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    Animating withMicroStation

    Jerry Flynn

    Exton, PA

    2007

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    ANIMATINGWITHMICROSTATIONFirst Edition

    Copyright 2007 Bentley Systems, Incorporated. All Rights Reserved.

    Bentley, B Bentley logo, Bentley Institute Press, and MicroStation are either registered or unregis-

    tered trademarks or servicemarks of Bentley Systems, Incorporated or one of its direct or indirect

    wholly-owned subsidiaries. Other brands and product names are trademarks of their respective

    owners.

    Publisher does not warrant or guarantee any of the products described herein or perform any inde-

    pendent analysis in connection with any of the product information contained herein. Publisher

    does not assume, and expressly disclaims, any obligation to obtain and include information other

    than that provided to it by the manufacturer.

    The reader is expressly warned to consider and adopt all safety precautions that might be indicated

    by the activities herein and to avoid all potential hazards. By following the instructions contained

    herein, the reader willingly assumes all risks in connection with such instructions.

    The publisher makes no representation or warranties of any kind, including but not limited to, the

    warranties of fitness for particular purpose of merchantability, nor are any such representations im-

    plied with respect to the material set forth herein, and the publisher takes no responsibility with re-

    spect to such material. The publisher shal l not be liable for any special, consequential, or exemplary

    damages resulting, in whole or part, from the readers use of, or reliance upon, this material.

    ISBN Number: 978-0-9714141-9-8

    Library of Congress Control Number: 2007923518

    Published by:

    Bentley Institute Press

    Bentley Systems, Incorporated

    685 Stockton Drive

    Exton, PA 19341

    www.bentley.com

    www.bentley.com/books

    Printed in the U.S.A.

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    iii

    Foreword

    Ray Bentley of Bentley Systems, Inc.

    Having powerful animation tools at your disposal is one thing. Becom-

    ing an expert user of those tools quite another.

    Enter Jerry Flynn's skilled instruction. A revered tutor and mentor for

    MicroStation visualization gurus the world over, Jerry has helped thou-

    sands of users master MicroStation visualization techniques, both in

    classrooms across the globe and through his previous Bentley Institute

    Press title, Rendering with MicroStation. Now, with the practical exer-

    cises and animation instruction contained within these pages, it's no

    surprise that the lessons to follow will help thousands of users get their

    models moving faster than ever before.

    The development team here at Bentley has worked hard to deliver visu-

    alization and animation toolsets that can produce amazing results. I am

    part of that team, and I also remain the biggest advocate for making our

    powerful visualization tools accessible to our users. It's a challenging

    combination, but a challenge we enjoy with each success.

    The latest release, MicroStation V8 XM Edition, now contains powerful

    and easy-to-use animation tools. Once configured, MicroStation's pow-

    erful engine can process a model and its animation to deliver high-qual-

    ity, 30-frames-a-second action that delivers a fluidity and realism thatrival Hollywood CGI.

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    iv Foreword

    Put yourself in the director's chair. Pan, tilt, zoom, focus, and highlight a

    scene anyway you'd like. Flyovers and walk-throughs are a breeze, espe-cially when you can simulate a camera on a cable as it flies through a

    scene, or pace motion however you choose. Select the keyframes and

    leave the hard work to MicroStation. You call the shots, literally!

    Now bring the actors to life. Adding motion to formerly static objects

    within your model will reveal its interconnected and fluid detail.

    Whether animating the mechanics of infrastructure or demonstrating

    the flow of its surrounding world, this is where magic can happen. Peo-

    ple walking, cars moving, cranes lifting. Deliver materials, build a struc-

    ture, or operate a machine. Anything is possible.

    Many users will start their foray into animation with the ever-popularwalk-throughs and fly-overs, which immerse a viewer in the middle of a

    virtual world. These animations excel when demonstrating sightlines

    and design options. As your confidence grows, this book will guide you

    - step-by-step - toward the kind of experimentation and results that you

    previously only admired on someone else's screen. Put your models into

    gear and redefine what you think is possible.

    Animation may dazzle, but more importantly, animation will inform de-

    sign decisions. Will a crane bearing a load clear the structure it reaches

    over? Is there enough available space to accommodate building materi-

    als on site? As your skills grow, you'll find yourself reaching for answers

    to questions like these and answering them with your own animations.Animation adds the element of time to a model, and as such, is now a

    core competency among engineering firms for schedule simulation and

    constructability testing. Additionally, some firms are now enjoying bet-

    ter project planning and improved cost control by prototyping on-time

    and just-in-time project scheduling by first simulating projects in ani-

    mation. On paper, a site may accommodate the materials, equipment,

    and staging that are required, but you'll have much greater confidence in

    your aggressive schedule when you first put your construction sequence

    to the test.

    For many years now, project and design teams have been realizing ideas

    and designs using 3D models rendered in MicroStation. Now theseteams can bring those models to life with a little help from Jerry Flynn

    and Animating in MicroStation.

    What are you waiting for? Get moving now!

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    v

    Contents

    Chapter 1: Animation Overview . . . . . . . . . . . . . . . . . . . . . . . . . 1Chapter Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1Animation Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1Video or Movie Output. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2Video Standards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3

    NTSC . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3PAL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4HDTV . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

    The Animation Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

    Uses of the Animation Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7Actor Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7Camera Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8General Settings. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8Animation Preview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9

    Review Questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

    Chapter 2: Simple Keyframe Animation . . . . . . . . . . . . . . . . . 11Chapter Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12Simple Keyframe Animation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

    Creating Additional Keyframes . . . . . . . . . . . . . . . . . . . . . . . . . 14Freezing Geometry into Original Positions . . . . . . . . . . . . . . . . . 16Creating Additional Keyframes in V8 XM Edition . . . . . . . . . . . . 20Freezing Geometry into Original Positions in V8 XM Edition . 22Creating the Animation Script in V8 XM Edition. . . . . . . . . . . . . 23

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    vi Contents

    Animating with Actors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30

    Creating the Keyframes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33Creating the Animation Script . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34Animation Preview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36Animating with Actors in V8 XM Edition . . . . . . . . . . . . . . . . . . . 39

    Creating the Keyframes in V8 XM Edition . . . . . . . . . . . . . . . 43Creating the Animation Script in V8 XM Edition . . . . . . . . . 45Animation Preview V8 XM Edition . . . . . . . . . . . . . . . . . . . . . . 47

    3D Content in PDF Files for V8 and V8 XM Edition. . . . . . . . . . . 49Adding 3D Content from Design Models . . . . . . . . . . . . . . . . 50Interacting with 3D Content in Adobe Reader . . . . . . . . . . . 53

    Keyframing Deformation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57Manipulating Actors and Creating Keyframes . . . . . . . . . . . . . . 59

    Creating the Deformation Animation Script . . . . . . . . . . . . . 61

    Recording the Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63Keyframing Deformation in V8 XM Edition . . . . . . . . . . . . . . . . . 65Manipulating Actors and Creating Keyframes

    in V8 XM Edition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68Creating the Deformation Animation Script . . . . . . . . . . . . . 69

    Recording the Animation V8 XM Edition . . . . . . . . . . . . . . . . . . . 72MicroStation's Movie Player . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75

    Review Questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77

    Chapter 3: Actor Hierarchy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .79Chapter Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79

    Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79Attaching Actors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80Creating the Penknife Animation Script. . . . . . . . . . . . . . . . . 87Attaching Actors in V8 XM Edition . . . . . . . . . . . . . . . . . . . . . . 89Creating the Penknife Animation Script in V8 XM Edition 96

    Creating Actors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101Assembling the Desk Lamp . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106Creating Desk Lamp Keyframes . . . . . . . . . . . . . . . . . . . . . . . . . . . 108Creating the Desk Lamp Animation Script . . . . . . . . . . . . . . . . . . 115Creating Actors in V8 XM Edition . . . . . . . . . . . . . . . . . . . . . . . . . . 119Assembling the Desk Lamp in V8 XM Edition . . . . . . . . . . . . . . . 126Attaching Actors using Animation Producer

    in V8 XM Edition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127

    Creating Desk Lamp Keyframes in V8 XM Edition . . . . . . . . . . . 130Creating the Desk Lamp Animation Script in V8 XM Edition . 137Targeting Actors in V8 XM Edition Only . . . . . . . . . . . . . . . . . . . . 145Review Questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148

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    Contents vii

    Chapter 4: Parametric Animation . . . . . . . . . . . . . . . . . . . . . . . 149

    Chapter Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149Scripting an Actor With a Parametric Equation . . . . . . . . . . . . . 151

    Creating a Custom Parameter to Describe a Revolution . . 154Creating an Animation Script Using Custom Parameters . . . . 157

    Changing the Winch Motion by Editing a Parameter . . . . . 159Creating a Custom Parameter for Revolution in

    V8 XM Edition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160Creating an Animation Script Using Custom Parameters . 163Changing the Winch Motion by Editing a Parameter

    in V8 XM Edition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164Animating a Clock with Parameters. . . . . . . . . . . . . . . . . . . . . . . . 166

    Creating the Clock Script. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168

    Editing the Script and Parameters . . . . . . . . . . . . . . . . . . . . . . 169Animating a Clock with Parameters in V8 XM Edition . . . . . . . 171

    Creating the Clock Script. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173Editing the Script and Parameters V8 XM Edition . . . . . . . . 175

    Advanced Parametric Motion Control . . . . . . . . . . . . . . . . . . . . . . 177Review Questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 183

    Chapter 5: Cameras, Paths, and Targets . . . . . . . . . . . . . . . . . 185Chapter Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 185Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 186Defining the Camera Path. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 186

    Previewing the Animation Script . . . . . . . . . . . . . . . . . . . . . . . . . . 191Frame the Shot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 192The Storyboard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 192

    Keyframing a Target . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 196Checking Camera Path Timing. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 200Creating the Storyboard Script . . . . . . . . . . . . . . . . . . . . . . . . . . . . 202Previewing the Animation Script . . . . . . . . . . . . . . . . . . . . . . . . . . 205Recording Scripts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 206Defining the Camera Path in V8 XM Edition . . . . . . . . . . . . . . . . 212Previewing the Animation Script . . . . . . . . . . . . . . . . . . . . . . . . . . 217

    The Storyboard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219Activating and Deactivating Targets in V8 XM Edition. . . . 222

    Keyframing a Target in V8 XM Edition. . . . . . . . . . . . . . . . . . . . . . 223

    Checking Camera Path Timing in V8 XM Edition . . . . . . . . . . . . 229Creating the Storyboard Script in V8 XM Edition . . . . . . . . . . . . 231Previewing the Animation Script in V8 XM Edition . . . . . . . . . . 235Recording Scripts in V8 XM Edition . . . . . . . . . . . . . . . . . . . . . . . . 237Playing Back the Results in V8 XM Edition . . . . . . . . . . . . . . . . . . 243

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    viii Contents

    Actors on Paths . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245

    Modifying the path . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 248Velocity Graph . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 249

    Animation Velocity Graph Tools . . . . . . . . . . . . . . . . . . . . . . . 251Placing the Animation Camera in Car1 . . . . . . . . . . . . . . . . . . 252Attaching a Camera to an Actor . . . . . . . . . . . . . . . . . . . . . . . . 255Scripting a Target . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 255Adding a Few Bumps in the Road. . . . . . . . . . . . . . . . . . . . . . . 261

    Actors on Paths in V8 XM Edition . . . . . . . . . . . . . . . . . . . . . . . . . . 263Modifying the path in V8 XM Edition. . . . . . . . . . . . . . . . . . . . . . . 267Velocity Graph in V8 XM Edition . . . . . . . . . . . . . . . . . . . . . . . . . . . 268

    Place Animation Camera in Car1 in V8 XM Edition . . . . . . . 272Attaching Camera to Actor V8 XM Edition . . . . . . . . . . . . . . . 276Scripting a Target in V8 XM Edition . . . . . . . . . . . . . . . . . . . . . 277

    Script the Previously Created Keyframesin V8 XM Edition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 281

    Adding a Few Bumps in the Road in V8 XM Edition . . . . . . 285Actors Following Targets in V8 XM. . . . . . . . . . . . . . . . . . . . . . . . . 287

    Attach the Actors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 290Creating the Animation Script in V8 XM Edition . . . . . . . . . 291

    Review Questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 296

    Chapter 6: Animating Materials and Lights . . . . . . . . . . . . . . .297Chapter Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 297Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 298

    Animating Running Water . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 298Animating Source Lights . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 302Animating a Camera Using Saved Views . . . . . . . . . . . . . . . . . . . 306Animating Running Water in V8 XM Edition . . . . . . . . . . . . . . . . 307Animating Source Lights in V8 XM . . . . . . . . . . . . . . . . . . . . . . . . . 309Recording a Preview in V8 XM Edition . . . . . . . . . . . . . . . . . . . . . 316Animating a Camera Using Saved Views in V8 XM Edition . . . 318Playing Back The Previously Recorded Script . . . . . . . . . . . . . . . 319Animating Textures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 320Creating the Curtain Keyframes . . . . . . . . . . . . . . . . . . . . . . . . . . . 322

    Creating the Movie House Script . . . . . . . . . . . . . . . . . . . . . . . 324Using the Timeline Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 326Animating Textures in V8 XM Edition . . . . . . . . . . . . . . . . . . . . . . 332

    Creating the Curtain Keyframes in V8 XM . . . . . . . . . . . . . . . . . . 334Creating the Movie House Script in V8 XM Edition . . . . . . . 335Animating the Lights and Movie Screen in V8 XM . . . . . . . 337

    Animation of Solar Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 343Solar Time Stamp. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 343

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    Contents ix

    Solar Study Utility . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 350

    Solar Study in V8 XM Edition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 351Review Questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 352

    Chapter 7: Included Scripts and Network Rendering . . . . . . 353Chapter Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 353Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 354Included Scripts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 355Using the Packager Utility. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 363Network Rendering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 366

    Distributed Rendering Overview for V8 XM Edition . . . . . . 366Setting Up a Shared Network Resource . . . . . . . . . . . . . . . . . 373Disable Simple File Sharing on Windows XP Pro . . . . . . . . . 374Adding Processors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 378

    Important Considerations. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 379Hardware Graphics Acceleration. . . . . . . . . . . . . . . . . . . . . . . . 379Postage Stamp Animations for Preview . . . . . . . . . . . . . . . . . 380Multi-level Texture Interpolation . . . . . . . . . . . . . . . . . . . . . . . 380Antialiasing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 381Memory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 381Multi-core CPUs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 382Memory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 382Non-linear Editing Software . . . . . . . . . . . . . . . . . . . . . . . . . . . . 385

    Review Questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 386

    Visualization Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 387

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    x Contents

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    xi

    Introduction

    This book assumes you know nothing about animation however it is

    assumed that you have a working knowledge of 3D. It starts out slowly

    with simple animation techniques using keyframing and progresses to

    more advanced animation methods where you will learn to animate

    actors using parameters and also to animate materials and lighting.

    This book covers animating with MicroStation V8 and also

    MicroStation V8 XM Edition. While many of the tools may look the

    same in both versions the underlying code has been completelyrewritten for XM. Most notably the Animation Producer where the

    animation scripts are created has a completely new look and is much

    more user friendly.

    In every exercise you will get a chance to see how the V8 XM Edition

    compares to previous Animation Producer. If you are new to Animation

    and are starting out using MicroStation V8 XM Edition, I would

    recommend you skip over the exercises geared toward the older version

    and concentrate on those exercises specifically for XM. If you are

    familiar with the old Animation Producer and moving to XM, I would

    recommend you do both sets of exercises so you can apply what you

    already know more quickly by seeing exactly how the versions differ.

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    xii Introduction

    EXTRACTINGTHEDATASETS

    Before doing any exercises, you will need to extract the data sets from

    the accompanying CD. The CD contains the Workspace that you will be

    using for all the exercises, including design files, palettes, materials, and

    image library.

    Extract all the files from theAWM.zipfile into the folder where Micro-

    Station in installed on your computer. By default, MicroStation V8 is

    installed in \Program Files\Bentley folder, and for V8 XM Edition

    C:\Documents and Settings\All Users\Application Data\Bentleybut this

    could be different on your computer if you do not use the default install.

    Extract the files using folder names and elect to overwrite the existing

    files since the Workspace folder already exists.

    NOTE: It may be necessary to set the Windows folder options in order

    to see the default folder location where the V8 XM Workspace is

    installed.

    From Windows File Explorer choose Tools > Folder Options to open the

    Folder Options dialog turn on the option to Show hidden files and

    folders.

    Extract toBentley folder

    Check Usefolder names

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    About the Author xiii

    ABOUTTHEAUTHOR

    Jerry Flynn is a visualization specialist at Bentley Systems. He has more

    than 18 years of visualization experience, and over 25 years of

    experience working with 3D computer models.

    As a design engineer with Planning Research Corporation (PRC), at theKennedy Space Center, Jerry designed launch support equipment and

    access platforms for the Space Shuttle. Using a highly accurate 3D

    computer model of the Space Shuttles outer mold lines, Jerry was able to

    design critical access equipment and verify the designs on the computer

    prior to fabrication. In his own words I was hooked on 3D from that

    point, in 1981, on.

    When the design and construction phase for the Shuttle facilities ended

    in 1987, Jerry left PRC and went to work for McDonnell Douglas Space

    Systems. At that time McDonnell Douglas provided all support and

    processing of flight hardware in preparation for launch of the Space

    Shuttle. As a senior design engineer at McDonnell Douglas, Jerrybrought his experience in 3D computer graphics to an even higher level.

    Using MicroStation, version 2.01.3, and an 8 MHz 286 PC, he created

    the first accurate 3D models of a processing facility and the Magellan

    spacecraft. These models then were used to perform access studies and

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    xiv Introduction

    fit checks, far in advance of the spacecrafts actual arrival at the Kennedy

    Space Center. This effort proved to NASA that computer modelingwould be a tremendous time saver over existing methods.

    From Jerrys pioneering efforts, a new Visualization Group was born.

    This group performed complex tasks and expanded their

    responsibilities to include conceptual design and advanced studies for

    future missions to the moon, Mars, and beyond. This group now has

    more than 11 full-time employees dedicated to various visualization

    tasks.

    During his time at McDonnell Douglas, Jerry won 14 Golden Mouse

    awards in InterGraphs computer art competition and a Best in

    Application, from Kodak, during the 1991 SIGGRAPH convention. TheDesign Visualization Group that Jerry was instrumental in forming won

    the Silver Eagle award in 1993, the highest award achievable at the Space

    Systems division.

    Jerry Flynn departed McDonnell Douglas in November of 1994 to join

    Bentley Systems. He was responsible for much of the animation and

    graphics used on the Discovery CD-ROMs to launch MicroStation 95,

    GeoGraphics, Modeler, and TriForma. He continues to work closely

    with development on improving and adding new visualization features

    to MicroStation. He also played a major role in the development of

    Model City Philadelphia a virtual reality model of Philadelphia, which

    was shown at AEC Systems and SIGGRAPH in 1997.Jerry is the author of the Bentley Institutes Animating with

    MicroStation and Rendering for Building Design courses and

    provides 3D and visualization training for users in the U.S. and sites

    around the world. Jerry Flynn also supports Bentleys Professional

    Services Group. In this capacity, he provides professional consulting and

    services, including onsite training, 3D modeling, animation, rendering,

    multimedia, and video editing services.

    Jerry Flynns graphics have been on the covers of 16 MicroStation books.

    He has been the creator of seven MicroStation Manager covers, and his

    photorealistic images have made the covers of Road & Bridges,

    Computer Aided Engineeringand Computer Graphics Worldmagazines.He is responsible for the Orbiter, Oldhotel, Livroom and Lobby

    example DGN files that were shipped with MicroStation. He was

    instrumental in the development of the texture library that is delivered

    with MicroStation.

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    1

    1 Animation Overview

    CHAPTEROBJECTIVES

    The topics covered in this chapter include:

    b Animation overview

    b Video standards

    b Animation tools

    INTRODUCTIONIn this chapter you will be provided a brief overview of what

    animation is, as well as a brief explanation of the various types of

    video formats and output.

    ANIMATIONOVERVIEW

    When you think of animation one of the first things that comes to

    mind is the Saturday morning cartoons that most of us enjoyed as

    kids. By drawing pictures with successive movement of objects,

    these animations or cartoons appear to come to life. Cartoonstoday are typically created on computers and some of the in-

    between pictures (frames) can be computed rather than drawn by

    hand.

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    2 Chapter 1: Animation Overview

    What all forms of cartoon animation have in common is that they

    create some type of perceived motion by showing successiveframes at a relatively high speed. Computer cartoon animation

    usually shows 10 to 20 frames per second. By comparison,

    traditional hand-drawn animation uses anywhere from 8 frames

    per second (for poor-quality animation), to 12 frames per second

    (for standard animation), to 24 frames per second (for short bursts

    of smooth, realistic motion).

    Human visual accuracy is limited to about 12 images per second.

    If you show more than 12 images per second the brain thinks it is

    seeing continuous motion (some people are better than others at

    this). If you show fewer than 12 images per second, the brainknows it is looking at single images presented rapidly. The

    magician relies on this fact. If they can move an object in less

    than 1/12 of a second while distracting you, you will probably

    never see what really happened. The hand is faster than the eye.

    When animating with MicroStation you will find that

    MicroStation does most of the work for you. You only need to

    think about key events or points in time and then script these

    events to occur. MicroStation determines the in-between frames

    and interpolates positions based on the parameters you describe.

    VIDEOORMOVIEOUTPUT

    Just a few years ago a typical MicroStation animation consisting

    of a series of sequential images (frames) saved at 320 x 240

    resolution could play back smoothly at only 15 frames per second

    on a 350 Mhz X86 system. Todays modern system can handle a

    smooth 30 frames per second and at a DVD quality 720 x 480

    resolution. Because most of your animation work will be played

    back on a PC, the final output can be converted to MPEG-1 or

    MPEG-2 format suitable for playback on a desktop or laptop

    system. MPEG (pronounced M-peg), which stands for Moving

    Picture Experts Group, is the name of the family of standards

    used for coding audio-visual information (e.g., movies, video,

    music) in a digital compressed format.

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    Video Standards 3

    We will be recording at 30 frames (images) per second. When we

    playback our animations using Windows Media Player they willplay at 30 frames per second.

    The major advantage of MPEG compared to other formats is that

    MPEG files are much smaller for the same quality. This is due to

    the very sophisticated compression techniques the MPEG format

    uses.

    You can choose from several digital formats when creating

    animation to be played back on a computer. There is the

    Microsoft AVI format which can be configured to use a variety of

    compression/decompression routines (CODECs). You also can

    choose Apples QuickTime movie format (MOV) format.

    If you intend to create video for playback on a television,

    MicroStations Animator can output to NTSC or PAL standard-

    size-frames. Animator also supports interlaced field-rendered

    frames.

    VIDEOSTANDARDS

    NTSC

    NTSC stands for National Television System Committee, whichdevised the NTSC television broadcast system in 1953. NTSC is

    also commonly used to refer to one type of television signal that

    can be recorded on various tape formats such as VHS, 3/4 inch U-

    matic, and Betacam.

    The NTSC standard has a fixed vertical resolution of 525

    horizontal lines stacked on top of each other, with varying

    amounts of lines making up the horizontal resolution,

    depending on the electronics and formats involved. There are

    59.94 fields displayed per second. A field is a set of even lines or

    odd lines. The odd and even fields display sequentially,

    interlacing the full frame. One full frame consist of two interlaced

    fields and displays about every 1/30 of a second.NTSC format is

    used in North and South America with the exception of Brazil

    (which uses a modified version of PAL).

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    4 Chapter 1: Animation Overview

    PAL

    PAL stands for Phase Alternation by Line, and was adopted in

    1967. The term PAL is often used informally to refer to a 625-

    line/50 Hz (576i, principally European) television system, and to

    differentiate from a 525-line/60 Hz (480i, principally North

    American/Central American/Japanese) NTSC system. An

    advantage of this system is a more stable and consistent hue (tint).

    PAL-M is used only in Brazil. It has 525 lines, at 30 frames per

    second.

    The PAL format is used in most of Europe, Africa, and Asia

    (including Australia).

    HDTV

    High-definition television (HDTV) is a television broadcasting

    system with a significantly higher resolution than traditional

    formats (NTSC, SECAM, PAL) allow. HDTV is broadcast

    digitally.

    Although a number of HDTV standards have been proposed or

    implemented on a limited basis, the current HDTV standards are

    defined in ITU-R BT.709 as 1,080 active interlaced or

    progressive lines, or 720 progressive lines, using a 16:9 aspect

    ratio. The term high-definition can refer to the resolution

    specifications themselves or more loosely to the media capable of

    similar sharpness, such as photographic film.

    THEANIMATIONTOOLS

    In this first exercise you will be given a brief overview of the

    Animation tools. Because this book covers both V8 and V8 XM

    Edition, you will be looking at the differences in versions in both

    the tools and new functionality provided in the XM Edition. A

    more detailed look at the difference between versions is providedby exercises later in the book.

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    The Animation Tools 5

    All exercises will be noted by the following graphic headers to

    indicate to you if they are for V8 and prior versions, V8 XMEdition or all versions.

    This indicates V8.5 and earlier version exercises.

    This indicates V8 XM Edition specific exercises.

    This indicates exercises applicable for all versions.The next exercise is for V8.5 and earlier versions as indicated.

    Reviewing the MicroStation Animation Tools1 Open the design file simple keyframes.dgn.

    The design file opens and displays one view.

    2 From the MicroStation Main menu, select Tools > Visualization >Animation.

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    6 Chapter 1: Animation Overview

    The Animation tool frame opens with four tools for V8 2004

    Edition and prior versions and the tool frame for V8 XM Editionappears with three tools.

    The XM tools are missing the preview and record tools. These toolshave been redesigned and moved under the Animation Settings toolframe.

    3 Click and drag on each icon in the Animation tool frame to tear offthe individual toolboxes. In V8 XM, click and hold the tool frame

    icon to see a drop down list, then select the option to Open as

    Toolbox.

    Animation Cameras

    Animation Preview

    Animation Actors

    Animation Settings

    Animation tools for XM Edition from left to rightActors, Cameras, and Settings.

    V8 2004 Edition

    V8 animation tool frames V8 XM Edition animation toolboxes

    Record tool

    Preview tool

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    The Animation Tools 7

    Uses of the Animation Tools

    The tables that follow list the animation tools and their uses. Both

    V8 and V8 XM Edition icons are present in the table with the XM

    Edition icons to the right of the V8 icons. As you can plainly see,

    there are subtle differences between the two types of icons and

    you should have no problems in recognizing these tools from

    version to version.

    A big change in V8 XM Edition is in the way animation actors are

    handled. In V8 2004 and prior versions animation, actors when

    created are cells. In V8 XM Edition animation actors are Named

    Groups when created.

    Actor Tools

    Tool Animation Actor Tools Used to

    Create Actor Create actors.

    Attach Actor Create hierarchies (parent child

    relationships) by attaching one

    actor to another.

    Manipulate Actor Manipulate the created actor

    into different positions.

    Modify Actor Modify the actors name or axis

    of motion for movement,

    rotation or scale.

    Modify Origin Change the origin of the actor.

    Define Actor Path Attach an actor, camera or target

    to a path.

    Script Actor Script an actor to parametrically

    move, rotate or scale.

    Drop Actor Convert (drop) the actor back to

    components.

    Detach Actor Detach an actor from the

    hierarchy. This is the reverse of

    the Attach Actor tool.

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    8 Chapter 1: Animation Overview

    The Modify Origin tool is not needed or available as a separate

    tool in V8 XM Edition. In V8 XM Edition, the actors coordinatesystem can be selected and manipulated independently of the

    actor (provided Graphic Group Lock is not enabled).

    Camera Tools

    In MicroStation XM Edition, general settings are as outlined in

    the following table.

    General Settings

    Tool Animation CameraTools

    Used to

    Create Animation Camera Place an animation camera. Note

    the Animation Camera is

    considered an Actor.

    Modify Camera Modify a cameras target, lensangle and display clipping.

    Script Camera Turn on a camera.

    Create Target Place a target. Note the Target is

    considered an Actor.

    Script Target Turn on a target.

    Tool Animation SettingsTools

    Used to

    Animation Producer

    Dialog

    Open the Animation Producer

    dialog box, where the animation

    scripts are created, edited, and

    recorded.

    Animation Preview

    (XM Edition only)

    Open the Animation Preview

    tool, a dockable tool bar that

    allows you to interactively scrub

    through animation frames.

    Record

    (XM Edition only)

    Open the Record Script dialog

    box.

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    The Animation Tools 9

    The following preview tools are V8 only and are no longer usedin V8 XM Edition. The Record Script and Record Selected

    Frames tools for XM Edition are accessed through the Record

    Script tool.

    Animation Preview

    General Settings Open the Animate General

    Settings and create script foranimating camera angle,

    background, fog, and brightness

    adaptation, and so on.

    KeyFrames Dialog Open the Animation KeyFrames

    dialog box, used for creating

    keyframes.

    Global Lighting Open the Animate Global

    Lighting Settings dialog box and

    create animation script of solar

    lighting, including time of day,

    color, and intensity or to script

    animation of ambient, and flashsettings.

    Source Lighting Open the Animate Source

    Lighting Settings dialog box to

    script animation of source lights,

    including intensity, color, and

    cone angle.

    Materials Open the Animate Material

    Settings dialog box and create

    animation script of any materials

    properties.

    Tool Animation PreviewTools

    Used to

    Start Moves preview to starting frame

    zero.

    Preview Previous Moves back one frame in time.

    Rewind Plays preview in reverse.

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    10 Chapter 1: Animation Overview

    REVIEWQUESTIONS

    1 For NTSC, what is the standard frame rate for recording andplayback?

    2 For PAL, what is the standard frame rate for recording andplayback?

    3 For NTSC, how many frames are there in one minute of animation?

    4 True or false: You should always record to a movie format, such asAVI or MOV.

    Play Plays animation preview in a

    view.

    Preview Next Moves ahead one frame in time.

    Preview Last Moves to last frame of animation.

    Preview Advance Moves to frame entered.

    Record

    (Moved to General Settingstoolbox for XM Edition)

    Open the Record Script dialog

    box.

    Record Selected Frames

    (Functionality moved to

    Record Script dialog box for

    XM Edition)

    Open the Record Selected

    Frames dialog.

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    11

    2 Simple Keyframe

    Animation

    CHAPTEROBJECTIVES

    The topics covered in this chapter include:

    b Animation with keyframes

    b Creating simple keyframes

    b Simple animation scriptsb Creating animation actors

    b Keyframing actors

    b Previewing scripts

    b 3D content in Adobe PDF

    b Graphics acceleration

    b Recording animation script

    b Using the movie player

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    12 Chapter 2: Simple Keyframe Animation

    INTRODUCTION

    In this chapter you will be creating a simple animation based on a

    technique called keyframing. The basic principle of keyframe

    animation is simple: you specify the location of geometry at

    certain key positions (keyframes) and the animation software

    automatically calculates the in-between frames. You can think of

    a keyframe as a key moment in time that includes where an

    objects position, scale or rotation is at that moment.

    The Animation Producer automatically computes in-between

    frames that involve translation, rotation, and scale. It can also

    interpolate the changes between two versions of an element that

    has been modified to create simple morphing, such as a flag

    waving.

    SIMPLEKEYFRAMEANIMATION

    In this next exercise you will be putting some simple objects in

    motion by creating keyframes of the simple objects at their initial

    positions. Then by moving, rotating, scaling, and modifying the

    geometry you will create some additional keyframes. After

    creating the keyframes, all that is required to animate the objects

    is to create the animation script, preview it and record the script tosequential frames on disk.

    If you are new to animation and are using MicroStation V8 XM

    Edition you can skip this exercise and move to the exercises

    specifically for MicroStation V8 XM Edition. The section on 3D

    content in Adobe PDF is applicable to both V8 and V8 XM

    Edition. All exercises are noted by the following graphic headers

    to indicate to you if they are for V8 and prior versions, V8 XM

    Edition or all versions.

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    Simple Keyframe Animation 13

    This indicates V8.5 and earlier versions.

    This is indicates V8 XM Edition.

    This indicates exercises applicable to all versions.

    The next exercise is for V8.5 and earlier versions, as indicated.

    Creating Initial Keyframes1 Open the design file simple keyframes.dgn.

    The design file opens and consists of a few 2D shapes.

    2 Fit view 1.

    3 From Tools > Visualization > Animation, open the AnimationSettings toolbox.

    4 Click the Create KeyFrame tool.

    The Animation KeyFrames dialog box opens.

    5 Using the Selector tool, select the geometry forming the star object.

    6 In the Animation KeyFrames dialog box, click Create.

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    14 Chapter 2: Simple Keyframe Animation

    7 Enter star1in the Namefield and in the Descriptionfield enter

    initial star. Click OK to create a keyframe of the star object in thisposition.

    8 Using the Selector tool, select the geometry forming the rocketobject.

    9 In the Animation KeyFrames dialog box, click Create.

    10 Enter rocket1in the Namefield and in the Descriptionfield enterinitial rocket. Click OK to create a keyframe of the rocket object in

    this position.

    11 Using the Selector tool, select the geometry forming the car object.

    12 In the Animation KeyFrames dialog box, click Create.13 Enter car1in the Namefield and in the Descriptionfield enter

    initial car. Click OK to create a keyframe of the car object in this

    position.

    Creating Additional Keyframes

    Now that you have the initial keyframes created you can simply

    modify, scale, rotate or move the geometry and create more

    keyframes. These keyframes once created can easily be added to

    an animation script to animate the objects between the keyframes.

    Creating Additional Keyframes1 Continue with simple keyframes.dgn.

    2 Modify the star object geometry by using the Modify Element tool(Tools > Main > Modify). Snap to the vertex of the right point and

    use AccuDraw to move the point up 2 units.

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    Simple Keyframe Animation 15

    3 Snap to the vertex of the left point and using AccuDraw move the

    point down 2 units.

    Star object initial position left, modified center, and rotated right.

    4 Using the Selector tool, select all geometry forming the star object.

    5 In the Animation KeyFrames dialog box, click Create.

    6 Enter star2in the Namefield and in the Descriptionfield enter newstar position. Click OK to create a keyframe of the star object in this

    position.

    7 From the MicroStation Main tools, open the Manipulate toolbox.

    NOTE: You will be using MicroStations element manipulate tools to

    position the geometry into several different poses. Later you will learn

    to create actors and manipulate them using the Animation Producers

    manipulate actor tool.

    8 Using the Selector tool, select the star object and rotate it (using theMicroStation Rotate tool) 45degrees about the weighted point in

    the center.

    9 While the star is still selected, in the Animation KeyFrames dialogbox click Create.

    10 Enter star3in the Namefield and in the Descriptionfield enter starrotated. Click OK to create a keyframe of the star object in this

    position.

    11 Using the Selector tool, select the rocket object, and usingAccuDraw move the rocket geometry up 6units from the base.

    12 While still selected, scale the rocket in X,Y and Z to 0.25its originalscale.

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    16 Chapter 2: Simple Keyframe Animation

    13 While still selected, click Create in the Animation KeyFrames dialog

    box.

    The Create KeyFrame dialog opens.

    14 Enter rocket2in the Namefield and in the Descriptionfield enterrocket scaled and moved.

    15 Using the Selector tool, select the car geometry, and usingAccuDraw move the car geometry to the right 6units.

    16 While the car geometry is still selected, click Create in theAnimation KeyFrames dialog box.

    17 In the Create KeyFrame dialog box, enter car2in the Namefield and

    enter car movedin the Descriptionfield.

    FREEZINGGEOMETRYINTOORIGINALPOSITIONS

    Now that you have created several keyframes to set these objects

    in motion, you need to create the animation script. But first you

    will freeze the geometry into the original positions. Even though

    you may not need the initial position as part of an animation, it is

    a good idea to create some initial keyframes when you intend to

    put objects into motion. If you ever want to return geometry to its

    original location, scale or rotation you can easily freeze it back

    using the initial position keyframes.

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    Freezing Geometry into Original Positions 17

    Freezing Keyframes1 Continuing with simple keyframes.dgn, select car1in the

    Animation KeyFrames dialog box and then click Freeze to return

    the geometry to the original position.

    2 Select rocket1in the list and then click Freeze to return thegeometry to the original position.

    3 Select star1in the list and then click Freeze to return the geometryto the original position.

    Creating the Animation Script1 Open the Animation Producer dialog box by clicking the tool in the

    Animation Settings toolbox.

    2 Double-click star1in the Animation KeyFrames dialog box.

    The Script KeyFrame dialog opens.

    3 Set Frame Numberto 0 and Interpolationto Linear.Click OK to addthis keyframe to the script.

    4 In the Animation KeyFrames dialog box, double-click star2. In theScript KeyFrame dialog box, set Frame Numberto 29and Velocityto

    Constant. Click OK to add this entry to the animation script.

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    18 Chapter 2: Simple Keyframe Animation

    5 In the Animation KeyFrames dialog box, double-click star3. In theScript KeyFrame dialog box, set Frame Numberto 59and Velocityto

    Constant. Click OK to add this entry to the animation script.

    6 Double-click star1. In the Script KeyFrame dialog box, set FrameNumberto 89and Velocityto Constant. Click OK to add this entry

    to the animation script.

    7 Preview the script by clicking Play in the Animation Producerdialog box.

    You will notice the geometry flash as the screen redraws betweenframes.To provide for smoother previews, you can turn on graphicsacceleration.

    8 From the view border, click the ChangeView Display Mode tool. The Set View

    Display Mode box opens. Turn onGraphics Acceleration.

    9 Preview the script again with GraphicsAcceleration. This produces a much smoother preview because the

    graphics card buffers the information off screen for the next frame

    and the display updates without delay.

    10 In the Animation KeyFrames dialog box, double-click rocket1. Inthe Script KeyFrame dialog box, set Frame Numberto 59and

    Velocityto Constant.Click OK.

    11 Double-click rocket2. In the Script KeyFrame dialog box, set Frame

    Numberto 119and Velocityto Accelerate.Click OK to add thisentry to the animation script.

    12 In the Animation KeyFrames dialog box, double-click car1. In theScript KeyFrame dialog box, set Frame Numberto 29and Velocityto

    Constant.Click OK.

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    Freezing Geometry into Original Positions 19

    13 Double-click car2in the Animation KeyFrames dialog box. In the

    Script KeyFrame dialog box, set Frame Numberto 129 and Velocityto Accelerate - Decelerate.Click OK to add this entry to animation

    script.

    14 Preview the finished script by clicking Play in the AnimationPreview toolbox.

    Creating Initial Keyframes V8 XM Edition1 Open the design file simple keyframes.dgn.

    The design file opens and consist of 2D shapes.

    2 Fit view 1.

    3 From Tools > Visualization > Animation, open the AnimationSettings toolbox.

    4 Click the Create KeyFrame tool. The Animation KeyFrames dialogbox opens.

    5 Using the Selector tool, select the geometry forming the star object.

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    20 Chapter 2: Simple Keyframe Animation

    6 In the Animation KeyFrames dialog box, click Create.

    7 Enter star1in the Namefield and in the Descriptionfield enterinitial star. Click OK to create a keyframe of the star object in this

    position.

    NOTE:In previous versions the only opportunity you had for adding

    a description for a keyframe was at the time of its creation. With V8

    XM Edition, you can add or edit a description at any time.

    8 Using the Selector tool, select the geometry forming the rocketobject.

    9 In the Animation KeyFrames dialog box, click Create.

    10 Enter rocket1in the Namefield and in the Descriptionfield enterinitial rocket. Click OK to create a keyframe of the rocket object in

    this position.

    11 Using the Selector tool, select the geometry forming the car object.

    12 In the Animation KeyFrames dialog box, click Create.

    13 Enter car1in the Namefield and in the Descriptionfield enterinitial car. Click OK to create a keyframe of the car object in this

    position.

    CREATINGADDITIONALKEYFRAMESINV8 XMEDITION

    Now that you have the initial keyframes created you can simply

    modify, scale, rotate or move the geometry and create more

    keyframes. These keyframes once created can easily be added to

    an animation script to animate the objects between the keyframes.

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    Creating Additional Keyframes in V8 XM Edition 21

    Creating Additional Keyframes in V8 XM Edition1 Continue with simplekeyframes.dgn.

    2 Modify the star object geometry using the Modify tool (Tools >Main > Modify). Snap to the vertex of the right point and use

    AccuDraw to move the point up 2 units.

    3 Snap to the vertex of the left point and using AccuDraw move thepoint down 2 units.

    Star object initial position left, modified center, and rotated right.

    4 Using the Selector tool, select all geometry forming the star object.

    5 In the Animation KeyFrames dialog box, click Create.

    6 Enter star2in the Namefield and in the Descriptionfield enter newstar position. Click OK to create a keyframe of the star object in this

    position.

    7 From the MicroStation Main tools, open the Manipulate toolbox.

    NOTE: You will be using MicroStations element manipulate tools to

    position the geometry into several different poses. Later you will learn

    to create actors and manipulate them using the Animation Producers

    Manipulate Actor tool.

    8 Using the Selector tool, select the star object and rotate it (using theMicroStation Rotate tool) 45degrees about the weighted point in

    the center.

    9 While the star is still selected, in the Animation KeyFrames dialogbox click Create.

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    22 Chapter 2: Simple Keyframe Animation

    10 Enter star3in the Namefield and in the Descriptionfield enter star

    rotated. Click OK to create a keyframe of the star object in thisposition.

    11 Using the Selector tool, select the rocket object. Using AccuDraw,move the rocket geometry up 6units from the base.

    12 While still selected, scale the rocket in X,Y and Z to 0.25its originalscale.

    13 While still selected, click Create in the Animation KeyFrames dialogbox.

    The Create KeyFrame dialog opens.

    14 Enter rocket2in the Namefield and in the Descriptionfield enterrocket scaled and moved.

    15 Using the Selector tool, select the car geometry. Using AccuDraw,move the car geometry to the right 6units.

    16 While the car geometry is still selected, click Create in theAnimation KeyFrames dialog box.

    17 In the Create KeyFrame dialog box, enter car2in the Namefield andenter car movedin the Descriptionfield.

    FREEZINGGEOMETRYINTOORIGINALPOSITIONSINV8XM EDITION

    Now that you have created several keyframes, to set these objects

    in motion you need to create the animation script. But first you

    will freeze the geometry into the original positions. Even though

    you may not need the initial position as part of an animation, it is

    a good idea to create some initial keyframes when you intend to

    put objects into motion. If you ever want to return geometry to its

    original location, scale or rotation you can easily freeze it back

    using the initial position keyframes.

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    Creating the Animation Script in V8 XM Edition 23

    Freezing KeyFrames in V8 XM Edition1 Continuing with simple keyframes.dgn, select car1in the

    Animation KeyFrames dialog box and then click Freeze to return

    the geometry to the original position.

    2 Select rocket1in the list and then click Freeze to return thegeometry to the original position.

    3 Select star1in the list and then click Freeze to return the geometryto the original position.

    CREATINGTHEANIMATIONSCRIPTINV8 XM EDITION

    Creating the Animation Script in V8 XM Edition1 Open the Animation Producer dialog box by clicking the tool in the

    Animation Settings toolbox.

    If you have created animation in previous versions of

    MicroStation this is where you will begin to appreciate the

    changes made in V8 XM Edition. The Animation Producer has a

    completely new look and you will find it much easier to create

    animation scripts here.

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    24 Chapter 2: Simple Keyframe Animation

    NOTE: You will need to set the number of frames you will be using

    because the default is 120. Anything over that requires you set the

    number of frames you intend to script in advance. Keeping with the

    same number as in the previous V8 exercise, you can set this to 129.

    2 In the Animation Producer dialog box, select Settings > General.

    The Animation Settings dialog box opens.

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    26 Chapter 2: Simple Keyframe Animation

    As an alternative to dragging the time marker you can enter 29 in

    the frame number field, which in turn moves the time bar.

    8 In the Animation Producer dialog box, right-click star2in theKeyFrames list and select Script.

    The Script KeyFrame dialog box opens.

    9 Click OK to add this keyframe entry to the animation scriptoccurring at frame 29.

    10 In the Animation Producer dialog, key in 59in the frame numberfield and then press the Enter key.

    The time marker moves to align with frame 59 in the graph view.

    11 Right-click star3keyframe in the tree view and then select Script.

    12 In the Script KeyFrame dialog box, click OK to add this keyframeoccurring at frame 59 to your script.

    13 In the Animation Producer dialog, key in 89in the frame numberfield and then press the Enter key.

    The time bar moves to frame 89.

    14 Right-click the star1keyframe in the Animation Producers treeview and then select Script to add this keyframe occurring at

    frame 89.

    Click and drag thistime bar until framenumber is 29.

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    Creating the Animation Script in V8 XM Edition 27

    The Script KeyFrame dialog opens. Click OK to add the keyframe to

    your script.

    15 Click the Animation Preview tool.

    The Animator Preview dialog opens.

    Here is where you can see yet another huge improvement overprevious versions. The V8 XM Edition Animation Preview toolwhen clicked opens a dockable Preview tool with a scrub bar from

    which you can interactively preview your animation. This tool hasall of the same features as the old interface and much more. The newAnimator Preview lets you have complete control over youranimation previews. You can select views in which to preview youranimation and you can open the Animation Settings dialog. You caneven choose to automatically create keyframes of selected graphics.

    16 Try using the Animator Preview tool on your current script. Clickthe Play button, click the Pause button, and then try clicking and

    dragging the scrub bar.

    .NOTE: Notice the geometry does not flash from frame to framebecause in the V8 XM Edition all of MicroStations views are

    accelerated at all times, providing smooth previews. You no longerneed to turn on and off graphics acceleration, as you did in the

    previous V8 exercise

    Begin Frame

    Play

    Pause

    End Frame

    General Settings

    Interactive scrub bar(click and drag todynamically movethrough time).

    Create keyframe of selected objects on thefly at current frame marker (scrub bar)position

    Current frame number

    Preview view number

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    28 Chapter 2: Simple Keyframe Animation

    17 In the Animator Preview tool, move the scrub bar to frame 59(or

    just key in 59 in the current time field to move the scrub bar).

    The Movement of the Animator Previews scrub bar also moves theAnimation Producers time bar.

    18 In the Animation Producer dialog box right-click rocket1from theexpanded list of keyframes in the tree view list to open the Script

    KeyFrame dialog box.

    19 Click the OK button to add this keyframe at Start Time59InterpolationLinearand VelocityConstant.

    20 Move the Animator Preview scrub bar to frame 119,right-clickrocket2from the tree view list of keyframes in the Animation

    Producer dialog box and select Script from list of options.

    21 Click the OK button to add this keyframe at Start Time119InterpolationLinearand VelocityConstant.

    22 Move the Animation Producer time bar to frame 29and right-clickcar1from the expanded list of keyframes in the tree view list to

    open the Script KeyFrame dialog box.

    23 Click the OK button to add this keyframe at Start Time29

    InterpolationLinearand VelocityConstant.24 Move the Animator Preview scrub bar to frame 129,right-click car2

    from the tree view list of keyframes in the Animation Producer

    dialog box and select Script from list of options.

    Scrub bar

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    Creating the Animation Script in V8 XM Edition 29

    25 In the Script KeyFrame dialog box, check that Frame Numberis 129

    and set Velocityto Accelerate - Decelerate.Click OK to add thisentry to your animation script.

    Animation Producer with completed script.

    26 Preview the finished script by clicking Play in the AnimationPreview dialog.

    As you can see from having done this exercise in the V8 XM

    Edition, the graphical user interface (GUI) is much more intuitive

    and user friendly than in previous versions of MicroStation. This

    is just the beginning and as you move through this book you will

    be introduced to many more new tools and techniques for

    accomplishing your animation task.

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    30 Chapter 2: Simple Keyframe Animation

    ANIMATINGWITHACTORS

    For this exercise you are going to animate the opening and

    closing of a door. To do this you will create an actor out of the

    door geometry that needs to move. You could create the

    animation without using actors by manually rotating the door into

    the opened and closed positions using MicroStation tools and

    creating the necessary keyframes. By creating an actor you will

    be able to more easily rotate the door about its hinge line.

    Creating An Actor1 Open the design file KEY1.dgn.

    You will start by creating an actor for the door. The geometry for thedoor has been isolated to the Door level for easy selection.

    2 Click the Power Selector tool with Mode set to Add, click the Leveltab and then click the Door level to select all the geometry on this

    level.

    The door geometry is highlighted, indicating that it is selected.

    Level Door

    Level tab

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    Animating with Actors 31

    3 From Tools > Visualization,open the Animation Actors toolbox.

    4 Select the Create Actor tool.

    Because the geometry is already selected, the Create Actor toolsettings window opens.

    5 In the Namefield key in Door. Set Orientationto Designand onlyenable Rotate About Z.

    6 Snap to the weighted point in the Top view on the left side of thedoor. The pointer changes to a graphic representing the X,Y,Z axis.

    This will be the hinge point for the door actor to rotate about.

    7 Enter a data point to create the Door actor.

    NOTE: Did you notice the triad? This gives you a visual reference

    point and is the origin point about which any movement or rotation

    takes place. When you accept with a data point, all geometry in the

    selection set becomes an actor (with the name and translations as setin the Create Actor dialog box).

    In the next exercise you will check to make sure the origin you

    intended to rotate about is correct. It is a good idea to test each

    Snap point

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    32 Chapter 2: Simple Keyframe Animation

    actors motion after it is created. This can be done with the

    Manipulate Actor tool. Do not accept with a data point, as thismoves the geometry to the position shown on the screen. If you

    inadvertently enter a data point, you can simply undo the step to

    return the actor to its previous position.

    WARNING: Remember to reset. Do not enter a data point when

    testing an actor.

    Testing an Actor's Origin1 To test the actors motion, select the Manipulate Actor tool.

    2 Identify the actor to manipulate by entering a data point on the dooror by double-clicking in the actor list box.

    3 Move the pointer and the door should swing from the hinge line.Reset now.

    As you moved the pointer you should have seen the door swinging

    open and then closing rotating around the hinge line or weightedpoint you snapped to.

    If the door is not rotating around this point you can use the ModifyOrigin tool to reposition the origin to the correct hinge line.

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    Creating the Keyframes 33

    CREATINGTHEKEYFRAMES

    To animate this door opening and closing, you need to create two

    keyframes: one with the door open and one with the door closed.

    Creating Keyframes1 Continue with KEY1.dgn.

    2 From Tools > Visualization,open the Animation Settings toolbox.

    3 Click the Create Keyframe tool. Select the door actor by entering adata point over the door actor geometry in any view.

    The Create KeyFrame dialog opens.

    4 In the Namefield enter closedand in the Descriptionfield enter

    door closed.

    The description is optional but could be very helpful, especially incomplex animations or when other users are working on the sameanimation project.

    5 Now you need to open the door using the Manipulate Actor tool.Enter a data point over any of the door geometry to select the Door

    actor.

    The Manipulate Actor dialog box opens.

    NOTE:You can as an option select the actor you wish to manipulate

    by double-clicking on the named actor from the list of actors in the

    Manipulate Actor dialog box. You can also enter a precise angle in

    degrees for rotational movements, distance in master units for

    translational movements or a floating point number if the actor is

    being scaled.

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    34 Chapter 2: Simple Keyframe Animation

    Note that as you move your cursor the door actor swings about its

    origin (in this case, the hinge line). Swing the door wide open(about minus 130 degrees) and this time accept the new positionwith a data point. Click OK.

    6 Click the Create button in the Animation KeyFrames dialog boxthen select the door actor by entering a data point on any of the

    door actor geometry.

    The the Create KeyFrame dialog box opens.

    7 In the Namefield of the Create KeyFrame dialog box, key in open.In the Descriptionfield, key in door open. Click OK.

    You now have all keyframes necessary to animate the door. All

    you need to do now is to script the movie. By double-clicking onthe keyframes in the Animation KeyFrames dialog box, you can

    script the keyframes to happen at any point in time of your

    choosing.

    CREATINGTHEANIMATIONSCRIPT

    Next you will be creating the animation script to open and close

    the door.

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    36 Chapter 2: Simple Keyframe Animation

    The Animation Producer dialog shows the current script.

    ANIMATIONPREVIEW

    Tools in the Animation Preview toolbox let you preview an

    animation prior to recording it. The animation can also be

    previewed using the Animation Producer dialog box.

    To Select

    Display the first frame of the

    animation.

    Preview First Frame

    Display the previous frame of the

    sequence.

    Preview Previous Frame

    Play animation from the current frame

    to the beginning.

    Rewind Animation

    Play animation from the current frame

    to the end.

    Play Animation

    Display the next frame of the

    sequence.

    Preview Next Frame

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    Animation Preview 37

    Key in DIALOG TOOLBOX ANIMATION PREVIEW to open

    the Animation Preview toolbox.

    All tools from the Animation Preview tool (except Advance to

    Frame) automatically perform the action in the current view.

    Additional data points continue the function in the selected view.Advance to Frame updates when you press the Tab key or enter a

    data point.

    Previewing the Animation Script1 Continue with KEY1.dgn.

    2 In the Animation Producer dialog box, set View to 2.

    Display the last frame of the

    animation.

    Preview Last Frame

    Advance the animation to a specified

    frame.

    Advance to Frame

    Record the script.

    Record Script

    Record selected frames from thescript.

    Record Selected Frames

    Freeze animated elements at a

    specified frame.

    Freeze Elements At This Frame

    To Select

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    38 Chapter 2: Simple Keyframe Animation

    3 Verify the Preview Settings by selecting Settings > Previewin the

    Animation Producer dialog box.

    4 In the preview settings dialog box, turn on Clear View BetweenFrames, Limit Curve Stroking, Animated Elements, and Static

    Elements.

    5 From the view border click, the Change View Display Mode tool.The Set View Display Mode dialog box opens. Turn on Graphics

    Acceleration for View 2with Display Mode set to Smooth.

    6 In the Animation Preview toolbox, click Play and preview theanimation in wireframe.

    Later on you will learn how to render out (record) your animationscripts to individual frames and how to compile them into a movieformat. To get a quick rendered preview of your scripted animationsyou can quickly and easily print your design file to an Adobe PDFfile containing 3D content and the animation. The only limitationwith this method is that animated materials are not yet supported ina PDF file.

    7 From the Animation Producer dialog box, select File > Save Script.

    Your Script is saved as Key1.msa.

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    42 Chapter 2: Simple Keyframe Animation

    indicating the X axis, green indicating the Y axis, and blue

    indicating the Z axis. You can select and move or rotate this triad,which moves or rotates the actors origin and its coordinate

    system. The Modify Actor Origin tool that was used in previous

    versions is no longer used because you can simply move or rotate

    each actors coordinate system by manipulating this triad.

    In the next exercise, you will check to make sure the origin you

    intended to rotate about is correct. It is a good idea to test each

    actors motion after it is created. This can be done with the

    Manipulate Actor tool. Do not accept with a data point, because

    this moves the geometry to the position shown on the screen. If

    you inadvertently enter a data point, you can simply undo the stepto return the actor to its previous position.

    WARNING:Remember to reset (do not enter a data point) when

    testing an actor.

    Testing an Actor's Origin in V8 XM Edition1 Select the Manipulate Actor tool. In the Manipulate Actor dialog

    box, setMethodto By Pointsand click Door inActor List.

    NOTE: Because you limited your actors motion to only rotate aboutZ, this will be the only motion available in the Manipulate Actordialog box.

    Motion limited torotate about Zfor this actor

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    44 Chapter 2: Simple Keyframe Animation

    The Animation KeyFrames dialog box opens.

    4 In the Animation KeyFrames dialog box, click the Create buttonand then select the Door actor by entering a data point over the

    Door actor geometry in any view.

    The Create KeyFrame dialog opens.

    5 In the Namefield enter closedand in the Descriptionfield enterdoor closed.

    The description is optional but could be very helpful, especially incomplex animations or when other users are working on the sameanimation project.

    6 Now you need to open the door using the Manipulate Actor tool.Enter a data point over any of the Door geometry to select the Door

    actor.

    The Manipulate Actor dialog box opens.

    7 In the Manipulate Actor dialog, select Door from Actor List, set themethod to Active Angle and key in minus 130in the angle field.

    Enter a data point to accept the rotation.

    8 Click the Create button in the Animation KeyFrames dialog box andthen select the Door actor by entering a data point on any of the

    Door actor geometry.

    The Create KeyFrame dialog box opens.

    9 In the Namefield of the Create Keyframes dialog box, key in open.In the Descriptionfield key in door open. Click OK.

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    Animating with Actors in V8 XM Edition 45

    In V8 XM Edition you can edit keyframe names and descriptions

    by clicking on the item you want to edit in the Animation

    KeyFrames dialog box.You now have all keyframes necessary to

    animate the door. All you need to do now is to script the movie.

    By double-clicking on the keyframes in the Animation

    KeyFrames dialog box, you can script the keyframes to happen at

    any point in time of your choosing.

    Creating the Animation Script in V8 XM Edition

    Next you will be creating the animation script to open and close

    the door. As with the first example, if you are familiar with

    previous versions it is here in the creation of the script (and in thepreview tools) you will notice significant differences in V8 XM

    Edition over previous versions of MicroStations Animator tools.

    Click here to edit Description.

    Click here to edit Name.

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    46 Chapter 2: Simple Keyframe Animation

    Creating the Animation Script in V8 XM Edition1 Continue with KEY1.dgn. Open the Animation Producer by

    clicking the Animation Producer tool in the Animation Settings

    toolbar.

    In the simple keyframe exercise you saw how you could use the newAnimation Producer dialog to add keyframes to your script bymoving the time bar and right-clicking to add keyframes. You canstill add keyframes to the script the old way by double- clicking onthe keyframe in the Animation KeyFrames dialog box.

    2 Double-click the closedkeyframe in the Animation KeyFramesdialog box. The Script KeyFrame dialog box opens. Set Start Time to

    0and Velocityto Constant.

    3 Double-click the openkeyframe in the Animation KeyFramesdialog box. In the Script KeyFrame dialog, set Frame Numberto 59.

    Click OK.

    Because the animation begins at zero, the door opens over 60frames.

    4 Double-click the closedkeyframe in the Animation KeyFramesdialog box. In the Script KeyFrame dialog, set Frame Numberto 119

    and Velocityto Accelerate. Click OK.

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    48 Chapter 2: Simple Keyframe Animation

    Previewing the Animation Script V8 XM Edition1 Continue with KEY1.dgn. Click the Animation Preview tool.

    The Animator Preview scrub bar dialog opens.

    2 In the Animator Preview dialog box, set View to 2.

    3 In the Animator Preview dialog box, click the General Settings tool.

    The Animation Settings dialog box opens.

    4 In the Animation Settings dialog box, turn on Animated Elements,Static Elements, Clear View Between Frames and Maintain Frame

    Rate.

    Set preview view number

    Play movie preview

    Open General Settings

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    50 Chapter 2: Simple Keyframe Animation

    Where 3D content is included, it contains any visualization data

    and settings that already exist within the design file, such aslights, materials, texture maps, and animation or camera

    movement (fly-throughs) created using the Animation Producer.

    Saved views are also included in the 3D content.

    Any 3D content within a PDF document is stored in Universal

    3D (U3D) format. This format was introduced by the 3D

    Industry Forum (http://www.3dif.org/) as a means of transferring

    3D data from CAD systems to mainstream applications such as

    marketing, training, sales, technical support, and customer

    service. MicroStation lets you export geometry directly to U3D,

    or to seamlessly create PDF documents with embedded U3Dobjects.

    Adding 3D Content from Design Models

    From a 3D design model, you can add 3D content to a PDF file

    simply by enabling the Plot to 3D setting in the Print dialog box.

    3D Plotting Options

    Settings that control the 3D content are found in the 3D Plotting

    Options dialog box (Print dialog box, Settings > 3D Plotting).

    These settings, which are saved in the user preference file, are

    retained between sessions.

    NOTE:The Global Lighting Solution export and the Elevation Drape

    Size options show in the dialog are available with V8 XM Edition only.

    Animation in PDF 3D Content

    Animation scripts created with MicroStations Animation

    Producer (Utilities > Render > Animation) can be used to

    specify geometry or camera motion that can be exported to U3D

    and viewed dynamically within the PDF document. When a

    model is saved to U3D, either the default script (a file with the

    same name as the design file but with an .msaextension) or thescript currently loaded in the animator is used to specify the U3D

    animation. In Adobe Reader, the animation can be started or

    paused by selecting the 3D object and then selecting the Start

    Animation or Pause Animation button from the toolbar.

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    3D Content in PDF Files for V8 and V8 XM Edition 53

    A progress bar appears at the bottom of the MicroStation window,

    indicating the percentage of completion. Once the PDF is finished,you will see the message Finished Creating Print at the bottom ofthe screen.

    NOTE:The 3D content in the Adobe PDF file will be displayed using

    smooth shading where display mode is shaded. For best results, you

    may need to adjust your materials to look good using a smooth

    shading routine. For instance, a glass material that looks great ray

    traced may appear too transparent when smooth rendered.

    Interacting with 3D Content in Adobe Reader

    In order to open the PDF file generated in MicroStation, it isnecessary to download and install Adobe Acrobat 7.0 (or later

    version, if available). Currently, you can download the software

    from http://www.adobe.com/products/acrobat/readstep2.html.

    Once a PDF document containing 3D content is created from

    MicroStation, it can be opened with Adobe Reader 7.0 in the

    same manner as a standard PDF file. Inside the PDF file, clicking

    a 3D object activates a toolbar with a set of tools for navigating

    within the scene.

    The standard Adobe Reader tools (Rotate, Navigate, Zoom, and

    Pan) are documented in the Adobe Reader Help. Saved views are

    available from the Views menu entries.

    TIP:It is odd that Adobe removed the Walk tool from the main

    toolbar in their update of Reader 7.0 to 7.0.7 because this is a terrific

    tool for navigating through a 3D PDF. It is still available provided you

    select Edit > Preferences from the Adobe application and click 3D

    from the dialog. From here you need to check the option to

    Consolidate tools on the 3D toolbar. Once you consolidate the tools,

    the Walk tool will be available in a drop-down menu. In the V8 XM

    Edition, from the 3D Plotting Option dialog box, you can turn on theoption Place Walk on PDF Toolbar.

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    54 Chapter 2: Simple Keyframe Animation

    Adobe drop-down menu with navigation tools.

    Viewing PDFs with 3D Content in Acrobat 7.01 Open the newly created KEY1.PDFfile with Adobe Acrobat 7.0 or

    later version.

    Adobe Acrobat 7.0 automatically plays the animation upon openingthe file, because you selected this option in the 3D Plotting Options

    dialog box.2 Click the Pause button to stop the animation.

    Note that the Pause button changes to a Play button. Clicking itagain restarts the animation.

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    3D Content in PDF Files for V8 and V8 XM Edition 55

    KEY1.PDF file opened in Adobe Acrobat 7.0.

    NOTE:You can change to a MicroStation saved view by clicking on

    the small down arrow, on the right side of the navigation tools, and

    selecting a saved view from the list.

    3 Click the down arrow to open the Saved View list. Select CameraPerspective.

    4 Click in the image window.

    The view changes to a camera view of the door.

    5 Right-click anywhere in the open PDF file view window.

    An option menu for navigation and viewing displays.

    6 Select Scene Illustrated and click in the view area to change thedisplay mode.

    The display changes to illustrated and looks very similar toMicroStations hidden line display.

    MicroStation savedviews can beaccessed here.

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    Keyframing Deformation 57

    Scene Shaded Illustrated

    KEYFRAMINGDEFORMATION

    In the next exercise you will learn how to scale an actor about a

    point to provide a deformation effect. You will be defining actors

    and creating the keyframes to animate a simple shock absorber. In

    this exercise you will create two actors: one for the top asse