How to work with 3DPI - Example One. Docs | Last
 
D. Animating the Cube

Directors 3D technology is offering unlimited possibilities for creating animations and interactions. The key to this world is the script language Lingo.
This part of the example will describe the way, how to write the script to animate the Cube, which is quite easy with the help of the 3DPI.

  • Changing the view.
  • Rotating the Cube.
  • Getting the Script.
  • Animating the Cube.
     

  • Changing the view. top

    Before starting to animate the Cube, it will be helpful first to reset its rotation and to find a better view to watch the scene.
    (The Model-TAB is still active.)

    1. Reset the models rotation by typing 0 into all three fields beside "rotation".



      After resetting the rotation, only one side of the Cube will be visible, because the camera is by default placed in front of the worlds center point and is looking straight forwoard.

      TIP:
      Another trick within the 3DPI to reset the complete transform of a node is by clicking on the "Paste Transform " Button while keeping the option key (= alt key) pressed.
      If the "Paste Transform" Button is not active, click on the "Copy Transform" Button first.
      On PC this trick also works by clicking with the right mouse Button on the "Paste Transform" Button.


    2. Click on the Camera-TAB.



      The 3DPI will display all cameras. Currently only one exists, the "DefaultCamera".

    3. Within the name list, click in the row of the "DefaultCamera".

      The camera will be selected, and in the bottom part of the 3DPI all properties of a camera will be displayed, as well as the current values of the selected "DefaultCamera".



    4. Move the camera up, by increasing the y-value of the position (the second value).



      While changing the value, one can notice the Cube "moving down". In fact the model itself stays of course where it is, it´s only the cameras view which is changing.

      So the missing thing at the moment is to point the camera back to the model again.


    5. Click on the "pointAt..." Button to open the dialog for pointAt.

      A dialog will open, asking for the "vectorPosition" (where to look at) and a "vectorUp" (which is normally optional).

      It is not necessary to change the values within this dialog for this example, but nevertheless here is a short explanation about the pointAt() function and this dialog:

      In this example the position of the Cube should be used for the "vectorPosition", because there the camera should point at. Within this dialog the 3DPI can help you to fill the fields with the correct values: Open the last popUp and select the "model_1" (or however you named your model). After selecting it, the 3DPI will automatically fill the fields of the vectorPosition with the values of the Cube´s position. "0.000" will appear three times, according the Cubes position in the world.

      The values for vectorUp can also stay like appearing in the dialog by default: vector(0,1,0), because in this example the y-axis is the vertical axis.

    6. Click "OK" to close the dialog and to point the camera at the Cube.

      The rotation of the camera is now changed in a way, that the Cube appears in the center of the view.

    Rotating the Cube. top

     
    A nice and easy animation is to rotate the Cube. Let´s have a look, how to do this:

    1. Click on the Model-TAB.
      The 3DPI will activate the Model-TAB, will select the model of the Cube and show all its properties.

    2. Click on the "rotate..." Button to open the dialog for rotating the Cube.
      A dialog will open asking for the values, how the model should be rotated.

    3. Type "10" inside the yIncrement.

    4. Click OK to close the dialog and to rotate the Cube.

    It´s done.

    The Cube is now rotated 10 degrees around the y-axis, the vertical one.

    Now it´s time to learn another 3DPI trick.

    TIP:
    To repeat a transform function (translate, rotate, pointAt and scale) without opening the dialog again, one simply needs to click on the Button for the function while keeping the option key (= alt key) pressed.
    On PC the dialog can also be skipped by clicking with the right mouse Button.

    So click again alot of times on the "rotate..." Button, either with the option key pressed, or with the right mouse button. Each time clicking, the Cube will rotate again about 10 degrees.

    This is the way the animation can happen, so the only missing thing now is, to let Director do the job for rotating the Cube.
     


     

    Getting the Script. top
     
    The following explanation will finally reveal how to get the Lingo script from the 3DPI for rotating the Cube and how to deal with this script. You will be surprised, how easy it is!
    The most important element in the 3DPI for getting Lingo code is placed in the right upper corner of it´s window:
    the "Trace" Button.


    This Buttons offers 3 different functions. Click on the Button and keep the mouse Button pressed. A PopUp opens, where the functions are listed and can be switched.

    Select the last entry "Trace changes".
     


     

    The Trace Button now appears pressed, which means active for putting scriptlines.

    When clicking on the Button shortly, one can switch the "Trace changes" function off or on. So as long as the Button appears pressed, the function is active, if the Button is displayed unpressed, the function is inactive and no scripts will be putted.

    While the "Trace changes" function is active, the scripts for each action, that one does within the 3DPI, will be put into the message window.

    1. Open the message window.
       
    2. Click on the "rotate..." Button in the 3DPI.

    3. Type "5" inside the yIncrement of the dialog for rotating.
       
    4. Click "OK" to close the dialog and to rotate the model again.

    Now look at the message window: the scriptlines for rotating the model did appear.

    The first lines creates a reference to the model and stores it in the variable "theModel".
    The second line rotates the model.


    Animating the Cube. top

     
    The only thing which has to be done now, is to copy and paste this script into your movie.

    • Copy the script lines from the message window:
      theModel = member(1, 1).model("model_1")
      theModel.rotate(0.0000, 5, 0.0000, #self)

    • Stop the movie

    • Create a framescript:
      • Open the score window
      • Doubleclick in the empty cell in the scriptchannel



        Director will open a script window with an exitFrame-handler.



    • Paste the script inside

    • Add a "go to the frame" in the next line.



    • Close the window

    • Start the movie.
       

    That´s it.   

    Director animates the Cube.  


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