Of course, just importing a surface into Softimage cannot be considered really helpful.
The Do it yourself... section below describes the procedure for creating a simple
animation of the model spinning.
For further information, the reader is pointed to the Softimage training manuals
available in the VMIL and the ITG's extensive collection of Softimage related material in
the Softimage User's Site. The
collection of printed manuals can be intimidating, but the tutorial Quick Start Guide
to Softimage makes for a good, short introduction to the basics. The other manuals
flesh out the knowledge gained from that introduction.
| This section assumes that
the model has already been loaded as described in the previous section, and is in the same
condition as initially loaded. |
| Resizing and
Centering the Model |
| 1. |
Click on the Model menu option
in the top right of the Softimage interface. |
 |
| 2. |
If the model is not selected
(recognized by its white-colored wireframe representation), select it by holding down the
spacebar and clicking with the left mouse button on the model's surface. |
| 3. |
With the left mouse button, click on the
RotZ box on the right-hand side of the interface. Change the value to 90.0.
The model should rotate about the Z-axis. Some of the model may disappear temporarily.
Press the "a" (for "all") key in each of the projection panes
to bring it back into view. |
 |
| 4. |
Scale the model to a factor of 0.1
by changing each scaling value to 0.1 in the Scale box on the right hand
side of the interface. Or click in the border around the Scale box with the left
mouse, the hold down all three mouse buttons and move the mouse to scale across all three
dimensions simultaneously. |
 |
| 5. |
Type "a" in each of
the projection panes again, to fit the rescaled model into each view. |
| 6. |
Hold down the "z"
(for "zoom") key, and pan the scene around in the Front, Top,
and Side views by holding the left mouse button down and moving the mouse. Look
for the coordinate system origin, which is defined by the intersection of two slightly
darker gray lines. This is where the object should be centered. |
 |
| 7. |
Translate the object to the origin.
Values of (15.4, -10.1, -15.3) match those used in this example. Translate by
manually changing each of the axis values in the Translate box; by selecting an
individual axis value and using any of the three mouse buttons to move the model at
different rates; or, by selecting all three axes and using the left, middle, and right
mouse buttons to free drag, vertically drag, or horizontally drag the model respectively. |
 |
| 8. |
If the translation values in
step 7 have been entered, the object should now be centered on the origin. Type "a"
to recenter each view. |
| Lights |
| 1. |
Zoom out in the Top
pane. While the pointer is in the Top pane, hold down the "z"
key and hold down the right mouse button until the object appears much smaller. |
| 2. |
Click on Light:Define... on the
right-hand side of the interface. |
 |
| 3. |
Change the type of light to Infinite
and accept all of the other defaults. |
 |
| 4. |
Move the light to the point (-45, 0,
-40) using the Translate methods described above. |
| 5. |
Repeat steps 2-4, substituting (45,
0, 40) as the final destination of the second light. |
 |
| Camera |
| 1. |
Select the menu item Get:Primitive...:Circle...
from the left-hand side of the interface. |
 |
| 2. |
Set the Radius of the circle to
be 37.0, and the number of Steps to be 37 as well. A radius of 37.0
surrounds the entire model, and 37 steps makes for a smooth circle at that size.
There is nothing magic about the number 37. |
 |
| 3. |
Rotate the circle about the X-axis by
entering 90o in the RotX box. |
| 4. |
In the Right projection pane -
the bottom right pane of the four projection panes - pull down the projection menu, and
select Schematic. The Schematic view displays a hierarchical
representation of all objects in the scene and their relationships. |
 |
| 5. |
Select the camera by holding down the
spacebar and left-clicking on the camera name in the Schematic view, or select Camera:Select
Camera from the menu on the right-hand side of the interface. |
 |
| 6. |
Select the Motion menu from the
menu bar in the upper right hand corner of the interface. |
 |
| 7. |
From the left-hand side of the newly
changed interface, select Path:Pick Path.... Left-click on the name of the circle
(circle1) in the Schematic view. Accept the defaults in the dialog box that pops up (Start Frame: 1, End Frame:
100). |
 |
| 8. |
The camera has now been
attached to the circular path around the object. By default the camera points towards the
origin - the center of our model. |
| Action |
| 1. |
Press the right-facing triangle in the
lower right corner of the interface. The model should appear to be spinning in the Perspective
view pane. |
 |
| 2. |
To see a larger, shaded version,
left-click on the window expansion icon in the upper, right corner of the Perspective
view pane and then click on the SHADE menu with the middle mouse button. The Perspective
view should now be the only view, and should be centered in the interface. |
 |
| 3. |
Click on the right-facing
triangle again, and the larger, shaded object should begin to spin. |
| Rendering Individual
Frames |
| 1. |
Click on the Matter menu button
on the top menu bar of the interface. |
 |
| 2. |
Click on the Render menu item
on the left-hand side of the reconfigured interface. |
 |
| 3. |
Click on the Specify Y toggle
button in the Resolution area of the Render Setup dialog box. |
 |
| 4. |
Change the resolution to X: 640, Y: 480. |
| 5. |
Change the file name to glurigor,
and accept all other default values. |
| 6. |
Press Render Sequence and wait
while Softimage renders all 100 frames. By default all frames are rendered into the
Softimage database, located in the ~/Softimage/RENDER_PICTURES directory on the
UNIX workstations. |
| Playing a FlipBook |
| 1. |
Return to the Tools menu, and
click on the FlipBook menu item on the left-hand side of the interface. |
 |
| 2. |
Locate the sequence of images rendered.
If following the steps above, these should be in ~/Softimage/RENDER_PICTURES, and
should be named glurigor.1, glurigor.2, ..., glurigor.100. |
 |
| 3. |
Select any one of the files named glurigor.#
by clicking once on the file name. Confirm that the starting and ending frames are 1
and 100 respectively. |
| 4. |
Click on OK and wait as the
frames load. Softimage will display the name/number of the frame being processed along the
bottom of the interface. |
| 5. |
The first frame of the animation should
appear in the center of the screen. Toggle on loop mode by selecting L from the
animation controls in the lower right-hand corner. The background of the L box
will change to blue when toggled on. |
| 6. |
Press the play arrow in the lower right
hand corner. The animation should now be playing in the center of the screen. The
animation will loop until all three mouse buttons are pressed simultaneously. |
 |
 |
| Recording to
Videotape |
| The steps for recording a
video are beyond the scope of this technical report. For further information, visit the ITG help pages, especially the Quick Start
Guide to the VMIL's Accom DDR. |