1<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> 2<html> 3<head> 4<meta http-equiv="Content-Type" content="text/html; charset=utf-8"> 5<meta http-equiv="Content-Style-Type" content="text/css"> 6<link rel="stylesheet" href="css/manpage.css" type="text/css"> 7<title>Animation</title> 8</head> 9<body> 10 11<h1>Animation</h1> 12 13<p>This chapter describes procedures and precautions for creating animations using NintendoWare in Softimage.</p> 14<p> 15<a href="#common">Animation Overview</a><br> <a href="#chara_anim">Character Animation</a><br> <a href="#vis_anim">Visibility Animation</a><br> <a href="#color_anim">Color Animation</a><br> <a href="#tex_pat_anim">Texture Pattern Animation</a><br> <a href="#tex_srt_anim">Texture SRT Animation</a><br> 16 17<a href="#scene_anim">Scene Animation</a><br> 18</p> 19 20<h2><a name="common">Animation Overview</a></h2> 21 22<h3><a name="make_curve">Automatically Creating Animation Data</a></h3> 23<p>If the Export option <strong>Bake All Animation</strong> is ON or if the animation curve in Softimage cannot be output as-is, animation curve data will be automatically created from the data baked from all frames.<BR> Animation data is always automatically created and output from baked data in the following cases.</p> 24<ul> 25<li>When the horizontal axis of the animation curve does not represent the time axis (such as with pass line animations and link animations).</li> 26<li>Animation curves are partially disabled on the dope sheet.</li> 27<li>When the animation is expression-dependent.</li> 28<li>The animation uses animation mixers.</li> 29</ul> 30<p>The rotational value automatically generates animation curve data after adjusting the baked data so that it is continuous and has a small absolute value.</p> 31<p>All values in the output range are output for baked animations.<BR> All animations using extrapolation are also baked, but not reflected in the animation curve repeat type.<BR> Plans call for providing support for the repeat type of baked animations. 32</p> 33 34 35<h3><a name="cmdl_attr">About Animation Curve Extrapolation Mode</a></h3> 36<p>If the Export option <strong>Bake All Animation</strong> is OFF, the animation curve extrapolation mode is referenced and repeat mode is output. Repeat is output and other cases are ignored only when the extrapolation mode is Cycle.</p> 37 38 39<h3 id="loop_anim">Loop Animation</h3> 40<p>When Loop is set ON in the <a href="export.html#options_anim">Export option</a><!--や <a href="set_action.html">NW4R Set Action プラグイン</a>-->, specify <B>the End Frame so the conditions are the same as for the Start Frame</B>. 41 42For instance, if animation is being looped under Softimage and frame 1 and frame 10 are the same, specify 1 for the start frame and 10 for the end frame.</p> 43<p><img src="images/LoopAnimCurve1.gif" alt="LoopAnimCurve1" border="0" /></p> 44<p>Whether looping is set on or off, the <strong>FrameSize</strong> in the intermediate file is = (EndFrame - StartFrame).</p> 45 46<h3><a name="cmdl_attr">Values Output to CMDL Files</a></h3> 47<p>If attributes are being animated, values for the start frame specified with the Export option are output to the CMDL file. Note, however, that bind pose values will be output for the translate, rotate and scale nodes, which are affected by skinning.<br> Note: Be aware that the values of the current frame in Softimage are not the values being output.</p> 48 49 50 51 52<h2><a name="vis_anim">Visibility animation</a></h2> 53 54<p> 55This type of animation controls the <B>Visibility</B> attribute of a node to make it displayed or hidden.<br> Visibility animation data is output to the intermediate file as an CMDLA file. 56</p> 57<p> 58To configure a visibility animation, set the animation curve to <B>View Visibility</B>. 59</p> 60<p><img src="images/vis_anim1.gif" border="0"></p> 61 62<table border="1" class="arguments"><tbody><tr><td> 63When the Export option <a href="export.html#options_compress_node">Compress Node</a> has been set to <B>Cull Useless Node</B> or <B>Cull Uninfluential Node</B>, make sure nodes which have visibility animations configured are not compressed, since visibility animation is set on a node basis. (You can set the compression disable flag using the <a href="data_plugins.html#no_compress_node">NW4C Set No Compress Node Plug-in</a>).<br> When using shape animation, do not set the <CODE>Compress Node</CODE> Export option to <strong>Unite Compressible Node</strong> or <strong>Unite All Node</strong>.<br> 64</td></tr></tbody></table> 65 66 67<h2><a name="color_anim">Color Animation</a></h2> 68 69<h3><a name="diffuse_color">Diffuse, Specular, Incandescence Color</a></h3> 70 71<p> 72Color animations are set by animating the <CODE>Color</CODE>, <CODE>Transparency (R value)</CODE>, <CODE>Specular Color</CODE> and <CODE>Incandescence Color </CODE>of material nodes.<br> When Enable is used to configure ON/OFF animations, in the OFF state these colors are output as black. Animation data is always automatically created and output from baked data in the following cases. 73<ul> 74<li>If an animation has been set for enable. 75<li>Incandescene Color animation. 76</ul> 77</p> 78 79<h3><a name="polgon_alfha">Polygon Alpha</a></h3> 80<p> 81This configures animation for <CODE>Transparency</CODE>.<br> If <B>Enable </B>is turned OFF, the object is treated as opaque. If <B>Enable</B> is on and <B>UseAlpha</B> is also turned on, an animation configured for the Alpha values is output to the intermediate file as the <CODE>diffuse</CODE> alpha value.<br> If <B>UseAlpha</B> is OFF, an animation configured for the Red Color values is output to an intermediate file. (Green and Blue values are ignored.) 82</p> 83 84<table border="1" class="arguments"><tbody><tr><td> 85If the Export option for material compression is enabled, even materials for which color animation is not set sometimes get animated as a result of material collecting. If this happens, use the <a href="data_plugins.html#mat_attr">NW4C Set Material Attribute</a> plug-in to change settings so that materials for which color animation is set are not compressed. 86</td></tr></tbody></table> 87 88 89<h2><a name="tex_pat_anim">Texture Pattern Animation</a></h2> 90 91<p> 92This type of animation swaps textures.<br> Texture pattern animation data can be output to the intermediate file as a material animation (.cmata file). 93</p> 94 95<h3><a name="tex_set">Setting Attributes</a></h3> 96 97<p> 98Texture pattern animation settings use either sequential textures or SCR files supported as standard by Softimage.<br> 99<ol> 100An SCR file is a text-format file with file extension <CODE>.scr</CODE>.<br> In an SCR file, the absolute path to the texture image file to be displayed in the nth frame (where n is an integer greater than or equal to 1) under Softimage is written on the SCR file's nth line. This allows you to animate displays by swapping texture patterns by frame number by specifying an SCR file, rather than specifying a texture image file for each Image node in Softimage as is commonly done. These cannot be specified for negative frames having a value equal to or less than 0. 101</ol> 102 103<p> 104 105Sequential textures are textures that have been given sequential numbers, such as <CODE>p.1.tga</CODE>, <CODE>p.2.tga</CODE>, and <CODE>p.3.tga</CODE>.<br><br> Whether you use SCR files or sequential textures, edits made using the Warp feature of Softimage (a feature for editing the correspondence between frames and textures using a graph) are not applied. 106</p> 107 108 109 110 111<h2><a name="tex_srt_anim">Texture SRT Animation</a></h2> 112 113<p> 114This type of animation varies the SRT of a texture by manipulating a texture matrix.<br> Texture SRT animation data can be output to the intermediate file as an CMATA file. 115</p> 116<p> 117For texture animation, animation curve data is always automatically created and output from baked data. 118</p> 119 120<h3><a name="tex_set">Setting Attributes</a></h3> 121 122<p> 123Texture SRT animations are configured according to the procedure below.<br> Apply textures in Softimage,and open the <B>Texture Projection</B> property editor. Move to the frame you want to configure, and set animation keys for <B>ScalingU</B>, <B>ScalingV</B>, <B>RotationW</B>, <B>Translation U</B>, and <B>Translation V</B>. 124</p> 125 126<table border="1" class="arguments"><tbody><tr><td> 127If the Export option for material compression is enabled, even materials for which texture SRT animation is not set are sometimes animated as a result of materials collecting. If this happens, use the <a href="data_plugins.html#mat_attr">NW4C Set Material Attribute plug-in</a> to change the settings so materials are not compressed if texture SRT animation has been set for them. 128</td></tr></tbody></table> 129 130 131 132<h2><a name="scene_anim">Scene Animation</a></h2> 133<p> 134Scene animations are configured by animating the camera and light attributes.<br> 135</p> 136<h3><a name="camera">Camera</a></h3> 137<p> 138<ul> 139<li>Camera Types 140 <p>Supported camera types are: Perspective, Telephoto, Wide Angle, and Orthographic. 141 </p></li> 142<li>Cameras that are not output 143 <p>A camera will not be output if its Visibility property <B>View Visibility</B> is OFF. 144 </p></li> 145 146<li>Aspect Ratio 147 <p>The aspect ratio is set by selecting <B>Primitive</B> > <B>Pict. Ratio</B> under Camera Properties, or <B>Projection Plane</B> > <B>Film Aperture (Fixed Aspect Ratio OFF)</B>.<br> 148 </p></li> 149<li>Angle of View 150 <p>Angle of view is set by selecting <B>Primitive</B> > <B>Field Of View</B> > <B>Angle</B> under Camera Properties or <B>Projection Plane</B> > <B>Film Aperture (Fix Aspect Ratio ON)</B>. Since vertical Field of View (Fovy) is output to the intermediate file, if <B>Primitive</B> > <B>Field Of View</B> is set to <B>Horizontal</B>, convert it to <B>Vertical Field of View</B> before exporting. The relationship between Horizontal Angle of View and Vertical Angle of View is determined by the Aspect Ratio.<BR> The relationship between the Vertical Field of View (Fovy) and the Horizontal Field of View (Fovx) is given by the following formula: 151 <pre>Fovy = 2 * atan( tan( Fovx * 0.5 ) / aspect )</pre> 152 <p></p></li> 153 154<li>Attributes For Which Animation Can be Set 155 <p>The following is a list of attributes that can be configured with animation:</p> 156<ul> 157<li> The camera kinematics <B>Translate</B> and <B>Rotate</B> (Rotate is only supported by Rotate type cameras) (Global coordinates)</li> 158<li> The kinematics <B>Translate</B> of the camera-direction constraint destination (Camera_Interest) (for Aim type cameras) (Global coordinates)</li> 159<li> The kinematics <B>Translate</B> of up-vector control objects (when using up-vector control objects) (Global coordinates)</li> 160<li> Up-vector Roll (when the up-vector is active)</li> 161<li> The camera properties Picture Ratio (controlled by Film Aperture X/Y), Field of View - Angle, Clipping Plane (Forward/Reverse), Focal Distance, and Ortho Height.</li> 162</ul> 163<p></p></li> 164<br/> <br/> 165 166</ul> 167<p></p> 168 169<h3><a name="light">Lights</a></h3> 170<p> 171<ul> 172<li>Light Types 173 <p>Supported light types are: Infinite, Point, and Spot.<br> <B>Render</B> > <B>Edit</B> > <B>Ambience</B> converts light into ambient light. However, there can only be one ambient light. 174 </p></li> 175<li>Lights that are not output 176 <p>A light is not output if the Visibility property <B>View Visibility</B> is not animated and is OFF. 177 </p></li> 178<li>The Spotlight's <CODE>Visibility</CODE> property 179 <p>A spotlight is not output if either its own <CODE>Visibility</CODE> or the <CODE>Visibility</CODE> of <CODE>Spot_Root</CODE> is OFF.</p></li> 180<li>Light Contribution 181 <p>If the light property <B>Light Contribution</B> > <B>Specular</B> is ON, then the <CODE>color </CODE>value is output as specular color.<br/> If it is OFF, then black is output to the specular color. 182 <p>If the light property <B>Light Contribution</B> > <B>Diffuse</B> is ON, then the <CODE>color </CODE>value is output as diffuse color.<br/> If it is OFF, then black is output to the diffuse color. 183 </p></li> 184<li>Ambient color 185<p>Black is always exported for the ambient color of Infinite, Point, and Spot light types.</p></li> 186 187<li>Specular Color 0, Specular Color 1 188 <p>The intermediate file can have two settings for specular color, but the same value is output for both from Softimage. 189 </p></li> 190 191<li>Attributes For Which Animation Can be Set 192 <p>The following is a list of attributes that can be configured with animation:</p> 193<ul> 194<li> The light kinematics <B>Translate </B>and <B>Rotate</B> (Global Coordinates)</li> 195<li> The light Visibility property <B>View Visibility</B> (except for Ambient Lights)</li> 196<li> The light <B>Color</B> and <B>Intensity</B></li> 197<li> Ambient Light <B>Color</B></li> 198<li> <B>Intensity </B>is output as the alpha component of the light color. (Valid values range between 0.0 and 1.0. (Valid values are 0.0 through 1.0 and correspond to alpha values ranging from 0 to 255 in the intermediate file.)<br/>However, 1 is always exported for the alpha value of the ambient color of Ambient Lights and Lights. </li> 199<li> The kinematics <strong>Translate</strong> of the spot light <CODE>Interest</CODE> node (Global Coordinates).</li> 200</ul> 201 <p></p></li> 202 203<p></p> 204<p><br></p> 205</ul> 206 207<h2 id="limitation_anim">Animation Limitations</h2> 208<p>Currently <strong>shape animations (moprhing)</strong> cannot be used.</p> 209 210<hr><p>CONFIDENTIAL</p></body> 211</html> 212