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Updated readme for the version 3.0
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TUTORIAL.md
101
TUTORIAL.md
@ -3,7 +3,7 @@ Stop Motion Helper tutorial
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## Video tutorial
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You can find a video tutorial covering the basics [here](http://www.youtube.com/embed/bei2e-uDfuE).
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You can find a video tutorial covering the basics [here](https://www.youtube.com/embed/9RBynRzBdhk).
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## How things basically work
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@ -44,6 +44,9 @@ After a recorded frame has been created, it is shown as a green rectangle in the
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mouse button to move the frame to another position. You can remove the frame by right clicking the rectangle. You can click and hold it with
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your middle mouse button to make a copy of the frame to another position. Copying can also be done by holding down Ctrl and right clicking.
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You can select multiple keyframes by selecting them with left click and Ctrl one by one, or with left click and Shift on 2 keyframes will
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select those keyframes and all keyframes between them. All selected can be unselected by left clicking on any keyframe.
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**NOTE:** Moving a frame on top of another frame will remove the frame that is not being moved. Be careful.
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## Adding or reducing frames
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@ -58,6 +61,64 @@ visible on the timeline as well as playback and rendering, which we will discuss
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There is a scroll bar at the bottom of the frame timeline. Drag it to scroll through frames that are outside of the current view.
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If you want to see less or more frames in the timeline at once, you can zoom in and out by using your mouse wheel.
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## Properties
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Properties menu allows you to name and select already recorded entities and manage timelines for the selected entity.
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For editing timelines, you can add up to 10 timelines for an entity, and select up to 13 modifiers between those timelines that could be
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manipulated by SMH.
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Modifiers:
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`Nonphysical Bones` — Model bones that can not be manipulated by the Physics gun, like fingers.
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`Color` — Color from the Color tool.
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`Bodygroup` — Bodygroups that can be usually changed through Context Menu.
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`Model scale`
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`Soft Lamps` — Properties of lamp entities from Soft Lamps addon.
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`Pose parameters` — Animates pose parameters, those can be edited with the Easy Animation Tool addon.
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`Eye target` — Eyes that can be manipulated with Eye Poser.
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`Skin` — Skins that can be usually changed through Context Menu.
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`Facial flexes` — Facial flexes that are manipulated with the Faceposer.
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`Advanced Cameras` — Properties of cameras from Advanced Cameras addon.
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`Physical Bones` — Anything that obeys physics and can be manipulated by Physics Gun.
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`Position and Rotation` — Records position of the entity, however it doesn't seem to do anything for ragdolls, and on physics
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props its position will be overriden by `Physical Bones` modifier. However, it is still recommended to record this modifier on them.
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`Advanced Lights` — Properties of light entities from Advanced Light Entities addon.
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**NOTE:** Recording new entity will create 1 timeline with all modifiers enabled on it, but if you want to use specific timeline setup, you
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can use `smh_savepreset` console command to save timeline setup on your selected entity to use for newly recorded ones. You can
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access settings files by navigating to `garrysmod/data/smhsettings`.
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## World keyframes
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Pressing "Select World" button in the Properties menu to select world, on which you can record special keyframes that you can edit in the
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Properies window. Those keyframes can execute console commands, which can be entered just as you would enter them in console, and those
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keyframes also can trigger specific gmod entities that can be activated through keypresses, like thrusters or wheels.
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For using keypress functions, make sure that you have 2 keyframes, one for pressing a certain button, and another to release it later. You
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also can't press and release a key in 1 frame. Keypress function uses following keynames, and they must be separated with spaces if you
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want to activate multiple:
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0 , 1 , 2 , 3 , 4 , 5 , 6 , 7 , 8 , 9 , a , b , c , d , e , f , g , h , i , j , k , l , m , n , o , p , q , r , s , t , u , v , w , x , y , z ,
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Numpad_0 , Numpad_1 , Numpad_2 , Numpad_3 , Numpad_4 , Numpad_5 , Numpad_6 , Numpad_7 , Numpad_8 , Numpad_9 , Numpad_/ , Numpad_* , Numpad_- ,
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Numpad_+ , Numpad_Enter , Numpad_. , [ , ] , SEMICOLON , ' , ` , , , . , / , \ , - , = , ENTER , SPACE , BACKSPACE , TAB , CAPSLOCK , NUMLOCK ,
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ESCAPE , SCROLLLOCK , INS , DEL , HOME , END , PGUP , PGDN , PAUSE , SHIFT , RSHIFT , ALT , RALT , CTRL , RCTRL , LWIN , RWIN , APP , UPARROW ,
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LEFTARROW , DOWNARROW , RIGHTARROW , F1 , F2 , F3 , F4 , F5 , F6 , F7 , F8 , F9 , F10 , F11 , F12 , CAPSLOCKTOGGLE , NUMLOCKTOGGLE , SCROLLLOCKTOGGLE
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**NOTE:** Some console commands can't be used since they are [blocked](https://wiki.facepunch.com/gmod/Blocked_ConCommands) due to safety reasons.
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## Animation playback
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To preview your current scene, you can bind `+smh_playback` command to a key and hold it down. This will play the animation from frame 0 to your frame count with the framerate specified in the `Framerate` input. Note that previewing your animation with this
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@ -72,6 +133,8 @@ set up your camera and stuff, and fire away. After the rendering is complete, th
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Alternatively, you can use `smh_makescreenshot`, which is the same as `smh_makejpeg`, but uses the `screenshot`command internally.
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This allows you to render TGA images instead of JPEG.
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You can optionally input a number in those commands to start render from a certain frame.
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## Saving
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You might want to continue animating later, or save your finished scene, just in case you want to come back and change things. You can
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@ -80,13 +143,21 @@ saves, and then hit the save button. And you scene is saved!
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## Deleting saves
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You can also delete saves from the Save menu, or by navigatingto `garrysmod/data/smh` and deleting files there.
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You can also delete saves from the Save menu, or by navigating to `garrysmod/data/smh` and deleting files there.
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## Loading
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When you want to load your saved frames, you will need to do this individually for all entities. When you have selected an entity with SMH,
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open the load menu. Select your previously saved scene. You will then see a list of saved entities, identified by their model name. Select
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the right entity and then hit load, and the entity should now have all the frames that were saved.
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open the load menu. Select your previously saved scene. You will then see a list of saved entities, identified by their model name or the name
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they were given in the Properties menu. Select the right entity and then hit load, and the entity should now have all the frames that were saved.
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## Spawning
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In load menu, after you have selected a save, you can press Spawn button which will open the Spawn menu in SMH's main menu. From there you can select
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a saved entity from the right column, and it will spawn a preview ghost in its position it was recorded on first frame. Clicking spawn button there will
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spawn that entity, and apply saved keyframes to it. You also can offset entity's position to your viewpoint, while using position of some other saved
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entity from the left column as a reference point, if they have recorded keyframes with `Physical Bones` or `Rotation and Position` modifiers,
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and adjust its rotation and position and spawn it somewhere else.
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## Backing up saves
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@ -98,14 +169,17 @@ else if they take up space in the save list.
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It's always good practice to frequently save your scene, as there are many unexpected things that can happen. Garry's mod might crash,
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SMH might error out, your computer may crash or you have to lock down your house in case of a zombie apocalypse. Saving your scene
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manually might not be the most ideal thing to do. That's why there's the `smh_quicksave` command. Bind a key into this command and
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your scene will be saved with the name `quicksave` when you press it.
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your scene will be saved with the name `quicksave_[your nickname]` when you press it.
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## Settings menu
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There are two options you can change in the settings menu; `Freeze all` and `Don't animate phys bones`. The first option will keep all
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physical bones of a ragdoll frozen when positioning to a frame, even if they were not frozen when the frame was recorded. The second option
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will disable the animation of physical bones entirely. This can be used for puppeteering while playing a facial animation, for example. This might
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not be usable in stop motion, so you'd have to use recording software, like Fraps.
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There are several options you can change in the settings menu:
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`Freeze all` will keep all physical bones of a ragdoll frozen when positioning to a frame, even if they were not frozen when the frame was recorded.
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`Don't animate phys bones` will disable the animation of physical bones entirely. This can be used for puppeteering while playing a facial animation,
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for example. This might not be usable in stop motion, so you'd have to use recording software, like OBS Studio.
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`Disable Tweening` will disable SMH's automatic tweening between keyframes, which can be useful for blocking animation.
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`Smooth Playback` will try to run playback smoother, although it may be more performance heavy.
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`Enable world keyframes` will allow world keyframes to execute their commands and keypresses.
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## Ghosts
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@ -120,6 +194,13 @@ Onion skinning will display ghost-like objects representing all frames of an ent
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To use onion skinning, bind a key to command `smh_onionskin`. You can then toggle onion skinning on and off. The option `Ghost all entities`
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in the options menu applies to onion skinning as well, so enabling that will let you see all frames of all entities at the same time.
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## Physics recorder
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Physics recorder menu can be accessed through settings menu, which would allow you to add the selected entity for the physics recorder, set up the settings for the
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physics recording and toggle the physics recorder.
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**NOTE:** As long as physics recorder is working, you will not be able to select any entity.
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## That's all!
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You can report any bugs on the workshop page. Or you can also give any other feedback, it helps too!
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You can report any bugs on the workshop page. Or you can also give any other feedback, it helps too!
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