iCubeSmart 3D Animation Edit Tool Instruction

This document provides instructions for using the iCubeSmart 3D animation edit tool to create custom animations for LED cubes.

A video tutorial is available at: https://www.youtube.com/watch?v=tGaJr17tRak

2 iCubeSmart Animation Edit Tool Detail Instruction

The iCubeSmart 3D animation edit tool allows users to create or edit 3D animations for the iCubeSmart main board. After downloading the program and connecting to a 5V power supply (1A or above), the main board will display animations. The tool enables editing 3D animations without needing the C source code. Once editing is complete, a HEX file can be exported and downloaded to the light cube for offline animation playback.

The edit tool does not require installation; it can be run by double-clicking the executable. If the tool fails to run, ensure that DX9.0C and .NET Framework 2.0 (or later) are installed.

For assistance, users can contact support via email at icubesmart@gmail.com, or through Skype and Facebook. Online help is available after 6 PM New York time.

2.1 iCubeSmart 3D Animation Edit Tool Menu

Upon running the software, the interface displays a menu bar with options including "File", "Debug", "Config", and "Help".

2.1.1 File Menu

The File menu includes options for "New", "Open", "Save", "Save As", "Compile", and "Exit".

To save a project, select "Save" and input a file name. The default file extension is ".gpro8".

Clicking "Compile" generates a HEX file, displaying memory usage and creating an "output.hex" file. This HEX file can then be downloaded to the main board to run the edited animation. Download instructions are provided separately.

2.1.2 Debug Menu

The Debug menu is used to operate finished animations. Clicking "Run" opens a simulation window where animations can be viewed and manipulated from different angles using the mouse.

2.1.3 Config Menu

The Config menu allows users to configure hardware device features, including button and voice functionalities. These can be enabled by checking the corresponding options. The button function is enabled by default. For voice functionality, the main board must have an audio port. Enabling voice control requires connecting an audio wire and playing music; the animation will respond to the audio input. Pausing the music will also pause the animation.

2.2 Menu Area Division Introduction

The menu is divided into five main areas: "Cartoon Group", "Preview Effect", "Resource List", "Operation Area", and "Index Table List".

2.2.1 Cartoon Group

Animations are created using flash technology, with text or picture animation effects playing in sequence. A "Cartoon Group" is a collection of all animations, where each distinct animation effect constitutes a separate cartoon group. Multiple "Cartoon Elements" (individual animations) can exist within each cartoon group.

Animation effects are organized within cartoon groups. Users can add, copy, paste, move, and preview animations. Right-clicking in the cartoon group area allows adding a new group. Within a group, right-clicking allows adding a cartoon element, which is an independent animation with configurable running time and cycle times.

Double-clicking a cartoon group allows setting the number of loops. Setting the loop number to 0 effectively closes the group, preventing its animations from playing during runtime. This can be useful for temporarily disabling animations without deleting them.

Double-clicking a cartoon element reveals its operation bits in the operation area.

After creating a cartoon element, the number of frames (animation length) must be set. If the length is unknown, a higher value can be set initially. The frame number ruler will then be displayed. The frame interval determines the speed of the animation; a longer interval results in slower playback. The loop count specifies how many times the entire frame sequence repeats. Loops can be set at the cartoon element level or the cartoon group level.

The "Preview Run Effect" within the cartoon group allows previewing the current animation without waiting for previous animations to finish.

2.2.2 Preview Effect Area

This area displays real-time effects of the produced animation. To use it, first open an animation file with a ".gpro8" suffix. Double-clicking a cartoon element displays each frame in the operation area. Clicking on a frame in the timeline allows viewing its effect in the preview box. The preview effect box can be repositioned to view animations from different angles.

2.2.3 List of Graphic Resources

The graphic resource list contains all animation resources, including flat and solid graphics. These resources support copying and modification, improving animation efficiency. Right-clicking an item in the list allows adding, renaming, deleting, copying, or pasting graphics. Double-clicking a graphic, such as "flat graphic 1", opens its operation interface in the operation area. Flat graphics are single-layered and allow direct drawing using the left mouse button (hold Ctrl to delete points). The right-click menu offers options like clearing, displaying, copying, pasting, rotating, and mirroring.

Double-clicking "3D Graphics 1" opens a 3D graphics editing box. 3D graphics are three-dimensional, divided into 8 layers, each capable of displaying different content to create a stereo effect. Drawing on the first layer allows previewing in the main preview area, along with top and left view renderings.

To create a vertical block diagram, a frame is drawn on the first layer, another on the eighth, and four points on layers 2-7 representing corners. Other 3D graphics are created similarly.

2.2.4 Operating Area

The operation area is where animations are constructed. It displays position values and parameter settings for animations. The guide will demonstrate various animation production methods within this area.

2.2.5 Resource Index Table

The resource index table facilitates animation operations based on an index function. It is not covered in detail for basic animation production.

2.3 Introduction to Animation Production Operations

2.3.1 Introduction to Animation Operations

Animation operations include point, line, screen, and stereo operations. Point operations set action tracks for points. Line operations set tracks for lines. Plane operations set tracks for plane resources, and stereo operations for stereo resources.

To begin, create a cartoon group, then a cartoon element. Double-clicking the cartoon element opens its detailed interface in the operation area. Set the frame number and then add operations by right-clicking.

The context menu for adding operations includes "Add Dot Operation", "Add Line Operation", "Add Pannel Operation", "Add Solid Operation", "Add Bright Operation", "Up", "Down", and "Delete".

2.3.2 Animation Parameter Setting Introduction

To add a plane operation, select the desired operation from the context menu. Frames can be inserted and dragged to adjust their duration. Right-clicking on the timeline allows inserting various animation frames. When a frame is selected, the animation parameter setting box appears on the right, allowing detailed configuration of animation effects.

The parameter setting box includes fields for "Location X", "Location Y", "Location Z", and "Property" (e.g., "Angle_of_view", "DisplayMode", "Function", "Resource"). These allow precise control over animation movement and appearance.

2.4 Animation Example

2.4.1 One-point Drawing Line (Point Operation)

This example demonstrates creating graphics using point operations. The process involves creating a cartoon group and element, then adding a "Dot Operation". Setting the frame number and inserting frames on the timeline allows for animation. The XYZ coordinates of the point can be adjusted to define its movement path.

To create a circular motion, four independent "detectors" (operations) are needed, each with different value settings. For instance, setting the X coordinate from 0 to 7 over 8 frames creates a left-to-right movement. Similarly, Y and Z coordinates can be adjusted for different effects.

The example details creating a circle by setting X, Y, and Z coordinates for four distinct movements:

  • Movement 1 (Left to Right): X moves from 0 to 7.
  • Movement 2 (Bottom to Top): Y moves from 0 to 7, with X at 7.
  • Movement 3 (Right to Left): X moves from 7 to 0, with Y at 7.
  • Movement 4 (Top to Bottom): Y moves from 7 to 0, with X at 0.

Each movement is configured by setting the start and end values for the relevant coordinates (X, Y, Z) within the "Location" parameters.

2.4.2 X Rotation Animation (Line Operation)

This section explains creating animation effects using line operations. It involves creating a cartoon group and element, then adding "Line Operation" instances. The example shows two lines rotating diagonally. The timeline allows adjusting frame numbers and inserting frames.

The first line action involves upward movement at the lower left and downward movement at the upper right. The X coordinate for the lower left point starts at 0 and moves up to 7 (Y: 0-7). The upper right point's X coordinate moves from 7 downwards (Y: 7-0).

The second line action involves the upper left end moving right and the lower right end moving left. The upper left point moves from X=0 to X=7 (Y=7), while the lower right point moves from X=7 to X=0 (Y=0).

After rotation, lines return to their initial positions, completing the loop.

2.4.3 3D8S Movement (Plane Operation)

This section covers 3D moving animations using plane operations. It describes moving a graphic [I] from right to left, and then from right to left again. This involves plane operations for moving the graph [I] and setting the view for graph [♥] to the front view, enabling work with three planes simultaneously.

The example details moving graphic [I] from X=7 to X=0 (into the screen) and then from X=0 to X=-7 (out of the screen), using 15 frames for the entire operation. The resource name is set to [I], and the front view is selected. The X coordinate is adjusted from 7 to -7.

Next, [I] moves from left to right in the left view, entering the screen (7 to 0) and stopping, requiring 8 frames. The [3] graphic moves from 7 to 0 along the X coordinate.

The graphic [♥] performs a similar action. Finally, these animations are combined on a timeline. The order of frames on the timeline dictates the animation sequence. For example, when [I] moves out of the screen in the front view, the left view [I] needs to maintain its position. Similarly, [♥] moves into the screen as [I] moves out of the front view.

2.4.4 Cubic Moving Animation (Stereo Operation)

Stereo operations are used for effects like animal flying or running and are simpler than other operations, involving frame-by-frame playback.

The example demonstrates moving a full-bright 3D graphic. This involves changing the resource of each frame to stereo and paying attention to the playback order. Adjusting the frame interval can control the motion speed.

The process involves setting X, Y, and Z coordinates for different locations. For instance, Location 1 might have Start X=0, End X=7; Location 2 Start Y=0, End Y=-7; Location 3 Start Z=0, End Z=7. The "Property" settings like "Angle_of_view", "DisplayMode", and "Function" are also configured. The "Resource" is set to "all led" with StartIndex 1 and EndIndex 1.

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