If you have come here from Beyond Quicky
or been there before then you should have no trouble here. If not then have
fun trying to figure out what's going on.
We'll assume the you still have LR.ini and Quiky or
copies set up in POV.
Quiky should be something like:
#declare SceneA1="Balls00.tga";//Start First Scene
file
#declare SceneA2="Balls24.tga";//End First Scene file
#declare Scene_Size=<320,200>; // Scenes size
#declare Fade_Style=1;
#include "LRengine.pov"
You may have to delete Fade_Color
or just comment it out.
Fade_Color overrides the second animation.
Now you need another set of animation files.
Make sure there's at least 24 frames in the raw POV output form.
You can use Boxs.pov included in the zip to make one if you want.
They should match the first animaton pixel size in Scene_Size.
Well Let's add the lines anywhere before #include "LRengine.pov":
#declare SceneB1="Boxes00.tga";
or you own second animation Start frame
#declare SceneB2="Boxes24.tga";or you
own second animation End frame
and run.
If all goes well you should see POV making a fade from SceneA
to SceneB 24 frame animation.
If you change #declare Fade_Style=1; into
#declare Fade_Style=0; then run.
You should get a fade from SceneB to SceneA
24 frame animation.
What we have now is Fade from SceneA to SceneB
and Fade from SceneB to SceneA.
Why you may ask have SceneB fade into SceneA?
SceneB could be an aniamated Introduction that can reused with any
animation.
Fade from SceneA to SceneB can be use to transpose between two scenes
or SceneB could be an aniamated Ending that can reused with
any animation.
Here's another vaiable for ya Scene_Interpolate.
It can have the values 0,2,4.
When LRengine use the frames of animation it uses POVs pigments
with image_map, then a pigment_map to combine them into a pigment for output.
Scene_Interpolate is the image_map interpolation.
So if the quality of you output is poor use Scene_Interpolate
to adjust it.
If you have conqured this, then there is more, alot more. Patterned Fade