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- To: Davina
- Copy to: Mike, Louis, John, Ruth
-
-
- Animation Documentation
- (The Anim Family)
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- There are 3 types of animation:
- Fat Animation
- Skinny Animation
- Frame Animation
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- FAT ANIMATION
- The animation zone is the window where the animation will take place.
- In Fat animation, this entire area needs to be saved in a scratch buffer.
- This requires alot of memory, but allows objects to be moved simultaneously
- with some objects moving over other objects (priorities). Fat animation
- uses a transparent color to create masks on the fly.
-
- Memory required -
- Scratch buffer (entire screen)
- Each object (2 times the size of the object)
- Disk space required -
- Background compressed into gif
- Each object compressed into gif
- Speed - Fast
- Power - Multiple objects can be moved simultaneously.
- Graphic requirements -
- The top left pixel of every object should contain the
- transparent color. The initial x,y coordinates where
- the object will be drawn are needed.
- For example:
- object name - "filename" x y
- object name - "filename" x y
- object name - "filename" x y
- etc.
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- SKINNY ANIMATION
- In Skinny animation, the animation zone is the window where all of the
- animation will take place for a given object.
- There are 3 types of Skinny animation:
- Click N Drag Single Frame animation
- Click N Drag Multiple Frame animation
- Sprite Multiple Frame animation
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- During Click N Drag Single Frame animation, the animation zone is the size
- of the image. This animation zone will move across the screen when the users
- selects the image with the mouse and moves the mouse. Click N Drag Single
- Frame animation uses a transparent color to create masks on the fly.
-
- Memory required -
- Scratch buffer (4 times the largest object)
- Each object (3 times the size of the object)
- Disk space required -
- Background compressed into gif
- Each object compressed into gif
- Speed - Fast
- Power - Only one object can be moved at a time, but multiple
- objects can be appear on the screen simultaneously.
- Graphic requirements -
- The top left pixel of every object should contain the
- transparent color. The initial x,y coordinates where
- the object will be drawn are needed.
- For example:
- object name - "filename" x y
- object name - "filename" x y
- object name - "filename" x y
- etc.
-
- During Click N Drag Multiple Frame animation, the animation zone is the
- size of the image. This animation zone will move across the screen when
- the user selects the image with the mouse and moves the mouse. As the
- animation zone moves the program will alternate the frames that are drawn.
- Every frame of an object MUST be the same size. Click N Drag Multiple Frame
- animation uses a transparent color to create masks on the fly.
-
- Memory required -
- Scratch buffer (4 times the largest object)
- Each object (2 times the size of each frame, plus
- the size of an additional frame)
- Disk space required -
- Background compressed into gif
- Each object compressed into gif
- Speed - Fast
- Power - Only one object can be moved at a time, but multiple
- objects can appear on the screen simultaneously.
- Graphic requirements -
- The top left pixel of every object should contain the
- transparent color. The initial x,y coordinates where
- the object will be drawn are needed.
- For example:
- object name - order of frames - x y
- frame# - "filename"
- frame# - "filename"
- object name - order of frames - x y
- frame# - "filename"
- etc.
-
- During Sprite Multiple Frame animation, the minimal enclosing rectangle
- is the smallest rectangle that can enclose all of a given object.
- A reference point will define the top left point of the minimal enclosing
- rectangle. Each frame that is drawn of this object will have offset
- coordinates from this reference point as well as increment values for the
- reference point.
-
- Memory required -
- Scratch buffer (2 times the size of the minimal enclosing
- rectangle, plus the largest reference increment size)
- Each object (2 times the sum of all of the frames)
- Disk space required -
- Background compressed into gif
- Each object compressed into gif
- Speed - Not quite so fast
- Power - The object can be moved over any background, and the object
- can be moved a great distance across the background without
- increasing the disk size of the objects. Because frames
- can be different sizes, the images can be very small.
- Graphic requirements -
- The top left pixel of every object should contain the
- transparent color. I need a reference point for the
- object. For each frame I need an offset x,y from the
- reference point, and the incremental value x,y of the
- reference point.
- For example:
- Object name Reference point x,y
- Frame #0 -"filename"- offset x,y reference inc x,y
- Frame #1 -"filename"- offset x,y reference inc x,y
- Frame #2 -"filename"- offset x,y reference inc x,y
- etc.
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- FRAME ANIMATION
- In Frame (or anorexic) animation, the animation zone is the window where
- all of the animation will take place for a given object. The background
- is fixed, and will be included in the objects. This does NOT use a
- transparent color.
-
- Memory required -
- Each object (The sum of all of the frames).
- Disk space required -
- Background compressed into gif
- Each object compressed into gif
- These objects will not compress very tightly because the
- background is included in the image.
- Speed - Extremely Fast!
- Power - The background is fixed and cannot vary.
- Graphic requirements -
- I need the x,y coordinates where the animation zone
- will be drawn. For each frame, I need to know the
- x,y offset coordinates from the animation zone's top
- left corner.
- For example:
- object name - order of frames Animation zone x,y
- frame# - "filename" - offset x,y
- frame# - "filename" - offset x,y
- object name - order of frames Animation zone x,y
- frame# - "filename" - offset x,y
- frame# - "filename" - offset x,y
- frame# - "filename" - offset x,y
- etc.
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