Machinimation 2 Demo ManualThe most recent version of this document can be found online at http://www.fountainheadent.com/mach2/versions/demo/manual/manual.x.Table of Contents
Machinimation 2 InformationAboutThis manual is for the Demo of version of Machinimation 2 (TM). Machinimation 2 is a powerful, real-time 3D animation software package based on id Software's "Doom 3" rendering technology. Machinimation 2 is developed by Fountainhead Entertainment, Inc.System RequirementsMinimum System Requirements • Microsoft .NET Framework Version 1.1 (available for download here)• Microsoft .NET Framework Version 1.1 Service Pack 1 (available for download here) • Doom 3 by Id Software • Doom 3 version 1.1 patch (available for download here) • Windows 2000 or Windows XP • 1.5-gigahertz Intel Pentium 4 or AMD Athlon 1500 • 384 megabytes of memory • Two gigabytes of hard drive space • nVidia GeForce 3 graphics card or ATI Technologies 8500 Recommended System Requirements • Microsoft .NET Framework Version 1.1 (available for download here) • Microsoft .NET Framework Version 1.1 Service Pack 1 (available for download here) • Doom 3 by Id Software • Doom 3 version 1.1 patch (available for download here) • Windows 2000 or Windows XP • 2Ghz CPU or AMD 2500+ • 512 megabytes of memory • Two gigabytes of hard drive space • Radeon 9700 or an nVidia GeForce4 ti4600 graphics card or better. LinksPlease visit the following links for information on Fountainhead Entertainment, Machinimation, Doom 3 editing and machinima filmmaking. http://www.fountainheadent.com - Fountainhead Entertainment http://www.fountainheadent.com/n.x/fe/Home/Productions/Machinimation - Machinimation Product Homepage http://www.iddevnet.com/doom3/ - Official Doom 3 modification support website http://www.doom3world.org/phpbb2/index.php - doom3world.org forums where the Doom 3 modification community shares information http://www.machinima.com - Popular community site for machinima filmmakers http://www.machinima.org - Official site of the Academy of Machinima Arts and SciencesCreditsProducer: Katherine Anna Kang Programming: Jah Raphael, Brett Estabrook, Karina Simons, David Whitlark Design: David Whitlark Additional Development: Matthew Ross Machinimation 2(TM) is a Fountainhead Entertainment ProductionProject StructureMachinimation 2 groups user data into Projects. Each Project can contain one or more Scenes. A Scene contains components such as Recordings, Cameras, Lights, and other Components used in creating a filmed sequence. There are five primary types of Components: Recordings, Cameras, Lights, Overlays, and Audio. These Components function together within a Scene to give the scene a certain look or behavior. Each Component has many Properties that define how the Component works. For example, a Light component has Red, Green, and Blue properties that define the color of the Light. These Properties, as with all component properties, are "keyframable" meaning the values of these Properties can change over the duration of the Scene at specified points known as Keyframes. Because all Properties are keyframable, great flexibility is offered to the user in that the appearance and behavior of any Component in the Scene can change at any time as specified by the user simply by changing a Component Property at a Keyframe. Here is a brief look at the different Scene Components: Recordings - Recordings store "acted out" information of actors within the Scene. Once a recording has been made, it can be played back and combined with other recordings to provide action for the scene Cameras - Cameras define the vantage point for the viewer when previewing or rendering your movie. Cameras have Properties that store information such as positional coordinates, angles, and zoom. Lights - Lights define positional lighting within the Scene. Lights have Properties that define positional coordinates, intensity, and color, allowing the user to modulate the lighting within the scene during playback. Overlays - Overlays are used to render text or images in 2D on the screen. Audio - The Audio Component defines a particular sound effect that can play at a specific position in the environment during scene playback. Machinimation 2 projects are stored as folders and files on the filesystem. When a Project is saved, it should be saved in a directory unique for the Project. This unique directory will contain a ".proj" file that defines the basic settings for the project. All files associated with a project are text files and therefore can be tweaked or edited outside Machinimation 2 if necessary. Your Project folder will also contain a "Scenes" folder that will contain ".scene" files that contain textual definitions of Scene Components. You can easily backup your Project by creating a copy of the root Project folder and storing it in a different location on your computer.![]() User Interface OverviewThe Machinimation 2 user interface is designed to provide the user quick, hassle-free access to all the data within the currently opened project and scene. The standard Machinimation user interface is comprised of the following components: Main Menu - Common application functionality like Saving and Opening projects can be performed through the Main Menu System. Task Menu - Commonly accessed Machinimation functionality, like the adding of Scene components, is offered through the Task Menu. Game Renderer - The Doom 3 renderer is displayed on the desktop in this window. You can switch between Doom 3 control and Machinimation User Interface control by pressing the F1 button on your keyboard. Timeline - The Timeline allows you to view and change your current position in time relative to your entire scene. The Timeline also features scene playback controls. Each one of these interface components will be described in greater detail in the following sections.Main Menu SystemThe Main Menu system provides comprehensive access to many Machinimation settings and functions. The following is a brief explanation of what can be found in the menus:
Task MenuThe most commonly accessed functions in Machinimation are available in the Task Menu.
New Camera - Adds a Camera to your scene.
New Light - Adds a Light to your scene.
New Audio - Adds environmental Audio to your scene.
Path Manager - A tool for managing Keyframes associated with Cameras, Lights, and Audio.
New Recording - Adds a Recording to your scene.
Recording Manager - A tool for managing Recordings in your current Scene.
New Overlay - Adds a 2D Overlay to your scene. Overlays are used for adding 2D images or text to your Scene.
Overlay Manager - A tool for managing Overlays in your current Scene.
Preview Scene - Previews the current scene by rewinding to the beginning of the Scene, locking to the Camera perspective, and then plays the Scene. To stop a preview, press F1 to return to the main Machinimation 2 UI and then push the stop/play button on the Timeline form.
Render Movie - Opens a form that allows you to configure and start the movie rendering process.
Save Project - Saves the current project.
Exit Machinimation 2 - Quits the program.
Game Renderer
This window contains the visual output of the Doom 3 renderer. Some components of your scene will be rendered as white dots and colored lines in the 3D environment. The white dots represent Keyframes of 3D transformation Properties of Scene Components. The colored lines represent the interpolation (or tween) of 3D transformation Properties. You can manipulate the position of the Keyframe in 3D by left clicking on the Keyframe and dragging it around in 3D. You can also perform certain tasks on that Keyframe by right clicking on the Keyframe and specifying the appropriate action to take in the menu that appears.
You can increase the size of the Game Renderer window by dragging its edges.
Much of the work in making a Machinimation movie will involve the user working inside the Doom 3 game environment. You can enter the game environment by hitting the F1 key on your keyboard. An orange outline will appear around the edges of the window when your input is focused inside the Game Renderer window. While inside the game you can hold down the TAB key to see the default keyboard controls for moving about the environment.
There is a main menu inside Doom 3 that can be accessed by pressing ESC. From here you can configure some basic Doom 3 settings and edit the keyboard controls for manipulating your character inside Doom 3.
At any time while inside Doom 3, the user can press F1 to return back to the Machinimation UI.
Timeline![]() WalkthroughsCreate a RecordingFirst, move to the position in Scene time and 3D space where you would like to start the Recording. Recordings contain action as performed by actors in the Scene during the recording process. To create a new Recording, click on "New Recording" on the Task Menu. This will make a form appear to specify some basic properties for the Recording. The form contains the following fields: Recording Name - This is the name for the Recording. Feel free to use the default name provided or specify your own Recording name. Type of Entities to Record - Here you can specify "Actors and World" or "Only Actor Entities". If you record the world then things like door open events will get recorded. Your Recording file will be smaller (faster loading) if you only record actors. In most cases you should only record the actors, not the world. Scope of Entities to Record - Here you can specify to only record entities (actors and world events) that are close to the observer (you), or to record all actors and world events. In most cases you should only record entities in the observers vicinity as events that happen a long way away from you will not be relevant to your scene. Generate Chase Camera - If checked, this will cause a chase Camera to be automatically created around your actor after the recording is finished. The chase Camera can be edited just like any user-created Camera. Press the OK button to continue. You will now be in Recording Standby Mode and your focus will change to Doom 3. Take up a position in the environment to begin your Recording. As indicated in the Doom 3 Status bar, press F5 to start the Recording. A countdown will now take place and when the countdown reaches zero the recording will begin. Act out your part of the recording using your basic control keys. When finished acting your part, press ESC. This will bring up a message box prompting you either to save your new recording, dismiss (delete) your recording, or to retry the recording. If you save your recording it will be added to the Scene.Managing Existing RecordingsWhile working with a Scene you may find the need to remove existing Recordings or edit certain Recording properties. This can be easily accomplished by using the Recording Manager which can be accessed on the Task Menu. Simply click on "Recording Manager" located just below "New Recording". To delete an existing Recording, select the appropriate Recording from the list of Recording names and then press the "Delete Recording" button at the bottom of the form. To edit the properties of existing Recordings simply select the appropriate recording from the list and use the property table located below the list to edit the Recording properties. Descriptions of the properties will appear as they become highlighted. Property values in bold can be edited. To change a property value, simply click in the field and modify the value. The value will be automatically saved upon changing it. Press "Close" at any time to close the Recording Manager and return to the main Machinimation 2 workspace.Create a CameraFirst, move to the position in Scene time and 3D space where you would like to start the Camera. Cameras are points in the environment that provide a vantage point when rendering your movie. To create a new Camera, click on "New Camera" in the Task Menu. This will make a form appear to specify some basic properties for the Camera. The form contains the following fields: Camera Name - This is the name for the Camera. Feel free to use the default name provided or specify your own Camera name. Zoom - This is the field of view for the camera. A low number will be a close view and a high number will be a distant view. 60 is a good average value. Press the OK button to continue. You are now in pilot mode and your focus will be in the Doom 3 Renderer window. If you need help with piloting controls, press the TAB key. Position your Camera appropriately and then press ESC. This will cause a form to appear prompting you to save, edit properties, resume piloting, or dismiss your piloting. If you dismiss, it will cancel the piloting process and return you to Machinimation. If you resume, you can continue piloting the current Camera position. If you edit, you can change the current Camera properties. If you save, you will be prompted either to add another pilot point or to finish the piloting process. To add another point, click the "Add Point" button, edit your properties, and then pilot the Camera to another position. Time will automatically adjust forward a bit. When finished, click the "Done" button instead of "Add point" to save your Camera movement and return to Machinimation.Create a LightLights provide illumination to your set and objects in your set. Lights can move around in the set, change intensity, and change color over the course of the scene. Creating a Light in Machinimation 2 is essentially identical to the Camera creation process except that you specify different properties for Lights. Click on "New Light" on the Task Menu to begin the Light creation process. Light Name - This is the name for the Light. Feel free to use the default name provided or specify your own Light name. Color - This is the color of the light. Click the "Choose" button to select a color. Radius - This is the intensity of the Light. A larger radius means the light illuminates a bigger area in the Scene. Press the OK button to begin piloting your Light. Pilot the Light just as you would pilot a Camera. Refer to the Create Camera section above for more information on the piloting process.Place a SoundFirst, move to the position in Scene time and 3D space where you would like to start the Audio. Audio specifies points in the environment that provide sound effects for your Scene. To create a new Audio, click on "New Audio" in the Task Menu. This will make a form appear to specify some basic properties for the Audio. The form contains the following fields: Audio Name - This is the name for the Audio. Feel free to use the default name provided or specify your own Audio name. Sound - This defines the .wav file or Doom 3 sound shader to be played. Type in the resource name or press the "..." button to select a resource from a list of available sounds. Volume - This is the volume of the sound in decibels. Louder sounds can be heard from a greater distances. Global Audio Playback - If checked, this will cause the sound to play globally in the environment, meaning it will be played in mono at full volume from the Camera's perspective. Loop Audio Playback - If checked, this will cause the sound to loop continuously during scene playback. If unchecked, the audio will only play once during playback. Press the OK button to begin piloting your Audio. Pilot the Audio just as you would pilot a Camera. Refer to the Create Camera section above for more information on the piloting process.Managing Existing Cameras, Lights, and AudioThere are two main ways of editing existing Cameras, Lights, and Audio. The first involves right-clicking on path control points in the Game Render window and using the context menus to manipulate the Components. The second method employs the Path Manager to view a list of Keyframes on a Component path and allows you to edit Keyframe values associated with the Component paths. Keyframe Context MenusTo access the Keyframe Context menu simply hover your mouse cursor over a Keyframe associated with the track path in the Game Renderer window and press the right mouse button. This will present you with a menu of common functions to perform against the Keyframe or path. From here you can repilot the Keyframe, insert new Keyframes, change the Keyframe time, update the current time to the selected Keyframe time, delete the Keyframe, or delete the entire Component path associated with the Keyframe. Path Manager The Path Manager provides a list view of all the Cameras, Lights, and Audio Components in the scene and allows the user to edit properties associated with these Components at specific Keyframes. To access the Path Manager, click on "Path Manager" on the Task Menu. A list of path Components is listed at the top. Click on the Component you wish to edit. The property tree editor located below the list will then be populated with all the Keyframe property values associated with that component. Fields that are bold can be edited by clicking on them and changing the value. You can delete an entire path by selecting a Component from the list and clicking the "Delete Group" button. Create an OverlayOverlays are used to draw 2D graphics on the screen such as images or text. Move to the position in Scene time where you would like to start the Overlay and click on "New Overlay" on the Task Menu. This will make a form appear to specify some basic properties for the Overlay. The first field on the form is "Type" where you can specify the kind of overlay to create. The Overlay types are as follows: Fade In Color - Fade in a solid color over the entire screen. This is most commonly used for fading to black. Fade Out Color - Fade out from a solid color over the entire screen. This is most commonly used for fading in from black. Place Text - Renders some text on the screen. You can specify the text to use, the font size, the font color, and the location of the text. Place Image - Render an image (or Doom 3 shader) on the screen. You can specify the image to use, the opacity, the size, and the location. Image opacity is dependent upon proper shader settings in order to function properly. Film Grain - Add film grain to the scene. Film grain adds subtle visual "noise" to the look of your movie. Film Glitches - Adds "glitches" to your movie giving it an "old film" look. Film Scratches - Adds "scratches" to your movie giving it an "old film" look. Darken Tint - Darkens your movie and can also do subtle colorization. Use the color picker to control the color and intensity of the blend. This uses a multiplicative (filter) shader blend so you will need to use bright colors or else your film will be over darkened. Try using light orange colors to give your film a warm look. Tint - Adds subtle colorization to your movie. Use the transparency to control the color overlay opacity. Lighten Tint - Lightens your movie and can also do subtle colorization. Use the color picker to control the color and intensity of the blend. This uses a additive shader blend so you will need to use dark colors or else your film will be over brightened. Try using a dark green to give your film a cold video monitor appearance.Managing Existing OverlaysUse the Overlay Manager to edit or remove existing Overlay effects. Click on "Overlay Manager" on the Task Menu to access the Overlay Manager. Like the Recording Manager, the Overlay Manager displays a list of Components and their associated properties. Select an existing Overlay Component from the list and the property table located below the list will be populated with the properties associated with the selected Overlay. Properties in bold can be edited just by clicking on them and typing the new values.Render a MovieBefore you render a movie you should first preview your Scene to make sure it appears correct. To preview the Scene go to "Scene -> Preview Scene" in the main menu. Once your scene looks correct, click on "Render Movie" on the Task Menu to begin the rendering process. You will now be presented with a form to specify properties for the rendering process. The form contains the following fields: Select Scenes to Render - Check the Scenes in your Project you would like to render. Your current Scene will be checked by default. You can change the order of the Scenes by dragging the items in the list. File Format - Only TGA frame output is available in the demo version of Machinimation 2. Output Folder - This is the folder to which the movie files will get rendered. When you set all your settings appropriately, click the "Start Render" button to begin the rendering job. This will cause Doom 3 to restart and Machinimation will become hidden except for a form that updates the viewer with the render status. When the process is finished, Doom 3 will restart and control will be restored to Machinimation.Frequently Asked QuestionsA regularly updated list of frequently asked questions regarding the Machinimation 2 Demo is available at the following url: http://www.fountainheadent.com/mach2/versions/demo/faq/faq.xLegalCopyrightMachinimation 2 (TM) © 2005 Fountainhead Entertainment, Inc. Machinimation 2 (TM) is a trademark of Fountainhead Entertainment, Inc. ALL RIGHTS RESERVED. Doom 3 (TM) names, characters, and related media © 2004 Id Software, Inc. ALL RIGHTS RESERVED. All other copyrights, trademarks and trade names are properties of their respective owners.Limited Use Software License AgreementThis Limited Use Software License Agreement (this "Agreement") is a legal agreement between you, the end-user, and Fountainhead Entertainment, Inc. ("Fountainhead"). 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