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CS320n Visual Programming

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Title: CS320n Visual Programming


1
CS320n Visual Programming
  • Introduction to Alice
  • Mike Scott
  • (Slides 2)

2
What We Will Do Today
  • Discuss building animation programs
  • Do an example
  • Friday, mostly lab work

3
Top Nine List Succeeding in CS320n
  • 9. Ask questions
  • 8. Read the books
  • 7. Visit instructor and TA during office hours
  • 6. Work the exercises from the schedule
  • 5. Dont give up. (Keep working until it is
    right)
  • 4. Read the book
  • 3. Start assignments early
  • 2. Get help when stuck. (1 hour rule)
  • 1. Ask questions

4
Animation ProgramsScenarios and Storyboards
  • Recall animation programs are movies with no
    interaction with a user
  • 2 step process for creating animations.
  • Step 1 Design
  • Step 2 Implementation

5
Step 1 Design
  • Ready, fire, aim
  • the fast approach to software development.
  • Ready, aim, aim, aim, aim ...
  • the slow approach to software development.
  • Clarify/Define the problem to be solved
  • often the problem is given to you
  • by instructor or leader or team
  • other times, you decide on it yourself
  • in this class we will do both.
  • some times problem well defined by instructor
  • some times you decide what problem to solve
  • Design solution to problem

6
Example problem (Scenario)
  • The scenario is
  • Several snow-people are outdoors, on a
    snow-covered landscape. A snowman is trying to
    meet a snowwoman who is talking with a group of
    her friends (other snowwomen.) He says "Ahem" and
    blinks his eyes, trying to get her attention
  • The problem is
  • How can we create this animation?

7
Designing a Solution
  • First. Decide on the objects for the scene
  • Second. Create a storyboard
  • a list of actions
  • Several options for the form a storyboard can
    take
  • sketches. (if you can. Easier to see final
    product this way.)
  • text. List of actions. To do list. (if you cant
    draw. Harder to see the final product.)

8
Objects in the Scene
  • Objects
  • a snowman
  • 2 snowwomen
  • (For our problems you wont have to create new
    objects, just use the ones in the gallery)
  • Opening scene / world a snowy scene
  • a quick sketch
  • dont have to be an artist

9
Storyboard Template
  • Scene number
  • Scene sketch (picture)
  • Description
  • Sound
  • Text

10
A Storyboard
Initial scene
Snowman tries to catch snowwomans attention
Snowwoman looks around
11
Storyboard in Text Form
  • Animation Artists (for example, at Disney, Pixar
    Studios, or Dreamworks) sketch their storyboards
  • You may not have such expertise (I dont)
  • You can also use a text based form for the
    storyboard.
  • like a script
  • Snowman turns to face snowwoman
  • Snowman blinks and addresses snowwomen
  • Snowwoman turns around
  • The storyboard becomes your "to-do" list for the
    animation.

12
Storyboard Revision
  • A storyboard is a continual work in progress
  • Add and remove things as time goes on
  • Dont be afraid to revise
  • evening during implementation

13
How does Pixar Make Movies?
14
(No Transcript)
15
More on Pixar
  • http//www.pixar.com/howwedoit/index.html
  • More steps in the process
  • Each frame of the movie is rendered using a
    computer system (Renderfarm)
  • 1/24th of a second per frame screen time
  • 6 hours on average to render a frame
  • but some frames take as many as 90 hours

16
Another Exercise is Storyboarding
  • A bicycle race finish. 5 cyclists are at the end
    of a race. The cyclist in the lead raises his
    arms in victory and then falls over before the
    finish line. The cyclist in second wins the race.
  • sketch
  • script (text based)

17
Initial Scenes
18
Techniques and Tools
  • Mouse used to
  • set up the initial scene
  • approximately position objects in the scene
  • resize and rotate objects
  • Camera Navigation is used to
  • set the camera point of view
  • Drop-down menu methods are used to
  • resize objects and rotate objects
  • more precisely position objects in the scene
  • Scene Editor's Quad View is used to
  • obtain specific alignments
  • position one object relative to another object

19
Writing A Program
  • "Writing" a program (script)
  • a list of instructions to have the objects
    perform certain actions in the animation
  • Our planned story board (to do list) is
  • Snowman turns to face snowwoman
  • Snowman blinks and addresses snowwomen
  • Snowwoman turns around
  • Now translate design steps into program
    instructions

20
Translating the Design
  • Some steps in the storyboard can be written as a
    single instruction
  • The snowman turns to face the snowwoman
  • Other steps are composite actions that require
    more than one instruction
  • Snowman blinks and addresses snowwomen
  • blinks -gt Snowman raises and lowers his eyes
  • addresses -gt Snowman says ahem

21
Actions
  • Sequential
  • Some actions occur one after the other
  • first step (snowman turns to face snowwoman)
  • second step (snowman tries to get snowwomans
    attention)
  • Simultaneous
  • Other actions occur at the same time
  • Snowman says "Ahem" and while simultaneously
    blinking his eyes

22
Action Blocks in Alice

Sequential Action Block
Simultaneous Action Block
23
Writing the Program
  • In Simple Animations notice the only event
  • world.my first method
  • world is an object (contains all other objects)
  • my first method is a method. A behavior of a
    certain objects
  • methods consist of a series of instructions and
    commands (some of which may be other methods)
  • big rocks into little rocks

24
Adding Instructions to world.my first method
  • The method should be open in the method editor
    window of Alice. (bottom right)
  • if not select the world from the object tree, the
    method tab, and click the edit button next to my
    first method

25
Method Editor Window
26
Step 1 Snowman turns
  • Select the object you want to perform the object
  • Select the method / action you want the object to
    perform
  • could use turn or turn to face
  • often many ways to accomplish the same task
  • Click and drag it to the method editor window

27
Snowman Turns
  • Can adjust aspects of how the snowman turns to
    face the snowwoman
  • click the more option
  • right now duration and style are the only things
    you should alter

28
Step 2 Combined Action
  • We want the snowman to say ahem and blink at
    the same time
  • actions are normally sequential
  • to do actions together, at the same time, use a
    Do together block
  • Click and drag Dotogether block intothe
    method

29
Step 2 Combined Actions
  • Now drag the things we want to happen together
    into the Do together block
  • Snowman say ahem
  • Snowman blink raise and lower eyes

30
Affecting subparts
  • The snowman does not have blink eyes method
  • Can accomplish a blink by affecting subparts
  • Select snowman object from object tree and expand
    subparts
  • expand the head
  • now we can give commands to individual parts, in
    this case the eyes
  • have eyes move up and down
  • specify direction and distance of move

31
Step 2 First Attempt
  • world.my first method looks like this
  • TEST the method
  • play the movie. Does it do what we want?

32
Logic Error
  • The program works, but does not do what we
    intended.
  • This is an example of a logic error
  • very easy in Alice to see logic errors
  • the movie does not do what we wanted
  • Whats the problem?

33
Do together and Do in order
  • All commands in the Do together block are
    executed simultaneously
  • So what is the result if you move an eye up .1
    meters and down .1 meters at the same time?
  • Apparently nothing
  • So while we want the eyes to move together and to
    say ahem we want the eyes to first move up and
    then down
  • Use a Do in order block inside the Do together
    block

34
Corrected Do Together
35
Testing
  • An important step in creating a program is to run
    it to be sure it does what you expect it to do.
  • I recommend that you use an incremental
    development process
  • write a few lines of code and then run it
  • write a few more lines and run it
  • write a few more lines and run it
  • This process allows you to find any problems
    and fix them as you go along.
  • As you go you may alter your design / storyboard
  • design a little, code a little, test a little

36
Comments
  • While Alice instructions are easy to understand,
    it is often desirable to be able to explain (in
    English) what is going on in a program
  • We use comments to explain to the human reader
    what a particular section of code does

37
Comments
Notes 1) Comments appear in green 2) Alice
ignores comments. 3) Comments make the program
easier to read.
38
Extra Moving Together
  • To move things together can sometimes be a pain
  • Tell two objects to move forward
  • directions are relative to the objects
  • may get motion in different directions
  • can use the orient to method to synch frames of
    reference

39
Vehicles
  • Each object has a vehicle property
  • Initially the world is the vehicle for objects
  • can change this by altering the vehicle property
    for an object
  • Give the snowman an instrument
  • Change ahem to toot
  • What happens when movie played?

40
Alter the Vehicle Property
  • Select sax from object tree
  • Select properties tab
  • Change vehicle from world to snowman
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