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3D Bezier Paths
With Kinemac you can create a 3D path and set a camera, a light or any other sprite to move along that path.
This way the sprite will move smoothly and without discountinuity along your custom 3D path.
Let's explain how to do that. We have put a Cube on the stage just to help you understand the different points of view by the color faces of the cube. You can download the kmc animation sample file and play it with Kinemac. In this sample we linked the eye-camera to a bezier path and the target-camera to a moving sprite cube. The result is that the camera shoots the moving cube all the time while its eye is moving along the path.


• Firstly set the Top view pressign the " t " key or set the "4 Views mode" calling the menu item "Views:4Views" and work on the "Top" view. You can activate/deactivate the grid pressing the " g " key.
Hold down the " 2 " key and drag up and down the mouse on the Stage in order to zoom in/zoom out to accomodate the view to your object.

Please note that the view is orthogonal (the icon at the bottom-left corner is blueout). If it is gray, so it is a perspective view, you have to press the " o " key in order to set that view orthogonal. Creating a bezier path in an orthogonal view is easier.

• Create a sprite Path calling the menu Objects:Path
Kinemac will automatically create an empty sprite "Path" in the Sprites Window.

And will select the tool "Pen" in the tools palette.

 


Alternatively, you can just open the Inspector panel, 3D Path subpanel, select the pen tool and trace your path on the Top view. Kinemac will automatically create the 3DPath sprite in the Sprites window.
Be sure the sprite path is selected and the "pen" tool is selected. Now click on the Stage to create the first end point, and without releasing the mouse button drag the mouse a little bit to create its control point (orange). Release the mouse and create the next points clicking and dragging as per the first point. Press the delete key in order to delete the selected point.

You can lately select the Arrow tool to move the points in the other orthogonal views as front, back, right, left, and bottom. For example, press the " f " key to select the Front view. Your path should be still selected. If not, select it in the Sprite list in order to see it on the Stage.

The selected point is blue, and its control points are orange and green. Now click on the blue point and drag it to the bottom. Hold down the Shift key when dragging to constrain the movement to one direction only.

Now click on the white point at the right side of the window and drag it to the top. Hold down the Shift key when dragging to constrain the movement to one direction only.

Now click on the white point in the middle and drag it to the top. Hold down the Shift key when dragging to constrain the movement to one direction only.

Now click on the white point at the left side of the window and drag it to the top. Hold down the Shift key when dragging to constrain the movement to one direction only.

You can move the points in the other orthogonal views.
Press the " r " key to select the Right view then drag the green point to the right side holding down the Shift key in order to increase its distance from the blue point and get a smoother curve.

You can see the result in the Work view (perspective).
If you are not working with the "4 Views mode" press the " w " key to select the Work view. Drag up and down holding down the Option key in order to zoom in or zoom out to accomodate the view to your objects.
Drag holding down the " 1 " key to rotate the view.
Drag holding down the " 2 " key to zoom the view.
Drag holding down the " 3 " key to pan the view.

When the "Work" view is selected, you see your scene in a perspective view. To move the points of the path in a perspective view you should follow the same rules you already use to move any object in a perspective view.

  • Drag horizontally to move the points along the X axis (hold down the Shift key to constrain the movement along one axis only).
  • Drag vertically to move the points along the Y axis (hold down the Shift key to constrain the movement along one axis only).
  • Drag vertically holding down the Option key to move the points along the Z axis.

or

  • Click on an end point (white or blue) or control point (orange or green) holding down the "x" key and drag to move that point along the "x" axis only.
  • Click on an end point (white or blue) or control point (orange or green) holding down the "y" key and drag to move that point along the "y" axis only.
  • Click on an end point (white or blue) or control point (orange or green) holding down the "z" key and drag to move that point along the "z" axis only.



Edit the points in the Inspector panel
You can edit a selected point of a selected path on the Inspector:Path panel.

You can edit separately the end point (blue) and its control points (orange and green) entering a value in the text fields, clicking on the steppers or dragging the sliders. When editing an end point (blue) you will always move its control points too.
When you edit a control point using the Inspector panel outlets, you can activate the lock button in order to have the control points move together.
In the next release we will improve this interface to let you vary the distance of each control point from its end point.














Link the path to the sprite Camera
If you play the animation now, you will see a magenta point moving along the path. Now we have to link the path to a camera to have that camera moving together with that magenta point along the path.

• Create a sprite camera choosing the menu item Objects:Camera.
• Put the sprite camera in the first row of the hierarchical sprite list.
• Select the Inspector panel "Camera" and set the Eye points X, Y, Z value to 0 (zero), as shown here aside.
• Drag the sprite "Path" from the hierarchical sprites list onto the "Link Eye" field in the Inspector panel. Your path is now linked to the eye of the camera. Now select firstly the 3DPath sprite, then hold down the Command key and select the Camera sprite (in the hierarchical Sprites list). You should see the eye camera icon and the magenta eye path.


• Press the " s " key to select the Sprite Cameras View (you can call it "Composite View" if you prefer so) in order to see the scene from the sprite camera. If you are working with the "4 Views mode" you will see the scene from the camera in the Sprites Movable Camera view.
• Play the animation to see the scene from your camera moving along your path.

You can download the kmc animation sample file and play it with Kinemac. In this sample we linked the eye-camera to a bezier path and the target-camera to a moving sprite cube. The result is that the camera shoots the moving cube all the time while its eye is moving along the path.



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