s Animom te Advanced Tutorials y S n o ti a im n A e g d ri b m a C s Copyright The zlib library COPYRIGHT © 1993–2003 Copyright © 1995–2002 Jean-loup Gailly and Mark Adler CAMBRIDGE SYSTEMS LTD. The libpng library m All rights reserved. No part of this manual may be reproduced in any form or by any means, electronic or Copyright © 2000–2002 Glenn Randers-Pehrson mechanical, including (but not limited to) photocopying, recording or by any information storage and The work of the FreeType Team, http://www.freetype.org retrieval systems, without the express permission in writing of Cambridge Animation Systems Ltd. The JasPer library: e Disclaimer Copyright (c) 1999-2000, Image Power, Inc. and the University of Britisht Columbia, Canada. While every effort has been made to ensure the accuracy of the contents of this manual, Cambridge Copyright (c) 2001-2002 Michael David Adams. 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PROVIDED WITH A COPY OF THE NOTICE SPECIFIED IN THIS SECTION. ii Animo Tutorial s Contents m te s How to use this tutorial ix y Software issues x Getting ready to use Animo xi S Getting ready to use this tutorial xi Conventions used in this tutorial xiv Using the on-line help xv n What’s next? xvi io Ratioing 1 t About this lesson 2 What you should already have done 2a What you’ll learn 2 Materials you’ll use 2 m The lesson 3 i Setting up the basic scene 3 Setting up the movementn 3 Adding a second character 4 Linking the movementA of one character to another 6 Finding out more 8 More on ratioinge in the Animo documentation set 8 The demonstrationg material 8 d ri b m a C Animo Advanced Tutorial iii s Creating a texture with a bitmap 9 About this lesson 10 m What you should already have done 10 e What you’ll learn 10 t Materials you’ll use 10 The lesson 11 s Setting up the palettes 11 y Compositing the scene 14 Finding out more 18 S More on adding patterns and textures in the Animo documentation set 18 The demonstration material 18 n Using strokes and beads 19 o About this lesson 20 i What you should already have done 20 t What you’ll learn 20 Materials you’ll use 20 a The lesson 21 Creating a background 21 m Drawing the shape 21 i Adding a colored stroke to the shape 22 Adding effects to the stroken 27 Finding out more 28 More on strokes and beads A in the Animo documentation set 28 The demonstratione material 28 g d ri b m a C iv Animo Advanced Tutorial s Effects with strokes and beads 29 About this lesson 30 m What you should already have done 30 e What you’ll learn 30 t The lesson 31 Creating a background with a Color Card node 31 s Creating animated writing 32 y Creating smoke using a Vector node 37 Creating smoke using a Turbulence node 43 Creating clouds 46 S Creating lightning 48 Creating fire 55 n Finding out more 60 More on strokes and beads in the Animo documentationio set 60 The demonstration material 60 t Interacting colors 61 a About this lesson 62 What you should already have done 62 What you’ll learn 62 m Materials you’ll use 62 i The lesson 63 n Creating a background 63 Creating effects with interactingA colors 63 Finding out more 69 More on effects withe colors in the Animo documentation set 69 The demonstrationg material 69 d ri b m a C v Animo Advanced Tutorial s Vectorization 71 About this lesson 72 m What you should already have done 72 e What you’ll learn 72 t Materials you’ll use 72 The lesson 73 s Vectorizing the level and creating the SWF 73 y Changing a vectorized level 76 Finding out more 79 S More on vectorization in the Animo documentation set 79 Using macros 81 n About this lesson 82 o What you should already have done 82 i What you’ll learn 82 t Materials you’ll use 82 The lesson 83 a Locating your macros 83 Creating the macro 83 m Using the macro 84 i Finding out more 86 More on macros in the Animon documentation set 86 Simple regging 87 A About this lesson 88 What you should already have done 88 What you’ll learne 88 Materials you’llg use 89 The lesson 90 Deciding don the cel-to-background interaction 90 Using InkPainti to trace lines from a background 90 Settingr up regging in Director 92 Processingb the reg drawings 95 Inking and painting the reg drawings 96 Viewing the regging scene in Director 99 Findingm out more 100 More on regging in the Animo documentation set 100 a The demonstration material 100 C vi Animo Advanced Tutorial s More regging 101 About this lesson 102 m What you should already have done 102 e What you’ll learn 102 t Materials you’ll use 103 The lesson 104 s Deciding on the cel-to-cel interaction 104 y Setting up regging in Director 105 Processing the reg drawings 108 Inking and painting the reg drawings 110 S Viewing the regging scene in Director 116 Finding out more 117 n More on regging in the Animo documentation set 117 The demonstration material 117 io Using color trace lines 119 t About this lesson 120 a What you should already have done 120 What you’ll learn 120 Materials you’ll use 120 im The lesson 121 Viewing color lines 121 n Painting a level containing color trace lines 122 Auto-inking a level 123A Changing the colors assigned to the Self Trace Toggle buttons 125 Finding out more 129 More on color tracee lines in the Animo documentation set 129 The demonstrationg material 129 d ri b m a C Animo Advanced Tutorial vii s Using a multiplane camera 131 About this lesson 132 m What you should already have done 132 e What you’ll learn 132 t Materials you’ll use 132 The lesson 133 s Reviewing the scene 133 y Adding a Multiplane Camera node 133 Finding out more 143 S The Animo documentation set 143 The demonstration material 143 n XSheet based productions 145 o About the lesson 146 i What you should already have done 146 t What you’ll learn 146 Materials you’ll use 146 a The lesson 147 Adding an unscanned level to a scenem 147 Creating the rest of the scene 148i Saving the scene 148 Scanning the unscanned levelsn 149 Finding out more 150 The Animo documentation A set 150 Changing Animo defaults 151 About the lesson 152e What you shouldg already have done 152 What you’ll learn 152 Materials dyou’ll use 152 The lessoni 153 Usingr Configure to change a default setting 153 Checkingb the change to the default settings 155 Finding out more 156 mMore on changing the defaults in the Animo documentation set 156 a C viii Animo Advanced Tutorial s How to use this m te tutorial s y S n o ti a m This tutorial contains a seriesi of lessons, giving step-by- step instructions on hown to use Animo. This chapter containsA important information about how to prepare for the lessons: Software issuese Gettingg ready to use Animo Gettingid ready to use this tutorial rConventions used in this tutorial b Using the on-line help m What’s next? a C Animo Advanced Tutorial ix Software issues s Software issues The license you have for Animo will affect which lessons in this book applym to you. Animo is a modular product. Each part of the software has its own license.e There are some parts of this tutorial which require a particular license to bet available, either for you to use a part of Animo, or to load example files that use licensed features. s You’ll need an SFX license to do any lessons that involve: y Lighting, for example Creating lightning on page 48 S Rippling, for example Creating smoke using a Vector node on page 37 Multiplane, for example Using a multiplane cameran on page 131 Platform differences o Most of this book refers to the Windows versioni of Animo. Although the instructions in this book are equally applicablet to the Mac OS version of Animo, there will be some minor differences (fora example, when starting programs). Note also that the screen captures in this book may be different from the appearance of Animo on your screen, depending upon your platform and individual computer settings. im n A e g d ri b m a C x Animo Advanced Tutorial How to use this tutorial s Getting ready to use Animo Before you start using Animo, make sure that: m Your system is correctly set up. e If you want to know how to set up your computer, or install thet on it, read the documentation that came with your computer, and with its peripherals. Your supplier will oftens do all the installation work for you, so you may not need to worryy about this. You understand the basics of using your computer and its operating system. S If you want to learn how to use your computer, consult the documentation that came with it. If you haven’t used a similar system before, you may also want to talk with your systemn administrator, to find out how things are set up at your site.o You understand how to locate data withi Animo. Animo saves its data in folders, rathert than in files. In the dialog boxes you use to locate data (for example, when opening or saving it), Animo’s data appears as folder icons,a rather than the file icons used by most other applications. m Getting ready to use this tutorial i Before you start using thisn tutorial, make sure you complete the following steps: A 1 Installing Animo. 2 Installing the tutorial material 3 Creating a workinge directory. 4 Preparingg to use your scanner. 5 Completing the lessons in the Animo Basic Tutorial first (if you are new to usingid Animo). Installing Animor bBefore you can start the tutorial, you must first install Animo on your computer. For details, see the Animo Installation Guide. mYou must then ensure that you install the tutorial files; these are supplied on the Animo CD. a For information on installing the tutorial files, see Installing the tutorial material on C page xii. Animo Advanced Tutorial xi Getting ready to use this tutorial s Installing the tutorial material The Animo CD contains demonstration and tutorial material for use with m Animo. e To use the tutorial material, first copy it from the CD’s Tutorial foldert to your hard disk. s The procedure for copying the files depends on whether you are using Windows or Mac. y If you are using Windows, see Copying files onto a WindowsS computer below. If you are using Mac, see Copying files onto a Mac computer on page xiii. Copying files onto a Windows computer n To copy the tutorial files from the Animo CD, yoou use the xcopy command. The following examples assume you are copying to drive C; if not, change the drive letters accordingly. t To copy the tutorial material to your harda disk: 1 Ensure you are logged on as the Administrator. 2 Choose Start > Run. m The Run window appears. i 3 Type cmd 4 In the window that appears,n change directory to the root of your CD drive. For example,A if it is drive D, you would type: D: 5 To copy all the tutorial scenes and associated files: To the tope level directory on your C: drive, type: xcopyg Tutorial C:\Tutorial /e/i/v To a subdirectory called MyDirectory on your C: drive, type: ixcopyd Tutorial C:\MyDirectory\Tutorial /e/i/v Note:r If you instead use Windows Explorer to copy the files, the files will be installed read-only, because the CD-ROM is a read-only device. If you dob this, you won’t be able to modify the tutorial material. m a C xii Animo Advanced Tutorial How to use this tutorial s Copying files onto a Mac computer To copy the tutorial files from the Animo CD: m 1 Browse to the CD drive and then drag the Tutorial folder to the e required location on your hard drive. t 2 To display the Info panel for the Tutorial folder you just created, select it and then press Command+I. s 3 Scroll to the Privileges section and change the file settingsy as required, applying them to all the subfolders. S Creating a working directory As you go through this tutorial, you’ll need to saven the work you’ve done. You must do this in a folder that nobody elseo will use. Important: Do not save your own work insidei the \Program Files\CAS\Animo folder. t If you already have a location for your own personal use, create a folder there, and name it AnimoTutorial. Otherwise,a ask your system administrator where they’d like you to save your work. In the rest of this tutorial, we’lli mcall this folder your working directory. Tip: Within your working directory, create subfolders called Backgrounds, ColorModels, and so on, to enablen you to identify your files easily later. Your folder structure should then look something like this: A e g Important:d If you will be using a network to work with Animo (that is, if you willi be using the batch system), ensure your working directory is shared.r If you’re uncertain how to do this, see the Animo Installation bGuide. m a C Animo Advanced Tutorial xiii Conventions used in this tutorial s Preparing to use your scanner Before you can do the lessons on scanning, if you are using a pegbar, you m must calibrate your scanner. e For more details, see the manual Animo Scanning and Processing, Calibratingt scanners.

Completing the lessons in the Animo Basic Tutorial s If you are completely new to using Animo, before you attempty the lessons in this book, make sure you understand the lessons in the Animo Basic Tutorial. This Advanced book assumes you already understand the basicsS of setting up and using scenes, so this and other fundamental techniques are not explained in as much detail in each lesson as they are in the Animo Basic Tutorialn . Conventions used in this tutorial io This guide uses the following text conventions.t We use italic text to show: a Words that appear on the screen, such as menu options, button labels, etc. Items that appear on the screenm but that don’t have a text label – such as icons New terminology i References to other partsn of the documentation We use bold text to emphasize important points. A e g d ri b m a C xiv Animo Advanced Tutorial How to use this tutorial s Using the on-line help As well as the printed guide you’re reading right now, Animo also includesm on-line help, which is based on the books in the Animo documentation set. e The on-line help is in HTML (HyperText Markup Language, as usedt for the World Wide Web), and requires a web browser to read it. s To display the help system in any Animo application: y ➤ Choose Help > Animo Help to display the Contents tab of the main Animo help. S Click the book icons next to the headings to see the corresponding pages. You can also access the Index and full text search facilities by clicking Index and Search. n If the help system does not work, check that:o The Animo HTML help has been installedi from the CD-ROM. A web browser is installed on your computer.t If your browser is Internet Explorera or Netscape Navigator, you are using version 4 or later (version 4.5 or later is recommended). Note: If your browser is notm Internet Explorer or Netscape Navigator, it must be capable of using HTMLi 4.0, JavaScript 1.2, and cascading stylesheets 1 (CSS1). n A e g d ri b m a C Animo Advanced Tutorial xv What’s next? s What’s next? If you have completed all the preparations in this section, you can now go m on to the advanced lessons: e Ratioing on page 1 t Creating a texture with a bitmap on page 9 s Using strokes and beads on page 19 y Effects with strokes and beads on page 29 Interacting colors on page 61 S Vectorization on page 71 Using macros on page 81 n Simple regging on page 87 o More regging on page 101 i Using color trace lines on page 119 t Using a multiplane camera on page 131a XSheet based productions on page 145 Changing Animo defaults on pageim 151 n A e g d ri b m a C xvi Animo Advanced Tutorial s Ratioing m 1 te s y S n o ti a m This lesson teaches you howi to use Animo to link the movement of a character, prop, or camera,n to the movement of another object. A e g d ri b m a C Animo Advanced Tutorial 1 About this lesson s About this lesson m What you should already have done te You need to understand the basics of compositing, as explained in the manual Animo Basic Tutorial, in the chapter Simple compositing on page 133. Yous will also need to understand using multiple instances, as described in the manual Animo Basic Tutorial, in the chapter More compositing on page 163. y S What you’ll learn In this lesson, you’ll use Director to link the movement of one surfer in a car to another surfer in a second car. You’ll completen the following steps: 1 Setting up the basic scene. io 2 Setting up the movement. t 3 Adding a second character. 4 Linking the movement of one charactera to another. Materials you’ll use im The materials you’ll use are: SurferCar.lvl n This is a level holding drawingsA of a surfer character in a racing car, which have been scanned, image processed, and painted. SurferCar.crm e This is a colorg model for the above level. d ri b m a C 2 Animo Advanced Tutorial Ratioing s The lesson m The lesson comprises the following steps: e 1 Setting up the basic scene. t 2 Setting up the movement. 3 Adding a second character. s 4 Linking the movement of one character to another. y S Setting up the basic scene First, set up the basic scene, comprising the car level. To do this: 1 In Director, choose File > New to create a newn blank scene. 2 In the Node Panel, from the Ink&Paint tab,io drag an Ink&Paint node to the Scene Graph. t 3 In the dialog box, locate and select the SurferCar.lvl and click Open. 4 If you are prompted, locate the SurferCar.crma in the ColorModels folder and click Open. 5 Connect the Ink&Paint nodeim to the camera. Setting up the movement n After you have set up the basic scene, you can set up a move for the surfer car. To do this: A 1 Drag an E/W Move node from the Position tab to the Scene Graph and connect it betweene the Ink&Paint node and the camera. 2 Make sure Frame 1 is selected and in the Scene Graph, select the E/W Move node.g d ri b m a C Animo Advanced Tutorial 3 Adding a second character s 3 In the Drawing Window, drag the car to its start position, to the West of the camera view: m te s y S n 4 Select Frame 49 and then in the Drawing Windowo , drag the car to its end position, to the East of the camerat view:i a im n A Adding a second character e After you have got the first car moving as required, you can add a second instance of theg car. Because one surfer car needs to be ratioed to another, for this scene,d we need to create two instances of the same character. Note: Youi do not have to use instances when ratioing. You could use two completelyr different Ink&Paint levels, or ratio the movement of the camera to that of a character or prop, and so on: the important thing is to beb able to easily identify to the movement that you want to use for mratioing. a C 4 Animo Advanced Tutorial Ratioing s To create two instances of the car character: 1 Select Frame 1, then from the Position tab in the Node Panel, drag a m Transform node to the Scene Graph and connect it between the e Ink&Paint node and the Camera node: t s y S n This creates a second instance of the car,o but it is too large and in the wrong position, so the Transform node isi used to correct this, as described in the next steps. t 2 With the Transform node selected ain the Scene Graph, drag the second car to approximately the required position (behind the first car). 3 Keeping the Transform nodem selected, right-click in the Drawing Window to display the toolkit.i 4 Select the Scale tool n and drag to reduce the size of the second car: A e g d ri b Tip: If you need to move the second car again, make sure you select the Select tool first. m a C Animo Advanced Tutorial 5 Linking the movement of one character to another s Linking the movement of one character to another You now have the two cars in place: you need to link the E/W movement m of the second car to the E/W movement you created for the first car. Toe do this: t 1 Make sure the second car’s Transform node is selected. s 2 On the XSheet, double-click on Frame 1 of the Transform node’s E/W column to display the Properties window. y 3 On the Key tab in the Properties window, select the Ratioed box: S n o tiSelect a m 4 Click the Ratio Panel button.i 5 In the Ratio Panel, changen the Ratio value to 2.0 and in the Source Column list, select E/W Move and then click OK: A e g d ri b m A letter R appears in the XSheet in the keyframe of the ratioed column a (the E/W column of the second car’s Transform node). C 6 Animo Advanced Tutorial Ratioing s 6 Before you create a replay, you may want to add a simple colored background by dragging a 2-way Gradient or a Color Card node from m the Image tab of the Node Panel to your scene. For more information on using gradient nodes, see the manual Animo Basic Tutorial, in Creatinge a matte, step 13. t 7 To review your work, create a replay by choosing Tools > Replays . For more information on creating replays, see the manual Animo Basic Tutorial, Previewing your scene on page 159. y As it is travelling twice the speed of the first car, the second car overtakes the first car. S Tip: To make the faster car look as though it is blurred by its speed, drag a Dir Blur node from the Filters tab, to just above the Ink&Paint node, and on the XSheet increase the blur’s radius from 0 at Framen 1 to 100 at Frame 50, and at Frame 1, set its direction as -90 degrees. oTo see a non-blurred instance of the car in front of the blur, composite anotheri instance of the car by connecting the Ink&Paint node directly to the Transformt node: a im n A e g d ri b m a C Animo Advanced Tutorial 7 Finding out more s Finding out more m More on ratioing in the Animo documentation set te You’ll find more information in the manual Animo Compositing, in Using ratios on page 169. s For more information about the Replayer application, see they manual Animo Rendering, Output and Vectorization, Previewing your work on pageS 1. The demonstration material There are also some relevant files in the demonstrationn material supplied with Animo. See the folders: o BeachPan (contains scene with ratioed camera)i DragRace (contains scene with a level ratioedt to a second instance of the level) a im n A e g d ri b m a C 8 Animo Advanced Tutorial s Creating a m 2 te texture with a s bitmap y S n o ti a m You can use a bitmap in ani Animo scene to create a textured or patterned area in part nof a level. This lesson explains how to do this. A e g d ri b m a C Animo Advanced Tutorial 9 About this lesson s About this lesson m What you should already have done te You need to understand how to use the Color Chooser, as described in the manual Animo Basic Tutorial, in Adding colors to the Painters’ palette on page 59;s and how to ink and paint levels, as described in the same manual, in the chapter Inking and painting drawings on page 85. y S What you’ll learn In this lesson, you’ll learn how to apply a texture or pattern that has been saved as a tiff file (in this case, a tie-dye pattern calledn tiedye.tif) to a particular area of a level (in this case, the surfero girl’s clothes) by creating a matte. i You’ll complete the following steps: t 1 Setting up the palettes. a 2 Compositing the scene. m Materials you’ll use i For this lesson, you will use nthe following materials: From the Levels folder: SurfGirl.lvl A This is a level holding drawings of a female surfer character, which have been scanned,e image processed and painted. From the ColorModels folder: Surfgirl.crmg This isd a color model for the above level. Fromi the Backgrounds folder: TieDye.tifr bThis is a tiff containing a tie-dye pattern. BeachParty.tiled m This is a background of a beach. a C 10 Animo Advanced Tutorial Creating a texture with a bitmap s The lesson m You can use a Matte node to create a region matte to add textures or patterns from bitmaps to part of a character level. To do this, you neede to complete the following steps: t 1 Set up the palettes for the matte in InkPaint. s 2 In Director, composite the scene, adding the nodes that contain the level, palettes, and texture (plus any other nodes you needy to create the scene). S Setting up the palettes You can use InkPaint to create a region matte to nadd a bitmap of a texture or pattern to part of a character level in Director.o To set up a matte that will allow you to apply a tie-dye pattern to thei character’s shirt and skirt, you will complete the following steps: t 1 Use InkPaint to check the Painters’ palette in the color model will work as a matte. a 2 Duplicate the Painters’ palette to create a separate palette for applying a matte. im 3 Save the color model containingn the palettes, and paint the level. Checking the Painters’ palette Before you create theA palette that will make the matte, you need to check that the areas that are to be matted are painted with their own unique color. To do this:e 1 Start InkPaint and then choose File > Open, and from the ColorModels subfolderg in the Tutorial folder, select the color model SurfGirl.crm. 2 In thed list of palettes in the browser window, make sure the Painters’ rpalettei is selected. b m a C Animo Advanced Tutorial 11 Setting up the palettes s 3 As you want to add a texture to the character’s shirt and skirt, you will need to create a matte of the skirt and shirt regions, so you need to m ensure these regions are painted with a unique color. To check this, click the Shirt palette well to select it and then click the Track mode e button . t The part of the color model that is painted with the Shirt paints is displayed in black. Important: Make sure no other parts of the color modely are painted with the Shirt paint as this color will define the matteS area. Setting up the matte palette After you have checked that the Painters’ palette hasn been correctly applied to the color model drawing, you need to create another palette to hold the matte colors. To do this: o 1 In the browser window, click the Palettes buttoni and then click Duplicate Palette. t 2 In the Palette Name dialog box, type aDressMatte as the name for your new palette and click OK. The new palette is displayed, mshowing the same color wells as the original Painters’ palette. i 3 In the Palette Window, select the Shirt color and click the border of the color well to open then Color Chooser. 4 In the Color Chooser ,A change the Shirt color to black and opaque: Color set e to black g id r Opacity set b to 100% m a C 12 Animo Advanced Tutorial Creating a texture with a bitmap s 5 Make sure all other the color wells are transparent, including the Default Ink. To do this, for each well, make sure that in the Color Chooser, the opacitym control is set to 0%: te s y S Opacity set to 0% n io Tip: To quickly make all the color wellst transparent: a In the Palette window, press Ctrl+Aa (Windows) or !+A (Mac). This selects all the color wells. b Holding down the Shiftm key, click the Shirt color well to deselect it. c In the browser window,i click Palettes and then click Color Correct Palette. d In the Color Correctorn Window, in Graph mode, drag the Opacity controls to create a straight line along the x axis: A e g Straight d line ri b m a C Animo Advanced Tutorial 13 Compositing the scene s The Palette Window for the DressMatte palette now shows that all the color wells (except the Shirt well) are transparent: m te s y S The Painting Window, Reference window and browsern window show the regions that are to be matted in black: o ti a m Saving the color model i After you have set up the matten palette: 1 Choose File > Save Ato save the color model. 2 Quit InkPaint. Compositing the scene e After you haveg saved the color model, you can create the scene. To do this: 1 Starti Directord and choose File > New to create a new scene. 2 Fromr the Ink&Paint tab in the Node Panel, drag an Ink&Paint node to the Scene Graph and when prompted, locate the SurfGirl.lvl and click bOpen. 3 If you are prompted, locate SurfGirl.crm in the Tutorial folder and m click Open. a 4 Connect the Ink&Paint node to the camera. C 14 Animo Advanced Tutorial Creating a texture with a bitmap s 5 From the Image tab, drag a BG/OL node to the left of the Scene Graph and when prompted, locate TieDye.tif in the Backgrounds folder, and m click Open. You don’t need to connect this node yet. 6 From the Ink&Paint tab, drag a Palette node to the Scene Graph ande connect it above the Ink&Paint node. t 7 On the XSheet, at Frame 1 of the Palette column, double-clicks to create a keyframe and on the Key tab in the Properties window, select the DressMatte palette. y In the Drawing Window, only the areas of the characterS that are painted by the DressMatte palette (the shirt and skirt) are now displayed: n o ti

8 From the Filters tab of the Node Panela, drag a Matte node to the Scene Graph and connect it above the Palette node, with the Palette node connected to the right input channel and the BG/OLm node containing the tie-dye pattern connected to the left input channel: i n A e g d ri b The Matte node applies a matte created by the black input on the right, (the matted shirt and skirt area created by the DressMatte palette), to the left input (the TieDye.tif file) and outputs the result (the m shirt and skirt area defined by the matte containing the patterned a bitmap TieDye.tif). C Animo Advanced Tutorial 15 Compositing the scene s 9 To output the rest of the surfgirl level, in the Scene Graph drag a second connection from the Ink&Paint node directly to the Camera m node, so that it is composited beneath the tie-dye pattern: te s y S Jointn node io Note: In the above Scene Graph, a Jointt node was dragged onto the connection between the Ink&Paint node and the Camera. This enables you to add an angle to your connections soa that they are not obscured by the nodes. The Joint node has no effect on the compositing of the scene. The Drawing Window displays mthe character with the tie-dye pattern applied to the matted area: i n A e g d ri b m a C 16 Animo Advanced Tutorial Creating a texture with a bitmap s Finishing the effect and reviewing the results To complete the scene, you need to add a a background, retime the levelm and add any other nodes necessary to obtain the required effect. To edo this: t 1 From the Image tab, drag a BG/OL node to the right of the Scene Graph and when prompted, locate BeachParty.tiled and click sOpen. 2 Connect the BG/OL node to the camera: y S n io t Joint node a m Note: In the above illustration,i the Joint node was added to enable you to see the connection between the SurfGirl node and the Camera. Adding a Joint node letsn you add an angle to a connecting line in the Scene Graph, to makeA your graph clearer. It does not change any other nodes. 3 On the XSheet, Alt+click the first drawing in the Ink&Paint node’s surfgirl columne to select all the drawings. 4 To retimeg the drawings on 2’s, press Ctrl+2. 5 To review the scene, choose Tools > Replay. Tips:id To obtainr different effects, you could add nodes above the BG/OL node that holds the tie-dye bitmap: b To add movement to the tie-dye pattern, you could add a Transform node or a ripple node. m To adjust the color of the tie-dye pattern, you could add a Tint node. a C Animo Advanced Tutorial 17 Finding out more s Finding out more m More on adding patterns and textures in the Animo documentationt sete You’ll find more information on setting up a matte palette in the manual Animo Inking & Painting, in Setting up a matte to add texture bitmaps to a level ons page 90. You’ll find more information on compositing a scene containing a texture bitmap in the manual Animo Compositing, in Using a matte to add texture bitmapsy to a level on page 261. S The demonstration material There are also some relevant files in the demonstration material supplied with Animo. See the folder: n Textures (contains DressTexture.scene, a completeo scene showing the texture matte described in this lesson). ti a im n A e g d ri b m a C 18 Animo Advanced Tutorial s Using strokes m 3 te and beads s y S n o ti a m This lesson teaches you howi to use Animo to add paint to a vector curve that you will draw to createn a rainbow effect. This lesson is a simple example that does Anot include any animation. Other more complex uses of strokes and beads are described in Effects with strokes and beads on page 29. e g d ri b m a C Animo Advanced Tutorial 19 About this lesson s About this lesson m What you should already have done te You need to understand the basics of compositing, as explained in the manual Animo Basic Tutorial, in the chapter Simple compositing on page 133. Yous will also need to understand how to use the simple drawing tools, as explained in the manual Animo Basic Tutorial, in the chapter Using paths in Director on pagey 199. S What you’ll learn In this lesson, you’ll use Director to draw a curve and add color to it. You’ll complete the following steps: n 1 Creating a background. io 2 Drawing the shape. t 3 Adding a colored stroke to the shape. 4 Adding effects to the stroke. a Materials you’ll use im For this lesson, you will createn all the materials you’ll use. A e g d ri b m a C 20 Animo Advanced Tutorial Using strokes and beads s The lesson m The lesson comprises the following steps: e 1 Creating a background. t 2 Drawing the shape. 3 Adding a colored stroke to the shape. s 4 Adding effects to the stroke. y S Creating a background First, add the background, representing the sky. To do this: 1 In Director, choose File > New to create a newn blank scene. 2 In the Node Panel, from the Image tab, dragio a 2-way Gradient node to the Scene Graph and connect it to the tcamera. 3 With the gradient node selected, at Frame 1 on the XSheet, double- click in the N column to create a akeyframe. Leave the color at its default of white. 4 In the same way, add a keyframem at Frame 1 of the S column, but this time, on the Key tab of thei Properties window, click the border of the color well to open then Color Chooser, and choose a deep blue color. Drawing the shape A You can now draw the curve to which the rainbow colors will be attached. To do this: 1 Drag a Vectore node from the Image tab to the Scene Graph and connectg it to the camera: d ri b2 Make sure Frame 1 is selected and in the Scene Graph, select the Vector node. 3 In the Drawing Window, right-click to open the toolkit and then click m Open Toolkit . a 4 Select the Ballpen tool . C Animo Advanced Tutorial 21 Adding a colored stroke to the shape s 5 Draw a curve from one side of the camera view to the other: m te s y S n o Tip: You will probably need only three knots:i the beginning, middle, and end of the curve. If necessary, you can adjustt the shape of the curve afterwards, by moving the handles. a Adding a colored stroke to the shape m After you have drawn the vectori curve, you can add beads to it. Beads let you add color to the shape you have drawn. To do this: 1 Make sure the vector curven is still selected and then in the Drawing Window, right-click to display the toolkit again, and select the Add Stroke Bead tool A . 2 With the vector curve still selected, click once at the beginning of the curve you havee just drawn: g d ri Click to add a b stroke bead 3 Click once at the other end of the curve to add a second stroke bead. m4 In the Drawing Window, right-click to display the toolkit and select the Select tool again. a 5 Hold down the B key and click on the first bead you added. C 22 Animo Advanced Tutorial Using strokes and beads s 6 To display the Properties window for the selected bead, press Alt+Enter (Windows) or !+I (Mac). m 7 On the Stroke Bead tab, select the Angle, Extents, Color, and Opacitye check boxes: t s y S n Select o ti a im n 8 In the Angle box, Atype 24. This determines the angle of the stroke that is added. 9 In the Extents boxes, type 60 and -45. This determinese the width of the stroke (on either side of the vector curve). g d ri b m a C Animo Advanced Tutorial 23 Adding a colored stroke to the shape s 10 Press Ctrl+L to open the Color Chooser, and drag a rainbow color (for example, violet) into the well in the Color area: m e Drag t s y S n o ti a im Tip: To enable you to position the colors correctly across the stroke, the red and green lines at eithern side of the Stroke Bead tab indicate the red and green extents of the strokeA in the Drawing Window. 11 Each time you want to add a new color, move the first color well to the right by dragginge the square beneath the Color slider:

g Drag d to right ri b m a C 24 Animo Advanced Tutorial Using strokes and beads s 12 To create a new color well, drag from the box control on the left along the Color slider: m e Box t control Drag s A new color well is created each time you drag from the box control along the slider: y S n io 13 Continue adding colors from the Colort Chooser until you have all the colors for the rainbow: a im n Tip: You may want to adjust the spacing of the colors to give the required effect. A 14 In the Opacity area, drag the square beneath the Opacity slider to the right, and thene drag twice more from the box control on the left: g Drag to rightd ri b This creates a total of 3 control points: m a C Animo Advanced Tutorial 25 Adding a colored stroke to the shape s 15 To create colors that are opaque in the middle but transparent at the edges, drag the control points so they are spaced as follows: m te s y 16 To give the rainbow rounded ends, on the Stroke tab, select the icons for rounded ends: S Selectn o ti a im You have now created the basicn rainbow. A e g d ri b m a C 26 Animo Advanced Tutorial Using strokes and beads s Adding effects to the stroke You could now add different effects to make the rainbow brighter, morem blurred, more or less realistic, and so on. For example, you can illuminate thee rainbow by adding a Lighting nodes. To do this: t 1 From the Filters tab in the Node Panel, drag a Lighting node ands a Lighting Composite node, and connect them above the Vector node:y S n o ti a 2 With the Lighting node selected, on the XSheet at Frame 1, double-click to add keyframes and change thei Exposurem value to 100, and the Blur value to 10: n A

3 With the Lightinge node still selected, press Alt+Enter (Windows) or !+I (Mac) to openg the Properties window and on the Node tab, select the Backlight option. 4 Yourd rainbow should now look similar to this: ri b m a C Note: If you cannot see the rainbow clearly, try darkening the background. Animo Advanced Tutorial 27 Finding out more s Finding out more m More on strokes and beads in the Animo documentation set te You’ll find more information in the manual Animo Compositing, in Working with strokes and beads on page 205. You will also find more complex exampless in the next chapter, Effects with strokes and beads on page 29. y The demonstration material S If you’ve chosen to install the demonstration material supplied with Animo, you can display a relevant example. See the folder: n Effects (contains a Rainbow.scene) o ti a im n A e g d ri b m a C 28 Animo Advanced Tutorial s Effects with m 4 te strokes and beads s y S n o ti a m This lesson teaches you howi to use Director to achieve various effects, using strokes and beadsn and the Turbulence node. This lesson assumes you have completed the previous lesson Using strokes and beads on page 19. A e g d ri b m a C Animo Advanced Tutorial 29 About this lesson s About this lesson m What you should already have done te You need to understand the basics of compositing, as explained in the manual Animo Basic Tutorial, in the chapter Simple compositing on page 133. Yous will also need to understand the basic use of strokes and beads, as described in the previous lesson, Using strokes and beads on page 19. y S What you’ll learn In this lesson, you’ll use Director to achieve variousn special effects: Creating animated writing Creating smoke io Creating clouds t Creating lightning a Creating fire im n A e g d ri b m a C 30 Animo Advanced Tutorial Effects with strokes and beads s The lesson m The lesson comprises the following procedures: e Creating a background with a Color Card node t Creating animated writing Creating smoke using a Vector node s Creating smoke using a Turbulence node y Creating clouds S Creating lightning Creating fire n Creating a background with a Color Card node io For some of the effects described in this chapter,t you will need to add a color card to color the background. To do this: 1 In Director, choose File > New toa create a new blank scene. 2 In the Node Panel, from the Image tab, drag a Color Card node to the Scene Graph and connect it tom the camera. 3 With the Color Card node iselected, at Frame 1 on the XSheet, double- click to add a keyframe and on the Key tab of the Properties window, click the border of then color well to open the Color Chooser, and choose a very darkA color. Tips: To quickly create a black or white color card, in the Node Panel, from the Image tab,e drag a Black Card node or a White Card node to the Scene Graphg. You will probably want to disconnect the Color Card node from the cameraid while you work on the rest of the scene, but remember to rconnect it before creating your final output. b m a C Animo Advanced Tutorial 31 Creating animated writing s Creating animated writing You can add animation to the technique for creating strokes that you m learnt in the previous lesson to create writing that appears to draw itselfe across the screen. To do this, you need to: t 1 Draw a vector curve in the shape of the writing. s 2 Add color to the shape and animate it. 3 Finish the effect and review it. y

Drawing the writing S To create the writing that will be colored and animated in subsequent steps: n 1 Drag a Vector node from the Image tab to theo Scene Graph and connect it to the camera: ti a

2 Disconnect the background node,m make sure Frame 1 is selected and in the Scene Graph, select thei Vector node. 3 In the Drawing Window, right-clickn to open the toolkit and then click Open Toolkit . 4 Select the Pencil toolA . 5 Draw a continuous curve in the shape of the writing you want to animate, for example:e g d Tip:i If necessary, you can adjust the shape of the writing afterwards, byr moving the handles on the Bézier curves. b m a C 32 Animo Advanced Tutorial Effects with strokes and beads s Adding a colored stroke to the writing After you have drawn the vector curve for the writing, you can add beadsm to it and animate it. To do this: e 1 Make sure the vector curve is still selected and that you are stillt at Frame 1. 2 In the Drawing Window, right-click to display the toolkit again,s and select the Add Stroke Bead tool . y 3 Click once at the beginning of the curve you have Sjust drawn: Click to add a stroke bead n 4 Click again slightly further along the sameio curve to add a second bead: Click to add a t second bead a

5 Select Frame 50 and with them Move Stroke Bead tool , drag the second stroke bead to thei end of the curve: nDrag second A bead to end On the XSheet, a second keyframe is created in the Curves and Paint subcolumnse of the Vector column. 6 Select Frame 1, and in the Drawing Window, right-click to display the toolkit andg select the Select tool again. 7 Holdd down the B key and click on the first bead you added. 8 Toi display the Properties window for the selected bead, press rAlt+Enter (Windows) or !+I (Mac). b m a C Animo Advanced Tutorial 33 Creating animated writing s 9 On the Stroke Bead tab, select the Extents and Color check boxes: m te Selects y S n o ti a m 10 In the Extents boxes, type -10i and 10. 11 Press Ctrl+L to open the Color Chooser and drag a bright yellow color to the well in the Color area.n A e g d ri b m a C 34 Animo Advanced Tutorial Effects with strokes and beads s 12 Drag two more color wells along the color slider, space them out, and color the middle well white. Note that the following illustration showsm the yellow areas of the stroke colored gray, so that they are clearly visible in print: te s y S n o ti a im

Note: You don’t needn to specify the color and extents for the second bead because it automaticallyA inherits these from the first one. 13 On the XSheet, in the Vector column, click on Frame 1 of the Curves and Paint columns ande on the Timing tab, in the Inbetween area, select Inbetween. g d ri b m a C Animo Advanced Tutorial 35 Creating animated writing s Finishing and reviewing the writing scene To review your work: m ➤ Choose Tools > Replay. e Make sure you specify frames 1 to 50 for the replay. t Tips s To intensify the illuminated look of the writing, you could add a Blur node behind the Vector node: y S n o ti You could also add lighting nodes, ifa required. To complete the effect, Shift+click on Frame 1 in both the Vector columns and drag them so thatm they start at Frame 3, instead of Frame 1. i Your final replay at the last framen should look similar to the following: A e g d ri b m a C 36 Animo Advanced Tutorial Effects with strokes and beads s Creating smoke using a Vector node You can use the same techniques as you used for the animated writing tom create the effect of smoke drifting upwards from a cigarette. You coulde use a similar effect for dust, clouds, mist, etc. To achieve this effect, thet steps are: 1 Draw the basic shape the smoke will take. s 2 Add beads to give width, color and opacity to the smoke.y 3 Add a ripple node to further vary the shape of the smoke. 4 Add any other filters required to achieve the desiredS effect and then review your work. Tip: For a different smoke effect, you can insteadn use the Turbulence node. For more information, see Creating smoke using a Turbulenceo node on page 43. For this example, you need a colored background,i which you can create with a Color Card node, as described in Creating a backgroundt with a Color Card node on page 31. Because you will be creating gray smoke in this example, color the background white to begin with: you can change thea color later if required. You will also need the following files from the Tutorial folder:

m From the Levels subfolder:i Ashtray.lvl This is a level containingn a drawing of an ashtray. From the ColorModelsA subfolder: Ashtray.crm This is a colore model for the above level. g d ri b m a C Animo Advanced Tutorial 37 Creating smoke using a Vector node s Drawing the shape of the smoke To draw the shape to which the smoke will be attached: m 1 Drag an Ink&Paint node from the Image tab to the Scene Graph. e 2 Locate the Ashtray.lvl, click Open and connect it to the camera. t 3 On the XSheet, double-click at frame 1 in the AshTray level’ss Palette column and in the Properties window, click the Key tab and then select the Output palette and close the Properties window. y 4 Drag a Vector node from the Image tab to the Scene GraphS and connect it to the camera: n o ti 5 Make sure Frame 1 is selected and ina the Scene Graph, select the Vector node. 6 In the Drawing Window, right-clickm to open the toolkit and then click Open Toolkit . i 7 Select the Pencil tool . 8 Draw a curve in the shapen of the smoke coming from a cigarette in the ashtray, for example: A e g d ri b m a C 38 Animo Advanced Tutorial Effects with strokes and beads s Adding beads to the shape of the smoke To give the smoke width, color, and opacity, you need to add beads to them shape. To do this: e 1 With Add Stroke Bead tool , click at each point along the linet you just drew where you want to vary the width or opacity of the smoke. The example shown in this lesson uses a total of seven beads.s 2 From the vector toolkit, select the Select tool, hold downy the B key and click on the first bead you added. 3 To display the Properties window for the selected bead,S press Alt+Enter (Windows) or !+I (Mac). 4 On the Stroke Bead tab, select the Extents, Angle,n Color, and Opacity check boxes and give them appropriate values, for example, the angle is set at -23.723, the extents are -2.849 iando 0.000, the color varies from light gray at the edges to very dark grayt in the middle, and the opacity is slightly greater at the edges thana it is in the middle of the stroke: im n A e g d ri b m a C Animo Advanced Tutorial 39 Creating smoke using a Vector node s 5 Vary the values for the extents, angle and opacity for each of the other six beads to give the effect of a smoke column, for example, for the third bead,m the angle is set to zero, the extents are -5.442 and 1.000, the color is the same as the previous bead, but the opacity is varied so that the stroke is completelye opaque in the middle: t s y S n o ti a im n Tip: Instead of entering values in the Extents area and Angle area of the Properties window, youA can zoom in and drag the red and green extents of the stroke in the Drawing Window to give the required width. The smoke columne should now look similar to this: g d ri b

m Note: Depending on the widths you have chosen to give your stroke, a the smoke may be wider, or may vary more in width than that C illustrated. 40 Animo Advanced Tutorial Effects with strokes and beads s Varying the shape of the smoke After you have created the basic shape, color and opacity of the smoke, m you can create further movement by introducing a ripple node. To doe this: 1 Connect a Grid Ripple node above the Vector node: t s y S n 2 Making sure you are at frame 1, in the Drawingio Window, drag the center of the ripple grid to the start oft the smoke column, in the ashtray: a im n A Ripple grid 3 On the XSheete, in the column for the Grid Ripple node, type a value for Spacing gof 2, for Angle of 40, and for Intensity of 105. d ri b m a C Animo Advanced Tutorial 41 Creating smoke using a Vector node s 4 Scroll the XSheet to frame 50 and in the Drawing Window, drag the center of the ripple grid to the top of the smoke: m Ripple grid te s y S

5 On the XSheet, in the column for the Grid Ripplen node, type a value for Spacing of 1 and for Angle of 55. io Finishing and reviewing the smoke scene t You can now add further nodes above the ripple node, for example a Blur node, with a value of 10.00, to finish thea smoke effect. To review your work, click Toolsi >m Replay. n A e g d ri b m a C 42 Animo Advanced Tutorial Effects with strokes and beads s Creating smoke using a Turbulence node You can use the Turbulence node to add a moving smoke effect to a scene,m for example, a smoke-filled room. The following example shows the loungee background, supplied with the Animo tutorial, but you could use thet same effect with any suitable scene, including an entirely new one. For this example, you need following file from the Tutorial folder:s From the Backgrounds subfolder: y TikiLounge.tiled S This is a level containing a background of a club scene. To achieve this effect, the steps are: 1 Creating the smoke effect in Director. n 2 Finishing and reviewing the smoke scene.io Creating the smoke effect in Director t To use the Turbulence node to generatea smoke: 1 Drag a Turbulence node from the Image tab in the Node Panel to the Scene Graph and connect it to them Camera. 2 Drag a BG/OL node fromi the Image tab in the Node Panel to the Scene Graph. 3 When prompted, select the TikiLounge.tiled background from the Backgrounds subfolder in the Tutorialn folder and connect it to the Camera. 4 If required, use PositionA nodes to position the Turbulence node in your scene. Your Scene Graph will look similar to the following: e g d ri b 5 Make sure the Turbulence node is selected, then to display its Properties window, m press Alt+Enter (Windows) or !+I (Mac). a C Animo Advanced Tutorial 43 Creating smoke using a Turbulence node s 6 On the Node tab, select the following values: m te s y S n o ti a m For Type select Fractal i For Octaves, select 8 n For Speed, select 1 Ensure the SeedA value is giving you the required result: if not, click the Random button until you obtain a satisfactory effect. e g d ri b m a C 44 Animo Advanced Tutorial Effects with strokes and beads s 7 At frame 1, adjust the settings for the Turbulence node to suit your scene, for example: m te s y Set Lo Level to 10.00. S Set Hi Level to 85.00. Set the Lo Color to be transparent or semi-transparent, depending on how smoky you want the room to appear. n Set the Hi Color to be a bluey-grey coloro suitable for smoke. Set N/S to 6.00N at frame 1. i Tip: If you wanted your smoke tot move, for example, to drift slowly upwards throughout the scene, you could set the N/S value at 0.00N at frame 1, and set another keyframea later in the scene, for example at frame 120, to a higher value, for example, 10.00N. Leave all other settingsim at their default values. Finishing and reviewing the nsmoke scene You can vary the effectA of the smoke by changing the Turbulence node settings. To review your work, click Tools > Replay. With the settings given in this tutorial, you should see an effect similar to the following: e g d ri b m a C Animo Advanced Tutorial 45 Creating clouds s Creating clouds In addition to smoke effects, the Turbulence node has many other uses in scenesm where random effects are required. In the following example, you will producee the effect of white clouds in a blue sky. t To achieve this effect, the steps are: s 1 Creating the cloud effect in Director 2 Finishing and reviewing the clouds scene y For this lesson, you do not need any additional materials. S Creating the cloud effect in Director To use the Turbulence node to generate clouds: n 1 Drag a Turbulence node from the Image tab ino the Node Panel to the Scene Graph and connect it to the Camera. i 2 Drag a White Card node from the Image ttab in the Node Panel to the Scene Graph and connect it to the Camera as a backgrounda for your scene. 3 Make sure the Turbulence node is selected, then to display its Properties window, press Alt+Enter (Windows) orm !+I (Mac). 4 On the Node tab, select the followingi values: n A e g d ri b m a C 46 Animo Advanced Tutorial Effects with strokes and beads s For Type select Turbulence For Octaves, select 8 m For Speed, select 1 e Ensure the Seed value is giving you the required result: if not,t click the Random button until you obtain a satisfactory effect. s 5 At frame 1 on the XSheet, adjust the settings for the Turbulence node to suit the type of clouds required. The following settings give white,y fluffy clouds in a blue sky: S n io Set Lo Level to 35.00. t Set Hi Level to 85.00. a Set Alpha to 1.5. Set E/W to 5.00E at framem 1. To make the clouds drift across your scene, set another keyframe iat frame 120 to 15.00E. Leave all other settingsn at their default values. Finishing and reviewing Athe clouds scene You can vary the effect of the clouds and the sky by changing the Turbulence node settings. To review your ework, click Tools > Replay. With the aboveg settings, you should see an effect similar to the following: d ri b m a C Animo Advanced Tutorial 47 Creating lightning s Creating lightning You can use the same techniques as you used for the animated writing to m create the effect of lightning in a dark sky. e To do this you need a dark background, which you can create with at Color Card node, as described in Creating a background with a Color Card node on page 31. So that you can see what you are drawing, do not connects the background to the camera until you have finished creating the lightning itself.y Adding to the technique you used for the animated writing,S you will: 1 Draw a vector shape for the lightning. 2 Attach beads to it to define the width and color of the lightning. 3 Add lighting nodes to increase the effect of lightn against a dark sky. 4 Create a lightning flash to complete the effect.io 5 Finish and review the scene. t Drawing the lightning a To draw the shape of the lightning: 1 Drag a Vector node from the Imagem tab to the Scene Graph and connect it to the camera. i 2 With the Vector node selected, in the Drawing Window, right-click to open the toolkit, then if nnecessary, click Open Toolkit to open the vector toolkit, and select the Pen toolA . 3 Draw the shape the lightning will follow, for example: e g d ri b m Tip: To produce the required zig-zag shape, click the Pen tool once at a the starting point, position the mouse pointer at the next angle and C click again, and so on. 48 Animo Advanced Tutorial Effects with strokes and beads s Adding color and width to the lightning shape To add color and width to the shape you’ve drawn, you need to add beadsm to the vector curve. To do this: e 1 Select the frame where you want the lightning effect to start (thist example uses frame 7). 2 In the Drawing Window, right-click to display the toolkit, selects the Add Stroke Bead tool and click to add beads (the following exampley uses four beads) to the vector curve: S n o ti a im 3 Using the Select tool, hold down the B key, click on the first bead to select it, and press Alt+Entern (Windows) or !+I (Mac) to open the Properties window. 4 On the Stroke tab,A select the options for a square start and end to your stroke, and sharply angled corners, to give the jagged effect necessary for lightning: e g d ri b Sharp corners m a C Animo Advanced Tutorial 49 Creating lightning s 5 On the Stroke Bead tab, change the bead’s extents and color to give a suitable width and bluish color to the lightning, for example: m te s y S n o ti a im 6 If you want to vary the shape of the lightning along the stroke you have defined, you can changen the extents of one or more of the other beads, for example you could change the extents of the third bead to 10.000 and 0.000. This widens the stroke A along its length: e g d ri b m 7 On the XSheet, double-click the keyframe for the curve at frame 7 and a in the Properties window, on the Timing tab, select InBetween. C 50 Animo Advanced Tutorial Effects with strokes and beads s 8 Select frame 10. As we want the lightning to travel rapidly along its path, drag the last two beads to the end of the shape, widening the m stroke at the third bead to its maximum width. In this example, a width of 50.00 was used at frame 10: te s y This creates keyframes at frame 10. Tip: Instead of entering values in the Extents area Sand Angle area of the Properties window, you can simply drag the red and green extents of the stroke in the Drawing Window to give then required width: Drag to alter angle o ti Drag to alter width a

This gives the following shape:im n A e g d ri b m a C Animo Advanced Tutorial 51 Creating lightning s 9 Select frame 20. Drag the beads nearer to the end of the path at around frame 20, decreasing the width of the third bead until it has similar values as mthe first bead again: te s At frame 20, after you have dragged the beads towards they end of the shape and decreased the width of the stroke, the Drawing Window should look similar to this: S n o ti a im

10 To end the lightning, dragn the beads to the end of the path, use the Stroke Bead tab to turn off the extents and color for all four beads, and on the Timing tab, setA them to Hold until the end of the scene. You have now finished creating the lightning itself, and can now enhance the effect by addinge lighting nodes, connecting the dark background and creating the effectg of a flash of light. d ri b m a C 52 Animo Advanced Tutorial Effects with strokes and beads s Adding lighting nodes to the lightning Adding lighting nodes increases the intensity of the effect and gives you m control over the luminosity and blur of the lightning. To do this: e 1 From the Node Panel, drag a Lighting Composite node and a Lightingt node to the Scene Graph and connect them above the Vectors node: y S n o ti 2 On the XSheet, double-click to createa a keyframe in the Exposure column where the lightning starts, and leave it at its default of 0.00. In the example, this is frame 7. 3 Double-click in the Blur columnm at the same frame and type a value greater than 0.00 to createi a blur. In the example, a blur of 30.00 was used throughout. n 4 In the Exposure column, add a second keyframe so that the maximum exposure occurs whenA the lightning is at its most intense (that is, when the stroke is largest and widest: in the example, this is around frame 10). For thee example, a maximum exposure of 150 was used: g d ri b m a C Animo Advanced Tutorial 53 Creating lightning s 5 In the Exposure column, add a third keyframe at the end of the lightning effect (in this example, this is at frame 30), and type 0.00. m 6 With the Lighting node selected, press Alt+Enter (Windows) or !+eI (Mac) to open the Properties window and on the Node tab, select Alt-Backlightt to give a very bright effect. s Creating a flash of light To complete the effect, you will connect the background and ycreate the effect of a flash of light at the appropriate moment. To do this: S 1 Connect a Color Card node, colored black, or a very dark color, into the Scene Graph: n o ti a im

2 On the XSheet, just aftern the lightning is most intense (in this example this is at frame 11), double-clickA to create a keyframe. 3 On the Key tab of the Properties window, click the color well border to open the Color Chooser and change the color of the Color Card node from black to white. 4 On the Timinge tab, make sure the timing is set to Hold for three or so frames until frameg 14. 5 At frame 15, double-click to create another keyframe and change the color back tod black. Tip:i To give a slight fading effect, you can instead set the color to mid-gray and thenr set the timing to inbetween until frame 17 where you could set another bkeyframe to set the color back to black. Finishing and reviewing the lightning scene mYou have now finished creating the lightning effect. a To review your work, click Tools > Replay. C 54 Animo Advanced Tutorial Effects with strokes and beads s Creating fire You can create a fire effect using a Vector node. To do this, you need to: m 1 Use a Vector node to draw the flame shapes. e 2 Add lighting effects. t

Drawing the flame shapes s To produce the basic shape of the flames: y 1 Drag a Vector node from the Image tab to the Scene SGraph and connect it to the camera: n io 2 Make sure Frame 1 is selected and in tthe Scene Graph, select the Vector node. 3 In the Drawing Window, right-clicka to open the toolkit and then click Open Toolkit . 4 Select the Pen tool and mdraw a short line that is approximately the length you want your flames to be.i 5 With the Add Stroke Bead tool , click twice to add two stroke beads at either end of the line: n A

6 Using the Selecte tool, B+click on the first bead to select it and then press Alt+Enterg (Windows) or !+I (Mac) to open the Properties window. d ri b m a C Animo Advanced Tutorial 55 Creating fire s 7 On the Stroke tab, select the rounded end for the Start option and the square end for the End option: m te s y S n 8 On the Stroke Bead tab, select the Angle, Color,o and Extents check boxes, and set appropriate values to give the flame shapeti and color, for example, for the bottom bead: a im n A e g d ri b

Tip: Instead of setting the angle and extents in the Properties window, it is often m easier to drag the extents in the Drawing Window to give the required shape. a C 56 Animo Advanced Tutorial Effects with strokes and beads s 9 In the Drawing Window, drag the second bead’s extents to taper the flame shape and in the Properties window, change the color and the opacity of the stroke,m for example, for the top bead: te s y S n o ti a im

10 On the XSheet, for eachn subsequent frame, create keyframes for the Vector node, and in the Drawing Window, drag the beads’ extents to change the shape of the stroke to imitateA a flame flickering, for example: e

Frame 1g Frame 2 Frame 3 Frame 4 d ri b m a C Animo Advanced Tutorial 57 Creating fire s Adding lighting effects When you have finished creating and animating the flame shape, you can addm lighting nodes to make it glow. To do this: e 1 From the Node Panel, drag a Lighting Composite node and a Lightingt node to the Scene Graph and connect them above the Vector node: s y S n o ti 2 At frame 1 on the XSheet, double-clicka to create a keyframe in the Exposure column, and type a value of 125.0. 3 Double-click in the Blur columnm and type a value of 10.00. 4 With the Lighting node still selected,i press Alt+Enter (Windows) or !+I (Mac) to open the Properties window and on the Node tab, select Alt-Backlight to give a very bright flame effect.n A e g d ri b m a C 58 Animo Advanced Tutorial Effects with strokes and beads s 5 In Director, create a dark colored background with a Color Card node, as described in Creating a background with a Color Card node on page 31, andm connect it to the rest of the scene: te s y S n o ti Finishing and reviewing the flame scenea You have now finished creating the flame effect. To review your work, click Toolsim > Replay. n A e g d ri b m a C Animo Advanced Tutorial 59 Finding out more s Finding out more m More on strokes and beads in the Animo documentation set te In addition to the basic information contained in the lesson Using strokes and beads on page 19, you’ll find more information in the manual Animo Compositings , in Using paths and vectors on page 177 and Working with strokes and beads ony page 205. You can also find information on the Turbulence node in the manual Animo Compositing, in Adding random effects on page 133. S The demonstration material n There are also some relevant scenes in the demonstration material supplied with Animo. See the folders: io Effects (contains examples of lightning andt flames) BeachParty (contains examples of flames) NightClub (contains examples of flames)a im n A e g d ri b m a C 60 Animo Advanced Tutorial s Interacting m 5 te colors s y S n o ti a m This lesson teaches you howi to use one of the nodes that affect color in Directorn to create the effect of interacting colored lights. A e g d ri b m a C Animo Advanced Tutorial 61 About this lesson s About this lesson m What you should already have done te You need to understand the basics of compositing, as explained in the manual Animo Basic Tutorial, in the chapter Simple compositing on page 133. Yous will also need to understand the basic use of the vector toolkit, as described in the manual Animo Compositing, in the chapter Using paths and vectors on page 177. y S What you’ll learn In this lesson, you’ll use Director to create an effect that mimics the interaction of colored lights. n io Materials you’ll use t For this lesson, you will create the materialsa you’ll use. im n A e g d ri b m a C 62 Animo Advanced Tutorial Interacting colors s The lesson m The lesson involves the following steps: e 1 Creating a background. t 2 Creating the colored shapes. 3 Making the colors interact. s 4 Completing the spotlight effect. y S Creating a background For all the effects described in this chapter, you will need to add a colored background. If you don’t remember know how ton do this, see Creating a background with a Color Card node on page 31. io Creating effects with interacting colors t The mathematical nodes (Add, Contrast,a Difference, Max, Min, Mix, Multiply, and Subtract) are particularly useful when you want to achieve effects where one color affects another. A good example of this is where beams of colored light overlap.im In the following example, you will create three colored spotlights that move to overlap each other.n To do this, you will complete the following steps: 1 Add a dark coloredA background, as described in Creating a background with a Color Card node on page 31. Tip: Don’t connect the Color Card node to the camera until you finish drawing vectorse to represent the rest of the scene. 2 Create theg shapes of the spotlights on the floor, and animate them so thatd they overlap. 3 Usei Add nodes to make the colors interact when the shapes overlap. 4 rAdd lighting nodes to complete the effect and replay the results. b m a C Animo Advanced Tutorial 63 Creating effects with interacting colors s Creating the colored shapes To create the shapes of the spotlights: m 1 Make sure the scene is at frame 1 and from the Image tab, drag a e Vector node to the Scene Graph and connect it to the camera. t 2 With the Vector node still selected in the Scene Graph, in the Drawing Window, right-click to open the vector toolkit and click the Ellipse tools . 3 Draw circle to represent a spotlight beam as it hits the floor:y S 4 In the vector toolkit, click the Fill tool to fill the ellipse with a color. n 5 Click Alt+Enter (Windows) or !+I (Mac) oto open the Properties window and on the Fill tab, click the border of the colorti well to open the Color Chooser: a

Click border to open im Color Chooser n A 6 Choose a brighte red color and close the Color Chooser. 7 On the XSheet, double-click the Vector column’s title and change the name fromg Vector to Red, to enable you to identify the vector shape easily dlater. 8Important:i Close the vector toolkit by clicking Close Toolkit and clickr outside the Vector node to ensure it is not selected. The Vector node’s tag changes color (by default, it changes from byellow to purple). m a C 64 Animo Advanced Tutorial Interacting colors s 9 Repeat steps 1–8 to draw and color two more ellipses, coloring them blue and green respectively (renaming their XSheet columns appropriately): m te s

10 For each ellipse, add a Move node to enable you to movey the ellipses so that they move towards the center to overlap andS then move across the camera to separate, setting a final keyframe at frame 50: n o Frame 25ti Frame 50 11 To check that your ellipses are behaving as expected, create a replay by choosing Tools > Replay. a As you will notice, the shapes overlap, but the colors have no effect on each other. To make the colors interact, youm need to use Add nodes, as described in the next section. i n A e g d ri b m a C Animo Advanced Tutorial 65 Creating effects with interacting colors s Making the colors interact To cause the ellipses you created in the last section to have an effect on eachm other, you need to use Add nodes in your scene. To do this: e 1 Make sure the scene is at frame 1. t 2 From the Filters tab of the Node Panel, drag two Add nodes tos the Scene Graph and connect them above the Move nodes: y S n o ti a im n The output of an Add node is the RGBA values of both the inputs added together andA clipped to white. Accordingly, when you connect the Add nodes above the colored Vector nodes as shown, the ellipses in the Drawing Window interact in a similar way to colored light. It is important to econnect the nodes so that all the Vector nodes interact to give the desiredg result. 3 Checkd your results by choosing Tools > Replay. ri b m a C 66 Animo Advanced Tutorial Interacting colors s Completing the spotlight effect To complete the spotlight effect, you will connect the background into them scene and add lighting nodes and an Opacity node to give all the ellipsese an illuminated, slightly blurred appearance. To do this: t 1 Make sure the scene is at frame 1 and connect the Color Card node to the Camera node. s 2 From the Filters tab, drag a Lighting node and a Lighting yComposite node to the Scene Graph and connect them above the Add nodes: S n o ti a im n A e g 3 On dthe XSheet, in the Lighting node’s Exposure column, double-click toi create a keyframe and enter a value of 85.0. 4 rIn the Lighting node’s Blur column, double-click to create a keyframe b and enter a value of 10.0. m a C Animo Advanced Tutorial 67 Creating effects with interacting colors s 5 From the Filters tab of the Node Panel, drag an Opacity node to the Scene Graph and connect it above the Add nodes: m te s y S n o ti a im n A 6 On the XSheet, in the Opacity node’s Exposure column, double-click to create a keyframe ande enter a value of 70.0. 7 With the gLighting node selected, press Alt+Enter (Windows) or !+I (Mac) to open the Properties window and on the Node tab, select Alt-Backlight to give a veryi brightd lighting effect. 8 Checkr your results by choosing Tools > Replay. b m a C 68 Animo Advanced Tutorial Interacting colors s Finding out more m More on effects with colors in the Animo documentation set te You’ll find more information on the color nodes in the manual Animo Compositing, in Changing the colors of images on page 239, and more on drawings and coloring basic shapes in the same manual, in Using paths and vectors on pagey 177. The demonstration material S There is also a relevant scene in the demonstration material supplied with Animo. See the folder: n Effects (contains example of interacting colorso in RGBAdd.scene) ti a im n A e g d ri b m a C Animo Advanced Tutorial 69 s m te s y S n o ti a im n A e g d ri b m a C 70 Animo Advanced Tutorial s Vectorization m 6 te s y S n o ti a m Animo can output bitmapi data (which has a fixed resolution) or vector data (a mathematical representationn of an image, which can be smoothly resized as required).A This lesson teaches you how to use Animo to add vectorization information to Animo output to produce SWF files. e g d ri b m a C Animo Advanced Tutorial 71 About this lesson s About this lesson m What you should already have done te You need to understand the basics of compositing, as explained in the manual Animo Basic Tutorial, in the chapter Simple compositing on page 133. Yous will also need to understand how to ink and paint levels, as explained in the manual Animo Basic Tutorial, in the chapter Inking and painting drawings on page 85 andy how to image process them, as described in Processing scanned images on page 31. S What you’ll learn In this lesson, you’ll use Director to vectorize a leveln and create a SWF file. You’ll complete the following steps: o 1 Vectorizing the level and creating the SWF.ti 2 Changing a vectorized level. a Materials you’ll use For this lesson, you will use the followingm materials from the Tutorial folder: i From the Levels subfolder:n SurferWalking.lvl This is a level holdingA drawings of a surfer character, which have been scanned, image processed, and painted. From the ColorModels subfolder: Surfer.crm e This is a colorg model for the above level. Fromd the Backgrounds subfolder: Beach.tiledi Thisr is a background of a beach. From the Scenes subfolder: bBeach.scene m This is a simple scene consisting of the above elements. a C 72 Animo Advanced Tutorial Vectorization s The lesson m Vectorizing the level and creating the SWF te To output a SWF file, you need to vectorize the relevant level files. You can do this in several ways, but for the purposes of this lesson, syou will do this using Director. To do this: y 1 Open the following simple scene from the Scenes folder: Beach.scene S 2 Choose Tools > Output > Macromedia Flash (SWF) . You are warned that the drawings must be vectorized:n o ti a im 3 Click Vectorize. n A Progress window displays the status of vectorization, and when vectorization is complete,A the Output Panel is displayed. 4 In the Output Panel , in the Frames Selection area, change the number of frames to 1–50. 5 In the Outpute Filename box, type a path and filename, or click the Browse button,g choose a suitable location and type a filename, for example: E:\AnimoTutorial\Renders\walk.swfid 6 In the Resolution area, check that the Width and Height are set to 320 and 240 rpixels respectively and that the Camera Aspect Ratio box is selected. b7 Set the Bandwidth to an appropriate value for the systems on which m you expect the swf file to be viewed. a C Animo Advanced Tutorial 73 Vectorizing the level and creating the SWF s 8 As this example uses a bitmap background, in the Bitmap Options area, make sure JPEG is selected (this allows JPEG compression and m will give a slightly smaller file), that Quality is set to 100, and Reduced Resolution is set to 100 (these options give the maximum quality image:e if you wanted a smaller file, you would reduce these values until you arrivedt at a compromise between file quality and size). s 9 To give maximum quality vector output, in the Vector Quality area, make sure the slider is to High. y 10 In the Output Options area, ensure the Image Filters on VectorsS option is selected. As this example does not use dynamic bitmaps or sound, make sure neither of these options is selected. n o ti a im n A e g d ri b m a C 74 Animo Advanced Tutorial Vectorization s 11 Check that your options are set as follows and then click Generate: m te s y S n o ti a im n A At the bottom of the Information area, the progress of outputting the scene is shown.e When this is finished, the fields in the area are updatedg to show the result of the selected options on the pre send time, size and download time of the resulting SWF file. Your results shouldd be similar to this: ri b

m12 Locate the output SWF file (for example, if you are using Windows NT, you can use Windows Explorer), and open it in a web browser or in a Flash Player. C Animo Advanced Tutorial 75 Changing a vectorized level s 13 Experiment with setting different options and then clicking Generate again to see the effect on the output file size. For example, try changing: m Bitmap Options to Lossless instead of JPEG. Observe the effect one the quality of the background and the file size. t Reduced Resolution from 100 to 1. Observe the effect on the quality of the background and the file size. s Vector Quality from High to Low. Observe the effect ony the file size and the quality of the output. 14 When you have finished, locate your working directory,S save the scene as VectorSurfer.scene, and quit Director. Tip: If you decide that you no longer need vectorizationn information in a level, you can easily remove it. To remove vectorization information: 1 On the XSheet, Alt+click to select all the idrawingso in the level. 2 Press Alt+Enter (Windows) or !+I (Mac)t to open the Properties window. 3 On the Key tab, click Remove Vectors and when prompted, click Remove. a Vectorization information is removed from the level and the symbols in the level’s column on the iXSheetm are updated to reflect this. Changing a vectorized level n If you change a level that has been vectorized, you must make sure that the changes are vectorized,A so that they appear in the final SWF output. As an example, we will use the same scene you worked with in the last procedure, and will change a detail of the surfer, re-vectorize and then regenerate the output.e To do this: 1 Start InkPaintg and open the SurferWalking level. 2 In the Painting Window, right-click to open the toolkit and make sure the Regionsd Toggle tool is pressed down, like this: ri b 3 Select the Trace Brush tool and click the Fix mode button , to m view the region lines. a C 76 Animo Advanced Tutorial Vectorization s 4 At the top of the surfer’s shorts, draw a line to give the surfer a belt:m te s y S 5 Click the Draft mode button and paint the belt that you have just created with an appropriate color from the existingn palette (for example, you could use the Sandals color).o Tip: To get the desired effect, you will ineed to ink the outline of the belt with the Default ink. You will needt to also need to repaint the top of the shorts because paint is removed when you create new regions. 6 Repeat steps 2–5 for each drawinga in the level and then save the level and quit InkPaint. 7 In Director, open the Beach.scenem again. Notice that the belt appearsi correctly in the Drawing Window. 8 Choose Tools > Outputn .> Macromedia Flash (SWF), make sure the correct options are selected and click Generate. 9 When you play theA generated SWF file, notice that the paint regions are now incorrect. Because you made a change to the regions in the drawings, you need to re-vectorizee them before recreating the SWF file. 10 To do this,g close the scene in Director, and in ImageProcessor, open the dfile SurferWalking.lvl. 11 Ini the Level/Model list, click SurferWalking.lvl to select it and then rchoose Tools> Files> Set Vectorize. Next to the Level/Model list, the Vect column changes to display the b word on. 12 Choose Tools > Process. m A Progress window displays information about the vectorization. Because you have not set any other values, you are informed that a region processing is skipped for all drawings. C Animo Advanced Tutorial 77 Changing a vectorized level s 13 When vectorization of all drawings is complete, click Dismiss and quit ImageProcessor. m 14 In Director, open the Beach.scene again. e 15 Choose Tools > Output .> Macromedia Flash (SWF), make sure thet correct options are selected and click Generate. Notice that this time, the belt and all the other regions are displayeds correctly. y You have now finished the lessons on vectorization. S n o ti a im n A e g d ri b m a C 78 Animo Advanced Tutorial Vectorization s Finding out more m More on vectorization in the Animo documentation set te You’ll find more information in the manual Animo Rendering, Output & Vectorization, in the chapter Vectorization on page 39. If you intend to do a lots of work with SWF files, make sure you also read the appendix Nodes for SWF outputy on page 87. S n o ti a im n A e g d ri b m a C Animo Advanced Tutorial 79 s m te s y S n o ti a im n A e g d ri b m a C 80 Animo Advanced Tutorial s Using macros m 7 te s y S n o ti a m To save time in re-creatingi complex effects, Animo lets you save and re- use parts of scenes. To don this, you use macros. This lesson explains how to do this, using asA an example the smoke effect you created in the chapter Effects with strokes and beads on page 29. e g d ri b m a C Animo Advanced Tutorial 81 About this lesson s About this lesson m What you should already have done te You need to understand the basics of compositing, as explained in the manual Animo Basic Tutorial, in the chapter Simple compositing on page 133. Yous will also need to understand how to use a text editor (for example Notepad) to edit and save files in text-only format. y S What you’ll learn In this lesson, you’ll use Director to create a macro of the smoke effect in the smoke scene, so that the smoke can be reused inn other scenes. You’ll complete the following steps: io 1 Locating your macros. t 2 Creating the macro. 3 Using the macro. a Materials you’ll use im For this lesson, you will use the following materials from the Tutorial folder: n From the Levels subfolder:A AshTray.lvl This is a level holding drawings of an ashtray, which have been scanned, imagee processed, and painted. From the ColorModels subfolder: AshTray.crmg This isd a color model for the above level. Fromi the Scenes subfolder: Smoke.scener bThis is a simple scene consisting of the above elements. m a C 82 Animo Advanced Tutorial Using macros s The lesson m Locating your macros te To use macros, you first have to tell Animo where to find your macros. As the macro you will create will be available for you only, you will makes it accessible only to someone who is logged on using your username. To do this:y 1 Decide where you will store your macros and create any new folders required. If necessary, you can store macros in many differentS folders. For this example, create the following folder: AnimoTutorial\MyMacros 2 Start the Configure application by doing onen of the following: On Windows: o From the Start menu, point to Programsti > Animo > Configure On Mac OS X, click the Configure icon in the Dock. 3 Click on the Macro Paths tab. a 4 Click in the User list (because this macro will be available for your username only) and then click Add. m 5 Use the Browse for Folder dialogi box to locate the folder where you want to store the macros: AnimoTutorial\MyMacrosn 6 In the the Browse Afor Folder dialog box, click OK. The path you have specified appears in the User list on the Macro Paths tab. 7 Click Save ande then quit Configure. Creating the macro g To created the macro: 1 Ini Director, open smoke.scene. (This is the scene from which you will rcreate the macro.) b2 Delete the Camera node, and the Ink&Paint node. 3 Save the scene as SmokeMacro.scene in the folder you specified in Configure, m AnimoTutorial\MyMacros, and close the scene. a 4 Quit Director. C Animo Advanced Tutorial 83 Using the macro s Using the macro To use the macro you created: m 1 Start Director and choose File > New. e 2 In the Node Panel, click the tab MyMacros (or the name you gave tot your macro location). s 3 Drag the smoke macro to the Scene Graph and connect it to the Camera node: y S n o ti a im n A e g Note: If your macro contains more frames than the new scene, you will bed prompted to either cancel adding the macro, or to add the macroi and lengthen the scene to fit it. Clickr OK to continue. Youb could now use the smoke macro in your new scene. m a C 84 Animo Advanced Tutorial Using macros s Tips: Nodes that are part of a macro are displayed in a slightly different colorm from other nodes (as shown in the above illustration). e If you change the macro (for example, by deleting a node), yout are warned that you will break the macro into its constituent parts. If you make minor changes (for example, by changing the svalue in one of the columns on the XSheet), the affected node displays an yasterisk to show that you have changed the macro. Changing the copy of the macro in the current sceneS does not affect the original macro. n o ti a im n A e g d ri b m a C Animo Advanced Tutorial 85 Finding out more s Finding out more m More on macros in the Animo documentation set te You’ll find more information in the manual Animo Compositing, in Re-using groups of nodes on page 35. s y S n o ti a im n A e g d ri b m a C 86 Animo Advanced Tutorial s Simple regging m 8 te s y S n o ti a m Regging is used when partsi of one or more drawings in a scene must appear bothn in front of and behind another element, whereA the animation involved makes it difficult to accomplish the same effect with a matte. This lesson teachese you how to use regging to allow a character tog interact with the background. For and example of a regging that involves two characters,ri see More regging on page 101. b m a C Animo Advanced Tutorial 87 About this lesson s About this lesson m What you should already have done te You need to understand how to ink and paint levels, as described in the manual Animo Basic Tutorial, in the chapter Inking and painting drawings on pages 85. You also need to understand how to construct a scene in Director, as described in the manual Animo Basic Tutorial, in Simple compositing and More compositingy , from page 133 onwards. S What you’ll learn In this lesson, you’ll learn how to set up a scene thatn includes regging in Director, save the regging information that willo close off the paint regions into the relevant drawings, image process the ilevels involved, and ink and paint the regged drawings using special inks,t so that the levels interact correctly in the finished scene. You’ll complete the following steps: a 1 Deciding on the cel-to-backgroundm interaction 2 Using InkPaint to trace linesi from a background 3 Setting up regging in Director 4 Processing the reg drawingsn 5 Inking and paintingA the reg drawings 6 Viewing the regging scene in Director e g d ri b m a C 88 Animo Advanced Tutorial Simple regging s Materials you’ll use For this lesson, you will use the following materials from the Tutorial folder:m From the Levels subfolder: e SurferReg.lvl t This is a level holding drawings of a surfer, which have beens scanned, image processed and painted. SurfBoard.lvl y The above level is also part of the scene, although Sit is not used in the regging. From the ColorModels subfolder: Surfer.crm This is a color model for the above levels. n From the Backgrounds subfolder: o SurfHut.tiled i This is a background of the surfer’s hut.t From the Scenes subfolder: a CelToBGReg.scene This is a simple scene file,i containingm the above materials. n A e g d ri b m a C Animo Advanced Tutorial 89 The lesson s The lesson m This lesson demonstrates cel-to-background regging. You will use regging to show the surfer character walking through a doorway in which his e hand is in front of the doorway, while the rest of him is behind it. A tsimilar effect can be accomplished using a matte (as shown in the scene in the SurfHut folder of the demonstration materials), but if you use reggings you can obtain the correct interaction (in the example, between they surfer level and the doorway of the hut) without having to draw complex shapes around the interacting objects. S Deciding on the cel-to-background interaction n To set up a scene for cel-to-background regging, you first need to decide how the cel (in this case, the surfer character)i willo interact with the background (the hut). To do this: t 1 To open the scene, start Director, choose File > Open and in the Tutorial folder, locate the scene CelToBGRega . Observe that although a Transform node has been used to position the surfer character in the doorway,m the surfer appears on top of the background. You will use reggingi to make the surfer character interact correctly with the background, so that he appears to start the scene inside the hut, with onlyn his fingers appearing in front of the hut, curled round the door frame. 2 Note that, to achieveA this effect using regging, you will need to trace a line down the part of the doorway that interacts with the surfer character. e 3 Close the gscene. Using InkPaint to trace dlines from a background After youi have decided how the elements of the scene will interact, you need tor trace a line from the background. To do this, you use InkPaint: 1 bStart InkPaint and choose File > New Traced Level. 2 Locate the background SurfHut.tiled in the Tutorial folder and click Open. m3 In the New Traced Level dialog box, locate the Levels folder in your a working directory and enter a name for the level that will hold the lines, for example SurfHutTrace.lvl. C 90 Animo Advanced Tutorial Simple regging s 4 In the Set Level Name dialog box, accept the default name of S and then click OK. m 5 To view the drawings of the surfer, so that you can see exactly where to draw the regging lines that will close off the paint regions of thee surfer level, choose Image > Add Drawing. t 6 Locate and select the level SurferReg.lvl and then click Open.s 7 When you are prompted, select drawing SSH 1. y 8 Make sure the Zoom list gives you a suitable view of the background: if not, change it, for example to 100% or 50%. You will probablyS also need to use the Pan tool or drag with the middle mouse button to see the required area of the background. 9 In the Painting window, right-click to open then toolkit and click the Trace Brush tool: o ti

10 Draw the regging line onto the background.a You need to draw the line at the point where the surfer should be partially hidden by the hut, like this: im n Regging A line e g Note:d Although the illustration shows a white line, this is for clarity only: the linei you draw will be black. 11 rTo remove the drawings when you have finished, choose Image > Remove Drawings.. b12 Save the level by choosing File > Save and then quit InkPaint. mThe next step is to set up the regging in Director. a C Animo Advanced Tutorial 91 Setting up regging in Director s Setting up regging in Director After you have traced the line from the background in InkPaint, you are m ready to set up the regging. To do this, in Director you add to the e CelToBGReg Scene Graph: t The level you created in InkPaint s A Register To node To set up the regging: y 1 In Director, open the scene CelToBGReg. S 2 From the Ink&Paint tab, drag a Register To node to the Scene Graph and connect it above the Transform node belonging to the SurferReg.lvl node. n 3 From the Ink&Paint tab, drag an Ink&Painto node to the Scene Graph and when prompted, locate the SurfHutTrace.lvli you created in the previous step. t 4 Connect the new Ink&Paint node to the middle input of the Register To node: a im n A e g d ri 5 bSelect the Register To node, if it’s not already selected. 6 Press Alt+Enter (Windows) or !+I (Mac) and in the Properties window click on m the Node tab. a C 92 Animo Advanced Tutorial Simple regging s 7 Select the SurfHutTrace level from the list on the Node tab. 8 In the drop-down list at the bottom of the tab, click BG Lines: m te s

Backgroundy trace lines selected S BG Lines nselected o Choosing BG Lines marks the drawing ias a background trace line. The line will not appear in the final output;t instead it will act as a slight blend, giving a smooth anti-aliased edge between the surfer character and background. a If you don’t choose BG Lines when you’re using a background trace line, you may get a hard edgem and/or a ghost image of the line. 9 In the Register To node’s SurfHutTracei column on the XSheet, double- click to add a keyframe at frame 1. The keyframe is set ton a hold and in the column, On is displayed to signify that the lines will be copied from the reg-to drawings. 10 As you want the traceA lines to be copied into the surfer drawings for the frames in which they’re required only, you need to turn off the hold for thee remaining frames. In the Drawing Window, use the Next Frame and Previous Frame buttons to check at which frame the surfer isg completely outside the hut. You will find that this happens at frame 15. 11 To turnd off the copying of the lines, in the Register To node’s SurfHutTracei column on the XSheet, hold down the B key and click ron frame 15. Note that Off is displayed in the SurfHutTrace column. b12 You now need to copy the lines you traced from the background into the surfer drawings. To do this, in the Scene Graph select the Register m To node. a C Animo Advanced Tutorial 93 Setting up regging in Director s 13 If you need to open the Properties window again, press Alt+Enter (Windows) or !+I (Mac), and on then click the Save Reg into Drawings mbutton. You are warned that the information you’re saving will cause image processing and painting to be removed from 7 drawings: te s y S n 14 Click OK to continue. io The circular symbols for the drawings int the SurferReg level on the XSheet show that inking and painting and processing has been removed. a 15 Choose File > Save to save the scene and then File > Exit to quit Director. m You can now image process the isurfer drawings in the SurferReg level to which the traced lines have beenn copied. A e g d ri b m a C 94 Animo Advanced Tutorial Simple regging s Processing the reg drawings After you have set up the regging in Director and saved the regging m information into the relevant drawings (in this example, these are e drawings 1–7), you need to image process the drawings that containt the traced lines. To do this: 1 In ImageProcessor, open the SurferReg level. s 2 In the Level/Model list, click SurferReg.lvl to select it. y The drawings are listed in the right pane. 3 Click on the first drawing (SSH 1) and then Shift+clickS the seventh drawing (SSH 7) to select drawings 1–7. Drawings 1–7 are highlighted, to show they aren selected. 4 In the Controls window, select Advanced in the Region Layer area and Manual in the Trace Layer area and make sure the settingsio are: In the Region Layer area: t Line Pickup – 180 Line Growing – 254 a In the Trace Layer area: Black Clamp – 0 im White Clamp – 255 5 Choose Tools > Drawingsn > Set All Values. The selected drawings A are marked with a green check mark: e g d ri 6 Make sure drawings 1–7 are selected and then choose Tools > Process Now. b A progress window appears while the selected drawings are processed. m7 When the progress window shows that processing is complete, click Dismiss to close the window and quit ImageProcessor. a You can now ink and paint the newly processed drawings. C Animo Advanced Tutorial 95 Inking and painting the reg drawings s Inking and painting the reg drawings After you have image processed the drawings into which the reg lines m have been copied, you are ready to ink and paint them. To do this: e 1 In InkPaint, open the file SurferReg.lvl. t The first seven drawings are unpainted because new regions have been created by the copied reg lines. s 2 Make sure Ink, Draft, or Final mode is selected, and that they first drawing is selected in the browser window. The drawing in the Painting Window should look similar S to this: n o ti a im 3 In the normal way, paint the parts of the surfer that will not be hidden by the hut background, nincluding the fingers that cross the reg line, curled round the doorway: A e g d ri b m a C 96 Animo Advanced Tutorial Simple regging s 4 Select the Transparent well and ink and paint the other, unwanted parts of the character. (You might need to zoom in and select the Freehand Inkbrushm to do this accurately.): te s y S n o ti a Tip: If you cannot ink the lines of the surfer character, choose View > Reg Layers and ensure that them Reg option is selected. (If Reg to is selected, you will not be ablei to ink the surfer’s lines.) 5 To ink the line of the ndoorway (the traced line you copied from the background), make sure the Ink tool is selected, choose View > Reg Layers and select theA Reg to option. e g d ri b m a C Animo Advanced Tutorial 97 Inking and painting the reg drawings s 6 Ink the small part of the doorway over which the surfer’s fingers are curled with the Reg Off ink. When you have finished, while Reg Off ink m is still selected, Track mode will display the drawing like this: te s Line inked with Reg Off ink y S n o ti a 7 The rest of the line around the doorway is automatically inked with Reg Over ink. In Track mode, withm Reg Over ink selected, the drawing should look like this: i n A e g d ri b

m8 In a similar way, ink and paint drawings 2–7 (if you want, use Autopaint to speed up the process). a 9 Save the level and quit InkPaint. C 98 Animo Advanced Tutorial Simple regging s After you have inked and painted the drawings, you are ready to view the finished effect in Director. m e Viewing the regging scene in Director t After you have inked and painted the reg drawings, you can view your work in Director. To do this: s 1 In Director, open the CelToBG scene. y 2 Choose Tools > Replay and check that the regging hasS worked as expected. 3 Observe that the surfer’s fingers appear on top of the doorway and that in subsequent frames he appears to emerge fromn inside the hut. o ti a im n A e g d ri b m a C Animo Advanced Tutorial 99 Finding out more s Finding out more m More on regging in the Animo documentation set te You’ll find more information on regging in the manual Animo Advanced Features, in Regging on page 39. s y The demonstration material You can see a relevant scene in the demonstration materialS supplied with Animo. See the folder: Regging (contains examples of both cel-to-backgroundn and cel-to-cel regging) o ti a im n A e g d ri b m a C 100 Animo Advanced Tutorial s More regging m 9 te s y S n o ti a m Regging is used when partsi of one or more drawings in a scene must appear bothn in front of and behind another element, whereA the animation involved makes it difficult to accomplish the same effect with a matte. This lesson teachese you how to use regging to allow two characters gto interact. d ri b m a C Animo Advanced Tutorial 101 About this lesson s About this lesson m What you should already have done te You need to understand how to ink and paint levels, as described in the manual Animo Basic Tutorial, in the chapter Inking and painting drawings on pages 85. You also need to understand how to construct a scene in Director, as described in the manual Animo Basic Tutorial, in Simple compositing and More compositingy , from page 133 onwards. S What you’ll learn In this lesson, you’ll learn how to set up a scene thatn includes regging in Director, save the regging information that willo close off the paint regions into the relevant drawings, image process the ilevels involved, and ink and paint the regged drawings using special inks,t so that the levels interact correctly in the finished scene. You’ll complete the following steps: a 1 Deciding on the cel-to-cel interactionm 2 Setting up regging in Directori 3 Processing the reg drawings 4 Inking and painting the nreg drawings 5 Viewing the regging A scene in Director e g d ri b m a C 102 Animo Advanced Tutorial More regging s Materials you’ll use For this lesson, you will use the following materials from the Tutorial folder:m From the Levels subfolder: e AtlasHead.lvl t This is a level holding drawings of the head of the Atlas character,s which have been scanned, image processed and painted. AtlasArm.lvl y This is a level holding drawings of an arm of the Atlas character, which have been scanned, image processed and painted. S AtlasBody.lvl This is a level holding drawings of the body ofn the Atlas character, which have been scanned, image processed and painted. Octopus.lvl o This is a level holding drawings of an octopus,i which have been scanned, image processed and painted. t From the ColorModels subfolder: a Muscle.crm This is a color model for them above Atlas levels. Octopus.crm i This is a color model nfor the above Octopus level. From the Scenes subfolder: CelToCelReg.scene A This is a simple scene file, containing the above materials. Copy these materialse to the equivalent subfolders in your working folder. g d ri b m a C Animo Advanced Tutorial 103 The lesson s The lesson m This lesson demonstrates cel-to-cel regging. You will use regging to show the octopus twining around the Atlas character. A similar effect can bee accomplished using a matte, but if you use regging you can obtain thet correct interaction (in the example, between the Atlas character’s level and that of the octopus) without having to draw complex shapes arounds the interacting characters. y Deciding on the cel-to-cel interaction S To set up a scene for cel-to-cel regging, you first need to decide how the cels (in this case, the strong man Atlas character andn the octopus) will interact. To do this: o ➤ To open the scene, start Director, choosei File > Open and in your working folder, locate the scene CelToCelReg.scenet . Observe that the octopus, which has not yet been inked and painted, appears on top of the strong man. Youa will use regging to make the characters interact correctly, so that the octopus appears to twine around the other character. m The next step is to set up the reggingi in Director. n A e g d ri b m a C 104 Animo Advanced Tutorial More regging s Setting up regging in Director To set up the regging, in Director you add a Register To node to the Scenem Graph. e To set up the regging: t 1 In Director, make sure you have opened the scene CelToCelRegs . 2 From the Ink&Paint tab, drag a Register To node to the Scene Graph and connect it above the Octopus.lvl node: y S n o 3 Connect the following nodes to the middlei (black) channel of the Register To node: t AtlasBodyReg a AtlasHeadReg AtlasArmReg m Note: The levels for the Atlasi character should now be connected to both the Camera and to the Register To node. This makes available then lines from the reg-to drawings (the Atlas drawings) for copying into the regA drawing (the octopus drawing). Your Scene Graph will now look similar to this: e g id 4 rWith the Register To node selected, press Alt+Enter (Windows) or !+I (Mac) b and in the Properties window ensure the Node tab is selected. m a C Animo Advanced Tutorial 105 Setting up regging in Director s 5 In the list on the Node tab, click on Reg level Octopus: m te s y S n 6 In the Register To node’s AtlasBody column on the XSheet, double- click to add a keyframe at frame 1. o The keyframe is set to a hold and in the column,i ON is displayed to signify that the lines will be copied fromt the reg-to drawings from frame 1. a Repeat for the AtlasHead and AtlasArm columns: im n A 7 You now need to copy the lines from the Atlas drawings to the Octopus drawings.e To do this, in the Scene Graph ensure the Register To node isg selected. d ri b m a C 106 Animo Advanced Tutorial More regging s 8 If you need to open the Properties window again, press Alt+Enter (Windows) or !+I (Mac), and on then click the Save Reg into Drawingsm button. After a short pause, you are warned that the information you’re saving will cause image processing and painting to be removed from t16e drawings: s y S n io 9 Click OK to continue. t The circular symbols for the drawings in the Octopus level on the XSheet become white, to show thata processing has been removed. 10 Choose File > Save to save the scene and then File > Exit to quit Director. m Because image processing informationi has been removed from the Octopus level, you must now image process the Octopus level before inking and painting it. n A e g d ri b m a C Animo Advanced Tutorial 107 Processing the reg drawings s Processing the reg drawings After you have set up the regging in Director and saved the regging m information into the level, you need to image process the drawings thate contain the copied lines. To do this: t 1 In ImageProcessor, open the Octopus level. s 2 In the Level/Model list, click Octopus.lvl to select it. The drawings are listed in the right pane. y 3 In the Controls window: S In the Region Layer area, select Advanced and ensure the Line Pickup value is 180 and the Line Growing value is 254. In the Trace Layer area, select Manual and setn the Black Clamp value to 41 and the White Clamp value too 249. Note: These values are suitable for the suppliedi Octopus drawings. For your own drawings, you will need to ensuret you use the same processing values as those used for the original level, before regging information was added. a 4 Click on the first drawing (O 1) and then Shift+click the last drawing (O 1+15) to select all the drawings.m The drawings are highlighted,i to show they are selected. 5 Choose Tools > Drawingsn > Set All Values. The drawings are marked with a green check mark: A e g d ri b m a C 108 Animo Advanced Tutorial More regging s 6 Choose Tools > Process. A progress window appears while the selected drawings are m processed. e 7 When the Progress window shows that processing is complete, tclick Dismiss to close the window, and then exit ImageProcessor.s You can now ink and paint the newly processed drawings. y S n o ti a im n A e g d ri b m a C Animo Advanced Tutorial 109 Inking and painting the reg drawings s Inking and painting the reg drawings After you have image processed the drawings into which the reg lines m have been copied, you are ready to ink and paint them. To do this: e 1 In InkPaint, open the file Octopus.lvl. t Note that new regions have been created by the lines copied from the Atlas drawings. s 2 To add the appropriate color model to the octopus drawings,y in the browser window, click Models, choose Add Model, and from the Color Models subfolder in your working folder, choose Octopus.crmS . 3 In the Reference window, select OCT 1 from the list at the bottom left. 4 Paint the background with the Transparent colorn well. 5 Make sure Paint, Ink, Draft, or Final mode iso selected, and that the first drawing is selected in the browser twindow:i a im n A e g d ri b m a C 110 Animo Advanced Tutorial More regging s 6 With the Fill Paint tool, paint the body of the octopus and the tentacles that are not twined around the strong man character: m te s y S n o Note: To make the illustrations clearer,i the color of the octopus has been darkened in the print manual. t 7 Paint the part of the octopus thata twines around the strong man’s neck: im n A 8 Where the octopus drawing appears on top of the strong man, to prevent the lines from thee strong man showing through, you need to ink them with the Reg Off ink.g To do this: a In the Painting Window, right-click to open the toolkit and select dthe Ink tool . bi Choose View > Reg Layers. r The Reg Layers window lets you select the drawing you want to b change. Each drawing is represented by a different color: by default, the Reg drawing (in this case, the Octopus) is displayed in black, and the three Reg to drawings (in this case AtlasBody, m AtlasHead and AtlasArm) are displayed in red, green and blue a respectively. C Animo Advanced Tutorial 111 Inking and painting the reg drawings s c Because you are going to begin by inking the lines from the AtlasHead Reg to drawing, you need to select the green lines. To m do this, select Reg to at the beginning of the row which contains the green color well: te s y Click to select S n Note that at the top of the Palette Windowo, three new inks are now displayed: Reg Off, Reg Over and Reg Underi . d Ensure the Reg Off color well is selected:t a im

e Ink the lines from then Atlas character’s head (displayed in green by default) that will be hidden by the octopus’ tentacle: A e g id r Ink with b Reg Off ink Note that when you ink the lines with Reg Off ink, the color of the Reg Off m lines is displayed as faded: you can see this if you are using Ink, Draft or a Final modes. If you are using Paint mode, the lines turn black. C 112 Animo Advanced Tutorial More regging s 9 To save time, from the Palette Window select the Body color and with the Fast Paint tool, paint the rest of the octopus, dragging over the m lines from the strong man drawing that you want to be hidden. This automatically inks the underlying reg to ink lines with Reg Off ink:te s y S n o ti Tips: Use the Fast Paint tool to painta the tentacle that twines around the Atlas character’s neck. If you have difficulty selectingm lines by dragging over complex areas of the drawing, zoom in. i To make sure thatn you have inked all the lines correctly with the Reg Off ink, either check the drawing in Ink, Draft or Final mode, making sure Athat all the relevant lines are displayed in a faded color, or check the drawing in Paint mode, which displays all the Reg Off elines in the Reg to drawings in black. g d ri b m a C Animo Advanced Tutorial 113 Inking and painting the reg drawings s 10 Finally, ink two additional reg to lines with the Reg Off ink, using the Ink tool: m A line from the AtlasHead drawing (green) e A line from the AtlasArm drawing (blue) t s y S n io Inkt with aReg Off ink Tip: To ink the lines from the AtlasHead drawing, make sure the green Reg to drawing is selected in the Reg mLayers window (you may need to zoom in to ensure you ink all of the lines).i To ink the lines from the AtlasArm drawing, make sure the blue Reg ton drawing is selected in the Reg Layers window: A e g d ri b m a C 114 Animo Advanced Tutorial More regging s 11 Use the Transparent color well to ink and paint the rest of the drawing, so that it doesn’t appear in the scene: m te s y S n o Tip: To ink the lines from the reg drawingi (the octopus) with the Transparent color, first make sure the Reg drawingt is selected in the Reg Layers window: a Click to select im n A 12 If you still have unpainted areas, use the Smart Fill tool and, if necessary, select the Unpainted color well and use Track mode to find them. e 13 In a similarg way, ink and paint the other drawings (if you want, use Autopaint to speed up the process). 14 Saveid the level and quit InkPaint. Afterr you have inked and painted the drawings, you are ready to view the bfinished effect in Director. m a C Animo Advanced Tutorial 115 Viewing the regging scene in Director s Viewing the regging scene in Director After you have inked and painted the reg drawings, you can view your workm in Director. To do this: e 1 In Director, open the CelToCelReg scene. t 2 On the XSheet, double-click in the first cell of the Octopus column’ss Palette column to open the Properties window. 3 On the Key tab, select the Output palette. y The characters now interact correctly: S n o ti a im n A e g d ri b m a C 116 Animo Advanced Tutorial More regging s Finding out more m More on regging in the Animo documentation set te You’ll find more information on regging in the manual Animo Advanced Features, in Regging on page 39. s y The demonstration material You can see a relevant scene in the demonstration materialS supplied with Animo. See the folder: Regging (contains examples of both cel-to-backgroundn and cel-to-cel regging) o ti a im n A e g d ri b m a C Animo Advanced Tutorial 117 s m te s y S n o ti a im n A e g d ri b m a C 118 Animo Advanced Tutorial s Using color trace 10m te lines s y S n o ti a m Animo lets you scan line drawingsi in color and save the color trace line information to create regions.n The colored lines can then be displayed in InkPaint so that theyA can be inked with the correct colors and/or blends. You can choosee to automatically ink the lines as you are painting a drawing andg if required, you can also change the assignment of colors to the linesd to suit your drawings. ri b m a C Animo Advanced Tutorial 119 About this lesson s About this lesson m What you should already have done te You need to understand how to ink and paint levels, as described in the manual Animo Basic Tutorial, in the chapter Inking and painting drawings on pages 85. y What you’ll learn In this lesson, you’ll use InkPaint to open a drawing that Scontains color trace lines. You’ll then view the colored lines and ink and paint the level to achieve the finished effect. Having done this, you’ll try out the auto-inking feature. To finish, you’ll change the color used to represent blend lines to a nmore suitable one. You’ll complete the following steps: io 1 Viewing color lines t 2 Painting a level containing color trace lines 3 Auto-inking a level a 4 Changing the colors assignedi mto the Self Trace Toggle buttons Materials you’ll use For this lesson, you will use nthe following materials from the Tutorial folder: From the Levels subfolder:A ColorTrace.lvl This is a level holding a drawing of a lifeguard containing color trace lines, which have beene scanned in color and image processed. AutoInk.lvlg This is a level holding drawings of a surfer character containing color trace lines, dwhich have been scanned in color and image processed. Fromi the ColorModels subfolder: ColorTrace.crmr bThis is a color model for the above ColorTrace level. Surfer.crm m This is a color model for the AutoInk level. a Copy the above materials to your working folder. C 120 Animo Advanced Tutorial Using color trace lines s The lesson m Viewing color lines te The level that you will use has been drawn with colored pencils, then scanned in color and image processed in the normal way. To ink and paint sthe level containing color trace lines: y 1 In InkPaint, open the level ColorTrace.lvl and make sure the reference drawing in the reference window is C1. S Note: This level is already associated with the ColorTrace.crm color model. 2 To view the color trace lines, make sure the mode selected in the Painting Window is either Paint, Ink, See-thru or Draft, andn then click the Color Scan Mode button: o ti The lines where tones are to be applieda are shown in color: im n A e g d ri b m a C Animo Advanced Tutorial 121 Painting a level containing color trace lines s Painting a level containing color trace lines After you have displayed the color lines, you can paint the level with the appropriatem colors and ink the color lines with the Blend ink. e The result should look similar to the following: t s y S n o ti a

Exit out of the level without savingm it as you will be using the unpainted version in a later lesson. (If you have savedi the level, to start with a clean version, copy the ColorTrace.lvl from the Tutorialn folder to your working folder again.) A e g d ri b m a C 122 Animo Advanced Tutorial Using color trace lines s Auto-inking a level In addition to simply viewing the color lines and inking them with the colorsm or blends you choose, you can also automatically ink lines as you paint ea drawing’s regions, producing self-traced lines. To do this: t 1 In InkPaint, open the level AutoInk.lvl and make sure the reference drawing in the reference window is Surfer 1. s Note: Parts of this level have been drawn with coloredy pencils, and the level was then scanned in color and image processed in the normal way. It is already associated with the Surfer.crmS color model. 2 Click the Draft mode button and make sure the Toggle Color Scan button is also pressed down: n io These buttonst must be pressed down

Colored lines are displayed in thea Painting Window: im n A Colored e lines g 3 Youd are going to make the zig-zag line across the shorts into a self- tracedi line. Because this line is colored red, click the Red Self Trace rToggle button to select it: b

m Red Self Trace Toggle a button selected C 4 In the Palette Window, click the Shorts 01 palette well. Animo Advanced Tutorial 123 Auto-inking a level s 5 In the Painting Window, click on the lower half of the shorts to add paint:m te s y Note that: The zig-zag line is automatically inked with the ShortsS 01 color, but the blue line surrounding the shorts is not inked because you selected only the Red Self Trace Toggle button.n The auto-inking worked because the Shorts 01 color is set to be both an Ink and a Paint in the color model:o ti Both Ink and Paint selecteda mColor well shows both i ink and paint attributes have been chosen for n this color You cannot useA a color that is a Paint only (for example, the Shorts 02 color) to auto-ink colored lines. To use auto-inking, the colors that you want to use must have the Ink attribute selected, as well as the Paint eattribute, in the color model. When you haveg finished experimenting with the self-trace feature, close the level without savingd it. ri b m a C 124 Animo Advanced Tutorial Using color trace lines s Changing the colors assigned to the Self Trace Toggle buttons You may find that the colors automatically assigned to the Self Trace Togglem buttons are not suitable for your drawings. If this is the case, you can use thee Color Trace Classification window to change the color assigned to any Self Trace Togglet button to give the required result. The Color Trace Classification window is available in both ImageProcessor and in InkPaint. In this example, you will: s 1 Open a level in ImageProcessor and view the default assignmenty of colors to the colored trace lines. 2 Change the default assignment of colors to a moreS appropriate one and process the level. 3 Ink and paint the level using auto-inking. n Opening and viewing a color trace level in iImageProcessoro To see the colors in the ColorTrace level tbefore the effects of processing: 1 In ImageProcessor, open the ColorTrace.lvl 2 In the Level/Model column, click ona ColorTrace.lvl and then double-click on the drawing C1. Both the Color Trace Classificationm and the Results windows appear. 3 At the bottom of the Resultsi window, make sure that the Color control is set to Raw and observe the colors displayed. You may have noticedn when you first opened this drawing in InkPaint (see Viewing color lines on page 121), that the colored lines marking the tones within both the character’sA flesh and in the swimsuit are displayed as red lines. This could cause confusion and is not what was shown in the original drawing. To check this, right-clicke and select the Zoom tool to zoom in on the area of the character’sg swimsuit: d ri b m Orange lines a C Animo Advanced Tutorial 125 Changing the colors assigned to the Self Trace Toggle buttons s These lines were drawn in orange, but because there is no orange self trace button in InkPaint, the red color has been assigned to them. m 4 Close the file without processing it as you will now change the colorse in InkPaint. t Changing the default assignment of colors s Having seen that the colors assigned to the lines in the ColorTrace drawing are not quite as required, you can change them using the Color Trace Classificationy window in either ImageProcessor or InkPaint. The following steps leadS you through the process in InkPaint: 1 In InkPaint, open the level ColorTrace.lvl and make sure the reference drawing in the reference window is C1. n 2 Click the Draft mode button and make sureo the Toggle Color Scan button is also pressed down to display the colored tracei lines in the Painting Window. 3 Click the Show scan color classification editort button:

a Click The Color Trace Classification windowm shows the assignment of colors in the drawing: i n A Six slider controls, which represent e the six self trace buttons g Colors found d in the drawing Thei colors shown in the top part of the window are the colors within the drawing:r in this case, mainly red, orange and blue, which are assigned to the self trace buttons, represented by the slider controls at the bottom of the window. bIt is apparent that both the red and the orange colors are assigned to the red self trace button. It would be better if the orange lines were assigned to the m yellow button, so that they could be more easily distinguished in the drawing. a C 126 Animo Advanced Tutorial Using color trace lines s 4 To change the assignment of the yellow button, drag the yellow slider control so that it is underneath the orange color from the drawing. m te s y Drag

5 To display your change in the drawing, in the ColorS Trace Classification window, click the Apply button and then click to this drawing . Tip: If you change your mind about the wayn you have assigned the colors, to change the color settings back to their defaults, click Reset. In the Painting Window, the lines in the lifeguard’sio swimsuit are now displayed in yellow, but the lines in the flesh areast are still red: a im n Yellow A lines e g d ri b m a C Animo Advanced Tutorial 127 Changing the colors assigned to the Self Trace Toggle buttons s Inking and painting the level using auto-inking You can now ink and paint the level. To save time, use the auto-inking techniquem described in Auto-inking a level on page 123 to apply ink as well as painte to the regions enclosed by the yellow, blue and red lines. To do this: t 1 With the yellow self trace button pressed down, paint the swimsuit with the two swimsuit colors. s 2 With the red self trace button pressed down, paint the fleshy areas with the two flesh colors. 3 With the blue self trace button pressed down, paint theS hat and the hair with their respective colors. 4 Finish off by using the blend ink where appropriate.n When you have finished, save and close the level.o ti a im n A e g d ri b m a C 128 Animo Advanced Tutorial Using color trace lines s Finding out more m More on color trace lines in the Animo documentation set te You’ll find more information on setting scanning options in the manual Animo Basic Tutorial, in Scanning line artwork on page 3. You’ll find more informations on using color trace lines in the manual Animo Inking & Painting, in Displaying and inking colored lines on page 122 and Automatic self-trace inking of colored lines ony page 124. S The demonstration material You can view a relevant file in the demonstration material supplied with Animo. See the folder: n ColorScan (contains a level that was scannedo showing color trace lines) ti a im n A e g d ri b m a C Animo Advanced Tutorial 129 s m te s y S n o ti a im n A e g d ri b m a C 130 Animo Advanced Tutorial s Using a 11m te multiplane camera s y S n o ti a m This lesson teaches you howi to use Director to simulate a multiplane camera. Youn do this using the Depth and Multiplane Camera nodes, which are on the Position tab of the Node Panel. A e g d ri b m a C Animo Advanced Tutorial 131 About this lesson s About this lesson m What you should already have done te Before doing this lesson, you must first do the lessons in the manual Animo Basic Tutorial, in Simple compositing and More compositing, from page 133 onwards.s You don’t need to have done any of the other lessons – but if you’ve already done the earlier lessons in the Animo Basic Tutorial, it will help you. y S What you’ll learn In this lesson, you’ll use the Director and Replayer applications. You’ll learn: n How to construct a scene using a multiplaneio camera How to control the multiplane camera tusing the XSheet. How to control the multiplane camera using the dedicated Multiplane Camera window. a Materials you’ll use m For this lesson, you will use the ifollowing materials from the Tutorial folder: From the Levels subfolder:n Leaf.lvl This is a level holdingA drawings of leaves, which have been scanned, image processed, inked and painted. From the ColorModelse subfolder: Leaf.crm This is theg color model used to ink and paint the above level. Fromd the Backgrounds subfolder: SurfHut.tiledi Thisr is a background of a beach hut. bFrom the Scenes subfolder: SimpleMultiplane.scene m This is a scene using the above material. a Copy all the above materials to the equivalent subfolders in your working folder. C 132 Animo Advanced Tutorial Using a multiplane camera s The lesson m Reviewing the scene te Before you add a multiplane camera to the example scene, review it so that you can see the impact of adding a Multiplane Camera node.s To do this: y 1 Ensure Director is running. If it isn’t, choose Start > Programs > Animo > DirectorS or double-click on its icon. 2 Choose File > Open, and from your working folder, open the file: SimpleMultiplane.scene n 3 Choose Tools > Replay and click Start to createo a preview of the scene. When you play the replay, note that althoughi the leaves part to reveal the hut, the scene is completely flat andt there is no camera movement. A more interesting effect could be achieved by introducing some depth to the scene. To introduce adepth, you will use a Multiplane Camera node. m Adding a Multiplane Camera node i To introduce depth to the nscene, you will add a Multiplane Camera node in Director. To do this: 1 Ensure the Scene GraphA and the Node Panel are displayed. If they aren’t, choose View > Scene Graph and/or Tools > Node Panel as necessary.e g d ri b m a C Animo Advanced Tutorial 133 Adding a Multiplane Camera node s 2 Disconnect the input(s) from your scene’s Camera node: m te s y S n o 3 Replace your scene’s Camera node with a iMultiplane Camera node. To do this: t a To delete the Camera node, selecta it and then press the Delete key. The Output node appears, because you no longer have a camera in your scene: im n A e g d ri b b Drag a Multiplane Camera node from the Position page of the m Node Panel to the Scene Graph. a C 134 Animo Advanced Tutorial Using a multiplane camera s c Connect the Multiplane Camera node’s output to the Output node’s input. m The Output node disappears again, because you have a camera in your scene, and it’s now connected to the Output: te s y S n o ti a

4 For every plane in the scene,m add a Depth node. This drawing has three planes – the two leaves,i one on top of the other, and the background – so from the Position tab of the Node Panel, drag three Depth nodes to the Scenen Graph. A e g d ri b m a C Animo Advanced Tutorial 135 Adding a Multiplane Camera node s 5 Connect the Depth nodes between the output of each plane and the Multiplane Camera node: m te s y S n o ti a Each Depth node sets the depth of the plane beneath it in the Scene Graph – that is, the distancem of the plane from the multiplane camera. i The Multiplane Cameran node composites the planes. Because the Depth nodes don’t yet have values, the Multiplane Camera doesn’t Aknow which plane to put in front. You’ll probably find that – for now – the leaves are composited behind the background, so you can’t see them. 6 Name the newe nodes, so it’s easier to tell which one you’re working with: g a Ensure the XSheet is displayed. iIfd it isn’t, choose View > XSheet. b Click on the Depth node above the Transform LeftLeaf node. It rchanges color, and so does the corresponding column in the b XSheet. c Double-click on the Depth name at the very top of the Depth m column, and change it to LeftLeaf. a C 136 Animo Advanced Tutorial Using a multiplane camera s d Change the name of the Depth node of the Transform RightLeaf node to RightLeaf, as described in steps b–c. m e Now select the Depth node that’s connected to the SurfHut node,e and name it SurfHut: t s y S n o ti a m 7 Place keyframes in the XSheeti to set the depth of each plane: a Ensure the XSheetn is displayed. If it isn’t, chooseA View > XSheet. b Scroll the XSheet so that frame 1 is visible. c In the Depth column named LeftLeaf, double-click on frame 1 to add a keyframe.e Set its value to -1.78 fields: g d ri b m The left leaf now re-appears in the Drawing Window. a C Animo Advanced Tutorial 137 Adding a Multiplane Camera node s d In the Depth column named RightLeaf, double-click on frame 1 to add a keyframe. Set its value to -2.16 fields: m te s y

The right leaf now re-appears in the Drawing WindowS, composited on top of the LeftLeaf node. e In the Depth column named SurfHut, double-clickn on frame 1 to add a keyframe. Set its value to -0.46 fields:o ti a im n A e g d ri b m a C 138 Animo Advanced Tutorial Using a multiplane camera s 8 Set keyframes in the XSheet to control the multiplane camera: a In the Multiplane Camera node’s Depth column, double-click on m frame 1 to add a keyframe. Set its value to -6.00 fields: te s y S b Add a keyframe at frame 1 of the Lens Angle column, the E/W and N/S columns, and the Angle column, andn leave them all at their default values: o ti a m 9 Open the Multiplane Camerai window, and view the end of the scene. To do this: n a Ensure the Multiplane Camera node is still selected. If it isn’t, clickA on the node in the Scene Graph, or on the top of its XSheet column. b Press Alt+Entere (Windows) or !+I (Mac) and click on the Node tab: g d ri b m a C Animo Advanced Tutorial 139 Adding a Multiplane Camera node s c Click on the Multiplane Window button. The Multiplane Window appears: m te s y S n o Frame i box d Display frame 50 by typing 50 in tthe Frame box. 10 Use the Multiplane window to set upa the scene: a In the View area at the bottom left of the Multiplane Window, make sure that Top is selected,m allowing you to look down on the scene from above. i b Drag one of the lines showing the field of view to set the Lens Angle to about 70° :n Drag A e g 70° degrees d ri b m a C 140 Animo Advanced Tutorial Using a multiplane camera s c Using the ruler as a guideline, drag the camera just over 2 fields towards the background, so its Depth is about -4.50 fields: m te s Background Drag y Ruler S n d Using the ruler as a guideline, drag the left leaf (at the top of the Multiplane Window) over 1 field towardsio the camera, so its Depth is about -2.50 fields: t a im Drag n A e e Using the ruler as a guideline, drag the right leaf (at the bottom of theg Multiplane Window) over half a field towards the camera, so dits Depth is about -2.90 fields f i In the View area at the bottom left of the Multiplane Window, r select Side, to allow you to view the scene from the side. b m a C Animo Advanced Tutorial 141 Adding a Multiplane Camera node s g Hold down the Ctrl key, and drag the camera downwards so that the N/S setting is about 3.00S: m te s Ctrl-drag y S n o ti a h Close the Multiplane Camera window. 11 Generate a replay to preview mthe scene; see Previewing your scene on page 159. 12 Save the scene: i a Choose File > Save As. You’re asked where nto save the file. b Find the Scenes Afolder in your working directory (see Creating a working folder on page xvii). c Save the scene as: Multiplane.scenee 13 Close the gscene by choosing File > Close. 14 If you’red not doing the next lesson, and you’ve finished using Director, chooseri File > Exit. b m a C 142 Animo Advanced Tutorial Using a multiplane camera s Finding out more m The Animo documentation set te You’ll find more information about using the multiplane camera in the manual Animo Advanced Features, in the chapter Using a multiplane camera son page 65. y The demonstration material A relevant scene is included in the demonstration materialS supplied with Animo. See the scene in the folder: Multiplane n o ti a im n A e g d ri b m a C Animo Advanced Tutorial 143 s m te s y S n o ti a im n A e g d ri b m a C 144 Animo Advanced Tutorial s XSheet based 12m te productions s y S n o ti a m So far, you’ve seen how youi can use Animo for a production where you create and prepare the nartwork before creating the XSheet. However, if you prefer,A you can use Animo to work the other way round, creating your XSheet before you create and prepare the artwork. This lesson showse you how to work this way. g d ri b m a C Animo Advanced Tutorial 145 About the lesson s About the lesson m What you should already have done te Before doing this lesson, you must first do the lessons Simple compositing and More compositing, from page 133 onwards. You don’t need to have dones any of the other lessons – but if you’ve already done the earlier lessons in this Tutorial, it will help you. y Note: If you want to create a scene by first creating all theS elements for the scene (the inked and painted levels, and the backgrounds/overlays), and then creating the scene itself, see the manual Animo Basic Tutorial, in the chapters beginning with Scanning line artwork on page 3. n o What you’ll learn i In this lesson, you’ll use Director to create at scene before you have scanned or prepared any drawings for it.a To do this you need to: Add unscanned levels to a scene. Create the rest of the scene. m Save the scene. i Later, you can: n Scan the unscannedA levels. Materials you’ll use For this lesson, youe will create an unscanned level to hold drawings of the surfer, after youg have scanned them. You will also use the following materials from the Tutorial folder: Fromid the Backgrounds subfolder: Beach.tiledr b m a C 146 Animo Advanced Tutorial XSheet based productions s The lesson m Adding an unscanned level to a scene te To add an unscanned level to a scene: 1 Start Director by choosing Start > Programs > Animo > Directors or double-clicking on its icon. y 2 In Director, choose File > New to create a new blank scene. 3 Ensure the Scene Graph and the Node Panel are displayed.S If they aren’t, choose View > Scene Graph and/or Tools > Node Panel as necessary. n 4 In the Node Panel, from the Ink&Paint tab, drag the Unscanned Level node to the Scene Graph. o This creates a new empty level, ready fori the drawings to be scanned in. t 5 In the dialog box, find the Levels foldera in your working directory, type a name, for example UnscannedSurfer, and click OK. 6 In the Set Level Name dialog,m accept the default level name of U, and then click OK, or press Enteri . 7 When prompted whether you want to set up drawing names, click OK, and in the Setup Drawingn Names dialog box, type 13 in the number of new names box, and then click OK. The Unscanned LevelA node that you dragged to the Scene Graph then becomes an Ink&Paint node. 8 Ensure the eInk&Paint node is connected to the Camera node: g d ri b9 On the XSheet, Alt+click on the first drawing to select all the drawings, then press Ctrl+2 to retime them on 2’s, and then Ctrl+Shift+0 to copy m all the drawings to the end of the XSheet. a C Animo Advanced Tutorial 147 Creating the rest of the scene s Creating the rest of the scene Now create the rest of the scene: m 1 From the Image tab, drag a BG/OL node to the Scene Graph and whene prompted, located Beach.tiled and click Open to add it to the t background, ensuring the compositing order is correct. s 2 Add a Move node to the scene above the Ink&Paint node. 3 Set the values in the XSheet for the Move and Camera nodesy – just as if your scene planners had specified them: a At frame 1, set the Camera node to 9.66E, and theS Size to 11.00; and set the Move node to 10.00E, 2.00S. a At frame 49, set the Camera node to 0.17W;n and set the Move node to 0.05W. o 4 Go to frame 1 and change the timing of thei Move node to On 2’s to match that of the surfer. t 5 On the XSheet, double-click Frame 1 in the Camera column’s E/W subcolumn, and on the Timing tab of the Propertiesa window, click Timing Library and from the list, select Slowout --> Slowin. m Saving the scene i You now have the same scenen as you created at the start of the Animo Basic Tutorial, except that the surfer level has no drawings scanned. Save the scene, and quit Director:A 1 Save the scene: a Choose Filee > Save As. You’re asked where to save the file. b Find gthe Scenes folder in your working directory (see Creating a working folder ond page xvii). c iSave the scene as: rXSheetBased.scene 2 bChoose File > Exit to quit Director. m a C 148 Animo Advanced Tutorial XSheet based productions s Scanning the unscanned levels To scan the unscanned drawing in the scene, you simply tell ScanLevel tom check the scene. It reports any unscanned drawings in the scene; youe can choose to scan them, or ignore them (and scan them later on). t 1 Ensure ScanLevel is running. If it isn’t, choose Start > Programs > Animo > ScanLevel or double-s click on its icon. y 2 Choose Tools > Scan Scenes. S 3 Select the scene you just saved: a Find the Scenes folder in your working directory (see Creating a working folder on page xvii). n b Choose the scene: o XSheetBased.scene i c Click Open. t 4 You’ll then be told that the scenea includes Unscanned Drawings: im n A

You can: e Chooseg Scan Now to scan the unscanned drawings. dChoose Ignore to ignore the unscanned drawings – probably i because they’re not yet ready. 5 rChoose Ignore – we’re going to end this example here†. b6 Choose File > Exit to quit ScanLevel.

† To finish the scene, you’d instead scan the drawings, image process them, create m a color model for them, and finally ink and paint them. You’d do this in the same way as described in the manual Animo Basic Tutorial, beginning with Scan- a ning line artwork on page 3. C Animo Advanced Tutorial 149 Finding out more s Finding out more m The Animo documentation set te You’ll find more information in the manual Animo Compositing, in the chapter Adding images to your scene on page 109. s y S n o ti a im n A e g d ri b m a C 150 Animo Advanced Tutorial s Changing Animo 13m te defaults s y S n o ti a m By using the Configure application,i you can change the way Animo appears and behaves. Thisn lesson explains how to do this, taking as an example the ability to show full path names in Animo applications. A e g d ri b m a C Animo Advanced Tutorial 151 About the lesson s About the lesson m What you should already have done te You need to understand how to start Animo applications and how to open a scene in Director. s y What you’ll learn In this lesson, you’ll use the Configure application to changeS Animo default behavior. You will change a setting to change the way Animo behaves, save the edited Configure settings, and open a scene in Animo so that you can see the effect of your change. n You’ll complete the following steps: io 1 Using Configure to change a default setting.t 2 Checking the change to the default asettings. Materials you’ll use m For this lesson, you will open thei Beach.scene used in previous lessons. n A e g d ri b m a C 152 Animo Advanced Tutorial Changing Animo defaults s The lesson m Using Configure to change a default setting te To change the default behavior and appearance of Animo, you need to use the Configure application. In this lesson, you will change one line thats will tell all Animo applications to display the full path of the currently yopen file. To do this: 1 In Director, open Beach.scene and notice that at the top of the window, only the file name is displayed: S Scene filen name only io 2 Close the scene without saving and quitt Director. 3 Do one of the following: On Windows: a From the Start menu, point to Programs > Animo > Configure On Mac OS X, click them Configure icon in the Dock. 4 On the Settings tab, find thei line: Animo: Show fulln file path on windows? 5 Note that at present, it is set to No. To change this, double-click on the line: A e g id r Double click Note: Some settings require you to enter a value or a path, in which case, b instead of the value in the Settings column automatically changing when you double-click, a dialog box is displayed to enable you to supply the appropriate m information. a C Animo Advanced Tutorial 153 Using Configure to change a default setting s 6 The setting changes to Yes, the green circle at the beginning of the line turns to yellow and a red exclamation mark appears next to it. These changes indicatem that the setting has been changed since the last time the file was saved and that the setting is now different from the default: te s y S 7 Click Save and then quit Configure. n o ti a im n A e g d ri b m a C 154 Animo Advanced Tutorial Changing Animo defaults s Checking the change to the default settings After you have edited and saved the Configure settings, check that your mchanges have been implemented as expected by opening the Beach.scene again ine Director. To do this: t 1 Start Director and open the Beach.scene again. s 2 The Drawing Window now displays the full path to the scene file, as well as its name: y S Full path and n file name You have now finished the lesson on changingio Configuration settings. If you want to revert the change you madet in Configure to its original state: 1 Start Configure. 2 On the Settings tab, right-click the aline you changed (its circle will be yellow) and then click Reset. Tip: To change all the settingsm back to their original state (that is, if you had made other changes that youi wanted to cancel), you could instead click Reset All at the bottom of the Configure window. 3 Click Save and then quitn Configure. A e g d ri b m a C Animo Advanced Tutorial 155 Finding out more s Finding out more m More on changing the defaults in the Animo documentation set te You’ll find more information on the changes you can make in Configure, together with a listing of the options, in the manual Animo Basics, in Using Configures to change how Animo looks and behaves on page 79. Other Configure options are described in the Animo Installation Guide. y S n o ti a im n A e g d ri b m a C 156 Animo Advanced Tutorial s Index m te s colors y Numerics adding to shape 22 2-way Gradient background 21 changing the colorsS assigned to self trace toggle buttons 126 interacting 66 A Configure applicationn 83, 151–156 conventions, text xiv acknowledgments ii copyright noticeo ii Add node 63 i animated writing 32 t auto-inking 123 Da Depth node 135 B mdisclaimer ii i displaying full path in Animo windows 153 backgrounds documentation xv color card 31 n drawings, scanning 149 gradient 21 beads A defining shape and color 39, 50, 56 beads, setting shape and color 22 F BG Lines option 93 e fire effect 55 bitmaps, adding texture to levels 9 flames 57 g flash of light, creating 54 C id cloud effect 46 r G Color Trace Classificationb window 125 glow effect 58 color trace lines 119–129 colored lights 63 m H a Help menu xv C HTML documentation xv 157 s I P m installation xi palettes, for texture matte 11, 12 instances 4 patterns, adding to levels 10 te s L R y levels rainbow effect 19 naming 147 Ratio Panel 6 setting drawing names 147 ratioing 1–8 S Lighting node 27 Reg Layers window 111 lighting nodes 53, 58 Reg Off ink 111n lightning effect 48 regging cel to backgroundo 87 cel to celi 101 M definitiont 87 inking and painting reg drawings 96 Macromedia Flash (SWF) ouput option 73 inkinga reg lines 111 macros 81–86 processing reg drawings 95 mattes msetting up in Director 92 textures 10, 11–16 i tracing a line from a background 90 moving, linking one character to another 2 Register To node multiplane camera 131–143 n adding 92 Multiplane Camera node 134 saving regging information 93, 106 Multiplane Camera window 139–142 A ripple node 41 N e S New Traced Level option 90 g scanners, calibrating xiv d scenes i creating 3, 21, 31, 147 O r scanning unscanned levels 149 self-traced lines 123 Opacity node 67 b Set Level Name dialog 147 Output node 134 Settings tab 153 Setup Drawing Names dialog 147 m shapes, drawing 21 a Show scan color classification editor button 126 C 158 s smoke X creating with a Turbulence node 43 m creating with a Vector node 37 XSheet based productions 145–150 strokes e adding to shape 22 t defining start and end shape 49 simple use of 19 s SWF files 71 y S T textures 9–18 n TIFF files for texture 10 trademarks ii o transparent colors 13 i Turbulence node t clouds 46 smoke effect 43 a m U i Unscanned Drawings dialog 149 n Unscanned Level node 147 A V e Vector node 21 animated writing 32 g fire effect 55 d lightning effect 48 i vectorization 71–79 r b W working directorym xiii writing, animateda 32 C 159 s m te s y S n o ti a im n A e g d ri b m a C 160