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"plug-in-gap-move-path"
Move Path (make things move)
Start from Menu:
(<Image>/Video/Move Path)
For this plug-in you need a series of frames (destination video frames)
and one single image or another series of frames. (source object or moving object)
If you use a single image as source object all the layers in it
can be used as source frames.
The source frames are copied into the destination frames.
Those copies can be transformed in many ways, using controlpoints
and appears as one new layer in each handled destination frame.
The X/Y controlpoint coordinates affects the offest of the copied new layer
in the destination frame(s). All controlpoints build up a path
that defines how the copied new layer moves within the destination frames.
Preconditions:
- The source image must be opened in the GIMP
- The source image must be another Image than the destination frame
(if you really want to copy layers from destination frame
to destination frame(s) you have to duplicate it first)
- The source image must be from the same type (RGB, INDEXED ..) as
the destination frame.
In other words: To run the 'Move Path' plug-in you have to open at
least 2 images of the same type.
The selected layer(s) of the source image or frame
is (are) copied into the selected range of frames.
Each handled frame recieves exactly one copy of the selected layer
from the source image, where the copy will be modified by
transformations such as scaling, changing transparency and more,
according to the controlpoint settings.
If you use stepmodes "Loop", "Loop Reverse", "Once", "OnceReverse" or "PingPong"
the layers of the source image are stepped through,
and the next handled frame recieves the next
layer from the source image's layerstack.
For the frame based stepmodes ("Frame Loop", "Frame PingPong" ...)
the selected source(layer) should be a layer of another video frame.
In the frame based stepmodes the source object is considered
as video frames and stepping is done from frame to frame
(and not from layer to layer)
The inserted layer is always a copy of one frame of the
source object animation (no matter which source layer was selected)
where all the visible source layers are merged to build up the moving object.
The frame based modes can be used to mix videos with many frames,
because there is no need to convert one of the videos to
a multilayer image.
If you use a normal image (that is not a video frame) as source
for the frame based stepmodes it acts like an animation with
only one frame.
The "Step Speed" factor
decides how fast to step through the source object,
in relation to the target frames.
With factor 1.0 source and target will step synchron.
Factor 0.5 slows down the source steps to half speed.
The same source layer is copied into 2 frames,
before the advance to the next source layer is done.
The "Step Speed" factor is not relevant for the
stepmodes "None" and "FrameNone".
Selection Handling
The "Move Path" plug-in can ignore or respect selections (selected Areas)
in the source image (or source frame(s))
The Optionmenu Modes are:.
- "Ignore Selection (in all Source Images)"
Ignores all selections.
- "Use Selection (from Initial Source Image)"
Takes the selection from the initial source image (or frame)
and applies it to all handled copies.
This makes all unselected pixels of the moving object
transparent. You can get smooth edges
depending on the feather_radius settings in the controlpoints.
- "Use Selections (from all Source Images)"
Uses all selections in all source frames.
The source frames without selections are handled
as if all pixels were selected.
This mode is only relevant for the frame based stepmodes,
"Frame Loop", "Frame Once", "Frame Loop Reverse",
"Frame OnceReverse", "Frame PingPong"
The copies of the source layer(s) were modified by transitions
with varying parameters.
Parameters:
- SourceLayer (depends on Stepmode)
- Position (X/Y)
- Size Scaling (Width/Height)
- Opacity
- Rotation (angle from -360 to +360 degrees)
- Selection Feather Radius (in Pixels)
the feather radius controls how much to smooth the edges of the selections
(this is only relevant for source selection handling modes other than
"Ignore Selection")
- Perspective Transformation (transformation factors for X/Y of the 4 Corner Points)
Perspective transformation factors are scaling factors
that are applied to the coordinates of the 4 corners.
If all 8 Coordinates have the value 1.0 no scaling is done
and the result is the same as the original.
Scaling with factor 0 moves the affected (x or y) coordinate to the middle.
Factor 2.0 applied to Coorinate moves it outwards by half of the
original width (for X coordinates)
or hlaf height (for Y coordinates).
1/1 1/1
+------------+------------+
| | |
| x1/y1 | x2/y2 |
| 0.5/0.5 | 0.5/0.5 |
| o...............o |
| . | . |
| . | . |
| . |0.0 . |
+------------+------------+
.| | |.
. | | | .
. | | | .
. | | | .
. | | | .
. | | | .
. | | | .
. +------------+------------+ .
. 1/1 1/1 .
. .
o...............................................o
1.5/1.5 1.5/1.5
x3/y3 x4/y4
The controlpoint parameters were changed linear from one starting
controlpoint to the next controlpoint.
Per default the move path has only only 1 controlpoint.
(So the source layers(s) are copied to all frames of the framerange
at constant position, size and opacity)
If you want your source layers to move, grow, rotate or to fade (in or out)
you have to add one more controlpoints (limited to 1024) to define a path.
The affected range is selected by start frame - end frame.
Each affected frame recieves exactly one copy of the (current)
source layer adjusted to the current controlpoint prameters.
The layerstack defines if the pasted copy appears
in the foreground (0 == on top) or below other layers that are
already in the frame.
With the toggle button 'Clip To Frame' the the copied layer
is clipped to the destination frames image width and height.
With the frame number in the preview frame you can select the
frame number to display in the preview.
You have to press the "UpdPreview" button for explicite
update of the preview.
Controlpoints:
The move path is defined by contolpoints.
Only the current cotrolpoint is displyed with all
its values.
If checkbutton "Show Path" is on, all the controlpoints
are shown in the preview window, connected with pathlines.
Furter it enables picking controlpoints
and draging controlpoint koordinates (X/Y)
in the preview with the left mousebutton.
With the right mousebutton you always drag
the coordinates of the current controlpoint
(without picking other controlpoints)
There are controlpoint edit buttons to
"Add Point"
"Insert Point" "Delete Point"
The Button "Grab Path"
deletes all controlpoints and replaces them
with all anchor points of the vector based gimp path
in the invoker image (the image from where the MovePath
was started).
If you hold down the SHIFT key while you press the
"Grab Path" button, the conversion to controlpoints
tries to follow the vector based path along the bezier curve.
This is done by creating a controlpoint per handled frame
The more controlpoints are used, the closer
you get to the original vector based bezier path
with the moving object.
With the Buttons
"Prev Point" "Next Point"
"First Point" "Last Point"
you can step from controlpoint to controlpoint,
and make other controlpoint to the curremt controlpoint.
"Reset Point" "Reset All Points"
does reset width, height and opacity of the controlpoint to 100%
, perspective factors to 1.0 (no perspective tansformation)
and rotation to 0 degree,
but leaves the path (X/Y values) unchanged.
The "Reset All Points" button has multiple functions
controlled by holding down a modifyer key:
- Holding down the shift key copies the setting
of point1 into all other points. (except X/Y values)
- Holding down the ctrl key spreads a mix of
the settings of point1 and the last point
into the other points inbetween. (except X/Y values)
"Delete All Points"
removes all controlpoints.
"Rotate Follow"
Calculate rotate values for all controlpoints
to follow the path.
An object moving along a horizontal line
from left to right results in an angle of 0 degree.
(or a multiple of 360 degress if the path
builds circular loops)
A vertical Move from top to bottom gives 90 degrees.
SHIFT: If this button is clicked while the
Shift Key is pressed, a fix rotation offset
is added to all the calculated rotation values.
The rotation offset is taken from the current
rotate value of controlpint 1.
If an object moves from right to left
the calculated angle is 180 degree and the object
appears upside down.
With a startoffset of 180 (or -180)
you can compensate this effect.
"Save Points"
saves your controlpoints to file
"Load Points"
loads controlpoints from file
The "Instant Apply" checkbox
does automatic update of the preview when checked.
The automatic update needs much CPU and IO power
especially when big images are used as source and/or destination
or those images have many layers.
(dont use the instant_apply on slow machines.)
Tips:
- with the UpdPreview Button (or "Instant Apply" checkbox)
you can blend in the
selected layer of the source image.
If you want to adjust position it may be useful to see
the background.
Therfore you can make the source image
transparent (modify the opacity value) or
put the sourcelayer below the background
(set the layerstack to higher value)
Then pres UpdPreview button again.
- Whats wrong if the "UpdPreview" was pressed,
but the preview does not show the source object ?
- maybe the source object is an invisible layer.
(if the "Force Visibility" checkbox is turned ON
invisible Layers should become visible).
- maybe the current opacity setting is 0% (or nearly 0%)
- maybe the current X and/or Y position are outside
the image
- maybe the current scaling factors are 0% (or nearly 0%)
and the result is only 1x1 pixel or smaller
- maybe the source object has only fully transparent pixels
- If you let your objects (source layers) rotatate,
perform perspective transformations or
change their size, set handle mode to 'Center'.
If you use another handle mode you may get unwanted
moves of your object, caused by resizing.
- Speed:
If no keyframes are set,
the "Move Path" plug-in alternates the settings linear from
controlpoint to controlpoint, so things move (or happen) in constant speed
between 2 controlpoints.
If you want to make accelerated moving obcets, you'll
have to set more controlpoints with growing distances.
Example:
[1] [2] [3] [4] [5] [6]
+---+----+-----+------+-------+
The affected range has 25 frames, and you have set 6 points
with growing distances in one straight line and without
specifiying keyframes for those points.
That gives 5 frames (== equal time) for each part of the path,
but each part has another length. This results in different
(growing) speeds for each part of the path.
- Keyframes
Keyframes can be used optional, to fix a controlpoint
to the given frame number. The first and last controlpoints
are implicite keyframes, always fixed to start or end
frame number. (The keyframe entry is set insensitive
on the first and last contolpoint)
With the help of keyframes you can control exactly
when things should happen.
Use a value of 0 in the keyframe entry if you dont want
to fix a controlpoint to a keyframe.
Keyframes are shown as absolute frame number
in the "Move Path" dialog window, but they
are saved as relative values in the
pointfile.
(if start frame = 5
and a keyframe is displayed as 7
the keyframe is internally stored as 2 (7 - 5)
- Checking Controlpoints
- The check is done at "OK", and "Anim Preview"
button,
If errors are detected, they are shown
in a pop-up window and the action is not performed.
- The number of cntrolpoints is now checked
against the number of affected frames.
(You can't have more controlpoints than frames)
- If keyframes are used, they must be in
(ascending or descending) sequence
- AnimPreview
With this button you can generate an animated preview
to get an idea how the inserted moving object
will look like. The animated preview is generated
as multilayer image and the Filter/Animation/Playback
plug-in is started on that multilayer image.
The button opens a dialog window, where you can
enter options for the animated preview.
- Object on empty frames
renders quick on empty frames (filled with background color)
(scale down speeds up rendering time)
- Object on one frame
renders quick on one frame (preview frame)
(scale down speeds up rendering time)
- Exact Object on frames
renders slow, but exactly on the selected framerange.
(scale down increases rendering time)
- Scale Preview
Optional you can scale down the animated preview
size (100% downto 5%)
- Framerate
The framerate is used in the generated
multilayer image only.
- Copy to Video Buffer
Optional you can copy the preview frames
to the video buffer
(can be pasted in the GIMP-GAP VCR Navigator)
- Force visibility
If this checkbutton is set, all source layerobjects
are set visible when they are copied into frames.
"Move Path" advanced settings
--------------------------
- Bluebox
With the bluebox check_button you can apply the bluebox filter effect
on the moving object, that makes the keycolor transparent.
- The Keycolor button
Opens a dialog window where you can set all the parameters
of the bluebox filter.
If clicked with the right mouse button you can grab the keycolor
from thhe current FG/BG color (in the GIMP main window)
- Tracelayer
a trace layer shows all positions of the moving object
from begin until the position of the previous frame.
Positions in virtual frames (tweens) are also included
in the trace layer.
If descending Opacity is used, the trace is fading out
at the older (previous) Positions of the moving object.
-Tweensteps
This feature is for rendering fast moving Objects.
The "MovePath" plug-in can calculate the moving object for virtual frames (tweens)
beetween real frames. You can control this by setting tween_steps
to a value greater than 0.
In that case the "MovePath" plug-in creates an additional layer
(the "Tweenlayer") and inserts that tween layer below the
stackpostion of the current moving object in the next real frame.
The tween layer shows the moving object at the positions of
all virtual frames beetween two real frames.
Example: The selected frame range is 10 frames and
the tweensteps value is 2. In this case 28 steps
are processed internal. 10 real frames + 18 virtual frames
(2 virtual beetween each real frame)
Use descending opacity to fade out tweens.
The tween nearest to the real frame is drawn with the initial
opacity value, the other tweens are reduced more and more
if descending opacity is less than 100%.
With tweens and opacity settings you can produce motion-blur effects
for fast moving objects.
If both tween processing and trace layer are active, the
"Tweenlayer" is added, but set invisible.
This is done because the trace layer contains already all the tween steps.
A visible tween layer would produce unwanted increase
of the total opacity of the moving object in the composite view.
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