I'm trying to create an animated knob. I want to generate 126 images from this one image that rotates 2.1259843 deg eich time. And images have to be next to oneanother horizontaly. Is there a tool that does this for us?
Casper
Is there a tool to create 127 images horizontal for Dial-kno
- ChrisWerner
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Well it´s some time ago I was in web design,
but I try to help you here.
I am thinking on a gif animation tool.
Maybe Uleads Gif Animator or similar prg.
You can say that you want a movie with 127 pictures/frames, you insert the knob to the first and to the last frame. In the last frame you rotate the knob to the end position and let the animation tool calc out the steps between both pictures. But if the steps will have those 2.x degree, I don´t know.
Just an idea but sounds possible to me.
Somebody else?
but I try to help you here.
I am thinking on a gif animation tool.
Maybe Uleads Gif Animator or similar prg.
You can say that you want a movie with 127 pictures/frames, you insert the knob to the first and to the last frame. In the last frame you rotate the knob to the end position and let the animation tool calc out the steps between both pictures. But if the steps will have those 2.x degree, I don´t know.
Just an idea but sounds possible to me.
Somebody else?
I wouldn't bother too much on precise imaging.
Imho it can be done much better, as can be observed here: http://www.aconas.com/
They have an audio editor where the dials are incredibly precise, for example delay time between 0.1 and 5000 ms in 0.1 ms steps.
You can drag the dial with the mouse (as usual), but if you use the mousedial the numeric display increments in .1 steps while the graphic isn't updated, obviously
Worth checking as a source of inspiration, but I dunno if the SDK allows access on items like the mousedial.
Anyway a rough/precise split of parameters is possible.
In this context the Yamaha DX200 has a smart feature. The pots are rather grainy (as usual), but it remembers the most recent controller and maps it to the endless dial, which then operates in the smallest increment that controller can handle.
The superior optics you're after may cause some heavy xtra load without contributing to a better interaction - but of course it's your project, I just wanted to extend the perspective a bit
cheers, Tom
Imho it can be done much better, as can be observed here: http://www.aconas.com/
They have an audio editor where the dials are incredibly precise, for example delay time between 0.1 and 5000 ms in 0.1 ms steps.
You can drag the dial with the mouse (as usual), but if you use the mousedial the numeric display increments in .1 steps while the graphic isn't updated, obviously

Worth checking as a source of inspiration, but I dunno if the SDK allows access on items like the mousedial.
Anyway a rough/precise split of parameters is possible.
In this context the Yamaha DX200 has a smart feature. The pots are rather grainy (as usual), but it remembers the most recent controller and maps it to the endless dial, which then operates in the smallest increment that controller can handle.
The superior optics you're after may cause some heavy xtra load without contributing to a better interaction - but of course it's your project, I just wanted to extend the perspective a bit

cheers, Tom
for automatically rendering an animation you can use pro 3d softwares (can be hard too use), or even a gif anim thing (or flash or ?) and convert to bmp afterward (image by image) boring, but once it is done, it is done...
<font size=-1>[ This Message was edited by: spacef on 2005-03-01 21:06 ]</font>
<font size=-1>[ This Message was edited by: spacef on 2005-03-01 21:06 ]</font>
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I've been wanting to make my own knobs as well. I had the idea it could be done in the SDK; I guess not. 

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This Photoshop plugin will do 63 frames (free version, the 25$ pro on seems near-unlimited):
http://www.otiumfx.com/knobrender.php
Otherwise, might want to try POV-Ray, it has a clock/animation feature thingy that lets you vary parameters based on a clock. So you could easily model a knob/map a picture on a cylinder and have it turn on itself 127 times.
http://www.otiumfx.com/knobrender.php
Otherwise, might want to try POV-Ray, it has a clock/animation feature thingy that lets you vary parameters based on a clock. So you could easily model a knob/map a picture on a cylinder and have it turn on itself 127 times.
when i used to do this i would create the knob in 3d studio max, do an animation of it turning for (however many frames) and set it to output seperate TGA files instead of an AVI or whatever. and then import them to scope. I seem to remember you can even have max number the files exactly as scope needs them to import.
the 3d software makes the shadows on the knob look better anyways. just make sure you have your light shining from the upper left (well thats the "standard" anyways) or so it will match how you are doing your interface.
I uploaded an example knob MAX file, which is one i used on some of my devices. it was made in max4 so should work in 4 or any later version. there are no texture files, it just uses the material editor.
http://www.neutron7.com/files/neutron_k ... le_max.rar
They might even work in GMAX which is a totally free version of 3d studio max but with limitations on rendering. it is made for people who mod and develop game levels.
http://www4.discreet.com/gmax/
and dont worry about having 128 positions, because you dont have enough pixels on your screen to see such a small movement. however do use an odd number so the top position will be dead centered., and if you have something with markers for say 0 to 10 (11 marks) then make it so the marks will be dead on with say, 5 or 7 positions between them.
and if you want it really accurate you need a text display for the real value, because even a 128 position knob is nowhere near the resolution for most scope controlls you are likely to make.
<font size=-1>[ This Message was edited by: Neutron on 2005-03-05 01:40 ]</font>
the 3d software makes the shadows on the knob look better anyways. just make sure you have your light shining from the upper left (well thats the "standard" anyways) or so it will match how you are doing your interface.
I uploaded an example knob MAX file, which is one i used on some of my devices. it was made in max4 so should work in 4 or any later version. there are no texture files, it just uses the material editor.
http://www.neutron7.com/files/neutron_k ... le_max.rar
They might even work in GMAX which is a totally free version of 3d studio max but with limitations on rendering. it is made for people who mod and develop game levels.
http://www4.discreet.com/gmax/
and dont worry about having 128 positions, because you dont have enough pixels on your screen to see such a small movement. however do use an odd number so the top position will be dead centered., and if you have something with markers for say 0 to 10 (11 marks) then make it so the marks will be dead on with say, 5 or 7 positions between them.
and if you want it really accurate you need a text display for the real value, because even a 128 position knob is nowhere near the resolution for most scope controlls you are likely to make.
<font size=-1>[ This Message was edited by: Neutron on 2005-03-05 01:40 ]</font>