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- Script Window
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- Drag the Title bar to reposition the window.
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- Click the Close box to turn the window display “off”.
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- Click zoom box to toggle window display between full screen and default size.
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- Drag the Size box to enlarge or reduce window size.
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- Active: (pull-down menu)
- Select a camera from the list. Preview in Active Camera window will be from
- selected camera.
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- Timeline
- Extends along the top of the window. This is an event-based timeline animation
- controller. Each List Item has its own channel -- create animations by defining a
- series of event markers in the channels. Event markers may be defined by
- changing an attribute of an item (i.e. assigning a linear velocity in the
- x-direction).
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- Tic marks indicate individual frames. Major tic marks have numbers alongside:
- top number indicates frame number; lower number indicates minutes:seconds.
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- Red, down-pointing arrow (Insertion Pointer) indicates the “current time”
- position; reflected by the digital time display in the Active Camera window
- (hour:minute:second.frame). Drag the arrow to reposition it on the timeline; or
- click on a tic mark to snap the arrow to the tic mark.
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- Blue, right-pointing wedge indicates Start Time of an animation. Drag the
- wedge to reposition it on the timeline.
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- Blue, left-pointing wedge indicates End Time of an animation. Drag the wedge
- to reposition it on the timeline.
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- Rainbow ball(s) above the timeline are used to make “cuts” between multiple
- cameras. Drag a Rainbow ball to reposition it above the timeline.
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- Double-click-hold to access the active camera pull-down; select the desired
- camera from the list. The active camera will “cut” to the new camera at the
- frame where the Rainbow ball is positioned along the timeline.
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- Rainbow balls are generated by placing a camera into the scene.
- Option-drag a Rainbow ball to make a duplicate.
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- List display control (pull-down menu)
- Controls what is shown in the Script List:
- All Objects
- Lists all items in the database: objects, cameras, lights, microphones.
- Cameras Only
- Lists only cameras in the scene.
- Lights Only
- Lists only lights in the scene.
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- (I) Insertion Pointer / (D) Display (two columns)
- (I) Insertion Pointer (column)
- Slide red, right-pointing arrow up/down column to determine where in the
- list a New Folder (Action Menu) will be placed in the list.
- (D) Display (column)
- Click in an item’s channel to toggle its display “on/off”. This is a “global”
- control in that it affects the item over the entire timeline; for local display
- control, access an item’s Cell Info dialog (double-click on the item).
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- Does not effect the display of cameras.
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- Turns lights “off” and enables/disables icon display in the View windows.
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- Enables/Disables display/render of geometric objects.
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- Item List
- Lists the items in the database: geometric objects, cameras, lights,
- microphones.
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- Double-click an item name to access its Cell Info dialog.
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- Each Item in the list has its own “Channel” extending along the timeline.
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- Channels
- The channels house the event markers for each item in the database.
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- Event Markers (red balls or squares)
- Event Markers are generated by making some change to an item: reposition,
- alter geometry, add an Attribute, alter surface characteristic, etc. Adding an
- Attribute (Animator, Texture, Sound, Shader) generates a square marker.
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- When a change is made to an item, an Event Marker is generated in the
- item’s channel at the frame indicated by the position of the Insertion Pointer.
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- Create a duplicate Event Marker by holding the Option key and dragging the
- marker to another position in the channel.
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- Drag a marker(s) along its channel to reposition it in the timeline.
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- Select multiple markers by dragging a selection marquee
- around the markers.
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- You may cut, copy, and paste selected markers within a channel or to another
- item’s channel.
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- Double-click on a marker to access an item Cell Info dialog.