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Last posts - Page 740

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x26638184
Joined in Oct 2018
492 post(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Everything about iStripper
August 13, 2020, 5111 answers

@Carstrip, @TheEmu, thanks for the info. I've been seeing what they say.
The principle of this is "Why make it complicated, if it can be made easy"
This is subjective depending on who handles this, some things are very easy for me, others like programming is not my thing, it is tortuous and not very motivating for me.
The shader suggested to me by @Everthangforever is serving me well combined with a color change animation that I found elsewhere.
shader: color.fsh // <---- Color is specified here if many elements share the same color, only the definition of the .fsh is changed
animate: 8, PingPong, InOutQuad, color, 0, 0, 1 // <---- transitions from one color to another, useful for variable highlights and other uses
blend: SRC_ALPHA, DST_ALPHA // <---- creates a transparency that cancels out black, serves for reflections and other uses. There are other commands, but I cannot find the OpenCL equivalency to apply it here, some are used for OVERLAY, MULTIPLY and other functions that are useful in visual design.

Making animation chains could add more richness to this, but in practice it is hellish trying to solve it. (already making a 360º animated scene is complex)
try this:
do not give{
animate: blah blah blah
}

Sometimes it works in the camera, you have to take into account how many nodes are used for the final closure, if it is used 2 times at the end of the scene add 2 closures
}
}

In objects I did not get it to work well

Animation curves: InOutQuad and others <----- Good for defining the transition of movement, whether it is smooth, ascending, steely ramp, decelerated, saw type and many more.
Execution Time: PingPong, Looopforward, etc <------ very useful to define behaviors, if it is continuous, if it is executed once, if it is in reverse, etc.

As far as ideas go, I will ask, if the solution is easy (add a couple of lines of code) and not spend hours and hours understanding and applying and that more on top it does not fit as I wanted, it gives me a bit of an allergy.
I find framebuffers useful, but tangled (Fail this course ... ha ha) @Z22,
is good with that.

In the situation analogy, it is like cars. A Japanese car takes 1 min to change a light bulb and without tools, a European car, 2 hours, special special tool kit and disassemble the front panel.
TheEmu
Joined in Jul 2012
7424 post(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Everything about iStripper
August 13, 2020, 5111 answers
@7171al71 - I think that the post you are thinking of is

https://www.istripper.com/forum/thread/27449/93?post=674776

Using the techniques used in my "Houses" scenes

http://www.theemusnest.eu/scenes/Zips/TheEmusHouses.zip

you can build up quite complex movements, including pauses, by nesting nodes each with their own animate clauses to move them relative to each other. A simple example would be to use a pingpong linear motion to scan horizontally at some frequency and add to that a similar motion at twice the frequency. If the two speeds are made equal then half the time they will be in oposite directions and so cancel out, pausing the motion, and the other half of the time they will reinforce each other. Most of the scenes in the zip file use this technique.

Another way to build up complex motions, including pauses, is to have multiple copies of a clip each moving independantly and then to modulate their opacities such that only one is visible at any particular time. This requires a lot of work to ensure that the clip copies reach the same point at the correct time and that the switch in opacities occurs when they are at that point. This technique is used in my "Prison Ship" scenes

http://www.theemusnest.eu/scenes/Zips/TheEmu-Prison%20Ship.zip

In some cases simply using an appropriate easing curve in the animate clause is all that is needed, e.g. using one of the inout or outin variants. Some of these are illustrated in

http://www.theemusnest.eu/scenes/Zips/Experiments/Sliding.zip