapped! This option will show its maximum benefit for clouds generation when Anim8or will have an isotropic fog.
Dome Radius The radius of the sky dome (in Anim8or units) receiving the clouds. Range: 0 to 10,000. It is effective if Clouds is checked.
Dome Angle The angle of the cloud-mapped area of the sky dome, seen from the origin of the scene. Range: 0 to 180 degrees. It is effective if Clouds is checked.

 

Starry Background Editor settings

Parameter

Description

No. of Stars Number of generated stars. Range: 0 to 20,000
Sky Radius The distance of the spherically distributed stars from the origin. Range: 0 to 10,000
Location This radio-button group controls the spatial distribution of the stars. Particles are expensive for the computers, therefore is no point to place stars where the camera will never look

 

Precipitation Editor settings

Parameter

Description

Number of droplets per frame Droplets visible in a frame. Range: any integer number
Starting / Ending Frame Staring / ending frame of the animation. Range: 0 to 100,000
Falling time Lifetime of a droplet. Range: 1 to 100,000
Ground Level Y coordinate of the ground. Range: any number
Cloud Center Coordinates of the rain/snow cloud's center. Range: any number
Cloud Size Linear extension of the rain/snow cloud. Range: 0 to 100,000
Xshift The drift (in Anim8or units) of the droplet's path against the vertical, measured on the x-axis. Suggests wind. Range: any integer number
Zshift The drift (in Anim8or units) of the droplet's path against the vertical, measured on the z-axis. Suggests wind. Range: any integer number
Variation The maximum deviation of a droplet's path from the mean direction, measured on ground level (in Anim8or units).  Introduces randomness in the look of the animation. Range: any integer number

 

Animated Material Editor settings

Parameter

Description

Starting Frame #  Staring frame of the animation. Range: 0 to 100,000
Ending Frame # Ending frame of the animation. Range: 0 to 100,000. Must be greater than Starting Frame #.
Textures The same as Anim8or's. You are not allowed to specify a different texture for Ending Frame (but different percentages, yes). For animating textures, you are invited to choose the first image file from a number-terminated filename sequence, like "myimage00012.jpg", or "whatever1.bmp". You should have an image sequence of consecutive numbers ("myimage0013.jpg, myimage0014.jpg, ...") to cover the range from start-frame to end-frame. JPEG, BMP, or GIF files are allowed.
Other parameters Identical with the corresponding Anim8or parameters