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 like 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.