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- Autodesk Animator Pro
- Player User's Guide
- (AAPLAYHI.EXE)
-
-
- This program and its support files can be freely distributed by you.
- It is designed to let you deliver your presentations independently of
- Autodesk Animator Pro. (Note: This program is functionally similar to
- a licensed utility called aniplay.exe, but aaplayhi.exe is freely
- distributable).
-
- We would appreciate you giving copyright acknowledgement to Autodesk
- somewhere in your presentation and have provided an opening credit
- for this purpose. This screen may be suppressed if necessary (see
- below). If you wish to include aaplayhi.exe as part of a commercial
- software product, we would appreciate copyright acknowledgement in
- the package and/or documentation.
-
- The Autodesk Animator Pro Player is Copyright 1991, Autodesk, Inc.
-
-
- Table of Contents
- =================
-
- 1.0 Introduction
- 2.0 Using a Mouse
- 3.0 Running in Interactive Mode
- 3.1 Menus
- 3.1.1 Selecting Menu Items
- 3.2 The File Selector
- 3.2.1 Using the Mouse in the File Selector
- 3.2.2 Using the Keyboard in the File Selector
- 3.2.3 Editing Text in Text Entry Blocks
- 3.2.4 The Plus Function
- 3.3 Playing Flics
- 3.3.1 Loading or Opening a Flic
- 3.3.2 Playing a Flic
- 3.3.3 Viewing Individual Frames
- 3.3.4 Changing a Flic's Speed
- 3.4 Loading and Displaying Pictures
- 3.4.1 .Gif and .Pcx Files
- 3.4.2 Other Picture and Animation Files
- 3.4.2.1 Picture Files
- 3.4.2.2 Animation Files
- 4.0 Scripting Mode
- 4.1 General Rules For Script Files
- 4.1.1 Comments
- 4.1.2 File and Path Descriptions
- 4.2 Playing a Script File
- 4.2.1 Keystrokes During Script Playback
- 4.2.2 Locking the Keyboard During Script Playback
- 4.3 Script Options and Commands
- 4.3.1 Options Affecting One File
- 4.3.1.1 Default Flic Playback
- 4.3.1.2 Default Picture Display
- 4.3.2 Loop, Speed, and Pause
- 4.3.3 Transitions
- 4.3.4 Picture Type
- 4.3.5 Commands Affecting More Than One File
- 4.3.5.1 Loop (count)
- 4.3.5.2 Break
- 4.3.5.3 Subroutines
- 4.3.5.4 Return
- 4.3.5.5 Call <script file and path>
- 4.3.5.6 Link <script file and path>
- 4.3.5.7 Keychoice
- 4.3.5.8 Loadflic <file and path>
- 4.3.5.9 Freeflic <file and path>
- 4.3.5.10 Exitscript
- 4.3.5.11 Exittoplayer
- 4.3.5.12 Exittodos
- 4.3.6 Script Limits
- 4.3.7 Script Error Messages
- 5.0 Special Configuration Options
- 6.0 Required Files
- 6.1 Font Files
- 6.2 Picture File Drivers
- 6.3 Display Drivers
- 6.4 Pointing Device Drivers
- 6.5 Other Files
- 6.5.1 AA.MU
- 6.5.2 AA.CFG
-
-
- 1.0 Introduction
- ================
-
- The Autodesk Animator Pro Player program (aaplayhi.exe) is a flic
- "projector" program that lets you play animations or display
- pictures, either one at a time or following a text script file. By
- using the sophisticated scripting capabilities, you can prepare and
- present complex animated presentations, complete with variable screen
- resolutions and keyboard-controlled menus.
-
- Autodesk Animator Pro Player can display flic, anim cel, and image
- files from Autodesk Animator Pro, Autodesk 3D Studio, Autodesk
- Animator, and any other application that generates compatible files.
-
- Autodesk Animator Pro Player adds many new features to those of
- AAPLAY, the Autodesk Animator Player program. These features include:
-
- o - Loading and displaying .flc, .fli, .gif, .pcx, .seq,
- .lbm, .rif, .mac, .sld, .tif, some .tga files and .cel
- files (anim cel files from Autodesk Animator Pro).
- o - Keyboard branching control during script playback.
- o - Subroutines and script linking and calling.
- o - Variable screen resolutions.
- o - Special configuration options.
-
-
- 2.0 Using a Mouse
- =================
-
- You can use Autodesk Animator Pro Player in the Interactive mode with
- the keyboard or a Microsoft-compatible mouse. If you have never used
- a mouse, please read this section for instructions. If you are
- familiar with a mouse, you can skip this section.
-
- When you move the mouse on your desk, a cursor moves on the screen.
- You use this cursor to select items from menus or to activate options
- on the Frames panel while Autodesk Animator Pro is in Interactive
- mode.
-
- The mouse has left and right buttons. In Autodesk Animator Pro
- Player, there are several ways to operate these buttons:
-
- Click Press and release the left button to select menu
- options and items on the Frames panel.
- Right-click Press and release the right button to cancel
- certain operations and to suppress menu and
- Frames panel display.
- Drag Press the left button and hold it down while
- moving the mouse.
- Double-click Press and release the left button twice, quickly.
-
-
- 3.0 Running in Interactive Mode
- ===============================
-
- To run Autodesk Animator Pro Player in Interactive mode:
-
- 1. Go to the directory containing
- Autodesk Animator Pro Player.
-
- 2. Enter the following at the DOS prompt:
-
- aaplayhi
-
- Result: A dialog box containing copyright information appears. Click
- on Continue or press <CR> to continue. A black screen then appears
- with a menu bar at the top and the Frames panel at the bottom.
-
- Note: You can specify the video driver and the configuration file to
- use when you run Autodesk Animator Pro Player. You can also use
- Autodesk Animator Pro Player with either a Microsoft-compatible mouse
- or the keyboard. If you have Autodesk Animator Pro, you can create a
- special configuration file that lets Autodesk Animator Pro Player use
- other pointing devices, such as a Summagraphics 1201 or Wacom
- graphics tablet. See the "Autodesk Animator Pro Reference Manual" and
- "Special Configuration Options" in section 5.0 for instructions on
- how to create and use a configuration file.
-
- To run Autodesk Animator Pro Player without having the copyright
- dialog box appear, enter either of the following commands at the DOS
- prompt:
-
- aaplayhi -a
- or
- aaplayhi -auto
-
-
- 3.1 Menus
- =========
-
- When you start Autodesk Animator Pro Player without specifying a
- script file on the command line, it is in Interactive mode and has
- the following drop-down menus:
-
- The Player Menu
- About Displays information on Autodesk Animator Pro
- Player.
- Memory Displays information on current memory usage.
- Quit Exits Autodesk Animator Pro Player.
-
- The File Menu
- Load Flic Loads a flic into memory (if possible) and
- prepares it to be played.
- Open Flic Opens a flic without loading it into memory and
- prepares it to be played directly from the disk.
- Load GIF Loads a .gif picture onto the screen.
- Load PCX Loads a .pcx picture onto the screen.
- Load Other Brings up the Pick image format menu for you to
- select the type of file, then the file selector
- to load a picture file onto the screen.
- Play Script Opens, scans for errors, and plays a script.
- Screen Size Brings up the Screen Format menu for changing
- the screen driver and resolution (size).
-
- Warning: All options on the File menu clear the computer's memory of
- any files that may already have been loaded.
-
-
- 3.1.1 Selecting Menu Items
- ==========================
-
- To select any menu item with the mouse, move the cursor over an item
- in the menu bar, the banner across the top of the screen. A drop-down
- menu appears; when you move the mouse away, the menu disappears.
-
- To select a drop-down menu item with the mouse:
-
- 1. Move the mouse onto the menu bar so that the cursor is
- over a menu title. The menu title turns red and the menu
- is displayed.
-
- 2. Move the mouse over the list of items until the one you
- want to select is outlined in red.
-
- 3. Click on the item.
-
- 4. To exit a menu without selecting an item, move the mouse
- into the main area of the screen and the menu disappears.
-
- To use the keyboard to select a drop-down menu item:
-
- o - On your keyboard, press either <P> for the Player menu or
- <F> for the File menu. Then press the key corresponding to the first
- letter of the menu item. Where the first letters of two or more menu
- items are the same (such as Load Flic and Load GIF), another letter
- is used, and the letter is usually underlined in the menu.
-
- The keyboard equivalents of the various items are listed below.
-
- Player Menu <P>
- About <A>
- Memory <M>
- Quit <Q>
-
- File Menu <F>
- Load Flic <F>
- Open Flic <O>
- Load GIF <G>
- Load PCX <X>
- Load Other <L>
- Play Script <P>
- Screen Size <S>
-
- For example, to select Load GIF from the File menu, press the <F> key
- (to select the File menu), then the <G> key (to select Load GIF).
-
-
- 3.2 The File Selector
- =====================
-
- When you select any function from the File menu other than Screen
- Size, the file selector appears. You can use either the mouse or the
- keyboard to select a file.
-
-
- 3.2.1 Using the Mouse in the File Selector
- ==========================================
-
- To select a file with the mouse:
-
- If the file you want is listed in the file window at the left of the
- file selector, double-click on the file's name to select and load the
- file. Another method is to click once on the filename (which appears
- in the File field), then click on Load.
-
- Files in the current directory are listed in the window at the left
- of the file selector. Depending upon the function you choose from the
- File menu, there will be two or more wildcard buttons that limit the
- file list to those with matching filename extensions. For example, if
- you choose Load Flic and Open Flic, there are four wildcard buttons.
- You may choose to display all files (*.*), only Autodesk Animator Pro
- files (*.FLC), only Autodesk Animator files (*.FLI) or both Autodesk
- Animator Pro and Autodesk Animator files (*.FL?). Anim cel files use
- the .cel extension and are not shown in the file selector when you
- use the *.FLC, *.FLI, or *.FL? wildcard buttons. To see the names of
- any available anim cel files, use the *.* wildcard button.
-
- If there are more files than will fit in the window display, scroll
- through the window by clicking on the up and down arrows in the
- slider bar to the left of the window or by dragging the slider bar up
- and down. (To drag, point the mouse at the slider, hold down the left
- mouse button, and move the mouse. Release the button to release the
- slider.)
-
- If the file you want is located in another drive or directory, click
- on the following icons:
-
- A:, B:, C:, etc. to go to another drive. Each drive you have
- is represented by a drive button.
- \ to go to the root directory of the current
- drive.
- .. to go up one directory.
-
- You can enter any directory listed in the file window by clicking on
- that directory's name. (Directories are listed in the window preceded
- by a backslash (\), for example, \FLICS.)
-
- To exit the file selector (and take no further action), right-click
- on the viewing screen or click on the Cancel button.
-
-
- 3.2.2 Using the Keyboard in the File Selector
- =============================================
-
- There are two modes of keyboard entry when the file selector is on
- screen: Keyboard Entry mode, and Keyboard Alternate mode.
-
- Keyboard Entry mode lets you enter text. When the cursor in a
- keyboard entry box is a solid box, you are in Keyboard Entry mode.
- You can type text into the keyboard entry box, such as the path or
- filename.
-
- Keyboard alternate mode lets you select the current drive using the
- keyboard. In Keyboard Alternate mode, keys you press perform
- selections on the file selector in much the same way as pointing with
- a mouse. To enter Keyboard Alternate mode, press the <Tab> key until
- the cursor is in the directory or wildcard keyboard entry box, then
- press <CR>. The box cursor becomes a thin, vertical line, as the
- cursors in the other two keyboard entry boxes appear.
-
- In the Keyboard Alternate mode, you can change the current drive by
- pressing the key corresponding to the drive letter. For example, to
- change the current drive to drive E, press the <E> key (using either
- lower- or uppercase letters).
-
- You can also change the current directory by pressing <.> (the period
- key) to move up one directory, or the backslash (\) key to move to
- the root directory of the current drive.
-
-
- 3.2.3 Editing Text in Text Entry Blocks
- =======================================
-
- While you are in Keyboard Entry mode, you can use the following keys
- to edit text:
-
- <Esc> Clears the keyboard entry box.
- <Delete> Deletes the letter under the cursor.
- <Backspace> Deletes the letter to the left of the cursor.
- <Left arrow> Moves the cursor to the left.
- <Right arrow> Moves the cursor to the right.
- <Home> Moves the cursor to the start of the text.
- <End> Moves the cursor to the end of the text.
- <CR> Accepts the text.
-
- Note: When entering the name of a file to load or open, you must
- enter the complete name, including the filename extension.
-
-
- 3.2.4 The Plus Function
- =======================
-
- The plus function changes the current filename by removing the
- seventh and eighth characters, if they exist, and substituting two
- digits for them. If the current filename ends in a number, the new
- digits will be one higher. If the current filename does not end in a
- number, the plus function starts its numbering at 01.
-
- For example, if the current filename is box.flc, the new filename
- after using the plus function will be box01.flc. If you attempt to
- load a file named, say, filename.flc, and inadvertently use the plus
- function, Autodesk Animator Pro Player will search for a file named
- filena01.flc.
-
- The plus function is especially useful for creating, loading, or
- opening a series of sequentially numbered files.
-
- If you are using a mouse, click on the + button to use the plus
- function.
-
- If you are using the keyboard, you must be in Keyboard Alternate mode
- to use the plus function. Press the keypad <+> or the <Shift-+>
- keyboard combination.
-
-
- 3.3 Playing Flics
- =================
-
- This section describes how to use a mouse or the keyboard to load and
- play a flic or anim cel, view individual frames, and change a flic's
- speed.
-
-
- 3.3.1 Loading or Opening a Flic
- ===============================
-
- In Autodesk Animator Pro Player, you can either load or open a flic
- file. If you load a flic file, Autodesk Animator Pro Player loads as
- much of the file as it can into memory. This will achieve the fastest
- playback speed. If you open a flic rather than load it, Autodesk
- Animator Pro loads into memory only as much of the file as it needs
- to manage the playback. When you play the file, Autodesk Animator Pro
- Player takes each frame's information from the disk as needed.
-
- Note: Autodesk Animator Pro and Autodesk Animator flics are designed
- to be played from a hard disk or a RAM disk. If you play them from a
- floppy disk drive, the animation speed is very slow.
-
- To load a flic using a mouse, select Load Flic from the File menu and
- follow the procedure described in section 3.2.1, "Using the Mouse in
- the File Selector."
-
- After you have loaded a flic, it will appear on the screen with the
- menu bar and the Frames panel. You can now view individual frames,
- play the flic, change the flic's speed, load another flic, and exit
- Autodesk Animator Player. You can toggle the menu bar and Frames
- panel by right-clicking on the viewing screen.
-
- To open a flic using a mouse, select Open Flic from the File menu and
- follow the procedure described in section 3.2.1, "Using the Mouse in
- the File Selector."
-
- Note: You can also load Autodesk Animator Pro anim cel files, using
- the Load Flic options or open them using the Open Flic option.
- Autodesk Animator .cel files cannot be loaded into Autodesk Animator
- Pro Player.
-
- To load a flic or anim cel file using the keyboard:
-
- 1. Press <F> (to select File), and then press <F> again (to
- select Load Flic).
-
- Result: The file selector appears in Keyboard Entry mode. If desired,
- you can exit the file selector (and take no further action) by
- pressing <Esc> twice.
-
- 2. Press <Esc> to clear the field, then type in the name of
- your flic or anim cel file, including the filename
- extension.
-
- 3. Press <CR> to load the flic.
-
- Result: The first frame of the flic appears on screen to indicate
- that it is ready to be played.
-
- If the flic is located in another drive, do this:
-
- 1. Press <Tab> until the cursor is in the Dir field.
-
- 2. Press <Esc> to clear the field.
-
- 3. Enter the flic's path name (for example,
- c:\directory\filename).
-
- You can also switch to Keyboard Alternate mode and change the current
- directory using Keyboard Alternates. See section 3.2.2, "Using the
- Keyboard in the File Selector."
-
- After you have loaded a flic, it appears on the screen with menu
- displays that let you view individual frames, play the flic, change
- the flic's speed, load another flic, and exit Autodesk Animator Pro
- Player. You can toggle the menu displays on or off by pressing the
- spacebar.
-
-
- 3.3.2 Playing a Flic
- ====================
-
- At the bottom of the screen is the Frames panel. At the top of the
- Frames panel is the playback bar, which lets you view individual
- frames or play the entire flic or anim cel. You can move the Frames
- panel by clicking on the Frames button. The Frames panel will
- disappear, leaving a marquee box. Move the marquee box where you want
- it with the mouse and click again to place it. If you want the Frames
- panel to return to the bottom of the screen, right-click on the
- Frames button.
-
- To play the entire flic or anim cel using the mouse, do this:
-
- 1. Click on the double-arrows.
-
- Result: The menu bar and Frames panel disappear and the flic or anim
- cel plays through.
-
- 2. To stop the flic or anim cel, right-click on the viewing
- screen.
-
- Result: The flic or anim cel stops and the menu and the Frames panel
- reappear.
-
- To play the entire flic or anim cel a flic using the keyboard, do
- this:
-
- 1. Press the <down arrow> key.
-
- Result: The menu bar and Frames panel disappear and the flic or anim
- cel plays through.
-
- 2. To stop the flic or anim cel, press the <down arrow> key
- again.
-
- The following keys control playback in the Interactive mode:
-
- Key Action
- <Down arrow> Plays the flic; while playing, pauses playback.
- <Up arrow> Moves to first frame.
- or <Home>
- <End> Moves to last frame.
- <Spacebar> Toggles menu bar and Frames panel on and off.
-
- In addition, the following keys offer additional controls:
-
- Key Action
- <Q> or <Esc> Brings up the Quit dialogue box (while no
- flic is playing).
- <Ctrl-C> Aborts the current script during script
- playback and returns you to the menu bar.
- Any other key Halts the play of a flic or anim cel.
-
-
- 3.3.3 Viewing Individual Frames
- ===============================
-
- The slider bar in the Frames panel also lets you view individual
- frames of a flic. With a mouse, you can click on these icons to
- perform the following actions:
-
- Icon Action
- Down arrow Moves to last frame.
- Left arrow Moves back one frame.
- Right arrow Moves forward one frame.
- Up Arrow Moves to first frame.
- Number box In upper slider bar, drags to desired frame.
- Double arrows Plays entire flic or anim cel.
-
- Click within the numbered bar in the Frames panel to jump to another
- frame in the animation. For example, clicking on the right side of
- the numbered bar takes you to a frame nearer to the end of the flic,
- while clicking to the left takes you to a frame nearer to the
- beginning of the flic.
-
- To view individual frames using the keyboard, first toggle the menu
- bar and Frames panel off by pressing the spacebar. Then use the left
- and right cursor arrow keys to move through the flic or anim cel one
- frame at a time:
-
- Key Action
- <Left arrow> Moves back one frame.
- <Right arrow> Moves forward one frame.
-
-
- 3.3.4 Changing a Flic's Speed
- =============================
-
- The slider bar at the bottom of the Frames panel controls the flic's
- playback speed. The numbered bar represents the duration of pause for
- each frame, measured in "jiffies" or 1/70 second. A lower speed
- setting plays the flic faster, a higher speed setting slows the flic
- down. To change a flic's speed, click on the left or right arrows to
- adjust the speed by single increments or drag the bar to a desired
- speed.
-
- The speed you set is temporary. After you exit the flic, the original
- speed settings return.
-
- You can also use the keyboard to control playback speed. Press the
- keypad or keyboard <-> (minus or hyphen) key to increase the play
- speed (decrease the time each frame is displayed) by single
- increments; press the keypad <+> (plus) key or the <Shift><+> key
- combination to decrease the play speed (increase the time each frame
- is displayed) by single increments.
-
- Both mouse and keyboard users can use the following keys to control
- speed during the playback:
-
- Function Key Speed in Jiffies
- F1 0
- F2 3
- F3 6
- F4 9
- F5 12
- F6 18
- F7 24
- F8 36
- F9 48
- F10 Sets to speed specified in the file.
-
-
- 3.4 Loading and Displaying Pictures
- ===================================
-
-
- 3.4.1 .Gif and .Pcx files
- =========================
-
- You can also load other animation and image files into Autodesk
- Animator Pro Player. On the File menu, there are specific items for
- loading .gif and .pcx pictures. To load a .gif picture using a mouse,
- select Load GIF from the File menu, either with the mouse or by
- pressing the <F> key and then the <L> key. Then follow the procedures
- described in section 3.2.1, "Using the Mouse in the File Selector,"
- or in section 3.2.2, "Using the Keyboard in the File Selector."
-
- After you have loaded a picture, it will appear on the screen.
- Because a picture file is a still image rather than an animation, it
- will only have one "frame." To view a picture without the menu bar or
- Frames panel, right-click on the viewing screen.
-
- To load a .pcx picture using a mouse, follow the same procedure;
- however, begin by choosing Load PCX from the File menu, rather than
- Load GIF.
-
-
- 3.4.2 Other Picture and Animation Files
- =======================================
-
- Using the Load Other menu option from the File menu, you may also
- load and display other picture and animation files into Autodesk
- Animator Pro Player. Picture files consist of a single image, while
- animation files have more than one image in sequence.
-
- Note: Autodesk Animator Pro Player loads only the first frame of non-
- flic animation files.
-
-
- 3.4.2.1 Picture Files
- =====================
-
- Autodesk Animator Pro Player loads the following types of picture
- files in addition to .gif and .pcx files:
-
- DEGAS (Atari ST DEGAS .pi? and .pc? picture files)
- LBM (Amiga and IBM Deluxe Paint III, etc. .lbm picture files)
- MAC (Macintosh .mac monochrome picture files)
- NEO (Atari ST NEOchrome .neo picture files)
- SLD (AutoCAD .sld picture files)
- TARGA (Autodesk 3D Studio and other .tga and .pix picture files)
- TIFF (Tag Image File Format .tif picture files)
-
-
- 3.4.2.2 Animation Files
- =======================
-
- Autodesk Animator Pro Player loads the first frame of the following
- types of animation files in addition to Autodesk Animator .fli, and
- Autodesk Animator Pro .flc and anim cel .cel files:
-
- RIF (Amiga Zoetrope and Live! .rif animation files)
- SEQ (Atari ST Cyber .seq animation files)
- ANIM (Amiga Anim, Deluxe Paint III .ani animation files)
-
- If you want to load the entire animation into Autodesk Animator Pro
- Player, you must first use the Autodesk Animator Pro Converter to
- convert it to a .flc or .fli file.
-
- To load a picture or animation file using a mouse:
-
- 1. Select Load Other from the File menu. The Pick image
- format to load selector appears. If desired, you can exit
- this selector (and take no further action) by right-
- clicking on the viewing screen or by clicking on the
- Cancel button.
-
- 2. Choose the image format you want to load. You may select
- it by double-clicking on it or by clicking on it and then
- clicking on the Load button. To read the characteristics
- of a particular file type, click on its name and then
- click on the Info button. A window appears listing the
- characteristics of that file type.
-
- Once you have selected the image format you want, the file selector
- appears. If desired, you can exit this selector by right-clicking on
- the viewing screen or clicking on the Cancel button. Follow the
- procedure described in "Using the Mouse in the File Selector," or in
- "Using the Keyboard in the File Selector" to select an appropriate
- file to load.
-
- After you have loaded a picture, it will appear on the screen.
- Because a picture file is a still image rather than an animation, it
- has only one "frame."
-
- To view a picture without the menu bar or Frames panel, right-click
- on the viewing screen.
-
- To load a picture or animation file in one of the listed formats
- using the keyboard:
-
- 1. You must not have a mouse driver installed. If you do,
- remove it and reboot your computer.
-
- 2. Follow the instructions listed above for selecting a file
- using a mouse. In place of the mouse, use the cursor
- arrow keys to position the cursor, the left <Shift> as
- the left mouse button, and the right <Shift> as the right
- mouse button.
-
-
- 4.0 Scripting Mode
- ==================
-
- A script file is a text script containing a list of flics and/or
- pictures to display in succession. Think of a picture as a single-
- frame animation, which you can load and display individually by
- selecting Load .GIF, Load .PCX or Load Other from the File menu. In
- script mode, you can display a picture file and leave it on the
- screen for a specified number of seconds.
-
- You can write a script file with any text editor or word processor
- that produces a standard ASCII (or DOS text) file. Script files can
- be created in Autodesk Animator or Autodesk Animator Pro, if desired.
- To do so, use the Text tool to enter the script text. Choose a font
- that is easy to read in the Text Edit window for the screen
- resolution you are using.
-
- Also, be sure that the font you use includes the hyphen (-) you need
- for specifying certain parameters (e.g., -t). From within the Text
- Tool, save the script in a text file (e.g., myscript.scr). Then, when
- you exit Autodesk Animator or Autodesk Animator Pro, you can load
- this text file into Autodesk Animator Pro Player as a script file.
-
- Autodesk Animator Pro Player uses the filename extender .scr for
- script files. However, you can give a script file any filename and/or
- extension.
-
- Caution: The native file format of most word processors is not ASCII
- and does not work as a script file. However, most word processors
- have the ability to save text in ASCII format.
-
-
- 4.1 General Rules for Script Files
- ==================================
-
- At its simplest level, a script file that plays three flics and a
- picture in sequence looks like this:
-
- d:bldg.flc
- c:\flics\juke.flc
- c:\pics\dunes.gif
- d:sign.flc
-
- If you do not specify any options in a script, the same script could
- also be used in Flitape and Flipaper, as well as in Autodesk Animator
- Pro Player. The result would be radically different, of course.
- However, once you add any options to the script lines, the
- commonality ends.
-
- Caution: As a general rule, however, do not attempt to use a script
- from Autodesk Animator Pro Player in Flitape or Flipaper, or to use a
- script from one of those programs in Autodesk Animator Pro Player. At
- best, the results may be unexpected or cause an error that stops the
- program; at worst, you may lose some of your work.
-
- Notice that you must specify the full filename and extension for each
- flic or picture, unless the file is in a drive's current path.
- Autodesk Animator Pro Player will set the current path to the same
- directory as that of the script. In the above example, if the script
- shown is in the same directory on drive d: as bldg.flc and sign.flc,
- the program will locate those files even if you don't specify the
- directory and subdirectories.
-
- Every discrete "word" of a script line must be separated by white
- space, although the amount of white space is up to you. Also, you may
- insert blank lines in between script lines in order to group and
- order your scripts. In this context, a word can be a filename and
- path, a command, or a number. The double slashes (//) indicate that
- comments follow. See "Comments" in the next section.
-
- A filename and path are treated as one word, and you can use any
- mixture of upper- or lowercase letters to create a script file. In
- addition, you can list parameters after the flic filenames in any
- order:
-
- flic1.flc -s 2 -l 3 -t fadein
-
- is exactly the same as the combination of upper- and lowercase:
-
- FLIC1.FLC -l 3 -T FADEin -S 2
-
- For some parameters, you may use a period "." or a set of
- parentheses, ( and ), to set them off from the other words on the
- line. For example, the command "color" takes three arguments:
-
- color(0,255,0)
-
- Arguments must be set off by beginning and ending parentheses and be
- separated by commas, but without a trailing comma after the last
- argument.
-
-
- 4.1.1 Comments
- ==============
-
- You may add comments to a script file by inserting two slash
- characters (//). Anything after these characters is ignored by the
- program. For example:
-
- d:\flics\testfile.flc // This is a comment.
- d:\pictures\greatpic.gif // This is
- // another comment.
-
- Comments are very helpful in designing and organizing your
- presentation, particularly before you become totally conversant in
- the scripting language. Similarly, comments can be very helpful to
- others who may need to use and understand your script at some later
- point.
-
-
- 4.1.2 File and Path Descriptions
- ================================
-
- When Autodesk Animator Pro Player runs, it checks the current paths
- for all devices. It remembers these paths as the current paths for
- all fixed devices, such as hard disks or CD-ROM drives. For floppy
- drives, however, the current path is assumed to be the root (e.g. a:\
- or b:\).
-
- When you run a script, the current directory changes to that of the
- script while the script is running. For example, if you run Autodesk
- Animator Pro Player from the c:\ani\ directory and call a script from
- the d:\present1\ directory, Autodesk Animator Pro Player will set the
- current path for your hard disk to the d:\present1\ directory while
- the script is running and reset it to c:\ani when it is finished
- running.
-
- Using the previous example, if you wanted to include the flic
- d:\present1\intro.flc in your presentation, you would only need to
- list its path as d:intro.flc. However, in general, it's almost always
- safer to include the specific path when listing a file.
-
- If you load flics or pictures from floppy disks, you must make sure
- that each file has a unique name. There is no way for the Autodesk
- Animator Pro Player to know the difference between a flic called
- a:\myflic.flc and a different flic also called a:\myflic.flc on a
- different floppy disk. Autodesk Animator Pro Player stores the
- filename for each path in RAM, but can only store a single name for
- each. For example, if you load a:\myflic.flc from one floppy and then
- load a second a:\myflic.flc, Autodesk Animator Pro Player will remove
- the first flic from the computer's memory before loading the second.
-
-
- 4.2 Playing a Script File
- =========================
-
- You can play a script file in one of two ways. For example, if you
- want to play the script named present1.scr, you have these
- alternatives:
-
- o - In Interactive mode, select Play Script from the File menu,
- and then select present1.scr from the file selector.
- o - From the DOS prompt, enter the following command:
-
- aaplayhi present1
-
- Note: If the script file has an extension other than .scr, you must
- include it on the Autodesk Animator Pro Player command line.
-
- When you start a script by including its name on the command line, as
- in the above axample, before the script plays, a dialog box appears
- with Autodesk copyright information. To play the script, click on the
- Continue box or press <CR>.
-
- If you want your script to begin without showing the copyright dialog
- box, add -a or -auto to the command line that starts the script. For
- example, to suppress the dialog box while playing the script called
- present1.scr, enter the following:
-
- aaplayhi present1 -a
-
- In the four-file script example shown at the beginning of the Scripts
- section, the first two animations each play through once, the GIF
- picture is displayed for 5 seconds, and then the last animation plays
- through once. At the end of the last animation, you are returned to
- the DOS prompt if that is where you started, or to the Autodesk
- Animator Pro Player screen if you started it from the Autodesk
- Animator Pro Player.
-
- Along with the program name and script filename, you may also include
- on the command line one or more special configuration options that
- control the program configuration, the display driver and its display
- mode. See section 5.0, "Special Configuration Options,"
-
- Note: Because of the time taken to decompress them, .gif pictures
- display relatively slowly, sweeping down the screen as they appear.
- We recommend that you make your .gif pictures into flic frames, then
- load the flic from the script file. (If desired, use a slow playback
- speed for a slide-projector effect.)
-
-
- 4.2.1 Keystrokes During Script Playback
- =======================================
-
- There are a number of ways to control the playback of a script with
- the keyboard:
-
- o - You can lock the keyboard. See the next section, "Locking
- the Keyboard During Script Playback."
- o - You can define a specific set of keys that control the
- progress of the script using the keychoice command. See
- section 4.3.5.7, "Keychoice".
- o - You can press any of the following (assuming the
- keyboard is not locked and that none of these keys has
- been used to lock the keyboard:
-
- Key Action
- <Esc> Breaks out of script loop; see below. Aborts
- keychoice if at choice point; returns to
- previous keychoice, if any, or aborts to DOS or
- interactive mode, if none.
- <Ctrl-C> Aborts the current script.
- Any other key
- or right-click Proceeds to the next file; if during fade-in,
- aborts right-click fade-in and goes to next
- image. If during flic playback or pause, aborts
- current action and starts fade-out, if any.
-
- Unless the keyboard is locked, these keystrokes affect only the flic
- currently playing. Thus if a keystroke breaks out of the current
- flic's loop, the next flic listed in the script file immediately
- begins playback. If the speed is altered by the keyboard during the
- cycle of one flic, the following flic in the script file reverts to
- its programmed speed.
-
-
- 4.2.2 Locking the Keyboard During Script Playback
- =================================================
-
- A keyboard lock is a command you enter to render the keyboard
- inactive until the next time you enter the same keyboard combination.
- You can use a keyboard lock any time a script of animations and/or
- pictures is running. It is designed to keep curious fingers from
- halting your demonstrations.
-
- To lock the keyboard, do this:
-
- 1. Hold down the <Ctrl> key and press any alphabetical key
- (<A>-<Z>), with the exception of <Ctrl-C>.
-
- Result: A dialogue box appears asking you to confirm that you want to
- lock the keyboard with that key combination. If you do, click on Yes
- or press <Y>. To cancel the keyboard lock, click on No, right-click
- or press <N> or <Esc>.
-
- Caution: Be sure to remember which key lock you chose! Check the
- dialogue box to make sure that the key combination shown is the one
- you want. If you forget, the only way to exit is to reset your
- computer by pressing <Ctrl>, <Alt>, and <Delete> simultaneously. (Or
- you could try every letter in the alphabet while holding down the
- <Ctrl> key!)
-
- 2. To unlock the keyboard, hold down <Ctrl> and press the
- same key. A dialogue box appears advising you that you
- are canceling the keyboard lock. Press any key or click
- on Continue to proceed.
-
-
- 4.3 Script Options and Commands
- ===============================
-
- 4.3.1 Options Affecting One File
- ================================
-
- The options affecting a single flic or picture in a script are
- controlled by adding a particular parameter in the script line after
- the name of the flic or picture file. These parameters consist of a
- hyphen followed by a code letter or word specifying the speed, the
- number of loops, the type of transition between files, whether the
- last frame is held on screen and the file type of a picture file.
-
- These are the available options:
-
- Option Action
- -l (x) Loops flic; x is the number of times a flic
- plays (must be an integer)
- -s (y) Sets playback speed for flic; y is the number
- of jiffies (1/70 second) per frame
- -p (z) Pauses flic at the end; z is the pause time
- in seconds (can be decimal)
- -t (options) Transitions (fade-ins, fade-outs and cuts);
- options include the type of transition,
- whether it is an in transition or out
- transition, and the time in which the
- transition is to occur (can be decimal or
- integer)
- -type (pdr load type) Specifies the type of picture to
- load; pdr is the filename of the picture
- driver; do not include the filename
- extension .pdr
-
- You can list any combination-or none-of these parameters after each
- listed filename in your script file. Autodesk Animator Pro Player can
- accept a script line of up to 255 characters long.
-
-
- 4.3.1.1 Default Flic Playback
- =============================
-
- If no parameters are listed after a flic filename, the default flic
- playback is a single loop at the speed specified by the file with no
- pause on the last frame and no transitions (a clean cut from one flic
- to the next). If you specify a loop control value of 0, the flic will
- play indefinitely or until it is interrupted by a key press.
-
-
- 4.3.1.2 Default Picture Display
- ===============================
-
- If no parameters are listed after a picture filename, the default
- picture display has a duration of 5.0 seconds with a cut to the next
- picture or animation.
-
-
- 4.3.2 Loop, Speed, and Pause
- ============================
-
- Loop, speed, and pause parameters are simply a matter of listing the
- parameter letter followed by its control, separated by a space:
-
- flic1.flc -l 3 -s 6
- // Plays three times at a speed of six jiffies per frame.
- flic2.flc -s 3
- // Plays once at a speed of three jiffies per frame.
- flic3.flc -l 2
- // Plays twice at the speed set in the file.
- pic1.gif -p 10.3
- // Displays the picture for 10.3 seconds.
- flic4.flc -p 8
- // Plays the flic once and holds the last frame for 8 seconds.
-
- Note: Loop (-l) and speed (-s) parameters have no effect on picture
- files.
-
- If you want a single flic to loop, it's more efficient to use the -l
- loop parameter than to use the script loop control. See section
- 4.3.5.1,"Loop (count)".
-
-
- 4.3.3.Transitions
- =================
-
- Transitions are fades to or from a one-colored screen, and they
- require one or two options following the parameter to describe the
- type of transition at the beginning and end of the flic playback. The
- default transition is a straight cut (i.e., a switch from one image
- or animation to another). You can also specify the time over which
- the transition is to occur after the type of transition.
-
- The default color for cuts and fade-outs is black. If you want to
- specify a fade to or from a color other than black, you can list its
- RGB (red, green, and blue) component values in parentheses after the
- command color. You can also specify the color white by name, rather
- than as color (255,255,255). If you specify a color other than black
- for a fade-out and then follow that with a fade-in without specifying
- a color, the fade-in will be from the color you specified. As an
- example of this, note the transitions from flic2 to flic3 in the
- following sequence:
-
- flic1.flc -t fadein color (255,0,0) fadeout color (0,0,0)
- // Fade in from red, fade to black.
- flic2.flc -t cut fadeout 1.5 white
- // Cut from black, fade to white over 1.5 sec.
- flic3.flc -t fadein 1.0 cut
- // Fade in from white over 1.0 seconds, cut to flic4.
- flic4.flc -t fadeout
- // Cut from flic3, fade to black.
- flic5.flc -t fadein
- // Fade in from black, cut to black.
- pic1.gif -t fadein 0.5 -p 3.0
- // Fade in from black over 0.5 sec, hold for 3.0 sec, then cut to
- flic6.
- flic6.flc
- // Cut from pic1, cut out - no transition options are necessary.
-
- Each color is described by a combination of its RGB components in
- range from 0 (0%) to 255 (100%). Pure white is composed of 100% red,
- 100% green and 100% blue, or (255,255,255). Pure red is (255,0,0);
- pure green is (0,255,0) and pure blue is (0,0,255). Other colors are
- specified by the combination of different RGB values.
-
- The timing for fade-ins and fade-outs is specified in seconds and
- tenths of seconds. If no time is specified, the fade takes place over
- 0.8 seconds. If you specify a fade time of 0 seconds, the result is a
- cut. Cuts occur as fast as the system speed allows.
-
- There are usually several ways of defining a transition. For example,
- if you want to fade in from white over a time of 0.8 seconds and fade
- out over one second, you may define this transition in any of the
- following ways:
-
- flic1.flc -t fadein 0.8 white fadeout 1 color(255,255,255)
- flic1.flc -t fadein color(255,255,255) fadeout 1 white
- flic1.flc -t fadein white fadeout color(255,255,255) 1
-
- Similarly, a fade-in from white over 0.8 seconds can be defined by
- any of the following:
-
- flic1.flc -t fadein white
- flic1.flc -t fadein cut color(255,255,255)
- flic1.flc -t fadein color(255,255,255) cut
- flic1.flc -t fadein 0.8 color(255,255,255)
- flic1.flc -t fadein white .8
- flic1.flc -t fadein 00.8 color(255,255,255) cut
- flic1.flc -t fadein white .8 cut
-
-
- 4.3.4 Picture Type
- ==================
-
- You may specify the type of still picture to load by using the -type
- parameter after the filename. If you do not specify a picture type,
- Autodesk Animator Pro Player first attempts to load the file as a
- flic, then as a .gif file, and finally as a .pcx file. If it can't
- load the file as any of those, an
- error results.
-
- If you want to load a type of picture other than the default, you
- must specify its file type using the -type parameter:
-
- c:\pictures\opening.tif -type tiff
- e:\targas\gears.tga -type targa
- d:\ani\gifs\lake.gif
-
-
- 4.3.5 Commands Affecting More Than One File
- ===========================================
-
- There are also a number of options in Autodesk Animator Pro Player to
- control the playback of groups of flics and/or pictures. Autodesk
- Animator Pro Player lets you define a group of flics and pictures as
- a subroutine, so that any time you want to play through that group,
- you need only name it in the script. Also, Autodesk Animator Pro
- Player lets you start one script, leave it to play another, and then
- return to the first, all under program control. Moreover, Autodesk
- Animator Pro Player lets you play a series of scripts, moving from
- one to the next automatically. Autodesk Animator Pro Player lets you
- set up a menu system using a wide range of key choices to control the
- flow and direction of your presentation. Finally, Autodesk Animator
- Pro Player lets you determine what happens when your presentation
- plays through completely.
-
- These are the available scripting commands:
-
- Command Effect
- Loop (count) Repeats portion of script within loop, count
- times.
- Break Aborts loop and proceeds to next script
- command.
- Subroutines Means of organizing and modularizing scripts;
- called using the gosub command.
- Return Returns program to main script from
- subroutine
- Call <script file & path> Transfers program control to new
- script file; returns to original after run.
- Link <script file & path> Transfers program control to new
- script file; does not return to original.
- Keychoice Method of setting up keyboard-controlled
- actions during script playback.
- Loadflic <file & path> Loads flic file into computer
- memory for later playback.
- Freeflic <file & path> Releases flic from computer
- memory.
- Exitscript Exits current script.
- Exittoplayer Exits script and goes to Interactive mode.
- Exittodos Exits script and returns to DOS or
- Interactive mode.
-
-
- 4.3.5.1 Loop (count)
- ==================
-
- This command tells Autodesk Animator Pro Player to loop (repeat) a
- set of instructions the number of times specified by the parameter
- count. Each loop begins with the command loop and ends with the
- command endloop. The parameter count must be an integer value greater
- than one (or the word forever) enclosed in parentheses. Forever
- causes the loop to continue until you exit the script. You may nest
- loops up to five deep.
-
- For example:
-
- loop (forever) // Start main loop which will play until stopped.
- intro.flc // Play first flic.
- flic2.flc // Play second flic.
- loop(4) // Start second loop, to play through four times.
- pic1.gif -p 3 // Show pic1 for 3 sec.
- pic2.tif -type tiff -p 2
- // Load TIFF driver, show pic2 for 2 sec.
- pic3.gif -p 4 // Show pic3 for 4 sec.
- endloop // The end of the inside loop.
- epilog.flc // Play the final flic.
- endloop // End of the outside loop;
- // return to the outer loop and start over.
-
- Suggestion: The indenting shown in the above example is a matter of
- style only, but it tends to make a script easier to follow.
-
- Note: You can use the loop command to play a single flic more than
- once, but it is more efficient to use the -l option.
-
-
- 4.3.5.2 Break
- =============
-
- If Autodesk Animator Pro Player is playing a script in a loop and it
- encounters a break command, it will abort the loop and continue
- playing the script from the point after the endloop for that loop.
- The primary purpose of the break command is for use within keychoice
- lists to specify a choice that will terminate a loop. See section
- 4.3.5.7,"Keychoice".
-
- If Autodesk Animator Pro Player encounters a break command outside a
- loop, an error results.
-
-
- 4.3.5.3 Subroutines
- ===================
-
- Subroutines are script modules, or small "chunks" of script, that you
- can define to include almost any instruction to Autodesk Animator Pro
- Player. Once you have defined a subroutine, you can run it at any
- point in the script with the command gosub <module name>. This
- command lets you simplify your main script and place all your
- repeatable modules in separate locations at the end of the script.
-
- To define a subroutine, you mark its beginning with the word
- subroutine followed by its name on the same line. The end of a
- subroutine is marked by the word endsub. All subroutines must be
- defined at the end of the main script; in fact, the word subroutine
- tells Autodesk Animator Pro Player that it has reached the end of the
- main script. There is a limit to the number of subroutines you can
- have, but in practical terms, you need never approach it. See section
- 4.3.6, "Script Limits".
-
- A subroutine can consist of a single line or multiple lines, and you
- can call a subroutine any number of times within a script. A
- subroutine can't call itself, however, nor can you define a
- subroutine within another subroutine. The following is not valid:
-
- . . .
- <end of main script>
- subroutine sub1 // Begin the definition of subroutine sub1.
- flic1.flc // Part of sub1.
- subroutine sub2 // Begin definition of subroutine sub2;
- // This is an error!
- flic2.flc // Part of sub2.
- endsub // End of sub2.
- endsub // End of sub1.
-
-
- 4.3.5.4 Return
- ==============
-
- If Autodesk Animator Pro Player encounters a return command while in
- a subroutine, it will immediately stop the subroutine and return to
- the main script. This is very useful for branching control. If
- Autodesk Animator Pro Player encounters a return command not in a
- subroutine, it is treated as an exitscript; see section 4.3.5.10,
- "Exitscript".
-
-
- 4.3.5.5 Call <script file and path>
- ===================================
-
- Another method for organizing a script is to place portions in a
- second script and then call it from the first script. If Autodesk
- Animator Pro Player comes upon a call <script file and path> command,
- it will open the second script, follow the commands there, and then
- when it has finished the second script, return to the location from
- which it left the first script. You must include the path of the
- called script in the command, unless it is in the same path as the
- current script.
-
- Note: If the called script includes an exittodos or exittoplayer
- command, Autodesk Animator Pro Player will follow that command and
- abort the called script and all other scripts.
-
-
- 4.3.5.6 Link <script file and path>
- ===================================
-
- Like call <script file and path>, the link <script file and path>
- command transfers control from the current script to a second script.
- Unlike the call command, link does not return to the first script
- (the caller) when the second script is finished.
-
- Before starting the second script, Autodesk Animator Pro Player
- clears all flics and pictures from memory.
-
- If you link from one script to another, it is possible to link back
- to the first script by including a link in the last script directing
- Autodesk Animator Pro Player back to the first. Autodesk Animator Pro
- Player will not return to where it left the first script; instead, it
- will restart the first script from the beginning.
-
-
- 4.3.5.7 Keychoice
- =================
-
- The keychoice command is one of the most powerful commands in
- Autodesk Animator Pro Player. It lets you set up a branching
- presentation and define the keyboard control available during
- playback. If Autodesk Animator Pro Player encounters a keychoice
- command, it monitors the keyboard during the playback of a flic or
- picture. If the user presses one of the keys you have defined as
- valid for that point, it immediately performs the commands you
- defined.
-
- The list of keychoices is marked at the start by the word keychoice
- and at the end by the word endchoice. In between, each choice is
- defined by the word choice, followed by a key. There must be at least
- one choice in a keychoice list. Keys available for choices include 0
- through 9 and a through z. Autodesk Animator Pro Player does not
- distinguish between upper- and lowercase, so a and A are the same
- keychoice. You may use the same key in more than one keychoice list.
-
- A command that displays a picture or plays a flic must come
- immediately before a keychoice command. If you want to have a flic
- play continuously until a keychoice is made, use the -l 0 option to
- provide an infinite play loop. If you want to play a flic and pause
- on the last frame until a keychoice is made, Autodesk Animator Pro
- Player will do so automatically at the end of any flic that precedes
- a keychoice command.
-
- If you specify a pause in the flic preceding a keychoice, and that
- pause time has passed, any fade-out or cut you've specified for that
- flic will take place. Autodesk Animator Pro Player will then resume
- the script immediately after the endchoice command for the keychoice
- immediately following the flic or picture display specification.
-
- After the commands defined under a choice have been performed,
- Autodesk Animator Pro Player continues playing the script from the
- point immediately after the endchoice.
-
- Here's an example of how to use keychoice:
-
- intro.flc // Play first flic.
- menu1.flc // Play second flic, a menu.
- keychoice // The start of the first keychoice list.
- choice 1 // What happens if you press 1
- flic3.flc
- choice E // What happens if you press E.
- flickee.flc
- choice 2 // What happens if you press 2.
- flic5.flc
- choice escape // What happens if you press the Escape key.
- exittodos // Exits play, returns to DOS or menus.
- endchoice // The end of the keychoice list.
-
- Autodesk Animator Pro Player monitors keys other than the keychoices
- while a keychoice flic or picture is displayed. If you want to lock
- out any keys other than the defined keychoices, you may lock the
- keyboard, as described in section 4.2.2, "Locking the Keyboard During
- Script Playback."
-
- Keychoices may also be nested, one set inside another.
-
-
- 4.3.5.8 Loadflic <file and path>
- ================================
-
- The loadflic command is used to load a flic into memory for faster
- playback. You can use the loadflic command anywhere within a script,
- but you must play the flic somewhere in the script. The loadflic
- command will be useful only if you have sufficient memory available.
- If there is not enough memory to load the flic or flics, you will be
- asked in turn if you want to play each directly from the disk. If you
- answer Yes, that flic will play from the disk in turn. If you answer
- No, the program will abort.
-
- You may load several flics if you have sufficient memory to do so.
- You must, however, play them all within the script. If you fail to do
- so, an error will result. Here is an example of loading two flics:
-
- . . .
- loadflic d:\flics\flic1.flc
- loadflic d:\flics\flic2.flc
- . . .
-
- You may also use loadflic to load a flic from a floppy disk. When
- Autodesk Animator Pro Player encounters a command such as this:
-
- . . .
- loadflic a:\flic1.flc
- . . .
-
- it will ask you to insert the disk in the drive. After doing so,
- click on Continue in the dialogue box. The script will abort if no
- disk is present in the indicated drive. If no memory is available for
- loading a file from a floppy disk, the script will be aborted.
-
- Specify the full path for the file, as Autodesk Animator Pro Player
- disregards the current path both when it scans the syntax at first
- and later when it loads the file; the path a:flic1.flc is interpreted
- as a:\flic1.flc. The floppy disk containing the flic must be in the
- drive when the script is started.
-
- Important: Memory usage can't be fully estimated when the script is
- scanned during the syntax check pass. The only way to make sure a
- script will have all the memory it needs is to run it in its
- entirety.
-
-
- 4.3.5.9 Freeflic <file and path>
- ================================
-
- The freeflic command removes the named flic from memory if it has
- been loaded; it is the reverse of loadflic. If the flic is not in
- memory, an error message appears telling you that the flic was never
- loaded. The program then aborts. All flics in memory are freed when
- the script exits or transfers control to another script via the link
- command. You must include the same path to free a flic as you used in
- the loadflic command. Example:
-
- . . .
- freeflic d:\flics\flic1.flc
- freeflic d:\flics\flic2.flc
- . . .
-
-
- 4.3.5.10 Exitscript
- ===================
-
- The exitscript command is used to exit a script playback; it's like
- reaching the end of the current script. If Autodesk Animator Pro
- Player encounters an exitscript command in a script called via the
- call command, it will stop playing it and return to the script that
- called it. For example, if Script1 calls Script2, and Autodesk
- Animator Pro Player encounters an exitscript command in Script2, it
- will return to Script1 and continue playing at the point immediately
- after the command that called Script2.
-
- If Autodesk Animator Pro Player encounters an exitscript command in a
- linked script or a stand-alone script, it treats the exitscript
- command as an equivalent to exittodos. For example, if Script1 is
- linked to Script2 and Autodesk Animator Pro Player encounters an
- exitscript command in either script, it quits the script it's in and
- exits.
-
- 4.3.5.11 Exittoplayer
- =====================
-
- The exittoplayer command is used to exit a script and return to the
- Interactive mode of Autodesk Animator Pro Player. Note that this
- command is all one word, with no spaces.
-
-
- 4.3.5.12 Exittodos
- ==================
-
- The exittodos command is used to exit a script and return to the mode
- of Autodesk Animator Pro Player from which the script was played. If
- the script were played using the Play Script command on the File menu
- in the Interactive mode, the exittodos command would return you to
- that point. If, however, the script were played from the DOS prompt,
- you would be returned to DOS. Note that this command is all one word,
- with no spaces.
-
-
- 4.3.6 Script Limits
- ===================
-
- Every script played by Autodesk Animator Pro Player is allowed 24
- levels of Loops, Gosubs, and Keychoices, combined. If you attempt to
- nest more than 24 levels, you will receive the error message "Out of
- stack space." You can avoid this error by dividing your script into
- several smaller scripts, as each script has its own separate script
- limit. You can then use the call or link commands to transfer control
- from script to script.
-
-
- 4.3.7 Script Error Messages
- ===========================
-
- If you have made a typing mistake in your script file, or included an
- instruction the Autodesk Animator Pro Player does not understand, a
- message similar to the following appears:
-
- Error in scriptfile
-
- "d:\present1\present.scr"
- line 10
- Unable to display "d:\present1\flic7.flc".
-
-
- File not found. (File name misspelled?)
-
- The last four lines of the message may change, depending on the
- error. The line number displayed is the line that most probably
- contains the error. Examine the lines closely for an error, then
- correct it and retry the script.
-
- Note: In some cases the error might have occurred somewhere other
- than in the indicated line. If you can't find an error in the noted
- line, examine your entire script file carefully for a mistake. If you
- still can't find it, use a process of elimination by first making a
- backup copy of the script file, and then deleting certain lines until
- the script file works.
-
-
- 5.0 Special Configuration Options
- =================================
-
- Important: If Autodesk Animator Pro Player is run from the same
- directory as Autodesk Animator Pro or Autodesk Animator Pro
- Converter, changing the Screen Size from within Autodesk Animator Pro
- Player overwrites any existing aa.cfg file. The next time you run
- Autodesk Animator Pro or Autodesk Animator Converter without
- specifying a different configuration file, it will read the aa.cfg
- file created by Autodesk Animator Pro Player and configure itself
- accordingly.
-
- If you wish to avoid having Autodesk Animator Pro Player overwrite
- your aa.cfg file, you can either run it from another directory or
- specify a path and filename for Autodesk Animator Pro Player's
- configuration file when you run it. In the first instance, for
- example, if Autodesk Animator Pro Player is in the c:\aapc\ directory
- and this directory is on the DOS path, you may start Autodesk
- Animator Pro Player from any directory on your system. Autodesk
- Animator Pro Player will then create an aa.cfg file in the directory
- where it is run, rather than the directory where the executable
- (aniplay.exe) is located. If you run it from a directory called
- d:\wp51\, Autodesk Animator Pro Player will create the file
- d:\wp51\aa.cfg file.
-
- If you want to specify the configuration file for Autodesk Animator
- Pro Player to use, type the following at the DOS prompt (assuming
- either that you are in the Autodesk Animator Pro Player directory or
- that you have added the directory to the DOS path):
-
- aaplayhi -cfg path\filename
-
- You may also use -c in place of -cfg. For example, if you wished to
- use a configuration file you have renamed to aapp.cfg in the ani
- directory on the c: drive, you would type the following to start
- Autodesk Animator Pro Player:
-
- aaplayhi -c c:\ani\aapp.cfg
-
- If you do not specify a path, Autodesk Animator Pro Player will look
- in the current directory.
-
- You may also specify that Autodesk Animator Pro Player use a specific
- display driver when you start the program. At the DOS prompt, type:
-
- aaplayhi -drv path\filename mode number
-
- You may also use -d in place of -drv. For example, if you wished to
- use the VESA driver in its mode 1 (720X540), you would type the
- following at the DOS prompt:
-
- aaplayhi -d vesa 1
-
- Modes can be determined by examining the Screen Format menu. In the
- scrolling list of display drivers, the mode number is listed directly
- following the driver name. For example, mode 0 for vesa.drv is
- 640X400, mode 1 is 720X540, etc. You do not need to include the
- filename extender .drv; Autodesk Animator Pro Player assumes that
- this is the extension when it looks for the driver. You must,
- however, include a mode number.
-
- Autodesk Animator Pro Player only looks for display drivers in a
- subdirectory called resource in the directory in which the program
- was installed. For example, if aniplay.exe is in the directory
- c:\aniplay, Autodesk Animator Pro Player will only look for drivers
- in the directory c:\aniplay\resource. The installation program
- automatically creates a directory called resource and places all
- display drivers in it as part of the installation. If you add any
- display drivers to Autodesk Animator Pro Player, be sure to place
- them in this directory.
-
- You may combine both configuration and display driver switches on the
- same line:
-
- aaplayhi -c c:\ani\aapp.cfg -d vesa 2
-
- Be sure to leave spaces in the command line as shown above.
-
- If Autodesk Animator Pro Player cannot locate the driver you specify
- in the command, it looks to see which driver is called for in the
- aa.cfg file and attempts to load that driver. If Autodesk Animator
- Pro Player can't locate that driver either, it will attempt to use
- its internal 320X200 MCGA/VGA driver.
-
-
- 6.0 Required Files
- ==================
-
- Depending upon how Autodesk Animator Pro Player is installed, it can
- be placed in its own directory or in a directory with other
- executable programs. If you install Autodesk Animator Pro Player in
- the same directory as Autodesk Animator Pro, the two programs (and
- the Autodesk Animation Converter program) can share a single set of
- resource files.
-
- In addition to the executable file, aaplayhi.exe, Autodesk Animator
- Pro Player requires the files listed below. Autodesk Animator Pro
- Player will look first to see if there is a directory named resource
- within its current directory. If so, it will look first for the
- required files in that directory. If there is no directory named
- resource within its directory, Autodesk Animator Pro Player looks
- next in the ani directory for the necessary files. If Autodesk
- Animator Pro Player can't find the required files in either location,
- a message is displayed indicating that it can't find the resource
- directory.
-
- Not all of the listed files are not required for every operation;
- some are only used for specific functions. Those files required for
- general operation of Autodesk Animator Pro Player are noted.
-
-
- 6.1 Font Files
- ==============
-
- These files are used to display menu and dialogue text on the screen
- in medium- and high-resolution modes. Depending upon the resolution
- chosen, one of the following fonts may be necessary. In 320X200
- resolution, Autodesk Animator Pro Player uses its own internal font.
-
- Font File Horizontal Screen Resolution
- AAMENU.FNT 500X to 799X
- AAHRMENU.FNT 800X and over
-
-
- 6.2 Picture File Drivers
- ========================
-
- These files are external drivers to let Autodesk Animator Pro Player
- load a wide variety of image and animation file types. You will only
- require the drivers for the specific file formats you are using.
-
- Picture
- File Driver File Type
- ANIM.PDR Autodesk Animator Pro standard .flc animation
- files
- DEGAS.PDR Atari ST DEGAS .pi? and DEGAS Elite .pc?
- picture files
- FLILORES.PDR Autodesk Animator .fli animation files
- GIF.PDR Autodesk Animator Pro-standard image .gif
- picture files
- LBM.PDR Amiga and PC Deluxe Paint III, etc. .lbm
- picture files
- MAC.PDR Macintosh .mac monochrome picture files
- NEO.PDR Atari ST NEOchrome .neo picture files
- PCX.PDR PC Paint and other .pcx picture files
- RIF.PDR Amiga Zoetrope and Live! .rif animation files
- SEQ.PDR Atari ST Cyber .seq animation files
- SLD.PDR AutoCAD .sld picture files
- TARGA.PDR Autodesk 3D Studio and other .tga and .pix
- picture files
- TIFF.PDR Tagged Image File Format, .tif picture files
-
- Note: Autodesk Animator Pro Player can only load certain types of
- Targa files, i.e., those with no more than eight bits of color
- information per pixel. If you want to load and display a "truecolor"
- .tga or .pix file (one with more than eight bits of color per pixel)
- into Autodesk Animator Pro Player, you must first convert the file
- into an eight-bit Targa file in Autodesk Animator Pro Converter.
-
-
- 6.3 Display Drivers
- ===================
-
- These files are required to configure the Autodesk Animator Pro
- Player display output to specific display adapters.
-
- Display Driver Application
- AADISP.DRV 320X200 standard VGA display
- COMPAQ.DRV For the Compaq Advanced VGA display
- VESA.DRV For VGA and Super VGA cards that comply
- with the VESA standard
- 8514A.DRV For the Panacea Panamate 8514/A display
-
- Note: If you are using the VESA driver, you may also need a utility
- program to configure your particular display card. See the Autodesk
- Animator Pro Installation and Performance Guide for further details.
-
-
- 6.4 Pointing Device Drivers
- ===========================
-
- These files are used to adapt the Autodesk Animator Pro Player
- control system to the specific pointing device you are using.
-
- Pointing
- Device Driver Application
- MMOUSE.IDR Microsoft Mouse and 100% compatibles
- KEY.IDR Keyboard
- SUMMA.IDR Summagraphics graphics tablet
- WACOM.IDR Wacom graphics tablet
-
-
- 6.5 Other Files
- ===============
-
-
- 6.5.1 AA.MU
- ===========
-
- This file contains the text of all menus, dialogues and messages in
- Autodesk Animator Pro Player.
-
-
- 6.5.2 AA.CFG
- ============
-
- This is the configuration file created in Autodesk Animator Pro,
- Autodesk Animator Pro Converter, and Autodesk Animator Pro Player.
- Autodesk Animator Pro Player will write a new aa.cfg file whenever
- you change the screen size. If you run Autodesk Animator Pro Player
- from the same directory as either Autodesk Animator Pro or Autodesk
- Animator Pro Converter, and an Autodesk Animator Pro aa.cfg file
- exists in that directory, Autodesk Animator Pro Player will read the
- existing aa.cfg file and configure itself similarly. This includes
- such items as menu colors, screen size, and the pointing device used.
-