
Introduction
Directions
Glossary
Start new object
Build the Bat Handle
Build the Bat Neck
Build the Bat Paddle
Adjust open position
Add the Ball
Add texture and color
Make it move
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Note: the images below are just snapshots of a real ANIMOIDS
session. You can't click on these buttons nor
make the Animoid move!
Introduction
The Bat and Ball example teaches you how to build a new Animoid from scratch.
You'll also build a Behavior that animates the Animoid.
You'll learn how to join Segments together and how to move and resize them.
You can expect to take at least 20 minutes to complete the steps described
in this example.
Directions
You should plan to follow the directions below as you read this tutorial.
Each bullet point is a task you should follow. If you ever get lost, you can always
restart at the beginning.
Perform the tasks as you read each one. Don't try to read the whole tutorial first.
After you are complete you can always go back through the text to make sure you understand
how you did it!
You can print this tutorial to make it easier to read while following
the directions. (It's about 11 pages long.)
Three-Button Mouse
ANIMOIDS works best with a three-button mouse.
If you have a two-button mouse then hold down the Alt key while
you left click
the mouse to simulate the Center Mouse Button.
(Some systems also allow you to press both buttons simultaneously
on a two-button mouse to simulate the
Center Mouse Button.)
If you are a Mac user with a one-button mouse then hold down the Opt key while
you click
the mouse to simulate the Center Mouse Button.
Hold down the Command key while
you click
the mouse to simulate the Right Mouse Button.
Glossary of terms used in this tutorial
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Main Menu
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The dropdown menus at the top of the application from File to Help.
[more]
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Main Toolbar
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The row of icons that appear under the Main Menu.
[more]
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Main Tabs
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The tabs from Start to Characters and Props that appear under
the Main Toolbar.
[more]
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3D Canvas
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is the area at the center of the main window where the 3D objects display
when you are editing an object.
[more]
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Action Panel
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is the tree and some buttons that appear at the left side of the 3D Canvas.
[more]
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Action Button
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is a button that sits in the Action Panel.
[more]
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Action
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is a task that occurs when you click on the action description in the Action Panel.
[more]
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Options Panel
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is a graphical tree of options that appears at the right side of the 3D Canvas.
[more]
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Control Panel
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Control Panels appear at the bottom of the application, often as a result
of selecting an Action.
[more]
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Canvas Toolbar
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is a set of buttons that appear just above the 3D Canvas. They control
mouse action.
[more]
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Dialog
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is a small window that pops up when you need to enter some data or answer
a question.
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Starting a new object from scratch
First we create a new Animoid and save it.
Next, remove all segments since we want to start with a clean sheet!
Build the Bat Handle
We are going to build the bat out of three linked segments: a handle,
a neck and a paddle.
We link the segments so that when we move the handle, the paddle moves as well!
- Select Action Add New Segment.
(You may need to scroll down the Action Panel to find this action.)
A Create new segment Dialog will appear.
- Accept the default settings and just click OK on this Dialog.
A solid red tube will appear pointing towards the top of your screen.
- Select Action Rename Segment.
A SEGMENT NAME Control Panel will appear.
- In the Segment NAME Control Panel,
change the Segment name field from "new_1" to "handle"
and click the Apply button.
- From the Canvas Toolbar click on the (Rotate) Segment
button which looks like
Once selected the border of the button will turn green.
- Click on the new handle Segment and drag the mouse to the top, right of the 3D
Canvas until it looks something like:
- Select File, Save from the Main Menu
(or just type CTRL-S) to save your work.
Note: the picture of your Animoid in the Options Panel
will not change until you restart the ANIMOIDS program.
Build the Bat Neck
We will use the Segment Duplicate and Attach commands to add the neck of the
bat to the handle.
- Click on the handle Segment in the 3D Canvas and make sure the
Selected Segment field at the top of the 3D Canvas shows the word handle.
- Select Action Duplicate selected Branch.
A second Segment will appear close to the original.
- Select Action Attach selected Branch
and click on the handle Segment.
The new Segment should jump to the end of the handle.
- Click on the new Segment to select it - it should be called handle_1.
The Selected Segment field at the top of the 3D Canvas shows the word handle_1.
- Select Action Rename Segment.
A SEGMENT NAME Control Panel will appear.
- In the Segment NAME Control Panel,
change the Segment name field from "handle_1" to "neck"
and click the Apply button.
The neck Segment is eventually going to be invisible. It's just used to position the
paddle on the handle. For the time being we'll reduce the diameter of the neck
to make it stand out from the handle.
Build the Bat Paddle
We will use the Segment Duplicate and Attach commands to add the paddle of the
bat to the neck.
- Click on the neck Segment in the 3D Canvas and make sure the
Selected Segment field at the top of the 3D Canvas shows the word neck.
- Select Action Duplicate selected Branch.
A second Segment will appear close to the original.
- Select Action Attach selected Branch
and click on the neck Segment.
The new Segment should jump to the end of the neck.
- Click on the new Segment to select it - it should be called neck_1.
The Selected Segment field at the top of the 3D Canvas shows the word neck_1.
- Select Action Rename Segment.
A SEGMENT NAME Control Panel will appear.
- In the Segment NAME Control Panel,
change the Segment name field from "neck_1" to "paddle"
and click the Apply button.
We will now make the paddle round and flat.
- Select Action Button Stretch (Segment)
.
A STRETCH SEGMENT Control Panel will appear.
- Click on the paddle Segment with your Left mouse button and
drag your mouse down to reduce the length of the paddle as small as possible.
- Select Action Button Scale
.
A SCALE Control Panel will appear.
- Click on the paddle Segment with your Right mouse button and
drag your mouse up to increase the diameter of the paddle Segment.
You probably won't be able to make it very big. So we'll play a trick with the
SCALE Control Panel to allow it to make the Segment bigger.
- Click on the handle segment to select it.
- Click on the paddle segment to select it.
- The Scale slider on the
SCALE Control Panel
(or dragging the Right mouse button )
will now let you double the size of the paddle.
- Repeat the last three steps until the paddle starts to overlap
the handle.
Next we'll flatten the paddle.
- Select Action Button Flatten (Segment)
.
A FLATTEN SEGMENT Control Panel will appear.
- Click on the paddle Segment with your Left mouse button and
drag your mouse down to flatten the paddle.
It should now look something like:
If you need to rotate the bat to get a better look at it, use the following
two tasks.
- From the Canvas Toolbar click on the Move Camera
button which looks like
Once selected the border of the button will turn green.
- Click anywhere on the 3D Canvas and drag the mouse to rotate the bat.
(You are actually moving the Camera but it looks as if it's the bat that
is moving.)
- Select File, Save from the Main Menu
(or just type CTRL-S) to save your work.
Adjust open position
Since we moved both the Segments and the camera in the above steps, we are not sure
how the new object will look when it is first opened (in the default camera position).
We want the position when first opened to look good since that's what other users will
see if they open the object themselves or position it in a Movie Scene.
We'll re-rotate the bat to look good for the default camera position and we'll save the
file before adding the ball.
Add the Ball
Since the ball Segment is not going to be attached to the bat we'll
create it as a Root Segment.
- Select Action Add New Segment.
A Create new segment Dialog will appear.
- Accept the default settings and just click OK on this Dialog.
A red tube will appear pointing up.
- Select Action Rename Segment.
A SEGMENT NAME Control Panel will appear.
- In the Segment NAME Control Panel,
change the Segment name field from "new_1" to "ball"
and click the Apply button.
- Select Action Button (Move) Branch
.
A MOVE BRANCH Control Panel will appear.
- Click on the ball with your Left mouse button
and drag to position the ball under the paddle.
- Select Action Button Stretch (Segment)
.
A STRETCH SEGMENT Control Panel will appear.
- Click on the ball with your Left mouse button
and drag down to reduce the length of the segment and effectively
turn it into a sphere.
It should now look something like:
- Select File, Save from the Main Menu
(or just type CTRL-S) to save your work.
Add texture and color
To make the bat and ball look just a little better we'll add a wood texture
to the bat and color the ball white. We'll also shrink the neck length.
- Select Action Button Texture
.
A Choose Texture Dialog will appear.
- Once the Dialog shows a tree of textures, scroll down and find
a texture called Wood1.
Click on the icon for this texture to select it.
At the top of the 3D Canvas the Action on next Pick
field should say set texture - filename.
- Click the all three segments of the bat (handle, neck and paddle)
to apply the texture. If you find it difficult to click on the neck because it is
small and surrounded by bigger Segments, just select it using the Selected Segment
pulldown list. That has the same effect as clicking on the segment itself.
- Select Action Button color
.
The Color Chooser Dialog will appear.
- From the Color chooser Dialog click on the
color you want (e.g. white) then click on the OK button.
- Click the ball to apply the selected color.
- Select Action Button Flatten (Segment)
.
A FLATTEN SEGMENT Control Panel will appear.
- Pick the neck segment by selecting it from the Selected Segment
pulldown list (at the top of the 3D Canvas).
- Move the Squeeze Z slider on the
SQUEEZE SEGMENT Control Panel
until the neck Segment is much shorter.
It should now look something like:
- Select File, Save from the Main Menu
(or just type CTRL-S) to save your work.
Make it move
Since ANIMOIDS is all about motion, we'll use the bat and ball in a simple behavior.
Even a very simple behavior can make a plain object much more interesting.
We start by creating a new Behavior.
We will go ahead and make this a simple two step behavior and add the positions for each step.
- Select Action Button Record
.
This will allow you to make changes to your Behavior.
- A BEHAVIOR Control Panel should be visible.
Change it's Steps field from the default (of 5) to 2 and
press the Save button.
The Step slider should redraw to show that only two steps exist.
- While the Step slider is still on value 1,
select Action Button (Move) Branch
.
A MOVE BRANCH Control Panel will appear.
- Click on the ball to with your Left mouse button
and position the ball under, but just touching the bat.
- You may also need to click on the ball to with your Right mouse button
to move the ball back and forward. It should look something like:
- Click the Save button on the BEHAVIOR
Control Panel to apply your changes to the Behavior.
- Move the Step slider BEHAVIOR Control Panel
to value 2.
- Use mouse drag or move all three sliders on the
MOVE BRANCH Control Panel
to get the ball positioned further away from the bat.
- Click the Save button on the BEHAVIOR
Control Panel to apply your changes to the Behavior.
- Select Action (Rotate) Segment
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A ROTATE SEGMENT Control Panel will appear.
- Make sure the branch checkbox of the ROTATE SEGMENT Control Panel
is checked.
This will ensure that the complete Segment Branch rotates - not just the
selected Segment.
- Click on the new handle segment to select it, since it is the root for the entire Branch.
The Selected Segment field at the top of the 3D Canvas shows the word handle.
- Use mouse drag or move all three sliders in the ROTATE SEGMENT Control Panel
to lift the bat a little further away from the ball. E.g.
- Click the Save button on the BEHAVIOR
Control Panel to apply your changes to the Behavior.
- Select File, Save from the Main Menu
(or just type CTRL-S) to save your work.
You are now done! All that's left is to run your behavior:
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