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Belgian Amiga Club - ADF Collection
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BS1 part 26.zip
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BS1 part 26
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Imagine v2.0 disk 3.adf
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LastMinute.Docs
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1991-12-19
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/* :ts=8 */
Items not covered in the 2.0 Manual
===================================
1. Checks2 Texture
The Checks2 texture is similar to the Checks Texture.
It takes the same parameters as Checks, but whereas
Checks makes objects appear as if they were carved
out of a bunch of cubes with alternating colors,
Checks2 makes them appear as if they were carved out
of a bunch of square columns with alternating colors.
2. Rotate2.0 F/X
The Rotate2.0 F/X module allows you to rotate an object
around one if its axes (X,Y, or Z) by an abritary number
of degrees throughout a range of frames in an animation.
You CAN specify something like 720 degrees to rotate
two full revolutions. We almost didn't include it,
because it is not always totally effective -- it rotates
the points of the object around its axis, but things
like IFF brush wraps, etc., remain fixed to the axes.
In some cases, though, it is such a time saver that we
decided to include it.
3. Acceleration along paths
If an object is following a path in an animation, it is
possible to have it speed up or slow down at the beginning
or end of the path. In the action editor, in the "info"
requester for "follow path" positioning bars, there are
four numeric entry gadgets that allow you to specify a
starting and ending speed for the object, and also a frame
count at the beginning of the path and a frame count at
the end over which the speedup(s) or slowdown(s) will occur.
Choosing the frame counts is easy - just don't let the sum
of the counts be more than the number of frames. Choosing
the starting and ending speeds can be difficult, depending
on whether you choose them to be zero or not. First of all,
if you don't specify a frame count at one end of the path,
you don't need to specify a speed there either.
If you just wan't the object to accelerate from a dead
stop to up some speed, and remain at that speed until
the end of the path, you specify give a starting speed of
zero, and some number of frames to accelerate for. The
software will do the rest. Likewise, to start from a
dead stop, accelerate to some speed, remain at that speed
for a while, and then slow down to a dead stop, you specify
zero for the starting and ending speeds, and a frame count
at each end of the path. The most difficult thing to do
is to have an object be moving at some speed at the beginning
of the path, and speed up or slow down over a frame range
- or the similar thing at the end of the path. For this,
you need to understand 1) the way speeds are specified, and
2) how your specified speeds will interact with the path
length, and the number of frames that the object spends
moving along the path. In the stage editor, there is a
"Show Path Length" menu item, that will give you the length
of the path in "units" - e.g. 600 units. Then assuming
you don't use acceleration, you can divide the length
of the path by the number of frames that the object spends
traversing it to get an "average" speed that the object
must attain in order to get to the end of the path by the
proper frame. For example: 600 units / 60 frames gives
10 units per frame as an average speed -- so if you want
the object to start out slow and accelerate, you must
specify a starting speed smaller that 10 units/frame --
which then means that the object will be moving somewhat
faster than 10 units/frame at the end of the path.
4. Movie file commands:
The Movie file allows you to have fine control over your
animations. In most cases, you won't need to use it --
the software will build a default movie file for you, based
on some questions you answer, and then delete it when it's
finished. When you click on the "Make" movie gadget in the
Project editor, if there is no movie file, you will be
notified of the fact, and asked the following questions:
1. No "movie" file - make temporary file from pick list ?
- answer yes unless you want to make you own.
-- you must have some frames picked.
2. Make a looping movie ?
- answer yes if you want the animation to loop back
to the start after showing each frame once.
- if you answer no, each frame will be shown once,
and then the animation will stop -- in Imagine
the "Play Loop" gadget allows you to make it loop
anyway, but with the standalone player (PlayIANM)
it will always play only once.
3. Lock the Palette ?
- if you answer yes to this, the animation stills will
use the palette from the first frame throughout the
entire movie. If you have specified the "ILBM-12 bit"
file format, however, and you have already generated
the stills, then the palette is already "built in"
to each still, so this will not work.
- if you answer no, each frame will use its own "best"
palette.
4. Delete picture files after using them ?
- if you answer yes, the "still" image file for each
frame you use will be deleted as soon as it is no
longer needed (the 1st two frames of a looping movie
will not be deleted until the end, as they are needed
to calculate the "loop around" part of the animation.
-- this (last) question doesn't have anything to do with
the movie file.
After you answer all the questions a temporary movie file
will be generated for you.
If you want to build your own movie file, you can either
create the file by hand - it goes in the subproject (.pix)
directory, and is named "movie" - or you can click on the
"Edit" movie button in the project editor, and (assuming
there is no existing movie file) you will be aked the same
set of questions as above, and then allowed to edit the
the file that your answers would produce. At that point,
the file becomes no longer a "temporary movie file", but
THE movie file for the current subproject.
The "Edit" movie gadget in the project editor normally
lets you edit the existing movie file for the current
subproject. It launches a text editor on the Workbench
screen, with the movie file as input. By default, the
editor is "C:ed", but in the Preferences editor, you
can change the editor to one of your choice. The only
requirement is that a CLI command such as
"C:ed prj.imp/1.pix/movie" will start up the editor
with the specified file as input.
In the movie file, you can use any of the commands
described below. Following the command descriptions
is an example - which you may wish to glance over first.
MOVIE - this command must appear somewhere in the file
and specifies the start of the main sequence
of display commands.
SCENE - this command may appear several times throughout
the file. It specifies the start of a (usually
short) block of display commands that can be
refered to by name later. Along with the word
SCENE, you must specify a name. The name cannot
begin with a digit.
examples:
SCENE StartLoop
SCENE MainLoop
SCENE EndLoop
BLACK - this command causes a black screen to be displayed
as if it were a generated frame.
PLAY - this command is the basic command for displaying
frames, or playing scenes. It has several syntax
variations that are best illustrated by example.
examples:
PLAY 12 - causes frame 12 to be displayed
PLAY 1-20 - displays frames 1 through 20
in sequence.
PLAY 12 30 TIMES - shows frame 12 for the next
30 animation frames.
PLAY 1-20 2 TIMES - shows frames 1 through 20 twice
in succesion.
PLAY StartLoop 2 TIMES - plays the scene "StartLoop" twice.
PLAY Middle - playes the scene "Middle" once
PLAY EndLoop FOREVER - plays the scene "EndLoop" until
the user presses the ESC key.
LOCK - causes the color palette to "Lock" to the palette of the
next frame displayed.
FREE - causes the next frame displayed to use its own palette.
HOLD - waits for the user to press the spacebar before continuing.
RATE - specifies a number of running frame times to display each
generated frame for - at 60 per second for NTSC displays,
and 50 per second for PAL.
examples:
RATE 0 - plays as fast as possible.
RATE 6 - plays at 60/6 = 10 frames/sec.
PAUSE - specifies a time interval to pause and display the last
frame. The time is specification contains a seconds
part and a "jiffys" part - a "jiffy" is one frame time,
at 60 per second for NTSC, and 50 per second for PAL.
examples:
PAUSE 2 - pause for 2 seconds
PAUSE 2.10 - pause for 2 seconds + 10 jiffys
PAUSE 0.30 - pause for 30 jiffys
Sample Movie script:
Suppose we want to do the following:
1) Show a starting frame (frame 1) for 5 seconds.
2) Play a loop section (frames 2-31) 5 times - locking the
palette for frames 10-31, and releasing it when we loop
back to frame 2. And play at 30 frames per second (NTSC).
3) Play an ending section (frames 32-50), and hold, waiting
for the viewer to press the space bar.
The movie file we would write is the following:
SCENE Loop
PLAY 2-9
LOCK
PLAY 10-31
FREE
MOVIE
RATE 2
PLAY 1
PAUSE 5
PLAY Loop 5 TIMES
PLAY 32-50
HOLD
If later, we decide we need to make this whole thing
repeat forever, we would change the MOVIE line to
something like "SCENE MainLoop", and add the following
lines (either at the top, after the 1st scene, or at
the bottom):
MOVIE
PLAY MainLoop FOREVER
-- note that this would be an example of a one scene that
calls for another scene to be played. That is no
problem, but be aware that you can get into trouble
by doing things line this:
SCENE a
PLAY b
SCENE b
PLAY a
- you will get an "Infinite recursion" error if you
attempt to do something similar.