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Printing History
June 2004
August 2005
April 2006
MIKE Animator
CONTENTS
INTRODUCTION . . . . .
2.1 Short Description .
2.2 Application Areas .
2.3 Acknowledgement
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EXAMPLES . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
3.1 General . . . . . . . . . . . . . . . . . . . . . . . . . . . .
3.2 Visualisation of Model Area . . . . . . . . . . . . . . . .
3.2.1 Model area and bathymetry . . . . . . . . . . .
3.2.2 Create a project work space in MIKE Animator
3.2.3 Load data . . . . . . . . . . . . . . . . . . . . . .
3.2.4 Views of model areas in MIKE Animator . . . .
3.2.5 Transformation of coordinates . . . . . . . . . .
3.3 Creation of Animation . . . . . . . . . . . . . . . . . . .
3.3.1 Create a project work space . . . . . . . . . . .
3.3.2 Load data . . . . . . . . . . . . . . . . . . . . . .
3.3.3 Adjust view properties . . . . . . . . . . . . . .
3.3.4 Adjust scene properties . . . . . . . . . . . . .
3.3.5 Create a flight path . . . . . . . . . . . . . . . .
3.3.6 Record a movie . . . . . . . . . . . . . . . . . .
3.4 Using View Ports . . . . . . . . . . . . . . . . . . . . . .
3.4.1 Create a project work space . . . . . . . . . . .
3.4.2 Load data . . . . . . . . . . . . . . . . . . . . . .
3.4.3 Create several scenes . . . . . . . . . . . . . .
3.4.4 Adjust individual scenes . . . . . . . . . . . . .
3.4.5 Record a movie . . . . . . . . . . . . . . . . . .
3.5 More Examples . . . . . . . . . . . . . . . . . . . . . . .
3.5.1 Turtle Bay . . . . . . . . . . . . . . . . . . . . .
3.5.2 Donegal . . . . . . . . . . . . . . . . . . . . . .
3.5.3 Ronne Harbour . . . . . . . . . . . . . . . . . .
DIALOG OVERVIEW . . . . . . . . . . . . . . . . .
4.1 File Menu . . . . . . . . . . . . . . . . . . .
4.2 Edit Menu . . . . . . . . . . . . . . . . . . .
4.3 View Menu . . . . . . . . . . . . . . . . . . .
4.4 Tools Menu . . . . . . . . . . . . . . . . . .
4.4.1 START HERE: Add Files to Project
4.4.2 Record video . . . . . . . . . . . . .
4.4.3 Record snapshot . . . . . . . . . .
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MIKE Animator
4.5
4.6
4.7
4.8
4.9
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53
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55
TECHNICAL BACKGROUND . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
MIKE Animator
Purpose
1.1
Purpose
The main purpose of this User Guide is to get you started in the use of
MIKE Animator with emphasis on the basic features and usage of the
fully Windows Integrated Graphical User Interface of MIKE Animator.
Additionally, a number of examples are included with the aim of introducing MIKE Animator to users with no or very little experience with MIKE
Animator and guide them through the setup and production of animations.
This User Guide is complemented by the Online Help.
1.2
10
MIKE Animator
Short Description
INTRODUCTION
2.1
Short Description
MIKE Animator is a professional 3D video-generating tool for presentation of results from water modelling applications.
With MIKE Animator it is possible to work with result data from the DHI
Software product/MIKE 21.
MIKE Animator allows you to view model areas and simulation results in
a 3D environment, which gives an exceptional opportunity to communicate complex scientific data sets between the modelling specialist and the
client.
Figure 2.1
Still from animation showing current velocities with optional overview in lower left corner
11
Introduction
be exported to standard presentation tools such as for example PowerPoint. MIKE Animator is a vehicle for adding your own personal touch to
project presentations you can be the pilot flying the model while acting as a project guide.
2.2
Application Areas
MIKE Animator is an ideal tool for:
z
viewing model areas and model simulations of flows and related processes in 3D
With these facilities MIKE Animator is a vehicle for adding your own personal touch to project presentations you can be the pilot flying the
model while acting as a project guide. This will facilitate the communication of results from hydrodynamic and environmental model applications.
Furthermore, MIKE Animator is used for:
2.3
comparative analysis
study reporting
lectures
Acknowledgement
MIKE Animator is a DHI Software product jointly developed by Baird &
Associates Coastal Engineers and DHI Water & Environment.
12
MIKE Animator
General
EXAMPLES
3.1
General
One of the best ways of learning how to use a tool like MIKE Animator is
through practice. Therefore examples are included which you can go
through yourself and which you can modify, if you like, in order to see
what happens if one or more parameter are changed.
The example Visualisation of Model Area (p. 14) describes a simple
MIKE Animator application in order to get you started. The what key to
press procedure for going through this example is given in great detail
(what to select in the different dialogs) as well as additional information
about the various properties to set in MIKE Animator.
The example Creation of Animation (p. 21) describes another simple
MIKE Animator application on how to set up a model and create a flight
path, which is followed in the video generation. The what key to press
procedure for going through this example is given in great detail (what to
select in the different dialogs).
The example Using View Ports (p. 27) describes how to display several
scenes simultaneously in MIKE Animator.
In the section More Examples (p. 30) more complicated examples are
shown. These have been chosen to cover typical application areas of
MIKE Animator within the presentation of various MIKE 21 results. In
these examples the emphasis is on the various display items (which items
are selected and how should they be displayed).
More detailed instructions regarding the numerous options and features of
MIKE Animator may also be found in the Dialog Overview (p. 35) or
Technical Background (p. 57).
The specification data files for all the examples are included with the
installation of MIKE Animator. For each example, a directory is provided
for the data files for running the model simulation. The MIKE Animator
setup files and the data files are positioned below the following path (but
might have been changed at your installation; please ask your system
administrator if you cannot find the directories):
c:\Program Files\DHI\MIKEZero\Examples\MIKE_Animator
13
Examples
3.2
3.2.1
14
MIKE Animator
Figure 3.1
The bathymetry file holds information about the depth (z) in the model
grid points (j,k). Depth values for grid points below the chosen datum are
negative.
The bathymetry file also contains information about the model orientation
compared to true north. When setting up a MIKE 21/3 model it is often
necessary to rotate the model grid to obtain the best representation of flow
phenomena within the model area and at the boundaries.
General guidelines to selection of model area and orientation of models
are given in the MIKE 21/3 Manuals.
3.2.2
open the main MIKE Zero shell and from the File menu select New or
press the New Document button,
15
Examples
This creates a new MIKE Animator project work space, which should now
appear as an empty window. The MIKE Animator toolbar should automatically appear in the MIKE Zero shell window.
3.2.3
Load data
Once you have successfully created a project, you may load your MIKE
21 bathymetry data into the work space as follows:
z
The MIKE 21 bathymetry data will load and be displayed in the project
window, see Figure 3.2.
Figure 3.2
3.2.4
16
MIKE Animator
Vertical scaling
The width and length of a model is usually several times larger than the
deepest water depth within the model area. This implies that in order to
enable display of visible differences in topographical or bathymetric conditions it is necessary to use another scaling in the vertical plane than
applied in the horizontal plane. No distortion of the vertical scale (z-axis)
as such is made in MIKE Animator, but the depth values in the bathymetry
file are multiplied by a factor when shown on the screen. The value of this
scaling factor depends on the ratio between the actual range of depths and
the width and length of the area. Normally a factor of approximately 10 is
used as default. You can check the value applied and the effect of changing it.
z
select Scene...
Information about the loaded bathymetry file will appear including the
scaling factor value used, see Figure 3.3.
Figure 3.3
In short, the Scene Properties is where you control the design of the model
area, simulation results, background and eventual foreground settings
including parameters defining the animation, i.e. the control points for the
camera path and length of the animation.
17
Examples
Perspective view
The perspective view is by default a south view at an inclination about 30
degrees with the focal point centred approximately in the middle of the
model area. You can check and modify these settings in the View Properties menu. However, before you do so you should reset the view either in
the View Properties menu or by right clicking the mouse and selecting
reset from the pop-up menu that appears.
In the View Properties menu you define how you want the scene to be
viewed, the view point and focal point, the parameters defining the view
field (frustrum) and navigation style controlling the views, i.e. moving the
view, the scene or both. View Properties is also where you specify the
number of view ports, i.e. the number of windows on your screen that enables different views of the model area and results to be displayed simultaneously.
The Navigation styles determine whether you want to move the view point
or the scene. The effect displayed on the screen that follows from keypad
arrow operations (or by moving the mouse in the same directions) are
illustrated in Figure 3.4, Figure 3.5 and Figure 3.6 for the different styles.
Figure 3.4
18
MIKE Animator
3.2.5
Figure 3.5
Figure 3.6
Transformation of coordinates
With reference to the description above of MIKE Animator's default view
of a model bathymetry when loaded the first time, the relation between
model coordinates and the coordinates in the MIKE Animator window
(MZA) can easily be found.
This may be illustrated using the bathymetry shown above.
The model is represented by a grid of size (j,k) equal to (117,138) and with
a grid spacing of 120 metres, i.e. (x,y) model = (117*120m, 138*120m) =
(14040m, 16560m). The model is turned 19.28 degrees () relative to true
north.
The equations for transformation of the horizontal coordinates read:
x Animator = x model cos + y model sin
y Animator = y model cos x model sin
19
Examples
This implies that e.g. the corners of the model will have the following
coordinates in the MIKE Animator window (true north):
Model
MIKE Animator
(0, 0)
=>
(0, 0)
(0, 16680)
=>
~ (5507, 15745)
(14160, 16680)
=>
~ (18873, 11069)
(14160, 0)
=>
~ (13366, -4675)
Figure 3.7
20
MIKE Animator
Creation of Animation
Figure 3.8
3.3
Creation of Animation
The following example provides you with an introduction on how to
quickly generate a movie.
3.3.1
3.3.2
Load data
Once you have successfully created a project you may load your MIKE 21
result data into the work space as follows:
1 From the Tools menu select Add Files to Project
2 Select the file mike_animator_example.dfs2 from the MIKE Animator
example directory
The MIKE 21 result data will load and be displayed in the project window,
see Figure 3.9.
21
Examples
Figure 3.9
3.3.3
22
MIKE Animator
Creation of Animation
Figure 3.10
Figure 3.11
23
Examples
3.3.4
Figure 3.12
Clicking the different attributes in the left tree will bring up the appropriate property pages.
2 In Background, set the Color to black and the Decoration field to Star
Field
3 Double click the Bathymetry field in the tree. The red arrow should disappear, causing the object to be hidden
4 In Fluid Velocity under the tab Display Style, set the Vectors Color
Style to Single Color
5 Under the Vector Style tab, uncheck Synchronize x and y. Change the In
x-direction field to 10 and the In y-direction to 5 to thin out the vector
display
6 Click OK to invoke these Scene changes
24
MIKE Animator
Creation of Animation
Figure 3.13
3.3.5
25
Examples
3.3.6
Record a movie
Recording a movie with MIKE Animator can be done with these simple
steps:
1 Click rewind on the movie toolbar to ensure
the animation is at its starting point
2 From the Tools menu, select Record Video... or press the Video button
.
The Recording dialog will appear, see Figure 3.14. This will allow you to
set the properties for the movie.
Figure 3.14
Recording dialog
3 Set the Movie format to AVI and the Frames to record to 197
4 Set the Priority to Foreground
5 Adjust the Quick select image size to 640 x 480
6 Choose an appropriate Output Directory and File name for the movie
7 Select OK to begin recording
A window for setting the Video compression appears, see Figure 3.15
26
MIKE Animator
Figure 3.15
8 Make sure Full Frames (Uncompressed) is selected for best quality and
click OK
You will be able to view the movie with an appropriate media player once
rendering has completed. The movie should be present in the Output
Directory as the given File name with an .avi extension.
3.4
3.4.1
3.4.2
Load data
Once you have successfully created a project you may load your MIKE 21
result data into the work space as follows:
27
Examples
Figure 3.16
This will split the screen in three areas as requested. Each area now contains the original scene before the split.
28
MIKE Animator
When you have chosen a scene arrangement please Right click each scene
in the work space window and select Reset, see Figure 3.17. This will
eliminate any timing discrepancies that might be occurring between the
scenes in the Animator window.
Figure 3.17
3.4.4
3.4.5
Record a movie
Finally, before you generate the video you must remember to synchronize
all the scenes so they start playing simultaneously.
To do that select Synchronize all Scenes from the Tools menu, see
Figure 3.18.
29
Examples
Figure 3.18
3.5
More Examples
The three examples included in this section require that the main MIKE 21
modules have been running first.
The three examples are as follows:
1 Turtle Bay displays results from a MIKE 21 HD simulation.
2 Donegal displays results from a MIKE 21 AD simulation
3 Ronne Harbour displays results from a MIKE 21 BW simulation.
Note that the three *.mza files contain references to non existing files and
the program might show unpredictable behaviour, unless the MIKE 21
examples are run first.
After running the MIKE 21 examples and loading the *.mza files, please
choose "Reset" from the popup-menu to scale the world coordinate
extremes correctly.
30
MIKE Animator
More Examples
3.5.1
Turtle Bay
The Turtle Bay animation displays the results from a MIKE 21 HD example.
Note: The TurtleBay is an example of a nested MIKE 21 setup and therefore holds two bathymetry files; a coarse and a fine. MIKE Animator can
handle visualisation of an area in which part of it is being replaced by a
subset with another grid spacing. However, no smoothing is made at the
intersection between the two models, so the resulting view might be rather
unnatural.
Figure 3.19 shows the initial window for the animation, after the Reset
from the popup-menu has been chosen.
Figure 3.19
When running the animation the simulated flow velocities are shown by
arrows that are scaled and differentiated in colours according to the value
of the current speed.
3.5.2
Donegal
The Donegal animation displays the results from a MIKE 21 AD example.
When running the animation the differentiated colours show the simulated
concentration of conservative material. Figure 3.20 shows the concentration in the model at the end of the animation.
31
Examples
Figure 3.20
3.5.3
Ronne Harbour
The Ronne Harbour animation displays the results from a MIKE 21 BW
example.
When running the animation the wave progression is indicated by showing the surface elevation by altering blue nuances, see Figure 3.21.
Figure 3.21
32
MIKE Animator
More Examples
33
Examples
34
MIKE Animator
File Menu
DIALOG OVERVIEW
The information provided in the present on-line manual is in particular
related to the use of MIKE Animator for the applications involving animating MIKE Zero two-dimensional result files.
It is organised logically following the appearance on the menu pages.
4.1
File Menu
This is where you open, save and close files, and access printer related
utilities. The menu consists of the Windows standard commands below,
plus a special Animator Print Setup command.
New
Opens the standard MIKE Zero File/New dialog where you can choose to
create a document type.
Open
Opens the standard MIKE Zero File/Open dialog where you can choose to
open an existing document.
Close
Closes the active document.
Save
Saves the Animator *.mza file.
Save As
Saves the Animator *.mza file as a new file.
Print
Produces a hard copy of the current plot.
Print Preview
Shows a preview of the hard copy, as it will appear on the hard copy
device.
Print Setup
Here you may select the printer and modify its setup. This is also where
you choose the layout of the paper and the paper size.
35
Dialog Overview
Figure 4.1
4.2
Edit Menu
Clipboard editing.
Undo
Not implemented in Animator.
Cut/Copy/Paste
Not implemented in Animator.
4.3
View Menu
This is where you change your view point, screen presentation, add toolbar views, status bar and modify the magnification of the view.
View port
Choose the screen setup; you have the choice between 14 different view
ports:
36
MIKE Animator
View Menu
View point
Looking at the plane from your view point towards a fixed focal point. By
choosing this option you will be able to turn the plane around the focal
point. Moving up and down is done by pressing the Ctrl key while moving the cursor or arrow keys.
Focal point
The view point remains fixed, while the focal point moves. Choosing this
option gives you the ability to move the focal point around in the plane.
Moving up and down is done by pressing the Ctrl key while moving the
cursor or arrow keys.
37
Dialog Overview
South View
Views the plane from the south towards the north.
Toolbars
Allows you to insert and remove toolbars. The Animator Toolbar provides
a number of tools especially relevant to the Animator.
Status Bar
Toggles the status bar at the bottom of the window on and off.
4.4
Tools Menu
4.4.1
4.4.2
Record video
Record a video in avi, mpg, flc or frame format. Besides the format, you
can select how long the video should be (Frames to record), the speed of
the video (Frame rate), the image size and the output name and directory.
Please note that you have to chose a priority either foreground or background before the video recording takes place.
38
MIKE Animator
Figure 4.2
4.4.3
Record snapshot
Make a still picture in either *:BMP, *:JPEG, *.PNG or *.PPM format.
Besides the format you can select the image size and the output file name.
Figure 4.3
4.5
4.5.1
Background
When clicking on this item, you can choose your own background colour
and style.
39
Dialog Overview
Figure 4.4
4.5.2
Foreground
This menu item gives you the opportunity to add Titles, Color Legends
and Raster Logo to the screen.
Titles
Here you define the layout of your Text or Date Time annotations, and
whether they appear in fixed or free floating positions.
If you select the Title type Date Time, the annotation will be a running
clock in the display that automatically reflects the time step of the video.
The title string in the dialog will thus be set automatically by the program.
40
MIKE Animator
Figure 4.5
Color Legends
Here you define the layout of your Color Legends, and whether they
appear in fixed or free floating positions.
The colours in a Color Legend will be determined by the colour scheme
that is defined together with the Color definition for the individual items
displayed.
Figure 4.6
41
Dialog Overview
Raster Logo
Here you can, for example, insert your company logo.
Figure 4.7
4.5.3
Decoration
Here you can change a few basic properties and the look of the Sky, e.g.
add stars.
If you enable the World box, lines will be added to the display that outline
the three-dimensional extension of the model bathymetry.
42
MIKE Animator
Figure 4.8
Sky
Here you can add atmosphere and stars.
Figure 4.9
4.5.4
Data File
The file properties of the selected data file is shown in this dialog.
You may specify the vertical scaling and a start frame for an animation
43
Dialog Overview
The items in the data file that you have added to the project will appear on
separate dialogs. Dependent on the type of data (Bathymetry, Fluid velocity, etc.) that has been selected different dialogs will appear.
Display style: Bathymetry
The bathymetry can be displayed as Surface, Wire Frame and/or Contour.
For each of the latter items, the Line width and Color style can be defined.
Figure 4.10
44
MIKE Animator
Figure 4.11
Figure 4.12
45
Dialog Overview
Figure 4.13
46
MIKE Animator
Figure 4.14
Color style
There are a total of three different colour styles available in MIKE Animator: Single color, Dual color and Multi color. Dependent of the style you
define one, two or several colours.
Dependent on the type of data (Bathymetry, Fluid velocity, etc.) you may
not be able to select Dual color.
4.5.5
Camera Path
Here you have the opportunity to insert Control Points for the Camera
Path and set the Animation Properties.
This menu is only shown if the key
is activated.
47
Dialog Overview
Figure 4.15
Control Points
Here you define Control Points for the Camera Path.
Figure 4.16
The MIKE Animator window will display the view points (the flying
route) with lines connecting to the focal points (the view lines), see
Figure 4.17.
48
MIKE Animator
Figure 4.17
Example of Camera Path with view points and focal points indicated
To change the flying route, simply single-click on one of the red dots (it
will now turn green), whereafter you can move the point around with the
arrow. By pressing the Ctrl key you can move the points vertically.
To add new points, double-click on one of the red dots.
To delete, etc. right-click on the mouse and a menu with several features
will appear.
4.6
4.6.1
Coordinates tab
Here you can specify the Distance from the scene, the Angle at which you
are looking, the Inclination and the Coordinates (x,y,z) for Viewpoint or
Focalpoint.
49
Dialog Overview
Figure 4.18
4.6.2
Advanced tab
Frustrum: Here you define the clipping points, meaning the distance in
which the plane will disappear from the screen. Also, you can specify the
Viewports.
Figure 4.19
4.6.3
50
Favorites tab
In this dialog you can create and select your favourite view and focal
points.
MIKE Animator
Window Menu
Figure 4.20
4.6.4
Preferences tab
In this dialog you set some Preferences for the view.
Under Navigation Style you choose whether you want to move the scene
or the view point. Meaning whether you will turn the picture clockwise or
anti-clockwise when moving the mouse.
Figure 4.21
4.7
Window Menu
This menu provides you with the standard Windows views and allows you
to switch between different open windows.
51
Dialog Overview
4.8
52
MIKE Animator
Additional Dialogs
Probe tool: when you select this button and double-click the mouse
at a certain location of the plot, the statistical values of the nearest
grid point will be displayed in a pop-up window.
Logo tool: see Raster Logo (p. 42)
Date Time tool: when you select this button and double-click the
mouse in the display, a running clock will be annotated to the display, see Titles (p. 40).
4.9
Additional Dialogs
4.9.1
Color definition
There are three different colour styles in MIKE Animator: Single color,
Dual color and Multi color. Dependent of the style you define one, two or
several colours.
Figure 4.22
53
Dialog Overview
4.9.2
Figure 4.23
Figure 4.24
Text edit
By the Text edit facility you initiate title fields and insert text.
4.9.3
54
List selection
Here you may assign additional legends to be shown.
MIKE Animator
Additional Dialogs
4.9.4
Error report
Ordinarily, you should not encounter this dialog. If you do, the probable
cause is that your system resources are insufficient; e.g. you may be out of
memory when Animator attempts to assign a new thread.
55
Dialog Overview
56
MIKE Animator
TECHNICAL BACKGROUND
MIKE Animator is a user-friendly state of the art animation program
based on the Open Graphics Library (OpenGL).
In general, the purpose with 3D computer graphics is to describe images
that gives the perception of depth when displayed on the monitor. MIKE
Animator, based on the OpenGL, converts the 3D world you specify (your
model area and result files) into a 2D projection by using a number of
transformation matrices.
The Model View Matrix controls the view point.
The Projection Matrix determines the position of the model (the model is
created of individual objects using fixed linked points that are made into a
number of individual polygons and tiles) relative to the known view point
and original coordinates. This process involves a vector translation of all
the surviving polygons, i.e. all the polygons that are visible from the
view point (not back-facing polygons).
The Perspective Division divides the vectors of the vertices, i.e. coordinates to the polygon corners, with the distance to these points, which
makes farther objects appear smaller.
In the geometrical processing lighting effects are also applied to the polygons.
The final view port transformation is where the view of the model is rendered into very fine detail, with the information on lighting, colour, texture etc.
57
Technical Background
58
MIKE Animator
INDEX
59
Index
A
Animator toolbar . . . . . . . . . . . . 52
C
Camera Path . . .
Control Points . . .
Coordinate system
Crosshairs . . . . .
.
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47
48
16
23
F
Flight path . . . . . . . . . . . . . . . . 25
Focal point . . . . . . . . . . . . . . . 37
Frustrum . . . . . . . . . . . . . . . . . 50
M
MIKE 21 AD . . . .
MIKE 21 BW . . .
MIKE 21 HD . . . .
Model area . . . .
Model coordinates
Model View Matrix
Movie . . . . . . .
.
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26,
31
32
31
14
19
57
29
O
Online help
. . . . . . . . . . . . . . . .9
P
Perspective Division . . . . . . . . . . 57
Projection Matrix . . . . . . . . . . . . 57
S
Scene Properties . . . . . . . . . . . . 17
U
User background . . . . . . . . . . . . .9
User guide . . . . . . . . . . . . . . . .9
V
Vertical scaling
video . . . . . .
View point . . .
View Properties
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17
38
37
18
W
Work space . . . . . . . . . . . . . . . 15
60
MIKE Animator