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How Does It Work? To use this component, set the Filename to a single bitmap file in a sequence of images. Selecting a bitmap in a sequence gives IMAGE SEQUENCE the information it needs to load all members of that sequence. All bitmaps in a sequence must have the same name, followed by one to six digits, followed by a decimal point and the file type extension. All images in a sequence are assumed to have the same name, number of digits and file extension as the representative image you began with. The bitmap you see will be the sequence member that corresponds to the current DarkTree Current Frame number. For example, if the Current Frame number is set to 9, IMAGE SEQUENCE will look for Name0009.bmp and display it in the Component Editor. If the bitmap sequence number that corresponds to the Current Frame does not exist, IMAGE SEQUENCE will load the next lowest existing image sequence number. This has the effect of "holding" an image across gaps in a bitmap sequence. As an example, let's say that you have a frame sequence of 1, 10, 11, 12 . . ., frames 1 through 9 will all use frame 1 of the bitmap sequence. If IMAGE SEQUENCE can't find a lower-numbered image, the Background (color, percent or bump) will be substituted. The Frame Offset parameter (which accepts positive or negative values) lets you shift the frames of the image sequence relative to the frames of the animated DarkTree. To get the bitmap number that corresponds to a frame in an animated texture, simply add the Frame Offset value to the DarkTree frame number. As an example, with a Frame Offset of 3, frame 9 of a DarkTree animation corresponds to bitmap Name0012.bmp of the image sequence. If you check the Looping parameter, Image Sequence will loop back to the lowest numbered existing bitmap in the sequence, after reaching the frame specified by the Last Frame parameter. Give the Last Frame parameter the highest frame number that you want to use for the animation. If the number of Last Frame is less than the lowest existing image in the sequence, you'll see a display of Background. Depending on whether IMAGE SEQUENCE is a color, percent or bump type, it renders the bitmap differently. A color IMAGE SEQUENCE simply loads the image as is. A percent IMAGE SEQUENCE converts the loaded image to grayscale, based on the brightness of the bitmap colors. An IMAGE SEQUENCE that's a bump type interprets the loaded image as elevations, based on the HSV value of the image pixels. In all other respects, IMAGE SEQUENCE behaves just like the Image component. Hints! You can also use a percent IMAGE SEQUENCE and an existing animation to create a lighted billboard effect. Use the IMAGE SEQUENCE component to control the Dot Size parameter of a color Dots component. You can then use the Lighten or Darken components to adjust the percent levels of the images until you get the right sized dots. |
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Darkling Simulations |