LIGHTS!, CAMERA!, ACTION!

So far, you have used Modeler to create your 3D models. The following exercise will teach you how to use the Presenter program to assign RenderMan shaders, cameras, lighting and movement to your existing models.




Navigating in Presenter

To start, we'll introduce you to setting up cameras and lighting. It is assumed that you have all your folders straight and rotation points set for all objects and folders with an asterisk *.

NOTE: You should see 3 view windows at the bottom and 1 camera view window at the top right. You control all the action with the script window on the top left. If you can't see the camera in the 3 view windows, reduce the size of the views or press the fit to window square in the lower right of the view windows.

NOTE: You should start seeing your model in the Active Camera view window. If you click and push and pull on the two squares that form part of the camera you can make your view wider or narrower.

NOTE: To change the resolution of your view in the Active Camera view window, click on one of the 4 display resolution buttons with a red dash (-) on each, located to the right of the camera view (Illustration 35) and under the VCR type of controls. Starting with the left button, it will show a fast box view (good for previewing animations in near real time) all the way to the far right for the best resolution which shows a more solid model, but takes the longest to redraw.

NOTE: The 3 Buttons with a red dash (-) on the top right hand corner of the screen control the resolution of the model(s) in the top, front and right windows.

NOTE: If you want the light to follow the model, then place it in the *Body folder by opening the folder and dragging the light under it.

NOTE: At the beginning of each animation you will want to set your Renderman shaders. You can use the following section to learn how to use Renderman shaders.




Working with RenderMan Shaders

Presenter provides fast ray and Phong shaders and offers outstanding support for RenderMan, the rendering tool used by special effects leaders like ILM and Pixar. This tutorial will introduce the use of Renderman for this example.

NOTE: You only need to assign a shader(s) to the main folder to automatically assign the shader to everything in it. If you want a certain part(s) to have a different shader, then double click the name of that item in the Script window and assign it a different shader.

NOTE: Hide Suede, Rubber or Plastic are shaders that work well for skin. Cloth works nicely for hair, but has a tendency to break in places so you might need two hair models on top of each other with the larger one having cloth for a shader and the smaller one the Matte shader.

RenderMan Parameters

Illustration 38 - The RenderMan Parameters for Rendering Outside Presenter


NOTE: To render within Presenter, you use the settings found in Illustration 39. You do not quit Presenter, but instead watch the progress of the rendering. It takes more memory to render within Presenter than to just write a RIB file and then quite Presenter to place the RIB file into the Render Spool folder. For now, use the same settings as those in Illustration 38.

NOTE: To produce a RenderMan RIB file for rendering outside of Presenter, you click in the box next to Write RIB Only to put an X in it. For Send output to: select PICT from the pop-up menu. After writing the RIB file, you quit Presenter and put the RIB file into the Render Spool folder found on the desktop.

RenderMan Parameters

Illustration 39 - The RenderMan Parameters for Rendering Inside Presenter

NOTE: Your image should start rendering fine. After it's done rendering, your image should appear on the hard drive as a PICT image file or a PICS animation file.




Animating the Two Legs

After setting and testing your Renderman shaders, it's time to assign animation settings to your two-legged model using forward kinematics. This style of animation requires that the rotations be applied as time events as the animation is being set up. To repeat motions in Presenter 3D only requires that the event be copied and positioned at a new point (frame) in time. Presenter 3D provides the ability to preset the movements as behaviors (morph instances) as part of the character's description, along with color and render attributes, that can be applied at any time.

For this example, we'll demonstrate the techniques used in forward kinematics..

NOTE: Notice that the body is in a forward position and that there is a small red circle in the Script palette next to the *Body folder and under the 00:01 time setting. You can double click on that red circle anytime and change the settings.

NOTE: You should have 5 small red circles underneath the 00:01 time line which indicate which parts have moved at this time. See Illustration 41.

View after 1 second

Illustration 41 - The second view of the model after 1 second of animation

NOTE: See Illustration 42 to see what your image should look like after 2 seconds of animation.

View after 2 seconds

Illustration 42 - The third view of the model after 2 seconds of animation

NOTE: Check out your animation, so far by Moving the slider under the Active Camera window to the left to rewind and then move it to the right, or press the play button. To see the model move faster set all your views to fast boxes. Press the stop button next to the play button to end your animation preview.

NOTE: Your Active Camera view should now look like Illustration 43.

View after 3 seconds

Illustration 43 - The fourth view of the model after 3 seconds of animation

NOTE: Your fifth view at 4 seconds of animation should look like Illustration 44. Play the animation.

View after 4 seconds

Illustration 44 - The fifth view of the model after 4 seconds of animation

TIP: An easy way to duplicate the previous animation settings is to select all the red dots lined up vertically under the 1st second mark except for the one that moves the body forward (you will have to set that manually, later) and while pressing the Option key down, drag the duplicate settings under the 5th second mark.

NOTE: The chart in Illustration 45 summarizes the animation settings for the legs but only 4 seconds for the body.

Walking Chart

Illustration 45 - A chart of the walking sequence with only the legs

NOTE: Illustration 46 shows a Forward Kinematics walking sequence for the entire body.

Forward Kinematics chart

Illustration 46 - A Forward Kinematics chart of a walking sequence using all the parts of the body.