home *** CD-ROM | disk | FTP | other *** search
- 11/11/88
- THE CAPTURE UTILITY
-
- The Capture program is a utility for converting animations from
- virtually any animation file format to the Hash file format. Due to the
- difficulty of obtaining and implementing code for the myriad of
- formats in existence, we wrote this utility to actually capture
- the frames as they are played by the appropriate player program.
- Once the animation is in the Hash format, you can use
- Animation:Editor to convert it to ANIM, IFF pictures, or use the
- animation in any way you see fit. Also, by converting these
- animations to the Hash format, you can use them in other Hash
- Animation: products like Animation:Multiplane, and
- Animation:Rotoscope.
-
- Capture requires at least enough RAM to play the animation
- and pack the frames (1 Meg minimum) and two disk drives (or a
- hard disk).
-
- If you just want to convert an ANIM file to a Hash packed
- file, use the Converter in Animation:Editor, it is MUCH easier to use
- Animation:Editor for this application.
-
- Capture takes full advantage of the Amiga's multitasking
- abilities and must be 'RUN' from the CLI. Make sure you type
- 'RUN Capture'. The Capture control screen will now appear.
-
- To do its magic, Capture needs to know the resolution of the
- source animation. The Capture task will wait until a screen in
- that resolution is displayed, and save it and all subsequent
- screens with that resolution.
-
-
- FINDING THE RESOLUTION
-
- If you already know the resolution of the animation you want
- to capture, simply enter the width, height, and depth in the
- Resolution string gadgets at the upper left of the control
- screen. If you don't know the resolution, Capture can find it
- for you. But, this is a multi-step process, so it's worthwhile
- to know the resolution beforehand.
-
- To find the resolution of an animation, click the FindRes
- button. You have two options at this point. You can get the
- resolution directly from the file, or by playing the animation
- and getting the resolution from the screen. The File option
- should be used with Byte-by-Byte's MOVIE format and any future
- format similar to ANIM. Enter the animation filename when the
- File Requester appears. If the File option is successful,
- Capture will also count the number of frames in the animation.
- When the operation is finished, the appropriate values will be
- placed in the string gadgets on the Capture control panel.
-
- The FindRes Screen option should be used for mysterious non-
- ANIM formats (like Turbo Silver, RIFF, Forms-in-FlightII etc).
- After selecting the Screen option, you will be asked if you are
- ready to play your animation. This is your chance to abort the
- operation.
-
- If you choose to procede, the Capture window will shrink,
- and you will see the CLI again. Wait for the 'Exit Command OK'
- message to appear in the CLI.
-
- Now insert your animation disk in another drive, and 'RUN' your
- player program. Be sure you type 'RUN', remember Capture is a
- multitaking utility and must interact with the player. Some
- players may require a larger stack to run properly. So use the
- Stack command to set the stack. The MOVIE player required Stack
- 16000, and the Fast_Flight_2 player requires Stack 25000. Make
- sure you do this BEFORE you run the player. Your animation
- should load and play. After the animation has played a few
- times, exit the player. Now resize the Capture window so that
- all of the gadgets are displayed. You will see the values that
- the program found, in the Resolution panel.
-
-
- SETTING START FRAME AND CAPTURE LENGTH
-
- After setting the resolution, you now need to specify the
- start frame, and the number of frames you wish to capture. The
- default start frame is 3. This may sound unusual at first, but
- the first few frames my be blank screens. This value depends
- mainly on the player program. MOVIE requires a starting frame of
- 4. You may want to experiment with this value and determine
- which value works best with the respective players. If you miss
- the first few frames by making the start value too large, you can
- capture them as the animation loops back to the beginning. You
- can always re-arrange the frames later with Animation:Editor.
-
- You also need to set the frame length, i.e. the number of
- frames you want to capture. The default value for frame length
- is 10. If the animation is in the MOVIE format and you use the
- FindRes File option, this value will be set for you. Otherwise,
- you will need to estimate the number of frames you will need. If
- the player program allows single stepping, or slow playback, you
- may be able to count the frames.
-
- If you choose a number for the frame length that is too
- small. You can go back capture the remaining frames by changing
- the start frame to the next frame you want to capture, and
- linking the two output animations together with Animation:Editor.
- Or you could set the start frame to the second to last frame
- captured, and use the -m (multiple file) option in Display
- (Version 3.24 or greater).
-
-
- CAPTURING THE ANIMATION
-
- Now that you have selected the resolution, the start frame,
- and the number of frames to capture, you need to select the
- destination path and filename of your Hash packed file. To do
- this, simply click on the Set Path button. The File Requestor
- will appear, and you may select your destination path. Insert
- your destination disk in the disk drive that is occupied by
- the Capture disk (or use RAD:, VD0:, DH0:, etc.). Do NOT store the
- animation to RAM:, or Capture will fail.
-
- You are now ready to Capture the animation. The process is
- very similar to using the FindRes Screen option. You will use
- the appropriate player program to play the animation, and the
- Capture program will freeze each frame and store it in the
- destination file.
-
- Make sure your Capture disk is inserted in one drive, and
- your animation source (with player) disk is inserted in another drive.
-
- Now, click the Capture button. You will now be given a
- chance to abort this operation.
-
- The Capture disk will now run for a moment, the Capture
- window will shrink and some help text will be printed in the CLI.
-
- Wait for the 'Exit Command OK' message to appear in the CLI.
- Replace the Capture disk with your destination disk. Now, 'RUN'
- your animation player (be sure to type RUN, and make sure you set
- the stack size). Your animation will load, and you each frame
- will hold while it is being saved to your destination disk. This
- process will continue until the frame length number has been
- reached. Then the animation will play back at normal speed.
-
- You may now exit your player. Re-insert the Capture disk
- and resize the Capture window.
-
- If you wish to capture more animations, click the STOP
- Gadget to stop capturing to the Destination file. You may now repeat the
- above steps to capture more animations.
-
- If you want to exit the Capture program, click the QUIT
- Gadget to close the Destination file, and exit.
-
- That's all there is to it. It takes a little practice, but
- it is worth it. With this utility, you can break the animation
- format barrier.
-
- ---------
- The Capture utility is Copyrighted (c) by Martin D. Hash and Kenneth A. Baer.
-
- Capture consists of three files:
- Capture
- Command
- CaptureTask
- These files should remain in the same directory, and Capture should be run
- from that directory.
-