Q. What happened to Take3 and Take4?
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Take3 was written for the Amiga as Take_2's successor.
Later, it was ported as Take4 for Windows, Take5's precursor.
Neither Take3 or Take4 were released publicly. |
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Q. Can you give an example of a PC setup ?
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Quality motherboard, preferably using an Intel CPU and chipset.
Recent 'game' graphics board, preferably using an Nvidia chip.
As much memory as you can afford, recommend 1GB or more.
Analog or digital (Firewire) capture board.
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Q. Does this also work with a scanner?
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Take5 has no direct support for scanners. However, you can import scanned images by choosing Open Scene to navigate to the folder where the images are stored. Click the ok button and images or sounds found in the folder become active.
You will be informed that no Xsheet has been found. This is normal and can be ignored.
Some things to note:
The images have to be in bitmap (.bmp) format.
For image sequences, it is best to have a 4-digit number added to
each (a 0001, a 0002, etc.). Image sequences can be renamed
easily using Take5.
The images will always be shown in 4:3 format (standard video).
If the images have another aspect ratio they will appear distorted
(as they would on the final video). |
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Q. Can I use Take5 as an ink & paint tool?
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Take5 is not intended as an ink and paint package nor as a compositing tool, since these needs are currently well catered for in other titles.
Take5 concentrates on helping the animator improve and fine-tune their artwork and the timing of the animation in progress.
It does this in a quick and intuitive way, so that the animator can spend more time animating. |
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Q. Will there be a Mac OS X version of Take5 ?
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Take5 is designed to work closely with standard PC chipsets, just as Take_2 was designed to work with Amiga hardware.
This tight integration to the system hardware is what makes the efficient realtime playback possible, and eliminate rendering time.
It also makes it necessary to write the application from scratch for each computer platform. |
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