BAB and gmax animation


(1) SBB (Sims Bounding Box)

   

  - You need to know about SBB to keep the animation in site from every view point.
  - SSB is made by [ maxscript -> Run scriptc -> BABBox.ms ].
  - All models and movements must be stayed in the SBB except  to bound them out
    on purpose.

  - It is better to stay SBB in the modeling space of gmax by showing, hiding or attaching
    a transparently texture during making animation, but you must
    delete SBB on exporting
.

  - Large SBB is for Large size animation (248x248),
    Small SBB is for Small size animation (124x124).

  - Do not move Large SBB,
    Small SBB is allowed to move while the origin (0,0,0) is stayed inside of the SBB.

  - Do not rotate SBB (both Large and Small) In any case.
  - SBB is not a LOD, it is only a guide.

  - Besides SBB, make a LOD for each zoom-level (3, 4 and 5) as a simple box (all at
    same size).
    Set LOD sizes to keep everything in them l
ike SBB.
    LOD fixes the animated-propfs occupant size (and the SC4-system seems to use it
    as LOD).
   
    (No need to make a LOD nervously like above)    

  - IF your animation is small, you can use a sphere except using SBB.
    Sphere size: D=35m for Large and D=18m for Small.
   


(2) Origin and LotEditor techniques

  - The origin of gmax modeling space is important throughout making animation.
  - LotEditor always sets the origin on GL (ground level) of the lot.

  - In some cases, imaginary GL is needed below the origin to use full space of SBB or
    to set an animation on the top of the building.
  - If you use imaginary GL, note the Z-axis value of it.
   

  - When you use the animated-prop on the LotEditor,
    the origin is set at the center of the plane-occupant-area (from occupant size).
    You must place the prop by looking at 2D-window, do not look at 3D-window.
    And pull up the prop using [Ctrl + Up arrow] to noted Z(m).
   
    If you want to make a under ground animation, set the Z value using iLive Reader.
    Z value is 5th value of the
LotConfigPropertyLotObjectData line.
   
      EX. Z=-14.7(m):  Zx = HEX(-14.7(m) x 65536) = 0d-963379 = 0xFFF14CCD

  - If the animation is composed 2 or more props, place all of them at the corner of the lot.
    And select all and move them to the right place.
   


(3) gmax modeling

  - It should be better to work for the modeling on BAT that is not started by BAB.
  - Almost gmax techniques for the buildings are good use for making SC4-animation
    models, but do not care for the details so much, because SC4-animation is small
    and moving.
  - If you are the expert of 3D-animation, you can also make bone-and-skin-models.
    But also, SC4-animation is small to show your skills enough.
  - Do not use
real-black(0,0,0) color for the objects. If it is used for the object's color,
    it makes a hole on the animation.


(4) gmax animation

  - Basic animation tools are only 3 c
     I.   gAnimateh button
     II.  gTime sliderh
     III. gPlayh button.
    
  - Animating flow
    (a) Click gAnimateh button. c Button-face color turns to red.
    (b) Slide gTime sliderh
    (c) Move the model (rotate, move, morph c )
    (d) If hTime sliderh is not the end, go to (b).
    (e) Click gPlayh button and check the movements.

  - You need to adjust the modelfs movements to be looped.
  - Sliding pitch of gTime sliderh is not relative to animation frames.
  - The number of Frames are counted by dividing gsliderfs max.h by goptional numberh.
 
       Ex. Frames = 100(slider max.) / 5(optional) = 20f (= 2 seconds)


(5) Saving

  - After modeling and animating are done, save the model with a name you like,
    but do not use g-g or g_h in the name. They are used as token in BAT and BAB.


@

gmax exports flow


(1) Start gmax

  - Start BAB.
  - Start gmax by clicking BABfs gBATh
  - Load your animation model.
  - Do the final check.
    If you did corrections at the model and if they were important, you should save the model
    before exporting.


(2) Set parameters

  - Start-time is always 0.
  - End-timefs max. is gTime sliderhfs max.(right end).
    Generally, modelfs position on gTime sliderhfs max. is same as gTime sliderhfs start-time
    for the animation to be looped.
   
    If End-time is gTime sliderhfs max., the last frame will be a odd frame.
    So, End-time is to be set as ... End-Time = gTime sliderhfs max. – Frame-step time.
 
    EX. If "Time slider"'s max = 100  and  "Frame-step" = 5   then  "End-Time" = 100 - 5 = 95

  - If you make an odd frame, you can remove it later on BABfs main window.
  - Frame-step is to be a factor of gTime sliderhfs max. for the smooth looping animation.

  - SC4-animation is formed by gmax-animationfs snap-shots.
    Be care for the falling out of the movements between a frame to next frame.
    Small Frame-steps follow the movements well, but SC4-animationfs speed will be
    slowed down.
    It is good to see a TV animation movie to make a fast and good moving animation.


(3) Export all

  - Start by clicking gExport All Framesh button.

  - All frames will be exported c It takes a long time.
    (Export of 1 frame is same as ordinary building's export)

  - After the exports are done, BAB-script adds a CGF (Center Guiding Frame).
    CGF is a small sphere set on the origin to notify BAB where the origin is.
   
    After the CGF is exported, BAB-script quits gmax.
   

(4) Export Single frame

  - If the animation is hard to play by gmax-animating, you can do step by step export.
  - All the frames are exported, you must click gExport CGF and ENDh button.


(5) Make SBB

  - You can make SBB for the final check of the animation.
    Remove SBB before the export starts.