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- HANNA BARBERA ANIM WKSHOP dOCS bY SHARD/N&B
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- . · CRaZY GaNG
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-
-
-
- THE HANNA-BARBERA ANIMATION WORKSHOP
- ======================================
- TYPED BY SHARD - nUT&bOLT
- CONTENTS
- --------
-
- Introduction
- Loading and Installation
- IBM PC and Compatibles
- Digitizer Specifications
- Commodore Amiga
- Copy Protection
- How To Use This Manual
- The Main Menu
- Getting Started Quick
- View Sample Animated Clips
- Assemble an Animated Sequence
- Create an Animated Character
- Drawing
- Animating
- Animation Basics
- Drawing
- Timing
- Storytelling
- Animation
- Features Explained
- Main Control
- Drawing
- The Basic Drawing Modes
- General Drawing Icons
- Making Corrections
- Creating Colour
- Animation
- Animation Frames
- Clip Art and Backgrounds
- Load and Save
- Exposure Lists
- Video Digitizing
- Animation Control Panel
- Sample Animation Art
- Animations
- Sample Animations
- Clip Art
- Animated Clip Art
- Backgrounds
- Video Digitizing Hints
- Entering Hand Drawn Animations
- Copying a Picture from a Grid
- Stop Frame Animation using Cut Outs
- Customer Services Information
- Keyboard Shortcuts Reference Card
-
-
- INTRODUCTION
- ------------
-
- Get ready to have lots of fun and let your imagination run wild as you
- learn how to animate, using your favorite Hanna- Barbera cartoon friends.
- Before you begin, we thought you might want to know a little about the men
- who created these characters and how they developed some of the techniques
- you will be using.
-
- William Hanna and Joseph Barbera have been a creative team for more than 50
- years, and as pioneers in television animation have won eight Emmys and
- seven Academy Awards. They first met at MGM in 1938, and later set up
- their own studio in 1957, which continues its ongoing success as
- Hanna-Barbera Productions in Hollywood, California.
-
- William Hanna was born and raised in Melrose, New Mexico. Miles away,
- Joseph Barbera was growing up in Brooklyn, New York. During the Depression
- of the 1930s Bill found an opening at Harman-Ising, the Hollywood studio
- that made the original "Looney Tunes" and "Merrie Melodies". By 1937, he
- was hired by MGM as a director and story editor. Several weeks later, Joe
- Barbera came aboard. Bill had a talent for comic timing and Joe was a
- great artist and storyteller. Their very first project at MGM came up with
- a winner. "Puss Gets the Boot" starred a cat and mouse who later became
- everyone's favorite team, Tom and Jerry.
-
- At that time, most animation was seen in theaters, either before the movie
- or as a full-length feature of its own. When television was invented, MGM
- was concerned that movies would no longer be popular, so they closed their
- animation department. This left Bill and Joe without a job. But they
- didn't give up. Instead they turned their misfortune around by creating a
- way to make animation for television, which had never been done before.
-
- Their biggest problem was money. The budget to create a half hour of
- theatrical animation was $50,000, but they only had a fraction of that
- amount for television. They put their heads together and came up with a
- whole new technique called "planned animation" which enabled them to make
- greater use of each drawing. Because of this innovation, cartoons were
- brought from the movie screen to the TV screen in your home. The first 6
- minute episode of the Ruff and Reddy series was produced for only $2,800
- and proved that Bill Hanna and Joe Barbera could provide big laughs on a
- little budget.
-
- Then came television's first cartoon series. The Huckleberry Hound Show,
- which paved the way for all our favorite stars like Quick Draw McGraw and
- his sidekick Baba Looney, the mischievous Pixie and Dixie, and Jellystones
- famous Yogi Bear and Boo Boo. In 1960, a Stone Age family became TV's
- first prime time animated stars. The Flintstones, ran for six years and
- have become one of the top-rated syndicated programs of all time. As their
- space- age counterparts, The Jetsons joined prime time in 1962 followed by
- Top Cat, Scooby-Doo and The Adventures of Jonny Quest. In the 34-year
- history of Hanna-Barbera, over 3,500 half-hours of animated programming
- have been created with more than 350 different series, specials, and
- television and theatrical films. These shows have been seen in more than
- 90 countries and translated into 22 different languages, making the antics
- of Hanna-Barbera characters universally recognized and loved by children
- and adults everywhere.
-
- Hanna-Barbera Productions is committed to expanding its library by
- developing new series and unique program opportunities for young talent.
- We hope that this Animation Workshop will inspire you to learn how to
- create and animate your own cartoon characters. Who knows - maybe one day
- you may find your name in the credits of a Hanna-Barbera cartoon. We hope
- so and good luck!!
-
- LOADING & INSTALLATION
- ----------------------
-
- We strongly advise that you make a backup copy of your Animation Workshop
- disk(s) before using the product or installation onto your hard disk drive.
- Although replacements are available from us, having your own backup will
- save you time should anything go wrong. Your computer's User Guide will
- tell you how to copy a disk.
-
- We strongly recommend that prior to loading the program, you read the
- README file on the Program Disk. This will contain details of any
- additions or alterations made after this manual was printed. To load the
- README file simply type:
-
- README
-
- IBM PC and Compatibles
-
- To run The Hanna-Barbera Animation Workshop on IBM PC and compatible
- machines, you will need the following system requirements:
-
- . IBM PC XT/AT with at least 1 Meg RAM
- . MSDOS or DRDOS 2.0 and above
- . VGA graphics card
- . Mouse and keyboard required
-
- (Note that the more memory you have, the larger the animation that can be
- created. The program uses EMS memory.)
-
- After making sure your computer has been booted with DOS, insert the
- Animation Workshop disk in the floppy drive and type A: to change to the
- floppy directory. Your computer should display the prompt, A:>
-
- Now type INSTALL to install the program to hard drive. If you do not
- specify a path then the program will automatically install it to a
- directory called ANIMWORK. If you want to install it to a different
- directory then type the path name on the command line after INSTALL. For
- instance if you want to install to a directory on the C: drive called
- PLAY/ANIMATE then type;
-
- INSTALL C : /PLAY/ANIMATE
-
- You may now enter Animation Workshop by typing AW at the appropriate
- prompt.
-
- Note: If you have a Rombo video digitizer other than the VIDI-PC24 then
- see below.
-
- Digitizer Specifications
-
- The program will work with 3 different ROMBO PC digitizers :
-
- VIDDI-PC24
- VIDI-PC12
- VIDI-PC
-
- The default is to work with the VIDI-PC24. If you have one of the other
- digitizers then you will need to run a different version of the program.
-
- If you have a VIDI-PC12 type AW12 to run the program.
-
- If you have a VIDI-PC type AWPC to run the program.
-
- Commodore Amiga
-
- To run Animation Workshop on an Amiga, you will need the following system
- requirements:
-
- . Amiga A500, A500+,A600, A600HD, A1000, A1500, A1200, A3000, or A4000
- . Workbench 1.2 and above
- . 1Mb RAM
- . Mouse and keyboard required.
-
- You can start the program by inserting Disk 1 in your machine and resetting
- the machine (either by turning on the power, or by holding down CTRL and
- the two Amiga (A) keys). Alternatively, you can start from Workbench by
- double clicking on the Animation Workshop icon.
-
- To install the program on your hard drive, boot the machine with a
- workbench disk and then insert Disk 1. Double-click on the install icon
- and the program will be copied to a directory called HB on your Hard drive.
-
- COPY PROTECTION
-
- When the program first loads you will be asked a protection question to
- identify the 3rd icon in a sequence of 3.
-
- The question mark in position C is the icon that you must identify.
-
- Refer to the grids printed on the inside front and inside back covers of
- this manual and find the sequence that begins with the first 2 icons (A) &
- (B). The third icon in the sequence will be shown on this grid and you
- must then click on that icon in the right half of the screen to enter the
- program.
-
- Note: If you click on the wrong icon the screen will flash red. You can
- enter the program but all disk accessing will be disabled. This means that
- you will not be able to load or save any animations, clip-art or
- backgrounds. Make sure that you click on the correct icon!
-
- HOW TO USE THIS MANUAL
- ----------------------
-
- Now you have 3 choices:
-
- 1) If you really don't have time for manuals then just put it down and play
- with the package. If you have used similar packages before them you will
- probably get the hang of it quickly. When needed, refer to specific
- features using the index on page 89.
-
- 2) Use the Getting Started Quick section on page 25 to see how a simple
- animation is produced. This will lead you through most of the program
- features in an easy to understand way. This is the recommended route for
- you to take!
-
- 3) Methodically work your way through all of the features as written in
- Features Explained, page 61. This is for the dedicated user who wants to
- learn everything about the way the package works before using it. Just
- remember, if you begin to feel at all bored by learning so much, then dive
- into the package and start animating. Practice is better than theory in
- just about everything!
-
- THE MAIN MENU
- -------------
-
- When you start up the Hanna-Barbera Animation Workshop, you are presented
- with the Main Menu screen. This screen, shown below, links all the
- different aspects of Animation Workshop together.
-
- ----------------------
- | |
- | A |
- | C |
- | B |
- ----------------------
-
-
- There are 3 main areas to the main menu screen:
-
- A) Main Control Area contains the 6 main control icons for the program.
-
- B) Animation Control Panel is used to control the display of animations.
-
- C) Exposure List shows the order in which the frames making up the
- animation fall.
-
- GETTING STARTED QUICK
- ---------------------
-
- You got here! This is the best way to quickly learn the power of The
- Hanna-Barbera Animation Workshop.
-
- Here we go.......
-
- This section is a series of icons for you to click on followed by a
- description of where you are and what you see on the screen.
-
- Just click on each icon in turn using the left mouse button (unless the
- right mouse button is specified).
-
- VIEW SAMPLE ANIMATED CLIPS
-
- First let's look at some Hanna-Barbera animations:
-
- (Click on the Drawer Icon)
-
- You now have a list of the animation directories. There are animations
- from The Flintstones, The Jetsons, Scooby- Doo and Yogi Bear.
-
- (Click on SCOOBY)
-
- The list of Scooby animations is shown.
-
- (Click on SNACK)
-
- Now you have selected the animation called SNACK and this name has appeared
- in the box below the list.
-
- (Click on Arrow pointing from filing cabinet to computer)
-
- Hey, time for a snack. This animation is for you to colour in later. See
- how the control panel is similar to a VCR.
-
- (Click on the Looped Arrow)
-
- Looping the animation again and again,
-
- (Click on the Tortise & Hare Icon)
-
- Now we can change the speed.
-
- (Click on the Hare)
-
- Faster....
-
- (Click on the Tortoise)
-
- ...and slower.
-
- Try pressing F1 to remove the control panel. Press it again to bring it
- back.
-
- (Click on Exit)
-
- And now we're back at the main menu.
-
- Let's have a look at another one!
-
- (Click on the Drawer Icon)
-
- (Click on BACK)
-
- (Click on YOGI)
-
- (Click on GRAB)
-
- (Click on Right Arrow icon)
-
- (Click on Tick Icon)
-
- An animation is already loaded into the computer. You must tell the
- computer it's okay to load in another one.
-
- Look at Boo Boo go! See how Yogi's arm stretches out to grab him.
-
- (Click on left&right arrow icon)
-
- (Click on looped arrow icon)
-
- He just can't get away!
-
- (Click on Exit)
-
- You can try loading some of the other animations if you like.
-
- ASSEMBLE AN ANIMATED SEQUENCE
-
- Let's make an animation using some of the pictures in the package. Make
- sure you are back on the main menu.
-
- (Click on the Dustbin Icon)
-
- (Click on the Tick icon)
-
- This clears the last animation from the memory so we can start a new one.
-
- (Click on the Paint brush icon)
-
- To enter Background Paint mode.
-
- (Click on icon with right mouse button)
-
- This will allow us to load a background.
-
- (Click on BACK)
-
- (Click on FLINT)
-
- (Click on HOUSE)
-
- (Click on right arrow icon)
-
- Yabba-Dabba-Doo tm! Its the Flintstones' house. Lets get Barney to visit.
-
- (Click on icon with left mouse button)
-
- This takes us to a blank cel or frame.
-
- (Click on pencil drawing icon)
-
- This is the animate mode (just 2 colors).
-
- (Click on icon with right mouse button)
-
- This now allows us to see the background underneath our cel. (Note that on
- the PC the background is shown in a blue outline).
-
- Now let's get Barney.
-
- (Click on sissors icon)
-
- This is the clip-art screen for loading in sample art to include in your
- animations.
-
- (Click on the drawer icon)
-
- To bring up the clip-art list.
-
- (Click the BARNEYWK + right arrow)
-
- Here's an 8 frame walk cycle for Barney. Now comes the fun.
-
- (Click on the sissors icon)
-
- The scissors icon should have turned purple. Next you need to cut out the
- first Barney frame which is the one at the top left of the screen. You do
- this by moving the pointer up to the top left corner of Barney and click
- AND HOLD DOWN the left mouse button. Keeping it held down, move the
- pointer to the bottom right of the character and release the button. You
- should now have Barney moving around with the mouse pointer. If you have
- not quite done it properly then click on the scissors icon twice and try
- again.
-
- (Click on Exit)
-
- To return to the animation mode. Now you can position Barney on the path
- at the left edge of the screen. Move him there and then click the mouse
- button once to put him down.
-
- (Click on the down arrow icon)
-
- To add a new frame. Notice that you can still see frame 1 in a lighter
- shade underneath.
-
- (Click on the sissors icon)
-
- To go back to the clip-art screen.
-
- (Click on the sissors icon twice)
-
- Cut out the next frame in the walk as before.
-
- (Click on Exit)
-
- Now position the new Barney a little closer to the house.
-
- Repeat steps 10 - 13 six times but each time cut out the next frame in the
- walk cycle and position Barney on the screen closer to the house but
- overlapping the frame that you can see underneath. Keep doing this until
- you have placed the last Barney in frame 8. Now let's color him in.
-
- (Click on the paint brush icon)
-
- This is Foreground Paint mode. Click on one of the colours in the bottom
- right of the screen. Choose one for his hair.
-
- (Click on fill icon)
-
- You can now fill Barney with color. Move the mouse pointer to inside his
- hair and click.
-
- (Click on right arrow)
-
- To go to the next frame. Click in his hair again. Repeat six times until
- all of the hair is colored and then do the same choosing different colors
- for the rest of him.
-
- When you have completely colored in all the Barneys, you are ready to view
- your animation.
-
- (Click on Exit)
-
- To return to the main menu.
-
- (Click on the looped arrow icon)
-
- To play the animation over and over again. Well done! You have created a
- sample animation. If it is going at the wrong speed then use the
- Tortoise/Hare icon to change it. Now we can save it to disk.
-
- (Click on Exit)
-
- Main menu again.
-
- (Click on the drawer icon)
-
- If the list does not say FLINT, JETSONS, SCOOBY, YOGI then click on <-BACK.
- Click on the empty box underneath the list and type in a name for your file
- of up to 6 letters. Let's call it BARNEY.
-
- (Click on arrow pointing from computer to filing cabinet)
-
- Your file is now saved to disk. It can be loaded back in at any time by:
-
- (Click on drawer icon)
-
- (Click on BARNEY + right arrow)
-
- (Click on the tick)
-
- And there you have it! You`re getting pretty good at this.
-
- CREATE AN ANIMATED CHARACTER
-
- Now let's try drawing an animation from scratch. Make sure you're on the
- main menu.
-
- (Click on the Dustbin icon)
-
- (Click on the tick)
-
- Just to make sure the animation is cleared.
-
- (Click on the paint brush icon)
-
- First let's experiment with different drawing techniques. This is going to
- look like a mess!
-
- DRAWING
-
- (Click on the Pencil icon (with wavy lines))
-
- Move the pointer onto the screen and click and hold down the mouse button
- and move the pointer around. This is freehand mode.
-
- (Click on the size icon)
-
- This changes the thickness of the lines. Do some more drawing.
-
- (Click on the size icon again)
-
- Back to single thickness lines.
-
- (Click on the Pencil icon (with a straight line))
-
- This mode draws straight lines. Just play around moving the mouse pointer,
- clicking and holding down and then dragging it to the end point.
-
- (Click on the box icon)
-
- Do the same with squares and rectangles.
-
- (Click on the circle icon)
-
- And circles and ovals.
-
- (Click on the OOOOPs icon)
-
- This is the OOOPS icon. See how the last thing that you did disappears.
- Click on it again to bring it back. This is very useful if you make a
- mistake.
-
- (Click on the eraser icon)
-
- Now you have completely cleared the screen. Let's draw something
- recognizable. A simple landscape. First select color number 2, which
- should be black, by clicking on it.
-
- (Click on the Pencil Line icon)
-
- Draw a line across the screen.
-
- (Click on the Pencil freehand icon)
-
- Draw some wavy hills above the line.
-
- (Click on the circle icon)
-
- Draw a sun in the sky.
-
- (Click on the fill icon)
-
- Click on the colours that you want and fill the different areas. Note that
- the colour will leak out through any holes even at the edge of the screen.
-
- (Click on icon)
-
- Great. Let's draw an animation to go over the top of the backdrop.
-
- (Click on the Yogi pic icon)
-
- We are now in Foreground Animate mode. See how we can only use 2 colors in
- this mode. Let's draw a simple face. In this section select the tools
- that you need for yourself. Most of the time you will need the freehand or
- circle/oval tool. When selecting the circle/oval tool, make sure that you
- click in the top left hand corner so that they are drawn just in outline.
-
- Draw an oval for a head. Place a half circle in the centre for the nose.
-
- Draw 2 ovals for the eyes and a half circle for the mouth.
-
- Draw 2 ovals inside the eyes for pupils. Add 2 half circles above the eyes
- for eyebrows.
-
- Finsh the head by adding half circles for the ears. Then add the final
- touch of four strands of hair.
-
- ANIMATING
-
- Frame 1
- Brilliant! This is the 1st frame of our animation.
-
- (Click on the down arrow (Add Frame Icon)
-
- This adds a frame and moves us forward to it. See how frame 1 still shows
- through underneath. Every time you need to add a new frame, click on this
- icon again.
-
- Frame 2
- Draw a new head where the ovals are beginning to stretch with a straight
- line for the mouth and the hair standing up straighter.
-
- Frame 3
- Next frame. You should have clicked on the ADD FRAME ICON again. Complete
- stretching the ovals, draw a half moon shape for the mouth, and stand the
- hair straight up. You now have a surprised expression.
-
- Frame 4
- Frame 4. Return the face to its original shape. Add 2 straight lines so
- that the eyes are half closed, and draw a sausage shape for a half open
- mouth.
-
- Frame 5
- Last frame. Squash the ovals and close the eyes as shown above. By
- stretching the line of the mouth you now have a smiling face.
-
- (Click on the paint brush icon)
-
- (Click on the fill icon)
-
- Now color in the frame.
-
- (Click on the right arrow icon)
-
- Back to frame 1. Keep going until all of the frames are
- colored.
-
- (Click on Exit)
-
- Back to the main menu.
-
- (Click on the looped arrow icon)
-
- Wow! An animation that you did all by yourself. Not bad! But the
- animation still doesn't quite loop properly because the jump from frame 5
- to frame 1 is too large.
-
- (Click on the Exit icon)
-
- Back to the main menu. Now see the list saying 1,2,3,4,5 in the top left
- of the screen. This is the exposure list showing which frame goes where.
- What we want to do is add frame 4 after frame 5 so that the animation goes
- smoothly back to frame 1. Click on the line just underneath 5 and press 4
- on your keyboard.
-
- (Click on looped arrow icon)
-
- Now that's better. A funny animation, Save it to disk using the same
- technique that you used at the end of the last section, pages 38-39.
-
- Brilliant! You have now passed your basic training.
-
- ANIMATION BASICS
- ----------------
-
- Animation is a simple process. Usually it either copies or exaggerates how
- something actually moves in real life. Once you know the basic steps, you
- can create the magic that makes still drawings come to life. Remember that
- there will always be more to learn, but here's a good place to start.
-
- DRAWING
-
- First, an animator must be able to take any character or object and make
- drawings of it doing anything. Use your spare time to practice drawing any
- character you like doing many different things. This will be the best
- training for your first animation projects.
-
- Changing Shapes
- When we giggle at a funny cartoon, it's probably because some movement is
- so silly and exaggerated, we can't help but laugh. Here are a few tricks
- that are always used to make this happen.
-
- Example 1: When Fred's thumb gets stuck in his bowling ball as he throws
- it, his arm stretches way out. All objects change shape when they are
- making a strong action. Rigid objects will change very little, but
- flexible ones will change a lot. Exaggerating these changes can be very
- useful in creating a funny scene.
-
- Example 2: When Dino falls from high above and hits the ground, his body
- flattens, then stretches out and bounces up like a rubber ball.
-
- These examples are called "stretch" and "squash". Nothing in real life
- gets stretched or squashed as much as cartoon characters, but this
- exaggerated drawing technique is constantly used in animation to create
- fantasy and humour Next time you watch The Flintstones, notice how many
- times you see Fred or Barney get stretched and squashed.
-
- TIMING
-
- "Timing" in animation is the speed that an action takes place. There are 3
- very easy rules.
-
- 1. If you want the action to move slowly, then use more frames and make
- the drawings overlap a lot.
-
- 2. If you want the action to move at a medium speed, then use less frames
- and have the drawings slightly overlap.
-
- 3. If you want the action to move fast, then use very few frames and do
- not let the drawings overlap.
-
- The best way to understand how this works is to look at the sample
- animation printed in the bottom left hand corner, from page 31 in this
- manual. Using the 3 rules above, practice making your own flip books using
- the corners of an old book, magazine or even a telephone book.
-
- STORYTELLING
-
- Stretch and Squash and Timing are important techniques to know, but there
- is one more element that makes the real difference, and that is
- "storytelling". This is how you get to add your own style and sense of
- humor. A good storyteller knows how to create situations that bring
- reactions like laughing, crying, and surprise. Once you get an idea of
- what you want to animate, think about how you can add something that's
- totally unexpected. Remember that animation is the perfect medium to let
- your imagination run wild.
-
- ANIMATION
-
- Now you know the tricks of drawing. Let's learn how to animate. The
- dictionary says that the word animate means "to give life or motion to".
- We'll go step by step and find out how to give life to your drawings.
-
- Step 1 - What's happening?
- The first step is to know what you want to happen. Lets say you want a cat
- to chase dog up a tree. Sounds funny, so how do you make it happen?
-
- Step 2 - Block out the action
- Determine what takes place first, and then last, and something inbetween.
- The sketches of these poses are called "key" drawings. You might think of
- them like the panels in a comic book. They are single moments of activity.
- In your chase scene, the first sketch (Frame 1) might have the cat running
- after the dog. The last drawing (Frame 10) could have the cat looking up
- at the dog trying to hold on to a tree limb. (Frame 6) might be the dog
- scrambling up the tree.
-
- 1----------------6----------------10
-
- Step 3 - Breaking down the drawings.
- An animator creates "breakdown" drawings to show the secondary movements
- that would happen between each "key" drawing. In your case, (Frame 4) the
- dog jumps onto the tree trunk. (Frame 8) would have the dog jumping to
- catch the tree limb.
-
- 1-------------4----6-----8--------10
-
- Step 4 - Inbetweening.
- An animator creates all the drawings that fit in between the finished
- drawings to smoothen out the action.
-
- Step 5 - Exposure Sheet.
- In 35mm film, there are usually 24 drawings (or frames) that pass by every
- second. Next time you watch a cartoon, try to guess how many frames go by
- in a half hour. It's a lot, so an animator uses an "Exposure Sheet" to
- keep track of the drawings, frame by frame. To save time and money, some
- frames are exposed twice (called "shot in twos"). Then only 12 drawings
- are needed per second. Some frames are only used once, but others can be
- cycled over and over, like the movement of running. It may take 4 frames
- for the dog's legs to move back and forth once, so those frames can be
- repeated over and over to make it look like the dog is running.
-
- Step 6 - Shoot the Frames
- Once all the frames are drawn, they are put in order according to the
- exposure sheet and individually photographed onto film. Sound effects,
- voices and music are added. And that's it! You now have a cartoon.
-
- FEATURES EXPLAINED
- ------------------
-
- MAIN CONTROL
-
- Paint - (Paint Brush Icon)
- Clicking on the paintbrush icon takes you into Background Paint mode.
-
- Animate - (Yogi Icon)
- This icon takes you into Foreground Animate mode, for drawing the outlines
- of your animations.
-
- Video - (Clapperboard Icon)
- This icon will take you to the video digitizing module for using with a
- Rombo digitizer and video camera, See page 74.
-
- Load/Save - (Drawer Icon)
- You can load and save your animations to disk. See LOAD & SAVE section on
- page 71 for information on how to do this.
-
- Trash - (Dustbin Icon)
- This icon will remove the current animation from memory. Be careful doing
- this, as you cannot retrieve the animation if you have not saved it to
- disk.
-
- Exit - (Exit Icon)
- This icon takes you out of the program. This icon is used on other screens
- to exit back to the previous screen, On the main menu there is no previous
- screen and so the program simply terminates.
-
- DRAWING
-
- The three basic modes for drawing in are Background Paint, Foreground Paint
- and Foreground Animate.
-
- BASIC DRAWING MODES
-
- Background Paint
- This mode allows you to draw a background in 8 colours. This will provide
- a static backdrop to your animation. Clicking on the BACKGROUND ICON will
- change the mode to Foreground Paint.
-
- Foreground Paint
- In this mode you can draw and design your foreground animation frames or
- cels in 8 separate colors that will be overlaid on your backdrop. From
- this mode you can get to either Background Paint or Animate mode. Click on
- the BACKGROUND ICON to get to Background Paint Mode, and the ANIMATE ICON
- to get to Foreground Animate mode.
-
- Foreground Animate
- In Foreground Animate mode (you can only animate the foreground).
-
- This mode is for drawing the outlines of the animations. Here you draw in
- just 2 colors (normally black and white) as if you were using a pencil on
- paper. The strength of this mode is that you can see the previous 2 frames
- of your animation underneath in shades of grey. This is known as onion
- skinning and allows you to carefully modify frames to really bring your
- animations to life. If you click on the COMBINATION ICON the background
- will also be visible underneath your current frame.
-
- If the shades of grey are too confusing then press F7 to show the different
- onion skins in red, blue and black. Press F7 again to return to greys.
- Click on the FOREGROUND ICON to get back to Foreground Paint mode.
-
- See also the section on frames for information specific to the foreground
- modes only.
-
- GENERAL DRAWING ICONS
-
- The General Drawing icons are common to all 3 modes.
-
- NOTE: With the Brushes and Drawing tools you can create your own drawings
- or alter pictures that have been loaded from disk or shot via the video
- camera.
-
- Brushes
- The four squares show the varying thickness of lines that can be used for
- drawing. Just click on one and it will be highlighted to show it has been
- selected.
-
- Freehand Tool
- Next to the brushes at the top is the FREEHAND TOOL which lets you draw as
- you would with a pencil. When you select it by clicking on it, the picture
- turns blue. You can now draw with the mouse. If you use the right mouse
- button then you can draw with the background color.
-
- Straight Line Tool
- This lets you draw straight lines. Click on it and then put the mouse
- pointer where you want the line to start and HOLD THE BUTTON DOWN while
- moving it to where you want to end. Release the button.
-
- Square/Rectangle Tool
- Click on here to draw a square or a rectangle. Click in the top left half
- to draw a hollow shape and in the bottom right half to draw a filled shape.
- Move the mouse pointer to where you want to position one corner of your
- shape and then HOLD THE BUTTON DOWN while moving to the opposite corner.
- Release the button to draw the shape.
-
- Circle/Oval Tool
- This works in the same way as the Square/Rectangle Tool but allows you to
- draw circles and ovals. Start at the center and move the mouse until you
- have the shape that you want and then release the button.
-
- Fill Tool
- This allows you to fill an area with a single color. Click on this icon
- and then click on the color that you want to use to fill with. Position
- the mouse over the area that you want to fill and click the button.
-
- NOTE: It is very important that the area that you fill is properly joined
- so that none of the colours leak out. If they do then click on UNDO (See
- Later) and patch up the hole before trying to fill again.
-
- Text Tool
- This lets you type text onto your picture. Click here and then position
- the mouse where you want the text to start, click the button, and start
- typing. You can choose any colour you want.
-
- NOTE: If you make a mistake you can use the BACKSPACE key (<-) on the top
- right of the keyboard. You can only delete on the line you are typing.
-
- Magnify Tool
- This will magnify a section of the screen so that you can work in detail.
- Once you are in Magnify Mode you can zoom in and out with the icons.
-
- NOTE: In Magnify Mode you can only work with the FREEHAND TOOL.
-
- Cut and Paste TooI
- This has a very special application. You can select a picture, or part of
- it, to be cut out and pasted on another part of the screen, or on another
- frame in the animation sequence. This can save a lot of time when you need
- to repeat the same drawing in a different place. You can also create your
- own brush and draw with it. For example you might want to draw a leaf and
- then cut it out and paste it lots of times onto a tree.
-
- The way that you cut something out is by clicking on the scissors which
- makes them go purple indicating that you are ready to cut. Click the mouse
- pointer at one corner of the thing that you want to cut out and then drag
- it to the opposite corner and release the button.
-
- NOTE: Any part of your brush that is background colour (the colour at the
- top left of the palette) will be treated as transparent when you use your
- brush.
-
- You can also flip your brush horizontally or vertically by pressing F5 or
- F6.
-
- MAKING CORRECTIONS
-
- UNDO Tool
- This is a picture of Shaggy going Ooops! It only works on your last
- mistake, so click here as soon as you have made an error. If you decide
- that it wasn't a error after all then just click again and it will undo
- what you just undid!
-
- WIPE Tool
- When you want to completely clear the screen then click on the Wipe tool.
- This will fill the screen with the selected background color. If you
- accidentally wipe the screen, and haven't done anything else then just
- click on UNDO to bring the screen back.
-
- You can also correct mistakes by selecting the backgound color with the
- right mouse button and then rubbing out whatever is wrong with the right
- mouse button again.
-
- CREATING COLOURS
-
- There are 8 colors which are used for the background and 8 for the
- foreground. These can be selected by clicking on them (left mouse button
- for foreground color, right mouse button for background color) or modified
- by clicking on the palette icon.
-
- Select the color that you wish to modify by clicking on it, and then modify
- the red, green and blue content by moving the slider bars on the right.
- You can either click on these bars and hold down the button to drag them
- left and right, or just click to one side of them to move them up and down
- in steps.
-
- ANIMATION
-
- The three icons that relate to the frames can be used from both the
- Foreground Animate and Foreground Paint modes and look like:
-
- Left Arrow Down Arrow Right Arrow
-
- The icons to the left and the right simply move forwards and backwards one
- frame in the current animation. To start with, these will do nothing since
- the program starts with only 1 frame in the animation. The central icon is
- the ADD FRAME ICON and adds a new frame just after the current frame being
- displayed. The frame number used is the lowest number that has not yet
- been assigned.
-
- CLIP ART AND BACKGROUNDS
-
- Backgrounds
- Background graphics can be loaded in by clicking with the RIGHT mouse
- button on the background icon while in Background paint mode. This will
- call up a separate screen with a disk icon. Click on this icon and a list
- will appear of the available files to load in.
-
- Clip-Art
- Clip-Arts are line-drawings that you can include in your own animations.
- To call up the clip-art screen, click with the RIGHT mouse button on the
- SCISSORS ICON.
-
- This will call up another another scissors icon (for cutting brushes out of
- the clip-art screen), a disk icon and an exit icon to get you back to the
- normal mode. Click on the disk icon to bring up a list of all the
- available clip-art on the disk. See the Sample Animation Art Section for a
- list of the available screens.
-
- LOAD AND SAVE
-
- You can load and save your animation to disk. Click on the FILING ICON on
- the Main Control panel and a box will appear.
-
- First you need to select the name of the file. You can do this by clicking
- on it (if it already exists) or by clicking in the space below the list of
- files and typing a name.
-
- The list of files also contains directories which hold other files.
- Directories are indicated by a > sign in front of the name. If you need to
- change directory then just click on the directory name and then select a
- file. You can go back to the previous directory by clicking on <--- BACK.
-
- When you have selected the file name then you must select one of the arrow
- icons. The arrows indicate whether you load or save the animation. To
- LOAD an animation, click on the arrow that points from the disk to the
- computer. To SAVE an animation click on the arrow that points from the
- computer to the disk.
-
- Click on the arrow that you want, and then select the file. If you are
- loading a file then you will just click on the name of the file that you
- want.
-
- Be carefull! You do not want to load an animation over something that you
- have just drawn, or save an animation over another one on the disk that you
- want to keep. If you are going to overwrite an animation (either in the
- computer or on the disk) then a box will appear:
-
- (Tick Icon)
-
- If you are sure that you want to carry on then click on the TICK.
- Otherwise click on the CROSS and nothing will be overwritten.
-
- If you wish to change to a different disk drive then click on the disk
- icon. This will take you to the next available disk (like the floppy
- drive) and show you what is available on that disk. This can be useful if
- you want to save some animations onto floppy disk instead.
-
- EXPOSURE LISTS
-
- The exposure list provides a list of the frames and the order that they
- appear. This list can be changed very easily to alter the order of frames,
- make one frame last longer, or even repeat little sections over and over.
-
- To delete a frame from the list simply click on the number in the list and
- press the DELETE key.
-
- To add a frame just click on the frame just before where you want the new
- frame and then press RETURN. Type the number of the new frame - do not
- press RETURN since this will add another frame.
-
- NOTE: You can only add frames that have already been designed. You cannot
- use a frame number higher than the highest frame number. If you want to
- add a completely new frame then you must use the ADD FRAME icon.
-
- VIDEO DIGITIZING
-
- You can only input pictures with this section of the program if you have a
- video camera and a Rombo digitizer. (See specifications in the Loading and
- Installation Section).
-
- Set up the video camera, preferably on a stand, to point at a flat area
- where you can place your drawings. Connect the camera to the input on the
- video digitizer according to the manufacturers' instructions.
-
- When everything is turned on, click on the VIDEO ICON on the main screen
- and you will be taken to the digitizer screen.
-
- The first screen is for digitizing hand drawn animations. This will
- quickly digitize in 2 colors (black & white) the image in front of the
- camera - use Appendix B in conjunction with the Animators Scrapbook for
- some examples of how to use this feature.
-
- The LARGE EYE ICON lets you view the image before you actually digitize.
- If the image is too bright or too dark then simply click on the MOON or SUN
- ICON until the image is clear. When it is clear, click on the VIDEO ICON
- and the program will store the image and move on to the next frame so that
- you can enter the next picture in your animation. In the other booklet you
- are given an example of stop-frame cut-out animation of Fred Flintstone and
- pre-drawn Scooby animation for you to enter.
-
- You can also digitize backgrounds with this part of the program. Click on
- the BACKGROUND ICON and you will be presented with a screen.
-
- The difference here is that you can use either 2, 4 or 8 shades of grey -
- click on the number that you require - and the digitized image will be used
- as the static background for your animation. It is often easiest to
- digitize a hand drawn background in 2 colors and then color it in using the
- package.
-
- ANIMATION CONTROL PANEL
-
- The animation control icons are
-
- REWIND
- This jumps back to the first frame in the animation
-
- PAUSE
- This pauses the animation and holds 1 frame on the screen.
-
- PLAY
- This plays the current animation once from beginning to end.
-
- FAST FORWARD
- This jumps to the last frame of the animation.
-
- STEP BACKWARDS
- This steps the animation back 1 frame.
-
- STEP FORWARDS
- This steps the animation forward 1 frame,
-
- TORTOISE & HARE
- These icons affect the speed of the animation. Click on the hare will make
- the animation faster, while clicking on the tortoise will slow it down.
- You can also drag the slider bar.
-
- SAMPLE ANIMATION ART
- --------------------
-
- The sample pieces of work are in 4 directories called:
-
- FLINT
- JETSONS
- SCOOBY
- YOGI
-
- When loading something in you will have to enter the directory by clicking
- on the name with the mouse and then clicking on the file that you wish to
- load.
-
- ANIMATIONS
-
- The sample animations highlight various animation techniques and features
- of the package. You can load them in and step through frame by frame, or
- change them, colour them in or just watch them play.
-
- To load one of the animations follow the instructions for Loading & Saving
- on Page 71. Make sure that the arrow is pointing from the disk to the
- computer or you will overwrite the animation.
-
- SAMPLE ANIMATIONS
-
- SCOOBY
- WIPE: A looping animation. Try adding some rain to each frame.
-
- SNACK: A long animation that can be colored in. You will need a lot of
- memory on your computer to finish this animation.
-
- YOGI
- GRAB: Notice how the beginning and end parts loop.
-
- CHOMP: A simple 5 frame loop for you to color. Try changing the speed to
- make Yogi eat really fast!
-
- JETSONS
- DANCE: Only 10 frames in this animation but sections are re-used to make
- the dance last longer. And it loops!
-
- EAT: Judy Jetson gets fed up! Another scene to colour.
-
- FLINT
- ROCK 1: Fred gets a surprise! Notice how his head gets larger when he is
- hit to add to the effect. Another example of how frames can be re-used.
-
- ROCK2: Try coloring in the same animation the way you want.
-
- CLIP ART
-
- The clip-art screen contains line drawings of art-work for you to include
- in your own animations. To call up the clip art screen enter Foreground
- Animate mode and click on the SCISSORS ICON with the right mouse button.
-
- You will then get the following screen :
-
- This is essentially a spare screen that forms no part of your animation.
- Load a piece of clip-art by clicking on the DISK ICON and then selecting
- the clip-art file that you wish to load. These screens contain walk cycles
- of some of the characters and objects for you to include in your own
- animation.
-
- ANIMATED CLIP ART
-
- There are 3 clip-art screens in the FLINT directory called MOWERB, MOWERF
- and MOWERC. These are for you to build an animation. Draw a background
- with a piece of grass in front of a long low wall.
-
- Add the clip-art to the foreground so that you have an animation of Fred
- walking across the screen pushing the mower creature with Barney leaning on
- the wall watching. This animation may take a long time to assemble and
- will need a lot of memory.
-
- BACKGROUNDS
-
- Backgrounds can be loaded in separately from animations and there are some
- examples for you to use. To load a background enter Background Paint mode
- and click on the BACKGROUND ICON with the right mouse button. Click on the
- disk icon to load a background.
-
- VIDEO DIGITIZING HINTS
- ----------------------
-
- If you are lucky enough to have a digitizer and a video camera then there
- are lots of extra things that you can do with The Hanna-Barbera Animation
- Workshop. Some examples are included in the booklet.
-
- NOTE: You do not need a digitizer or a camera for section 2.
-
- SECTION 1 - ENTERING HAND DRAWN ANIMATIONS
-
- Pages 1 - 14 contain a 14 frame animation of Scooby for you to enter. Set
- up the video camera pointing at a flat surface as described on page 74.
- Enter the digitize screen by clicking on the VIDEO ICON.
-
- Place the first frame (Page 1) down and modify the brightness control until
- you can clearly see Scooby on the screen. Try to make sure that it is dark
- enough so that none of the lines are broken.
-
- When you are happy with the picture, click on the VIDEO ICON to capture a
- frame and move on to the next one. Turn the page and position it in the
- same place and repeat the process until you have all 14 frames captured.
- Quickly play the animation to make sure that it looks right before coloring
- it and adding a background.
-
- Now you see how this works, try drawing your own animation and entering it
- onto the computer in the same way. You may find that it is quicker to draw
- with a pencil on paper than trying to draw everything with the computer.
-
- SECTION 2 - COPYING A PICTURE FROM A GRID
-
- This is a way of accurately copying a picture. On page 15 is a picture of
- Dino.
-
- Load the background called GRID into the background screen.
-
- Now you have the same grid on screen and you can copy the picture box by
- box from the page onto the screen. Draw Dino on the foreground screen so
- that when you have finished you can wipe the background away and put your
- own background in!
-
- SECTION 3 - STOP-FRAME ANIMATION USING CUT-OUTS
-
- This is a very powerful form of animation and can quickly produce
- outstanding results.
-
- An example of a Fred Flintstone cut out is on Page 16 with some extra parts
- on page 17. In order to use him, cut out the different parts of Fred and
- join them together with split paper clips. It may be easier if you stick
- the different parts onto card and then cut them out very carefully.
-
- Once he is joined and can be moved, place him on the digitizing area and
- set up the camera as in section 1.
-
- You can now capture a frame, move Fred a little bit and the capture another
- one and so on. With this technique you can quickly build up a very
- complicated animation that would take a very long time to draw.
-
- CUSTOMER SERVICES INFORMATION
- -----------------------------
-
- PLEASE REGISTER YOUR PRODUCT WITHIN 14 DAYS OF PURCHASE.
-
- Thank you for purchasing this Empire product. Kindly complete and return
- the enclosed warranty card to register your new purchase. Registration
- allows us to provide you with the very best after sales support and keep
- you informed of any future developments. On the back of the card you will
- find specific details regarding your purchase, so please keep in a safe
- place.
-
- The physical media this product is contained on is guaranted against faults
- in manufacturing and workmanship for a period of 1 year, effective from the
- date of purchase. After this period a small administration fee may be
- charged to repair/replace your disks.
-
- RETURNS & ENQUIRIES: If you encounter any problems with this Empire
- product, please contact our custorner service department first. They are
- there to help you and will advise the best course of action. If you are
- requested to return the product to us, please send the disk(s) only
- (without packaging and manuals) postage paid and properly packed to the
- address detailed on your warranty card, together with a covering note
- detailing the faults found and the required return address.
-
- KEYBOARD SHORTCUTS REFERENCE CARD
- ---------------------------------
-
- You may find this card more useful if you remove it from the manual. Do
- this by carefully tearing it from the binding.
-
- F1 - Toggle Control Panel (On/Off)
- F2 - Move Back One Frame
- F3 - Add One Frame
- F4 - Move Forward One Frame
- F5 - Flip Brush Horizontally
- F6 - Flip Brush Vertically
- F7 - Toggle Onion Skinning (Greys/Red-Blue-Black)
- F10 - Jump To Play The Animation
-
- AMIGA ADDENDUM
- --------------
-
- Install Instructions
-
- The Animation Workshop will run from floppy disk or may be installed to
- hard disk using the instructions below.
-
- You can now install to any directory that you choose. Simply enter the
- directory that you wish to install to in the install program text box using
- the keyboard. The default directory is DH0: HBAW.
-
- The program installs the animation package and the FLINTSTONES anbd JETSONS
- sample artwork. You must still load the YOGI and SCOOBY artwork from the
- second floppy disk.
-
- Sample Art
-
- In the Amiga version the sample art is spread over the 2 disks.
- FLINTSTONES and JETSONS artwork is on disk 1, and YOGI and SCOOBY artwork
- is on disk 2. The JETSONS animation SOUP is not included in the Amiga
- version.
-
-
- ----------------------------------END-------------------------------------
-
- /\_ ____________ ______/\___________/\___
- / ¬\/ |¬\ __ / \____ / ¬\ |\ __ /
- / | \ | \/ ¬\/ & | _ \ | \ |_\/ ¬\/
- \__|__/_____/\__/ |_____/____/____/\__/
- +-------------------------------------------+
- TYPED F/\STER BY SHARD NUT & BOLT 11-6-94
-
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-