Post

Introducing Animations

Introducing Animations

Motivation

  • Nodes like Billboard and Anchor have built-in behavior
  • You can create your own behaviors to make shapes move, rotate, scale, blink, and more
  • We need a means to trigger, time, and respond to a sequence of events in order to provide better user/world interactions

Building animation circuits

Almost every node can be a component in an animation circuit

  • Nodes act like virtual electronic parts
  • Nodes can send and receive events
  • Wired routes connect nodes together

An event is a message sent between nodes

  • A data value (such as a translation)
  • A time stamp (when did the event get sent)

Examples

To spin a shape:

  • Connect a node that sends rotation events to a Transform node’s rotation field

To blink a shape:

  • Connect a node that sends color events to a Material node’s diffuseColor field

Routing events

To set up an animation circuit, you need three things:

  1. A node which sends events
    • The node must be named with DEF
  2. A node which receives events
    • The node must be named with DEF
  3. A route connecting them

Using node inputs and outputs

Every node has fields, inputs, and outputs:

  • initializeOnly: A stored value
  • inputOnly: An input
  • outputOnly: An output

An inputOutput field is a short-hand for a initializeOnly, inputOnly, and outputOnly

Sample inputs

A Transform node has these input fields:

  • set_translation
  • set_rotation
  • set_scale

A Material node has these input fields:

  • set_diffuseColor
  • set_emissiveColor
  • set_transparency

Sample outputs

An OrientationInterpolator node has this output field:

  • value_changed to send rotation values

A PositionInterpolator node has this output field:

  • value_changed to send position (translation) values

A TimeSensor node has this output field:

  • time to send time values

Syntax: ROUTE

A ROUTE statement connects two nodes together using

  • The sender’s node name and output field name
  • The receiver’s node name and input field name

XML Encoding

1
<ROUTE fromNode='MySender' fromField='rotation_changed' toNode='MyReceiver' toField='set_rotation'/>

Classic VRML Encoding

1
ROUTE MySender.rotation_changed TO MyReceiver.set_rotation

ROUTE and TO must be in upper-case

Field data types

Sender and receiver field data types must match!

Data types have names with a standard format, such as:

  • SFString,SFRotation, or MFColor
CharacterValues
1**S:** Single value **M:** Multiple values
2Always an **F** (for field)
remainderName of data type, such as **String, Rotation,** or **Color**
Data typeMeaning
SFBool, MFBoolBoolean, true or false value
SFColor, MFColorRGB color value
SFColorRGBA, MFColorRGBARGBA color value
SFDouble, MFDoubleDouble precision floating point value
SFFloat, MFFloatFloating point value
SFImage, MFImageImage value
SFInt32, MFInt32Integer value
SFMatrix3d, MFMatrix3d3×3 matrix value, double precision
SFMatrix3f, MFMatrix3f3×3 matrix value
SFMatrix4d, MFMatrix4d4×4 matrix value, double precision
SFMatrix4f, MFMatrix4f4×4 matrix value
SFNode, MFNodeNode value
SFRotation, MFRotationRotation value
SFString, MFStringText string value
SFTime, MFTimeTime value
SFVec2d, MFVec2dXY floating point value, double precision
SFVec2f, MFVec2fXY floating point value
SFVec3d, MFVec3dXYZ floating point value, double precision
SFVec3f, MFVec3fXYZ floating point value
SFVec4d, MFVec4dXYZW floating point value, double precision
SFVec4f, MFVec4fXYZW floating point value

Following naming conventions

Most nodes have inputOutput fields.

If the inputOutput field name is xxx, then:

  • set_xxx is an input to set the field
  • xxx_changed is an output that sends when the field changes
  • The set_ and _changed sufixes are optional but recommended for clarity

The Transform node has:

  • rotation field
  • set_rotation input
  • rotation_changed output

A sample animation

XML Encoding

1
2
3
4
5
6
7
8
9
10
11
12
13
<TouchSensor DEF='Touch'/>

<TimeSensor DEF='Timer1' ... />

<OrientationInterpolator DEF='Rot1' ... />

<Transform DEF='Frame1'>
  <Shape><!-- ... --></Shape>
</Transform>

<ROUTE fromNode='Touch' fromField='touchTime' toNode='Timer1' toField='set_startTime'/>
<ROUTE fromNode='Timer1' fromField='fraction_changed' toNode='Rot1' toField='set_fraction'/>
<ROUTE fromNode='Rot1' fromField='value_changed' toNode='Frame1' toField='set_rotation'/>

Classic VRML Encoding

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
DEF Touch TouchSensor { }

DEF Timer1 TimeSensor { ... }

DEF Rot1 OrientationInterpolator { ... }

DEF Frame1 Transform {
  children [
    Shape { ... }
  ]
}

ROUTE Touch.touchTime         TO Timer1.set_startTime
ROUTE Timer1.fraction_changed TO Rot1.set_fraction
ROUTE Rot1.value_changed      TO Frame1.set_rotation

Using multiple routes

You can have fan-out

  • Multiple routes out of the same sender

You can have fan-in

  • Multiple routes into the same receiver

Summary

  • Connect senders to receivers using routes
  • input fields are inputs, and output fields are outputs
  • A route names the sender.output, and the receiver.input
    • Data types must match
  • You can have multiple routes into or out of a node
This post is licensed under CC BY 4.0 by the author.