mirror of
https://github.com/Winded/StopMotionHelper.git
synced 2025-03-04 03:13:33 -05:00
Updated documentation
This commit is contained in:
parent
f5021adf4e
commit
22f197eca2
@ -3,6 +3,4 @@ Stop Motion Helper
|
||||
Stop Motion Helper is a tool for Garry's Mod designed to make stop motion animation easier and more manageable.
|
||||
It can also be used for recorded animation, but it is mainly designed around stop motion.
|
||||
|
||||
If you have any bug fixes or improvements you have made, feel free to make a pull request. However, before you do, please make sure your code works,
|
||||
is clean and clear (identation, variable names that are understandable, and comments for not-so-understandable parts) and uses the BiValues
|
||||
library like the rest of the addon. For more info about BiValues, see the [repo](https://github.com/Winded/BiValues).
|
||||
If you have any bug fixes or improvements you have made, feel free to make a pull request. However, before you do, please make sure your code works, is clean and clear (identation, variable names that are understandable, and comments for not-so-understandable parts) and uses reactive paradigm like the rest of the addon.
|
12
TUTORIAL.md
12
TUTORIAL.md
@ -53,6 +53,11 @@ visible on the timeline as well as playback and rendering, which we will discuss
|
||||
|
||||
**NOTE:** If recorded frames go outside your frame count, they are not removed. They just won't be visible in the timeline.
|
||||
|
||||
## Scrolling and zooming on frame timeline
|
||||
|
||||
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.
|
||||
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.
|
||||
|
||||
## Animation playback
|
||||
|
||||
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
|
||||
@ -64,12 +69,19 @@ You can render your animation by simply using a camera and cycling through all o
|
||||
repetitive and takes time. SMH has the `smh_makejpeg` command, which automates this tedious task for you! Simply bind it to a key,
|
||||
set up your camera and stuff, and fire away. After the rendering is complete, the resulted images are found in your local steam screenshots.
|
||||
|
||||
Alternatively, you can use `smh_makescreenshot`, which is the same as `smh_makejpeg`, but uses the `screenshot`command internally.
|
||||
This allows you to render TGA images instead of JPEG.
|
||||
|
||||
## Saving
|
||||
|
||||
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
|
||||
save your scene using the save menu found in the SMH menu. In the save menu, you give it a unique name, or overwrite one of the existing
|
||||
saves, and then hit the save button. And you scene is saved!
|
||||
|
||||
## Deleting saves
|
||||
|
||||
You can also delete saves from the Save menu, or by navigatingto `garrysmod/data/smh` and deleting files there.
|
||||
|
||||
## Loading
|
||||
|
||||
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,
|
||||
|
Loading…
Reference in New Issue
Block a user