

entrirely 2D animation using the tweening function on Photoshop.

just positioning the parts then tween, then fiddle, repeat till you like what you got.
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Wed 17 Aug 2011, 13:45,
archived)

It is quite obvious... that as well as talent, you also possess WAAAAY more patience than me...
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Wed 17 Aug 2011, 14:10,
archived)

WAAAAY too much time.
But thank you, compliment accepted :$
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Wed 17 Aug 2011, 14:11,
archived)
But thank you, compliment accepted :$

And only seven calories per body segment!
If you nom one, do two grow back? If so, every home should have one...
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Wed 17 Aug 2011, 13:53,
archived)
If you nom one, do two grow back? If so, every home should have one...

where a mouse hit it at speed, after spending 2 hrs trying to get that blasted photoshop function to understand exactly how I wanted it to tween, decided to close without warning taking the file with it. :(
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Wed 17 Aug 2011, 13:41,
archived)

happily one reset later I hadn't lost much, no dent in my wall, but my condolences...
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Wed 17 Aug 2011, 13:43,
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you provide start and end points for the animation, it "tweens" the rest
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Wed 17 Aug 2011, 13:47,
archived)

... for 'In-betweening.'
I first saw the term in a polygon animation package on my Atari called Ani-ST. I loved it.
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Wed 17 Aug 2011, 13:52,
archived)
I first saw the term in a polygon animation package on my Atari called Ani-ST. I loved it.

you put an object to the left, add a frame and move it to the right, the tween will fill in the middle X frames.
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Wed 17 Aug 2011, 13:49,
archived)

like Scale and Rotation - However, Wil has ingeniously used several ball shapes to map Positional Transformations which can be tweened.
Amazing stuff. Really Out the Box thinking there Wil.
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Wed 17 Aug 2011, 13:51,
archived)
Amazing stuff. Really Out the Box thinking there Wil.

...of som of the early Raytracing demos on the Amiga / Atari ST, except it took less time to make than one frame would have taken to render.
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Wed 17 Aug 2011, 13:55,
archived)

best of all the faux-3d simulations
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Wed 17 Aug 2011, 14:00,
archived)

The BLiTTER moved the sprite and the animation was done using Palette cycling.
Atari cloned that demo to show off the same effect on the STE in 1988 (which also had a BLiTTER chip). Of course, on the Amiga, you could drag the demo's public screen down and see Workbench underneath with virtually no slowdown. It took Atari until 1992 with MultiTOS to implement MultiTasking and exactly three people used it.
And I was two of them.
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Wed 17 Aug 2011, 14:25,
archived)
Atari cloned that demo to show off the same effect on the STE in 1988 (which also had a BLiTTER chip). Of course, on the Amiga, you could drag the demo's public screen down and see Workbench underneath with virtually no slowdown. It took Atari until 1992 with MultiTOS to implement MultiTasking and exactly three people used it.
And I was two of them.

...if you aren't / weren't into the sixteen-bit demo scene, it would be a waste of a perfectly cromulent explanation.
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Wed 17 Aug 2011, 14:48,
archived)

it would be very difficult to explain in layman's terms you really had to grow up with coding from magazines, push and pop etc.
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Wed 17 Aug 2011, 14:52,
archived)

Only to find everyone on b3ta is talking 16-bit and blitters.
Way to make me feel late to the party... ;(
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Wed 17 Aug 2011, 15:11,
archived)
Way to make me feel late to the party... ;(

just wait until eggbox 360 and sony trainstation starts launching titles Crysis2 16bit can't wait
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Wed 17 Aug 2011, 15:18,
archived)

...a work in progress version of Wolfenstein 3D for the Atari ST right now, it's very playable.
It cheats a bit, all the graphics are stored Planar, rather than using Chunky-to-planar conversion, and there's a lot of pre-calc tables, but it runs full screen at about 15FPS on a stock 8MHz ST, without a BLiTTER, with the same speed and detail you'd see on a 486.
I used to be a tiny bit involved with it (I contributes a few routines that I can't remember now). Just goes to show what you can do when you've got a few decades to think about solving a problem!
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Wed 17 Aug 2011, 15:27,
archived)
It cheats a bit, all the graphics are stored Planar, rather than using Chunky-to-planar conversion, and there's a lot of pre-calc tables, but it runs full screen at about 15FPS on a stock 8MHz ST, without a BLiTTER, with the same speed and detail you'd see on a 486.
I used to be a tiny bit involved with it (I contributes a few routines that I can't remember now). Just goes to show what you can do when you've got a few decades to think about solving a problem!

Go to 1:48 on this Speccy demo. This is in 48K and pretty good:
www.youtube.com/watch?v=MchzKT_oufE
But demo coders are all up there own arses. All these '8-bit Wolfenstein' demos go nowhere as they get the scenery engine going and then fail doing objects.
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Wed 17 Aug 2011, 15:45,
archived)
www.youtube.com/watch?v=MchzKT_oufE
But demo coders are all up there own arses. All these '8-bit Wolfenstein' demos go nowhere as they get the scenery engine going and then fail doing objects.

www.pouet.net/prod.php?which=17247
Works fine on emulators. Grab a copy of STEeM and a TOS ROM and have fun.
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Wed 17 Aug 2011, 17:11,
archived)
Works fine on emulators. Grab a copy of STEeM and a TOS ROM and have fun.

I'm all about the eight bits. My ST and Falcon may have been my main 'production' computers for a long time (and in some ways, still are) but I'm so eight-bit, I shit SID chips!
I love seeing how far people can push older machines. Seeing an eight-bit Atari 800 doing textured tunnels, or plasma, or texture-mapped objects, on a stock machine with standard RAM and CPU, even though lower-resolution, is far more exciting than seeing say, an amig adoing the same.
People are more cretive when there are more limits. sixteen-bit machines have fewer limitations (unless you're using an Atari ST - a co-processor free design until 1987) so the eight bit demos and recent games are far more exciting and interesting. I once wrote an implementation of Pac-Man on a 1K ZX-81, in BASIC, with basic AI and everything. Astonishingly, WiL wrote almost the same version, about twenty years before we mwt (and eight years before I wrote my version). I squeezed every spare byte out of that machine, even reduced the screen size a couple of line to give me back about twenty bytes for the keyboard routines.
LET X=X+(INKEY$="8")-(INKEY$="5")
...wile stay with me forever.
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Wed 17 Aug 2011, 15:24,
archived)
I love seeing how far people can push older machines. Seeing an eight-bit Atari 800 doing textured tunnels, or plasma, or texture-mapped objects, on a stock machine with standard RAM and CPU, even though lower-resolution, is far more exciting than seeing say, an amig adoing the same.
People are more cretive when there are more limits. sixteen-bit machines have fewer limitations (unless you're using an Atari ST - a co-processor free design until 1987) so the eight bit demos and recent games are far more exciting and interesting. I once wrote an implementation of Pac-Man on a 1K ZX-81, in BASIC, with basic AI and everything. Astonishingly, WiL wrote almost the same version, about twenty years before we mwt (and eight years before I wrote my version). I squeezed every spare byte out of that machine, even reduced the screen size a couple of line to give me back about twenty bytes for the keyboard routines.
LET X=X+(INKEY$="8")-(INKEY$="5")
...wile stay with me forever.

I was quite good at 68K Assembly back in the day. We did half a semester on Computer Organisation on my degree course (we're back in 1999 now) and they picked a simple 68K based machine to teach us the basics (fetch-execute cycle, register design, binary math etc) because it was a mature, well-understood and relatively straightforward CISC machine to study. Of course I'd been coding for my Atari ST for years so I knew it already.
One assignment was to assemble three statements into machine code by hand, using only the manual to decode the statements. I remember doign this, showing all my working (addressing modes, etc) and when I put my three statements into DevPAC, and it assembled into EXACTLY the hex code I'd already written down, I was dead chuffed!
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Wed 17 Aug 2011, 15:15,
archived)
One assignment was to assemble three statements into machine code by hand, using only the manual to decode the statements. I remember doign this, showing all my working (addressing modes, etc) and when I put my three statements into DevPAC, and it assembled into EXACTLY the hex code I'd already written down, I was dead chuffed!

getting some of the debts cancelled and tracking down any payments due to us (I still use 'us' it's comforting still) The report from the Coroner came back and he died of a Heart Failure caused by reduced blood flow which in turn was caused by artery disease from smoking and diabetitis so it's small comfort that there wasn't any action I could have taken to prevent it and a bigger comfort to know he died peacefully without any pain at all.
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Wed 17 Aug 2011, 13:54,
archived)

well that's good to know, hope it helps you a bit to know that, I was worried you were gonna blame yourself entirely for it, not a good path to take, was worried for you.
Yes now the long long road of all the crappy pissy paper chases and legalities, lots of emails and letters and phone calls, I've yet to go thru this whole thing myself but have seen others do so, some seem to find it comforting to go thru all their other half's stuff aftwerwards, others not so at all, may we find you in the former category n I hope it isn't too painful or protracted.
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Wed 17 Aug 2011, 14:02,
archived)
Yes now the long long road of all the crappy pissy paper chases and legalities, lots of emails and letters and phone calls, I've yet to go thru this whole thing myself but have seen others do so, some seem to find it comforting to go thru all their other half's stuff aftwerwards, others not so at all, may we find you in the former category n I hope it isn't too painful or protracted.

I rather be getting drunk, playing Xbox and making After Effects videos especially as this is my 2 weeks holiday from work but now it's nose to the grindstone to sort through this stuff - not that I'm trying to be flippant about it.
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Wed 17 Aug 2011, 14:07,
archived)

but no I appreciate what you are saying, not exactly how you planned it, to say the least.
Many many hugs darlin, many as you need, XXXXXXX
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Wed 17 Aug 2011, 14:10,
archived)
Many many hugs darlin, many as you need, XXXXXXX


if only someone could help me understand WTF is goin on.
It's just too alien to anything else I have ever used before, so you're not alone.
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Wed 17 Aug 2011, 13:54,
archived)
It's just too alien to anything else I have ever used before, so you're not alone.

..then it comes out of the screen, pulls down my trousers and smacks my quivering flash-fearing botty.
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Wed 17 Aug 2011, 13:55,
archived)

which to me sounds like 'I flabbled the fleeble but the grabble wouldn't grobble and completely plubbled the plabalater!'
Smile and wave boys, smile and wave...
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Wed 17 Aug 2011, 14:05,
archived)
Smile and wave boys, smile and wave...

Don't suppose you had any particular attractive IT engineer in mind did you?
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Wed 17 Aug 2011, 14:28,
archived)

the effects can be very bizzare if Flash is left to decide the transformation shape but you can set Shape Hints on key points of a shape to ensure the shape follows a certain path.
Q&D example Ctrl + Shift + H adds a Shape Hint to a Shape Tween
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Wed 17 Aug 2011, 14:03,
archived)

Q&D example Ctrl + Shift + H adds a Shape Hint to a Shape Tween

I'm ashamed to admit I didn't even know Photoshop had tweening options...
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Wed 17 Aug 2011, 14:07,
archived)

don't even use masks, but I manage ok, for b3ta anyway...
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Wed 17 Aug 2011, 14:08,
archived)