Character Movement + Rotation
Hello,
I am currently working on a car racing game but I am new to
designing the engine for my game such as the physics for my car.
So, I took help from a tutorial but could'nt quite understand the
trigonometry part, can you explain it.
The part I did not understand was,
x = Math.sin(_rotation*(Math.PI/180))*speed;
y = Math.cos(_rotation*(Math.PI/180))*speed*-1;
if (!_root.hit.hitTest(_x+x, _y+y, true)) {
_x += x;
_y += y;
} else {
speed *= -.6;
Hope you can help me out,
Thanking You,
Chinmaya
P.S. I know how to convert degrees to radians and know a
little about unit circles. The main part I dont understand is that
why do we multiply the sin of angle(in radians) to the
speed!
I'm not sure if I understand. Do you just need to know why
you are multiplying the speed or is there something that isn't
working?
The multiplication is easy. Basically you have some speed,
let's say 5. Now if you are going perfectly to the right along the
x axis then you have 5 in the x direction and you have 0 in the y
direction.
If you are going down the screen you have 5 in the y
direction and 0 in the x direction. Easy.
But what if you are going at some angle? That is when it gets
a little more tricky. Well back to your lovely unit circle. If you
speed was 1 we have the same issue for the x and y directions. But
if you go off at an angle you've got your sin component in the x
direction and your cos in the y direction. And there you go, cos(0)
= 1 and sin(0) = 0 meaning at an angle of zero all your motion is
in the x direction.
So for a given angle cos shows the amount you've got in the x
direction and sin shows the y direction. That way you can tell your
object how many x and y to move and it looks like movement in at an
angle. You multiply them because you aren't always using a unit
circle.
Similar Messages
-
Japanese character appear rotated when applying a Formula on the field
We have a problem where the japanese character appear well on the report when
simply drag and drop a field that contained japanese data from the database
BUT it display the japanese character rotated horizontally when we apply a simple
formula on it. The formula don't change any style or rotation.
I think it's a bug. Is anyone had this problem before?we are using BO XI release 1 SP4 and the application use these components.
but I also created a small project with the Visual Studio 2008 with the latest crystal report 2008 embedded components and both return the same result.
Japanese character appear well but (each character are rotated 90 degrees) on the field where a formula field is set and my formula don't do nothing except setting the field itself :
Here is the formula:
formula = {buyer_index_alphabetical_FR;1.alt1name}
alt1name is a field that contain japanese
and the field data appear well on the report but with each character rotated.
if we map on a textfield, the field alt1name directly without this formula
the text appear normally
I didn't use formatting formulas
that 's why my conclusion is that it's a bug.
But I am surprised that nobodyelse mentioned that. -
Multiuser character movement synchronization
hello
am working on a multi player game in flash cs3 and FMS 3.5,
user can register, select their characters (small movieclips
i have only one at this time and that is Fairy) and then login to
game.
every person can see character of all online users at his/her
screen with username popped up at the head of characters.
user can move his/her character on screen using arrow keys of
keyboard but their movement is not synchronized and visible to all
users. i want to synchronize character movements at all screens
simultaneously.
any positive response or help will be highly appreciated..
regards
maaniI think the best manner to accomplish something like this
would be with a shared object. Put each user in their own slot in
the shared object with an x,y for their position.
A shared object should update relatively quickly, but you
could always use a sharedobject.setDirty() if performance isn't
real time enough for you. -
Hi,
I've got a system were I have constants for each of the compose points, and using a switch on that direction:
For example, if north - speed from y, is east + x, and so on.
This seems to work well, but I've always wanted to use degrees for the direction, rather then constants.
I've made a little image to show what I'm after, for some reason my browser was being redirected when trying to view it, so I've made a little html to display it and can be found here: http://acquiesce.awardspace.co.uk/temp/viewImg.html
In actual fact, the example i have there would be the equivalent of north-east in my current system.
I've also put what I've done so far, http://acquiesce.awardspace.co.uk/temp/MovementTester.java, the sheep.png is on the viewImg, just save as target.
I had this idea of having an up vector (Line2D), this vector could then be rotated by the characters direction to get a new line, then, say speed was 10, 10 units up this line would be the new position for the character.
Does that make sense to people?
I guess the only thing left to do is get the new pos that's 10 (or whatever speed is) units up the direction line, but I have no idea, how to do this.
Can anyone add any thoughts? I remember doing something like this before, so I'll see what I can think of.
Thanks,
LukeI do make my life needlessly complicated at times.
All i needed to do was change the length of the up line, so what was all this talk about circles and points on a circumference? I don't know... Anyway, here;s what I've ended up with, the sprite (sheep) follows the mouse around when moved:
import java.io.File;
import java.awt.*;
import java.awt.event.*;
import java.awt.image.*;
import java.awt.geom.*;
import javax.swing.JFrame;
import javax.imageio.*;
public class MovementTester extends JFrame implements
MouseMotionListener,MouseWheelListener
public static void main(String[] args) {new MovementTester();}
// The point were the sheep is to be drawn
private Point2D pos=null;
// The sheep direction (in degrees)
private double dir=45;
// The speed the sheep is to move
private double speed=10;
// Face the direction
private boolean faceDir=true;
// The centre of the sheep
private Point2D sheepCentre=null;
// The sheep
private BufferedImage sheep=null;
// The up vector
private Point2D up=null;
// The centre of the frame
private Point2D centre=null;
public MovementTester()
this.setSize(800,600);
// Setup the sheep
setupSheep();
// Set the centre
centre=new Point2D.Double(this.getWidth()/2,this.getHeight()/2);
// Add the mouse thingys
this.addMouseMotionListener(this);
this.addMouseWheelListener(this);
this.setDefaultCloseOperation(EXIT_ON_CLOSE);
this.setVisible(true);
private void setupSheep()
try {
sheep=ImageIO.read(new File("tester\\Images\\sheep.png"));
} catch (Exception ex) {ex.printStackTrace();}
// Draw in the middle
double x=(this.getWidth()/2)-(sheep.getWidth()/2);
double y=(this.getHeight()/2)-(sheep.getHeight()/2);
pos=new Point2D.Double(x,y);
public void paint(Graphics g)
//super.paint(g);
// The buffer
BufferedImage buff=new BufferedImage(this.getWidth(),this.getHeight(),
BufferedImage.TYPE_4BYTE_ABGR_PRE);
// Get the buff g
Graphics2D buffG=(Graphics2D)buff.getGraphics();
if (isOpaque()) { //paint background
buffG.setColor(getBackground());
buffG.fillRect(0, 0, getWidth(), getHeight());
// The up vector (sheep x and y - speed)
up=new Point2D.Double(pos.getX(),pos.getY()-speed);
// The up line from sheep to up
Line2D upLine=new Line2D.Double(pos,up);
// The direction line
Line2D dirLine=null;
// Draw the up line in blue
buffG.setPaint(Color.blue);
buffG.draw(upLine);
// Roate the up line
AffineTransform alf=AffineTransform.getRotateInstance(
Math.toRadians(dir),upLine.getX1(),upLine.getY1()
// Get the transformed shaoe as a line
dirLine=toLine(alf.createTransformedShape(upLine));
// Draw the direction line in red
buffG.setPaint(Color.red);
buffG.draw(dirLine);
// Move to end of the dir line
pos=new Point2D.Double(dirLine.getX2(),dirLine.getY2());
// The centre of the sheep
sheepCentre=new Point2D.Double(pos.getX()+(sheep.getWidth()/2),
pos.getY()+(sheep.getHeight()/2));
// If face dir
if (faceDir)
// Rotate to dir
//sheep=rotate(sheep,dir,pos.getX(),pos.getY(),null);
// Draw the sheep
buffG.drawImage(sheep,(int)pos.getX(),(int)pos.getY(),null);
// Draw the buff
g.drawImage(buff,0,0,null);
public void mouseMoved(MouseEvent e)
// Get the mouse x,y
double mX=e.getPoint().getX();
double mY=e.getPoint().getY();
// Make a point at the top middle of the frame
Point2D top=new Point2D.Double(centre.getX(),0);
// The dist of top to centre (side a)
double sideA=Point.distance(top.getX(),top.getY(),
centre.getX(),centre.getY());
// The dist pf centre to mouse point (side b)
double sideB=Point.distance(centre.getX(),centre.getY(),
mX,mY);
// Between mouse and top (side c)
double sideC=Point.distance(mX,mY,top.getX(),top.getY());
// We wanna find the angle abound the centre
// So the cos of angleCen
double cosCen=((sideA*sideA)+(sideB*sideB)-(sideC*sideC))/(
2*(sideA*sideB));
// Arc cos to get angle
dir=Math.toDegrees(Math.acos(cosCen));
// If mouse is on left side of centre
if (mX<centre.getX())
// - from 360 to get the reverse angle
dir=360-dir;
// Repaint
repaint();
public void mouseDragged(MouseEvent e) {}
public void mouseWheelMoved(MouseWheelEvent e)
// If up (away)
if (e.getWheelRotation()<0)
// More speed
speed=speed+4;
else {speed=speed-4;}
public static BufferedImage rotate(BufferedImage in,double angle,
double x,double y,RenderingHints rh)
AffineTransform aff = AffineTransform.getRotateInstance(angle,x,y);
// The transform op
AffineTransformOp op = new AffineTransformOp(aff,rh);
// Return the rotated bufferedImage
return op.filter(in,null);
public static Line2D toLine(Shape s)
return toLine(s.getPathIterator(null));
public static Line2D toLine(PathIterator path)
// The line
Line2D line=null;
// The start of the line
Point2D start=null;
// The end of the line
Point2D end=null;
// Two points (x1,y1,x2,y2)
double[] points=new double[2];
// Get the first segment, should be move to and the stat of the line
path.currentSegment(points);
// Make the start point
start=new Point2D.Double(points[0],points[1]);
// Move to the next segment
path.next();
// Get the next segment, line to and the end point
path.currentSegment(points);
// Make the end point
end=new Point2D.Double(points[0],points[1]);
// Make the line
line=new Line2D.Double(start,end);
// Return the line
return line;
}I thought it would be cool if the image rotated to face the direction it's moving in, but when I tried that using the AffineTransformOp I got a RasterFormatException.
I've had problems with op's and image loaded using the ImageIO.read() before, but they work fine loaded from the JPEGDecoder ???
Guess I'll have to make a PNGDecoder next :|
Anyway, I'm happy for the time being watching my sheep dance about. :D
Luke -
Character movement according to map?
hi guys
in my game there is a player(Actor) and the player is standing on a horizontally mapped tile...
my problem is i just want to move the player according to the tiles . the player is a set of frames using drawRegion i am drawing that player ..when i press right key he has to move right in a position wise manner
any pls give me a solution
***********here is my code***************
import javax.microedition.lcdui.*;
import javax.microedition.lcdui.game.*;
public class ExampleGameCanvas extends GameCanvas implements Runnable
private boolean isPlay; // Game Loop runs when isPlay is true
private long delay=8; // To give thread consistency
private int k;
private int counter=0;
private int xpos=50;
private int ypos=60;
private byte ROTATE_NONE = Sprite.TRANS_NONE;
private byte ROTATE_90 = Sprite.TRANS_ROT90;
private byte ROTATE_180= Sprite.TRANS_ROT180;
private byte ROTATE_270= Sprite.TRANS_ROT270;
private byte CURRENT_ROTATE=ROTATE_NONE;
private Image clwalk;
private Image tilesImg,bottomboard,clownIdle; //Image varibale declaration-kris
private int clwalkXstart=0;
private int clnX=0;
private int tileXPos = 0;
private int tileYPos = 150;
private byte tileWidth = 21;
private byte tileHeight = 21;
private int tileStartXPosition = 0;
private int tileStartYPosition = 0;
private int numberOfRows = 12;
private int numberOfColumns = 11;
private int tileStartY = 39;
private int sampleMap[][] = {
//1, 2, 3, 4, 5, 6, 7, 8, 9,10,11
{-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1},
{-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1},
{-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1},
{-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1}, //11x12
{-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1},
{-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1},
{-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1},
{-1,-1,-1,-1, 1,-1,-1,-1,-1,-1,-1},
{-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1},
{-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1}, //-1 for empty space
{0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0} //0 for square tile
private int current_Map[][] = new int[numberOfRows][numberOfColumns]; //this will store the current level
// Constructor and initialization
public ExampleGameCanvas()
super(true);
try
tilesImg = Image.createImage("/tiles_240x320.png");
bottomboard = Image.createImage("/bottomboard_240x320.png");
clwalk = Image.createImage("/cl_walk_240x320.png");
}catch(Exception ee){}
// Automatically start thread for game loop
public void start()
isPlay = true;
Thread t = new Thread(this);
t.start();
// Main Game Loop
public void run()
Graphics g = getGraphics();
while (isPlay == true)
input();
drawMap(g);
drawPlayer(g);
try { Thread.sleep(delay); }
catch (InterruptedException ie) {}
// Method to Handle User Inputs
private void input()
int keyStates = getKeyStates();
// Right
if ((keyStates & RIGHT_PRESSED) !=0 )
System.out.println("bbbbbbbbbbbbbbbbbbbbbbbbbbbb");
clnX=clnX+2;
else if ((keyStates & LEFT_PRESSED) !=0 )
System.out.println("1111111111111111111111111111111111");
clnX=clnX-2;
private void drawMap(Graphics g)
System.out.println("jjjjjjjjjjjjjjjjjjjjjjj");
System.out.println("oooooooooooooooooooo");
g.setClip(0, 0, getWidth(), getHeight());
g.drawImage(bottomboard, 0, getHeight()-bottomboard.getHeight(), 0);
current_Map=sampleMap;
for(byte row = 0; row < numberOfRows; row++)
for(byte col =0; col < numberOfColumns; col++)
switch(current_Map[row][col])
case 0:
g.drawRegion(tilesImg, tileStartXPosition, tileStartYPosition, tileWidth, tileHeight, ROTATE_NONE, tileXPos,220, Graphics.TOP|Graphics.LEFT);
break;
if(tileXPos < 215)
tileXPos += tileWidth;
else
tileXPos = 5;
if(row >= 11)
tileYPos = tileStartY;
else
tileYPos += tileHeight;
// repaint();
// flushGraphics();
private void drawPlayer(Graphics g)
g.setColor(0xffffff);
g.fillRect(0,0,getWidth(),155+clwalk.getHeight());
g.drawRegion(clwalk,clwalkXstart, 0, 26, 41, ROTATE_NONE, clnX,180, Graphics.TOP|Graphics.LEFT);
clwalkXstart=clwalkXstart+26;
if(clwalkXstart==390)
clwalkXstart=0;
flushGraphics();
repaint();
thanks in advanceSo, do you want to make a walking character that is not allowed to run through walls, or do you want the character to move automatically, so that it chooses an empty space that is on the side at an arbitrary height ?
If the first thing is what you mean, then this is how I do it: before I try and move a character, I first check if the position it should move into is free. If it is, that is, if no tile is in the way, the motion is granted/allowed.
Pseudocode:
If Key(LEFT)
If (Character can move to left) { Move character to left }
If (Character can move to right) { Move character to right }
}As for gravity and jumping, I use this:
Pseudocode:
If (jump > 0)
jump = jump - 1
*Move character upwards, if allowed*
Else
If (*Character can move downwards*)
*Move character downwards*
ElseIf Key(SPACE)
jump = 150
} -
Problem with ACTION (move, rotate, etc) in iBookAuthor with a Keynote file
Hi everyone,
I'm doing nice keynote animations with ACTION like rotate an image, move an image, etc. That makes great animation on my Mac screen.
But when i put that animation (keynote file) in iBookAuthor as a widget, the actions are not showing correctly on the iPad. I can't see them anymore.
Do you know why?
Tx
SteeveIt would seem that the Keynote widget can only handle the following animations (looks like what you are trying is not included). See http://support.apple.com/kb/HT5067
Transitions and builds
These transitions and builds work with the Keynote widget:
Transitions
Magic Move
Cube
Dissolve
Drop
Flip
Flop
Iris
Motion Dissolve
Move In
Page Flip
Pivot
Push
Reveal
Scale
Twirl
Twist
Wipe
Builds
Appear or Disappear
Cube
Dissolve
Drop
Move In or Move Out
Pivot
Scale
Twirl
Unsupported builds and transitions will be replaced with Dissolve. -
IPhone saves a landscape movie rotated?
I shot a movie on my iPhone 5 (IOS 8.3) in normal landscape fashion, but it insists on showing it in portrait mode; when I look at it on my Mac it's also rotated 90 degrees. I have to hold my iPhone (and my head!) sideways to see it full-screen.
I've not had this happen before. Is there any way I can force it to be in the correct orientation on the phone? Prevent it from happening again?Hi Lawrence,
Restarting the phone does temporarily resolve the issue... so I believe that this is a software issue, rather than a physical issue.
Kind regards,
Craig -
In the game I'm doing, the character can move in six directions by pressing the individual individual arrow keys, or press two at a time for the intermidiate direction. When you're not pressing any keys, the character stays still, facing the direction that he was last traveling. At first I thought to have four booleans, one for each key, and to have an integer that represented the direction for when no keys are pressed. The problem with this is that when you release the keys, you usally don't release them exactly at the same time, so the character will face the direction of the key last pressed. Does anyone know of a better way to do this?
Okay. In the keyReleased(KeyEvent e) method I would have a variable that checked the time between releases, if they are within 50 mm of each other don't record the new direction. if you don't understand I will give a code snippet.
-
Character movement needs fine tuning
This the code to move my hero mc around the screen.
However, when you click directly under or over the mc it doesn't move. When I say directly above I mean the angle not the distance. ie: I am well above the mc but it doesn't move.
Little kids are going to play this and it needs to be more responsive or they get frustrated.
var speed:Number=.99;
public function onEnterFrame(event:Event):void {
var xDistance:Number=clickPoint.x-this.hero.x;
var yDistance:Number=clickPoint.y-this.hero.y;
if (Math.abs(xDistance)>10) {
var angle:Number=Math.atan2(yDistance,xDistance);
this.hero.x+=v*Math.cos(angle);
this.hero.y+=v*Math.sin(angle);
} else {
this.hero.gotoAndPlay("static");
enemy1.x = speed*enemy1.x+(1-speed)*hero.x;
enemy1.y = speed*enemy1.y+(1-speed)*hero.y;
if (clickPoint.x>=hero.x) {
this.hero.gotoAndPlay("right");
//trace(Math.abs(xDistance));
if (this.hero.x>=clickPoint.x) {
this.hero.gotoAndPlay("left");
//trace(Math.abs(xDistance));You're not moving because your x offset is less that your required 10 pixels. So even though your y IS, you're not considering it.
var xDistance:Number=clickPoint.x-this.hero.x;
var yDistance:Number=clickPoint.y-this.hero.y;
if (Math.abs(xDistance)>10) {
var angle:Number=Math.atan2(yDistance,xDistance);
this.hero.x+=v*Math.cos(angle);
this.hero.y+=v*Math.sin(angle);
} else...
You need to caluculate the actual distance between the position of your character and the mouse click, not just on one axis.
Try this:
var distance:Number = Point.distance(new Point(clickPoint.x, clickPoint.y), new Point(this.hero.x, this.hero.y));
if (Math.abs(distance) > 10) {
var xDistance:Number=clickPoint.x-this.hero.x;
var yDistance:Number=clickPoint.y-this.hero.y;
var angle:Number=Math.atan2(yDistance,xDistance);
this.hero.x+=v*Math.cos(angle);
this.hero.y+=v*Math.sin(angle);
} else {
this.hero.gotoAndPlay("static");
There's no need to calc the x and y distance if your total distance isn't enough to move your character, so just moved that into the conditional.
Hope it helps. -
Character movement with mouse click
This will be for an MMO online game/ world. So it needs to be good.
Hi guys. I'm really happy I got this to work as I'm a neebie to AS3 but getting to love its simplicity. My problem is not my AS3 but my maths.
I click the mouse and the movieclip runs to the mouse's x position. However, it only goes in one direction ie: downwards and to the right.
I need to it go in all directions depending on where I click. I suppose it has to do with comparing x and y positions of both mouse and mc - ie: if one is bigger than the other then you can tell where both are positioned and then put the code in. Am I right and does anybody hace a little code like this flying around for me?
import flash.display.Stage;
import flash.events.Event;
stage.addEventListener(MouseEvent.CLICK, myClickReaction);
function myClickReaction (e:MouseEvent):void{
sunny.gotoAndPlay("runback")
//sunny.x = root.stage.mouseX
//sunny.y = root.stage.mouseY
addEventListener(Event.ENTER_FRAME, onEnterFrame);
function onEnterFrame(event:Event):void {
var xDistance:Number
var yDistance:Number
//mc increments by 5 until it reaches mouse - mc (ie the distance)
sunny.x += 5;
sunny.y += 5;
xDistance = root.stage.mouseX - sunny.x
trace (xDistance)
if (xDistance <= 0 ) {
trace("works")
sunny.gotoAndPlay("static")
removeEventListener(Event.ENTER_FRAME, onEnterFrame);Thanks for contacting but the code more or less works already apart from the comments below.
The position I get comparing mousex position and movieclip position. BUT it goes loopy when I move the mouse around. ie: I need the coordinates when I click and not a variable that changes while I move mouse around.
I will check it out now.
import flash.display.Stage;
import flash.events.Event;
stage.addEventListener(MouseEvent.CLICK, myClickReaction);
function myClickReaction (e:MouseEvent):void{
//sunny.x = root.stage.mouseX
//sunny.y = root.stage.mouseY
addEventListener(Event.ENTER_FRAME, onEnterFrame);
function onEnterFrame(event:Event):void {
var xDistance:Number
var yDistance:Number
//mc increments by 5 until it reaches mouse - mc (ie the distance)
// if you click to the right of sunny then mouse is > than sunny.x so x = 5
if (root.stage.mouseX > sunny.x) {
sunny.gotoAndPlay("walk right")
sunny.x += 5;
sunny.y += 0;
xDistance = root.stage.mouseX - sunny.x
//if (xDistance <= 0 ) {
//sunny.gotoAndPlay("static")
//removeEventListener(Event.ENTER_FRAME, onEnterFrame); -
Enquiry about character moving and rotating diagonally on tiled map....
I have been able to make my character move up down the map and not going thru the wall. I also have able to move diagonally but it move faster than the up and down speed. Also i can't figure out how to rotate the character when it moved diagonally.....
Any hints or help?rotate() should always be accompanied with appropriate translate().
See:
http://java.sun.com/docs/books/tutorial/2d/TOC.html
http://www.adtmag.com/java/articleold.aspx?id=1241
http://www.apl.jhu.edu/~hall/java/Java2D-Tutorial.html
And, never mix AWT components with Swing ones.
Use JPanel instead of Canvas.
Use also standard drawing/painting technique shown above URSs. -
Hello,
I am having some trouble with using shape layers and paths to create a solid, flat 'hair' effect in a cartoon animation.
I have used a semicircle shape layer as the hair on the head itself and then a path with a stroke of the same width as the semi circle to be the long part of the hair.
Unfortunately when I move/rotate the bottom point in the path it causes gaps to appear further up where the stroke is rotating around the point at which the stroke is supposed to "connect" to the semi circle.
I have included a couple of screenshots of me rotating the hair opposite ways so you can see.
- imgur: the simple image sharer
- imgur: the simple image sharer
I need to find out if there is a way to lock the top point in place where it joins the semi circle blond hair which will stop this part from moving at all, even rotating around the point.
But the bottom needs to move freely and obviously the part between the two points will move fairly naturally.
If you can imagine how a girl with long hair has her hair attached to her head, it does not move at all, but the bottom moves freely. It needs to be like this.
If you can provide any assistance it would be greatly appreciated.
Thanks!That is perfect thank you so much!
Can't believe I didn't think of that but you da real MVP! -
IPhoto can't import rotated movies?
Folks,
I have some movies taken with my digital camera in portrait mode. I found a program to rotate the movies (TransformMovie), but iPhoto doesn't let me import them. It gives an error message.
The movies play ok just in Quicktime (or frontrow or whatever).
It seems iPhoto doesn't like rotated movies. is there a workaround?
Is this the same for movies rotated with QT Pro?
Tx,
PhilPhil:
Movies rotated with Quicktime Pro import into iPhoto OK. I downloaded and tried TransformMovie and it wouldn't import. It had been changed to a .mov file. There were some differences in the video portion as indicated by QT Player, mostly in video offset. But changing it to what the QT version was didn't help. When I did a Save As in QT Player the resulting file was importable. QT Pro is worth the money and more. You can do a lot of things with it.
EURIKA! Just change the file's extension back to .avi and it will import.
Do you Twango?
TIP: For insurance against the iPhoto database corruption that many users have experienced I recommend making a backup copy of the Library6.iPhoto database file and keep it current. If problems crop up where iPhoto suddenly can't see any photos or thinks there are no photos in the library, replacing the working Library6.iPhoto file with the backup will often get the library back. By keeping it current I mean backup after each import and/or any serious editing or work on books, slideshows, calendars, cards, etc. That insures that if a problem pops up and you do need to replace the database file, you'll retain all those efforts. It doesn't take long to make the backup and it's good insurance.
I've created an Automator workflow application (requires Tiger), iPhoto dB File Backup, that will copy the selected Library6.iPhoto file from your iPhoto Library folder to the Pictures folder, replacing any previous version of it. It's compatible with iPhoto 08 libraries and Leopard. iPhoto does not have to be closed to run the application, just idle. You can download it at Toad's Cellar. Be sure to read the Read Me pdf file. -
I was taking a clip of Old Faithful and due to the height I turned my camera sideways, figuring I could rotate the video once I got it into iMovie.
Well, I can't figurer out how and when I enter "rotate" into iMovie help, it comes up with nothing useful.
I'm running a current update of iMovie 6 HD.
Anyone got any idea or some shareware that can rotate a movie clip?Search this forum for "movie, rotate, plugin." This topic comes up a lot and there are some free plugins to deal with it. One thread to read is
http://discussions.apple.com/thread.jspa?messageID=2561075�
Although, I gather, the free plugins don't work quite as well as QT Pro.
I was very happily surprised that the software which came with my Canon can do this. Canon's ImageBrowser has a utility called MovieEdit Task that can do simple editing, including rotating clips 90 degrees. -
How to freeze background while main character continues to move?
I'm not sure what the term is called, but I'm sure you know what I mean. Like in the Twix commercials, when it "pauses" lol. What plug in or how can I create that effect using FCP? Thanks!
GC
PS..what's the term?hm. B version works then only, if the main character moves a little. And this is very long work for you (many keyframes).
1. move the v1 to the v2.
2. select your frame, wich you want to freeze
3. Shift+N (Make freeze frame) and drag the v1
4. put this to the v2 (original) video:
Choose Video Filters/Matte/Eight point Garbage Matte and reposition all the 8 points! (around the main character) Modify the feather if you need.
5. If the main character moves a little, then you perhaps don't need modify the 8 points, but He/she moves more, then you must use keyframe in this filter.
But I think the best (most beautiful) solution can earn with the bluebox.
Message was edited by: miisii
Maybe you are looking for
-
Hai Experts, pls tell me what is the purpose of index and how can we create indexes in sap bw when we are going to create indexes in real time projects(bw). for best answers points will be rewarded. Regards djreddy
-
IMP: When will go HTTP and When we will go for SOAP????
Hey Experts, Here i have requirement like that, I want to syn the date from SAP to external applications eg.., dot net So here which adapter i need to use here ,Either HTTP or SOAP?? When we will go for Http and when we will go SOAP ? and which suits
-
I recently converted back over to Mac from PC with the newest Intel MacBook Pro. Can anyone advise me on converting my iPod back to Mac? Should I reformat my video iPod to Mac format or leave it? How do I move purchased songs and library from Windows
-
How can I get iMovie for a G5 running Leopard, but no Intel processor
Used to have Imovie when I had Tiger processor but it's gone with upgrade to Leopard. Can't get iLife because no Intel processor. Now what?
-
Hello Experts, I need to add an extension in MATMAS. I created an extension and added to message type Z_MATMAS. Here, my partner system is Siebel. I added Z_MATMAS under one Model View and Generated the partner profile and saved. Here, the problem is