funkanova
30th September 2003 04:05 UTC
flying pictures
hey everyone
i've been using avs for about a month now and seem to have a reasonable understanding of the concepts involved, but so far i've been unable to make stuff move arond the screen, specifically pictures.
mig's nullsoft intro an lick the flaming lama presets involve the movements i would like my pictures to do, but they are quite complex and diffucult to learn off.
so is there any simple ways to make pictures (or any other render i guess) move around, zoom in and out, etc... roto blitter is getting a bit old :(
cheers
funk
anubis2003
30th September 2003 04:09 UTC
You are going to have to learn how to use things like the DM. It's really not too difficult to do basic stuff - a minimal amount of math knowledge will let you figure out how to do things like what you mentioned. Check out Atero's primer(you can get it somewhere at atero.deviantart.com) - it may help you out some
Deamon
30th September 2003 08:50 UTC
You indeed need simple coding skills to do what you want to do, if you're not willing to use the Roto Blitter and Blitter Feedback anymore. You should indeed get Atero's Primer, and search the forums, there is a lot in here.
Good luck.
Jaheckelsafar
30th September 2003 09:04 UTC
You could also check out the website thread for some decent tuts; and the tips and tricks threads.
sidd
30th September 2003 09:06 UTC
the "trans/dynamic movement" effect is what you need. Basically, it moves the pixels around the screen according to the code you write.
for example, x=x+0.5 wil move the entire render half way across to the right.
y=y+0.5 will move the render DOWN half way.
If you are looking to make a picture move acround the screen, first thing is to make sure 'clear every frame' is checked, put in a dynamic movement AFTER the render effect you want, and be sure that the 'blend' option in the dynamic movement that you will code in is NOT checked.
Pretty much, if you want so move the picture around abit, you need to set up a path for the movement of the x and y axes in the 'per frame' section. somthing like
t=t+0.05; xmove=sin(t)*0.5; ymove=cos(t)*0.5
then in per pixel, all you need to do is add:
x=x+xmove; y=y+ymove
if you look at the example, the variable t is increasing by .05 evry frame. And if you know anything about trig, you wll notice that if x is being moved by the sine of t, and y is being moved by the cosine of t, thus the picture should move around in a circle.
Feel free to ask anything about this, but if you really want to progress, the best way is to look at other peoples work and try to unravel it yourself.
Also, check out atero's AVS primer. If you browse these forums for 5 minutes, you are bound to come across one of his posts, and there is a link in his sig.
funkanova
30th September 2003 13:02 UTC
just beginning to wade through the primer, it seems very thorough.
thanx for the help fellas ;)
horse-fly
1st October 2003 22:26 UTC
sidd:
is that a faster code than just
frame: t=t+0.05;
pix: x=x+cos(t);y=y+sin(t)
?
theorecitally, it seems to involve more components in the code, which in the end might subract (even if a little bit) from the fps. i don't have access to avs right now, so that is why i am asking