Updated documentation

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Winded 2018-07-18 23:00:54 +03:00
parent f5021adf4e
commit 22f197eca2
2 changed files with 13 additions and 3 deletions

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@ -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.

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@ -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,