Leroy's Animated Effects Engine 

wrote for Persistence Of Vision version 3.6

Created by Leroy Whetstone Dec,2007     

This is a system of include files to manipulate POV animationed output files.
LRengine.inc does most of the work. There are include files that are short cuts
and include files that customize the engine.
  To use LRengine you'll need a good working knowledge of how the INI  file works,
 and a source of animated scenes.
I use the windows version, the editor make things eazy.
 


  Instillation  Quick start  LRengine   Contact me  



                     Instillation

                    I use WinZip to compress these files.
      To instillation LRengine unzip the zip file in to any directory you choose
    be sure to check use folder names
as there are 3 subdiretories Custom, Effects, Help. 

Make a rename copy of the INI file and change the Libary_Paths in it as needed then work from there.
LR.ini, LRengine.inc and all the example POV files should be in the same directory.

              Quick Start

Make sure you have an animation with at least 24 continues frames of one of the POVs output types (I use TGA uncompress ). You can use Balls.pov or Boxes.pov included in the zip to make one if you want.
 
First thing to do is to set POVs INI to LR.INI
or a renamed copy.
 

     Edit the example Quicky.pov or a renamed copy.

      #declare SceneA1= First frame of your animation
      #declare SceneA2= 24th frame
of your animation
        #declare Scene_Size=<Width,Height> pixel size of each animationed frame
    Edit the example LR.INI or a renamed copy.
       Width =Scene_Size  Width
       Height= Scene_Size Height
     Make sure the Libary_Paths are set correctly.
    
(The INI file should have  Output_to_File=off ; for this is a  test) 

   Then run the example Quicky.pov or the renamed copy.
       

 If all goes well you should see POV making a fade from Black to your Animation, a 24 frame animation. If not make sure your using the right INI and its Libary_Path settings are correct. And there are 24 continuous frames between SceneA1 and SceneA2. LRengine can catch a lot of errors and shows them
with debug statements.(see Errors)

 Now edit
Quiky.pov or a renamed copy,
    Add  #declare   Fade_Style = 1; 
 any where before #include "LRengine.inc" and run.
  LRengine.inc should be called after all its adjusting variables has been defined.

You should now see POV making a fade from a your Animation into Black, a 24 frame animation.

                    There's Two ways to call the engine Direct and Indirect.
  Direct: Create a POV file with all the needed variables and include LRengine.inc
  Indirect: Create a POV file with a few needed variables and  include the appropriate INC file.

Quiky.pov is an example of direct engine access.
If you seen and understand what Quiky.pov does, then you're well on your way to conquer the
 intricacies of the LRengine.  To continue that journey try Beyond Quik.
Or the faster road of indirect access with Quiky2.pov.



              LRengine

LRengine can use any scene file type that the POVs image_map uses. (See POV help).

Here is the input variable list:

...these have no defaults values, what's  here are examples...
 ²SceneA1="Balls00.tga"  Start First Scene file
 ²SceneA2="Balls15.tga"  End First Scene file
  SceneB1="Aone002.tga"  Start second Scene file
  SceneB2="Aone017.tga"  End second Scene file
 ²Scene_Size=<320,200>  Scenes size
 (²) must be defined by user

 ...VARIABLE=DEFAULT;  range:          defined...
  Scene_Interpolate=0    0;2,4    image_mages interpolate for Scenes A&B
 
  Fade_Style
=0                       0-7             fade type
  Fade_Pat=pigment{gradient y translate y*.5}   fade pattern
 *Fade_Color=undefined; :defined to use this pigment instead of sceneB
  Custom_Fade =undefined;    "CF_file.inc"   use only wth Fade_Style 7

 Pattern_Deta=0              0-1 :Blend area  pattern's space between images
 Pattern_Loc=0;           0=no lock, 0<VALUE<=1       Lock pattern at value
 Pattern_Float_Loc=0   -1,0,1              Float Lock <0 do to Loc, 0=at Loc , >0 do from Loc
 
 Forced_Start=0            >0                start at this output frame, need to set Subset_Start_Frame
 Forced_Stop
=0            >=1              force stop of Render at this output frame

 Display=yes                yes,no             Display animation for frame out_put
 Display_Ambient=1            any value:    ambient value for Frame output
 Display_Debug=yes                 yes/no         show debugs

 (*) if Fade_Color and SceneB are not defined then the default is:
               #declare Fade_Color=pigment{rgb 0}

 __________________________________________________________

 ______ Engine Created Variable List________
     ...global...
 #declare Pig1= pigment frame SceneA1+
 #declare Pig2= pigment frame SceneB1+ or Fade_Color
 #declare Pig3= pigment output frame
 #declare Display_Scale= scale value of display box

   below can only be use in Custon_Fade
 #local Cv1= the value of last Frame to current Frame
 #local Cv2= the value of First Frame to current Frame
 #local Cv3= Todle Frames

       


              Contact Me

              My e-mail address

          Leroy Whetstone    lrwii@joplin.com

      If you e-mail me be sure to Leave POV in the subject or I might not read it.