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TROUBLESHOOTING

ISSUESWITHELEMENTCRASHING/LOCKINGUP:
Is yourvideocardcompatible?Check Here Updateyourgraphicscard: ATI Cards: http://support.amd.com/us/Pages/AMDSupportHub.aspx NvidiaCards: http://www.geforce.com/drivers UpdateAfterEffects. MacOS10.6.8minimum required. Emailsupport@videocopilot.net Includethefollowinginyouremail: ComputerSpecs Ordernumberoremailusedforpurchase BriefDescriptionof problem Includescreenshots, video(max 10MB), orcrashlogs ifavailable

LICENSING

Licenseby enteringyourVideoCopilot account logindetails intothelicenseprompt (requires internet) Manuallyinstall license. Instructions Here Promptedtore-licenseafteryouhavedoneso?Emailsupport@videocopilot.net

COMPATIBILITY
OperatingSystem:

Windows XPSP3, Vistaand7, 32bit and64bit supported. OSX10.6.8andlater


AfterEffectsVersion:

Element supports AdobeAfterEffects CS3, CS4, CS5, CS5.5andCS6


SupportedGraphicsCards:

A512MBGraphics card, and1GBormoreis recommendedforlargescenes. Geforce8800orbetter. IncludingQuadro4000orbetterandATI Radeon3870orbetter. Element supports 256MBgraphics cards but yourscenecomplexity willbelimited. NOTE: Besuretokeepyourgraphics carddrivers uptodateforbest performance.

ELEMENT3DUSERINTERFACE(SCENESETUP)
Theelement SceneSetupfeatures acustomuserinterfacethat allows youtoassign3DObjects intoanoutput group. Object groups arelikelayers, givingusers theability toanimateorcontrol3Dobjects independently through thePlug-inEffects Controls. This is usefulwhenyouwant multipleObjects toanimateorinteract inthesamescene

withindependent controls. Theuserinterfacealsoserves toextrudeShapes andcreatecustommaterials.


EditingtheUserInterfaceLayout:

Eachwindowinsideelement canbemovedandrepositionedforyourscreenpreference. By draggingthewindow namebar(suchas Preview), thewindowhighlights thenewpositiononrelease. Youcanalsoplacethecursor betweenwindows tostretchorshrink them. Dragwindows arounduntilyouhavefoundasuitablelayout andElement willretainthesesettings forfutureuse. IMPORTANT:IftheUserInterfaceis not opening, holddownSHIFTandclick SceneSetup, intheElement effects controlpanel, toreset thewindowposition.
Importing3DModels(2Ways):

1. Toopena3Dmodelfromyourdriveclick theIMPORT(*.OBJ,or*.C4D) 2. Placeyour3Dmodels insidetheElement ModelFoldertoaccess themfromtheModelBrowser.

Element3DModelFolderLocation:

Windows: Documents/VideoCopilot/Models Mac: Documents/VideoCopilot/Models


ModelBrowser:

Themodelbrowsershows available3Dmodels that areready tousewithasingleclick. Themodelbrowseris helpfulat organizingandfindingmodels quickly without havingtoopenthemindividually.
RenamingObjectsandMaterials

Doubleclick theobject ormaterialNAMEtoinput anewone. Orright click andchooseRENAME.


EnvironmentMap:

Element uses anenvironment maptofakereflections andrefractions foryourscene. Youcanchoosefromthebuiltinimages orimport yourownSphericalmap. Youcanalsoadjust theGamma, Contrast, Saturation, UVRepeat and UVOffset frominsidetheplug-in. Ifyouset anaftereffects layerfromtheEnvironment dropdownitwilloverridetheEnvironment Mapfromtheplugin.This allows youtouseananimatedmap, orafileformat otherthanpngorjpeg, fortheenvironment map.
ExtrudeObjects:

Element canextrudeText layers andlayers withMasks usingtheExtrudeObject. Firstset atext layertoCustom Layers drop-downontheplug-insideandthenopentheSceneSetup. Thenclick ontheExtrudebuttonat thetop andtheobject willbeextruded. Watchtutorialonworkingwithextrudedobjects.
ApplyingMaterials:

Element includes severalpreset materials insideMaterialBrowser. Thepresets canbeappliedtoMaterialSlots on yourmodelandeachmodelhas UVtexturecontrols toadjust thesizeandpositionof texturemaps.
PreviewOptions:

Thepreviewwindowallows youtoviewyour3Dmodels andviewmateriallooks. Previewwindowshortcuts: 1. Rotatemodelby Click+Draggingwiththemouse. 2. Rotateenvironment andlightingby Right Click+Draggingwiththemouse. 3. Tozoomcamera, usethescrollwheelUpandDown. 4. ToPanthemodel, dragwiththemiddlemousebutton.

5. Torotateamodeloffaxis, holddownShiftandClick+Dragwiththemousebutton. Thepreviewlightingmodes allowyoutoseeyourmodels invarious pre-madelightingsetups but insideAfter Effects, models willuseyourscenelightinginstead. YoucanalsochoosetoshowtheEnvironment inthe backgroundorselect acolor. DraftTextures affects thepreviewwindowonly andallows models andmaterials tobeopenedfasterby loading lowerresolutiontextures. However, AfterEffects willloadthefullresolutiontextures whentheUI is closed. Thewingarrowforthepreviewwindowalsoincludes additionaloptions andviewingmodes suchas wireframeand showmodelinfo. Youcanalsoreset theviewertothedefault.

3DOBJECTGROUPS
3DObjectGroups:

Element features 5independent 3Dgroups that allowyouindividualcontroloverthereplicatorsettingandthe3D models youspecify. Onceamodelis addedinsidethescenesetup, youhavetheability toselect anoutput channel. Forexampleyoumight put a3DlogointoGroup1andaconcretefloormodelonGroup2soyoucananimatethe parts individually.
ParticleReplicator:

TheParticlearray allows youtoreplicateparticles intotheshapeof apre-definedobject structure. Theentire replicatorarray canalsobemovedaroundusingthepositioncontrols. Therearealsocontrols forthesizeof the array shape, but keepinmindtheseareseparatefromtheactualParticleproperties. Ifmultiple3Dobjects areset to thesamegroupinsidetheSceneSetup, theseobjects willbereplicatedrandomly inyourarray.
Usinga3DmodelasmyReplicatorShape:

InsidetheUserInterfaceyoucanchoosea3Dmodelandselect theiconfortheReplicatorandset thechannelyou want touse. Thenwhenyouchoosethe3Dmodelmodefromthereplicatorshape, theparticles willformthat structure. Thearray uses thevertex positions fromthe3Dmodelsobecarefulwhenusingobjects that havetoo muchdetailsoyourparticlecount is not overloaded.
ParticleLook:

Element uses 3Dmodels as particles andtheseparticles canbemodifiedtogetherfromtheParticleLook settings. Controlthings likeSizeColortint,androtation. Tochangethepositionof theobject in3Dspace, usetheParticle replicatorposition.
Multi-ObjectParticleSettings:

Element canbringinobjects that containmultiplepieces of geometry. Althoughtheobject appears as asingle particle, themulti-object controlallows youtoanimatethepositionof thesepieces independently tocreatethings likeshatteringordispersion. Youcanevenusethesesettings totakeamodelof anengineandthenbreak itapart in 3Dspacethenanimateitback together. This feature
3DParticleLook:

Afteryouassigna3Dobject toagroupfrominsidetheSceneSetup, youcancontrolhowitlooks, suchas Size, Rotation, andColor. Therandomizationwillaffect multipleparticles that areset insidetheReplicatorsuchSizeand Rotationrandom.
RandomizeAngle:

TherandomizeAnglefeatureallows youtogeneratearandomangleforeachparticlebasedonaspecific multiplier.

Forexampleifyouwerecreatingacity usingmultiplebuildings that needtostay at aright angle, avalueof 90 degrees willallowbuildings tostay perpendicularbut hideapparent repeating.
CopyPaste&ResetGroups:

Eachgrouphas specialbuttons that allowyoutocopy thesettings andpastethemtoanothergrouporreset an entiregroupback todefault. This canbehandy forcopyingmany settings toanothergroupas astartingpoint.

RELINKINGLOSTORMISSINGFILES
TextureandModelRelinking:

Element willautomatically searchformissingfiles inaroundthedirectory yourproject fileis inas wellas theVideo Copilot folderinsideyourdocuments. Iffiles areunabletobelinkedautomatically, youcanaddthemtoyourscene manually.

EXPORTING3DMODELS&MATERIALSFORELEMENT3D
Element supports bothOBJ andC4Dfileformats. Multiplematerialchannels, UVcoordinates, smoothinggroups and 3Dfiles withmultipleobjects as separateparts. Objects importedintoElement that containtextures willneedtobe rebuilt by assigningthetextureimages tothematerialslots.
Supported3DFormats:

.OBJ exportedfrom3Dmax, Maya, Blenderandother3DPrograms .C4DsavedfromMaxonCinema4D(Must turnonMelangeinC4Dfilepreferences)

MultipleMaterialSlots:

OnceimportedintoElement, eachobject inyourscenedisplays theMaterialslots foreachof thematerials savedin original3Dmodel. Ifyouwant toaccess multiplematerials onasingleobject inElement, youmust firstapply multiplematerials toyourobject insideyour3Dprogramthenre-savethemodeltoallowElement toregisterthe multiplematerialslots.
SupportedTextureImageFormats:

PNG(8-bitor16-bit) JPG

NOTE: Ifyouneedtoloadadifferent fileformat:Import thefileintotheAfterEffects timelineandselect itas a CustomLayer.


ExportingfromCinema4D:

Cinema4Dusers donot needtoexport OBJ files but insteadsaveC4Dfiles natively. However, inordertopreserve complex geometry youmust allowtheadditionalpolygondatatobeavailableby turningontheMelangeExport fromtheCinema4DfilePreferences.
ExportinganOBJfrom3DMax,MayaorBlender:

Select amodelandchooseExport andselect theOBJ fileformat.Itmay benecessary toexport as Triangles insteadof Quads forcomplex Geometry sinceElement only renders triangles, theautomatic conversionfrom polygons totriangles may not beas accurate.

WORKINGWITHMATERIALS
Element 3Doffers many usefulfeatures forcreating, savingandeditingmaterials inyourscene. Onceanobject is

importedintoElement 3D, thematerialslots fromtheoriginalmodelbecomes availabletoedit andaddtextures. You canselect thematerialtoedit, orreplaceitwithamaterialpreset fromthelibrary. Element creates materialslots basedonwhat is savedinthe3Dmodel, but itcanbeusefultoseparateparts of a modeltocreateseparatelookingsurfaces. See: CreatingMultipleMaterialslots frominsideyour3Dprogram
ApplyingMaterialPresets:

YoucandragaMaterialPreset fromthelibrary ontoany materialslot of a3Dobject inyourscene. Aninstanceof this preset willbeaddedtotheeditableSCENEMATERIALSwindow. Usingapreset materialis agoodway tolearn howmaterials areconstructedandalsogreat startingpoints forspeedingupyourwork.
SceneMaterials:

Scenematerials represent thematerials usedorimportedintothecurrent scene. Ifascenematerialis appliedto multiplematerialslots, thechanges madetothis onematerialwillaffect allinstances as one. Youcanalsoclick on thesidearrowtoRemoveUnusedMaterialsthat arenolongerneededinyourscene.
DuplicatingMaterials:

Youcanright click andduplicateamaterialtocreateauniquecopy. Duplicateandreplace, willduplicatethe materialandreplacethecurrent onewiththecopy.


SavingaMaterialPreset:

Ifyouwouldliketoreuseamaterialinfutureprojects youcanRIGHTCLICKonthematerialthumbnailandchoose SaveMaterialPreset. This preset willbeavailableinyourpreset library.Itis agoodideatofirstcopy any image maps totheElement Materialfoldersothey willstay linkedup.
MaterialSettings:

Element 3DOffers many familiarsettings forcreatingavariety of surfaces suchas concrete, metal, plastic and more. Textureslots arealsoavailablewhenyouneedtouseimages onyourshaderinsteadof solidcolors.
TextureSlots:

1. Diffuse: This is generally themaincolorof yourmaterials surface 2. Specular: Thespecularchannelhas adualpurposeof controllingtheamount of specularandreflectivity the surfacecanreceive. Werecommendusingasinglemaptocontrolbothsettings tominimizeexcessivememory usagewhenpossible. Thereis anoptiontoignorethereflectivity andrefractivity ifyouplantousethe reflection/refractionmapexclusively. 3. Reflection/ Refraction: This slot controls theamount of reflectionorrefractiononthesurfaceis abletoreceive. This channelwillwork incombinationwiththespecularmapandblock out additionalreflectivity. 4. Illumination: This slot allows youtouseanilluminationmapforareas that youwant toappearilluminated. Once themapis set besuretoincreasetheilluminationintensity. 5. NormalBump: This channelallows youtouseaspecialsurfacemapcalledaNormalBumptocreatetextured surfaces that areaffectedby lighting. Toadjust theintensity of theNormalbump, youcandecreasetheopacity of themapnext tothemapslot. 6. Occlusion: This texturechannelwillmultiply dark shadingontopof thediffusechannel. Great forbeingableto finetunetheambient occlusiontexturepass withtheopacity amount. 7. Environment: This textureslot allows youtospecify aspecific environment mapotherthanthedefault oneto reflect.Onepurposewouldbetohaveablurry versionof themapforonematerialandanon-blurredversionon anothermaterialinthesamescenetocreateobjects that appearmorechromeandobjects withblurry reflections.

AdvancedFunctions: ForceOpacity:

UsingtheopenGLstandardwearenot abletogeneratetrueopacity forobjects but wehavebuilt inway tolowerthe

opacity of materials tocreateafakeglass effect. Theorderof elements behindtheglass may not always be accuratesouseundercontrolledscenes.
MatteShadow:

Thematteshadowoptionis availableforallmaterials sothat youcanturnany object invisibletothecamerabut still receiveambient occlusionshading.


MatteShadowObscuration:

Youcanalsousethematteshadowoptiontoobscure3Dobjects forcompositinginAfterEffects. This wouldwork similartoalayerobscuration.

THEANIMATIONENGINE
UsingtheAnimationEngine:

Theanimationengineallows youtointelligently blend, orinterpolatetheSTATEof objects inonegroupintothe STATEof objects inanotherGroup. Forexampleiftheobjects inGroup1formaringandtheobjects inGroup2 formabox, theanimationenginewillanimatethepositionfromtheringtothebox.
BlendingProperties:(Whatstuffwillinterpolate?):

ParticleTransform: Position, Rotation, Scale, Scatter, PositionNoise Materialproperties of 2identicalmodels withdifferent materialsettings If2separatemodels areusedlikeaCherry andagrenade, theobjects willCross-scale Multi-Object settings willalsointerpolate

GroupSelection:

Usethegroupselectionallows youtochoosewhat 2groupchannels youwant toanimatebetween. Theparticle count willautomatically beset totheStartGroupamount sincetheanimationenginerequires theparticlecount tobe thesameforbothgroups.
SequenceMode:

Particleanimations canbeanimatedusingvarious transitiontypes suchas Directional, Radial, Randomor Linear. Directional: Particles animateinasingledirectionthat canbecontrolledwiththeYawandPitch. Radial: Particles animateinasphericalpattern. Youcancontrolthepositionandchangethedirectionfrom OutwardtoInward. Random: Therandomtransitionmodemoves particles inarandompattern. Linear: Particles animatealtogetherat thesametime.

AnimationType:

InadditiontousingtheBlendamount youcanalsousetheSmoothness andRandomness torefinethespeedof the particles.


DualAnimationMode:

This modeallows particles tostartanimatingwithaspecific BlendmodelikeRadialbut finishusingadifferent sequencelikeDirection. Youcanalsousethedualsequencemodewithdirectionaltohave2separateblending directions foroutgoingandincomingparticles.
TimeDelayOptions:

Thetimedelay optionallows youtoretimecertainproperties sothat they areachievedat adifferent timethanthe otherproperties. Forexample, youcouldmakeitsothematerialblendinghappens firstandthenthepositionof the particles interpolates next.

FAQ
DoesElementCastShadowsfromlights?:

Not yet but wehavethis onourroadmap!


DoesElementallowanimated3DObjects?:

Not yet...SinceOBJ files arevery slowtoload, ananimatedsequencewouldcausememory andperformance issues sowedecidedtotest moreintelligent formats forbringinganimationintoElement that is fasterandmore robust.
DoesElementhaveaphysicssystem:

Not exactly. Element is anarray basedplug-inthat works by havinganabsoluteparticlecount andpositions. Our uniqueAnimationEngineis abletodoamazingthings whenitknows exactly whereparticles areat nomatterwhat. This systemcanbeusedtoachievemany creativeanimations without sacrificingthecontrolas insimulationbased systems. Sincewedonot haveatraditionalparticleemitter,particles donot automatically animateovertime
Whyaremyshapeslookingsquished?

Turnyouraspect ratioinyourcompositionsettings tosquarepixel


WhyismyElementlookingflatandnot3D?

Makesurethelayerthat yourElement 3Dis appliedtoDOESNOThavethe3Dswitchon.


Whycan'tIrotatearoundmyobjects?

GotoyourCameraSettings andmakesurethat itis set toaTwo-NodeCameraandNOTaone-nodecamera. This willallowyoutorotatearounda"point of interest" Alsomakesurethat youhave"liveupdate" oninyourcomp
Whyaren'tallmyobjectsinmyscene?

Element groups work intwoways: Eitheragroupis controllingonesingleobject, oranarray of objects. For example, ifyouhave3objects set toagroup, but yourparticlenumberis only set to1youwillonly haveoneobject inyourscene. Ifyouhave3objects andaparticlenumberof 5youwillhaveanarray of 5randomly generated objects inonesinglegroup. Ifyouhavetwoobjects andwouldliketocontrolthemindependently, youmust designateoneof themforgroup1 andtheotherforgroup2,3,4, or5.
Whyaren'tmytexturesbeingimportedintoElement?

Element does not import texturemaps. Itimports materialslots foryoutorebuildyourmaterials andtextures in Element. Youcanright click yourmodeltosaveamodelpreset inElement soyoudonot havetorebuildthemagain forfutureprojects.
HowdoIgetobjectstorelfecteachother?

Element does not support "ray-traced" relections. Soobjects cannot reflect eachother. This is forsakeof speedon theGPU. Itis possibleforthis tobe"faked" incertainscenarios. (ietext beingduplicated, rotated, andbluredto appeartobereflectingtheontheground)
Whyismymodelgrayandnotmappingtexturescorrectly?

Makesurethat themodelhas beenexportedout of its 3Dprogramwith"normals" IntheElement modeloptions inthesceneinterface, youcanturnonthe"autonormals" switchandadjust the

"edgethreshold" untilitlooks correct.


WhycanIseethroughsomepolygons?

Makesurethat yourmodeldoesn't haveany backwards polygonnormals Youcanalsogotoyourmaterialoptions, andturnonthe"drawbackfaces" switch, andthis willrenderthebacksides of polygonnormals

LINKINGEXPRESSIONSWITHELEMENT
Element canbeusedwithexpressions forthepurposeof connectingvalues ortyinganobject grouptoaNull Object.
IMPORTANT: LinkingParametersinsideElement:

Whenyouenableanexpressionby alt-clickingastopwatch, youmust holddownALTas youdragthepickwhipto connect otherparameters suchas positionorrotation. SinceElement has many repetitiveoptions foreachgroup, theALTfunctionwillensuretheparameterNUMBERis usedtoensurenonamingconflict.

RENDERSETTINGS
Lighting:

By default alllights haveinfinitefalloffbut youcanusethefalloffsettingtogivelightingamorenaturallook when lights arefartheraway fromyourobjects.


MotionBlur:

ToenablemotionblurforElement turnonthelayerswitchformotionblurandthentogglethemotionblurswitchon thetimeline. Themotionblursamples willsmoothout fast motionbut takelongertorender.


Fog:

TheFogrendereffect adds depthtolargescenes andcreateuniquelightingeffects. YoucancontroltheSTART DISTANCEof theFogandtheRANGEwhichcontrols thefalloff.YoucanhaveanegativeStartDistanceandRange tocreateinterestinglightingeffects.


DepthofField:

Element features severalmodes forgeneratingDepthof fieldandonemodethat visualizes thefocus planewitha redhighlight.


Multi-PassDepthofField:

This moderenders multiplepasses of yoursceneinordertogenerate3Ddepthof fieldthat most accurately matches theAECameraBluramount. Howeveritis alsotheslowest forcomplicatedscenes. Increasingthe quality willincreasetherenderpasses exponentially. Itis recommendedtousethelowest quality that produces adequateresults. NOTE: multi-pass renders yourentirescenesousingmulti-pass depthof fieldwithmotionblur willslowdownrenderingdramatically.
PixelBlur:

This modeuses apost processinglens blurthat works wellandrenders consistently. Meaningthespeedof the bluris not dramatically affectedby thecomplexity of the3DsceneunliketheMulti-Pass modewhichrequires repetitiverenderingof thescene.
PreviewandContinuousBlur:

Thesemodes arevery fast but not accurate, andthey cancreatesomestrangeartifacts onsmallobjects. It does work great fortestingandusinginlowfeatured3Dobjects orsurfaces that donot havealotof detailed mesh.
FocusIndicator:

This is avisualrepresentationof thedepthof fieldthat shows yourfocalplanerepresentedby aredtint.The morered, themoreinfocus.


AmbientOcclusion(SSAO):

Ambient Occlusionis usedtosimulatesoft shadingwithout castingshadows. Controllingtheradius andintensity will helpyouachieveaspecific look but therearemany advancedsettings forrefiningtheshadowlook. Samples:Controls howmany samples arecalculatedperpixel. Radius:Controls thesearchdistancetocalculatetheshadingandmakes theshadingtighterorbroader. DepthInfluence:Theambient occlusionworks inscreenspacebut thedepthinfluencevaries theshadingradius so that objects faraway that get smallerdonot get lost. FogInfluence:This controls howintensetheambient occlusionis whenfogis enabled. IlluminationInfluences:This controls howmuchtheambient occlusionaffects illuminatedmaterials. AdaptiveBlur:Theadaptiveblursettings allowyoutosmoothout thesamples basedonthedirectionof polygons in ordertokeeptheshadingconsistent.
OutputSettings:

Element features severaladvancedimageprocessingsettings that balanceperformanceandquality.


CompressTextures:

Ifyouhavenoticeablebandingintextures, youcanuncheck this tousefullquality textures at thecost of increasedGPUmemory usage.

OPTIMIZINGPERFORMANCE&RENDERING
Element uses allthetricks inthebook forrenderingandoptimizing, but whenscenecomplexity increases itis important toknow
UpdateGPUDrivers:

Check forupdateddrivers beforeusingElement, therearemany stability andperformancechanges intheseGPU drivers fromNvidiayoudont want tobewithout!
CPUrenderingVSGPURendering:

OntheCPUamorecomplicatedscenewilljust takelongertorender, but ontheGPU, ifthesceneormemory requirements aretoohigh, theGPUwillcrashsoitis important tomanageyourGPUs resources by closing unnecessary GPUprograms andwatchingtexturememory usage. Agraphics cardwith2GBs of VRAMwillallow youtocreatemorecomplex scenes comparedtoacardwithonly 512MBs.
GPUResources:

Many programs suchas Photoshopand3Dgames useGPUresources soitis agoodideatocloseunnecessary programs toget themost out of Element.
MemoryManagement:

Imagetextures willfillupyourgraphics cardmemory fast ifyouarenot careful. Usingfewertexturemaps andlower resolutionfiles willhelpkeepmemory availableforrendering.

MotionBlur&DepthofField:

Multi-Pass depthof fieldcanbeslowtorenderincomplex scenes. Usingmotionblurwithdepthof fieldwillmake thescene8times slowertorender. Whenworkingyoumay want totoggleDepthof Fieldoffuntilfinalrenderingto keeptheresponsiveness of thePlug-in.
ClosingorlimitingGPUbasedFX:

Sincecomputers andsoftwareoftentakeadvantageof theGPUyoumay want tolimitunnecessary usageto improveyourElement performancesotry tocloseprograms likePhotoshopwhennot usingthemtopreserve memory consumption. TheElement UIshowthememory usedandmemory availableontheGPUbut this is not the memory Element is usingbut thetotalmemory thecardis usingaltogether.
LowerMulti-Sampling:

Themulti-samplingmodecanimprovememory performanceonolderorless poweredcards by usingless memory to render. Ifyouareusingextremely largecomps itmay betheonly way torenderthemontheGPUduetomemory limitations.
Restartingisalwaysagoodidea:

IfyourGPUis overloadedoryouwant tofreshenitup, just restart thecomputer. Itcanhelp!


Keepthetexturememorydown:

Ifyoudonot havealotof memory onyourgraphics cardoryouhaveacomplex scenewithmany texturemaps, try toavoidCustomandAnimatedMaps. Loadstillimages directly intoElement sothey areonly cachedonce.

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