8 (499) 391-32-03, 8 (499) 394-07-16
125363, г. Москва, ул. Новопоселковая,
д. 6, кор. 217, офис 606
8 (499) 391-32-03, 8 (499) 394-07-16
125363, г. Москва, ул. Новопоселковая,
д. 6, кор. 217, офис 606
ООО «ЮЖНОЕ ПРОИЗВОДСТВЕННО-ТЕХНИЧЕСКОЕ ПРЕДПРИЯТИЕ»
When doing character animation it’s not uncommon to have a symbol that contains all the elements of the head and face, and many animators will nest the facial animation within this symbol. When you double-click a symbol to edit the nested animation, Flash always rewinds the timeline to frame 1.
FrameEDIT will provide users with an Adobe Flash plugin that remembers which frame you were on when you edit it; if you are on frame 247 and you decide to want to put a blink there, you simply select the head symbol and run the command. It will edit the symbol in place and the timeline will stay at frame 247. If the frame doesn’t exist then you will be taken to the last frame in the symbol.
If the symbol you have selected is set to Single Frame instead of Loop or Play Once, when you run frameEdit you will be taken to the frame that is currently displayed on the stage (this frame is confusingly called «First Frame»).
For example, if you’re using a hand symbol that has 30 frames, and it’s currently displaying frame 27, when you run frameEdit on that symbol it will edit the symbol in place and you will be taken to frame 27.
edit symbols by moving and scaling, generally only on a single frame and optionally with sounds and fonts. the frame selection is remembered and can be restored easily. A lot of the functionality is autodetected. it works with layers, and on flash movieclips.
use button shows the preview of the selected object.
edit this symbol in place and rename it in place.
the scaling is animated, including the font scaling.
edit zoom, font, menu and sound when on frame 1 and frame 17, and on frame 16 on other symbols. the symbols can be placed and turned using a gimbal. the gimbal is also used for skewing. this feature is also present on «simple» symbols.
bring «single frame» symbols inside a «loop» symbol by double clicking it.
come back to frame 1.
when the «newly created» object is placed, it is locked in place.
shows/hides the «focus on» objects using the arrow keys.
edit the scale of one frame and the scale of another frame in a single step.
the scale is based on a number of pixels per frame, so the steps are not altered when the frame rate changes.
I’m not sure why you’re not seeing it, but it does change the number of frames. Simply make sure that you reset the timeline to the first frame after editing a symbol. If you open a symbol for editing and edit a frame and then leave the symbol to edit again, it will change the number of frames from what you had selected the first time. To stop the timeline changing to the first frame after editing, there are two options:
Double-click the symbol in the Library.
Add the symbol to the Library as a «template» with a new name (e.g. No Frames) and check the option «Close timeline to first frame after creating new symbol»
In the other case, you’ll need to remember the frame you were on when you edited the first time. If you open a symbol, double-click it, and edit a frame and get taken back to the first frame, you can select the new symbol (and any other symbols in the Library that are selected), right-click and select «Restore to Frame» and the timeline will be reset to the frame you were on when you edited for the first time.
If you’re not getting the expected result, do let me know.
A new tool developed by Weta Digital. It remembers the last frame edited on a symbol and animates it without rewinding the timeline. If the symbol you are editing has more than one frame, it always uses the current frame, and if there is only one frame, it is used. The head and eyes of the symbol are edited separately, which you can select using the W key.
The option to include the last frame is hidden by default, but if you turn on the option Edit Least Common denominator you’ll see it in the Options panel.
WAV file header : offsets
I have a WAV file that looks like this:
const char *fname = «videotest_samples.wav»;
FILE *fp = fopen(fname, «rb»);
printf(«File could not be opened»);
fread(&sample, sizeof(sample), 1, fp); //read first byte
fread(&sample, sizeof(sample), 1, fp); //read second byte
fread(&sample, sizeof(sample), 1, fp); //read third byte
fread(&sample, sizeof(sample), 1, fp); //read fourth byte
fread(&sample, sizeof(sample), 1, fp); //read fifth byte
I ask here:
Is there a place in the WAV file header that tells me where the sample data begins and where it ends?
I’m asking this question because while reading this file I noticed that on all samples the first byte (0x01) was a single byte, and all following bytes were two bytes.
wav files are little endian byte order (i.e. the first byte in the file is byte 0 in memory, the second byte is 1, etc.)
You should always read in four bytes at a time — even if there is only one or two bytes.
Audio signals and especially speech signals need to be encoded for storage and transmission purposes. A general encoding process known from prior art is the so-called CELP (“Code Excited Linear Prediction”) method. This method is described for example in A. V. Oppenheim and R. W. Schafer, “Discrete-Time Signal Processing”, Prentice Hall,
Begin Edit Selection Clicking frameEdit button creates a timeline that spans the entire frame range. If you double-click the frame on the timeline, the flash action script window will be opened and it will contain the nested timeline.
You can select one or more frames on the nested timeline and edit it. FrameEdit also remembers which frame you were on when you edit the nested timeline; if the first frame of the symbol was the current frame on the timeline, it will still be the first frame after editing the nested timeline.
The frames of the symbol are listed in order on the timeline; the frame of the selected symbol is listed first, and the frame of the symbol which contains the nested timeline is listed second.
I don’t know if that is exactly what you are looking for, but in Flash, there is a dialogue box «Selection» which contains the current sequence. If you open the dialog, then open the sequence editing dialogue box, there will be a line with a number just to the left of the text «Selection», after which number is the name of the selected frame. What follows that line is the sequence and frame numbers of the whole sequence.
I could not find anything about the frames of a symbol though.
If you click the green symbol with the orange «+» and/or black arrows in the bottom left corner of the symbol called «Symbol Property and Relationships», you’ll be taken to the AOP editor.
In the AOP editor, there will be a strip on the top representing your symbol, and all the nested animations that have been created on it. Each nested animation can be expanded by clicking on the green circle above its name. Once you’ve expanded the nested timelines, you can manipulate the frames of the nested timelines by clicking in the frame area of the timeline.
All credits go to Trigdor.
75 Cents is a documentary film about Apolek, Russia’s sixth-largest uranium mine, located near the small town of Znaur in Sibirsky District of the Republic of Karelia in northern Russia.
The opening of the mine in 1967 marked the beginning of the «nuclear age» in the USSR. The energy crisis in the 1970s led to the rise of the industry. By the early 1980s, 75,000 cubic meters of radioactive tailings were in the mines. The mine employed more than 2,000 workers.
Select the head and face elements and rewind the timeline to frame
1 (Default). Frame is hidden when there are nested animations or
symbols in the timeline and is not displayed on the timeline list.
By default, it will select the face and head elements on the selected symbol.
If this symbol has other elements nested inside of it, you can select
the nested symbols by clicking the Shift key and selecting them.
The present invention relates to an improvement of a three-dimensional image generating method for generating a three-dimensional image by generating a stereoscopic image based on two-dimensional image data.
Conventionally, in the generation of a three-dimensional image, two images for the left and right eyes are generated using image data for the left and right eyes by two-dimensional image data, respectively. This method is called a “stereoscopic system”.
For example, the following method is known as a stereoscopic system. In the method, an object in which a depth property is added to a shape pattern is displayed, and a stereoscopic image is generated from a pair of right and left images by drawing the object, based on two-dimensional image data.
As the object, a light source is illustrated on a dark background as disclosed in the following JP-A-9-172344.
For example, an image for the left eye (an image including only pattern information of a shape of an object within a first field of view of the user) and an image for the right eye (an image including only pattern information of a shape of an object within a second field of view of the user) are generated by first processing the two-dimensional image data by using a shape pattern for generating a depth pattern.
Next, by processing the two-dimensional image data by using a different shape pattern, an image for the left eye (an image including only pattern information of a shape of an object within a third field of view of the user) and an image for the right eye (an image including only pattern information of a shape of an object within a fourth field of view of the user) are generated.
Further, the two-dimensional image data is processed by using pattern information of a shape of an object in a fifth field of view different from the first to fourth fields of view, and an image for the left eye (an image including only pattern information of a shape of an object within the fifth field of view) and an image for
Discrete GPU recommended (GeForce GTX 970, Radeon R9 290).
Screen Resolution Recommended: 1920×1080.
Space Requirements Recommended: ~4.5GB.
Mac OSX Version:
If you’re using SteamOS, you can use the system-wide Steam Client that is SteamOS-compatible.
DirectX 11 is supported on Windows 10.
You need to download the following components:
DirectX SDK (November 1st 2017 –