GIF Movie GearTM 2.0
User Guide

Welcome to GIF Movie GearTM and its User Guide. Hopefully, this document will answer any questions you have about using this product to its fullest. Enjoy!

  Basics
Terminology
Program Layout
Loading Images
Previewing the Animation

Managing Frames
Selecting a Frame
Deleting a Frame
Adding Frames
Insert Frame
Pasting
Drag & Drop
Insertion Conflicts
Sizing Conflict
Palette Conflict
Reordering Frames
Copying Frames to an Image Editor

Frame Properties
Making Global Changes
Picking the Transparency Index
Moving and Cropping Frames
Rotating Frames

Animation Properties
Setting Preferences

Optimizing File Size
File Size Tracking
Palette Reduction
Optimization
Other Reduction Thoughts

Additional Functions
Unoptimizing
Editing Comments
Generating HTML Code
Exporting Options
Viewing Palettes

Changing the View

Copyright, Licensing, Trademarks, Warranty, Etc.

Registration

Contacting Us
Technical Support
Feedback
Updates

Basics
GIF Movie GearTM is a tool for building GIF animations. A GIF animation is nothing more than an ordered list of separate GIF images, much like a slide show, with instructions on how long to delay between images. The original GIF 89a specification was extended by adding the ability to loop, paving the way for animation on the World Wide Web that is simple to build and quick to download. The end result is what looks like a plain old GIF file (i.e. "filename.gif") but actually contains a small animation. An animation is inserted into an HTML page using an <IMG> tag, just like a "normal" GIF.

Terminology
First, some notes on terminology used in this document. A frame is a single image in an animation. An ordinary bitmap image becomes a frame once it is inserted into an animation. An animation refers to the collection of frames, complete with all related timing and color instructions. A GIF animation defines a screen size which is the rectangle in which the animation is visible. Individual frames are clipped to this screen. A frame's delay is the amount of time that the animation pauses after displaying the frame and before displaying the next frame; the delay is the primary method of controlling the flow of the animation. A palette is a collection of colors that is used to define a frame. GIF animations can contain two different kinds of palettes: a global palette that applies to all the frames in an animation and a local palette that controls the colors of a single frame. The GIF format definition limits palettes to 256 colors.

Program Layout
Below is a screen shot of GIF Movie Gear displaying the gamanim.gif animation. The sample file is located in the help folder of GIF Movie Gear's installation location.
Screen Shot
The window contains four main parts: the menu bar, two toolbars, the animation view, and the status bar. The menu bar contains all of the program's commands. The top toolbar contains a subset of those commands in a quickly accessible format, and the lower toolbar contains "shortcuts" to the frame and animation properies. The status bar displays five pieces of information: the current selection, the total number of frames in the animation, the current zoom setting of the view, the file size of the GIF animation, and the total running time of the animation.
The most interesting area, of course, is the main window area. The animation's frames are displayed as a collection of filmstrips that can be
oriented either horizontally or vertically. Each strip is shown as a raised bar with "sprockets" along one side (on the left for vertical strips and on the top for horizontal strips) and contains as many frames as can fit in that direction in the window. Multiple strips are then displayed next to each other and scroll to show more strips (in the above example, if the window was smaller, the strips would scroll horizontally). The frames are ordered starting from the top left of the window, follow along the current strip, and then continue on the next strip. When viewed in a Web browser, the animation displayed above looks like:
GIF Movie Gear's toolbars contain some nonstandard buttons. Holding the mouse cursor over any one of the buttons will display a ToolTip window identifying the function of that button. Below is a brief summary of what the buttons do with links to more information in this document.
image of toolbar
The upper toolbar contains buttons for file management, clipboard operations, viewing controls, and global functions. Specifically, from left to right:

New Animation Starts a new animation.
  File Open Open an existing GIF file.
  File Save Save current document; file name is requested if necessary.
  Insert Frame Insert a new frame (or frames) into animation
  Cut Cut currently selected frame.
  Copy Copy currently selected frame.
  Paste Paste contents of clipboard (clipboard must contain a frame to add to animation).
  Delete Delete the currently selected frame.
  Show Animation Preview Shows animation preview window.
  Stop Animation Preview Closes animation preview window (if open).
  Optimize Animation  
  Unoptimize Animation  
  Zoom In Increase current zoom; cannot exceed 100%.
  Zoom Out Decrease current zoom; cannot zoom below 20% magnification.
  View Actual Size Set zoom to 100%.
  Default Orientation Allow GIF Movie Gear to pick filmstrip orientation.
  Horizontal Strips Use horizontal filmstrips.
  Vertical Strips Use vertical filmstrips.
  Help Brings up this document.

image of toolbar
The lower toolbar contains information and settings for the currently selected frame and for the animation as a whole. From left to right:

  Frame Properties Displays current frame's property page.
  Frame identifier Identifies frame by number and by its source file. This is also a dropdown that allows selection of other frames in the animation.
  Delay In 1/100th of a second
  Removal Method Leave Alone, Restore Background, or Restore Previous
  Toggle Transparency  
  Transparency Index Pick a transparency index
  Toggle Local Palette  
  Show Local Palette (Enabled only when local palette present)
  Toggle Interlacing  
  Animation Properties Displays animation's property page.
  Number of Iterations 0 means continuous loop
  Show global palette  


Loading Frames and Animations
Choose Open from the File menu to open a GIF file. The GIF file may contain either a single image or a collection of images making up an animation. Additionally, more than one file can be opened at once; all of the opened files are automatically concatenated into a single animation. Using the multiple-open feature is the quickest way to go from individual GIF images to an animation. For alternative ways to add frames to an animation, see
Adding Frames below. This version of GIF Movie Gear can also read other graphics formats in addition to GIF: AVI (Video for Windows) and BMP (Windows Bitmap Format).

Previewing the Animation
Hit the Play button on the toolbar or choose the View>Animation Preview menu item to see a preview of the animation. This brings up a new window that plays the animation. There are two ways to view the animation: in a continuous loop or a frame at a time. By default, the animation preview displays in a continuous loop using the delay settings specified in the animation. Clicking on the Stop button stops the animation; to restart the animation loop, click the Play button again. Clicking any of the Single Step buttons stops the animation loop (if running) and advances the animation one frame at a time; one click advances by one frame. To close the animation preview window, either click on the 'x' at the upper right of the window, hit the Stop button on the main window toolbar, or uncheck the View>Animation Preview menu item.
Notice that the animation window can continue playing as the animation is being edited and changed. This means that changes can be viewed in the preview as they are made. This is especially useful for fine-tuning the delay settings.


Managing Frames
Frames can be selected, inserted, deleted, and moved around. Most of the functions are found in the the toolbar.

Selecting a Frame
To select a frame, click on it with the mouse using the left mouse button. Clicking on a frame with the right mouse button also selects the frame and additionally brings up a context menu allowing you to view more information about the frame. Double-clicking on a frame with the left mouse button selects the frame and automatically invokes the frame's
Frame Properties dialog box. The currently selected frame is highlighted with a red rectangle and its frame number is show in the lower left part of the status bar. For example, in the screen shot shown above, the 7th frame is selected.
At times it may be more convenient to select a frame from a list of frame numbers. To do this, use the dropdown combobox located on the lower toolbar. The frames are listed in their current order with "#nn" indicating the current frame position and more descriptive text identifying the source file of the frame.
To deselect a frame, either select another frame or click on the window background where there are no frames (so that no frames are selected).

Deleting a Frame
To delete a frame, it must first be selected. Once selected, the frame can either be permanently deleted using the Edit>Delete menu item or by hitting the Del key on the keyboard. The frame can also be cut and placed in the keyboard using the Edit>Cut menu item or the Ctrl-X keyboard shortcut. The clipboard can then be used to paste the frame back into GIF Movie Gear with its animation information intact or into another application as a single bitmap image.

Adding Frames

Frames may be inserted into an animation using several methods, but first, a note about insertion. The insertion point of an animation is defined as follows: if a frame is currently selected, the inserted frame(s) is(are) placed before the currently selected frame. If no frames are selected, the inserted frame(s) is(are) placed at the very end of the animation. The exception to this rule involves files that are drag&dropped directly into GIF Movie Gear; more on that below. Insertions can take several forms:

Insert Frame
The File>Insert Frame menu item (or corresponding toolbar button) can be used to open one or more image files and insert their contents into the current animation. It brings up the standard File Open dialog. Select the file or files that you wish to insert and hit OK.

Pasting

Two types of objects can be pasted into GIF Movie Gear using the Windows clipboard: Device Independent Bitmaps cut or copied from another application and frames that were cut or copied from within GIF Movie Gear. In either case, the inserted image is placed immediately preceding the currently selected frame or at the end of the animation if no frame is currently selected.

Drag & Drop
GIF files can be dragged from the Windows Explorer and dropped directly into GIF Movie Gear. The effect is the same as using the File>Insert Frame menu item, the only difference being that using Drag&Drop, the insertion location depends on where exactly the files are dropped. If the files are between two frames, that's where the new frame(s) will be inserted. If the file is dropped in an area beyond the existing frames, the new frame(s) will be inserted at the end of the animation.

Insertion Conflicts
When a frame is inserted into an existing animation, there are a few issues that might need resolving to ensure that the final animation is displayed optimally. The two issues involve the frame's size and the frame's palette.

Sizing Conflict
There is a sizing conflict if the current animation's dimensions are smaller than those of the frame being inserted. Canceling at this point cancels the entire insertion. There are two choices presented in the conflict dialog:

Logistically, if a certain setting is deemed to be the appropriate one for every conflict encountered, that setting can be made into the default preference for the operation. Checking the box at the bottom of the dialog will result in the dialog not coming up again.

Palette Conflict
Unfortunately, the GIF file format limits the number of colors that can be used in an image to 256 colors. The actual number of colors that can be displayed on a given display and how those colors are displayed vary with the application used to view the image. To make a long story short, it is usually a good idea to make sure that all of the frames in a GIF animation use the same global palette for specifying colors.
When a frame is inserted into an animation (or a local palette is removed), that frame's palette needs to be reconciled with the current global palette. If the two are identical, the reconciliation is easy. If they are not, however, the resulting palette conflict needs to be resolved. GIF Movie Gear offers several options (not all are available at all times):

Dithering is the next decision. Once a palette is selected, the frame can be mapped to that palette either with or without dithering. Dithering is a process of displaying colors not directly available on an output device -- in this case in a destination palette -- by intermixing other colors. The result is an image that appears to contain all the colors. Dithered image look better (sometimes) than identical ones that were not dithered, but they do not compress as well when the animation is saved, resulting in increased file size.
True Color Images are images containing more than 256 colors (for example, a 24-bit AVI or a 24-bit image pasted from the clipboard).These images need to be mapped down to 256 in order to be added into a GIF animation. This mapping has a similar set of options as above with the added option of generating an adaptive palette before mapping to the current global palette. An adaptive palette is generated based on a sampling of the colors used in in the frame. With this type of palette, the number of colors to be used in the adaptive palette can be set using the drop-down list below the palette selection box. More colors means better color accuracy but probably worse compression in the final image. When using an adaptive palette, dithering is usually not needed for good image quality. Options specific to True Color Images are located on a separate tab of the Preferences dialog.
Sadly, if a palette conflict exists, this means that some or all of the images will have to be somewhat compromised for the common good. The conclusion: it is best to avoid palette conflicts altogether by using your image editing software to save all of the GIFs that will become frames using the same palette.
Logistically, if a certain combination of settings is deemed to be the appropriate one for every conflict encountered, those settings can be made into the default
Preferences for the operation. Checking the box at the bottom of the dialog will result in the dialog not coming up again.

Reordering Frames
Frames can be reordered within an animation using a number of techniques. The simplest is to select a frame, and keeping the mouse button pressed, to drag the frame to its intended position. When a frame is being dragged, the cursor changes to the multi-arrow move cursor and the "drop spot" for the frame is illustrated with an "insertion bar." You cannot drag a frame outside of the GIF Movie Gear application.
The other way to move a frame is to use cut&paste: Select the frame, cut it (see
Deleting a Frame) and then pasting it in the desired position (see Pasting).

Copying Frames to an Image Editor
Once a frame has been inserted into an animation, most image editors can no longer edit that frame from within the GIF file. To transfer a frame to an image editor, select the frame and copy it to the clipboard using either the Edit>Copy menu item, the Copy toolbar button, or the Ctrl-C keyboard shortcut. This places a copy of the image in the clipboard that can then be pasted into an image editor. To return the frame to the animation, either save it to a GIF file in the image editor and use Insert Frame or copy it to the clipboard in the image editor and paste it into GIF Movie Gear.


Frame Properties
A frame's properties, or settings, can be viewed and edited by using either its property sheet or the toolbar. Once a frame is selected, its properties are visible on the lower toolbar. The property sheet dialog can be activated in three ways: 1) select the frame and choose the Edit>Frame Properties menu item, 2) right-click on the frame and choose Frame Properties from the context menu, or 3) select the frame and hit the Frame Properties button on the toolbar. (Note: The properties can be set for all of the frames at once using the Global Frame Properties dialog.) The dialog contains a comprehensive collection of settings, but the most imprtant settings can also be conveniently viewed and set directly from the toolbar. A frame's properties tell a lot about the frame:

Name The source file of the frame. (In the current version, this information is not maintained once the animation is saved.)
  Width  &  Height The size of the image represented by the frame. This is not accessible from the toolbar and is not editable in the dialog.
  Offsets The offset from the upper left corner of the animation "screen" to the upper left corner of the frame's image. This is not accessible from the toolbar.
  Transparency The GIF format allows an image to specify one color index to be treated as transparent. Transparency is toggled on or off using the checkbox in the dialog or the button on the toolbar. Turning the transparency on also requires picking the transparent color index. Both the dialog and the toolbar offer the ability to pick the transparency color index at any time by clicking the appropriate button.
  Interlacing Is the image to be stored interlaced? Interlacing is a method for storing a GIF image so that it can be displayed progressively as it is downloaded; it does not significantly affect the size of the GIF file and depending on the displaying browser may be ignored for all but the first image in an animation. This flag be toggled on or off in either the dialog or the toolbar.
  Local Palette The frame has a local palette (or not). If present, the local palette may be viewed using the Show... button. The use of a local palette can be eliminated by unchecking the box (or button on the toolbar); note however that this operation may require handling a palette conflict. A local palette cannot be added to a frame after the frame's initial insertion into the animation.
  Delay The delay (in 1/100ths of a second) following the displaying of the frame before the next frame is shown.
  Removal Method There are four choices for how an image is removed before the next frame is drawn. Three are actually meaningful: do nothing (i.e. simply draw the next frame on top of the current one, represented by "Leave alone" and by default "No disposal method"), replace the background behind the current frame before drawing the next one (represented by "Background color"), and restore the animation to the state it was at before the current frame was drawn ("Restore previous"). All four choices and presented in the dialog for completeness with the GIF 89a specification. The toolbar choices are limited to the three meaningful choices. Note: Netscape Navigator 3.0 does not properly handle the "Restore previous" option in some cases.
While there are special animation scenarios that require the use of the latter two removal methods (a small sprite moving across the background or a previous frame, for example), most animations can be built using only "Leave Alone". The advantages of sticking with this removal method include simplified design/management of the animation and the possibility of effective
optimization.

Making Global Changes
Sometimes it might be desirable to change a frame property for all of the frames at once. This can be done by selecting Global Frame Properties from the Edit menu. The resulting dialog looks quite similar to the Frame Properties dialog with the one notable exception being that it reflects and affects all of the frames in the animation. When this dialog shows a definitive setting (a number in a number fields, a fully-checked box for a checkbox), this indicates that all of the frames in the animation possess the same setting. If, however, the dialog shows an undeterminate setting (a blank for a number or a gray-checked box for a checkbox), this means that not all the frames share the exact same setting. Subsequently selecting a definite setting will affect all of the frames.

Picking the Transparent Index
A frame's transparency color is selected in the "Pick Transparent Index" dialog. The dialog presents two ways to select the index: 1) click on one of the colors in the color table (on the left) or 2) click on any pixel within the image (on the right). When a new index is selected, the image on the right flashes the affected pixels and then displays them as transparent.

Moving and Cropping Frames
To move a frame within the animation's screen or to crop a frame down in size, select the Edit>Move/Crop Frame menu item (this menu item is also accessible via the frame's context (right click) menu). These bring up a dialog that lets you manipulate the location and size of the frame's rectangle. All the relevant numbers can be set (negative offsets allow a move up and to the left, cropping the upper left of of the frame appropriately), and the view window shows the current location of the frame in the animation screen: the frame's rectangle is shown as a dashed black line, and the animation screen is shown as a solid blue line. The alignment buttons in the upper right corner allow an easy way to align a frame within the screen. If this dialog is used on a display capable of more than 256 colors, you can "ghost" the next or previous frame to help with inter-frame alignment by checking the appropriate boxes.

Rotating Frames
Frames can be flipped and rotated in place using the Edit>Rotate Frame menu item (also found on the frame's context (right click) menu). Only rotations in 90 degree increments are allowed at the present time. In the cases where a 90 degree rotation requires the animation screen size to grow (picture rotating a horizontal landscape to be vertical: the frame's height would then exceed the animation screen height), the current Sizing Conflict settings are used to decide if the frame gets clipped or the animation screen size grows.


Animation Properties
The "Animation Properties" dialog is invoked by either choosing the Edit>Animation Properties menu item, by right-clicking in the GIF Movie Gear window and choosing Animation Properties from the context menu, or by clicking on the Animation Properties button on the toolbar. At least one frame must be present for this dialog to be available. These settings affect the animation as a whole. The lower toolbar offers direct access for setting the number of iterations and for showing the global palette.

Name The name of the GIF file. This value can be changed by using the File>Save As menu item.
  Width & Height The width and height of the animation. This rectangles defines the size of the animation "screen" (the term used in the GIF specification). All frames are clipped to this rectangle. Changing these values may affect the final look of the animation by either clipping it or by leaving parts of the rectangle undrawn (if is sized larger than the largest frame).
  Auto Size Calculates the size of the animation so that it completely encompasses all of the current frames.
  Global Palette A global palette is present (or not). If one exists (recommended), the Show... button displays the palette.
  Number of Frames Number of frames in the animation. This value is for reference purposes only.
  Enable Animation Adds looping information to the GIF file. When disabled, the animation is played exactly once. See more information below.
  Number of Iterations The number of times that the animation loop should be played. 0 indicates a continuous loop. Note: the animation preview plays the animation in a continuous loop regardless of the specified number of iterations.

Setting Preferences
Selecting Preferences from the Edit menu brings up the Preferences dialog box and allows the setting of some default values that can be useful when building an animation from scratch. The settings are broken into four pages, each specific to a certain type of operation.
The default delay setting is assigned to any frame that does not already have an associated delay value when it is inserted into the animation. Similarly, a default number of iterations can be set to be used for any animation being built from scratch.
The next two pages deal with
palette conflicts. Two distinct types of conflicts are covered, merging among 256-color images and mapping a high-color image down to 256 colors. One of the choices is to always ask the user for guidance, resulting in the palette conflict dialog coming up every time a conflict is encountered.
The last page deals with
sizing conflicts. One of the choices is to always ask the user for guidance, resulting in the sizing conflict dialog coming up every time a conflict is encountered.
Setting these default preferences as needed before starting to build or edit an animation can save time and thought by avoiding the conflict dialogs altogether.


Optimizing File Size
One of the unchanging guidelines of producing digital graphics is that "smaller is better." Perhaps nowhere is this more true than when creating images for the World Wide Web. The smaller the file size, the faster the download and display, and that makes for an audience that is happy and involved rather than bored and waiting for the download. Since animations are usually larger than standalone images, their size is even more of an issue. The big dilemma facing anyone designing graphics is how to keep the file size small without sacrificing the quality of the graphics themselves.
Before starting the process of file size reduction, it helps to understand how GIF files store images. The GIF format uses
technique known as LZW Compression to reduce the size of the images. Roughly speaking, the way this compression scheme works is that it searches an image for recurring patterns, replacing each recurring pattern with a special code that takes up less space than the uncompressed pattern. The more recurring patterns are found, the smaller the resulting file. The most drastic example would be a image that is all white; because it consists of essentially one pattern, it compresses very well. On the other end of the scale would be a photographic image with lots of colors and detail; it does not contain many repeating patterns and as a result compresses poorly. The moral of the story is that if you can get away with less detail in your frames (where less detail means more recurring patterns), they will compress better. More on that below.
GIF Movie Gear has several ways of helping you reduce the file size:

File Size Tracking
GIF Movie Gear keeps you appraised of the size of the animation on the status bar. While this does not actively change the size of the file, it does regularly update as changes (for example, deleting or adding a frame) are made to the animation. Keep an eye on it as you edit your animation. Note: the file size value is updated using a thread that runs in the background, allowing you to keep working instead of waiting for the calculation; while it is calculating, the file size field says "Calculating..."

Palette Reduction
A first line of attack for reducing file size of GIF images and animations is palette reduction. Selecting the Tools>Reduce Palettes menu item or the corresponding toolbar button brings up GIF Movie Gear's palette reduction dialog. On the left is the animation with its current palette and on the right is the animation with a reduced palette. With this side-by-side comparison, you can determine how much color loss is acceptable for how much file size savings. The animation file size is displayed below both versions to allow you to gauge the savings. In the center of the dialog are located animation preview controls similar to those found in the
Animation Preview window that allow you to advance to a particular frame or watch the animation play back in real time. The level of palette reduction is controlled by the combobox -- how many colors do you want to have? -- and the dithering checkbox. Every time a setting is changed, the right animation is rebuilt and its file size recalculated to reflect the new settings (the file size calculation is performed in the background, allowing you to manipulate the animation concurrently; if the size isn't there, wait a bit for the calculation to finish).
Why does palette reduction affect the file size? In a nutshell, the fewer the colors in an image, the better it will compress (dithering throws a wrench into this, but more on that later), and when all the frames compress better, an animation file can shrink significantly in size. Unfortunately, as colors are taken away, the image quality tends to degrade. The goal with palette reduction is to find a balance between effective compression and image quality. Conveniently the human eye is very good at compensating for lack of color depth. Some quick experimentation will show you that most 256-color images can be reduced to 64 colors or less without noticeably degrading in quality. With moving images (ie animations), even fewer colors are needed to keep the animation looking good. The key is to experiment: lower the number of colors until just before the loss of quality becomes intolerable.
Dithering adds a bit of complication into the palette reduction process. Specifically, dithering sometimes enhances the image quality when there are fewer colors to choose from, but it also usually hurts the file size (it is not uncommon to have a 256-color image actually grow in size when reduced and dithered to 128 colors, for example). Again, it's a matter of experimentation: turn dithering on and off with the various reduced palette settings to determine a good compromise between file size and image quality.

Optimization
Selecting the Tools>Optimize Animation menu item or the corresponding toolbar button brings up the Optimization dialog. The tools in this dialog work on the animation in fairly automated ways to try to reduce the file size. The operations are broken up into two separate pieces, palette shrinking and frame reduction. The right side of the dialog tracks the file size before and after optimization. Note: As you experiment with the different options, keep an eye on the file size values; it is possible that in some cases certain operations can cause the file size to increase and should therefore not be used. Remember that the ultimate goal is a smaller file.
Palette shrinking refers to the process of compacting a palette by removing unused colors. This differs from palette reduction, where colors are mapped to a smaller subset of colors and does not affect image quality. Depending on the specifics of the animation, shrinking palettes may result in a modest file size reduction (by eliminating unused colors, the palette gets smaller and hence takes up less room; there may also be minor gains in compression) or in no change at all. (You can track which colors are being used in the
Show Palette dialog.)
Removing local palettes (when they exist) can reduce file size by both saving on palette storage and by making frame reduction more likely. Removing local palette may affect the frame images, so two options are offered: "only remove with a clean merge," meaning that the local palette will not be removed unless it can be removed without altering the image, and "map to global," where the frame's palette is mapped to the global palette, possibly requiring the image to be remapped to a new set of colors.
Frame reduction takes advantage of image data that is repeated between frames. By eliminating this repeated image data, frames can be made smaller and more compressible. The first step of frame reduction is to clip each frame to the smallest rectangle that is needed to maintain the animation. This rectangle contains all the changes between the previous frame and this frame. The next step is to look for pixels that duplicate the pixels in the previous frame; these pixels can then be made transparent, the goal being to reduce pixel noise and improve compression. Because of the vagaries of LZW Compression, both of these techniqutes are not always effective at reducing the file size: keep your eye on the file size and don't choose any options that inadvertantly increase it. Lastly, frames that are exact duplicates of the previous frame can be eliminated altogether.
Some animations optimize better than others. Because frame reduction looks at how the frames are shown during animation playback, the
removal method of each frame must be taken into account. Both "Restore Background" and "Restore Previous" removals mean that the next frame does not depend on the previous frame, thereby eliminating the possibility of frame redcution (no shared information = no repeated data). The "Leave Alone" removal method is the one that makes frame reduction useful. Also, any frames that have a local palette cannot be reduced in relation to other frames due to palette incompatibilities, so removing local palettes can also help with frame reduction.
Note: Frame reduction is dependent on the current frame ordering. After any frame reduction operation, the animation is no longer as editable as it was before. Reordering, inserting, deleting, or editing frames may break the animation. It is a good idea to save the animation in a non-optimized form if you intend to edit it in the future.
Unoptimizing can often restore the animation to an editable state, but it is not always an exact inverse of optimization.

Other Reduction Thoughts
There are other ways to reduce an animation's file size that can be done manually or while designing the individual frames. Here are some thoughts:


Additional Functions
GIF Movie Gear offers a host of other functions that are somewhat secondary to the creation of GIF animations.

Unoptimizing
Occasionally it might be useful to force all the frames to be "full size" with no offsets or transparency, just as they would be viewed when the animation is being played. To accomplish this, select the Tools>Unoptimize Animation menu item. This function performs the opposite of the optimization operation: it "fills in" every frame to show the full view of the animation. This operation is useful for editing a frame after an optimization. Note that regardless of its name, unoptimization does not necessarily restore the animation to its original state following an optimization operation.

Generating HTML Code
To facilitate the adding of a GIF animation to an HTML page, GIF Movie Gear can generate the <IMG> code that corresponds to the current animation. To add an animation to an HTML page, simply choose the Tools>HTML menu item and copy the generated HTML. GIF Movie Gear automatically adds the width= and height= attributes and allows you to make the image into a link, to add a text description (alt= tag), and to add a border.

Editing Comments
The GIF89a format allows for several types of data beyond the basics of animation frames. While GIF Movie Gear does not provide full editing support for these structures, it does provide the ability to edit GIF comments. These comments are located within the GIF file and can contain information such as copyright notices or contact information. The comments are only displayed by specialized applications, such as GIF Movie Gear, and are not accessible from most image editor/viewers or Web browsers.
To edit a GIF's comments, choose the Edit>GIF Comments menu item. The dialog box contains a list of the current comments located in the file. Multi-line comments are shown with "..." following the first line. To edit a comment or view all the lines of a multi-line comment, select the comment, and click the Edit button. Double-clicking on a comment also opens the comment editor.
To remove a comment block, select it and click the Remove button or hit the Del key.
To add a new comment, use the Add button. The comment can then be entered in the comment editor. The comment is inserted preceding the currently selected comment or at the end of the comment list if no comment is selected.
Additionally, you can define a Signature Comment, a special comment that will be automatically inserted into an animation when it is saved. This is an easy way to automatically add a copyright notice or other author identification to any animation you create. To define/view the signature comment, select the Edit>Signature Comment menu item. Note that the signature comment is not inserted into the animation until the animation is saved, so it will not appear in the comment list until after the first time the animation is saved.

Exporting Options
An animation is usually saved as a GIF animation file, but it can also be saved in other formats in a process called Exporting. The choices for exporting are found in the File>Export As menu item. This version of GIF Movie Gear supports the following export options:

AVI
The animation is saved in the AVI format (this format is also know as the Video for Windows format). Unfortunately, GIF animation and AVI are two very different approaches to storing animation that do not always tranlsate well from one to the other. As a result, exported AVI files can grow to be very large.
An AVI can be saved with a variety of different compression schemes. During the exporting process, GIF Movie Gear asks the user to choose the desired compression scheme. The choices are: no compression, where the frames are put in the AVI stream "as is"; RLE8 compression, which uses a run-length-encoding scheme that is especially effective with simple low-color-use images and repeating frames (as one is likely to find with simple GIF animations with long delays); and select your own compression, which brings up a Windows system dialog for choosing an installed compression codec (it helps to know about AVI compression when faced with this system dialog: it is not intended for the novice user.).
Because of limitations in the AVI format, "sparse" GIF animations (ie those with long but irregular pauses) cannot be saved as sparsely. With AVI, the animation needs to be a movie running at x-frames-per-second, and it is designed to handle (for example) a 3 second pause by repeating the paused frame for every frame-rate interval in between. So the files can get rather big. GIF Movie Gear finds the largest possible frame-rate for the animation, but depending on the animation, this may not help. Also, because AVI does not understand "pause until end," GIF Movie Gear may insert an additional copy of the final frame to make the delay work out properly.
Note that animations exported to AVI will not necessarily read back into GIF Movie Gear as the exact same animation due to a variety of factors including lossy compression and automatic keyframing. It is a good idea to maintain the animation as a GIF file if any further editing is expected.

GIF Filmstrip
The animation is saved as a single GIF image (non-animated) that consists of all of the frames concatenated together in "filmstrips" in a manner similar to the GIF Movie Gear main display. You can specify the orientation fo the strips (horizontal or vertical) and the the number of frames per strip. Unlike the program's display, the resulting image has frames abutting each other without any additional space.

Viewing Palettes
Both global palettes and local palette are viewed with the same dialog. To view the global palette, click the button (the last one) on the second toolar or select Show... next to the palette entry in the Animation Properties dialog. Similarly a local palette is viewed by clicking the appropriate button on the toolbar (only enabled if the selected frame has a local palette) or via the Frame Properties dialog. The Show Palette dialog displays the palette as an array of colored rectangles. The dialog displays the colors in the palette that are actually being used by one or more frames when "Show Colors in Use" is checked. An in-use color shown with a small contrasting color square in the middle. During optimization, GIF Movie Gear can automatically eliminate all unused colors, thereby reducing the size of the palette and its memory.


Changing the View
The way that the animation's frames are displayed on the screen can be altered in several ways. First, the orientation of the filmstrips can be changed from horizontal to vertical or vice versa using either the appropriate toolbar buttons or the View>Orientation menu item. The Default orientation uses a vertical filmstrip when the frame size is wider than it is tall; otherwise, horizontal strips are used.
Changing the zoom setting also alters the way the animation data is viewed. The toolbar offers buttons for zooming in, zooming out, or viewing at actual size (100% zoom). The View>Zoom menu item presents the zoom choices available. Note that zooming only affects the viewing of the animation frames and does not actually change the animation. Zooming abilities are provided to allow all of the frames of animation to be viewed at once in those cases where they cannot fit into the window at full size.
Another view customization involves choosing how transparency is displayed. The settings dialog for this is one of the tabs in the Preferences dialog, accessible using the Edit>Preferences menu item. The three choices are:
1. True Transparency: "see" the window below where image is transparent
2. Defined Color: show the transparent color as defined in the palette
3. Picked Color: choose a color to represent transparency
The latter choice can easily make transparency stand out, which can be useful for tracking transparency. Mostly, however, this settings is a personal choice.


Copyright, Licensing, Trademarks, Warranty, Etc.
This software product is copyright (c) 1996-1997 gamani productions. All rights reserved. All title and copyrights in and to the software product (including but not limited to any images, animations, and text incorporated into the software product) are owned by gamani productions. The software product is protected by copyright laws and international treaty provisions. Therefore, you must treat the software product like any other copyrighted material.
Once the user
registers this software, the user is restricted to the use of a single copy on only a single personal computer or workstation which is not used as a server. The user is restricted from modifying or copying the software, except that the user may make one copy solely for backup or archival purposes.
Movie Gear is a trademark of gamani productions.
The Graphics Interchange FormatāŒ (GIF) is the Copyright property of CompuServe Incorporated. GIF(sm) is a Service Mark of CompuServe Incorporated.
The compression technology used in the GIF file format covered by a patent owned by Unisys Corporation. This software is licensed under U.S. Patent No. 4,558,302 and foreign counterparts. Note that the Unisys patent applies to software which reads and writes GIF files, not to the GIF files themselves.
Windows and Video for Windows is a trademarks of Microsoft Corporation.
Netscape Navigator is a trademark of Netscape Communications Corporation.

Disclaimer of Warranty
THIS SOFTWARE AND THE ACCOMPANYING FILES ARE PROVIDED "AS IS" AND WITHOUT WARRANTIES AS TO PERFORMANCE OF MERCHANTABILITY OR ANY OTHER WARRANTIES WHETHER EXPRESSED OR IMPLIED. Because of the various hardware and software environments into which this software may be put, NO WARRANTY OF FITNESS FOR A PARTICULAR PURPOSE IS OFFERED.
Good data processing procedure dictates that any program be thoroughly tested with non-critical data before relying on it. The user must assume the entire risk of using the program. ANY LIABILITY OF THE SELLER WILL BE LIMITED EXCLUSIVELY TO PRODUCT REPLACEMENT OR REFUND OF PURCHASE PRICE.


Registration
GIF Movie GearTM is distributed as a fully-functional trial program that expires 30 days after first use. Information about obtaining a registered, non-expiring copy of GIF Movie Gear is found here.


Contacting Us

Technical Support
Please email technical support issues to gamtech@gamani.com. Include your registration number in the email to ensure a prompt response. Registered users will get priority.

Feedback
We are always striving to make our products better. If you have any bugs to report or features and improvements to suggest, please email them to gamtech@gamani.com.

Updates
To find out about the latest updates to GIF Movie Gear and (possibly) other tools being developed by gamani productions, visit us at http://www.gamani.com.


Copyright (c) 1997 gamani productions. All rights reserved.
Movie Gear is a trademark of gamani productions.
GIF(sm) is a Service Mark of CompuServe Incorporated.