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"zwatts" <zwa### [at] softhomenet> wrote in message
news:3961357E.C38B1C98@softhome.net...
| oh, one more thing, the mpeg seems a little big for less than 4 seconds, am
i
| doing something wrong with the encoding?
I noticed what looked to be jittering going on in it. Got to be sure to use
+j0.0 in the command-line dialog (or whatever) to keep jitter off. Or at
least I've had to do so because it seems doing so in the INI with Jitter=off
doesn't actually turn it off. Mpeg will pick up on variances like that, plus
the small checker pattern probably doesn't help file size either. It should
have been 150KB +/- 50KB possibly, were it a flat color background especially.
But encoders do vary as well.
You know what, I just realized you might have been talking about doing more
than one cycle of ball bounces instead of just asking about the actual motion
involved. Which I wasn't exactly correct about before anyhow, since I didn't
consider the opposing motions.
However, dealing with both things about that, you can at least use a
'#switch()' with '#range()' (and '#break' of course) to get a number of cycles
during the animation. That's what it seems you really meant by "#if
(x<clock<y)" and doing a series of those, but I'm still not sure you did. If
so, then all I know of is to do something with the range directive. Example
follows:
#switch(clock)
#range(0,1/3)
// figure left swinging motion here
#break
#range(1/3,2/3)
// figure right swinging motion here
#break
#range(2/3,1)
// figure left swinging motion again here
#break
#end
This would be three swings total of 1/3 clock duration each. And as I said
before, I believe the "J" or Jump 'clock_type' would be the best choice. Then
also use 'clock_repeat=3' for the example above too, or any other multiple
swings but divide up the clock accordingly. That should be about it. As far
as cycling with just some equation, there might be a way but I couldn't say
right now whether there is or not.
Bob
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