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- MOVE.DOC
- --------
-
- The present version of Define will support minimal animation moves. It
- allows up to 30 frames of motion. You can type in the values for all your
- entitys for all your frames to make complex moves, or you may make entities
- follow a linear path between any two points, with a linear step. This
- means entities can move in a straight line, with a single speed (no special
- capabilities for speeding up or slowing down). Define will also show the
- move matrix for each entity, showing the location and rotation frame-by-
- frame.
-
-
- Enter Define as normal, load your Object(s), and your entity file.
-
- Up until now, we have dealt only with one frame. Pick 'Show Move
- Matrix' in a menu. You will be promted for the number of the entity you
- want to see the location and rotation of. Enter '3', which is the head of
- the arrow in our tutorial. You'll need to either drag down the screen,
- or hit the SCREENBEHIND gadget close to the upper right (top line only).
- You will see the location and rotation of the head of the arrow for this
- frame.
-
- To define more than one frame in Define, simply pick 'Edit Entities' and
- the next prompt will be for the Frame Number. Type '30'. Since there was
- no frame 2 - 30, they will now be defined. We can now do another show
- matrix to see the parameters (location & rotation) for all the frames.
- So far, the values will be the same for all the frames, which means that
- the head does not move over the 30 frames. You may save this entity file
- that now has 30 frames defined. Save it under a different name like
- 'heart.ent.30'.
-
- Now that we have a 30 frame scene, we can define the motion of each
- entity through the scene. For complex motions, you'll have to figure it
- out on graph paper and type in the values through the standard 'Edit an
- Entity' selection.
-
- To make linear moves, it is much easier. First pick 'Make A Move' in a
- menu. Pick the axis to move in, let's start with 'X', so type in a '1'.
- Now type the starting frame number, '1', and the starting value '80'.
- Next type in the ending frame, '30', and the ending value '50'. The move
- is complete. Now select 'Show Move Matrix' in a menu and you will see the
- entities X location change frame by frame. You may want to re-save your
- entity file.
-
- Pick 'Make A Move' in a menu. Now let's move in 'Y', so type in a '2'.
- Now type the starting frame number, '1', and the starting value '61'.
- Next type in the ending frame, '30', and the ending value '50'. The move
- is complete. Now select 'Show Move Matrix' in a menu and you will see the
- entities Y location change frame by frame. You may want to re-save your
- entity file.
-
-
- To actually make the render program render each of these frames, you need
- to create a physical file for each. Start by picking "Make Phys', then
- type in a name like 'heart.phys.1'. Enter '1' for the frame number. Then
- you pick 'Make Phys' again, use a name like 'heart.phys.2', and enter '2'
- for the frame number. Do this for all thirty frames, (yuk!, to be changed)
- and you have the necessary physical files. Then go into edworld, and
- create thirty frames, changing the physical file name appropriately for
- each frame. You should also change the IFF picture name so each one will
- not save over the previous picture.
-