NOTE: This page is still under construction. Future additions will include: Keyframe animation, off-screen rendering, how to assemble an animation, tips on NVIZ sliders, NVIZ environment variables, etc.
This examples shows you how to create an animation.
Using key frames is one of the easiest methods of animation it just takes some getting use to the Key Frame slider. For practice, just try making a circular path while always looking at the center of the data:
You should now have enough key frames marked to define a path. Click show path and then run(NOT run and save images). If nothing happens, clear all key frames and go back to step 1.
Now let's complete the circular path:
Now click run. When the animation stops, adjust the spline tension or use linear interpolation, change the number of total frames, and run again. If you want to render the animated frames to .rgb files, you would now toggle show path OFF and click run and save images, but why not wait until you get a little more creative - image files use a lot of disk space.
With the above key frames loaded, try changing a key frame as follows:
1........2..3..4
Run again, notice how movement speed was affected.
Parameters stored in the key frame path include viewing position and looking direction. The looking direction will be overridden though, when the path is running, if look here is active. To see this effect with the above path loaded, select look here and click on a corner of the data, setting a new fixed center of view. Now run the path again. Click on look cancel and run again. This is an example animation created in this way.
Because .rgb image files can end up taking a lot of disk space, users should be mindful of disk storage capacity when attempting to create an animation. Keeping animation files and image dumps in directories dedicated for such files helps in management. A single rgb image usually takes between 200K to 3M bytes of storage, depending upon size and complexity. If you use the SGI movie program to replay animations, each frame of the animation must have been saved to files of identical dimensions; so especially if you are creating an animation piecewise, at different sessions, it becomes important to maintain a consistent size for the graphics window. With the movie program and with other screen dump animating programs, there is a zoom option to enlarge the animation images at time of playback. So if you want the animation to fill your screen, you could set the width and height of the graphics window to half or a third their playback sizes when writing the image files, then use the zoom option (this will cause a loss of resolution though, since the zoom just replicates pixels). If you are making an animation to be recorded onto video tape, it may be necessary to set the width and height to specific dimensions.
New SGI programs released with IRIX 4.0.5, moviemaker and movieplayer, are also very useful for animations. Moviemaker allows you to create movie files from any number of rgb files at various frame rates. With movieplayer, much longer animations may be replayed than with movie since the frames are read directly from disk at run time rather than having to be loaded into memory.