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 ANIMATION 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 operating system 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: