Movements

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Movements specify how the object will move on the scene.

Easy movements

DISE2010EditMovement.png

In the Easy movement dialog you can specify in and out movements as well as rotation and zoom movement for the object. Movements may be combined, for example move in from the left while flipping right. You simply click the button for the movement you wish to use. If both the In and Out checkboxes are selected, the movement will be played backwards for the Out move.

Advanced Movement

In the Advanced movement dialog you have more control over timing, position, rotation and zoom.

Timing tab

EditAdvancedMovement 1.png

Options Set the movement type:

  • In move
Define a movement starting at the time of the object's start.
  • Out move
Define a movement starting at the time of the object's end.
  • In and out move
Define a movement for the In move that will be played backwards for the Out move.
  • Continuous move
Define a movement occuring throughout the whole of the object's lifetime.
  • Single move
Define a movement occuring between two points in time in the object's lifetime.
  • Repeated move
Define a movement occuring repeatedly throughout the whole of the object's lifetime.
  • Instant move
Define a movement that occurs immediately at a point in time in the object's lifetime.

Values

Set the time values depending on the movement type.

In the Position, Rotation and Zoom tabs you set the movement properties. They may be combined to create complex movements.

Position tab

EditAdvancedMovement 2.png

From/to position

Control the position of the object by defining a starting and end location.

  • None
Do not move the position at all.
  • Current
The object's current position at the time of the movement.
  • Absolute
A position defined by X and Y.
  • Relative
A position relative to the current position, so could be negative. For example, a position 200 pixels to the right and 450 pixels up would correspond to a relative position of X=200, Y=-450.
  • Random
A position picked at random. The range of the random number is setup in the Setup Random Values dialog.

EditAdvancedMovement 5.png

  • Border
A position at one of the screen borders.

Lightbulb.png Note: If, for example, Top is selected only the Y-coordinate will be affected.

Values

Additional settings for the movement.

  • Accelerate
Increase speed during the movement.
  • Slow down
Decrease speed during the movement.

Lightbulb.png Note: If both accelerate and slow down is checked, the movement will speed up in the beginning and slow down at the end

  • Reverse direction every time
Change the direction of the movement every time it is displayed. If it goes right the first time, it will go left the second time and right again the third time
  • X-curve and Y-curve

Use a curve to control the objects movement. A curve can be used to tranlate time to position in a complex way, creating "bouncing" or irregular movements.

Info.png Read more: #Curves

Rotation tab

EditAdvancedMovement 3.png

From/to rotation

Control the rotation of the object by defining a starting and end angle.

  • None
Do not change the angle at all.
  • Current
The object's current angle at the time of the movement.
  • Absolute
An angle defined in degrees.
  • Relative
An angle relative to the current angle, so could be negative.

Values

Additional settings for the rotation.

  • Accelerate
Increase speed during the rotation.
  • Slow down
Decrease speed during the rotation.

Lightbulb.png Note: If both accelerate and slow down is checked, the rotation will speed up in the beginning and slow down at the end

  • Reverse direction every time
Change the direction of the rotation every time it is displayed. If it goes right the first time, it will go left the second time and right again the third time
  • Curve

Use a curve to control the objects rotation. A curve can be used to tranlate time to angle in a complex way, creating "bouncing" or irregular rotations.

Info.png Read more: #Curves


Zoom tab

EditAdvancedMovement 4.png

From/to zoom

Control the zoom of the object by defining a starting and end size.

  • None
Do not change the size at all.
  • Current
The object's current size at the time of the movement.
  • Absolute
A size defined in width and height.
  • Relative
A size relative to the current, defined in percent.

Values

Additional settings for the zoom.

  • Accelerate
Increase speed during the zoom.
  • Slow down
Decrease speed during the zoom.

Lightbulb.png Note: If both accelerate and slow down is checked, the zoom will speed up in the beginning and slow down at the end

  • Reverse direction every time
Change the direction of the zoom every time it is displayed. If it gets bigger the first time, it will go smaller the second time and bigger again the third time
  • Curve

Use a curve to control the objects zoom. A curve can be used to tranlate time to size in a complex way, creating "bouncing" or irregular zooms.

Info.png Read more: #Curves

Curves

Curves further modify how movements pan out. For example, let an object move in in a wave-like pattern. DISE is delivered with a set of predefined curves that you can edit, or you can make your own custom curve.

Curves are simply functions over time which control some aspect of the move:

  • Position
You can use two curves: one controlling the X-coordinate and one the Y-coordinate.
  • Rotation
One curve controlling the angle.
  • Zoom
One curve controlling the size.

Click the CurveBrowseButton.png button near the drop-down list to open the Curve Editor dialog.

Multiple Movements

DISECompEditMultipleMovement.png

It is possible to combine several movements using the multiple movements dialog.

The order of movements might be of importance. The movements are added in a top-down order in the list. Absolute movements will set the position/angle/size of an object to an absolute value, overriding any previous movements.

You may also load or save movements to file. The file extension for movements is .disemoves.

Example

Info.png Read more: Create a floating image