|
|
|
||||||||
|
||||||||||
Scratch Me -
the tutorial step 5 - creating the back animation |
tutorial start |
|||||||||
|
||||||||||
|
||||||||||
Creating
the 2nd (back) animation |
||||||||||
To create the second animation,
i.e. the one that will be revealed through the bluescreen composited
scratches in the first (front) animation, it's a good idea to ensure
that the same number of frames will be used. Thus, load the
animation that contains the front, including the inserted frames before
and after the brush stroke. In this example we have 160 frames. |
||||||||||
Make sure you're on the first frame. |
||||||||||
Now simply click the stored image which you had created for the back. This will load it into the first frame if currently selected. |
||||||||||
The rest is trivial, and you've done it before: Create a new animation which will start with this frame. |
||||||||||
Make sure you have 160 frames in the new animation you're about to create |
||||||||||
Click "Create" as usual and it will create the second animation of 160 frames containing the second image ("You Win"). That's it. Unless you want that background animation to actually show motion, it's ready for you to save. |
||||||||||
This time, save it as image
sequence, because the composting tool will need it in that form, and in
fact it will need the frames in form of BMP (Windows Birmap) image
files.
|
||||||||||
|
When you save to an image sequence, simply enter the desithed main portion of the filename. For example, if you enter 'youwin' and the type is set to Bmp, then this will create image files named something like this: youwin_0000.BMP youwin_0001.BMP youwin_0002.BMP youwin_0003.BMP etc... |
|||||||||
|
top |
step 1 |
step 2 |
step 3 |
step 4 |
step
5 |
step 6 |
step 7 |