Background music is Copyright © 1996, 1997 by Michael D. Walthius. All Rights Reserved.

back

he next manual to be discussed is the Ray Dream Animator manual. The begins with a brief introduction to animation and advises the user that everything in Ray Dream Studio 4.1 can be animated including lights, cameras, objects' positions, sizes, shapes, shading attributes, .etc. The hierarchy window also includes a timeline area with a time axis at the bottom. Ray Dream Studio 4.1 also has the typical VCR like time controller toolbar. Ray Dream Studio 4.1's special features include tweeners, behaviors, rotoscoping and animating both the free form modeler and the deformers. Tweeners can be linear, Bezier, discrete (instant change) and oscillate. Behaviors can be spin, bounce, point, track and inverse kinematics. Rotoscoping can add live action or moving textures. Animating the free form modeler means that all the stuff the free form modeler does (cross sectional work, sweep paths, scaling, .etc.) can be animated as can the deformer stuff (XYZ scale, stretch, bend, twist, shatter, .etc.).

hapter 2 begins the animation tutorial. Project 1 in chapter 2 is a bouncing ball. The scene wizard is used to create an indoor scene with a back wall and floor with a spotlight. The workspace size is specified that will be appropriate for the animation. Next a sphere is dragged from the tools toolbar to the hierarchical window. Another time line appears for the sphere and a sphere appears in the perspective window. The ball is then dragged to the upper left area of the scene. A key event is created at the 2 second mark on the time axis. First the vertical red time bar is dragged to the 2 second mark then the ball is moved to the upper right area. The causes the ball's key event marker to appear at the 2 second mark. The first frame button on the time controller is clicked then the play button is clicked and the ball moves from upper left to upper right. Next the ball is selected and the object properties dialog box is activated. The behaviors tab is selected and a bounce with some other parameters is added to the ball. Now the ball bounces up and down a few times as it travels from left to right. After the ball stops at the upper right area, a blue shader is added to make the ball blue. The return to first frame button is clicked and the animation is played again. Now the ball starts out red, changes smoothly to purple then to blue as it bounces from left to right. Next the plus sign of the sphere object in the hierarchical window is clicked to expand the various areas below and display their associated time lines. The shading timeline is double clicked and the transition dialog box opens. This is where the 4 transitions/tweeners (linear, discrete, Bezier and oscillate) may be chosen. Oscillate is selected, the default values are not changed then the OK button is clicked. Now the ball changes from red to purple to blue several times as it bounces from left to right. The next step activates the production frame which is resized to ensure the animation fills the frame. Then the render settings dialog box is activated. The frame rate is set for 15 fps and production z-buffer is selected to be the renderer. I also specified a file name in the output file name area. Then the animation is rendered using the current settings. I had specified a workspace of 600 X 800 at the beginning so this animation took almost 2 hours to render the uncompressed animation on my 133 Micron Pentium with 64 MB of RAM. That still seems a little slow to me especially in view of the fact that I was not using the best renderer. Project 2 in chapter 2 addresses animating the freeform modeler. First a tutorial file is opened that has a French horn in it along with a flat rectangle object. Next the horn is double clicked which changes the window to the freeform modeler. The horn's key event marker is dragged on the time line to the third frame. This is accomplished by holding down the alt key and dragging the little marker button with the mouse. Next the red time bar is moved to the 1:02 mark. The mouth of the horn is clicked then the geometry dialog box is activated to scale the horn's mouth 150%. A new key event marker is added to the horn's master timeline at the 1:02 mark. Next the last point of the horn's sweep path is selected on the far wall and it is moved up and to the left a few spaces. Then the horn's time track between the :03 and 1:02 markers is double clicked which opens the transition dialog box. Oscillate is selected from the pulldown menu the sine wave oscillation value is set to 3, damping is set to 50% and up phase is set to 75%. The :03 key event marker is then alt-dragged to the 1:03 point which copies it there thus allowing the horn to return to its original shape. Next the shift key is held down while all 4 event markers are selected. Then the control key is held down and the last marker is dragged to the 3:00 point thus stretching the events over 3 seconds while retaining the proportional relationship between the key events. The red vertical time bar is then moved to the 0:00 point, the horn is duplicated, the duplicate is moved to the middle of the rectangular object, it is then duplicated again and that duplicate is moved to the right side of the rectangular object. The first duplicate shows up as horn1 on the master's time line and the second duplicate shows up as horn2. The also have identical key events. Next the last 3 markers of horn1's time line are selected then the last marker is dragged from the 3:00 point to the 5:00 point. Then the done button is clicked and the third horn (horn2) is double clicked. Its last 3 event markers are selected and the last one is dragged to the 8:00 point. This means the first horn will do its blowing then the second horn will do its blowing then the third horn will do its blowing each one separated by 2 seconds. Next the time bar is dragged to the 1:00 point, the original horn is selected and then rotated 90 degrees up. The horn track between the zero point and the 1:00 point is double clicked to access the transition dialog box. The ease-in/out slider is adjusted as required. The original horn's second key event marker is then alt dragged (copying it) from the 1:00 point to the 3:00 point thus keeping the horn facing outward when it blows. Then the first horn's first key event marker is alt dragged from the 0:00 point to the 4:00 point which makes the horn tilt back down when it finishes blowing. Next the original horn's object area is expanded by clicking on the plus sign to reveal the orientation track. All of the key event markers are selected then copied. Then horn1 is selected and the paste command is invoked. This pastes all the rotation movements to horn1 that the original horn has. The process is repeated for horn2. Next the last 3 event markers are selected on horn1's object time line. They are then dragged so the last marker is at the 6:00 point. Horn2 receives the same treatment but its last marker is dragged to the 8:00 point. The animation is the previewed. The first horn rotates up 90 degrees, the horn's opening enlarges a few times and it then rotates back down. Each of the other 2 horns do the same but the second horn is just behind the first and the third horn is just behind the second horn.

he next step in the second animation tutorial involves rotoscoping. The time bar is moved to the 0:00 point. The paint shape selection icon is clicked then the rectangular object is double clicked. This activates the shader editor and an .avi file that has animated letters that spell jazz is then selected from the tutorial directory and applied to the rectangular object. Next the time bar is moved to the 8:00 point, the .avi control bar is dragged to its end and the apply button of the shader editor is clicked once more. This sets the video clip to finish at the 8 second point. Next the camera is animated. The time bar is set to the 4:00 point, the middle horn is selected and the camera (which has been to the left of the horns) is moved to the front of the horns. Next the time bar is moved to the 8:00 point and the camera is dollied to the right side of the horns. The animation is previewed and now the horns move up and down and the camera moves from left to right. I rendered the tutorial and the output .avi file took about an hour to render using the best quality renderer. The size was only 320 X 240 since that was the size of the initial file. The uncompressed .avi file was 27 MB in size.

roject 3 in chapter 2 addresses linking and inverse kinematics. A tutorial file is opened that has a ball resting on a plank and the plank is resting on a base pivot point. First the ball is linked to the plank by selecting the ball in the hierarchical window then dragging and dropping it onto the plank. A locked symbol appears beside the plank and a line goes from it to the ball which is below the plank and slightly indented showing that it is now linked to the plank. Next the ball is selected and the object properties dialog box activated. The link tab is clicked and slider is selected from the dropdown menu. The X and Z axis are locked and the Y axis is set to limited. The Y axis is set to plus and minus 45 inches. Returning to the object we know observe that the ball's movement is limited to sliding from one end of the plank to the other end. The ball can't be moved off either side of the plank and it can't be made to go off either end. Next the plank is linked to the base then the object properties dialog box is opened. The link tab is clicked and axis is selected from the drop down menu. The X axis is set to the limited rotation of plus or minus 25 degrees. The 2D rotation tool is selected and now the plank can be rotated plus or minus 25 degrees about the pivot point. The ball can be dragged back and forth but nothing you do to the ball has any effect on the plank. Next the ball is selected and the object properties dialog box is activated. This time the behaviors tab is clicked and inverse kinematics is added. Now the ball can be moved up and down and the plank will move up and down with it.

ext a mannequin tutorial image is opened. No modifications are done on this image. It is just studied. The hierarchical linkages are examined. The mannequin is bent from side to side. The legs and arms are bent, raised and lowered. The object properties dialog box is explored for a better understanding of these various characteristics.

hapter 3 deals with the animation of key events on the time line. The hierarchy concept and how it pertains to the time line window is discussed in detail. The objects, masters and effects tabs of the hierarchy area are described. Expanding, collapsing, scrolling and resizing the hierarchy area is discussed. The time line window, key events markers, the time axis, the time bar, the time scale button, the render range and the time edit controller are all described as is their usage. The time controller toolbar is discussed as is how to preview an animation plus how to change the time and frame rate. Time line editing is discussed as is how to select key events, add key events, remove key events, change the timing of key events, duplicating key events, stretching a series of key events and copying and pasting key events.

hapter 4 addresses tweeners. How to apply tweeners is discussed. The linear, discrete, Bezier and oscillate tweeners are discussed. The ease in/ease out settings are described as are the various other tweener settings.

hapter 5 addresses behaviors. Behavior application is discussed. The point at behavior, the bounce behavior, the spin behavior, the tracking behavior and inverse kinematic behavior are all discussed. Their settings, constraints, values, start time, end time, rotational control, .etc are all described.

hapter 6 addresses the animation of shapes with the free-form modeler. The animation of extrusion paths and cross sections is described. Chapter 7 deals with rotoscoping. How to apply a movie as an object, as a background/backdrop and as a gel are all described. Chapter 8 discusses rendering an animation. The 3 types of renderers Ray Dream Studio 4.1 has are discussed. The steps for rendering and animation are described. Choosing a movie file format and what compression settings (if any) and quality settings should be used. Creating a fast animation preview, how to speed up rendering and system optimization are also discussed.

hapter 9 is the final chapter in the animation book and it has a lot of tips and techniques. Story boarding, scene simplification and rendering without compression is discussed. Animating with deformers and shaders is described. Squash, stretch, lag, overlap, arc, straight line, secondary motion, anticipation, follow through, exaggeration and timing are all discussed. The one big thing that Ray Dream Studio 4.1 lacks for animation is the ability to add sound.

January 1997

Roger A. Moncrief e-mail

 

All pages copyright © Roger A. Moncrief, Indepth Reviews, 1997

Thanks to Judy Gefter, !LuM! and Charles Blaquiere for their advice and counsel, some I heeded and some I didn't.