|
Flipbook Controls |
Launching From
the Command Line
Call up the files, either by relative or absolute paths. Indicate a time range and a frame placeholder, which is either # for padded numbers or @ for unpadded numbers. For multiple padding that is not 4-places, use the @ or # signs multiple times, that is, ##### = 00001, 00002, and so on.
For example, in doc/pix/vp/vanilla:
shake vanilla.#.iff -t 1-56
shake vanilla.#.iff -t 1-56x2
Launching From
the Interface
or
You still have access to the viewing functions found in the Viewer (view planes, coordinates and values, zoom in and out, etc.).
Viewer
Controls
| Function |
Key
|
Notes |
| View r,g,b,Alpha or lum channel | r,g,b,a,l | |
| View rgb channels | c | |
| Get rgba and x,y values of a pixel | left mouse scrub | The values appear in the title bar. |
| LINUX: overlay information | O | |
| Change color values between 0-1, 0-255, Hex | i | |
| Zoom in/out | +/- by Backspace | |
| Pan image | middle mouse | NT sometimes needs refreshing, so press Play while you do this |
| Re-center image | Home | |
| Close Window | Esc |
| Function |
Key
|
Notes |
| Play | . | Think of it as the > key. |
| Play Backwards | , | Think of it as the < key. |
| Stop Playing/Rendering | Space Bar | |
| Continue Rendering | / | |
| Step Through Animation | left/right arrow | |
| Scrub | Shift+left mouse left and right | |
| Ping-Pong | Shift+> | |
| Play Once | Ctrl+> | |
| Increase/decrease frame rate | +/0 on numeric keypad | The rate is displayed in the title bar, with the left number being actual fps, and the right being target fps. |
| Realtime toggle | t | Drop frames. |
| Double buffer (SGI only) | d |
Realtime playback is a function of RAM, processor, image size, series length and graphics card. Because Shake loads images into memory and then plays them back, you will not be able to do a real time playback of 100 2k resolution images. Sorry. You generally have no problem with video resolution, and you even get a good rate with 1k res files, given enough RAM and a decent graphics card.
If you want to know exactly how many bytes you are going to need to keep a clip in memory, you can follow this oh-so-simple formula:
width * height * image planes * bytes per channel * images
For example, a 2056x1546 RGB 8-bit (1 byte) per channel image would be:
2056 * 1546 * 3 * 1 = 9535728 bytes or around 9 MB per image. Eek.
To convert from bytes to megabytes (MB), divide twice by 1024. For a rough approximation, just drop the last 6 digits. Luckily, for us non-Braniacs, all operating systems come with calculators.