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Background music is Copyright © 1996, 1997 by Michael
D. Walthius. All Rights Reserved.
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he next
part of the tutorial requires the user to sketch a motion path. First
the MyProject3 file is cloned to MyProject5. Then the digitize
options box is activated via the map view parameters/path/camera drop
down menu. Nine preset options are available from the elevation drop
down menu. The presets range from ant to celestial with person, hawk,
small plane and satellite as some of the in between choices. They
each come with their own preset elevation, smoothness, speed, etc.
For the purposes of this tutorial a jumbo jet is selected and the
elevation is set to 500 meters. The map view window is drawn on for a
flight path. The right mouse button is clicked when the user is
satisfied with the path. A point is automatically added every 5000
meters since that is the setting in the point spacing window. When
the right mouse button is clicked a box pops up that asks if the user
wishes to keep the points. The
OK button is clicked then the input request box pops up with a
number of several thousand (depending on how long the flight path is)
that denotes the number of frames. The manual instructs the user to
specify 300. When this entry is made and the OK button clicked the
digitize box pops open and advises the user that the number of frames
specified will result in some incredible speed and would the user
like to reset the number of frames. The
NO button is clicked. The digitize options box is closed and the
flight path examined. The slider and/or the play button on the cam
view control box can be worked and the cam view window watched as the
camera flies on the path drawn in the map view window. The camera
will also move in the map view window using the drawn line as a path.
However there is a problem. The camera is always aimed at the focus
point and not on the flight path. The focus point could of course be
animated however just having the camera look ahead of the flight path
is realistic enough. The
render settings box is opened by clicking on the right most icon at
the top of the interface and the motion and vectors button is
clicked. This provides access to the look ahead checkbox. The frames
window just to the right of the look ahead checkbox controls how many
frames ahead the camera is looking. Banking on turns would also add
some realism so the bank turns button is checked and a setting of 5
is entered into the adjacent window. The manual points out that this
is not extremely realistic banking but will suffice for now. For more
realistic banking key frames will be required. The previously
discussed motion editor box is launched. The bank button is clicked.
A box pops up that warns the user that bank key frames exist and asks
if the user wishes to overwrite them. The
yes button is clicked and the previously discussed input request box
opens with a message that asks the user to manually enter a key frame
interval or the letter K for current key frames. I just accepted the
K which is the default value. The work can be previewed in the cam
view window by clicking the play button. When I did this I noticed
that the banks were very steep. I then selected bank from the motion
editor's parameter list and sure enough the banks were on the order
of 80 degrees. I went to each key frame, manually changed the value
to 45 degrees and clicked the update button. This took care of the
situation. As a pilot I realize that any aircraft traveling at the
velocity our jumbo jet is at would likely require 80 degree banks or
more to negotiate the greater than 90 degree turns I specified but it
was just a little too much for me. The manual also recommends the
velocity distribution checkbox be checked. This enables a more even
camera velocity than is normally experienced. Checking this checkbox
also allows ease in and ease out settings to be employed. When I
attempted to render this animation World Construction Set advised me
that it would take about 2 days so I didn't render it. (Questar
advised me after this review was published that the rendering time
is only a very rough estimate. If the first frame takes a long time
to render then the estimate could be off by quite a bit. They suggest
checking the rendering time from the end of animation backwards. It
might be very short. Actual rendering time will likely be somewhere
between the 2 estimates.)
he next
tutorial deals with water. MyProject1 is cloned to Water1. Next the
ecosystems editor is launched via the modules drop down menu. A sea
level value as specified in the manual is entered. Next the camera
elevation is raised and the draw button on the map view control box
is clicked. The map view redraws and the manual states that the water
area will be in blue. This is the first time I saw anything in the
manual that did not match what I had on the screen. The only water
areas that are blue are in the deeper areas. The shallow areas show
up as red. Next
the cam view window is rendered. Then the render settings box is
opened and the atmospherics button is clicked. The checkboxes for
waves and reflections are checked and the cam view is rendered once
more. Additional reflection strength is available in the motion
editor box. Notice that even though the waves checkbox was checked
there are no waves. Waves must have a source. Next the wave button on
the parameters module is clicked. This launches the wave editor. The
map add button is clicked on the wave editor and click in the map
view window will set the wave source point. This puts a blue circle
in the map view window denoting the wave source point. Next a box
appears that asks the user to select between time lapse and realistic
wave speed. The realistic button is clicked. The realistic button
defaults the wave movement at 5 km/hr from the wave
source with an amplitude of 2 meters and a distance of .1 km between
crests. These default numbers may of course be changed by the user.
Next some procedures are followed to give the user a rough idea of
what the wave pattern will look like. The draw waves button is
clicked and a general representation of the waves appear in the map
view window. Next the draw detail button is clicked and an additional
refinement appears in the map view window. I didn't find this very
helpful. Less circular waves can be easily achieved by clicking the
out button on the map view window. A blue circle that denotes the
wave source can now be dragged some distance away thus causing the
waves to be less circular. Of
course in nature there are many factors that affect waves. Wind,
water depth, water reflections from land masses, etc. are all
factors. The World Construction Set manual suggests clicking the add
button in the wave editor 5 times to randomly add wave sources. A
series of wave sources are added in a random nature around the
environment. As can be seen from the rendered image all the wave
sources with different wave length, heights, sources, etc. does make
a difference.
he next
tutorial deals with clouds. The first step is to clone the water.proj
file into the clouds.proj file. Next the auto button on the cam view
window is clicked and the camera symbol is examined to determine its
direction. The
user needs to ensure the clouds are placed in front of the camera.
Next the view/zoom/out drop down menu is selected a few times to zoom
out the map view window. The manual states that the minus key can
also be used for this any time map view window is active however I
had no success with this when using the keypad. (Questar advised me
that it does work. I later discovered that it works OK when using the
plus and minus keys just below the F9 and F10 keys.) Next the clouds
button on the parameters module is clicked to launch the cloud
editor. Then the set bounds button on the cloud editor is clicked. Next
a box is drawn on the map view window to denote the location of the
clouds. The cloud map size and range fields are now automatically
filled in. The draw cloud button is clicked and the user can now see
an overhead view of the clouds in the map view window. Next the
render settings dialog box is launched. The atmospherics button is
clicked and the cloud and cloud shadow checkboxes are checked. The
cam view window is then rendered. Since
the cirrus cloud is the default and that type of cloud is rather
weak a different cloud is now selected with the cloud editor. The
cloud types available from the cloud editor's drop down menu are
cirrus, nimbus, cumulus and stratus. The stratus type is now chosen,
the coverage and density is increased. Another rendering is
performed. I adjusted the camera slightly for this image. I also
removed some of the wave sources. Clouds can have waves. A click on
the edit button on the cloud editor box launches the cloud wave
editor. A click on the map add button allows the user to place a
cloud wave source anywhere. A click on the add button causes World
Construction Set to randomly place cloud wave sources on the map.  Cloud
wave sources are represented by small white circles. Various
amplitudes, wave lengths, etc. are randomly assigned and may be
edited by the user. Several things in the cloud editor box may be
adjusted to control clouds. Increasing the rows and columns will
increase resolution. Roughness, detail, etc. may also be adjusted.
Next an animation is created with moving, evolving clouds. 
First the make key frame button is clicked and zero is entered into
the requester box. Next
the move latitude and move longitude arrow heads are clicked on the
cloud editor. The box in the map view that represents the clouds
moves as the longitude and latitude settings change. Next the make
key button is clicked again and 150 is entered into the requestor
box. Then the zero frame point is selected and the cloud coverage and
density is greatly diminished. Next the update button is clicked. Now
when the images that comprise the animation are rendered the clouds
will roll in as they move across the sky. The small adjacent images
are from frames 1, 75 and 149. Notice how everything gets darker as
the clouds move in.
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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. |