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stopmotion 0.8.4-3
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN""http://www.w3.org/TR/html4/loose.dtd">
<HTML
><HEAD
><TITLE
>Using Stopmotion with your webcamera</TITLE
><META
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HREF="index.html"><LINK
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><SPAN
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>Stopmotion</SPAN
> user manual</TH
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><DIV
CLASS="section"
><H1
CLASS="section"
><A
NAME="AEN126"
>5. Using Stopmotion with your webcamera</A
></H1
><P
>&#13;			The real value of using Stopmotion lies in working directly
			against a webcamera.
		</P
><P
>&#13;			If you have a webcamera that works on your linux distribution and <SPAN
CLASS="application"
>vgrabbj</SPAN
> installed
			you can start the camera by pressing the 
			<SPAN
CLASS="guiicon"
><IMG
SRC="icons/cameraon.png"></SPAN
> (<B
CLASS="shortcut"
><B
CLASS="keycap"
>C</B
></B
>)
			button. 
		</P
><P
>&#13;			If not you can go to the the next section ``Changing the import settings'' to set
			up your camera correctly.
			<DIV
CLASS="figure"
><A
NAME="AEN137"
></A
><P
><B
>Figure 4. 
					The Camera menu
				</B
></P
><P
><IMG
SRC="screenshots/camera_running.png"></P
></DIV
>
		</P
><DIV
CLASS="note"
><P
></P
><TABLE
CLASS="note"
WIDTH="100%"
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><TD
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><IMG
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HSPACE="5"
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><TD
ALIGN="LEFT"
VALIGN="TOP"
><P
>&#13;				For this to work you have to turn of all other programs
				using the webcamera.
			</P
></TD
></TR
></TABLE
></DIV
><P
>&#13;			When the camera is on you have three modes for viewing the video.
			These modes have different purposes and are there to assist you 
			in creating your animations.
			<P
></P
><DIV
CLASS="variablelist"
><DL
><DT
>Image mixing/Onionskinning (Shortcut: <B
CLASS="keycap"
>1</B
>)</DT
><DD
><P
>&#13;							The image mixing is probably the view mode
							you will be using the most. This mode allows
							you to view previous pictures (up to five) on
							top of the camera. This way you can position
							the figure in relation to the previous frames
							so that you can create smooth motions.
							<DIV
CLASS="figure"
><A
NAME="AEN150"
></A
><P
><B
>Figure 5. 
									The onionskinning/mixing mode
								</B
></P
><P
><IMG
SRC="screenshots/mixing.png"></P
></DIV
>
						</P
><P
>&#13;							You can change the number of pictures to
							view on top of the camera with the ``Number of mixes'' slider
							on the camera panel.
						</P
></DD
><DT
>Image differentiation (Shortcut: <B
CLASS="keycap"
>2</B
>)</DT
><DD
><P
>&#13;							The image differentiation mode is primarly meant
							as a tool for moving the figure back to a previous
							position. 
						</P
><P
>&#13;							It displays the difference between the selected frame and the camera.
							This way if an object in front off the camera has been
							involountairly moved (fallen, etc) you can use the
							differentiation mode, together with the image mixing, to
							move the object back to its previous position.
						</P
><P
>&#13;							This can be done by
							moving the figure until the picture is black, which
							means the selected frame and the camera are ``equal''.
							<DIV
CLASS="figure"
><A
NAME="AEN162"
></A
><P
><B
>Figure 6. 
									The differentiation mode
								</B
></P
><P
><IMG
SRC="screenshots/differentiation.png"></P
></DIV
>
						</P
></DD
><DT
>Playback (Shortcut: <B
CLASS="keycap"
>3</B
>)</DT
><DD
><P
>&#13;							The playback mode will continously run the the already recorded frames as
							an animation with the input from the camera as the final frame.
						</P
><P
>&#13;						This way you can see the camera input, which will become the next frame, together
						with the previous frames as an animation.
						</P
><DIV
CLASS="figure"
><A
NAME="AEN172"
></A
><P
><B
>Figure 7. 
								The playback mode
							</B
></P
><P
><IMG
SRC="screenshots/playback.png"></P
></DIV
><P
>&#13;							You can specify how many frame backwards that should be played (up to 50) with
							the ``Number of images'' slider on the camera panel, and you can set how fast 
							they should played with the FPS chooser on the preview panel.
						</P
></DD
></DL
></DIV
>
		</P
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