[Bf-funboard] rotoscoping-reply

Landis Fields bf-funboard@blender.org
Thu, 25 Mar 2004 02:43:50 -0000


Awesome!!!!!! That is the kind of replies I'm talkin' about. Thanks alot for 
being such a great help. I promise you I will take this information and run 
with it. Thanks again bud.

Cheers,
Landis


ph <hidarikiki@gmx.net> said:

> Hi Landis
> 
> >>Very interesting. How did you go about linking another scene to be used 
as
> a background?
> 
>   You just make two scenes (info-window header), 'foreground' and
> 'background'. Then, while being in 'foreground' you switch to the render
> buttons and  there, to the left, fourth row, you find the small print named
> 'set'. There's the white dash and the X. Hover over the white dash and it
> will tell you something nice. (classic interface).
> 
> >>I cannot believe that I let such a feature slip by!!!
> 
>   Then don't   ( :  And you did not let it slip by at all. You used scenes
> right from the start. Practically every visible Blender content is inside a
> scene (or linked to it to be more precise). It's now only a small step to
> use several scenes instead of just one. Enjoy using them.
> 
>   Though I don't always have the strength, I usually find it a nice idea to
> read a manual like a novel. You won't know everything after that, but at
> least, you know what features exist. And I only have the 1.5/1.8 Manual
> (with the autograph of a genius in it).
> 
> >>I haven't even utilized the "scene" feature of Blender yet! What other
> things (off the top of your head) can one do through the use of scenes in
> Blender?
> 
>   Well, the above is called the 'set' feature. and that describes it
> nicely. You can make a town, and then animate your actors without the risk
> of selecting buildings, lamps and so on. You can focus on AIRMAN and forget
> about the hangar behind him.
> 
>   And if you talk about real scenes: One frequent question is how to change
> camera positions. Answer: scenes. You link the whole content to 3 scenes.
> Only the 3 active cameras are unique to each scene. Then you can easily
> switch between scenes and therefore between cameras. Use the sequence 
editor
> to cut the material. You can render them in one piece.
> 
> >> What is the benefit of splitting things up into scenes and how does one
> control what aspects are rendered in what scenes and what are not or is the
> layer info (such as what to render) used as if only one scene was being
> used?
> 
>   Well, it's a tidy kind of working. First of all you can use scenes as a
> workspace. Or you can use scenes for different locations of your movie
> (1White House, 2.1Lockheed C-5, 3Dessert, 4Saddi Hussi's toilets,
> 2.2Lockheed C-5 again, 5Georgie's toilets). Something like that. Imagine 
all
> in one workspace. Ugly mess, right?
> 
>   You can do fadings between scenes, so you don't have to render them 
first.
> You can have fun using the alpha channel for compositings, because the
> sequence editor treats scenes and movies more or less equal.
> 
>   Actually you can share or separate any kind of data. Just like objects 
and
> meshes. handy handy handy.
> 
>   Each scene has it's own 20 layers. So even if you linked the object
> 'Stanley' to two scenes, you can put it to different layers. So you
> control almost everything like you normally would. Only difference will be
> the appearance of a blue centre dot which indicates that Stanley has
> started a multidimensional lifestyle (inhibits several worlds at once) and
> is therefore considered a supreme being. And Stanley will move in both
> scenes while you animate it in only one.
> 
> Not to forget: scenes play a very important role in the game engine
> (separate levels, introscreens, save dialog etc)
> 
> And to be a little bit ontopic: scenes are a useful feature that should be
> kept   q:
> 
> Peter
> 
> P.S.: Important shortcut on selected Object(s): Ctrl-Lkey
> 
> 
> 
> 
> 
> 
> 
> 
> 
> 
> 
> 
> 
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