Working with Scripts
The Animation Producer dialog's File menu contains items for working with scripts.
|New Script||Create a new animation script in the DGN file.|
|Open Script||Open an existing script in the DGN file.|
|Scale Script||Scale overall animation by a factor. This slows down or speeds up the entire animation.|
|Copy Script||Make a copy of a script.|
|Include Script||Include an existing script that is in the DGN file or a reference.|
|Import MSA File||Import old animation script files. This creates an animation script with the name of the file.|
|Clear Script||Clear all entries in the open script.|
|Delete Script||Delete the script from the DGN file.|
|Record Script||Record the active script.|
|Continue Recorded Sequence||Continue recording a script on a networked system or a recording that was aborted.|
|Tone Map BIMG Files||Apply tone mapping and create animation frames with an output format of BIMG.|
|Exit||Close the Animation Producer dialog.|
When scripting an animation sequence, you can vary lighting, material, and other rendering settings as a function of time. Additionally, texture maps, bump maps, and background images can consist of animated sequences of images. Settings that are scripted to change are interpolated from one setting to the next. Where there is no script entry for a setting at time/frame zero, the current DGN file setting is taken.
This also means that any .msa files which have the earlier V8 behavior will get an extra script entry at frame zero, copying that of frame 20. This is done to maintain the old behavior when they are imported.
Where necessary, you can define a multiplier value to be applied to the open script. This is useful for sizing an animation to run for a predetermined time or adding frames to smooth motion.
Previously created scripts can be included in the open script. For example, you may have created and scripted a clock actor, with moving hands and pendulum, in a previous design. Rather than create a new animated clock, you can reference the model with the clock actor into the new design, and then include the script. Alternatively, if you have created a new clock, you simply give the actor(s) the same name(s) as in the original, and then include the script of the original clock.