It looks like it's not sorting the depth according to the camera view but is doing it according to the sprite order in the scn as one wall is perfectly fine while 2 have the error.
The finish of this really surprises me every day (I never imagined that the software will endure something so complex). Visually playing with perspectives and other gadgets, it makes the software very entertaining and with good hardware it is really a delight.
Anything you specify via the color: and opacity: clauses in a node in the .scn file are passed to the shader via the gl_Color vector. If you use a shader it is up to the shader itself to use these values they are not applied automatically as they are if you do not use a shader (in reality there is a default shader that uses them and if you supply your own shader then that replaces the default shader and if you need some of the things done by the default shader then you have to do it yourself)
a series of known uniforms written into an existing 'null' shader which can by framebuffer over-ride and reinstate those 'lost' .scn parameters.screw that...I meant to say
The real zoom frustration for me is that I can't figure out if it's possible to set multiple zoom effects to run in sequence. What I really wanted to do with "Ruination 1" was to zoom in on one model for 10 - 20 seconds, then pull back, swing the target to the next model, zoom in on her for 10 - 20 seconds, and repeat for the third model. Kind of like the Game of Thrones opener. As far as I can tell, this can't be done--at least, not with the techniques that I have learned thusfar.
I very often want to work with just the one style of in-out clip but there is no way to do so.
they could have retained the simple placement method without excluding portion of the images in their actual clipsprite capture.
These renamed Clips will no longer be Filtered out as in/Out clips. But you won't be able to Include them specifically, since they are then, no longer a unique clip type.
For the Older clips that were misLabeld as In/Out
I'm just curious @Wyldanimal. I did some testing and there is no consistancy with inout in fullscreen mode.
Do the swing clips use a similar calculation / programming to attach to the top of the users screen in desktop mode? Swing clips can be positioned and calculated in Y in fullscreen, cant the inout clips be calculated in x? or is it a filming restraint rather than the programming?
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