How To Use
1 – An iPad (iPad 2 or higher using iOS 4.2 or higher)
2 – An iPad to video connector. This one works just fine. (HDMI connectors are also good). There are multiple connectors available on the market (both HDMI, charging connector or USB and composite and charging on a single dongle), you can also use them too.
3 – Any video projector that can be connected to iPad with a connector mentioned above.
After meeting these requirements:
- Connect projector to the iPad using your connector.
- Make sure that you iPad screen is projected on your stage correctly.
- Launch DynaMapper clicking it’s comet icon.
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DynaMapper is the fastest mapping software available for the iPad. It offers tools to map any surface quickly and lets you start performing on them immediately. Having these features, it is also very easy to use. It has two main screens which are:
- Gallery screen: Gallery is the place where you can create new scenes or access previously created scenes. Duplicating and deleting a scene is also available.
- Editor / Performing screen: In these scenes you can create your mapping envorinment, or make changes on a previous one and start performing.
Let’s take a detailed look for each of the screens.
- Creates new scene.
- Duplicates selected scene.
- Deletes selected scene. Once clicked, icon turns into: . If you click this confirmation button, selected scene will be deleted. To cancel deleting, touch somewhere else on the screen.
- Opens a fast tutorial of the app.
- In order to open a previously saved scene, double click on a scene icon.
Touching the button from the gallery, or double clicking a previously saved scene will open the editor screen. The screen below is a sample scene from DynaMapper. Let’s take a look at it:
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Before starting mapping, let’s have a quick look at the toolbar:
- Starts performance mode. You cannot make any change on your scene during performance mode.
- Adds a new rectangular object into your scene.
- Adds a new bezier object into your scene.
- Duplicates selected object.
- Launches material dialog for the selected object.
- Locks/unlocks selected object. Locked objects cannot be moved or aligned, but it’s materials can changed.
- Sends selected object to the back of other objects.
- Brings selected object to the front of other objects.
- Deletes selected object. If you click this button once, it turns into: . If you click it again, object will be deleted. To cancel deleting the object, touch somewhere else on the screen.
- Saves your current scene.
- Returns to the gallery screen. If you click this, your scene will be automatically saved.
- Closes the toolbar.
In order to start mapping, you have to add mapping objects into your scene by clicking or icons, rectangular and bezier objects respectively.
- Rectangular objects are regular polygons, you can change their shape by dragging their control points, but they will preserve their polygonal shape. They are suitable for mapping rectangular surfaces like walls, ceilings, rectangular columns etc. You can adjust control points as shown below.
- Bezier objects are round shaped objects. Unlike rectangular objects, they have nine control points, you can reshape them as you like. They are suitable for mapping surfaces like spheres, round columns etc.
After mapping the surfaces, next step is to add materials to your objects.
In DynaMapper, Material is the visual of the object. It can be a static image or an animating spritesheet, or just plain color. Materials have 3 properties. These are:
- Texture: Image of the material. Can be a single frame image, or a spritesheet.
- Color: Color of the material.
- Animation Properties: If texture of this material is an animationg spritesheet, it needs these properties in order to animate properly. These properties are row and column count of the spritesheet, FPS of the animation.
Clicking the icon when an object is selected will open it’s material dialog.
- Opens texture selection menu inside the material editor. Here you can browse through your image gallery using arrows, and assign these textures into your material by clicking their thumbnails.
- Opens color picker menu inside the material editor. You can change your materials color using the color picker.
- Opens animation settings menu inside the material editor. You can edit your spritesheet animation settings using this menu. Animation settings have 3 parameters. These are:
- FPS: Frame per seconds, the playing speed of your animation.
- Col: Column count of your spritesheet.
- Row: Row count of your spritesheet. Let’s take this image as example:
- If you use Col:6, Row: 5, FPS: 8; the result will be this animation:
- Load From Roll: Will open iPad’s camera roll. You can select any image and add it to your texture library.
As can be seen above an object can have two types of materials which are:
- Default Material: The material of the object will have when you are NOT touching it. Every object can have only one default material.
- Action Material: Tha material of the object will have when you are touching them. Every object can have nine action objects.
While performing, touching the object with one finger will change it’s material from default to the active action material, touching with 2 fingers will change the active action material.
As mentioned before, clicking the on the toolbar will start performance mode. Performance is easy, all you have to do is to click the object that you want to activate. Tapping with one finger will change clicked objects default material to the active action material. Tapping with two fingers will change the active action material (For example, if your action material is material no.1, double finger tapping will change action material to no.2)