CompuServe Thread

#Video Post Problem

11 messages in this thread
#194133From: Keith JonesOct 5, 1995 7:20 AM
Hi I have a 640×480 FLC animation of a bungee jumping caveman (45 frames). The screen starts of completely black then the caveman appears at about frame 5 at the top of the screen, falls to the bottom, waves his arms then flies back up off the screen. The original animator used a fade out in the top inch of the screen so that the caveman appears very faint between frames 5-10. I have been asked to underlay a jungle scene bitmap. If I try and use alpha channel on the animation so that all the black is removed, the faded bit in the top inch of the animation makes the caveman transparent on the black pixels. Do you know of any methods I should use to make the faded out bit not to interfere with the alpha channel ? I have 3DS v4 The animation ONLY, of the caveman Paint shop pro VFD And the jungle bitmap. Thanks for any help. Geoff Coope
#194184From: Stephen C. LevyOct 5, 1995 2:03 PM
Geoff, You will first need to generate sequential bitmaps from your flic. (I'm not sure what formats PSP likes, but tga's would probably be best.) You can quick'n'easy make the sequential bitmaps by just loading the flic as a background in 3DS, set all your options and click the render button. No lights, no cameras, no objects. Doesn't even matter which viewport you use. I'd also strongly recommend turning Gamma off, so you don't wash out the colors in the flic. After you've got your sequential bitmaps, make a sequence of masks. You want the pixels where the caveman is all white. Where the jungle is should be all black, as it sounds like it is anyway. In PSP, just use your lasso and select all of the caveman. Then fountain fill white. Save under a different name (you could call it MASK0000.*). Then do the same with the second frame, calling it for example MASK0001.*, etc. If there are any beginning/ending frames with no caveman, include them in your numerical sequence so you wind up with as many frames for your mask sequence as there are for the flic. Load the jungle, then the original bitmaps as a second Video Post entry with the mask frames in the mask slot in the alpha dialog and you're off & running. You can specify a sequence of bitmaps using the * (for example, MASK*.tga will, in turn, load MASK0000, MASK0001, MASK0002 etc. as long as there aren't any missing numbers in the sequence.) Hope this helps, SCL
#194273From: Keith JonesOct 6, 1995 5:26 AM
Thanks Stephen, I better get the coffee in 🙂
#194328From: Stephen C. LevyOct 6, 1995 2:29 PM
Hope you have by now discovered it's not as bad as it sounds… My own guesstimate of how long it'd take was two, maybe three hours, depending on how adept at PSP you are… Hope it came out fine! SCL
#194857From: Keith JonesOct 11, 1995 3:47 AM
Hi Stephen, It took about 4hrs to complete. (45 frames worth of magic wand and fine editing). I used Micrographics Photomagic which proved excelent at the magic wand. I have another question 🙂 Would it be possible to render a scene using anti-aliasing on a blue solid background then completely remove the blue background from the final animation. This is for programming sprite based animations which the animations fit perfectly with aliased edges onto a custom blue background ? Hope that makes some sense to you. Geoff
#194941From: Stephen C. LevyOct 11, 1995 4:50 PM
Geoff, Glad it worked out for you. Your new question makes perfect sense. If whatever you're using to move the sprites around supports alpha channels, you're home free. If it doesn't, you're getting into chroma keying (about which whole books could be and probably have been written), and you're going to have problems with the anti-aliased edges, although a real close match to your final background can make this look pretty seamless. One technique might be to render each image twice, once with antialiasing and once without. You can use the antialiased image, and the non-antialiased background as a mask, to eliminate the outline effect. Of course you'll lose antialiasing with the background, but this is one of those cases where you're gonna give up something no matter what — it's basically a question of arriving at an acceptable set of compromises. I'm probably not the best person to discuss the finer points of chroma key, so if that's the route you're going, you might get better answers from AniPro/Studio people, or some of the 2D animation forums in the Graphics Information area. But of course I'll be happy to answer anything I can. Hope this helps, at least a little. SCL
#195204From: Keith JonesOct 13, 1995 3:38 AM
Chroma keying !! Sounds intresting. I'll have a look into it. Thanks for the response. Guess What…. I have another question 🙂 I am trying to get the boss to buy animator pro, which to my distress he won't. Do you know of any good reasons to have animator/studio pro as a additional tool to 3DS ? Thanks for responding to all my messages. Geoff
#195243From: BlizzardOct 13, 1995 11:25 AM
Hi Geoff. You gotta get Ani Pro, if for no other reason than it allows you great control over editing and compositing flics. Plus, it's a great tool for making maps. Matthew Samia
#195559From: Keith JonesOct 16, 1995 3:53 AM
Thanks, Thats what I need. Geoff
#195301From: Stephen C. LevyOct 13, 1995 5:58 PM
Well, for one thing right off, AniPro will easily do the chroma keying for that project you were asking about (8-bit color). Animator Studio will do much the same thing, but with 24-bit color. SCL
#195560From: Keith JonesOct 16, 1995 3:54 AM
Thanks Geoff