MicroStation CONNECT Edition Help

Setting Up Animation Cameras

In producing an animation sequence, you can specify changes in the viewing perspective by scripting animation cameras and their targets, or saved views.

Animation Camera and Target Basics

You can use one or more animation cameras in an animation sequence, by scripting each one to become active from a particular frame number. From that specified frame, the animation view is taken from the designated camera. Additionally, you can specify targets at which an animation camera is aimed.

Animation cameras are specialized actors. Their motion can be controlled using keyframes, paths, or scripts in the same manner as regular actors. They can also be manipulated with the Manipulate Actor tool or positioned with any of the standard manipulation tools. Targets may be other actors, or special target elements, which, like animation cameras, are specialized actors.

Working with Cameras and Targets

Tools for creating and activating animation cameras and targets are contained in the Animate tab.

The tool settings window for those tools that operate on existing cameras or targets include a list box with the names of the cameras or targets.

Selecting a camera or target in the list box, by clicking its name, highlights the camera or target in the view window. As well, you can identify a camera or target graphically.

Scripting Saved Views

As well as the views from animation cameras, you can script saved views to be active during your animation sequences. A scripted saved view is sometimes called a key view. As with animation cameras, you can specify the transition method from one saved view to the next.