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Introduction to Alice

Introduction to Alice. Alice is named in honor of Lewis Carroll’s Alice in Wonderland. Alice. A modern programming tool 3-D graphics 3-D models of objects Animation Objects can be made to move around the virtual world (a video game or simulation implemented in 3-D)

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Introduction to Alice

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  1. Introduction to Alice Alice is named in honor of Lewis Carroll’s Alice in Wonderland

  2. Alice • A modern programming tool • 3-D graphics • 3-D models of objects • Animation • Objects can be made to move around the virtual world (a video game or simulation implemented in 3-D) • Use the software from the CD • Can download latest version from the web www.alice.org

  3. Demo: Getting started • Starting Alice • Load and run a world • Octopus (movie) • Skater (interactive)

  4. Kinds of Animations • Two kinds of animations: • Movie • Passive user watches the animation • Interactive • Active user clicks on mouse, types a key on keyboard … • Actions of user are called events

  5. Demo: A new world • Create a new world • File  New • Choose template

  6. Demo: Adding objects

  7. Techniques and Tools • Mouse is used to • approximately position objects in the scene • Camera Navigation is used to • set the camera point of view • Drop-down menu methods are used to • resize objects • more precisely position objects in the scene • Quadview is used to • position one object relative to another object

  8. Objects • An "object" is • any thing that can be identified as unique from other things • How is an object unique? • has a name • has properties: • width, height, color, location • can perform actions (methods): • associated actions it can perform • tasks it can carry out

  9. Object Parts • Objects may be composed of parts

  10. 3 Dimensions, 6 Directions • A 3D object has • 3 dimensions • height, width, depth • 6 degrees of freedom (directions of movement)

  11. Center of an object • At the center of mass • Where it stands on the ground • Where it is held

  12. peter Person paul mary spike Dogs scottie fluffy Class • Objects are categorized into classes • Each object is an instance of the class. • All objects in a class have similar propertiesand generally can perform the same tasks.

  13. Galleries • Classes (3D models) are found in the galleries • Local gallery (installed with the software) • Minimum or complete options • CD Gallery (only if CD is in the machine) • Web gallery

  14. Demo: Saving a world • Writing and testing an animation is an intense load on the computing system – a crash can occur. • Best solution: • save your world every 15 minutes • (Or at least every half hour) • also save to a backup system (for example, a zip disk or memory key)

  15. Assignment • Read (before the next class session) Chapter 1 • Section 1, Introduction to Alice • Section 2, Alice Concepts • Tips & Techniques 1, Special Effects

  16. Lab • Appendix A, Getting Started – Parts I & II • Exercises from Chapter 1 • Notes: • Lab exercises and projects require that you demonstrate the code and execution of your programs to the instructor or the TA • Your lab sheet must have the signature of the instructor or TA for each assigned exercise and/or project. Otherwise, you will not get credit for having completed the lab!

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