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- AniMagician Version 2.0
-
-
- AniMagician Copyright (c) 1994 KAVIK Software
- All Rights Reserved
-
-
- KAVIK SOFTWARE DISCLAIMS ALL WARRANTIES RELATING TO THIS SOFTWARE
- WHETHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED
- WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, AND
- FUNCTIONALITY, AND ALL SUCH WARRANTEES ARE EXPRESSLY AND SPECIFICALLY
- DISCLAIMED. NEITHER KAVIK SOFTWARE NOR ANYONE WHO HAS BEEN INVOLVED
- IN THE CREATION, PRODUCTION, OR DELIVERY OF THIS SOFTWARE SHALL BE LIABLE
- FOR ANY INDIRECT, CONSEQUENTIAL, OR INCIDENTAL DAMAGES ARISING OUT OF THE
- USE OR INABILITY TO USE THIS SOFTWARE. IN NO EVENT SHALL LIABILITY FOR
- ANY DAMAGES EVER EXCEED THE PRICE PAID FOR THE LICENSE TO USE THIS SOFTWARE.
- THE PERSON USING THIS SOFTWARE BEARS ALL RISK AS TO THE QUALITY AND
- PERFORMANCE OF THIS SOFTWARE.
- This agreement shall be governed by the laws of the State of Alabama and
- shall inure to the benefit of KAVIK Software. Any action or proceeding
- brought by either party against the other out of or related to this
- agreement shall be brought only in a state or federal court of competent
- jurisdiction located in Madison County, Alabama.
-
- Microsoft is a registered trademark of Microsoft Corporation.
-
- CONTENTS
-
- 1...............INTRODUCTION
- 1.1.............SHAREWARE
- 1.2.............WELCOME
- 1.3.............CONTACTING THE AUTHOR
- 2...............REQUIREMENTS
- 3...............THE FLI FORMAT
- 4...............INSTALLING AniMagician
- 5...............GETTING STARTED
- 5.1.............STARTING AniMagician
- 5.2.............QUITTING AniMagician
- 6...............USING THE MOUSE
- 6.1.............MOUSE ERRORS
- 6.2.............ACTIVATING A CONTROL
- 7...............USING THE CONTROL PANELS
- 7.1.............EXITING A CONTROL PANEL
- 7.2.............BUTTON CONTROLS
- 7.3.............DEFAULT CONTROLS
- 7.4.............SLIDER CONTROLS
- 7.5.............EDIT BOXES
- 8...............WORKING WITH FRAMES
- 8.1.............DRAW MODE
- 8.2.............THE SCRATCH FRAME
- 8.3.............ADDING FRAMES
- 8.4.............POSITIONING THE CURRENT FRAME
- 8.5.............MODIFYING AN EXISTING FRAME
- 8.6.............INSERTING A FRAME
- 8.7.............DELETING A FRAME
- 9...............WORKING WITH COLORS
- 9.1.............PALETTE COLOR ZERO - THE INVISIBLE COLOR
- 9.2.............THE SYSTEM PALETTE
- 9.3.............THE FRAME PALETTE
- 9.4.............SELECTING A COLOR
- 9.5.............DEFINING A FRONT PLANE COLOR
- 9.6.............MODIFYING A PALETTE COLOR
- 9.7.............SAVING THE PALETTE
- 9.8.............LOADING A PALETTE
- 9.9.............GETTING A COLOR FROM THE SCREEN
- 10..............WORKING WITH SOUND
- 10.1............ADDING A SOUND FRAME
- 10.2............DELETING A SOUND FRAME
- 10.3............TURNING THE SOUND ON/OFF
- 11..............THE FLASH FRAME OPTION
- 11.1............FLASH INTERVAL
- 11.2............FLASH PERSISTENCE
- 12..............OBJECTS
- 12.1............WHAT IS AN OBJECT ?
- 12.2............CREATING AN OBJECT
- 12.3............THE "PUT SETTINGS"
- 12.4............POSITIONING AN OBJECT ON THE FRAME
- 12.5............THE BACKGROUND PLANE
- 12.6............THE OBJECT PLANE
- 12.7............THE FRONT PLANE
- 12.8............THE OBJECT HOOK
- 12.9............OBJECTS AND MULTI-FRAME GENERATION
- 12.10...........DEFINING AN OBJECT PATH
- 12.11...........PREVIEWING THE ANIMATION
- 12.12...........GENERATING THE ANIMATION
- 12.13...........SAVING AN OBJECT
- 12.14...........LOADING AN OBJECT
- 12.15...........REBOUND
- 13..............THE BACKGROUND BUFFER
- 13.1............DEFINING A BACKGROUND
- 13.2............DISPLAYING THE BACKGROUND
- 13.3............BACKGROUND SETTINGS
- 13.4............BACKGROUND PRELOAD
- 13.5............BACKGROUND CARRY
- 14..............DRAWING TOOLS
- 15..............FRAME EDITING
- 15.1............UNDO
- 15.2............ERASE
- 15.3............CUT
- 15.4............COPY
- 15.5............PASTE
- 16..............SPECIAL EFFECTS
- 16.1............MAPPING A FRAME IMAGE ONTO A BRESENHAM CIRCLE
- 16.2............MIRROR IMAGES
- 16.3............PIXELATE
- 16.4............FLIPPING A FRAME IMAGE
- 17..............PCX FILES
- 18..............VIEWING THE ANIMATION
- 18.1............ADJUSTING THE PLAYBACK SPEED
- 19..............ERRORS
- 20..............CONTROL PANELS AND CONTROLS
- 20.1............HOT KEYS
- 20.2............THE MAIN PANEL
- 20.3............THE EDIT PANEL
- 20.4............THE COLORS PANEL
- 20.5............THE COLOR SELECT PANEL
- 20.6............THE COLOR MIX PANEL
- 20.7............THE FRAME PANEL
- 20.8............THE TOOLS PANEL
- 20.9............THE SPRAY TOOL SETUP PANEL
- 20.10...........THE OBJECTS PANEL
- 20.11...........THE MULTI-FRAME PANEL
- 20.12...........THE BACKGROUND PANEL
- 20.13...........THE FLIC PANEL
- 20.14...........THE OPTIONS PANEL
- 20.15...........THE SOUND PANEL - Only available with registered versions
-
-
- 1 INTRODUCTION
-
- 1.1 SHAREWARE
-
- AniMagician is ShareWare. You are allowed to try AniMagician for 30 days.
- After the 30 day trial period you must either remove it from your computer or
- pay the registration fee. See the file "REGISTER.DOC" for the registration
- order form. By registering AniMagician, you encourage the development of
- future products and encourage further enhancement of AniMagician.
-
- You are free to give the ShareWare version of AniMagician to your friends
- and upload it to electronic Bulletin Boards as long as all files are present
- and original.
-
- DISTRIBUTORS : You may distribute the ShareWare version of AniMagician
- provided the only fee charged is a nominal fee for the distribution media
- and/or copying the files to the media.
-
- 1.2 WELCOME
-
- Welcome to the exciting world of computer animation. AniMagician is an
- animation design tool that allows you to create and edit colorful 256-color
- computer animations. The registered version allows users with SoundBlaster-
- compatible sound cards to add sound frames to the animations. The sound
- frames provide a "sound track" for your animations and enhance the impact the
- animation has on it's viewers.
-
- You may create animations from scratch using the provided set of drawing
- tools or turn a series of external images, as produced by a ray tracer, into
- a frame-based animation. AniMagician will allow you to define a complete
- 256-color palette for each frame of your animation. This allows an almost
- unlimited array of colors.
-
- AniMagician is designed to get you "up and running" immediately. A little
- imagination is all you will need to create spectacular animations.
-
- 1.3 CONTACTING THE AUTHOR
-
- If you have problems or comments you may send Post Mail to :
-
- KAVIK Software
- P.O. Box 261
- Huntsville, AL 35804
-
- Or on CompuServe :
-
- Duane Violett ID #71371,3046
-
- Please indicate which version you are using when corresponding.
-
-
- 2 REQUIREMENTS
-
- The requirements for AniMagician are :
-
- The BUFFERS value in CONFIG.SYS must be at least 20.
- The FILES value in CONFIG.SYS must be at least 20.
- IBM-compatible 286 or higher
- DOS 3.0 or higher
- VGA card
- VGA color monitor
- A Microsoft-compatible mouse and driver
- Hard Disk - about 2 Meg free
- 540K free low memory
-
- 1 Megabyte of free extended or expanded memory is not necessary but
- will optimize performance.
-
- SoundBlaster-compatible sound card required for sound frame option.
-
- 3 THE FLI FORMAT
-
- First of all, what is the .FLI (flic) file format ? The .FLI file format
- is a frame-based animation file format. The flic file format provides a means
- of storing a series of frames by saving only the portions of each frame that
- differ from the previous frame. This includes palette differences and will
- allow for a new 256 color palette for each frame. These frames, when played
- back, appear to be animated. The effect is similar to movie reels where each
- frame differs slightly from the previous frame. Of course, if your frames
- differ greatly you will not have an effective animation.
-
- We chose the .FLI format because of the numerous .FLI flics available on
- BBS's and because we do not wish to introduce yet another file format.
- AniMagician allows you to edit existing .FLI animations or assemble your own
- animation and store it as a .FLI animation file.
-
- The registered version of AniMagician allows the user to add sound frames
- to the flic file animation. Animations in which sound frames have been added
- may not be compatible with other players or FLI editors. Please note that
- MagiPlay version 2.0, the free run-time player produced by KAVIK Software,
- will allow non-registered users to experience the excitement of sound flics.
-
- 4 INSTALLING AniMagician
-
- To install AniMagician :
-
- 1) Create a directory to hold AniMagician :
-
- MKDIR ANMAG
-
- 2) Move to the new directory :
-
- CD ANMAG
-
- 3) Copy the files from the supplied disk to the directory.
-
- COPY A:*.* .
-
- Note that if your disk is on drive B: use the command :
-
- COPY B:*.* .
-
- 4) AniMagician is now installed in the directory "ANMAG".
-
-
- 5 GETTING STARTED
-
- 5.1 STARTING AniMagician
-
- First, change to the directory containing AniMagician. If the directory
- containing AniMagician is named \ANMAG type "CD \ANMAG". You must run
- AniMagician from the directory in which it has been installed since there
- are files which AniMagician looks for at startup.
-
- To start AniMagician type "ANMAG". This will start AniMagician and display
- the startup screen. Unregistered versions will then display a notice panel.
- To get rid of the notice strike the <Enter> or <Esc> key.
-
- You will then be presented with the Main panel. The top banner of the
- Main panel displays the current settings. These are, starting from the left,
- current drawing color, sound status, current drawing tool, number of frames
- in animation, name of current animation, and sound frame flag. The sound
- frame flag is highlighted whenever the current frame is positioned on a
- sound frame. The panel below the banner displays available controls. At the
- bottom of the control panel an edit box displays the current frame. The
- letters "SCR" mean you are positioned at the scratch frame. The scratch frame
- is used to create intermediate images or object images and is not part of the
- animation.
-
- To remove the Main panel and enter draw mode, click the right mouse button.
- In draw mode you may use the current drawing tool and drawing color to
- modify the current frame. To redisplay the Main panel simply click the
- right mouse button from draw mode and the Main panel is displayed.
-
- 5.2 QUITTING AniMagician
-
- To exit from AniMagician select "EXIT" from the Main panel or strike the
- <Esc> key when in draw mode. A notice panel will verify that you wish
- to exit.
-
- 6 USING THE MOUSE
-
- 6.1 MOUSE ERRORS
-
- AniMagician requires that you have a Microsoft-compatible mouse driver
- loaded. If you do not have a mouse, AniMagician will terminate and display
- the message :
-
- "Error - Mouse disconnected, not installed, or unsupported"
-
- If you have installed a mouse driver and still get this message, make sure
- the mouse is connected to the proper port. See your mouse installation
- manual for directions.
-
- 6.2 ACTIVATING A CONTROL
-
- A control is selected from a control panel by positioning the mouse
- cursor over the control and clicking the left mouse button to select the
- control.
-
-
- 7 USING THE CONTROL PANELS
-
- The control panels are designed such that related functions are contained
- on the same panel. The panels may contain push buttons, click buttons,
- slider controls, or edit boxes. A panel is active when it is the top-most
- panel displayed. The mouse cursor will be limited to the region defining
- the active panel.
-
- 7.1 EXITING A CONTROL PANEL
-
- You may exit an active control panel any of the following ways.
-
- 1) Right-clicking the mouse.
- 2) Striking the <Escape key>
- 3) Striking the <Enter> key. This method will activate the default
- control upon exiting the panel. Not all panels have a default control.
-
- 7.2 BUTTON CONTROLS
-
- Button controls are activated by positioning the mouse cursor over the
- button and left-clicking the mouse. Some click buttons allow only one
- button in a group to be selected at a time. These buttons are used for
- setting mutually exclusive attributes.
-
- 7.3 DEFAULT CONTROLS
-
- Some panels contain a button with red text. These are default controls
- and are automatically selected by striking the <Enter> key when the panel
- is active.
-
- 7.4 SLIDER CONTROLS
-
- Slider controls are activated by positioning the mouse cursor within the
- slider control tab, the part that would move on a real slider, depressing
- the left mouse button, then dragging the mouse left and right. The mouse
- cursor will turn off when the slider control is activated and turn back on
- when the mouse button is released.
-
- 7.5 EDIT BOXES
-
- An edit box is activated by left-clicking the mouse cursor within the edit
- box window. The text cursor will appear in the edit box at the point where
- the mouse was clicked. The text is modified by typing in corrections and/or
- using the <Delete> and <Backspace> keys. The <Delete> key will delete the
- character at the text cursor, the <Backspace> key will delete the character
- in front of the text cursor. To remove a region of text, select the region
- by positioning the mouse cursor over the first character in the region and
- hold down the left mouse button while dragging the mouse cursor over the
- characters to be included in the region. This will highlight the selected
- region. Type a valid character to replace the region with the character.
- To delete a selected region strike the <Delete> key.
-
-
- 8 WORKING WITH FRAMES
-
- The frame is the basic unit from which an animation is created. An
- animation is nothing more than a series of frames played in sequence.
- The positioning of items in each frame and the speed at which the frames
- are displayed determine how realistic the animation appears. Sound frames
- are not affected by playback speed.
-
- Frames are created by drawing a frame then "shooting" it or by creating a
- series of frames using an "object". Shooting a frame adds the frame to the
- current animation or replaces an existing frame in the animation with the
- current frame. See the tutorial file "FLASH.TUT" for the lesson on creating
- an animation by shooting individual frames. See the tutorial file "PATH.TUT"
- for the lesson on creating an animation using object paths.
-
- Sound frames can be inserted into the animation only with the registered
- version.
-
- 8.1 DRAW MODE
-
- You are in draw mode when there are no active panels displayed. Draw
- mode allows you to modify the current frame image with the current drawing
- tool.
-
- 8.2 THE SCRATCH FRAME
-
- The scratch frame is the work sheet on which you create images to be
- used as objects or create frame images that are to be added to an animation.
- When stepping through the frames of an animation the scratch frame is
- located after the last frame in the animation. The scratch frame is
- actually an AniMagician buffer and is not really part of the animation until
- it as added with the "SHOOT" function.
-
- 8.3 ADDING FRAMES
-
- To add an image frame to your animation, first create the image on the
- scratch frame then select "SHOOT" from the Main panel. This will add the
- frame to the end of the animation and create a new scratch frame with the
- currently defined background. See the section "THE BACKGROUND BUFFER" for
- a description of background images.
-
- Sound frames are added to the animation by selecting "SOUND" from the
- Main panel, selecting a VOC sound file using "BROWSE", and then inserting
- the sound file by selecting the "INSERT CLIP" control. The "SOUND" control
- is only available with registered versions.
-
- 8.4 POSITIONING THE CURRENT FRAME
-
- The current frame is the animation frame which is displayed when you
- are in draw mode. To step through the frames of an animation use the "<"
- and ">" controls from the Main panel or use the left and right arrow keys
- when in draw mode. If using the arrow keys on the numeric keypad be sure
- "Num Lock" is turned off.
-
- Note that if you encounter a sound frame, the current image does not
- change, but the sound flag at the upper right of the Main panel banner is
- highlighted (usually in red).
-
- 8.5 MODIFYING AN EXISTING FRAME
-
- To modify an existing frame, position the current frame to the frame to
- be modified. Make the changes to the frame image then select "SHOOT"
- from the Main panel. This will overwrite the frame image in the animation
- with the new image.
-
- You must be positioned at an image frame to modify the frame. If you
- are positioned at a sound frame you cannot modify the displayed image.
- You must back up with the "<" control to modify the displayed image.
-
- 8.6 INSERTING A FRAME
-
- To insert an image frame, first position the current frame to the point
- in the animation where the new frame is to be located. The frame will be
- inserted before the current frame. Select "FRAME" from the Main panel then
- select "INSERT" from the Frame panel. This will insert a new frame in the
- animation before the current frame. The inserted frame will contain the
- currently defined background image. See the section "THE BACKGROUND BUFFER"
- for a description of background images.
-
- Sound frames are inserted in the animation by selecting "SOUND" from the
- Main panel, selecting a VOC sound file using "BROWSE", and then inserting
- the sound file by selecting the "INSERT CLIP" control. The sound clip is
- inserted after the displayed frame. The "SOUND" control is only available
- with registered versions.
-
- 8.7 DELETING A FRAME
-
- To delete a frame select "FRAME" from the Main panel then select "DELETE"
- from the Frame panel. This will remove the current frame from the
- animation.
-
-
- 9 WORKING WITH COLORS
-
- The palette is the currently available set of drawing colors. AniMagician
- allows an active palette of 256 different colors. Each frame of an animation
- may have a different palette.
-
- 9.1 PALETTE COLOR ZERO - THE INVISIBLE COLOR
-
- Palette color 0 (zero) is considered an invisible color. This color is
- used to define transparent regions in an image or transparent regions in
- an object. The transparent regions will appear to be "holes" in the
- object through which the background image is visible.
-
- 9.2 THE SYSTEM PALETTE
-
- The system palette is the default palette. Modifying a frame palette
- color does not affect the corresponding system palette color. The system
- palette can only be modified by loading a palette, loading a flic file, or
- selecting the "SYS PALETTE" control from the Color Mix panel.
-
- 9.3 THE FRAME PALETTE
-
- The frame palette defines the active drawing colors for the current frame
- and may be modified using the Color Mix panel. The current frame palette
- is displayed by selecting "PALETTE" from the Colors panel.
-
- 9.4 SELECTING A COLOR
-
- Select a drawing color by selecting "PALETTE" from the Colors panel and
- left-clicking the mouse cursor inside the box containing the desired color.
-
- 9.5 DEFINING A FRONT PLANE COLOR
-
- Front plane colors are used in object animation. They define the palette
- colors that comprise the front plane. See the section "THE FRONT PLANE" for
- more information.
-
- To define a front plane color select the "PALETTE" control from the Colors
- panel to display the current palette. Position the active color cursor to
- the desired color and strike the "F" key to toggle the front plane attribute
- for that color. A dashed-line rectangle drawn around the color square
- indicates that the color is a front plane color. To clear all front plane
- colors strike the "C" key while the color palette is displayed. Position the
- active color cursor to the desired drawing color before leaving the palette
- display panel.
-
- Front panel colors are active in all frames in the animation not just the
- current frame.
-
- 9.6 MODIFYING A PALETTE COLOR
-
- A frame palette color is modified using the Color Mix panel. The Color
- Mix panel is activated by selecting "MIX" from the Colors panel or by
- double-clicking on a palette color square. A frame palette color may be
- reset to the system palette color or the entire frame palette may be reset
- by selecting the appropriate control from the Color Mix panel.
-
- The Color Mix panel contains three slider controls defining the Red,
- Green, and Blue color component values. Modifying the component values
- alters the active drawing color of the current frame palette. See the
- section describing the Color Mix panel for more information.
-
- A palette color may also be modified by "picking up" a palette color
- box and "dropping" the color onto one of the other palette color boxes.
- To pick up a color box, position the active color cursor to the color
- which will be picked up and strike the "P" key. To drop the color onto
- another color box, position the active color cursor to the desired color
- box and strike the "D" key. This will replace the color in the color
- box at the drop location with the color that was picked up. A color may
- be dropped onto any number of color boxes. This will only modify the
- active frame palette and does not affect the system palette.
-
- 9.7 SAVING THE PALETTE
-
- Save the current frame palette to disk by selecting "FILES" from the
- Colors panel. Enter the palette file name to be created in the edit box
- and select the "SAVE" control to create the file. The file written to
- disk will have the extension ".APF".
-
- 9.8 LOADING A PALETTE
-
- Load a palette file from disk by selecting "FILES" from the Colors panel.
- You may browse available files or enter the palette file name in the edit
- box. Select the "LOAD" control to load the palette file. This will replace
- the system palette and the current frame palette with the loaded palette.
-
- 9.9 GETTING A COLOR FROM THE SCREEN
-
- Sometimes it may be necessary to set the drawing color to a color displayed
- in the current frame. To do this select "GET" from the Colors panel.
- Position the end of the "needle" (the narrow part at the bottom of the
- cursor) over the desired color and left-click the mouse to get the color.
- Right-clicking the mouse abandons the get function.
-
-
- 10 WORKING WITH SOUND
-
- The sound option is only available with the registered version of
- AniMagician.
-
- The sound option requires that you have a SoundBlaster - compatible
- sound card installed on your machine. The Main panel banner will display
- the current sound playback status. "SOUND ON" indicates that the sound
- playback is currently enabled. "SOUND OFF" will cause AniMagician to
- skip sound frames.
-
- The addition of sound frames adds realism to your animations. It is best
- to add the sound frames after the animation has been completed. Each sound
- frame may span several image frames and altering the animation playback
- speed will not affect the sound playback.
-
- 10.1 ADDING A SOUND FRAME
-
- A sound frame cannot be the first frame in an animation. An image
- frame must precede the first sound frame.
-
- To add a sound frame, first select the "SOUND" control from the Main
- panel. From the Sound panel, select the "BROWSE" control to locate the
- desired VOC file. Select the VOC file, return from the Browse panel, and
- select "INSERT CLIP" from the Sound panel. This will insert the VOC file
- as a sound clip after the current frame.
-
- Note that VOC files are limited to 64000 bytes per sound frame. This
- is necessary to avoid delay during playback. If you have a VOC file that
- exceeds 64000 bytes, there are several available ShareWare utilities that
- will break the VOC file into smaller files.
-
- 10.2 DELETING A SOUND FRAME
-
- Position the current frame to the sound frame using the ">" and "<"
- controls or the left and right arrow keys. A sound frame is active
- when the sound frame flag, the square at the top-right of the Main panel,
- is highlighted.
-
- After positioning the animation to the desired sound frame, select
- "FRAME" from the Main panel. This will activate the Frame panel.
- From the Frame panel select the "DELETE" control. This will delete the
- active sound frame from the current animation.
-
- 10.3 TURNING THE SOUND ON/OFF
-
- To turn the sound on/off, select the appropriate control located on
- the Sound panel below "SOUND STATUS".
-
-
- 11 THE FLASH FRAME OPTION
-
- The flash frame option will flash the last frame of the current animation
- onto the scratch frame. Flash frame is only active when the current frame
- is positioned to the scratch frame and the user is in draw mode. Flash frame
- is useful when positioning an object relative to the last frame.
-
- To set flash mode on/off select "OPTIONS" from the Main panel and select
- the appropriate "ON"/"OFF" control for "FLASH FRAME".
-
- 11.1 FLASH INTERVAL
-
- The flash interval is the time delay between flashing of the previous
- frame. The smaller the time delay value, the shorter the time delay between
- flashes. Define the flash interval by activating the "FLASH INTERVAL"
- slider control.
-
- 11.2 FLASH PERSISTENCE
-
- The flash persistence is the length of time the "flashed" image stays on
- the screen. The smaller the persistence value, the shorter the length of
- time the flashed image is displayed. Large persistence values may prove to
- be annoying. Define the flash persistence value by activating the
- "PERSISTENCE" slider control.
-
-
- 12 OBJECTS
-
- The use of objects is a complicated subject and may be better presented
- by going through the tutorials "FLASH.TUT" and "PATH.TUT".
-
- 12.1 WHAT IS AN OBJECT ?
-
- The object is the principal element of animation. It is similar to an
- actor in a movie or a sprite in sprite based animation.
-
- Object manipulation involves two panels, the Objects panel and the Multi-
- Frame panel. The Objects panel contains controls for manipulating the current
- object's size and rotation. The Multi-Frame panel contains controls used for
- multi-frame object manipulation.
-
- Upon activating the Objects panel, the current frame image will be cleared
- and the currently defined object will be displayed in the upper left corner
- of the display. If the object is partially covered by the panel select the
- "VIEW" control to view the entire object. Upon exiting the Objects panel
- the current frame image will be restored on the display.
-
- An object does not retain palette color settings. Objects are displayed
- from the current frame palette.
-
- Object animation involves three color planes, the background plane, the
- object plane, and the front plane. See the sections "THE BACKGROUND PLANE",
- "THE OBJECT PLANE", and "THE FRONT PLANE" for descriptions of the color
- planes.
-
- 12.2 CREATING AN OBJECT
-
- An object is created by selecting the "GET" control from the Objects panel
- and selecting a region from the current frame. Remember that the palette
- color zero is considered transparent. The background of the current frame
- image will always show through the regions of an object that are of palette
- color zero. After selecting an object control is returned to the Objects
- panel and the object is displayed in the upper left corner of the display.
-
- 12.3 THE "PUT SETTINGS"
-
- The interaction of the object image with the background plane of the
- current frame image is defined with the "put settings". These are controls
- on the Objects panel labelled "OVR", "UND", "OR", "XOR", and "AND". Only
- one of the "put settings" may be active at a time. The put settings are only
- used when the object image is applied to the current frame. The default
- setting is "OVR", which causes the object image to be displayed over the
- background plane. Selecting "UND" causes the object image to be displayed
- behind the background plane. Selecting "OR" will "or" the pixel values of
- the object image with the pixel values of the image on the background plane.
- Selecting "XOR" will "exclusive or" the pixel values of the object image with
- the pixel values of the image on the background plane. Selecting "AND" will
- "and" the pixel values of the object image with the pixel values of the image
- on the background plane.
-
- 12.4 POSITIONING AN OBJECT ON THE FRAME
-
- The currently defined object is placed on the current frame by selecting
- the "PUT" control from the Objects panel. Position the object on the frame
- by moving the mouse then set the object by left-clicking the mouse. Cancel
- the put operation by right-clicking the mouse. The interaction of the
- object with the frame image is determined by the "put settings" and the
- colors in the front plane.
-
- 12.5 THE BACKGROUND PLANE
-
- The background plane contains all pixels of the current frame image not
- containing front plane colors. The background plane is behind the object
- plane unless the "put setting" "OVR" has been selected.
-
- 12.6 THE OBJECT PLANE
-
- The object plane contains the object image. The background plane is behind
- the object plane unless "OVR" has been selected.
-
- 12.7 THE FRONT PLANE
-
- The front plane contains all pixels of the current frame image containing
- front plane colors. The background plane and object plane are always behind
- the front plane.
-
- 12.8 THE OBJECT HOOK
-
- The hook is the point where the mouse cursor attaches to the object and
- is used when applying the object image to a frame. The hook does not have
- to be a point directly on the object image. The default position for the
- object hook is the center point of the rectangle defining the object image.
-
- The object hook is modified by selecting "SET HOOK" from the Objects panel
- and left-clicking the mouse cursor at the desired hook position. Right-
- clicking the mouse will abandon the set hook operation.
-
- 12.9 OBJECTS AND MULTI-FRAME GENERATION
-
- An alternative to creating animation frames by hand is the use of object
- paths to define the path of an object over multiple frames.
-
- The Multi-Frame panel is activated by selecting "MULTI" from the Objects
- panel. The FRAME START edit box defines the starting frame position of the
- multi-frame operation and must be greater than zero. The FRAME COUNT edit
- box defines the number of frames to be generated along the object path.
-
- NOTE : If the FRAME COUNT value is greater than the number of points
- defining the object path, the last frames will position the object
- at the end point of the path.
-
- At each point along the object path the object will undergo the operations
- specified in the Multi-Frame panel. For example, if the "ROTATE" and
- "SHRINK" controls are selected, the object image will undergo a rotation and
- a shrink operation after having been applied to the frame. The parameters
- for the object manipulation functions and the "put settings" are defined
- in the Objects panel.
-
- 12.10 DEFINING AN OBJECT PATH
-
- The object path defines the path an object will follow during a multi-frame
- operation. Define the object path by selecting "SET PATH" from the Multi-
- Frame panel. Position the mouse cursor at the position where the path is to
- start and depress the left mouse button. Hold down the left mouse button and
- drag the mouse cursor over the path you wish to define. This will draw a
- series of points defining the path. Release the left button to end the path.
- Click a mouse button to return to the Multi-Frame panel.
-
- The object path is defined over the current frame image but the frame
- at which the animation will begin is defined by "START FRAME".
-
- 12.11 PREVIEWING THE ANIMATION
-
- After defining an object path and setting the desired object manipulation
- controls you may want to preview the animation without creating it. This
- is accomplished by selecting the "PREVIEW" control from the Multi-Frame
- panel. The animation will be displayed without modifying the frames so that
- further adjustments can be made. The playback speed during preview does not
- reflect the actual speed of the animation. To halt the preview at any point
- strike the <Esc> key.
-
- 12.12 GENERATING THE ANIMATION
-
- When you are satisfied with the animation you may generate it by selecting
- the "GENERATE" control from the Multi-Frame panel. This will actually
- generate the frame images and enter them into the animation. To halt the
- generation at any point strike the <Esc> key.
-
- 12.13 SAVING AN OBJECT
-
- To save the currently defined object to disk select the "FILES" control
- from the Objects panel. Enter the name of the object file in the edit box,
- without an extension. Select the "SAVE" control from the Browse panel.
- This will create a file with the extension ".ANO".
-
- 12.14 LOADING AN OBJECT
-
- To load an object file select the "FILES" control from the Objects panel.
- Enter the name of the object file in the edit box, without an extension.
- Select the "LOAD" control from the Browse panel. This will load the object
- file into the current object buffer.
-
- NOTE : When loading an object from disk remember the object will be
- displayed using the current palette.
-
- 12.15 REBOUND
-
- The rebound operation will generate a reverse sequence of the current
- animation and add it to the end of the animation. This will create a
- smooth "rebounding" effect. The first and last frames are not duplicated
- when rebounding.
-
-
- 13 THE BACKGROUND BUFFER
-
- The background buffer is used to store a frame image over which an object
- can be animated. The background buffer is also useful for temporarily
- storing an image or for transferring images between frames.
-
- Portions of the background having colors defined as front panel colors
- will be moved to the front panel.
-
- 13.1 DEFINING A BACKGROUND
-
- To define the background image, position the current frame to the desired
- frame and select "CAPTURE" from the Background panel. This will load the
- currently displayed frame image into the background buffer.
-
- 13.2 DISPLAYING THE BACKGROUND
-
- To replace the current frame image with the background image select the
- "PUT" control from the Background panel. This will overwrite the frame
- image with the background image.
-
- To apply the background image behind the current frame image select the
- "UNDERL" control from the Background panel. The background image will be
- visible through any regions of the current frame image having the
- transparent color value zero.
-
- To apply the background image over the current frame image select the
- "OVERL" control from the Background panel. The current frame image will be
- visible through any regions of the background image having the transparent
- color value zero.
-
- 13.3 BACKGROUND SETTINGS
-
- The background settings determine the default image for newly created
- scratch frames. Whenever you "shoot" a scratch frame a new scratch frame
- is created. You may wish the new scratch frame to be cleared or contain
- a specific image.
-
- The default background setting is "NONE". This means that each time a new
- scratch frame is created it will be erased.
-
- 13.4 BACKGROUND PRELOAD
-
- Selecting "PRELOAD" from the Background panel will cause the background
- image to be loaded onto the new scratch frame. A new scratch frame is created
- after "shooting" the scratch frame.
-
- 13.5 BACKGROUND CARRY
-
- Selecting "CARRY" from the Background panel will carry the current scratch
- frame image to the new scratch frame after "shooting" the frame.
-
-
- 14 DRAWING TOOLS
-
- AniMagician provides a complete set of drawing tools. Select a drawing tool
- from the Tools panel. The drawing tool will use the current drawing color
- when activated. To activate the drawing tool press the left mouse button
- when in draw mode. See the section describing the Tools Panel for more
- information.
-
-
- 15 FRAME EDITING
-
- Frame editing controls are accessed from the Edit panel. To activate the
- Edit panel select "EDIT" from the Main panel.
-
- 15.1 UNDO
-
- To undo the last frame-modifying operation select the "UNDO" control from
- the Edit panel. This will restore the current frame to the image prior to
- the modification. Selecting "UNDO" again will cancel the undo operation.
-
- NOTE : Moving to a new frame and selecting "UNDO" will apply the image
- prior to the last frame-modifying operation to the current frame.
-
- 15.2 ERASE
-
- To erase the current frame image select "ERASE" from the Edit menu.
- Erasing the frame image has no effect on the actual frame in the animation.
- It only affects the currently displayed image.
-
- 15.3 CUT
-
- To cut a rectangular region from the current frame image select "CUT"
- from the Edit panel. This will write the selected region into the paste
- buffer and remove it from the current frame image.
-
- To cut a region :
-
- A) Select "CUT" from the Edit panel.
- B) Position the mouse cursor to a corner of the rectangular region
- to be cut.
- C) Left-click the mouse. Right-clicking the mouse at this point
- will cancel the cut operation.
- D) Drag the mouse cursor to enclose the region in the cut box.
- Right-clicking the mouse at this point will cancel the cut operation.
- E) Left-click the mouse to cut the selected region. Right-clicking the
- mouse at this point will cancel the cut operation.
-
- 15.4 COPY
-
- To copy a rectangular region from the current frame image select "COPY"
- from the Edit panel. This will write the selected region into the paste
- buffer.
-
- To copy a region :
-
- A) Select "COPY" from the Edit panel.
- B) Position the mouse cursor to a corner of the rectangular region
- to be copied.
- C) Left-click the mouse. Right-clicking the mouse at this point
- will cancel the copy operation.
- D) Drag the mouse cursor to enclose the region in the copy box.
- Right-clicking the mouse at this point will cancel the copy operation.
- E) Left-click the mouse to copy the selected region. Right-clicking the
- mouse at this point will cancel the copy operation.
-
- 15.5 PASTE
-
- To apply the paste buffer to the current frame image select "PASTE" from
- the Edit panel.
-
- To paste the image in the paste buffer :
-
- A) Select "PASTE" from the Edit panel.
- B) Position the buffer image by moving the mouse cursor. Right-clicking
- the mouse at this point will cancel the paste operation.
- C) Left-click the mouse to paste the image. Right-clicking the mouse at this point will cancel the copy operation.
-
-
- 16 SPECIAL EFFECTS
-
- The Frame panel contains seven controls that manipulate the current frame
- image : "B MAP", "L MIRR", "R MIRR", "PXLTE", "H FLIP", and "V FLIP".
-
- 16.1 MAPPING A FRAME IMAGE ONTO A BRESENHAM CIRCLE
-
- The "B MAP" control on the Frame panel maps the current frame image onto
- a Bresenham circle. This effect is similar to mapping the image to a sphere.
-
- 16.2 MIRROR IMAGES
-
- The "L MIRR" control on the Frame panel replaces the right half of the
- display with a mirror image of the left half of the display. The "R MIRR"
- control replaces the left half of the display with a mirror image of the
- right half of the display.
-
- 16.3 PIXELATE
-
- The "PXLTE" control on the Frame panel "pixelates" the current display
- image. The unit of pixelation is defined with the "PX UNIT" slider control
- located at the bottom of the Frame panel. The greater the value of the unit
- of pixelation - the greater the size of the rectangles. The maximum value
- for the unit of pixelation is 50.
-
- 16.4 FLIPPING A FRAME IMAGE
-
- The "H FLIP" control on the Frame panel flips the current frame image
- about the Y axis. The "V FLIP" control flips the current frame image about
- the X axis.
-
-
- 17 PCX FILES
-
- AniMagician allows you to load and save PCX files. The PCX files must be
- 256-color images for AniMagician to load them. Images with resolution greater
- than 320x200 will be reduced to 320x200, which will result in loss of detail.
- Only resolutions of the same aspect ratio as 320x200, like 640x400 for
- example, can be loaded without distortion. At this time, AniMagician only
- supports the PCX file format. There are several ShareWare packages available
- that will resize images and convert other image formats to PCX format.
-
- To load a PCX file select "PCX" from the frame panel. Enter the name of
- the file in the edit box, or select the file with "BROWSE", and select
- "LOAD PCX". The PCX image will be loaded onto the current frame. If the
- PCX image must be reduced, loading will be slower. The PCX palette will be
- loaded into the frame palette but will have no effect on the system palette.
- The system will adjust the panel colors to attempt to match the original
- panel colors after a PCX file has been loaded. If the file cannot be loaded
- an error panel is displayed.
-
- To save the current frame image select "PCX" from the frame panel. Enter
- the name of the file in the edit box, without any extension, and select
- "SAVE PCX". This will create a PCX file containing the current frame image
- and frame palette. The file will have the extension ".PCX".
-
-
- 18 VIEWING THE ANIMATION
-
- To view the current animation select the ">>" control from the Main panel.
- This will display the animation at the current playback speed. Strike any
- key or click a mouse button to stop the playback.
-
- 18.1 ADJUSTING THE PLAYBACK SPEED
-
- The playback speed can be adjusted by selecting the "OPTIONS" control
- from the Main panel and adjusting the "PLAYBACK SPEED" slider on the
- Options panel. Note that the playback speed increases as the "PLAYBACK
- SPEED" value decreases.
-
- Playback speed can be modified during playback using the arrow keys.
- The left arrow key and the down arrow key slow down playback. The right
- arrow key and the up arrow key speed up the playback.
-
-
- 19 ERRORS
-
- If you get the error message "Cannot create disk buffers" make sure the
- following two lines are in you CONFIG.SYS file.
-
- FILES=20
- BUFFERS=20
-
- If the lines are not in the file - add them. If the lines are in the file
- but the values are less than twenty - set the values to twenty.
- Reboot your computer and try again - it should now work.
-
- You may experience "strange" behavior if you try to execute AniMagician
- with less than 540 Kbytes of DOS memory available. One of the familiar
- error messages that will appear with insufficient memory is the message
- "ERROR - did not terminate correctly". You may also get an error message
- stating that a control panel could not be created. Please make sure that
- you have sufficient memory available before executing AniMagician.
-
-
- 20 CONTROL PANELS AND CONTROLS
-
- 20.1 HOT KEYS
-
- By default, the user is placed in "draw mode" on the current frame.
- In draw mode the following keys are active.
-
- "Left Arrow" - Go to previous frame in animation.
-
- "Right Arrow" - Go to next frame in animation.
-
- "F1" - Activate Main panel.
-
- "F2" - Activate Palette panel. Same as "PALETTE" on Colors
- panel.
-
- "F3" - Activate Objects panel. Same as "OBJECTS" on Main panel.
-
- "F4" - Play the current flic. Same as ">>" on Main panel.
-
- "F5" - Shoot the current frame. Same as "SHOOT" on Main panel.
-
- "F6" - Activate the Tools panel. Same as "TOOLS" on Main panel.
-
- "F7" - Activate the Edit panel. Same as "EDIT" on Main panel.
-
- "F8" - Get a color from the current image display. Same as
- "GET" on Colors panel.
-
- "F9" - Quick exit - get out now - no prompting.
-
- Please be sure Num Lock is turned off if using the arrow keys on the
- numeric keypad.
-
- 20.2 THE MAIN PANEL
-
- The Main panel is activated by clicking the right mouse button when in
- draw mode. The name of the active flic will be displayed at the top of
- the panel. If no flic is active the word "UNTITLED" will be displayed.
-
- The current frame number is displayed in an edit box at the bottom of the
- main panel. The total number of frames currently in the flic is displayed
- below the edit box. To go to a specific frame in the flic, left-click in
- the edit-box, enter the frame number, and right-click to go to the frame.
- If an invalid frame number or any non-numeric entry is input the flic will
- advance to the Scratch frame. If the Scratch frame is the active frame
- the letters "SCR" will appear in the edit box.
-
- The following controls are available when the Main panel is active.
-
- "EDIT" - Activates the Edit panel. The Edit panel contains frame
- editing controls.
-
- "COLORS" - Activates the Colors panel. The Colors panel contains
- palette-related controls.
-
- "FRAME" - Activates the Frame panel. The Frame panel contains
- frame-related controls.
-
- "TOOLS" - Activates the Tools panel. The Tools panel allows the user
- to select a drawing tool.
-
- "OBJECTS" - Activates the Objects panel. The Objects panel allows the
- user to create and manipulate animation objects.
-
- "BKGRND" - Activates the Background panel. The Background panel allows
- the user to define a background image.
-
- "FLIC" - Activates the Flic panel. The Flic panel allows the user to
- save, load or reset the flic.
-
- "SHOOT" - Loads the current frame into the active flic. If the user
- "shoots" a frame that is within the active flic, the new
- frame will replace the corresponding frame in the flic.
- If the user "shoots" the scratch frame, the frame is appended
- to the end of the flic and the flic frame count is incremented.
- Note that if the user shoots the scratch frame, the current
- frame is advanced to a new scratch frame.
-
- "SOUND" - Activates the Sound panel. The Sound panel contains controls
- to play VOC files and/or add VOC files to the animation.
-
- "<" - Sets the active frame to the previous frame in the flic. Note
- that the scratch frame is between the last and first frames.
-
- ">" - Sets the active frame to the next frame in the flic. Note that
- the scratch frame is between the last and first frames.
-
- ">>" - Plays the currently active flic. Flic play is interrupted by
- striking any key or clicking a mouse button.
-
- "OPTIONS" - Activates the Options panel. The Options panel contains
- controls that affect the performance of AniMagician.
-
- "EXIT" - Terminate and return to DOS. The user is prompted for
- verification before terminating.
-
- 20.3 THE EDIT PANEL
-
- The Edit panel provides frame editing functions. The following controls
- are available when the Edit panel is active.
-
- "UNDO" - Undo the last frame-modifying operation. The undo
- operation can also be undone.
-
- "ERASE" - Erase the current frame.
-
- "CUT" - Cut a rectangular region from the current frame and put it
- in the paste buffer.
-
- "COPY" - Copy a rectangular region from the current frame and put it
- in the paste buffer.
-
- "PASTE" - Apply the paste buffer to the current frame.
-
- 20.4 THE COLORS PANEL
-
- The Colors panel provides palette-related functions. The following
- controls are available when the Colors panel is active.
-
- "PALETTE" - Activate the Color Select panel. The Color Select panel
- allows the user to select a color from the current 256-color
- palette.
-
- "GET" - Get a color from the current frame. A color is selected by
- positioning the "needle", the narrow portion at the bottom
- of the cursor, over the desired color and left-clicking the
- mouse. Right-clicking the mouse will return to the Colors
- panel without selecting a color.
-
- "MIX" - Activate the Color Mix panel. The Color Mix panel allows the
- user to custom mix the selected color.
-
- "FILES" - Load/Save a color palette file. A browse panel will allow
- the user to load an existing ".APF" palette file or save the
- currently defined palette as a ".APF" palette file. Loading
- a palette will replace the default system palette with the
- loaded palette.
-
- 20.5 THE COLOR SELECT PANEL
-
- The Color Select panel allows the user to select a drawing color. The
- current drawing color is marked by a surrounding active color cursor. The
- active drawing color is selected by left-clicking the mouse within the box
- containing the desired color. The color may also be selected by positioning
- the active color cursor with the arrow keys. Please be sure "Num Lock" is
- turned off if using the numeric keypad.
-
- A custom color may be created by left-clicking the mouse pointer within
- the active color box which activates the Color Mix panel. The Color Mix
- panel may also be activated by pressing <Return> from the Color Select
- panel.
-
- The "Front Plane" color attribute for the active color is toggled by
- striking the "F" key. Striking the "C" key will clear all Front Plane
- colors from the palette. A Front Plane color is marked with a surrounding
- dashed-line rectangle. Palette color zero is considered transparent and
- cannot be assigned to the front plane.
-
- A color box may be assigned a different color value by "picking up"
- a color and "dropping" the color onto another color box. Pick up a
- color by positioning the active color cursor to the desired color box
- and striking the "P" key. Then, position the active color cursor to the
- position where the color is to be dropped and strike the "D" key. This
- will replace the color in the color box at the drop location with the color
- that was picked up. A color may be dropped onto any number of color boxes.
- This action only works on the active frame palette and has no effect on the
- system palette.
-
- 20.6 THE COLOR MIX PANEL
-
- The Color Mix panel allows the user to define a custom color. The active
- drawing color is modified by increasing or decreasing the Red/Green/Blue
- color components. Modifying the RGB color values only affects the frame
- palette and will not alter the system palette. Locking slider controls
- together causes the controls that are locked together to move in unison.
-
- The following controls are available when the Color Mix panel is active.
-
- "RG" - Lock the Red and Green slider controls together.
-
- "RB" - Lock the Red and Blue slider controls together.
-
- "GB" - Lock the Green and Blue slider controls together.
-
- "RGB" - Lock the Red, Green and Blue slider controls together.
-
- "IND" - Move the Red/Green/Blue sliders independently.
-
- "SYS PALETTE" - Define the current frame palette to be the system palette.
-
- "RESET COLOR" - Reset the RGB color values of the current color to the
- values of the system palette.
-
- "RESET PALETTE" - Reset the RGB color values of each color in the
- current palette to the values of the system palette.
-
- 20.7 THE FRAME PANEL
-
- The Frame panel provides frame-specific functions.
-
- The frame image manipulation functions can be applied to a range of
- frames with the frame range panel. Note that the default range is the
- current frame.
-
- After selecting a frame image manipulation function you will be presented
- with the range specification panel. The default range is the current
- frame. By modifying the values of the Start Frame and End Frame you
- may apply the frame image manipulation function to several frames. The
- only frame functions that cannot be applied to a range of frames are :
- "INSERT", "DELETE", and "PCX".
-
- The following controls are available when the Frame panel is active.
-
- "B MAP" - Map the frame image onto a Bresenham circle.
-
- "L MIRR" - Copy a mirror-image of the left half of the display onto the
- right.
-
- "R MIRR" - Copy a mirror-image of the right half of the display onto the
- left.
-
- "PXLTE" - Pixelate the frame image. The unit of pixelation is defined
- using the "PX UNIT" slider control at the bottom of the Frame
- panel. A value of one for the unit of pixelation will leave
- the image unchanged.
-
- "H FLIP" - Flip the frame image about the Y axis.
-
- "V FLIP" - Flip the frame image about the X axis.
-
- "INSERT" - Insert a frame before the current frame. The new frame will
- contain the default background.
-
- "DELETE" - Delete the current frame from the animation.
-
- "PCX" - Load/Save a PCX file. A browse panel will allow the user
- to load an existing ".PCX" file or save the current frame
- image as a ".PCX" file.
-
- "PX UNIT" - Define the unit of pixelation value used by the "PXLTE"
- control.
-
- 20.8 THE TOOLS PANEL
-
- The Tools panel allows the user to select the active drawing tool.
- The drawing tool can only be activated in drawing mode. The following
- controls are available when the Tools panel is active.
-
-
- "BRUSH" - Select the brush drawing tool. This tool draws a freehand
- line when the left mouse button is held down.
-
- "LINE" - Select the line drawing tool. To draw a line, first position
- The mouse cursor to the start of the line segement and left-
- click the mouse to set the point. Position the mouse
- cursor to the desired end point and left-click the mouse to
- set the point. A new line segment will be active with the
- starting point defined as the end of the last line segment.
- To cancel the line drawing operation right-click the mouse.
-
- "WIPE" - Select the frame wipe drawing tool. This tool will "wipe"
- The current color over the entire frame.
-
- "FILL" - Select the area fill drawing tool. This tool will fill a
- region with the current color. To fill a region position
- the mouse cursor in the region to be filled and left-click
- the mouse.
-
- "TEXT" - Select the text tool. This enables the user to place text
- of the current font size on the current frame. A flashing
- cursor marks the current text position. The "Delete" key
- and arrow keys are not active with the text drawing tool.
- The current text position can be adjusted by moving the
- mouse cursor to the desired position and left-clicking.
-
- "SM" - Select the small text font. This has no effect unless the
- text tool is active.
-
- "LG" - Select the large text font. This has no effect unless the
- text tool is active.
-
- "CIRCLE" - Select the circle drawing tool. This tool will draw a
- circle of the current color. The circle is filled if the
- "FILLED" option is active. To draw a circle, position the
- mouse cursor to define the center of the circle, left-click
- to set the center point, then move the mouse to define the
- radius. To set the circle left-click the mouse. To cancel
- the drawing operation right-click the mouse.
-
- "ELLIPSE" - Select the ellipse drawing tool. This tool will draw an
- ellipse of the current color. The ellipse is filled if
- the "FILLED" option is active. To draw an ellipse, position
- the mouse cursor to define the center of the ellipse, left-
- click to set the center point, then move the mouse to define
- the ellipse. To set the ellipse left-click the mouse. To
- cancel the drawing operation right-click the mouse.
-
- "RECT" - Select the rectangle drawing tool. This tool will draw a
- rectangle of the current color. The rectangle is filled if
- the "FILLED" option is active. To draw a rectangle,
- position the mouse cursor to define a corner of the rectangle,
- left-click to set the corner point, then move the mouse to
- define the rectangle. To set the rectangle left-click the
- mouse. To cancel the drawing operation right-click the
- mouse.
-
- "FILLED" - Toggle the filled option for drawing closed shapes.
-
- "SPRAY" - Select the spray drawing tool. The spray tool will apply
- a circular pattern of pixels to the current frame. To
- use the spray tool, position the mouse cursor to the region
- to be sprayed and hold down the left mouse button. The
- spray tool will apply the current color unless "Confetti"
- mode is on. If "Confetti" mode is on, a random distribution
- of the current palette colors is applied.
-
- "SETUP" - Activate the Spray Tool Setup panel. The options specified
- in the Spray Tool Setup panel are only active if the spray
- tool is active.
-
- 20.9 THE SPRAY TOOL SETUP PANEL
-
- The Spray Tool Setup panel defines settings for operation of the spray
- tool. The following controls are available when the Spray Tool Setup panel
- is active.
-
- "AIR PRESSURE" - Defines the density of the spray pattern. The density
- is increased by moving the slider to the right and
- decreased by moving the slider to the left.
-
- "SPRAY WIDTH" - Defines the width of the spray pattern. The width is
- increased by moving the slider to the right and
- decreased by moving the slider to the left.
-
- "CONFETTI" - Toggles "Confetti" mode. If confetti mode is on (Button
- down) a random distribution of the current palette
- colors is applied while spraying. If "Confetti" mode
- is off (Button up) the current color is applied while
- spraying.
-
- 20.10 THE OBJECTS PANEL
-
- The Objects panel allows the user to define and manipulate "objects".
- An object is an entity, similar to a sprite, that can be manipulated
- across a series of frames. The object can be comprised of a single
- color or as many as 256 colors.
-
- Object animation involves three planes: the background plane, the object
- plane and the front plane. The "OVR", "UND", "OR", "XOR" and "AND" switches
- define interaction of the object with the background plane. The object itself
- is contained in the object plane. The palette colors defined as "front plane"
- colors make up the front plane. The object is always applied behind pixels
- containing a front plane color. All pixels of value zero are transparent.
-
- When the Objects panel is activated the current frame is removed and the
- current object displayed. If no object is currently defined, the screen
- behind the Objects panel is blank. The original screen is restored after
- exiting the Objects panel.
-
- "H FLIP" - Flip the current object about the Y axis.
-
- "V FLIP" - Flip the current object about the X axis.
-
- "SQUEEZE" - Shrink the current object in the X direction to the
- percentage specified by the Shrink Percent Slider
- while expanding the object in the Y direction by the
- percentage specified by the Expand Percent Slider.
- The effect of this action is similar to compressing
- a balloon from the sides.
-
- "SQUASH" - Shrink the current object in the Y direction to the
- percentage specified by the Shrink Percent Slider
- while expanding the object in the X direction by the
- percentage specified by the Expand Percent Slider.
- The effect of this action is similar to compressing
- a balloon from the top and bottom.
-
- "X STRETCH" - Expand the current object in the X direction by
- the percentage specified by the Expand Percent
- Slider.
-
- "Y STRETCH" - Expand the current object in the Y direction by
- the percentage specified by the Expand Percent
- Slider.
-
- "SHRINK" - Shrink the current object to the percentage
- specified by the Shrink Percent Slider.
-
- "EXPAND" - Expand the current object by the percentage
- specified by the Expand Percent Slider.
-
- "ROTATE" - Rotate the current object by the angle specified
- by the Rotation Angle Slider.
-
- Shrink Percent Slider - Specifies the shrinkage percentage to be used by
- object shrinking functions. A value of 100
- specifies that no shrinkage will occur. A value
- of 50 specifies the object will be reduced to
- 50 percent or 1/2 of the current size.
-
- Expand Percent Slider - Specifies the expansion percentage to be used by
- object expanding functions. A value of 100
- specifies the object will be expanded by 100
- percent, which is twice the size. A value of 0
- specifies no expansion will take place.
-
- Rotation Angle Slider - Specifies the angle, in degrees, to be used by
- object rotation functions. The current rotation
- angle is displayed in the box to the right of the
- Rotation Angle Slider.
-
- "GET" - Get an object from the current frame.
- The current frame will be displayed and the user
- may capture an object from the display. To define
- an object, move the mouse cursor to a corner of
- a rectangular region that will contain the object,
- left-click and then drag the box to enclose the
- object. Left-clicking the mouse will capture the
- object. Right-clicking the mouse will cancel the
- process. Control is returned to the Objects panel
- and the captured object is displayed. The current
- frame is not altered by this process.
-
- "PUT" - Apply the current object to the current frame.
- The current frame will be displayed and the user
- may position the current object on the frame. The
- interaction of the object with the frame is defined
- by the "OVR", "UND", "OR", "XOR" and "AND" switches
- along with the "front plane" colors. To apply
- an object to the frame, position the object to the
- desired location and left-click the mouse. To
- abandon the "PUT" function right-click the mouse.
-
- "UNDO" - Undo the last object-modifying function.
-
- "VIEW" - Clear all panels to view the object. This is
- useful for viewing large objects. Strike any
- key or click a mouse button to return to the
- Objects panel.
-
- "OVR" - Apply the object over the background plane when
- a put function is initiated.
-
- "UND" - Apply the object under the background plane when
- a put function is initiated.
-
- "OR" - "Or" the object with the background plane when
- a put function is initiated.
-
- "XOR" - "XOr" the object with the background plane when
- a put function is initiated.
-
- "AND" - "And" the object with the background plane when
- a put function is initiated.
-
- "MULTI" - Activate Multi-Frame panel.
-
- "FILES" - Allow the user to Load/Save a ".ANO" object file.
- The object does not contain palette definitions,
- therefore the object is viewed relative to the
- current palette.
-
- "SET HOOK" - Define the object attachment point. This is the
- point on the object by which the object is moved.
- The default hook is defined as the center of the
- object.
-
- "<" - Sets the active frame to the previous frame in the
- flic.
-
- ">" - Sets the active frame to the next frame in the flic.
-
- "RESTORE" - Restore the current object to its original size
- and zero angle of rotation.
-
- "SHOOT" - Loads the current frame into the active flic. If
- the user "shoots" a frame that is within the active
- flic, the new frame will replace the corresponding
- frame in the flic. If the user "shoots" the scratch
- frame, the frame is appended to the end of the flic
- and the flic frame count is incremented. Note that
- if the user shoots the scratch frame, the current
- frame is advanced to a new scratch frame.
-
- 20.11 THE MULTI-FRAME PANEL
-
- The Multi-Frame panel allows the user to create multi-frame effects
- using the current object. The effect(s) selected are applied to the
- frame sequence starting at "START FRAME" and continuing for "FRAME
- COUNT" frames. The sizing operations "SQUEEZE", "SQUASH", "X STRETCH",
- "Y STRETCH", "SHRINK", "EXPAND" and "NORMAL" are mutually exclusive.
- Rotation may be applied in conjunction with the sizing operations.
-
- "SQUEEZE" - Squeeze the object each time a frame is generated.
-
- "SQUASH" - Squash the object each time a frame is generated.
-
- "X STRETCH" - Stretch the object in the X direction each time a frame
- is generated.
-
- "Y STRETCH" - Stretch the object in the Y direction each time a frame
- is generated.
-
- "SHRINK" - Shrink the object each time a frame is generated.
-
- "EXPAND" - Expand the object each time a frame is generated.
-
- "NORMAL" - Do not size the object each time a frame is generated.
-
- "ROTATE" - Rotate the object each time a frame is generated. Can
- be used in conjunction with the sizing operations.
-
- "SET PATH" - Define the path along which the object is to be
- animated. The points defining the path will be marked
- by alternating color pixels. If the number of points
- defining the path is less than the number of frames
- generated, the last frames remain at the last point
- in the path. There is no interpolation between path
- points. The path may be defined as a single point.
-
- "REBOUND" - Generate a reverse sequence of the current flic and
- append it to the flic.
-
- "START FRAME" - The first frame in the animation at which the object
- animation will start. If there are currently no frames
- in the flic enter frame "1" as the start frame.
-
- "FRAME COUNT" - The number of frames to be created for the object
- animation.
-
- "PREVIEW" - Preview the currently defined object animation. This
- will not modify the flic. To cancel the preview strike
- the "Escape" key.
-
- "GENERATE" - Generate the defined object animation. This will add/
- modify the specified frames in the current flic.
-
- 20.12 THE BACKGROUND PANEL
-
- The Background panel allows the user to define a background image
- and control the way the image is used during the creation of an
- animation. By default, the new scratch frame is cleared after
- shooting the current scratch frame. By creating a background image
- and selecting "PRELOAD", the user can animate an object over the
- defined background. The background buffer can also be used to
- temporarily store images.
-
- The background display functions can be applied to a range of frames
- with the frame range panel. Note that the default range is the current
- frame.
-
- After selecting a background display function you will be presented
- with the range specification panel. The default range is the current
- frame. By modifying the values of the Start Frame and End Frame you
- may apply the background image to several frames.
-
- "CAPTURE" - Capture the current frame image and store it in the
- background buffer.
-
- "PUT" - Replace the specified frame images with the background
- image.
-
- "UNDERL" - Underlay the background image behind the specified range
- of frames.
-
- "OVERL" - Overlay the background image over the specified range
- of frames.
-
- The following background settings are only useful when shooting new
- frames. They have no effect when re-shooting an existing frame.
-
- "PRELOAD" - Put the current background image on the new frame
- after shooting the scratch frame.
-
- "CARRY" - Carry the scratch frame image to the new frame
- after shooting the scratch frame.
-
- "NONE" - Clear the new frame after shooting the scratch frame.
-
- 20.13 THE FLIC PANEL
-
- The Flic panel displays the name of the current flic in the flic file
- edit box. If the flic is new, "UNTITLED" will be displayed in the edit
- box. To change the name in the edit box, first left-click the mouse cursor
- within the edit box to activate edit mode, edit the name, right-click the
- mouse to exit edit mode then select "SAVE". This will save the current flic
- under the name specified in the edit box.
-
- "BROWSE" - Display a list of available flic files.
-
- "LOAD" - Load the flic file displayed in the flic file edit box.
-
- "SAVE" - Save the current flic under the name displayed in the
- flic file edit box. The disk file saved will have
- the extension ".FLI".
-
- "RESET FLIC" - Reset the current flic. This will clear all frames in
- the flic. All other settings such as background image
- and object settings remain unchanged.
-
- "RESET ALL" - Reset AniMagician to the default settings. The current
- flic will be cleared and all current settings lost.
-
- 20.14 THE OPTIONS PANEL
-
- "PLAYBACK SPEED" - This slider control sets the flic playback speed.
- The playback speed can also be adjusted using the
- arrow keys during playback.
-
- "FLASH FRAME" - The "ON"/"OFF" controls determine whether the "flash
- frame" option is active. If flash frame is on, the
- previous frame image will be "flashed" onto the
- screen when in draw mode or when positioning an object
- This is useful when positioning an object relative to
- the previous frame.
-
- "FLASH INTERVAL" - This slider control is used to set the number of
- clock "ticks" between the frame "flashes".
-
- "PERSISTENCE" - This slider control is used to set the number of
- clock "ticks" the "flashed" image is displayed
- before the original image is restored.
-
- 20.15 THE SOUND PANEL - Only available with registered version
-
- The Sound panel allows the user to play VOC files and insert them into
- the animation as sound frames. Please note that the VOC file size is
- limited to 64000 bytes to avoid delays during playback. If the user
- attempts to access a VOC file larger than 64000 bytes a message panel
- will display an error message. There are several utilities available
- that will break a VOC file into smaller files.
-
- "BROWSE" - Display a list of available VOC sound files.
-
- "PLAY VOC" - Play the selected VOC file.
-
- "PLAY CLIP" - Play the current sound frame - the current frame must
- be a sound frame.
-
- "STOP PLAY" - Stop playing sound clip or VOC file.
-
- "INSERT CLIP" - Insert selected VOC file as sound frame.
-
- "SOUND STATUS" - The "ON"/"OFF" controls turn the sound on and off.
- If the sound is turned off any sound frames are
- ignored.
-