Part Two: Starry, Starry Nights...

by Steve Bowie

In Part 1 of this exercise, we created a starry panorama. Here in Part 2, we're going to animate it.

The scene I have in mind is already to familiar to all of us. It should be - George Lucas has shown it to us over and over!

Picture the "God's Eye View." You are the deity, seated comfortably on the cozy swing on your front porch. You cast a weary eye out over the starry expanse, procrastinating over the need to fill in that black hole in the driveway. Just then, a Star Cruiser slides ponderously by at the edge of your field of vision (or maybe a title fades in and out to a trumpet fanfare). "Oh, good grief," you muse imperiously, "what are they up to now?" A moment or two pass, while you decide whether the antics of those pesky humans merit your attention. Then slowly, so slowly, you turn your gaze leftward and down, panning majestically across the twinkling firmament, until your gaze encompasses the little green and blue gem they call "Home."

All right, we've defined our end result. Let's do it! "Piece of cake," you say. I'll just load up LightWave, a "planet" object, a copy of "randomstars.lwo," a dash of lighting and a keyframe or two, and hit F10. Sure, that would work. But consider the advantages of doing the shot as a composite in Aura instead.

Why 'Composite?'

First, it'll be a lot faster to render initially. Then again, suppose your client says "That's just dandy, but I'd like the planet to be in the lower left corner in the last frame rather than centered." Another possibility: "That's super (By the way, it's always bad news when a comment begins with "That's super...") but I want the title fixed in place, so the camera pans across it as it traverses the sky." In these cases (and many more that come to mind) Aura will let you make the change(s) without requiring a time consuming 3D render!

Let's assemble the components of the shot. The basic recipe really only calls for one item: an oversize shot of the galaxy, with a planet in the foreground. We could scan one in out of a magazine, render a single high-res frame in LightWave, or paint it by hand in Aura. As it happens, we're going to combine the last two options.

I've used LightWave to render "a little of planet all my own" along with it's companion star. I saved this image as a brush (in 32 bit Targa format). You can simply download the "planet brush," the starscape background image, and the finished composite (fig.9). from
here.

Assuming you've either completed Part 1 and/or downloaded the files, let's proceed.

This is the cool part - using Aura as a virtual camera! We've created our super-size image. Now we'll use the Keyframer to pan our virtual camera across it. It's almost too easy to bother describing, but I'll do so to point out a few new things in Aura2.

Close the oversize project, and (if necessary) open a new one at your standard video resolution (for NTSC Toaster V1 users, that would be 720 X 480, 29.97, even field first - you PAL guys 'n gals know what to do.) Drag the endpoint of the layer to something like 240-300 frames (this is a slooooow pan.)

Load your hi-res starfield image into Aura as a brush. Open Aura's "Keyframe" Filter and, in case you've been mucking about with it, select "Reset" in its' File menu. Set the filter's "Source" mode to "Brush," and checkmark the "Preview" box at the bottom. Select the first frame on the timeline by clicking on the Layer panel drag bar to activate it, and hitting the "Home" key.

By default, the Keyframer brush preview is centered on the Project window. Drag it down and left, until you see the right and top borders of the brush appear in the upper-right corner of the screen. Naturally, you've gone just a bit too far at this point; so re-position the brush so it nicely covers the screen. If you have "Auto Key" turned on (just below the Layer panel title bar), a keyframe for the brush at this frame has just been set. It's position on the timeline is represented by the small "+" below the frame. Now move to the last frame of the animation, by pressing "End" on the keyboard.

Reposition the starfield brush so that, in the last frame, the planet is tidily placed in the lower left corner of the frame. You should see a white line (representing the current Keyframer path) stretching from upper right to lower left. In this instance the lower left endpoint of that line marks the center of the brush at the first frame, while the upper-right endpoint is where the brush will be centered in the last frame.

"Easy there, big fella..."

Now, here's something cool. We don't want the camera to slam into it's ending position - we want it to "ease-out." Aura2 allows us to use splines to control Keyframer motions. Checkmark the "Spline" switch in the Keyframe panel.

Since our motion in this animation is linear, the spline handles that appear in the Edit window review may be hard to see (since they line up with the path). However, if you click on the upper right end point of the path, the spline control handle will appear. I've moved the handles in the image above to show them to you more clearly.


By dragging the handle's diamond-shaped endpoints you can alter the curvature of the path. When you change the length of the handles, you alter the ease-in/out characteristics of the move. For our purpose, we want to shorten the handles substantially. Drag one of the endpoints in towards the handle's center until the handle is roughly 1/4 of its original length. With that done, select the first frame of the animation, and repeat the operation (a quick way to move to the first frame is to click on its' node in the path shown in the edit window.)


Keyboard Tricks

Well, that's almost it. There's nothing to do now but render the animation, secure in the knowledge that a) it's not going to take nearly as long to render as it would in 3D, and b) if you need to make changes, it won't take long at all! But wait! Here's another tip: you can select all the frames of the current layer for which keyframes exist by hitting "Control + S" on the keyboard. By the way, you can select ALL the layer's frames (which may not be the same thing at all) by double clicking on the layer in the timeline. Do the former before you render or you'll only affect one frame.

Of course, this is a very simple way of using Aura as a virtual camera. Pans, trucks and dollies, curving paths, camera shakes, zooms, DOF and even rack-focus effects are all possible without ever leaving 2D

 

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