User manual APPLE QUICKTIME VR AUTHORING STUDIO

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[. . . ] CHAPTER 1 Setting Up Your Software System requirements for using QuickTime VR Authoring Studio This section describes the hardware and software you need to use QuickTime VR Authoring Studio. Minimum system configuration m m m m Mac OS­based computer with a PowerPCTM processor 16 MB RAM available for the QuickTime VR Authoring Studio application program 40 MB of space available on your hard disk CD-ROM drive If you plan to create complex QTVR scenes or make high-resolution panoramas and object movies, you may need a system that exceeds the minimum requirements. System requirements for playing QTVR media The QTVR media you create with QuickTime VR Authoring Studio can be played on any Mac OS or Windows® computer, either from a local disk or over the Internet using a World Wide Web browser. Mac OS The computer must have a 68030, 68040, or PowerPC processor. In addition, the computer should have the following software installed: m QuickTime extension version 2. 5 or later m QuickTime VR extension version 2. 0. 1 or later m MoviePlayer version 2. 5 or SimpleText 1 If you're playing the QTVR media over the Internet, you also need a World Wide Web browser with the QuickTime plug-in version 2. 0 installed. Windows The computer must have a 486 or Pentium processor. In addition, the computer should have the following software installed: m QuickTime for Windows version 3. 0 or later m QuickTime VR components version 2. 1 or later m MoviePlayer version 3. 0 or later If you're playing the QTVR media over the Internet, you also need a World Wide Web browser with the QuickTime plug-in version 2. 0 installed. What's included with QuickTime VR Authoring Studio The QuickTime VR Authoring Studio package includes a CD-ROM disc that contains the following: m QuickTime VR Authoring Studio application program m Lenses file that contains files for a variety of camera lenses ( You'll need this for stitching panoramas. ) m MoviePlayer 2. 5 m QuickTime VR 2. 0. 1 m QuickTime 2. 5 m QTVR Sample Source Material folder ( You'll use this as you complete the tutorials in Chapters 3 through 7. ) m QTVRConverter ( You use this to convert QTVR 1. 0 files to QTVR 2. 0 files. ) m SimpleText 1. 4 m QTVR Examples folder 2 Chapter 1 Installing QuickTime VR Authoring Studio Before you install QuickTime VR Authoring Studio, be sure to have your QuickTime VR Authoring Studio serial number available. You will not be able to use the application until you enter the serial number. [. . . ] To add animation to one view in your object, first shoot multiple frames of that view, with a variation in each frame. For example, to make the animation of the QTVR logo spinning, as in the example on your CD, you'd shoot each successive frame with the logo in a different position (but the PowerBook always facing the same direction). Before following these instructions, open the Object Maker window and add the images for the views of your object. 1 Double-click the view you want to animate. The view appears in the window and is labeled "Frame 1. " 2 Click Add Files. The images appear in the view window in alphanumeric order by filename. If the images are not in the correct sequence for the animation, you can select each image that is out of order and drag it to the correct location. 3 Making Objects 53 4 5 Choose Close from the File menu to close the view window. For example, if you want to animate the screen of a PowerBook 3400, you only need to animate those views that show all or part of the PowerBook screen. 6 Follow steps 8 through 18 in "Using the Object Maker, " earlier in this chapter. When you open the Object Maker Settings window to the Object tab, be sure to click the checkbox labeled Animate View Frames. If you select the Auto-play Views option, you may want to click the checkbox labeled "Sync to Frame Rate. " When this option is checked, all the animation frames of a view will play before the next view is displayed. 54 Chapter 5 Creating absolute objects The view a user sees of an absolute object depends upon where on the object the user clicks. Because of the spatial relationship between where the user clicks and what the user sees, absolute objects are used in different ways from all other object types (that is, object, scene, and drag-only). Take a look at the absolute objects on the QuickTime VR Authoring Studio CD. Each time you click, the climber appears in a different location on the climbing wall. There are 18 images in the object, arranged in a 3-row­by­6-column grid. As you click different locations, a colored cube appears where you click. There are 36 images in this object, arranged in a 6-row­by­6-column grid. With other object types, views of an object are presented in a linear sequence to give the illusion of smooth rotation. Follow these steps to make your version of the rock climber: 1 2 Double-click the QuickTime VR Authoring Studio icon. In the dialog box that appears, type a name for your Object Maker document and click Save. Click "Define object. " Enter the number of rows and columns in your object and the degrees separating each row and column. Then click OK. 3 The number of rows and columns defines how many images are in the object. The value for degrees apart roughly corresponds to how far the user must move the pointer for a click to show a different view. For the rock climber example, enter 60 degrees for the rows and 60 degrees for the columns. Making Objects 55 4 Click Add Files. [. . . ] Adobe, Adobe After Effects, Adobe Illustrator, Adobe Photoshop, and PostScript are trademarks of Adobe Systems Incorporated or its subsidiaries and may be registered in certain jurisdictions. Helvetica is a registered trademark of Linotype-Hell AG and/or its subsidiaries. PowerPC is a trademark of International Business Machines Corporation, used under license therefrom. Other company and product names mentioned herein may be trademarks of their respective companies. [. . . ]

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