seanc@pro-party.cts.com (Sean Cunningham) (05/18/91)
JMan's ACTION module is probably the most complex piece of the package. After it's loaded you're greeted with another hires-interlace screen that looks similar to the SCULPTURE module's MODELER screen but with more gadgets. The ACTION module is for "relative" motion. Relative motion would be the act of turning your head as you walk along a straight path ("absolute" motion). JMan lets you store a library of relative motions, or ACTIONS so that they may be used later, and for other FIGURES having the same number of SEGMENTS. After you LOAD a FIGURE from the PROJECT menu, you see that you have the same gadgets for controlling the aspect of your viewpoint as well as the orientation of selected SEGMENTs. You can also use the gadgets above each view window to change angles. The left hand window is where you will modify a SEGMENT or group of SEGMENTs across a series of frames to create one of several types of animation. The right hand window lets you view the entire FIGURE while animating. This right hand window is called the SKELETON window, while the window on the left is the MORPH window. There are several types of animation possible in the ACTION module, and you'll more than likely use either more than one, or ALL of them when animating a FIGURE. The first, is SKELETON motion. This is the simplest form of motion, and can affect only whole SEGMENTs. SKELETON motion includes ROLL, TILT, and SWIVEL rotation, X, Y, and Z movement, and scaling along X, Y, and Z. If you wish a movement to affect a SEGMENT on the CONTROL POINT level, then you'll need to use MUSCLE motion. MUSCLE motion lets you bend, twist and scale a SEGMENT point by point, using familiar tools from the MODELER screen like GROUP and HIDE. Then there is SPINE motion. Up until now, I haven't described anything (except for the splines and cubic patches) that you can't get in any other 3D package. Here's where JMan leaves them all in the dust, and I don't care if it's IMAGINE we're talking about, LIGHTWAVE or CALIGARI. SPINE motion, unique to JMan and JMan only, allows you to animate a single spline and have this spline control a much larger SEGMENT. The spline would be drawn down the length of a SEGMENT in the MODELER section of the SCULPTURE module. The number of control points along this spline should be determined according to the size of the SEGMENT it will be controlling. After a FIGURE is loaded into the ACTION module, and the SEGMENT containing the SPINE is selected, you select one of the CONTROL POINTS on SPINE and choose ASSIGN SPINE from the PREFERENCES menu. With this taken care of, you click the SPINE gadget from the panel running along the top of the screen. Now you can select any of the CONTROL POINTS along the SPINE and use the scaling and rotation gadgets to modify the entire segment. This is extremely useful for "squash and stretch" animation, critical for believable characters. The only technique that is even close to SPINE motion is Pacific Data Images' "squashbox" technique, where a complex character is represented by a bounded volume that can be distorted and twisted, etc. Then this motion is passed on to the more complex object. Same thing with JMan. The motion in the ACTION module is keyframe based. You have a FRAMES gadget that lets you jump ahead to establish a new keyframe, or go back to an existing frame. However, the ACTION module isn't limited to the method of keyframing so common to other packages. The ACTION module makes use of CHANNELS, which are graphic representations of motion. JMan uses splines to represent this motion. You open a CHANNEL window by selecting the appropriate type from the PREFERENCES menu. Once open, you'll notice that it has the standard gadgets of an Intuition window, but with extra gadgets along the bottom and right side. The interior of the window, the CHANNEL GRAPH, is where the motion will be represented. If you're working on a large bit of animation, you can drag the CHANNEL window out to full screen, and multiple CHANNELs may be open at a time. Each CHANNEL window is for particular SEGMENT, so more than one of each type may be open as well. Keep in mind, it can be *very* confusing if you have several windows open. The SKELETON CHANNEL lets you control the scale and translation of a SEGMENT along the X, Y, and Z planes, as well as its ROLL, TILT, and SWIVEL. The SPINE CHANNEL gives you the same controls. The BIAS CHANNEL lets you tweak the ALPHA 1 and 2, GAMMA 1 and 2, and MAGNITUDE 1 and 2. This is for when you've modified the ALPHA, GAMMA, and/or MAGNITUDE values for CONTROL POINTS while performing MUSCLE motion. And the MUSCLE CHANNEL lets you control the translation of the CONTROL POINTS modified with MUSCLE MOTION along the X, Y, and Z planes. Once inside a CHANNEL window, select the parameter you wish to adjust and use the gadgets along the bottom of the window to Add, Delete, Peak, and Smooth CONTROL POINTS as you draw your curves. There's also an Undo gadget to take back a mistake. Frames are represented horizontally across the CHANNEL GRAPH, while the percentage of the motion's completion is along the vertical plane. Very smooth motion can be attained by experimenting with the curvature of your graph. You can check your progress by clicking on the AUDITION and PREVIEW gadgets at the top. AUDITION lets you preview SPINE and MUSCLE motion as seen in the MORPH WINDOW. PREVIEW lets you see the SKELETON, SPINE, and MUSCLE motion together, as seen from the SKELETON WINDOW. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> .SIG v2.5 <<<<<<<<<<<<<<<<<<<<<<<<<<<<<< UUCP: ...!crash!pnet01!pro-party!seanc RealWorld: Sean Cunningham ARPA: !crash!pnet01!pro-party!seanc@nosc.mil Voice: (512) 992-2810 INET: seanc@pro-party.cts.com ____________________________________ // | * All opinions expressed herein | HELP KEEP THE COMPETITION UNDER \X/ | Copyright 1991 VISION GRAPHICS | >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
seanc@pro-party.cts.com (Sean Cunningham) (05/18/91)
Both AUDITION and PREVIEW animations are saved to RAM: as a file called TEST. Once you have your relative motions the way you want them, you will want to save these motions for use later. SKELETON motions must be saved separate from MUSCLE and SPINE motion. MUSCLE and SPINE motion may be saved individually, or together as a MORPH motion. Something that came up while using CHANNELs was that they do not like to be closed, resulting in several "Green GURUs," but more of the fatal kind. This occurred under both v2.03 and v1.3.2 of AmigaDOS, and is something that needs to be worked on. Another problem with the CHANNEL windows is specific to v2.03. The new AmigaDOS windows are much wider on the right side than the older AmigaDOS windows, so some of the CHANNEL PARAMETER gadgets are invisible. You can still click on them and modify them, but it's annoying not to be able to see them. Next up: DIRECTION >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> .SIG v2.5 <<<<<<<<<<<<<<<<<<<<<<<<<<<<<< UUCP: ...!crash!pnet01!pro-party!seanc RealWorld: Sean Cunningham ARPA: !crash!pnet01!pro-party!seanc@nosc.mil Voice: (512) 992-2810 INET: seanc@pro-party.cts.com ____________________________________ // | * All opinions expressed herein | HELP KEEP THE COMPETITION UNDER \X/ | Copyright 1991 VISION GRAPHICS | >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<