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Scratch Me -
the tutorial step 1 - Storing images to get ready |
tutorial start |
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Ok, so there will be two images,
or two animations with this project. One image with a message like
'scratch me' and another with the message that will be revealed
underneath ('you win!') when doing the scratching with blue paint. Start with an image, perhaps at small size at first, such as 320x240. Paint your front message, or back message. USe the text tool if desired, or hand write the message. Storing the Image When you have an image the way you want it, you will want to hold on to it for later re-use. You should occasionally save it to file, but at the least and for a fast and effect workflow, be sure to store it: menu: Image > Store image... (called Buffer > Store Buffer... in older versions) |
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The stored image will be shown
in a thumbnail (which can be resized). It also has a menu at the bottom
for many things to do with it. The most significant use is that you can simply click the thumbnail, in order to load that stored image back into the working main buffer (or swap buffer depending on which one you're looking into at the moment) |
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Create the second message, and
store it too. You should now have something similar to this: There are now two stored images, the one saying 'scratch me!' will be the top image eventually carrying the animation of the scratching effect, painted as blue streaks with the help of the stroke player. Click the 'scratch me now' thumbnail - it will load that into the image buffer. |
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top |
step 1 |
step 2 |
step 3 |
step 4 |
step 5 |
step 6 |
step 7 |