| Okay, so how does that translate into
            our animation? Well, the ride would need to rotate 4/9ths of a
            rotation in a single animation sequence. Using the current position
            as a starting point, we simply rotate the center sphere 160-degrees
            (4/9ths of a circle)...allowing the 3D program to animate it
            automatically to the end of the sequence. Because the track is not level on this ride, the discs may need
            to be adjusted in order to keep them on the track. Simply moving
            them vertically until they appear to be sliding on top of the gray
            track does the trick. Now we’re ready for a test render of the
            animation.  Looking
            at the rendered sequence, we follow ONE car around the track...if it
            takes 9 rotations to return to the exact point where it started,
            then we’re one step closer to our ride! YAY! YAY! Break out the
            Champagne!
 Um, not so fast, Sparky. We haven’t made the cars spin around
            on their discs, yet. That’s gonna take some doing, first. You see, at the end of each loop, the Car 1 is actually replaced
            by Car 5. At the end of the next loop, Car 5 is replaced by Car 9,
            then Car 4, 8, 3, 7, 2, 6 and finally Car 1 again. To make THIS
            happen, we need to do it by hand. We begin by animating Car 1, rotating the disc beneath it so it
            turns realistically as it travels around the track. REMEMBER THE
            POSITION YOU LEAVE IT IN AT THE END OF THE ANIMATION! You’ll need
            to MATCH it in a minute. Going back to Frame 1, Car 5 is now sitting exactly where Car 1
            was a second ago. We need to rotate Car 5’s control disc to match
            it. It doesn’t have to be perfect, but the closer, the better. Now animate Car 5’s spin as it travels through the
            animation...up and down the rolling track, noting it’s position in
            the final frame. Two down, seven more to go. Returning to frame one, Car 9 has now replaced Car 5. We repeat
            the animation process with each car in turn, 9, 4, 3, 7, 2 and
            6...matching the final position of Car 6 to the STARTING position of
            Car 1.  Note:
            This is the same method used to animate the spinning cars on my
            "SkyDiver" ride. Exactly the same thing, but done
            vertically around an axis instead of on the discs.
 Granted, all of this IS NOT NECESSARY if your cars don’t spin.
            For instance, a Merry-Go-Round type of ride wouldn’t need this
            extra animation since the seats on it don’t spin...just rotate
            around the center of the ride. But if you wanted them to go up and
            down, the process would be very similar. Render your one second, 24-frame animated .gif and save it as
            "MyRIDE.gif." Take a look at it in action. Do the cars
            spin convincingly? Do they move the way you want them to? Perhaps
            you’ll just want to look at it for a while...a lot of work went in
            to that 1-second movie! And more is to come before it ever sees the
            world of RCT. Take a break, have a cookie (maybe a nap) and we’ll
            continue...but SAVE YOUR FILE FIRST! 
 Tracked
            Ride & Coaster Modeling Okay. If you’re NOT looking to do a Flat Ride, then you can
            ignore much of what I’ve said so far in this chapter. Much,
            but not ALL. Modeling a tracked ride or coaster gives you a
            lot more freedom...and takes far less ACTUAL modeling. However the
            animation portion can easily make up for that in difficulty. However even if you’re NOT doing a coaster, ALL the Vehicle
            Based rides follow the same basic format as a rollercoaster and have
            the same basic modeling requirements. For this exercise we’ll be using my "Dream Woodie" as
            an example. It’s the first custom coaster train I ever
            created...and pretty basic as rollercoasters go. I may even give
            some insights about how the riders were animated. First of course, you’ll need your Peep model arranged however
            you want him to ride...sitting down, standing up, upside down
            hanging by his ankles...whatever. But, just like the Flat Ride section, we’ll begin with a
            Control Sphere. The sphere will be rotated by the 3D program to
            animate the various views of the vehicle. 
 The center of this Control Sphere is located at the EXACT CENTER
            of the BOTTOM of the vehicle...right where it would meet the surface
            of the track. If the vehicle has wheels, the sphere’s center would be level
            with the bottom edge of the wheels.  If
            you were doing a suspended vehicle of some sort -- one that hangs
            below the track -- it would go right at the point where the vehicle
            hooks to the track.
 If you happen to be doing a ride based on the Bobsleds, Dinghy
            Slide, etc., treat it like a vehicle that hangs from the track.
            Although the vehicle isn’t actually attached to an overhead track,
            the swinging motion is the same and accomplished in the same way. For many coasters, a second Control Sphere is required. This one
            goes in exactly the same place, but is used for a different reason.
            It will control the banking angle of the vehicle. Any time that the
            vehicle is required to swing wide on turns, take banked curves or
            corkscrews, etc., you’ll need a second Control Sphere. The Linking Hierarchy looks like this: 
              Main Control Sphere (MCS) -
                Controls rotation. Turning this will rotate the entire model.
 
Secondary Control Sphere (SCS)
                -
                Linked to the Main Control Sphere. Controls banking angle.
                Changing angle on this will tilt the vehicle up, down or
                sideways independently of the position of the Main
                Control Sphere.
 
Vehicle - Your model.
                Grouped with the SECONDARY Control Sphere.
 
Riders - Your Model(s).
                Grouped with the vehicle...strapped in and hangin’ on, I
                suppose.  Modeling
            the vehicle isn’t all that hard. They’re so tiny that very
            little detail is necessary. I sometimes get pretty elaborate with
            them, though...like the ride vehicles I did for the Disneyland
            "Space Mountain" Coaster.
 The important thing on these is size. Ride vehicles, especially
            coaster trains, are set a particular distance apart. That’s
            hardcoded. You’ll need to take that into consideration when
            building a train of any type...coaster or transport. Make the
            vehicles much larger/longer than the originals and you’re in for
            trouble with them overlapping down the road...er...track. But if the vehicle you’re building is NOT part of a train, like
            a water ride, go-kart or wild mouse...it’s not that much of a
            consideration. You STILL have limits on size (don’t go crazy on
            them), but they’re a little bit more forgiving.  You
            also need to make sure that your vehicle will fit on the track,
            later. Remember what we did back in the Flat Ride modeling portion
            of this chapter? The Rendering-Over-A-Screenshot Trick? That works
            for vehicle based rides, too.
 Open RCT2 and build the coaster/ride that you’re using as a
            Base Ride. Then take a screenshot of the track - and maybe a few
            cars when it’s in operation. Use that screenshot image as a
            background and follow the instructions given in the Flat Ride
            section of this chapter...making sure that your vehicle fits on it’s
            proposed track design and isn’t much bigger than the ride’s
            original vehicle. Can’t we make our OWN track styles in RCT2 to go with our
            new custom coaster? Nope. Track images are all completely
            hardcoded. Did you SEE any in the .dat file when you opened it? NO?
            Well, I guess they can NOT be edited, then. Sorry, Mate. You’re
            stuck. 
 How
            a Coaster works Okay, you’ve got your vehicle model created and your Peep model
            is anxiously sitting inside this death trap you’ve made. Now what? We animate. LOTS! As in the Flat Ride modeling portion of the chapter, we’ll be
            outputting the artwork as an animated .gif. Believe me, it saves a
            LOT of time. I wouldn’t go back to the OLD way for a MILLION
            bucks...well, make me that offer and we’ll see. Since the "Dream Woodie" will be using the RCT2 Wooden
            Coaster Trains as it’s Base Ride, let’s see what the Ride Table
            entry has to say about it: Wooden Coaster Trains (ptct1.dat)Riders Visible?: 4 Riders per car
 Tracked: Yes
 Hardcoded Pieces: Track & Station
 Total Frames: 2,160 (Ride: 720 /Riders: 1,440)
 NOTES: None
 Four Riders per car...got it. Looks like the Track & Station
            are hardcoded, but it’s not like we really needed to change them
            anyway. 720 Ride Images needed of the vehicle. Okay. But what
            pictures exactly? Glad you asked! Let’s rip the ptct1.dat file apart with Buggy’s RideMaker
            program and have a look at it’s guts. The preview picture (pic000) is standard, as are those two
            single-pixel images (pic001&002) that every RCT2 ride has.
            Analyzing the Ride images we have... pic003-034 A 32-frame clockwise rotation sequence (ALL
            Vehicle-Based Rides go clockwise, by the way) -----If your Base Ride does NOT do hills, the images probably
            stop here----- pic035-038 A 4-frame rotation with the car tipped UP 11.25
            degrees pic039-042 A 4-frame rotation with the car tipped DOWN the
            same amount pic043-074 A 32-frame rotation with the car tipped UP 22.5
            degrees pic075-106 A 32-frame rotation with the car tipped DOWN
            the same amount -----If your Base Ride does only GENTLE hills, the images
            probably stop here----- pic107-114 An 8-frame rotation with the car tipped UP 45
            degrees pic115-122 An 8-frame rotation with the car tipped DOWN 45
            degrees pic123-154 A 32-frame rotation with the car tipped UP 67.5
            degrees pic155-186 A 32-frame rotation with the car tipped DOWN
            the same amount pic187-190 A 4-frame rotation with the car tipped UP 78.75
            degrees pic191-194 A 4-frame rotation with the car tipped DOWN the
            same amount pic195-226 A 32-frame rotation with the car tipped UP 90
            degrees pic227-258 A 32-frame rotation with the car tipped DOWN
            the same amount pic259-262 A 4-frame rotation with the car tipped UP 105
            degrees pic263-266 A 4-frame rotation with the car tipped DOWN the
            same amount pic267-270 A 4-frame rotation with the car tipped UP 120
            degrees pic271-274 A 4-frame rotation with the car tipped DOWN the
            same amount pic275-278 A 4-frame rotation with the car tipped UP 135
            degrees pic279-282 A 4-frame rotation with the car tipped DOWN the
            same amount pic283-286 A 4-frame rotation with the car tipped UP 150
            degrees pic287-290 A 4-frame rotation with the car tipped DOWN the
            same amount pic291-294 A 4-frame rotation with the car tipped UP 165
            degrees pic295-298 A 4-frame rotation with the car tipped DOWN the
            same amount pic299-302 A 4-frame rotation with the car tipped UP 180
            degrees (completely upside down) pic303-306 *A 4-frame rotation with the car tipped UP
            11.25 degrees pic307-310 *A 4-frame rotation with the car tipped DOWN
            the same amount pic311-314 *A 4-frame rotation with the car tipped UP 22.5
            degrees pic315-318 *A 4-frame rotation with the car tipped DOWN
            the same amount pic319-322 *A 4-frame rotation with the car tipped UP
            45degrees pic323-326 *A 4-frame rotation with the car tipped DOWN
            the same amount -----If your Base Ride does NOT do banked turns, the images
            probably stop here----- pic327-334 An 8-frame rotation with the car NOT tipped,
            but tilted to the Rider’s LEFT 22.5 degrees pic335-342 An 8-frame rotation with the car NOT tipped,
            but tilted to the Rider’s RIGHT 22.5 degrees pic343-374 A 32-frame rotation with the car NOT tipped,
            but tilted to the Rider’s LEFT 45 degrees pic375-406 A 32-frame rotation with the car NOT tipped,
            but tilted to the Rider’s RIGHT 45 degrees pic407-438 A 32-frame rotation with the car tipped UP
            11.25 degrees...AND tilted to the Rider’s LEFT 22.5 degrees pic439-470 A 32-frame rotation with the car tipped UP
            11.25 degrees...AND tilted to the Rider’s RIGHT 22.5 degrees pic471-502 A 32-frame rotation with the car tipped DOWN
            11.25 degrees...AND tilted to the Rider’s LEFT 22.5 degrees pic503-534 A 32-frame rotation with the car tipped DOWN
            11.25 degrees...AND tilted to the Rider’s RIGHT 22.5 degrees pic535-538 *A 4-frame rotation with the car tipped UP
            11.25 degrees...AND tilted to the Rider’s LEFT 22.5 degrees pic539-542 *A 4-frame rotation with the car tipped UP
            11.25 degrees...AND tilted to the Rider’s RIGHT 22.5 degrees pic543-546 *A 4-frame rotation with the car tipped DOWN
            11.25 degrees...AND tilted to the Rider’s LEFT 22.5 degrees pic547-550 *A 4-frame rotation with the car tipped DOWN
            11.25 degrees...AND tilted to the Rider’s RIGHT 22.5 degrees pic551-554 A 4-frame rotation with the car tipped UP 22.5
            degrees...AND tilted to the Rider’s LEFT 22.5 degrees pic555-558 A 4-frame rotation with the car tipped UP 22.5
            degrees...AND tilted to the Rider’s RIGHT 22.5 degrees pic559-562 A 4-frame rotation with the car tipped DOWN
            22.5 degrees...AND tilted to the Rider’s LEFT 22.5 degrees pic563-566 A 4-frame rotation with the car tipped DOWN
            22.5 degrees...AND tilted to the Rider’s RIGHT 22.5 degrees pic567-598 A 32-frame rotation with the car tipped UP
            11.25 degrees...AND tilted to the Rider’s LEFT 45 degrees pic599-630 A 32-frame rotation with the car tipped UP
            11.25 degrees...AND tilted to the Rider’s RIGHT 45 degrees pic631-662 A 32-frame rotation with the car tipped DOWN
            11.25 degrees...AND tilted to the Rider’s LEFT 45 degrees pic663-694 A 32-frame rotation with the car tipped DOWN
            11.25 degrees...AND tilted to the Rider’s RIGHT 45 degrees pic695-698 A 4-frame rotation with the car tipped UP 11.25
            degrees...AND tilted to the Rider’s LEFT 45 degrees pic699-702 A 4-frame rotation with the car tipped UP 11.25
            degrees...AND tilted to the Rider’s RIGHT 45 degrees pic703-706 A 4-frame rotation with the car tipped DOWN
            11.25 degrees...AND tilted to the Rider’s LEFT 45 degrees pic707-710 A 4-frame rotation with the car tipped DOWN
            11.25 degrees...AND tilted to the Rider’s RIGHT 45 degrees pic711-714 A 4-frame rotation of the car FLAT. First frame
            of an animated loading sequence...door closing, lap bar moving into
            place, etc...if you want to make one. pic715-718 A 4-frame rotation of the car FLAT. Second
            frame of an animated loading sequence...door closing, lap bar moving
            into place, etc...if you want to make one pic719-722 A 4-frame rotation of the car FLAT. Third frame
            of an animated loading sequence...door closing, lap bar moving into
            place, etc...if you want to make one. (*Aside from the fact that these pics are angled at 0, 90, 180
            & 270-degrees to thecamera,
            IF and HOW these differ from the ones we did earlier, I don’t
            know.)  Here
            is an animated .gif of the ENTIRE sequence.  Each frame is
            labeled with the car's inclination.
 Open it in a Bitmap Editor and
            scroll to individual frames to use it as a reference.  The
            frame number should be indicated in your Editor.  To get the
            "pic***.bmp" name for that frame, simply add 2 to the
            frame number.  (The Ride images start at 003, remember?) NOTE: Be aware that while all Vehicle
            Rides follow the same BASIC format, they will each have their own
            slight differences. Additional or alternate images may be necessary
            if the track includes corkscrews, helixes, reverses, swings the cars
            on turns or has other special features. Some images may not be
            needed at all. Use this list ONLY AS A GUIDE to understanding your
            Base Ride’s images. 
 Tracked
            Ride & Coaster Animation Well, now that we know what we need, might as well figure out how
            to MAKE it. It seems that the rotations are all in multiples of four.
            Setting the 3D program to output an animated .gif with 8 frames per
            second should work pretty smoothly. The first sequence is a simple 32-frame rotation. These rotations
            ALL (well, MOST Rides) start with the car pointing NorthEast. Choose the
            camera and use the Main Control Sphere to rotate your model into
            that position. Four seconds later, the model should be in exactly this same
            position, but at the 1, 2 & 3-second marks, it will have turned
            90, 180 and 270-degrees. Make those adjustments now and render your
            model as an animated .gif. What have we created? A four second animated .gif that contains
            32-frames of the vehicle turned 11.25 degrees from one picture to
            the other...the EXACT series of pictures we need to make the first
            sequence! How COOL is that?! For many Vehicle Based rides that run on water or flat track
            only, this may be ALL you need. But for this coaster, it’s just a
            drop in the bucket. You may want to save your file at this point. It gets wild and
            woolly from here on in. Rather than making a separate animated .gif for each sequence, we’re
            going to make one BIG one that contains the WHOLE SET of images
            needed for the ride. This will require some tinkering with your
            animation timeline, but in the end, the convenience will be worth
            it. In making the preceding 4-second animation, you probably put the
            final keyframe on the 4-second mark. We’re going to move it
            backward just a hair to 3.99 seconds. Why? Won’t that mess up our animation? Not
            really. One-hundredth of a second is not really enough to affect the
            position. Since we’re only using 8 frames per second, the last
            image (frame 32) is snapped at 3.875 seconds anyway. The minuscule
            change won’t be noticeable. The NEXT image of the larger .gif
            (frame 33) will be snapped at 4.000 seconds exactly...and we need
            THAT picture to be of the vehicle in a completely different
            position. Returning to your timeline, the next sequence we need is a 4
            frame rotation of the vehicle with it’s nose tipped UPWARD 11.25
            degrees. How do we do THAT? That’s what the Secondary Control Sphere
            (SCS) is for. Putting keyframes for each Control Sphere on your timeline at
            4.000, use the SCS to tip the nose of your vehicle upward. Since
            this sphere moves independently of the MAIN Control Sphere (MCS), it
            will keep it in that position regardless of which way the MCS is
            pointing. Since this is only a FOUR frame rotation, go to the
            four-and-a-half second mark and make another keyframe for both the
            MCS and SCS. You’ll need FOUR, actually...another set being at
            4.49 seconds since that is the end of this particular sequence. Adjust the MCS so that it makes a full rotation during that half
            second...and the sequence is complete! If you were to render an
            animated .gif to this point, you would see 36 frames...the original
            32 we saw earlier, PLUS the next four frames showing the vehicle
            rotating a second time, but with it’s nose tipped upward slightly.
            HOORAY! Another baby step toward glory! Diving back in, the next sequence is identical to the last one,
            EXCEPT that the car’s nose is tipped DOWNWARD 11.25-degrees.
            Putting your keyframes at 4.99 and 5.00 seconds, adjust the MCS and
            SCS to their proper positions...and that sequence is done! The next sequence we need is a 32-frame rotation, so it will take
            FOUR seconds on our timeline. It’s done in precisely the same way
            as the last two, except that it’s longer and the vehicle is tipped
            up or down at a 45-degree angle. All the same keyframe rules apply. If the ride you’re creating is only capable of GENTLE hills,
            then this may be the end of your animating nightmare. This
            104-frame, 13-second animated .gif might be all you need! But
            otherwise, we need to keep going. Actually, YOU will keep going. I’ll be resting while YOU do the
            work. It’s all the same process from here on out. Just follow the
            previous instructions and make the adjustments listed for each
            sequence earlier in this chapter. Just remember that a 4-frame
            rotation lasts HALF a second, an EIGHT-frame rotation takes a FULL
            second and a 32-frame rotation takes FOUR seconds. I’ll meet up with you again at frame 301 when things get funky
            again. ---------FRAME 301---------- Okay, made it this far, eh? You’re more persistent than I
            thought. GOOD FOR YOU! At frame 301, the views change slightly. We’ve got a series of
            4-frame rotations -- which you KNOW how to do -- but the rotation
            angle is different. Instead of pointing NorthEast at the beginning,
            the next few start out pointing directly EAST...at a 90-degree angle
            from the camera. That’s the only real adjustment you need to make for them. By
            starting the rotation there, you’ll get four images that are
            pointing East, South (directly at the camera), West and North
            (directly AWAY from the camera). We did make images exactly like these in the some previous
            rotations...as part of an 8 or 32-frame rotation, but for some
            reason the game wants to look for these particular ones here. You COULD just copy those images, rename them and plug them into
            the sequence here later, but it’ll be a lot easier if you just
            animate the rotation and put them in here now. It’s not like it’s
            THAT difficult, right? Another quick nap for me. I’ll see you at frame 325... ---------FRAME 325--------- Something funky happening here again. The images you’re about
            to do next are for when the vehicle takes BANKED turns. Your ride
            may not require these, but most coasters in RCT2 will. It’s quite simple, actually. We’ve been using the Secondary
            Control Sphere to tilt the car up and down...now we’ll use it to
            tilt the thing SIDEWAYS as well. No big deal. Pretty much the same as you’ve been doing, but
            with that extra little surprise. BY THE WAY, make sure you tilt it
            the proper direction! The vehicles always tilt to the RIDER’S LEFT
            first, then to the RIDER’S RIGHT. Reverse the two and it’ll look
            REALLY strange on turns. Well, that’s it. I’ll leave you to your work. There’s
            nothing else unusual coming up that you haven’t handled already. I’ll
            see you at the end of frame 708. ---------FRAME 708--------- Here we have what looks like a simple four-frame rotation of the
            car pointing NE, SE, SW & NW. Know WHY it looks like that?
            Because it is! And the same sequence is there three times. What’s that there for? That’s used for an animated loading sequence. Although you don’t
            usually have mechanically moving lap bars or doors closing on a
            wooden coaster, THIS is where the animation would go if you did. The first rotation would be of the doors completely open, then
            closed a little, then almost completely closed...but since I’m not
            using them on my Dream Woodie coaster, they’re simply all the same
            image. The game STILL animates them, but you don’t notice it
            because the images are identical. You make your three rotations and I’ll see you in a few minutes
            at the end of Frame 720. ---------Frame 720--------- HEY! I wasn’t sure you’d make it. BRAVO! In the next chapter, I’m going to show you a REALLY COOL
            time-saving trick, but since you’ve finished this part, probably
            the most difficult of the tutorial, take a little break. Have a
            snack. Do something nice to celebrate this HUGE accomplishment. Actually, you may just want to take a nap. (You’ll need it.) 
 Raise
            your hands! OH! I did say that I’d give you a little insight into my
            animated Riders, didn’t I? Well, that’s really all I
            did...animate them. On the Dream Woodie, I went through all the trouble of making
            certain Riders raise their arms on hills & drops...and even lean
            with the centrifugal forces when going around banked curves. Since I know which images will be used on hills, drops, banked
            turns, etc., I just moved their little bodies for every frame. It
            took a LONG time and is barely noticeable in the game...but I know
            it’s there, and I’m proud of it. <grin>  
           |