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  

Memory Requirements

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.