7. Animation¶
In ParaView, you can create animations by recording a series of keyframes. At each keyframe, you set values for the properties of the readers, sources, and filters that make up the visualization pipeline, as well as the position and orientation of the camera. Once you have chosen the parameters, you can play through the animation. When you play the animation, you can cache the geometric output of the visualization pipeline in memory. When you replay the animation, playback will be much faster because very little computation must be done to generate the images. Also, the results of the animation can be saved to image files (one image per animation frame) or to a movie file. The geometry rendered at each frame can also be saved in ParaView’s PVD file format, which can be loaded back into ParaView as a time varying dataset.
7.1. Animation View¶
Animation View
is the user interface used to create animations by adding
keyframes. It is modeled similar to popular animation and keyframe editing
applications with the ability to create tracks for animating multiple parameters. The
Animation View
is accessible from the View menu.
As seen in Fig. 7.1, this view is presented as a table.
Above the table are controls that administer how time progresses in the
animation. These were discussed briefly in ref{sec:DealingWithTime}.
Within the table, the tracks of the
animation appear as rows, and animation time is presented as increasing from
left-to-right. The first row in the table, simply labeled Time
, shows
the total span of time that the animation can cover. The current displayed time
is indicated both in the Time field at the top and with a thick, vertical,
draggable line within the table.
Along the left side of the Animation View
is an expandable list of the
names of the animation tracks (i.e., a particular object and property to
animate). You choose a data source and then a particular property of the data
source in the bottom row. To create an animation track with keyframes for that
property, click the +
on the left-hand side; this will create a new track.
In the figure, tracks already exist for SphereSource1’s
Phi Resolution
property and for the camera’s position. To delete a track, press the
X
button. You can temporarily disable a track by unchecking the check box
on the right of the track. To enter values for the property, double-click within
the white area to the right of the track name. This will bring up the
Animation Keyframes
dialog. Double-clicking in the camera entry brings up a
dialog like the one in Fig. 7.2.
From the Animation Keyframes
dialog, you can press New to create new keyframes.
You can also press Delete
or Delete All
to delete some or all of the keyframes. Clicking New
will
add a new row to the table. In any row, you can click within the Time
column to
choose a particular time for the keyframe, and you can click in the right-hand column to
enter values for the parameter. The exact user interface components that let you
set values for the property at the keyframe time vary. When available, you can
change the interpolation between two keyframes by double-clicking on the central
interpolation column.
Within the tracks of the Animation View
, the place in time where each keyframe
occurs is shown as a vertical line. The values chosen for the property at that
time and the interpolation function used between that value and the next are
shown as text, when appropriate. In the previous figure, for example, the sphere
resolution begins at 10 and then changes to 20, varying by linear interpolation
between them. The camera values are too lengthy to show as text so they are not
displayed in the track, but we can easily see that there are four keyframes
spaced throughout the animation. The vertical lines in the tracks themselves may
be dragged, so you can easily adjust the time at which each keyframe occurs.
Did you know?
You can quickly add a simple animation track and edit the keyframe without using the
Animation View
by usingAnimation Shortcut
. First, enableShow Animation Shortcut
fromSettings
dialog (on theGeneral
tab, search for the option by name or switch to advanced view). Then, several of the animatable properties on theProperties
panel will have a icon. Click this icon to add a new animation track for this property and edit it.
7.2. Animation View header¶
The Animation View
has a header-bar that lets you control some properties of the
animation itself, as you can see in Fig. 7.3.
Mode
controls the animation playback mode. ParaView supports three modes for playing
animation. In Sequence
mode, the animation is played as a sequence of images (or
frames) generated one after the other and rendered in immediate succession. The
number of frames is controlled by the No. Frames
spinbox at the end of the
header. Note that the frames are rendered as fast as possible. Thus, the viewing
frame rate depends on the time needed to generate and render each frame.
In Real Time
mode, the Duration
spinbox (replacing the No. Frames
spinbox)
indicates the time in seconds over which the entire animation should run. Each
frame is rendered using the current wall clock time in seconds, relative to the
start time. The animation runs for nearly the number of seconds specified by the
Duration (secs)
spinbox. In turn, the number of frames actually generated (or
rendered) depends on the time to generate (or render) each frame.
In Snap To TimeSteps
mode, the number of frames in the animation is
determined by the number of time values in the dataset being animated. This is
the animation mode used for ParaView’s default animations: playing through the
time values in a dataset one after the other. Default animations are created by
ParaView when a dataset with time values is loaded; no action is required to
create the animation. Note that using this mode when no time-varying data is
loaded will result in no animation at all.
In Sequence
mode, the final item in the header is the No. Frames
spinbox. This
spinbox lets you pick the total number of frames for the animation. Similarly, in
Real Time
mode, the final line lets you choose the duration of the animation. In
Snap To TimeSteps
mode, the total number of frames is dictated by the dataset
and, therefore, the spinbox is disabled.
The Time
entry-box shows the current animation time, which is the same as shown by a
vertical marker in this view. You can change the current animation time by
either entering a value in this box, if available, or by dragging the vertical
marker. The Start Time
and End Time
entry-boxes display the start and end times
for the animation. By default, when you load time varying datasets, the start
and end times are automatically adjusted to cover the entire time range present
in the data. The lock check-buttons to the right of the Start Time
and End Time
widgets will prevent this from happening, so that you can ensure that your
animation covers a particular time domain of your choosing.
Did you know?
You can change the precision (number of significant digits) displayed by the animation clock by changing the
Animation Time Precision
value underSettings/Properties Panel Options/Advanced
.
7.3. Animating time-varying data¶
When you load time-varying data, ParaView automatically creates a default
animation that allows you to play through the temporal domain of the data
without manually creating an animation to do so. With the Animation View
, you
can uncouple the data time from the animation time so that you can create
keyframes that manipulate the data time during animation as well.
If you double-click in the TimeKeeper – Time
track, the Animation Keyframes
dialog, an example of which is shown in Fig. 7.4, appears. In this dialog,
you can make data time progress in three fundamentally different ways. If the
Animation Time
radio-button is selected, the data time will be tied to and
scaled with the animation time so that, as the animation progresses, you will see
the data evolve naturally. If you want to ignore the time varying nature of the data,
you can select Constant Time
instead. In this case, you choose a
particular time value at which the data will be displayed for the duration of
the animation. Finally, you can select the Variable Time
radio-button to have
full control over data time and to control it as you do any other animatible
property in the visualization pipeline. In the example shown in
Fig. 7.4, time is made to progress forward for the
first 15 frames of the animation, backward for the next 30, and forward
for the final 15.
7.4. Playing an animation¶
Once you have designed your animation, you can play through it with the VCR controls toolbar seen in Fig. 2.5.
7.5. Animating the camera¶
Just like you can change parameters on sources and filters in an animation, you
can also change the camera parameters. As seen in
Fig. 7.6, you can add
animation tracks to animate the camera for all the 3D render views in the setup
separately. To add a camera animation track for a view, with the view selected,
click on the +
button after choosing Camera
from the first drop-down menu. The
second drop-down list allows you to choose how to animate the camera. There are
three possible options, each of which provides different mechanisms to specify
the keyframes. It’s not possible to change the mode after the animation track
has been added, but you can simply delete the track and create a new one.
7.5.1. Interpolate camera locations¶
In this mode, you specify camera position, focal point, view angle, and
up direction at each keyframe. The animation player interpolates between these
specified locations. As with other parameters, to edit the keyframes,
double-click on the track. It is also possible to capture the current location
as a keyframe by using the Use Current
button.
It can be quite challenging to add keyframes correctly and frequently to ensure that the animation results in a smooth visualization using this mode.
7.5.2. Orbit¶
This mode makes it possible to quickly create a camera animation in which the
camera revolves around objects of interest. Before adding the Camera
track,
select the objects in the pipeline browser that you want to revolve around;
then choose Orbit from the Camera
combo-box in the Animation View
, and hit +
.
This will pop up a dialog where you can edit the orbit parameters such as the
center of revolution, the normal for the plane of revolution, and the origin (i.e., a
point on the plane where the revolution begins). By default, the Center
is the
center of the bounds of the selected objects, the Normal
is the current up direction
used by the camera, while the origin is the current camera position.
7.5.3. Follow path¶
In this mode, you get the opportunity to specify the path taken by the camera position and the camera focal point. By default, the path is set up to orbit around the selected objects. You can then edit the keyframe to change the paths.
Fig. 7.9 shows the dialog for editing these paths for a keyframe. When Camera Position or Camera Focus is selected, a widget is shown in the 3D view that can be used to set the path. Use CTRL + Left Click to insert new control points, and ⇧ + Left Click to remove control points. You can also toggle when the path should be closed or not.