Review: the Dummy Marker Typically used for: Positioning large and small objects in a scene Remembering camera positions for multiple scenes Remembering.

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Presentation transcript:

Review: the Dummy Marker Typically used for: Positioning large and small objects in a scene Remembering camera positions for multiple scenes Remembering where a “good” camera position is

Example Giving the knight a sword (ArmTheKnight.a2w)

Dropping a dummy marker: Step 1 In the scene editor, click on the More controls button (right hand side)

Dropping a dummy marker: Step 2 Click on the Drop Dummy at Camera button.

Rename Dummy Marker In the Object Tree, rename the Dummy object to a more meaningful name, such as originalPosition (not required, but very useful!)

Using a dummy marker To return the camera to its original position, during scene setup Pull-down the menu for on the move camera to dummy button and select the originalPosition dummy marker.

Your turn Give your knight a sword

Review: Camera Motion During Animation To move the camera during an animation, any of the following can be used: camera.move, camera.turn, and camera.roll (We do not recommend these actions – it is often difficult to avoid motion sickness!) camera.move to with camera.orient to camera.set point of view to set the camera's vehicle property

Example We’ll use the AmusementPark world as an example Three parts: Moving (and orienting) to an object Following an object Returning to the camera's original position

Moving to an object

Have the camera move with another object Note that the vehicle of an object (such as the camera) can be changed multiple times during an animation

Returning to original position If you want the camera to move back to its original position during an animation, you must have marked the original position with a Dummy during scene setup (see previous slides). To return the camera to its original position, during an animation One way Camera.moveTo(originalPosition) Camera.orientTo(originalPosition) Another way Camera.setPointOfViewTo(originalPosition)

Your turn Choose one of the other amusement park rides, and use camera motion to give the viewer of the animation a sense of being on the ride

Method Modifiers: As Seen By Open World ToyBallAndCone.a2w Can we get the ball to circle the cone?

Circle the Cone Move - linear motion, not curved Turn - around the ball’s center Turn as seen by the cone Click on more, choose “As Seen By” from the drop down menu and specify the cone. The ball will now turn around the cone’s center

Other Modifiers Open the world WingWalkingMonkey.a2w

First, Set Vehicle Property In the Properties tab of the camera, we have set its vehicle property to biplane We did the same for the camera positions Wherever the biplane goes, the camera and camera positions will track with it

Set Vehicle Property in code We could have set this property in code by dragging the tile into the editor When this property should be modified as part of the program

Duration An Alice statement takes 1 second to execute, alter this time period with the duration modifier

Duration and Do in order Be careful to synchronize the durations of different commands Sound clip as background for a skating routine lasts 30 seconds Time the movements so that they will also last 30 seconds 30 seconds

Duration and Do together A Do together block will take as long as the longest duration to execute 1 second to execute.5 second to execute

Style An Alice animation will have an acceleration to top speed, move at top speed, and then decelerate to stop Repeated action, say in a loop, will make the animation appear to be jerky Set the style modifier to abruptly in smooth out the animation