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3D Gugle
User's Guide
(Sample of Layers
Assembly)
[A simple animation]
We begin the practical tests
of 3D Gugle's "Layers Assembly LAB" with the creation of a
simple animation.
The animation example refers to a boat that
is disturbed by a sudden gust of wind.
After the generation
of the intermediate frames it will be possible to make an AVI film and we will also
use some laboratories from 3D Gugle's "Movie"
section.
Below you will find two images: the first is the
Layer for the boat and the second is the "base image" that
we will use as background.
We strongly recommend that you
carry-out the example using the images below.
To start
this example, we create a new folder with the name "Boat"
where we will save the Layer and the base image.
To use the
two example images, right-click and from the context menu select
"Save with name".
When you save the boat Layer, in the
save menu select "*. bmp" format rather than the "*.
png" that is proposed.
Save in the new folder (Boat) just
created.


We will now rotate the boat Layer to simulate the disturbance and will create the intermediate Layers.
The described operation is
only to demonstrate the operative possibility of 3D Gugle but the same animation you
can also to perform with a simple click of the mouse in the specialized LAB of Algorithms
to Layers.
Run 3D Gugle and from the menu "File/Open Image"
open the boat Layer.
From the menu "Image" select
"Transform" and then "Rotate".
Click
on the "Rotate" spinbutton, and rotate the Layer 6 degrees.
Save the Layer in the new folder by pressing the "Save"
button that is in the same "Rotate" dialogue.
When
saving, use a logical sequential name that will subsequently
help you to easily identify the Layer, for instance "BoatOne006."
If you add zeros in front of the 6, when you load the
Layers with "load Layer(s) " of "Layers Assembly"
the Layers will be in the correct order
Again click on Spin
to rotate to 16 degrees.
Save with a new name, for instance
"BoatOne016"
Repeat the operations for a total of 12
Layers:
BoatOne006
BoatOne016
BoatOne022
BoatOne033
BoatOne050
BoatOne083
BoatOne104
BoatOne122
BoatOne140
BoatOne170
BoatOne180
BoatOne190
The three trailing digits
correspond to the angle of rotation that you have applied.
Leave
the rotate dialogue.
We will now create a waterline Layer
that will define the waterline for the sinking of the boat.
Open
the base image that you have previously saved: "Panorama.jpg".
Select "2D to 3D/Direct Layers"
to enter the Layers extraction laboratory.
Using the mouse, with right-button depressed, move it to approximately select
the part shown below.
If you make a mistake, use the left
button to restore.

Select "Direct
layer/Options/Save Single Layer" to save the new Layer.
Leave
"Direct Layer" by pressing "Exit" and for "Save
change" answer "No".
The procedure described here for rotating Layers can be very useful but 3D Gugle
has a specific laboratory "Algorithms
to Layers" for programmed rotations that is quicker and more precise
and only requires two clicks of the mouse.
Create a new folder named
"OriginalFrames".
Select "2D to 3D/Layers
Assembly".
Select "Layers Assembly/File/Add Layer(s)"
and load all the saved Layers from the folder "Boat".
Attention do not include "Panorama.jpg".
The
Layers can all be loaded simultanerously.
The method is to use
Window's multiselect.
If you have correctly loaded the layers,
the list will look like this:

Click on Layer "BoatOne" and then with the "Arrow Down" button move the Layer to its correct position in the list.
i.e. above "LowSea".

We now have to set the X and Y coordinates of every Layer.
Starting at Layer BoatOne,
we will apply an incrementing 4 Pixels step movement to every frame.
Initially, we will ensure that the Layer is not visible and
then it will enter the scene from the left and then move right, up to
about 3/4 of the screen.
When the Layer is at about 3/4 of the
screen, a gust begins that will disturb and eventually sink the
boat.
Select the Layer BoatOne in the Layers list and
with the “Y” scroll bar move the Layer downward to just
above the "LowSea" layer.
The correct value of Y could
be Y = 322.
We now move the same Layer left with the "X"
scrollbar until it disappears completely from the screen.
The
value could be X = -200.
Select "Options/Autostep X Y"
and in the box "Amount Step" of "X" set the
value 4 and then "Apply"
With this action we have
determined that the Layer BoatOne will move:
"For X":
beginning from the value -400 adding 4 pixels of movement for every
frame.
"For Y": beginning from the value 322 maintaining this value constant without change. (The "Amount
Step" for "Y" is zero)
If you click on the
Frames X spinbutton, you will see the effect of the increase.
Having
verified this, again set the value of the Spin to zero (first
frame).
To verify, you can also use the "Play selected"
button. To use the dynamic preview set "Frame End"
spinbutton to the value 130.
At this point we can use the
series of rotated Layers and position them into their places.
With 3D Gugle "Layers Assembly" it is possible to
use two techniques to hide the Layers. The first is to set them to
the "Invisible" state and the second is to position the
layer offscreen.
The "invisible" method is useful
when the Layer only appears a few times in the whole scene, whereas if
it appears for long periods it is better to use "Offscreen".
In our example we will employ both techniques.
The first
technique will be applied to the Layers that only appear once while
the second will be used with the "BoatOne190" layer that
we will use for the sinking of the boat.
Zero the frames
spinbuttons and select Layer "BoatOne190".
Move the
"X" scrollbar completely to the left. Its value should be
-297
Select "Options/Auto Step XY" and in the box of
"Amount Step" we set the value 0 and then "Apply".
This command ensures the Layer remains offscreen for all the
frames.
It is not necessary to plan "Auto Step" for
the "Y" axis because the Layer will never be
visible.
Move now to frame N. 120 that moves BoatOne to
around 3/4 of the screen.
It is quicker to directly enter the
value 120 into the spinbutton text-area rather than clicking the
buttons.
Select Layer "BoatOne006" and then
"Options/Layers Visibility" and "Set Visible = False"
With this command we have made this Layer invisible for all the
frames (from 0 to 1023).
Repeat the same operation for all
the Layers from "BoatOne006" to "BoatOne180."
We
will now move the Layer "BoatOne006" into the correct
position.
Select the Layer and click
"Visible".
This will make this Layer visible only for
frame 120 while for all the other frames it will be invisible.
Before continuing, and to have a visual reference of what we
are realising, we temporarily move "BoatOne" layer above
"BoatOne006".
To move the Layer up the hierarchy list,
use the "UP" arrow.
Having moved "BoatOne"
up, we select "BoatOne006" so that we can move it.
A
correct position could be "X = 253" and "Y = 295".
From this point on,
"BoatOne" layer is no longer required and can be moved
offscreen.
Before doing that, move it to its natural location in
the hierarchy above "LowSea".
You now move
completely to the left the X (X = -255) scrollbar and select
"Options/Auto Step XY" and in the box "Amount Step"
set the value 0.
With this command we have set Layer "BoatOne"
to remain onscreen all the way up to frame 120.
We now move to
frame n. 121.
We select and make temporarily visible Layer
"BoatOne006" because it serves as a visual reference.
We
copy the position data of "BoatOne006" from the preceding
frame to the active frame.
To copy the data, click on the
horizontal arrow button under the frames spinbutton.

We
now select the Layer "BoatOne016" and make it visible.
We
now move the Layer selected into the correct position, that could be
"X = 208" and "Y = 258"
We set as invisible
the Layer "BoatOne006" as it is no longer required.
Go
to frame N. 122 and click the frame spinbutton.
Select Layer
"BoatOne016" and make it temporarily visible:
We copy
the data of the preceding frame of this Layer into the active frame
by clicking the horizontal arrow.
We now select the Layer
"BoatOne022" and make it visible:
Move the layer to
its correct position with the X and Y scrollbars, that which could be "X
= 168" and "Y = 224."
Make Layer "BoatOne016"
invisible as it is no longer required.
Click on the frames
spinbutton, increasing the value by one, and repeat all the
operations just described up to Layer "BoatOne180".
The
correct positions of all the Layers could be the following:
| Layer | Frame | X | Y |
|
BoatOne006 |
120 | 253 | 295 |
| BoatOne016 | 121 | 208 | 258 |
| BoatOne022 | 122 | 168 | 224 |
| BoatOne033 | 123 | 115 | 190 |
| BoatOne050 | 124 | 50 | 160 |
| BoatOne083 | 125 | 11 | 192 |
| BoatOne104 | 126 | -4 | 170 |
| BoatOne122 | 127 | -30 | 140 |
| BoatOne140 | 128 | -30 | 116 |
| BoatOne170 | 129 | 10 | 140 |
| BoatOne180 | 130 | 16 | 142 |
We will now apply to the
Layer "BoatOne180" a vertical translation so that the boat
seems to sink.
Move to frame 121.
Select
"BoatOne180" and temporarily make it visible because it
will serve as a visual reference.
Copy the position data from
the preceding frame using the arrow button.
Select
"BoatOne180" and move it to the correct position, which
could be: "X = 3" and "Y = 153."
Select
"Options/Auto Step XY" and in the box of "Amount Step"
of "X" insert the value 0.
This ensures that all the
layers remain in the same position for all of the frames.
Now in
the box of "Amount Step" of "Y" insert the value
10.
This makes every frame move
10 pixels down relative to the preceding frame.
Make
Layer"BoatOne180" invisible as it is no longer required.
To visualise the preview, set "Frame End"
spinbutton to 175 and press "Play all Layers".
For
safety, save the Layers and the frames with "File/Save all
data".
If we want to produce a digital film of our animation
it is essential to save the sequence as frames.
From the menu
"File/Save all frames" you save the 176 (0-175) frames
sequence in the folder with the name: "OriginalFrames".
At this point you can close "Layers Assembly" and
continue the job with the specific laboratories of 3D Gugle for film
creation and management.
If you create a film, always
remember that the dimensions in pixels must be exactly divisible by 8
and the new frames must be cropped accordingly.
The original
frames have dimensions 642 x 635 while the nearest valid size is 640
x 632.
To crop the frames in sequence, use "Frame
Utility" LAB and to create the digital film use the Video-editor of "AVI
from frames".