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Amiga Plus Extra 1996 #6
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AmigaPlus-eXtra-6-96.iso.7z
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AmigaPlus-eXtra-6-96.iso
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programme
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a-render
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doc
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move.doc
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1987-03-22
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MOVE.DOC
--------
The present version of Define will support minimal animation moves. It
allows up to 30 frames of motion. You can type in the values for all your
entitys for all your frames to make complex moves, or you may make entities
follow a linear path between any two points, with a linear step. This
means entities can move in a straight line, with a single speed (no special
capabilities for speeding up or slowing down). Define will also show the
move matrix for each entity, showing the location and rotation frame-by-
frame.
Enter Define as normal, load your Object(s), and your entity file.
Up until now, we have dealt only with one frame. Pick 'Show Move
Matrix' in a menu. You will be promted for the number of the entity you
want to see the location and rotation of. Enter '3', which is the head of
the arrow in our tutorial. You'll need to either drag down the screen,
or hit the SCREENBEHIND gadget close to the upper right (top line only).
You will see the location and rotation of the head of the arrow for this
frame.
To define more than one frame in Define, simply pick 'Edit Entities' and
the next prompt will be for the Frame Number. Type '30'. Since there was
no frame 2 - 30, they will now be defined. We can now do another show
matrix to see the parameters (location & rotation) for all the frames.
So far, the values will be the same for all the frames, which means that
the head does not move over the 30 frames. You may save this entity file
that now has 30 frames defined. Save it under a different name like
'heart.ent.30'.
Now that we have a 30 frame scene, we can define the motion of each
entity through the scene. For complex motions, you'll have to figure it
out on graph paper and type in the values through the standard 'Edit an
Entity' selection.
To make linear moves, it is much easier. First pick 'Make A Move' in a
menu. Pick the axis to move in, let's start with 'X', so type in a '1'.
Now type the starting frame number, '1', and the starting value '80'.
Next type in the ending frame, '30', and the ending value '50'. The move
is complete. Now select 'Show Move Matrix' in a menu and you will see the
entities X location change frame by frame. You may want to re-save your
entity file.
Pick 'Make A Move' in a menu. Now let's move in 'Y', so type in a '2'.
Now type the starting frame number, '1', and the starting value '61'.
Next type in the ending frame, '30', and the ending value '50'. The move
is complete. Now select 'Show Move Matrix' in a menu and you will see the
entities Y location change frame by frame. You may want to re-save your
entity file.
To actually make the render program render each of these frames, you need
to create a physical file for each. Start by picking "Make Phys', then
type in a name like 'heart.phys.1'. Enter '1' for the frame number. Then
you pick 'Make Phys' again, use a name like 'heart.phys.2', and enter '2'
for the frame number. Do this for all thirty frames, (yuk!, to be changed)
and you have the necessary physical files. Then go into edworld, and
create thirty frames, changing the physical file name appropriately for
each frame. You should also change the IFF picture name so each one will
not save over the previous picture.