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- AniMagician Object Path Tutorial
-
-
- AniMagician Copyright (c) 1994 KAVIK Software
- All Rights Reserved
-
-
- The following steps guide you through the process of creating an
- animation by animating an "object" over a defined path. An object is
- equivalent to an actor in a movie or a "sprite" in sprite-based
- animation.
-
- 1) Start AniMagician.
- Start AniMagician by typing ANMAG at the DOS prompt and striking
- <Enter>. If a message panel appears, left-click on the "OK" control.
- You will be presented with the Main options panel and the mouse
- cursor will have a hand shape. Note that the active frame counter
- reads "SCR", which means you are positioned at the scratch frame.
- The scratch frame is not part of your animation, but is used to create
- frames, objects and background images.
-
- 2) Load the PCX file BACK.PCX:
-
- A) Select "FRAME" from the Main panel.
- B) Select "PCX" from the Frame panel.
- C) Select "BROWSE" from the PCX panel.
- D) Left-click on the file name 'BACK.PCX' to highlight the file name.
- E) Left-click on the highlighted file name again to select the file.
- F) Select "LOAD PCX" from PCX panel. This loads the PCX file and
- displays it on the current frame.
- G) Right-click to return to the Frame panel.
- H) Right-click to return to the Main panel.
-
- 3) Define the background image:
-
- A) Select "BKGRND" from the Main panel.
- B) Select "CAPTURE" from the Background panel. This captures the current
- frame image and stores it in the background buffer.
- C) Select "PRELOAD" from the Background panel - this causes the
- background image to be loaded onto each new scratch frame after
- "shooting" the scratch frame.
- D) Right-click to return to the Main panel.
-
- 4) Move the blue rectangles of the background image to the front plane:
-
- A) Select "COLORS" from the Main panel.
- B) Select "GET" from the Colors panel. An eyedropper cursor will appear.
- C) Position the "needle" portion of the eyedropper cursor within a blue
- rectangle and left-click to select the color. This will select the
- blue color as the current drawing color.
- D) Select "PALETTE" from the Colors panel. This will display the active
- frame palette colors. Notice that the current drawing color is
- indicated by a surrounding red rectangle.
- E) Strike the 'F' key on the keyboard. This will toggle the front plane
- attribute for the current drawing color. Front plane colors are
- indicated by a surrounding dashed rectangle. A dashed-line rectangle
- should now surround the current drawing color.
- F) Right-click to return to the Colors panel.
- G) Right-click to return to the Main panel.
-
- 5) Load the object file 'CUBE.ANO' from the disk:
-
- A) Select "OBJECTS" from the Main panel. Notice that the current frame
- image disappears. If an object was defined it would appear in the
- upper left portion of the display.
- B) Select "FILES" from the Objects panel.
- C) Select "BROWSE" from the Files panel.
- D) Left-click on the file name 'CUBE.ANO' to highlight the file name.
- E) Left-click on the highlighted file name again to select the file.
- You will return to the Files panel.
- F) Select "LOAD" from the Files panel. This will load the object
- from 'CUBE.ANO' into the object buffer. The object is displayed in
- the upper left portion of the current display.
- G) Right-click to return to the Objects panel.
- H) Set the Rotation Angle slider control to read "ROTATE 10 DEGREES".
- This will cause the object to rotate 10 degrees whenever a rotation
- action is selected.
-
- 6) Define an object path:
-
- A) Select "MULTI" from the Object panel. This will activate the
- Multi-Frame panel.
- B) Select "SET PATH". This will return you to the current frame image.
- C) Move the mouse cursor to the left until the coordinates at the top
- of the display read "X 000 Y 100".
- D) Hold down the left mouse button and drag the mouse across the screen
- horizontally until it reaches the right side of the display then release
- the left mouse button. The path does not have to be perfectly
- horizontal. The defined path is depicted on the screen by a dotted line.
- E) Right-click to return to the Multi-Frame panel.
-
- 7) Animate the object over the defined object path:
-
- A) Select "ROTATE" from the Multi-Frame panel. This will cause the object
- to be rotated each time a new frame is generated. The rotation angle
- was defined with the Objects panel in step 5-H.
- A) Enter the number 1 in the "START FRAME" edit box. See the documentation
- section entitled "Edit Boxes" for a description of how to enter data
- into an edit box.
- B) Enter the number 37 in the "FRAME COUNT" edit box.
- C) Select "PREVIEW" to view the animation without actually generating
- the frames. Notice the object is rotated 10 degrees in each frame as
- it advances along the path. To discontinue the preview strike the
- escape key.
- D) Select "GENERATE" to generate the frame sequence. To discontinue the
- frame generation strike the escape key. You will have an incomplete
- animation if you discontinue the frame generation.
-
- 8) Rebound the current animation:
-
- A) Select "REBOUND" from the Multi-Frame panel. This will create a
- reverse of the series of frames and add it to the end of the animation.
- The first and last frames are not repeated so that the rebounding
- effect is smoother.
- B) Right-click to return to the Objects panel.
- C) Right-click to return to the Main panel.
-
- 9) Display the animation:
-
- A) Select ">>" from the Main panel. This will display the animation.
- The playback speed can be adjusted with the left and right arrow
- keys during playback. The left arrow key decreases the playback speed.
- The right arrow key increases the playback speed. Make sure "Num-
- Lock" is off if using the numeric keypad.
- B) Click a mouse button or strike a key to stop the playback.
-
- 10) Save the animation to disk:
-
- A) Select "FLIC" from the Main panel.
- B) Replace the word 'UNTITLED' in the Flic panel edit box with 'CUBE'.
- C) Select "SAVE" from the Flic panel.
- D) Select "OK" from the message panel. This will save the current
- animation as 'CUBE.FLI'.
- E) Right-click to return to the Main panel.
-
- 11) Reset AniMagician:
-
- A) Select "FLIC" from the Main panel.
- B) Select "RESET ALL" from the Flic panel.
- C) Select "OK" when the message panel is presented. All settings
- are reset. You will also lose the currently defined object.
- D) Right-click to return to the Main panel.
-
- 12) Now you are ready to generate your own animation or play around
- with some of the other features of AniMagician. Try 'FLASH.TUT'
- or, if you have the registered version of AniMagician, try
- 'SOUND.TUT' to add sound to the BOUNCE.FLI animation created by
- following 'FLASH.TUT'.
-