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- MOVIESETTER USER'S MANUAL
- ^^^^^^^^^^^^^^^^^^^^^^^^^
-
-
- 1. INTRODUCTION
- ^^^^^^^^^^^^
-
- Welcome to MOVIESETTER, the only WYSIWYG (what you see is what you get), ani-
- mation and video program. MOVIESETTER will allow you to create your own ani-
- mated cartoons in only minutes, while giving you total artistic control over
- the entire production. Full editing features are available to you at every
- step of the production. If you don't like the way your video is shaping up,
- an entire character can be added, moved or eliminated with just a click of
- the mouse. MOVIESETTER frees you from the drudgery that was once associated
- with the art of animation and lets you spend the time on the creative process
- itself.
- Let's introduce some powerful features that are available in MOVIESETTER:
-
- * Stereo digitized sound.
- * Backgrounds scroll horizontally and vertically.
- * Full control over multiple color cycles.
- * Number of tracks only limited by RAM available.
- * Tracks can be placed in production with a click of the mouse.
- * Timing adjusted anywhere in Movie.
- * Frame accurate editing.
- * Frames can be looped.
- * Tracks can be shifted in any direction.
- * Tracks can be attached to guides for automatic spacing.
- * Movies can use the overscan area.
- * Full featured set editor included.
- * Background can be "wiped" onto the screen in many ways.
- * Cut and paste tracks and sets.
- Your finished productions can be easily played back in real time. Record
- onto video tape or distribute your production on disk, using the freely pro-
- vided, distributable MOVIEPLAYER.
-
- LOADING A PRODUCTON
-
- Once we've run MOVIESETTER we start with a new production, that contains no
- background or tracks. This is a clean slate. Before we try creating our own
- production, let's load one from the disk. Using the mouse put the pointer at
- the very top left of your screen and press and hold down the right mouse but-
- ton. A menu will drop down called "Production". Let's select the second item
- called "Load". A requster will appear titled "Load Production". At this point
- eject your MOVIESETTER program disk and insert the MOVIECLIP disk in drive
- DF0:. Now select the gadget called DF0: with your left mouse button. The text
- beside the word "drawer" has changed to the name of the currently selected
- disk. The larger white area now shows a list of all the individual disk.
- Directories that are on the currently selected disk. Directories have the
- suffix "<DIR>" after them. Click on the one called "Productions". A list of
- the files available in the directory "Productions will appear. Note that the
- "drawer" has been updated to include the directory we selected. This helps us
- keep track of where we are on the disk. We'll begin by loading in a simple
- animation. Double click on the production called "Demo" with the left mouse
- button. The requester will disappear as the production is loaded in. A new
- window appears which displays to us what parts of the current production are
- being loaded in from the disk. When the background appears on screen the pro-
- duction is loaded and ready to be shown.
-
- PLAYING A PRODUCTION
-
- On the top of the background there is a requester that has arrows pointing to
- the left and right, ad a series of numbers underneath. This is the "Player
- Control Window".
- It operates similarly to a VCR remote control, allowing you to step back-
- wards or forwards single frames, play forward or reverse, and go to the be-
- ginning or end of the production. The current position in the production is
- always displayed as the frame number and elapsed time (in minutes, seconds).
- Try clicking on the play forward button: the movie you loaded will play in a
- continuous loop intil you hit the "space bar". Stop the movie, click on the
- loop button and click on play forward button again. This time, the movie will
- not loop continuously and will stop when it has reached the point where it
- started. Although the player window disappears during full-speed playback,
- the operation of the movie can still be controled using the keyboard. Hold
- down the <Control> key and at the same time click the play forward button.
- This is like pressing the pause button on a VCR. MOVIESETTER holds at the
- current frame until you tell it to play. Hit <UpArrow> and the movie place
- forward. Try hitting <DownArrow>, the movie will immediately reverse direc-
- tions. <P> pauses, while<RightArrow> and <LeftArrow> mimic the step forward
- and step reverse buttons respectively.
- Hit the space bar to stop the movie. The player control window will reap-
- pear. A second way to maneouver through your movie is to enter a specific
- frame number or time. Try this by clicking on the numbers in the player win-
- dow and entering new values. If you enter a number which would put you beyond
- the end of the movie, you will be put at the end of the movie.
-
- MOVIESETTER OVERVIEW
-
- Accopplishing simple animation with MovieSetter does not require a complete
- understanding of the program. More sophisticated operations, however, will
- require a knowledge of how MovieSetter's varios elements interact. This sec-
- tion may be read quickly now and in more depths later, after you have comple-
- ted the tutorial. All MovieSetter "Productions" begin with IFF (Interchange
- File Format: a graphics format supported by most Amiga software) pictures.
- Pictures exist in two forms in Moviesetter; "Backgrounds" and "Faces".
- Backgrounds always reside at the back of your scene, and nothing can ever be
- hidden by a background. A background can be as large as full video overscan
- screen (352 x 240), although editing is done on a normal 320 x 200 screen.
- During playback, the entire background is displayed. Backgrounds may be
- scrolled either vertically or horizontally, and are independent of other ele-
- ments within the scene.
- The second type of picture is a face. A face is a single image of an anima-
- ted character or object. A "Set" is a collection of related faces in a logi=
- cal order (for example, a set could contain all of the positions required to
- make a character walk, each face representing a snnapshot of the walk). If
- all of the faces from a set of a charater walking were painted on clear plas=
- tic cards and laid out on a table, it would resemble a strobed view of that
- charater's movement. Stacking the cards in a particular order and flipping
- through them quickly would give the effect of animation. Changing the order
- of the cards would affect the movement of the character, and copying some of
- the cards would affect the timing of the set.
- The "Set Editor" allows you to create faces and group them into sets. It al-
- lows you to create the tools with which you will make your movie. While the
- order that faces are placed within a set does not constrain you in any way,
- it is convenient to have the faces follow a logical order. The set editor al-
- lows you to preview your set, animating the faces in the order that you crea-
- ted them. Your MovieSetter package comes with pre-drawn sets, so it is pos-
- sible to create movies without entering the set editor. Using the set editor,
- however, you can create new sets from existing ones by taking advantage of
- its editting tools(eg sizing, rotation). The "Scene Editor" is the heart of
- MovieSetter. The highly interactive nature of the scene editor allows you to
- view productions as they will finally appear while you are creating them. The
- first step in creating a scene is choosing a background (though it may be
- changed at any time).
- If you were creating a scene by hand, you would start with a painted back-
- ground. At your disposal would be stacks of faces painted on a clear plastic,
- each stack representing a set. You would create the first frame of your movie
- by overlaying a single sheet from each set, with the background showing
- through the plastic where no image was painted. You would continue to do this
- for the length of your film: a tedious, but inherently simple operation.
- MovieSetter works in almost the same way except that you create the movement
- of each character completely before starting the next. For example, if you
- wanted a dog to run across your background, chased by a cat, you would first
- create a "track" from your dog set (ie. all positions of a dog running) by
- starting at the left edge of the screen and "clicking" your way to the right
- edge. MovieSetter automatically adds frames as you create the dogs movements,
- and cycles through the set faces in order that you created them. If it took
- twenty clicks to make the dog run from the left to the right side of the
- screen, twenty frames will exist in your movie. A track contains much more
- information than a set. A set is simply a collection of images; a track is an
- ordered collection of faces from a set, with screen positions and depth in-
- formation. To add the cat's track, you would step through the movie to the
- point at which the cat would logically enter and click out its movement using
- the cat set. When creating the cat track, the cat is automatically forced in
- front of all other tracks in the current frame. This may be changed later, if
- you wish, when the tracks has been completed. MovieSetter is WYSIWYG: while
- creating the
- cat's track, the dog track is still visible. When adding to your animation as
- simple as moving the mouse and clicking!
- This concept of creating tracks parallels that of the multitrack studio used
- in the music industry. A single musician may play several instruments in a song
- by recording them a separate tracks and then overlaying them using a "mixer".
- The scene editor is essentially a mixer that integrates sets into tracks and
- overlays them to create scenes.
- A conceptual complication of tracks is that it is only possible to view a
- single element of a track in a given frame. Tracks start at one frame and at
- some time later, end. A given frame is a snapshot of the track as it interacts
- with other tracks in the movie. MovieSetter's editting tools have been designed
- to make changes to an etire track, or a single track element fast and easy.
- For example, an entire track may be repositioned by simply moving a single
- element within the track. "History" allows you to show track elements from
- previous frames in the current frame (a strobe effect).
- While tracks exist across many frames, "Events" are attached to specific
- frames and initiate an action. There is NO LIMIT to the number of events that
- can occur within a movie. A background change updates the background with a new
- picture but does not affect the tracks in that frame. A sound event begins in a
- specific frame, but ends some time later (depending on the length of the sound
- and complexity of the movie). A palette event causes the colors to change until
- another palette event or a background change occurs. Other events are back-
- ground scrolling, timing, color cycling, and loops.
- While all of this may seem complicated now, you will see in the tutorial
- that ALL of these actions may be performed by the simple act of moving the
- mouse and clicking!
-
- 2. TUTORIAL
- ^^^^^^^^
-
- This tutorial is designed to clarify terms we've introduced (face, set,
- background, track, event) and help you create your first animation.
-
- CREATING A PRODUCTION
- Let's create a simple production of our own using some of the clip art
- provided with MovieSetter. Before we load in any of the individual elements,
- let's select Project/Clear to clear anything that already might be in our
- production.
-
- Loading A Background
- The first thing you should add is a background.
-
- * Go to the EVENT menu and choose Background/Select. This will bring you to
- the LOAD BACKGROUND requester. There are a series of backgrounds in the
- "Backgrounds" directory on the MovieClip data disk (it has been released
- by DEFCON). Double click on the one called "TutorialBackground". This will
- automatically load that picture in from the disk, and place an event in
- the first frame which tells MovieSetter to change backgrounds at the first
- frame. Unless we add another background change event, this will be the
- background for the length of the movie.
- * Before the background appears MovieSetter allows us to choose a wipe ef-
- fect for the background. This wipe will take place when the background en-
- ters our production. The WIPE requester will appear and ask us to select
- the type of wipe that we want to use. MovieSetter comes with many special
- wipe effects built in. If you choose "none" there will be a direct cut to
- the new background picture. Since we are in the first frame of our movie,
- select none. The background for your animation will now appear.
-
- CREATING A TRACK
- Our background looks a little barren so lets spice things up a little by
- creating our first track. Remember that tracks draw their imagery from sets
- of faces. MovieSetter comes with pre-drawn sets, so we won't bother to create
- one from scratch for this animation.
-
- * Go to the TRACK menu and choose NEW. "New" lets MovieSetter know that you
- are going to add a new track. This will bring you to the Set Load reque-
- ster. There are a series of sets in the "Sets" directory on the MovieSet-
- ter data disk. Double click on the one called "BoingBounce". This will au-
- tomatically load that set in from the disk. You will now have a small
- "Boing Ball" attached to your pointer, this is the first face in the Boing
- Ball set. This is the object that we are going to animate.
-
- Move the pointer to the far top left of the background. The real power of
- MovieSetter is that every time you click the left mouse button, the current
- object gets placed onto the current frame end the production advances to the
- next frame. This process is called stamping. Every time you stamp, the set
- also advances one face. This set was created to make the Boing Ball look like
- it's rotating. Let's try it.
-
- * Stamp out a few frames in a path from the top left down to the center of
- the road. Stamp out a few more going in a path from the center to the top
- right of the background. To complete your track, hit <F5> or hold down the
- <CONTROL> key when stamping the last frame of the track.
-
- PLAYING A PRODUCTION
- When you want to play your production use the player control window.
-
- |< * Select the Start Movie gadget to "rewind" to the first frame of the
- production.
- > * Select the Play Forward gadget to play the production at any time.
- * Press the space bar to stop the production at any time.
-
- ADDING A SOUND
- Let's add a sound to give our production a real "cartoon" feel. There are a
- number of great sounds provided for you on the data disk.
-
- * Rewind the production. |<
- * Using the Player Control Window, atep through the frames until you
- reach the frame where the boing ball is bouncing off the road. >
- * Choose "Sound" in the EVENT menu. This will take us to the Sound
- requester.
- * Double Click on the sound called Boing! to load it into the produc-
- tion.
- * Before the sound is loaded into the production we are placed in the
- Sound Control window. We'll return to the special sound effects that
- can be performed here later, but for now just click on the Event but-
- ton. This tells MovieSetter to play the Boing! sound when it reaches
- this point of the movie. To hear the sound without creating an event,
- press the Play button. Remove the sound control window by pressing its
- close button.
- * Play the production to hear the new sampled sound. Sound adds an extra
- punch to any MovieSetter production.
-
- CHANGING THE TIMING
- Changing the timing lets us slow down or speed up the production. MovieSet-
- ter works on a scale that breaks every second down into 60 parts. The default
- setting for MovieSetter is 6/60th or 10 frames shown by the player for every
- second of real time. The timing value tells MovieSetter how long to delay be-
- tween each frame. For this example, let's slow the film down to 4 frames per
- second.
- * Rewind the production to the first frame by using the MovieSetter
- player control.
- * Choose "timing" in the event menu. This takes us to the Timing
- requester.
- * Click in the Delay box. Now enter the number 15. Press return to leave
- the Timing requester.
- * Play the production to watch it at 4 frames per second.
-
- TIMING NOTES
-
- MovieSetter uses the 60th of a second scale because this is the number of
- times your monitor refreshes or "draws" the video image every second. Movie-
- Setter plays the production at a default setting of 10 frames every second
- because most people cannot distinguish separate frames at a faster rate. This
- is very close to the frame rate used by the classical animators of the thir-
- ties and forties. Below 10 frames per second the animation will tend to ap-
- pear jerky. For example, the popular television animation that is produced
- in Japan (Japanamation to the fans) is often shown as slow as 4 frames per
- second. This accounts for the noticeable gaps in the animated movement. You
- may be satisfied with this timing speed as it means less drawing work for
- you, but smooth enough to still be acceptable. Animation purists will stick
- with the faster rate of 10 frames per second. Use the scale below to convert
- MovieSetter's timing to frames per second.
- It is important to note, however, that MovieSetter cannot guarantee the
- playback speed. For movies of moderate complexity, using 32 colors, it is li-
- kely that 10 frames/sec is realistic. However, when large sets are used or
- many tracks overlap, MovieSetter may not be able to keep up with the timing
- you specified. Speed of playback is also affected by the presence of a back-
- ground, sound, scrolling and the numbers of colors. If you simply wish to do
- a pencil sketch animation, running MovieSetter with only two colors will al-
- low animations up to 60 frames/sec.
- Timing is an event. This means that the new timing will remain in the pro-
- duction until you decide to change it. You can slow the beginning of a pro-
- duction to slow motion and then through successive timing events you ca slow-
- ly speed up the animation until you reach the speed that you want.
-
-
- DELAY FRAMES PER SECOND
- 1 60
- 2 30
- 3 20
- 4 15
- 5 12
- 6 10
- 8 7.5
- 10 6
- 12 5
- 15 4
- 20 3
- 30 2
- 60 1
-
- ADDING A NEW TRACK
- We have already produced a simple production with a background, an animated
- track and sound! Lets add a second track to the production.
- * Rewind the production.
- * Advance to the frame just before the ball hits the road.
- * Choose "New" under the Track menu. Select the ball again.
- * The ball set is now attached to the pointer. Stamp out the new track in
- roughly the same way that you placed the first bouncing ball.
- * When this ball leaves the screen, rewind to the place where the new ball
- track hits the ground.
- * Add the "boing" sound to this new track.
- * Play the production to see the two separate balls chasing each other
- down the road.
-
- To see the working version of all this, try loading: "TutorialProduction"
- and playing it.
-
-
- 3. TRACK EDITING
- ^^^^^^^^^^^^^
-
- Track editting may be done while creating the track or after it has been
- completed. Once you have started creating a new track, however, you CANNOT
- move around the movie, and attempting to do so will force MovieSetter to au-
- tomatically complete the track for you. As well, many menu options are dis-
- abled (ghosted). NOTE: As long as the mouse pointer is carrying around a fa-
- ce, you are creating a track.
-
- CREATING A NEW TRACK
- To create a new track, select Track/New ad choose a set from the Set Load
- requester. Once the set gets attached to the mouse pointer, you are ready to
- begin. Simply clicking places the current set face, advances to the next fra-
- me and switches to the next face. <LeftAmiga>-click is the same but switches
- to the previous face and <Alt>-click is the same but does not switch faces.
- <Control>-click completes the track after stamping out a final frame. You can
- control which face to stamp next by using the "<" and ">" keys to flip
- through the available faces in the selected set. If you want a face to go off
- the screen, you can shift its position on the mouse by hitting the arrow keys
- (pressing <Alt> while doing this increases the distance that the face moves).
- Hitting <c> will return the face to its original position. If you wish to
- "hold" a face in the same place for a number of frames you can save yourself
- some clicking by stamping out a face where you want it to stay, selecting
- Track/Hold, and entering the number of frames to hold the face in the Hold
- Track requester. After the number is entered, MovieSetter automatically crea-
- tes the number of track elements you requsted and advances to the correct
- frame. Another time saver is Track/Repeat. As an example, let's assume you
- stamped out a track of ferris wheel that has just completed one rotation. You
- know that you want this same sequence to be repeated for another 50 frames.
- Repeat duplicates the action of the track from the beginning of the track to
- the current position for the specified number of frames. The most powerful
- track creation tool is guides. Guides allow automatic creation of smooth li-
- near and elliptical path, affected by both velocity ad acceleration. Guides
- may be used anywhere while creating a track. First, select Track/New, select
- a set and when you have a face attached to the mouse pointer, select Special/
- Guides and the Guides Control window will appear. A guide is specified by
- "rubber-banding" a path in the edit window with the mouse. For linear guides,
- you "drag out" aline that you wish your track to follow (hold down the left
- mouse button in the main window: as you move the mouse, a line will follow
- you; release the button when you have created the desired path). This path
- may be recreated at any time by rubber banding a new line. Try this, you
- should see a line of dots, each dot representing a position where a track
- element will automatically stamped.
- Elliptical guides are rubberbanded by first pressing the Ellipse button.
- Click the mouse in the edit window and drag out an ellipse. When you release
- the button, you next select the starting point on the ellipse by positionning
- the mouse and clicking. You may also affect the path of the guide you have
- rubberbanded by changing the velocity and acceleration. You may have accele-
- ration affect the guide in either the vertical or horizontal direction or
- both. Once you are satisfied with the shape and spaceing of your guide, there
- are two ways to make use of it. In the Guide Control window "Auto" guide
- creation tells MovieSetter to create the specified number of frames along the
- guide, automatically cycling through the faces from the track's set. Press
- the Close Window button to create the track elements automatically.
- If you wish to have more control over the stamping of the track, select
- Manual. Select Close Window to use the guide for the creation of your track.
- When you move the mouse the current face will "snap" to the closest point on
- the guide. You may turn the guide on or off by hitting 'g'. You may also
- create a new guide at any time.
- The easiest way to understand the operation of these tools is to experiment!
-
- The Track/Shift option toggles an editting feature that is similar to in-
- sert/overstrike in word processors. For example, in frame 50 you are on a de-
- sert background and frame 51 the background changes to a space ship. At frame
- 50 you wish to add a camel Walking for 30 frames. With shift turned off, the
- camel would walk one frame on the dessrt and 29 frames in the space ship
- (most likely, not the desired result!) With shift turned on, all events and
- tracks that have not yet occured will be delayed. In essence, you are inser-
- ting new frames as you stamp out your track. With shift off, you only add new
- frames when you reach the end or the movie, and add to existing frames other-
- wise. Adding a track, therefore, does not necessarily increase the length of
- the movie.
- If you make a mistake, you may back up and delete the previous track element
- by hitting the <Backspace> key (you may back up all the way to the beginning
- of the track). MovieSetter will automatically update the face attached to the
- mouse and move backwards one frame.
-
- EDITING AN EXISTING TRACK
- Once you have completed a track, you will probably want to make small ad-
- justments to synchronize it with other tracks you previously created. For
- this purpose, there are many tools available in the Track Edit window. (Note:
- these tools may not be used during track creation.) Track hold, repeat and
- guides may also be used as often as you like during the editting of a track.
- To use them, you must first select the track and then press the Insert After
- or Insert Before buttons on the Track Edit window.
-
- TRACK EDIT WINDOW
-
- (Note: the symbols which are descriped are in a order from the upper right
- corner down to the lower left corner - ed.)
-
- Select Track (s)
- Press the button and click on a face that is in the track you wish to edit.
- It is useful to select Special/Borders, otherwise there are no visual clues
- to indicate which track is currently selected (the selected track has a solid
- border). Although you can only see one element from a track in a given frame,
- by selecting the ENTIRE track.
- If you need to select a track that is obscured by other tracks, there is a
- second selection technique. Track/Select lists the currently visible tracks,
- click on the track you wish to wish to edit and press the OK button.
- All of the editting tools in the track edit window (with the exception of
- paste) operate on the currently selected track.
-
- Move Track (m)
- With this tool you can reposition the current track as a whole or just the
- visible track element. When you select the hand tool the currently visible
- face in the current track will be attached to the mouse. To reposition the
- element, simply click in the new position. If you wish to move the entire
- track by the same relative amount that you are moving the current element,
- hold down the <ALT> key when clicking.
-
- Insert Elements before (<Alt>i)
- Create new elements in the currently selected track before the current
- frame. This automatically puts you in track creation mode and will add new
- frames to the movie if Track/Shift has been selected. If Track/Shift is not
- selected, the movie will only be extended if the track is longer than the
- movie.
-
- Insert Elements after (<Alt>I)
- The same as insert before except that the new elements are inserted after
- the current frame.
-
- Track Behind ([)
- When you create a new track it is automatically placed in front of every vi-
- sible track. If you wish to change its relative depth on the screen, it is
- necessary to do this after completing the new back one position in the cur-
- rent frame. Double-clicking moves the track behind all other tracks in the
- frame. Holding down the <ALT> key will perform the operation from the CURRENT
- position in the track to the end(ie. all track elements before the current
- one will not be affected). Because of the way MovieSetter controls the rela-
- tive depth of tracks, it may take more than one click to move one track be-
- hind another if there are several tracks visible in the current frame.
-
- Track In Front (])
- The reverse operation of track behind.
-
- Copy Track (<Alt>c)
- Places a copy of the selected track into the paste buffer while leaving the
- original in the production. The copied track contains all the track informa-
- tion, including the set and positioning.
-
- Cut Track (<Alt>x)
- Places the currently selected track into the paste buffer. The cut track
- contains all the track information, including the set and positioning. Cut-
- ting a track removes it from the production. If you wish to remove a track
- without affecting the paste buffer, the currently selected track can be de-
- leted by selecting Track/Delete.
-
- Paste Track (<Alt>p
- Places the track that currently is in the paste buffer into the production
- at the frame and location of your choice. When paste is selected, the mouse
- will be attached to the FIRST element of the track in the paste buffer. Sim-
- ply click the mouse at the position where you wish the track to start, Movie-
- Setter does the rest. Cut, copy and paste are fantastic time saving tools.
- After creating one track of a horse running across the screen, you could
- create a stampede with only a few extra clicks!
-
- Change Face ('<' or '>')
- To change the face that is visible in the currently selected track, hit the
- uparrow to go to the next face in the set and the downarrow to switch to the
- previous face. The keyboard keys ">" and "<" perform the same operations,
- respectively.
-
- Go to Beginning of Track (<Ctrl><LeftArrow>)
- Jump to the frame containing the first track element of the currently selec-
- ted track.
-
- Go to End of Track (<Ctrl><RightArrow>)
- Jump to the frame containing the last track element of the currently selec-
- ted track.
-
-
- 4. PRODUCTION MENUS
- ^^^^^^^^^^^^^^^^
-
- In the production screen, MovieSetter has many built in features that will
- give you extra control over all the elements that make up your animated film.
- In this section we'll cover just what those menu items mean and how they will
- you a more effective video producer.
-
- PRODUCTION MENU
- New
- Erases the current production that is being worked on from the Amiga's memo-
- ry. All of the sets and backgrounds remain in RAM. This gives a quick and ea-
- sy way to redo your production without having to reload all the individual
- pieces that make up the production.
-
- Clear
- Clears the current production that is being worked on from the Amiga's memo-
- ry. All of the sets and backgrounds are removed from ram. This option resets
- everything, placing you back to a blank production area. Take care! Remember
- to save your production if you want to keep a copy of it for future use be-
- fore using Clear.
-
- Load
- Loads a production from disk. The Load window will show you the name of each
- part of the production as it is being loaded in. After a load the production
- is ready to play.
-
- Insert
- If you have created several scenes and saved them in separate productions,
- you can insert a production inside an existing production. Note that the in-
- sert production will go AFTER the current frame. As well, duplicate sets,
- backgrounds and sounds will not be loaded.
-
- Save
- When MovieSetter creates a production it writes its own script file. These
- script files contain all the information about the events that are taking
- place in the film. They tell the program where to move things, how fast, etc.
- A script file is usually very small in size as it is really just a "blue-
- print" of the saved film. A disk could easily be nearly filled with back-
- grounds and animated sets and the script could be under 15K in size. Movie-
- Setter can save your productions in two different ways.
-
- Save Embed
- Saves the MovieSetter scripts and all sets and backgrounds. This method of
- saving the production will produce a large file containing all sets, back-
- grounds and the script. The resulting file is a self contained MovieSetter
- production.
-
- Save No Embed
- Saves the MovieSetter script only. This method of saving the production will
- produce a small file containing just the script information. The resulting
- file is small but requires the original disk with all the sets and back-
- grounds used to run successfully. This is the save option you will use most
- of the time. Only use Save Embed if you wish to give your production to a
- friend (since you cannot be sure that he/she will have all the backgrounds
- and sets that you do).
-
- Components
- If you load a production that was saved embedded, you may want some of the
- sets, backgrounds and sounds for yourself. You could use the Set Editor to
- save each individually, but Production/Save/Components is a short cut that
- does this automatically. you specify where you want MovieSetter to save each
- set, background and sound currently loaded.
-
- Storyboard
- Gives you easy editing power over a MovieSetter production. Storyboard is a
- visual "database" of all the individual pieces that go into creating your
- animated movie. The storboard option opens it's own window area (which can be
- resized) and shows the "key" frames of the production in a small format just
- like the professional animators use! Storyboard contains a Conditions menu
- that sorts the production according to the events that you choose. Events are
- selected by the storyboard using it's own Condition menu. Storyboard allows
- you to go to any frame in the production just by clicking in it with the mou-
- se. Imagine that you have created an animation that is composed of hundreds
- of frames and somewhere is a sound that needs fixing. By sorting the story-
- board window by "sound" you are shown only the frames where a sound event be-
- gins. Select a frame with the mouse and you are automatically placed there by
- the storyboard. It makes editing a snap! Note that you can combine as many
- search criteria as you like. MovieSetter defaults to searching for frames
- that contain either a background change or a track start.
- The following criteria are available through the Conditions menu:
-
- Track Start
- Shows frames where a new track begins.
-
- Background Change
- Shows frames in which the background is changed.
-
- Scrolling
- Shows frames where a scrolling event takes place.
-
- Sound
- Shows frames where a sound event begins.
-
- Color Cycling
- Shows frames where a color cycling event begins.
-
- Palette Change
- Shows frames where a palette change happens.
-
- Timing Change
- Shows frames where a timing change begins or ends.
-
- Loop
- Shows frames where there is a loop.
-
- Only nine frames are shown at a time. Hit <UpArrow> to show the next 9 fra-
- mes meeting the criteria and <DownArrow> to return to the first set. To exit
- the storyboard window click on the close gadget. You can change the size of
- the storyboard and leave it open while edittng your movie, it will automati-
- cally be updated whenever you add a new track or event.
-
- About
- Provides information about the current version of MovieSetter.
-
- Exit
- Quits MovieSetter
-
- FRAME MENU
-
- Duplicate
- Creates a duplicate of the current frame by creating a copy of all visible
- track elements. Events in the current frame are NOT duplicated.
-
- Delete
- Removes a specified number of frames INCLUDING the current frame. When dele-
- ting more than ten frames in a large movie, this may take longer than you
- would expect (MovieSetter has a lot of dog work to do!)
-
- Shift
- For an in depth discussion, see track creation. In brief, with Shift on
- (checkmarked) any tracks added will shift tracks and events that have not yet
- occured (ie. the track will insert, NOT overlap). Tracks that have already
- started are not affected. With shift off, new frames will only be added when
- the new track goes beyond the end of the movie. This setting affects paste as
- well.
-
- Add Start
- Adds the number of frames specified before the first frame in the movie. For
- example, if you wanted a different background to start your movie you would
- first add a single blank frame at the start, place a background change event.
-
- Add End
- Adds the number of frames specified to the end of the movie. This is useful
- if you have completed a scene and want to change backgrounds but don't want
- the end of your tracks to "fall into" the new background. Simply add a single
- frame to the end, and place a background change event in the new frame.
-
- TRACK MENU
-
- New
- Place MovieSetter in your track creation mode. Select a set, and stamp out
- your track. See the section on the track creation for more information on the
- editting tools available to you.
-
- Edit
- Lists all tracks visible in the current frame. Double-click on the track you
- wish to edit (this is useful if you wish to select a track which is obscured).
- See the section on the track editting for information on what you can do to
- the selected track.
-
- Name
- Shows the name of the currently selected track, and allows you to change it.
-
- Deletes
- Deletes the currently selected track.
-
- Hold
- Automatically holds the position of your charecter for a specified number of
- frames. MovieSetter uses the LAST stamped face as the base (ie. if you wanted
- a chair to sit on a floor for 50 frames, motionless, and then jump up and
- down, first stamp the position where it should sit, "hold" for 49 frames, and
- proceed with the jump).
-
- Repeat
- Having created a sequence you like (for example, a juggler juggling) you can
- repeat that motion by merely specifying the number of frames that MovieSetter
- should mimic your track. Repeat always copies from the beginning of your
- track to the current position (this is an easy way to make a track loop).
-
- EVENT MENU
-
- Background
- Backgrounds are IFF format lo-res pictures that form the backdrop behind the
- production. This item has the following sub-items:
- Select
- Loads a new background at the current frame.
- Scrolling
- Starts a scrolling event at the current frame. Scrolling can be horizon-
- tal or vertical and can have variable acceleration and start/end veloci-
- ties. When scrolling is selected the scrolling window requires that you
- enter some values. Start velocity is the amount of speed the background
- scroll will have initially. End the velocity is the speed that the back-
- ground will be travelling at when it reaches it's top speed (if you have
- no acceleration, the end speed is meaningless). Imagine that you have
- created a car track on the road background. In this case the scroll would
- be horizontal, as the road would rush by beneath the whells of the car.
- The acceleration would compare with how hard the imaginary driver stomped
- on the gas pedeal. A small acceleration, and the car would take a long
- time to reach it's full speed. A larger acceleration and the car would be
- at full speed immediately. Experiment with different scrolling speeds and
- acceleration. An effective scrolling background can be a very convincing
- part of the entire production.
- Blank
- Removes the current background while leaving the color palette the same.
-
- Sound
- MovieSetter lets you add sampled stereo sounds to your productions. After
- choosing sound you are asked to load an IFF format mono or stereo sampled
- sound. Selection of a sound places you in the Sound Control window. The top
- bar contains the name of the current sample. The piano keys can be selected
- to set the sample's pitch to different values. The Octave control can be
- changed by selecting the up or down arrows. When you want to hear a sound
- just click on the Play button. Clicking in the circle beside 'pan' activates
- the panning control. This allows the sound to be played from the left or
- right speaker, or mixed in any degree in-between (you must have selected two
- channels for panningto be possible; as well, true stereo sounds cannot be
- panned). Left and Right tells the Amiga where to play your sound. You may ha-
- ve many different sounds loaded simultaneously, but you may only play four
- mono or two stereo sounds at the same time. Pressing the Event button crea-
- tes a sound event at the current frame of the production (you may place as
- many events as you like while the window is still present, and all other e-
- ditting features still work).
- It is important to note that placing a second sound event which would over-
- lap a sound that is currently playing will interrupt the first sound (ie.
- placing a long sound in frame 1, and a second long sound in frame 2 on the
- SAME channel, will result in sound 2 interrupting sound 1). You can prevent
- this by making use of all four channels when overlaying sounds.
-
- Sound Notes
- While sound may seem difficult to grasp at first, in practice it is quite
- easy. Imagine adding stereo sound to a bouncing ball animation. First select
- a suitable "bouncy" noise from the disk. If the ball is bouncing in from sta-
- ge left, turn on panning and slide the bar all the way over to the left. Now
- play the production forward one frame at a time until the ball hits the
- ground. Select event and now the noise will appear every time the frame is
- played. Each time the ball hits, add another sound event. Pan the sound bar
- across to the right so the sound seems to follow the balls screen location.
- Keep in mind that large samples will sometimes slow down the speed of the
- production (slightly). Sounds can only be heard when playing a production
- forwards or stepping forwards.
-
- Color Cycling
- MovieSetter allows ranges of colors to be cycled during a production. Cycles
- can run at different speeds and up to four can be running at any one time.
- The cycling window shows you the color palette of the current frame placed in
- a row. Select any number between one and four as the first cycle. Now choose
- a number between one and four as the first cycle. Now choose a range of co-
- lors by holding down the left button at the first color in the range and then
- dragging the horizontal bar that appears to the last color in the range. You
- can adjust the direction of the cycle by toggling the arrow button and the
- speed with the scroll bar. Moving the square with the mouse will speed up and
- slow down the current cycle. Selecting OFF or ON will start and stop the cy-
- cle for the current region. Selecting event places the chosen cycle(s) in the
- current frame of the production. Cycle events remain on until you return to
- the cycle window and turn them off.
- Cycling events are not normally enabled unless you are in full-speed play-
- back. However, hitting the <Tab> key or selecting Special/Cycling will toggle
- cycling on or off.
-
- Palette
- Palette events change the colors off the current frames to any new hues that
- you desire. Choosing palette places you in the palette window. The palette
- window conforms to the standard set by the many Amiga paint programs. We have
- two sets of slider controls to help with or color mixing, the RED/GREEN/BLUE
- and HUE/LUMINANCE/SATURATION sliders. To the right of the window is the cur-
- rent color from the right try varying the RGB values by dragging the slide
- bars around. Towards the top is more intense and down below is less intense.
- The HLS sliders are there to give you an option when creating new colors. HUE
- is the position of the color in the spectrum. Similar to the colors you see
- in a rainbow and variations in between. LUMINANCE refers to the amount of
- light in a color. Up all the way is white, down all the way is black. SATURA-
- TION is the amount of pure color. For example a red HUE could be fully satu-
- rated and appear very bright and vivid. Lowering the saturation would make
- the color duller and darker.
-
- Spread
- Spread averages the colors in the middle to give you a range. Select spread.
- Select the color at the other and of the range.
-
- Exchange
- Exchange swaps the two colors, making them trade places. Select a color.
- Select exchange. Select another color.
-
- Copy
- Copy moves a copy of the original color to the new color location. Select a
- color. Select copy. Select another color.
-
- Undo
- Undoes the last thing done in the palette window.
-
- OK
- Leaves the requester keeping the current changes, and creates a Palette
- event in the current frame.
-
- Cancel
- Leaves the requester abandoning the current changes.
-
- Timing
- Regulates the speed that the production is played at. Timing can be changed
- as often as you like. See the timing chart for the relative rates of diffe-
- rent settings.
-
- Loop
- Placing a loop simply tells MovieSetter "when I get to this frame, jump
- backwards". You can have as many loops as you like, all you need to specify
- is the start frame, the frame to jump backwards to, and the number of time to
- loop.
-
- Select
- Shows all the events in the current frame. Events can be edited by double-
- clicking on their name in the list or deleted by single-clicking and pressing
- the delete button. If you step through the movie, the list of events will up-
- date automatically to show the events in the current frame.
-
- SPECIAL MENU
-
- Set Editor
- Invokes the Set Editor area of MovieSetter with the currently selected set.
- See the Set Editor description for more detail.
-
- Select Set
- Permits you to load, delete or select a set.
-
- Guides
- Often in the creation of a production, it is necessary to place a track down
- in an exact location. Guides enable a path that the set will follow automati-
- cally. Guides constrain the movement to either a linear or circular path. See
- track creation for more information.
-
- History
- Leaves images behind as a track is stamped out to aid in the placement of
- the new track elements. History works on the currently selected track. The
- number of frames that are left behind is selectable through a keyboard short-
- cuts, <Control-UpArrow> and <Control-DownArrow> increase and decrease histo-
- ry respectively.
-
- Borders
- Toggles the display of the track element borders. Borders are the rectangles
- around sets that define their area. The currently selected track has a solid
- rectangle surrounding it. Other tracks that are not selected will be surroun-
- ded by a dotted rectangle.
-
- Show Wipes
- If the production contains wipes they will be shown while you edit new
- tracks. While this is vital in playback, it can be a little confusing in the
- edit mode. To disable wipes during editing deselect show wipes.
-
- Cycling
- If the production contains color cycles they will be shown while you edit
- new tracks. While this is vital in playback, cycling colors make editing dif-
- ficult. To disable color cycling during editing deselect cycling.
-
- Interlace
- Toggles on the Amiga's interlace video setting during full speed playback.
- Interlace should be turned on when transferring your productions to profes-
- sional quality video tape. Interlace does not increase the vertical resolu-
- tion, but removes the faint black lines that exist between scan lines (and
- hence makes the picture "smoother").
-
- Workbench
- Choosing workbench will attempt to open or close the workbench (depending on
- its current state) in the screen behind your MovieSetter production. As
- MovieSetter likes all the memory that it can get, closing the workbench frees
- up every last bit of memory available.
-
-
-
-
-
- 5. SET EDITING
- ^^^^^^^^^^^
-
- The set editor is the "animation station" of MovieSetter. This is where sets
- are created and altered. Included is a graphics editor equipped with the
- standard drawing and graphic tools. Pictures that you have created in other
- Amiga paint packages can be loaded into the set editor and cropped and se-
- quenced to your needs.
-
- DRAWING TOOLS
- The drawing tools are located on the right side of the set editor screen.
- Let's examine the tools available to us starting from the top.
-
- Built In Brushes
- The set editor has eight built in brushes: one pixel, a cross, two circles
- and four squares of different sizes. When we start, the one pixel brush is
- selected as the default. This is the smallest brush we can draw with. Other
- brushes can be chosen simply by clicking on them with the left mouse button.
- Select some of the other brushes and try drawing with them in the center of
- the screen.
-
- Continuous Freehand Tool (d)
- Selecting this option will draw an unbroken line with your currently selec-
- ted brush. Draw in the central area by holding down the left mouse button
- where you want your line to appear. You may notice that larger brushes may
- not draw as fast as you can move the mouse. If this happens slow down your
- drawing speed until the program can catch up.
-
- Dotted Freehand Tool (h)
- This produces a broken line when you draw with it. Select a larger brush and
- draw quickly with the mouse. Notice how the faster you go the further apart
- the images are placed down.
-
- Straight Line Tool (v)
- To draw a straight line, click and hold down the left mouse button on the
- start point of your line. Now move the position to the end point of your line
- and release the button. The set editor automatically draws a line between the
- two points with your currently selected brush.
-
- Airbrush (a)
- Press the left button in the drawing area and the airbrush will "spray" down
- images of your currently selected brush. This effect can range from a fine
- spray with one pixel brush to a blocky look when using a larger brush.
-
- Rectangle Tool (Nofill (r) / Fill (R))
- This allows the easy drawing of rectagles or squares, filled or unfilled. To
- draw an unfilled or outline rectangle select the top half of the gadget. Now
- move the mouse into the painting area and press and hold down the left button
- where you want to start one corner of the rectangle. This anchors that cor-
- ner. Now drag the mouse until the rectangle is the size that's needed and re-
- lease the button. Notice that you can start with any corner and drag the rec-
- tangle in any direction. If you want to create a filled rectangle select the
- lower half of the tool and then repeat. This will draw a filled shape in the
- currently selected color.
-
- Oval Tool (Nofill (c) / Fill (C))
- This allows the easy drawing of circles or ellipses, filled or unfilled. To
- draw an unfilled or outline circle, select the top half of the gadget. Now
- move the mouse into the painting area and press and hold down the left button
- where you want to start the center of the circle. This anchors the center.
- Now drag the mouse until the circle or oval is the size that's needed and re-
- lease the button. If you want to create a filled circle select the lower half
- of the tool and then repeat. This will draw a filled shape in the currently
- selected color.
-
- Fill Tool (f)
- The fill tool will fill any enclosed area with the currently selected color.
- To use the fill tool, select it, then move the pointer to any enclosed shape.
- Press the left butto once. This will fill the shape with the currently selec-
- ted color.
-
- Brush Tool ( Brush (b) / Old Brush (B) )
- Picks up an area of the screen to make a custom brush. Select the brush tool
- and move the pointer to one corner of the shape that you want to pick up.
- Press and hold the left mouse button and drag the rectangle until it comple-
- tely frames the shape. When you release the button the framed object is your
- new brush. All of the set editor's tools will work with the currently selec-
- ted brush. Try some of the other tools to get an idea of the different ef-
- fects that each one has on the brush.
-
- Resize Tool (s)
- This will stretch or shrink the current brush in any direction. Using the
- Brush tool pick up a brush from the drawing area. Now select resize and hold
- down and drag the left mouse button until you have the size you want. When
- released, the brush will be redrawn at the new size. This becomes your new
- custom brush. Please note that resize not work with the built in brushes,
- only with custom brushes.
-
- Rotate Tool (<Alt>r)
- This will show a rectangular outline of the brush size in the drawing area.
- Hold the left button on move the mouse until the required angle of rotation
- reached. Release the button and the rotator will redraw your brush at the new
- angle. This now becomes the new custom brush.
-
- Flip Tool (Horizontal (x) / Vertical (y))
- The left side of the tool flips the current brush along the vertical axis
- (ei. it reverse the brush). The right side switches the brush from right-side
- up to upside down.
-
- Load Brush Tool (<Alt>b)
- This will load a brush or picture that you've previously saved to disk into
- the clipboard area. A brush in the clipboard can then be picked up and moved
- directly into the drawing area of the set editor. Portions of the brush can
- also be grabbed from the clipboard. See the clipboard description for more
- details.
-
- Magnify Tool (m)
- Select the magnifier and move the dotted rectangle to the part of the dra-
- wing area that you want to examine in more detail. Click with the left mouse
- button. A new window opens in the upper left of the screen. This is the mag-
- nified area shown at the original size. The dotted rectangle shows the magni-
- fied area. The set editor drawing area now shows the magnified view. Only the
- single dot pen tool is operative in magnify mode: magnify is meant for fine
- detail touck ups. If you want to change the magnified area, press the left
- button in the small window and drag your picture to the new location. Notice
- that the window also has a drag bar on the top. This lets you move it with
- the mouse if it's in the way. When finished with the magnify tool, select it
- once more. This turns the magnifier off.
-
- Zoom Tool ('<' or '>')
- Works only while in magnify mode. Select it on the left if you want to zoom
- further into your picture. Select it on the right if you want to zoom further
- out. Every click of the mouse moves one step further in or further out.
-
- Undo Tool (u)
- Clicking undo erases the last action that you did in the drawing area. This
- helps you go back a step if you make a mistake. Undo will only go back one
- step, and clicking Undo a second time returns things to the way they were.
-
- Clear Tool (k)
- This erases everything from the drawing area. It gives you a clean slate on
- which to draw. If you press Clear accidentally, press Undo immediately to
- bring your work back.
-
- Color Palette (p)
- Cycle through colors- Up ([) / Down (])
-
-
- CLIPBOARD WINDOW
- The Clipboard window is evoked by pressing on the load brush gadget. The
- Clipboard window is the area where you clip brushes before moving them into
- the set editor. Imagine that you have used a paint program to create four
- drawings of a bouncing ball animation. You have saved all these drawings all
- in one picture. The clipboard allows you to grab each drawing separately and
- place them instantly into the set you are creating. Think of it as a holding
- area for the set editor. Select the picture that you want to be placed in the
- clipboard by using the disk requester. The selected picture is now in the
- Clipboard window. In the upper left is a Close gadget. This shuts the window
- and places you back in the set editor. The horizontal bars at the top right
- allow the window to be dragged to a new location. The Resize gadget in the
- lower right lets you pull the clipboard larger or smaller. Let's look at each
- of the gadgets that are in the Clipboard window.
-
- Disk Tool
- Goes to the Disk requester, allowing you to load a new picture or brush into
- the Clipboard window.
-
- Grab Tool
- Selects everything in the Clipboard window as a brush. This brush can then
- easily be stamped into the set editor with the left mouse button.
-
- Rectangular Brush Tool
- Selects a framed area as the current brush. See the description of the Brush
- tool.
-
- Polygon Brush Tool
- Selects an irregularly shaped brush. Use a left mouse click to set the first
- point. Notice that there is now a rubberbanded straight line that follows
- your mouse movements. Each time you press the left button, this anchors the
- line down. When the last anchor point meets the first, the area contained
- within the outline is your new brush. You can cancel the polygon brush tool
- by pressing the right mouse button. Double-clicking will automatically join
- the last point to the first point to close the polygon.
-
- Move Tool
- The Move tool can not be seen unless you click in the clipboard window with-
- out selecting one of the other gadgets. A hand will appear. If you press and
- hold the left mouse button you can move the hand and the picture underneath
- it. Using the Move tool allows you to scroll to different part of the clip-
- board picture.
-
- SET EDITOR TOOLS
- The set editor tools are located down the left side of the set editor
- screen. They control the various editing controls used in the creation of the
- animated sets. Lets start at the top and examine each one in turn.
-
- Go To Beginning Of Set (<Alt><UpArrow>)
- Places you at the first face of the current set.
-
- Go To Previous Face (<UpArrow>)
- Places you one face back from the one shown, in the current set.
-
- Preview Set Backwards (<Shift><UpArrow>)
- Cycles quickly through the faces in reverse to give you an idea of how the
- set looks when animated. The <UpArrow> and <DownArrow> and speed up and slow
- down the animation, respectively. Note that you are not restricted to the or-
- der of your set when creating a movie using the track editor.
-
- Stop Preview (<Space>)
- Stops the set preview (you can also hit the <Space Bar>).
-
- Preview Set Forwards (<Shift><DownArrow>)
- Plays the set forwards in real time.
-
- Go To Next Face (<DownArrow>)
- Advances forward one face in the current set.
-
- Go To End Of Set (<Alt><DownArrow>)
- Advances to the last face in the current set.
-
- Cut (<Alt>x)
- Cuts the current face from the set and places it in the paste buffer.
-
- Copy (<Alt>c)
- Makes a copy of the current face and places it in the paste buffer.
-
- Paste (Paste Above (<Alt>p) / Paste Below (<Alt>P))
- Clicking on the top half of this gadget places the face from the paste buf-
- fer before the current face in the set. Clicking on the bottom half of this
- gadget places the face from the paste buffer after the current face in the
- set.
-
- Insert Face (Face Above (<Alt>i) / Face Below (<Alt>I))
- Clicking on the top half of this gadget places a blank face before the cur-
- rent face in the set. Clicking on the bottom half of this gadget places the
- blank face after the current face.
-
- Delete Face (<Alt>d)
- Erases the currently shown face from the set.
-
- Register Mark (<Alt>m)
- Allows for the placement of register marks on your animated set. The regi-
- ster mark is the pixel where MovieSetter lines up the animation.
-
- REGISTRATION MARKS
- Registration marks are the way that MovieSetter knows where to put the faces
- contained in the animated set. It's good practice to line up your registra-
- tion marks on a part of the face that remains constant throughout the set.
- The registration mark is also the hot spot that MovieSetter "connects" the
- pointer to when you are laying down the set as a track. Imagine an airplane
- propellar. If we use the center of the prop as our register mark we could
- click as many faces as we wanted to in one spot. The propellar would appear
- to rotate around the register mark. If the register was anywhere else, we
- would be forced to correct every frame by moving the mouse and "eyeballing"
- the set into the right position. Sometimes the faces in a set do not have an
- obvious place to put the register marks. In these cases, place the register
- roughly in the center of the face. This means you still have to do some
- guesswork, but it gives you a good place to start.
-
- SPECIAL MENU
-
- Show Registration Marks
- Choosing the show registration marks item from the special menu at any time
- during set creation will leave the registration marks on at all times. As you
- move from face to face in the set the registration marks will stay present
- and in the same position. They can be moved by selecting the registration
- marks will stay present and in the same position. They can be moved by se-
- lecting the registration mark tool and clicking the left mouse button in the
- new location. Doing this will not affect the registration marks placement for
- other faces in the set.
-
- Flip Set Horizontally
- When you are finished creating your set, you have the option of switching
- the direction of the set. Flip Set Horizontally will redraw every face in the
- set back to front. This means that an animated character set that was going
- from left to right will now be going right to left. The set will still be re-
- gistered.
-
- Flip Set Vertically
- Flip Set Vertically will redraw every face in the set upside down. Upside
- down sets are useful for creating shadows underneath up right sets.
-
-
-
-
-
- 6. SET CREATION
- ^^^^^^^^^^^^
-
- The key to creating effective productions with MovieSetter is making your
- own animated characters with the set editor. A set is a series of faces that
- you combine together, MovieSetter let's you play them back in any way you
- wish. For example, imagine that you have drawn several pictures of the diffe-
- rent positions of a walking person. Using the set editor you can easily com-
- bine the separate pictures into one file which MovieSetter will show you in
- real time. Let's create a simple set of our own.
-
- SET CREATION TUTORIAL
- Choose the Set Editor menu item from the MovieSetter main screen. This puts
- us into the set editor. We will start with a very simple set, a stick man
- jumping up and down.
- * Choose New from the Set menu. Enter a name for the character and press
- return.
- * Select the Oval tool and draw the stick man's head. Use the Line tools to
- draw the body, arms and legs.
- * Select the registration mark and place it in the center of the character's
- head.
- * This is the first face of our set completed. We need two more to finish
- off this animated set. Since our character is only going to change slight-
- ly in each face, we can copy him directly and make the alterations as we
- go.
- * Select the "Copy Element" tool. This places a duplicate of face number 1
- in the paste buffer.
- * Select the lower half of the "paste below tool". This copies face number
- one to face number two.
- * Select the color to be the same as the background color and use the dra-
- wing tools to erase the stick man's arm and legs. Select the color of the
- stick man and draw in a new pair of arms and legs in a position that is a
- little higher than face number one.
- * Repeat the last three steps to copy face two to face three. Redraw the
- arms and legs again, a little higher than before.
- * Play the set using the "preview set forwards tool". This flips through the
- set in real time and let's you see how our animated set is going to look.
- When you are finished click once on the "stop preview".
- * Save the stick man set by choosing "Save As" under the Set menu.
-
- We can now call up the stick man and use him as animated figure in our
- MovieSetter productions. You may want to experiment on the set since you have
- a permanent copy saved on to disk. Go to the beginning of the set and use the
- fill control to fill in stick man's head. Add hands and feet. Try drawing a
- face on him as well. Preview the set often to make sure that the animated set
- is turning out the way you want it to. Remember that if you slip up when you
- are drawing you can use the Undo tool to remove the last mistake. If one of
- the faces is beyond repair you can delete the current face by selecting the
- Trashcan tool.
-
- SET CREATION FROM IFF FILES
- There are other ways of creating the faces that make up an animated set. You
- may feel more comfortable using one of the existing Amiga paint programs like
- Deluxe Paint II. If you have saved all the original pictures as IFF format
- pictures or brushes you can load them directly into the set editor, bypassing
- the built in drawing tools.
-
- Sets From Pictures
- If you have more than one face in a picture file.
- * Choose "New" from the Set window. Type in a new set name.
- * Select the "load custom brush from disk tool". When the requester appears,
- select the correct path and picture file.
- * The picture is now loaded into the clipper. Use the rectangular or free-
- hand brush tools to select the area that you want to place in the drawing
- area. Remember that you can resize the window and move the picture around
- with the left mouse button if you need to. Clip the area and stamp it into
- the drawing area. Select and place the registration mark.
- * Select "add a new element below" to advance to the next face in the set.
- * Select the "load custom brush from disk" to return to the picture in the
- clipper.
- * Repeat the last three points as many times as you have to. You can clip
- from more than one IFF-picture if you please.
- * Choose "Save As" from the Set menu to give the new set a name and save it
- to disk.
-
- Sets From Brushes
- If you want to use IFF brushes as the faces in your sets:
- * Choose "New" from the Set window. Type in a new set name.
- * Choose the Load IFF from the Element menu. When the requester appears,
- select the correct path and picture file
- * The picture is now loaded into the drawing area. MovieSetter loads it au-
- tomatically into the upper left hand corner.
- * Select and place the registration mark.
- * Select "Add a new element below" to advance to the next face in the set.
- * Repeat the last three points as many times as you have to. You can load as
- many IFF brushes into a set as you want.
- * Choose "Save As" from the Set menu to give the new set a name and save it
- to disk.
-
- Altering An Existing Set
- Sets that have been saved can be called up at any time and changed in the
- set editor. Let's do some quick alterations to one of the sets that comes
- with MovieSetter.
- * Choose "Load Set" from the Set menu. Select the "Boing_Ball" set and load
- it in.
- * Boing_Ball now appears in the drawing area. Use the Preview tools to
- scroll through the animated set. When you are finished return to the first
- face.
- * Add an outline ellipse to the outside of the ball. Go to the next face and
- add a new ellipse of a smaller size.
- * Keep advancing through the set and adding smaller and smaller ellipses un-
- til you reach the end.
- * Preview your new set. With any luck our ball should now have a sort of
- "atomic" feel to it. If not load it back in and try again. If it looks the
- way you want, save it to disk under a new name. Try adding a face, anten-
- nae, or even feet to the ball. Let your imagination go wild.
-
- As well, you can make a duplicate of a set by selecting Set/Copy. If you
- made a copy of a set named 'Boing', you would end up with a copy named 'Boing
- Copy'. Finally, to return to the Scene editor, select Set/Exit.
- Altering existing sets has a lot more uses than the couple mentioned here.
- Just loading in and recoloring old sets will give them a new feel. You can
- save sets at different stages.
-
-
-
-
-
- 7. TIPS & HINTS
- ^^^^^^^^^^^^
-
-
- * Use multitasking! Several windows displaying different editing information
- can be open at the same time. Each window can be resized and selected when
- it is needed. In practice, we leave the storyboard up during the editing
- process. This allows us to sort the production in different ways, letting
- us move to the beginning of the event we want to edit.
- * Coordinates are available when laying down a track. The player control
- window lists the current screen location of the mouse pointer.
- * Most sets can be registered approximately in their center. Some sets are
- better registered at a certain point in the drawing. We've found that wal-
- king character sets work best when registered to one of the feet. This
- permits placement that is as close to real life as possible.
- * Keyboard shortcuts make life easier. Using the mouse for every choice
- sometimes means that you must leave the editing area. You can loose track
- of a sets placement when you do this. Using the keyboard shortcuts mean
- that you can concentrate more on the animations path.
- * Occasionally, bringing a large set or sound event into the production will
- slow the existing animation down a bit. To get around this problem use the
- timing control to slow the entire production down to a speed that Movie-
- Setter can handle successfully (Thus eliminating sudden slow downs when
- the movie becomes more complex).
- * The on screen palette gets its colors from the background picture. If no
- background is loaded the program gets the colors from the current set. If
- you want all the colors to remain the same, use the same color palette
- through out the entire production.
-
- ANIMATION TIPS AND TECHNIQUES
- The character animation that MovieSetter excels is called classical anima-
- tion. Classical animation comes in many flavors. You may favor the manic
- craziness of Warner Brothers. Perhaps the technical perfection of the Disney
- animators might be what you aspire to. Maybe the searing wit of the National
- Film Board is more your speed. Whatever style you enjoy there a certain rules
- that make for good classical character animation. If you learn the following
- you'll be well on your way to creating cartoons that don't just move. Your
- animation will live and breath.
-
- Exaggeration
- The cornerstone of good animation is the ability to apply exaggeration to
- all the elements in your production. For example in the real world a bouncing
- ball will flatten a bit as it strikes an object. In the cartoon universe the
- same ball would stretch into an ellipse as it gained speed and squash flat as
- a pancake at the moment of collision. The basic "stretch and squash" should
- be applied to everything you animate. No matter how technically good your
- animation is, it will appear dry and lifeless without exaggeration. With
- practice, you'll find that the most satisfying results come when you draw
- your characters as though they are made up of wet rubber bags filled with
- jello. If you have a VCR, rent some of the early Warner Bros. cartoons, and
- watch an action sequence one frame at a time. You'll be amazed at the plasti-
- city of the characters. Exaggeration should also be applied to expressions.
- The master of this was Tex Avery, best known for perfection the cartoon"take"
- or the moment when the character exhibits surprise. Avery's characters would
- hover in the air, their eyes, ears, and other body parts flung in all direc-
- tions. Practice some "takes" of your own. In the cartoon universe, exaggera-
- tion is only limited by your imagination.
-
- Slow In/Slow Out
- In the real world all objects that are set in motion need time to speed up
- to their full velocity and time to slow down. A car is a good example. Even a
- Ferrarri needs a few seconds to get from zero to sixty. Your animated charac-
- ters are the same way. If a character jumps, he needs a few extra drawings
- before he or she reaches full speed. MovieSetter's guide have a built in ac-
- celeration factor. This will help you make the most natural cartoon motion
- possible.
-
- Anticipation, Action, Reaction.
- Successful actions in character animation are composed of three parts, anti-
- cipation, action and reaction. Once again let's pretend that our character
- has to jump over a fence. The first impulse is just to draw him flying in an
- arc from point A to point B. This is really only the action part of the mo-
- tion. Before the jump can take place the character has to anticipate the
- jump. You should have him crouch down in front of the fence. His head should
- almost touch the ground, his face should show great strain. Think of a coiled
- spring and you are on the right track. Next comes the action, the jump it-
- self. Remember to use the Slow in technique to do the jump motion and exagge-
- rate the character so that he's completely stretched out. What goes up must
- come down, in this case our jumper. When he hits the ground we have to show
- reaction. On impact he should flatten right into a crouch before standing up
- again.
-
- In Conclusion....
- Few things are as satisfying to the illustrator as seeing his drawings come
- to life through animation. MovieSetter is the tool that lets anyone create
- his own cartoons without the cameras.
- Remember that good animation is a painstaking process. All the drawings
- still have to be created by hand, even if we can use the computer to help us
- color and resize them. Full animation requires many, many single pictures.
- Unfortunately no computer can help produce the in between drawings that take
- the most time to finish.
- Creating effective animation is relatively easy. Creating fantastic anima-
- tion can require years of practice. Study the work of professional animators
- in slow motion. Watch how things work and move in the real world. Act out mo-
- tions that you are about to draw. Draw constantly, there is no substitute for
- practice. Animated films have been with us for close to a century now. Compu-
- ter animation has only been with us for a very few years. With MovieSetter
- you are a computer animation pioneer. The patience and care you exhibit now
- will show in the final MovieSetter production.
-
-
- 8. KEYBOARD SHORTCUTS
- ^^^^^^^^^^^^^^^^^^
-
- Many of the gadget and menu functions can accessed using keyboard shortcuts.
- The following list contains all the menu items and sub-items which have
- shortcuts. Note that the same convention followed in the rest of the manual
- is followed here: Am-x means to hold the right Amiga Key down and press
- key "x".
-
- General:
-
- <F1> Hide/Show Player Control Window.
- <F2> Hide/Show Track Edit Window.
- <F10> Hide/Show Screen Title.
-
- Track Editing Shortcuts
-
- <Click> Stamp track element, switch to next face.
- <LeftAmiga><Click> Stamp track element, switch to previous face.
- <Alt><Click> Stamp track element, keep same face.
- '>'-key Next face.
- '<'-key Previous face.
- <Ctrl><click> Complete track and stamp last track element.
- <F5> Complete track.
- <Backspace> Backup and delete last created track element.
- 'G'-key Guide toggle - on/off.
- <Del> Delete visible track element of current track.
- <Shift> Contrain mouse movement to straight line.
-
- Track Creation/Paste/Move
-
- Arrows Shift registration mark.
- <Alt>-Arrows Shift registration mark faster.
- 'c'-key Restore registration mark.
-
- In Non-Edit Mode or PlayBack:
-
- <UpArrow> Play forward.
- <DownArrow> Play reverse.
- <RightArrow> Step forward.
- <Alt><RightArrow> End of Movie.
- <LeftArrow> Step reverse.
- <Alt><LeftArrow> Beginning of Movie.
-
- In Playback Only
-
- 'p'-key Pause
- <SpaceBar> Stop
-
- In Storyboard
-
- <UpArrow> Next 9 frames.
- <DownArrow> First 9 frames.
-
- Set Editor Menus Shortcuts
-
- Set/New Am-N
- Set/Load Am-L
- Set/Save As Am-S
- Set/Copy Am-C
- Set/Exit Am-Q
- Special/ShowRegMarks Am-M
- Special/FlipSetHorizotally Am-X
- Special/FlipSetVertically Am-Y
-
- MOVIESETTER MENUS SHORTCUTS
-
- Production Menu
-
- Production/New Am-N
- Production/Clear Am-C
- Production/Load Am-L
- Production/Insert Am-I
- Production/Save/No Embed Am-S
- Production/Storyboard Am-T
- Production/Exit Am-Q
-
- Frame Menu
-
- Frame/Shift Am-H
- Frame/Add Start Am-A
- Frame/Add End Am-Z
-
- Track Menu
-
- Track/New <F4>
- Track/Edit Am-E
- Track/Hold <F6>
- Track/Repeat <F7>
-
- Event Menu
-
- Event/Background/Select Am-B
- Event/Sound Am-D
- Event/Color Cycling Am-Y
- Event/Timing Am-P
- Event/loop Am-O
- Event/Select Am-V
-
- Special Menu
-
- Special/Set Editor Am-F
- Special/Guides <F3>
- Special/History <F8>
- Special/Borders <F9>
- Special/Cycling <Tab>
- Special/Workbench Am-W
-
- PLAYER CONTROL SHORTCUTS
-
- Start Movie (<Alt><LeftArrow>)
- Play Reverse (<DownArrow>)
- Previous Frame (<LeftArrow>)
- Loop No Shortcut
- Next Frame (<RightArrow>)
- Play Forward (<UpArrow>)
- End Movie (<Alt><RightArrow>)
-