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TheEmu
Joined in Jul 2012
2962 post(s)

Share your FullScreen - Member Created Scenes here

Everything about iStripper
13 hours ago, 974 answers
@polymorph

The syntax of the animate clause is

animate : time, repeat-type, curve-type, attribute, amplitude

Time is the duration of one cycle of the animation in seconds.

repeat-type is one of

forward - do once in the forward diredtion
backward - do once in he reverse direction
loopforward - as forward but jump back start again when the end is reach
loopbackward - as backward but jump back start again when the end is reach
pingpong - repeat by alternating forward and backward movements

Any misspelling will be interpreted as "forward" (which may be why littleevlme thought that linear could be used as repeat type

curve-type is one of

Linear, InQuad, OutQuad, InOutQuad, OutInQuad, InCubic, OutCubic, InOutCubic, OutInCubic,
InQuart, OutQuart, InOutQuart, OutInQuart, InQuint, OutQuint, InOutQuint, OutInQuint,
InSine, OutSine, InOutSine, OutInSine, InExpo, OutExpo, InOutExpo, OutInExpo,
InCirc, OutCirc, InOutCirc, OutInCirc, InElastic, OutElastic, InOutElastic, OutInElastic,
InBack, OutBack, InOutBack, OutInBack, InBounce, OutBounce, InOutBounce, OutInBounce,
InCurve, OutCurve, SineCurve, CosineCurve

misspellings are treated as linear.

For graphs of the various curves supported by the animate: clause see

https://doc.qt.io/qt-5/qeasingcurve.html

attribute - identifies what is being animated. Many of a scene node's properties can be animated, e.g. pos, rot, size, scale, color, opacity. For the camera node you can animate pos, target and angle.

amplitude is the amount by which the attribute will be varied. This will be a list of one to three values depending on which attribute the is being animated.
littleEvilMe
Joined in Oct 2015
53 post(s)

Share your FullScreen - Member Created Scenes here

Everything about iStripper
1 day ago, 974 answers
@polymorph

No tutorial as such, but i can tell you what i know

1. Linear = performs the action once, ie you can make the camera move from its starting position to some other position and that it, no more camera movement after that.
2. Pinpong = performs the action once and then repeats the action in the opposit direction, ie the camera moves from its starting position, moves to the new position and then moves back to the original starting position, then it repeats thais process over and over.

3. Zoom

there are two ways to zoom you can either alter the postion of the camera, or you can alter the angle of the camera (3d cameras only)

So what i do is i start with something like this:

camera {
type: 3D
angle: 15
pos: 900, 850, 3750
target: 0, 1125, -100 (this is the starting position x , y , z (ie left right , up/down , in/out)
ambient: 0.8, 0.0, 0.0

animate: 22, pingpong , inoutcosine , angle , -5, 0, 0 (controls the Zoom)
animate: 22, pingpong , inoutcosine , target , -500, 0, 0 (controls left/right movement)
animate: 15, pingpong , inoutsine , target , 0, -1150, 0 (controls up/down movement)

so for this scene the camera starts at the point x=0 y=1125, then it moves to the left 500 pixels (i guess) over 22 seconds and then back to 0, then repeats (thats the -500 in the 2nd line) and at the same time over 15 seconds its moves upwards from y=1125 to y= -25 then repeats (thats the -1150 in the 3rd line) then over 22 seconds the camera zooms from angle 15 degrees to angle 10 (thats the 1st line) and all of this happens at the same time and creates the movement for your scene. Then all you do is play around with the timings to get the right ratio between the movements so that the camera goes where you want it to, and thats done just by trail and error.

The inoutcosine stuff, this controls how the motion is, ie is is smooth, is it jerky etc etc there is a whole list of differnet commands that you can use to do this, and you just experiment with them to get the desired effect.

Available movement curves:
// Linear, InQuad, OutQuad, InOutQuad, OutInQuad, InCubic, OutCubic, InOutCubic, OutInCubic,
// InQuart, OutQuart, InOutQuart, OutInQuart, InQuint, OutQuint, InOutQuint, OutInQuint,
// InSine, OutSine, InOutSine, OutInSine, InExpo, OutExpo, InOutExpo, OutInExpo,
// InCirc, OutCirc, InOutCirc, OutInCirc, InElastic, OutElastic, InOutElastic, OutInElastic,
// InBack, OutBack, InOutBack, OutInBack, InBounce, OutBounce, InOutBounce, OutInBounce,
// InCurve, OutCurve, SineCurve, CosineCurve, BezierSpline, TCBSpline, Custom, NCurveTypes

hope that helps, have fun creating your scenes, looking forward to seeing what you produce.