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-
-
- The BLUR-MOTION Machine v1.1
-
- 11/15/92
-
- by Carmen Rizzolo
-
- An Arexx script for OpalVision and Imagine
- (or your favorite 3D software)
-
- ** Read HOW TO USE IT -PART II for the changes from v1.0b to v1.1 **
-
- This script will controll OpalPaint v1.x and a series of images
- to create the illusion of motion blurring. Everything is automated,
- so all you have to do is start it, and watch TV.
-
- You MUST READ this documentation to understand how to use this
- script, and how it works, otherwise you'll be in dark city.
-
- -- INSTALLATION -----------------------------------------------------
-
- In your C: directory, you must have the program "Wait." Odds
- are, this is already the case.
-
- Copy the file "BlurMotion.oprx" into your REXX: directory. If
- you are using Workbench 2.0 and do now know where your REXX:
- directory is, there's a good chance your S: directory is doubling as
- REXX:
-
- You've gotta tell this script what drawer you are holding Imagine
- and your projects in. There are two ways to do this:
-
- 1) Make an assignment of "Imagine:" (Without the quotes) to the
- drawer that contains Imagine. And of course, your Imagine
- projects should be in the same drawer that Imagine is in.
- In a shell window, type "Assign Imagine: <path to Imagine>"
-
- 2> Call up your favorite text editor, and load the Blur-Motion
- Machine arexx script. On line 12, you'll see a line that
- reads "IMPath = 'Imagine:'." Inside the single quotes,
- change that to the pathname to where you keep your Imagine
- projects. IMPORTANT! You MUST have either a colon (:) or
- a slash (/) at the end of the pathname. If you enter
- something line IMPath = 'Work:Imagine', it's not gonna fly.
- You would instead use IMPath = 'Work:Imagine/'. That will
- fly. ^
- Don't let my punctuation throw you. Don't include it.
-
- In OpalPaint's main menu pannel, hit EXTRAS. Then hit AREXX
- CONTROL. Click in the text field of a function key of your choice.
- Type in "BlurMotion.oprx" (without the quotes) To access it, you
- simply hold down the Left-Amiga key and the Function Key that you
- selected. The script will activate and you follow instructions from
- there. But be sure to read the rest of the documentation or you'll
- be having problems!
-
- If you use Imagine, skip to the next section.
-
- The Blur-Motion machine is taylored to work with Imagine. But
- that doesn't mean you can't CHEAT to allow it to work for your
- favorite 3D software - as long as it saves it's images in IFF or
- IFF24 format. The only hard part is, your entire animation *MAY*
- have to be pre-rendered before you start this script. That would
- require a large hard drive. You could also render a chunk of it,
- convert, delete, and render another chunk.
-
- Image saves it's images in the following format:
-
- pic.0001 , pic.0002 , pic.0003 , pic.0004 ...
-
- The images your program saves in must be converted to this format
- somehow. If someone gives me the specifics on how your software
- saves it's images, including where it saves them, I might be able to
- make an Arexx script to convert them from your format to Imagine's.
- Imagine saves it's images inside two drawers. These drawers are
- inside the drawer that Imagine is located in. Here's an example:
-
- Work:Imagine/MyProject.imp/HiRes.pix/pic.0001
-
- Work: is the hard-disk name.
- Imagine is the drawer that Imagine is kept in.
- MyProject is the name of a project an Imagine user defines when
- he starts a new project. It can be any name, but Imagine always
- adds the extension ".imp" to it. Thus, "MyProject.imp"
- HiRes is a drawer name, also defined by the user, that is used
- to store Imagine's rendered pictures. Again, Imagine adds the
- extension ".pix" to it.
- pic.0001 is an actual rendered image, not a drawer.
-
- If you wanted to 'fool' the script into using YOUR images without
- actually having Imagine, you would make a drawer tree-structure
- similar to the one listed above. I hope this helped you more than
- confused you.
-
-
- -- BACKGROUND -------------------------------------------------------
-
- Stop Motion animation has been around for years and years.
- Stop-Motion animation involves moving a model slightly, taking a
- photograph of the image and moving the model a little more. When
- these photographs where played in rapid succession, of course, the
- illusion of motion is created.
-
- In the early 1980's Industrial Light and Magic was given the
- task of animating a model dragon for Disney's move "DragonSlayer."
- The Problem: To be scary, this dragon HAD to look real. The very
- best quality Stop-Motion animation can still look "animated." The
- modern audience would not be frightened because they know it's not
- real.
-
- The model dragon was rigged up to computer controlled rods and
- wires like an expensive Japanese rod puppet. The Computer would then
- move the model WHILE the film is exposed. The model moves rather
- slowly, so there is blurring during the exposure of each frame.
- Enter Go-Motion. The result was a very convincing dragon, as you may
- or may not have seen in the film.
-
- The Blur-Motion Machine takes an extra amount of 3D rendered
- images, and blends them together to create the ILLUSION of motion
- blur.
-
-
- -- HOW TO USE IT ----------------------------------------------------
-
- Ok, first, create your project as you normally do. If your
- project is going to be broadcasted on television, you would build it
- with 30 frames per second in mind. If your project will be played
- directly on the Amiga, using OpalAnimMATE for instance, figure about
- 18 - 22 frames per second. Let's say your project is 6 seconds long
- at 30 frames per second. That would be a total of 180 frames.
-
- Before you render (heh heh) Stretch your animation out to a
- whopping *15* times it's original size. If your animation is 180
- frames, it would wind up to be 2700 frames. Don't worry. You don't
- have to render 2,700 frames. Read on...
-
- If you're not using Imagine, you'd have to think ahead. You might
- not be able to stretch events out as easily as you can in Imagine's
- Action Editor. But if you're using Imagine, simply create your
- animation as you always do.
-
- You might want to make a backup of Imagine's staging file. In
- your 'project.imp' drawer, you'll find a file called 'staging.' Copy
- that to RAM:, rename it to 'staging.backup' and copy it back to your
- 'project.imp' drawer. This way, if you screw up, you can always
- delete the infected staging file, rename 'staging.backup' to
- 'staging' and you're back in business.
-
- Grab your calculator! You can use the workbench calculator, but
- it's kind of a pain moving back and forth from Workbench's screen to
- Imagine's screen 20 times. After your backup is complete, enter the
- action editor, and multiply the number of frames by 15. Now here's
- the fun part. Enter EACH and EVERY actor, position, size, alignment,
- hinge, and F/X bar and stretch it out to fill your new frame count.
-
- Multiply all Start Frame: and End Frame: #'s by 15.
- Multiply all Transition Frame Count: #'s by 15.
- Multiply all (De) Acceloration Frames: #'s by 15.
- Multiply all (Ac) Deceloration Frames: #'s by 15.
-
- Any time you have bars where you have a new bar for each frame
- over a series of frames, you would have to increase it's start and
- end numbers 15 fold, but each number would be the same. So you make
- the next 'single frame bar' START the frame after the previous
- 'single frame bar' left off.. Make sense? This occurence is fairly
- rare for Imagine projects, but I've been known to do it a few times.
-
- Of course, any numbers that account for frame numbers in F/X
- parameters would be stretched out 15 fold as well.
-
-
- -- HOW TO USE IT -PART II -------------------------------------------
-
- When you're ready to render, you've got two choices here. I call
- them "Method 1" and "Method 2." Method 1 is the economy way to
- render and Method 2 has the better quality quality, but only by two
- additional frames.
-
- ** NEW for v1.1 **
-
- The Blur-Motion Machine no longer looks for the first frames of a
- 15-frame group. The 5 or 7 frams is spread out through the 15-frame
- group. Here is how you will select your frames for rendering:
-
- Method 1:
- In Imagine's project editor, you will click on the RANGE
- button 5 times, entering different range figures each time. Here
- are the exact entries for the 5 range settings:
-
- 2,(total # of frames),15
- 5,(total # of frames),15
- 8,(total # of frames),15
- 11,(total # of frames),15
- 14,(total # of frames),15
-
- Method 2:
- In Imagine's project editor, you will click on the RANGE
- button 7 times, entering different range figures each time. Here
- are the exact entries for the 7 range settings:
-
- 2,(total # of frames),15
- 4,(total # of frames),15
- 6,(total # of frames),15
- 8,(total # of frames),15
- 10,(total # of frames),15
- 12,(total # of frames),15
- 14,(total # of frames),15
-
- With your ranges selected, you're ready to render. Click on the
- GENERATE button.
-
- If you're going to move on and execute PART III of the
- documentation before all of your rendering is complete, you may want
- to set Imagine's task priority to -1. You can do this with Steve
- Tibbet's program "TaskX" Ask your local sysop for it. If Imagine's
- task priority is equal to or higher than OpalPaint's task priority,
- things will move like maple syrup.
-
-
- -- HOW TO USE IT -PART III ------------------------------------------
-
- You do not have to wait for Imagine to finish rendering.
- The Blur-Motion Machine will wait for a group of 5 or 7 frames
- (Depending on your method) to finish rendering before it processes
- them. Once in OpalPaint, make sure you don't have any spare pages
- open. The Blur-Motion Machine will try to clean up as many spare
- pages as possible, but I recommend you start OpalPaint fresh before
- executing the script. Hit the Amiga-FKey combo you defined earlier
- to get things rolling.
-
- The first thing you'll be asked to enter is the Method number.
- Enter 1 for economy version, or enter 2 for the highest quality.
- If you pick the 7-frame method, you must be rendering 7 frames for
- every 15 frame group. You can't render in one method and
- choose the blur with another method.
-
- Next you enter in the project name. Again, you do NOT type in
- the ".imp" extension OR the path leading up to this drawer. The
- Script will verify this drawer exists before proceeding.
-
- Now enter the rendering subproject name. This is the drawer
- where Imagine writes it's rendered files. Omit the ".pix" extension.
- The Script will verify this drawer exists before proceeding.
-
- Next you enter the beginning frame number as a normal number,
- not "pic.0001" or "0001", just "1". You do not have to begin the
- script at frame number one. If you try this script and have a power
- failure or a crash, you can begin where you left off.
-
- -- IMPORTANT INFORMATION ABOUT ENTERING FRAME NUMBERS!!!!! --
-
- For both start and end frame values entered in this script, the
- numbers *MUST* be a first frame number of a group of 15 frames.
- Examples: 1,16,31,46,61,76, etc... are all valid. A simple way to
- dig one up is to multiply a number (Say, the original frame count of
- your animation before you stretched it), multiply it by 15, then add
- 1. If Imagine started rendering at frame .0000, things would be
- easier for you.. Sorry life is so complex.
-
- The Next thing you enter in the script is the ending frame number
- as a normal number. Again, see the paragraph above for more
- information.
-
- Now give a name for a drawer to keep all your 'blurred' images
- in. If this drawer does not exist, the script will effortlessly
- create it. Note, this drawer will be created inside your project's
- drawer. You'll find it in the same place your subproject drawer is
- located in. The script does not automatically place the ".pix"
- extension on it.. Hey, there's no reason for it here! If you want
- it to have the ".pix" extension, simply type it that way.
-
- Now the script will ask you if you want to delete frames as it
- goes. A heartily recommend you say yes. Frames will NOT be deleted
- until The Blur-Motion Machine is done with ONE group of frames and
- the final Blurred image is saved. This way, if you need to abort
- and start later, nothing can be accidentally lost.
-
- From here on out, everything is automated. You may want to
- check up on it once in a while, but everything should be cherry. I
- suggest you do NOT attempt to multi-task while this script is
- running. OpalPaint likes to be up-front while it's doing image
- processing. The only reason to go into the background is to abort
- the script. Just type HI in a shell window and hit return. The
- Blur-Motion Machine will stop shortly afterwards.
-
- A word about how The Blur-Motion Machine saves it's images...
- It saves them in the "pic.000x" format, in numeric order (That's
- 1,2,3,4,etc...) so OpalAnimMATE will have no trouble reading them.
-
-
- -- CREDITS ----------------------------------------------------------
-
- Special Thanks go out to the OpalTech crew. Thanks for all their
- hard work in making the best, most flexible paint software on the
- Amiga, with a beefy Arexx port so utilities like these can be made.
-
- Thanks Marlin Schwanke, for teaching me Arexx, and answering
- my questions while I was creating this script.
-
-
- -- THE INEVITABLE ---------------------------------------------------
-
- This script is shareware. If you use it once or twice and like
- it, use it with my compliments. But if you use it professionally in
- a paying project, please give me a Check or Money order contribution
- of whatever you think it is worth to you. Is $5 - $15 too much to
- ask?
-
- ATT: The Blur-Motion Machine
- Strawberry Graphix
- 4820 Clairemont Mesa Blvd. #5
- San Diego, CA. 92117
-
- If you contribute, and wish to see any changes, improvements,
- or direct support for your 3-D software, leave me a note with your
- check. If you wish support for your software, please be as
- specific as possible, like the directory structure, and the way your
- software formats it's images (Like Imagine does pic.0001, pic.0002,
- etc).
-
- -- LEGAL STUFF ------------------------------------------------------
-
- The Blur-Motion Machine is ©1992 Carmen Rizzolo. All products
- mentioned are trademarks of their respective companies.
-