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- From: val@news.ccutah.edu (Val Kartchner)
- Subject: ANIM "TIME" chuck (suggestion)
- Message-ID: <1992Dec28.224231.8344@fcom.cc.utah.edu>
- Sender: news@fcom.cc.utah.edu
- Organization: University of Utah Computer Center
- Date: Mon, 28 Dec 92 22:42:31 GMT
- Lines: 41
-
- I have a future need for a way to specify frame-rates and delays during
- an ANIM. It could be implemented with a "TIME" chunk as follows (Please
- pardon me in advance for not using correct terminology or chunk names):
-
- ANIM <- Outer IFF envelope
- TIME 5.0 <- Display frames w/5 secs between frames
- FRAM 1 <- First frame
- TIME 0.1 <- Now, 10 fps
- FRAM 2
- FRAM 3
- ...
- FRAM 12
- TIME 3.0 <- Another delay
- FRAM 13
- TIME 0.1 <- 10 fps
- FRAM 14
- FRAM 15
- ...
- FRAM 29
-
- The large delays between frames equate to pauses in the animation
- while the following frame(s) is being displayed. The "animation sequences"
- should be played at rates of 10 frames-per-second. For players which don't
- understand these new chunks, the user will have to manually adjust the
- frame rate for proper playing. Note: the "TIME 0.1" (in whatever binary
- format) only gives a minimum time between frames for which an attempt should
- be made to match as closely as possible.
-
- If there is such a capability in current ANIM formats, then I haven't
- found an ANIM builder that does it yet.
-
- I'd be willing to use something like "The Director" if there were a
- freely-distributable tool with which to construct them.
-
- This brings up another point: Would it be feasible to add capabilities
- for sound synchronization in the ANIM format?
- --
- |================== #include <disclaimer.h> ==================///=============|
- | "AMIGA: The computer for the creative mind" (tm) Commodore /// Weber State |
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- |== "I think, therefore I AMiga" -- val@csulx.weber.edu ==\///= Ogden UT USA =|
-