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User Manual - Synth MooVier 2.0


©Marco Bonasoro
, 1994-96



Index




Introduction

Synth MooVier is a freeware application capable of producing 3-D QuickTimeェ animation.
The first step you should accomplish is to model the actors in the scene, by assembling solid primitives, and setting their attributes, like position, dimension, color, material properties.
Some special primitives allow you to control the scene illumination, by positioning multiple lights, and setting their color or type (point, directional and spot lights are provided).
Another special primitive is the View Camera; during your animation, you can pan, zoom, and move it with maximum flexibility.
After you built the actors, you should define their parts, that is, their behaviors along time: in short, you can change an actors'attribute in a specified time interval. For example, you can turn a red sphere into green, starting at 0.5 seconds and ending at 2.0 seconds: the color will be smoothly changed, with an interpolation process. All the attributes, included geometric values, material properties and rendering type, can be managed in the same way.

Some other parameters let you choose the preferred movie quality (in frame per second, from 1 to 25) and the frame dimensions in pixels.

As a side capability, Synth MooVier lets you export your 3-D scene in VRML format (1.0 compliant), for browsing it with a VR browser of your choice; the resulting file corresponds to a fixed (user-selected) instant in your animation.

For a quick look at movie quality, you can check the movies in the Examples folder (see Quick Start).



What's new in 2.0

For the aficionados of Synth MooVier, this is a list of major improvements over old (1.5.x) versions:



Well, actually there is another new 'feature': the document format is changed, it's incompatible with old format, and Synth MooVier is currently not capable of importing the 1.5.x files (this could change if I'll receive tons of messages requesting this feature).


Hardware/Software requirements

Macintosh model with 68020 processor or better (FPU not required);
8-bit/256 colors video card (16-bit/thousands recommended);
768 kb of free RAM (1Mb recommended);
MacOS 6.0.7 or better (7.x recommended);
QuickTime 1.5 or better.

The application has been extensively tested on an LC 4/40 with 512Kb VRam and no FPU, and it's quite usable on that machine.


Quick Start (Examples folder)

This chapter explains how to compile the examples in the Examples folder to obtain the corresponding movies. After that, a brief description of each example is given.

To compile movies from the Synth MooVier docs included in the "Examples" folder, execute the following steps:
1) launch Synth MooVier;
2) open the File menu and select Open...: look for the desired file;
3) open the Movie menu and select Setup...: choose quality and frame dimensions;
4) re-open the Movie menu and select Make...: rename the destination document and wait for Synth MooVier to finish (a progress window shows every frame as it's created);
5) switch to the Finder;
6) launch a viewer application and see the results (double-clicking the movies launches Apple Movie Player, if installed).
If you have a slow machine (like my LC...), you can make a preview movie by selecting Make preview... in step 4).
Remember that Synth MooVier doesn't release your Mac attention while it's "MooVing". So, be patient...

Here is a brief description of the documents:

Hello World

Miscellanea of tranformations capabilities of Synth MooVier (geometry, color, rendering of various solids are changed).

Molecula

Example of lighting capabilities.

Robot

A possible use for multiple coordinate systems.

Giostra

A complete example of cyclic transformations.


Tutorial

In this section, we present a step-by-step lesson to produce an example movie. It would be better to open Synth MooVier and directly execute the steps below (or you could print this chapter).

1. Open Synth MooVier
Select the Synth MooVier icon in the Finder window and choose File - Open or double-click the icon.
You'll be presented with a little splash window: click the OK button and three windows should open. Select the window on the right (the tree-window): in this window, there is a representation of the hierarchical relationship between the actors in the scene. In an newly created document, only default actors are present; camera is the view camera through which the scene will be seen; background is the colored background of the scene; rooT is the world coordinate system (explained below).
2. Add a new actor
In the Actor menu, select the item Parallelepiped from the submenu New>; this will be the floor of our scene. Put a name of your choice (say 'floor') in the top input field (hereafter we refer at it as the label field): this is the name by which you'll refer to your new actor.
The four triplets of input fields below the label represent the cartesian coordinate (XYZ) of four points that uniquely define the geometric attributes of parallepiped (for more info, see Actors reference); fill in the fields with these values:
origin -5 -5 -.1
side 1 10 0 -.1
side 2 0 10 -.1
side 3 0 0 -.2
and click the OK button. The tree window is updated with the insertion of the new actor, appended below rooT.
3. Verify the geometry of the scene
Select the central window (stageC) and click the Apply button. The Stage window on the left will be updated, showing the floor in wireframe view. Adjust the stage camera by setting the focal field at 0.025 and clicking Apply; the field of view is slightly widened. All changes in the stage controls (camera, point to, focal, T1 and T2) must be explicitly activated by clicking on the Apply button.
4. Modify actor's attributes
Select floor in the tree window (a thin rectangular outline show the currently selected actor). Choose from Actor menu the Modify>Attributes item; a dialog opens, from which you can set the initial settings for color, rendering and material attributes. Fill in the Red, Green and Blue fields each with a value of 155 (an RGB triplet of 155-155-155 corresponds to a light gray), and click OK.
Select camera (in the tree window) and choose Modify from the Actor menu: fill in the position fields with 10 10 5, to align the camera actor with what you see in the stage window.
5. Preview the final result
From the stage window, you can verify only the geometry of the scene. To have a true preview of what your movie will look like, choose from the Window menu the Goto... item. Set off the quick toggle button and click the Go button: the floor appear.
6. Add other actors
Select the tree window, choose New>Sphere from Actor menu, name it 'Sphere' and set the ray to .9 and subdiv. to 5. Click OK. Select the Sphere in the tree window, and choose Modify>Attributes from the Actor menu. In the Attributes dialog, set the color to 255 (Red) 55 (Green) 55 (Blue); from the Render pop-up, select the Wireframe rendering: click OK.
Clicking Apply in the stageC window will confirm the insertion of Sphere in the scene.
Clicking Go in the Goto window will show a faithful preview of the movie.
Now, let's rapidly add a Pyramid (Actor-New>Pyramid) with base 3 .5 0, top 3 .5 1.5, ray .8, 8 sides, plane XY; change its color attributes (Actor-Modify>Attributes) to 55 155 255.
7. Add a user defined coordinate system
Now, we want to add a cube to the scene, but we need to insert it in a separate coordinate system (we'll see why in the section 13). In order to do that, select New>Coord;System from the Actor menu, set the origin to 0 3.5 0, and confirm with OK. Note that in the Stage window (after you clicked Apply), the new coordinate system is shown as three perpendicular dotted lines. Select the new system in the tree window (click on its icon, and it will framed with a thin black square); add a parallelepiped, changing only its origin in -.5 -.5 0: name it cube; set its color to 55 255 55. The cube should be appended in the tree window under the new coordinate system. Check the stage window (Apply). Check the Goto window (Go). Given we haven't defined some light yet, Synth MooVier gently puts a standard light in the point of view (camera origin).
8. Improve the illumination
Select rooT in the tree window, and add a light (confirm the default values). Refresh the Goto window and see the difference. The light is shown in the Stage window too, but you should set the focal to 0.02 and the origin to -10 -10 5. The circle represents the light source, and the line joins the source with the point to what the light aims.
9. Animate the pyramid geometry
Select the Pyramid in the tree window. Choose from the menu Actor the item Show Parts; the Part window opens. Select Actor-Add Part>Geometry: in the opened dialog, you must set the desired geometric transformation for the actor. Set the top fields to 4 .5 1; in this way, you instruct the application to move the top vertex of the pyramid to the new location, starting at instant 0 (the start field) and in an interval of 1 second (the duration field); click OK. You should see the new part in the Part window.
In the Stage window, you could verify the behaviour of the actor in two different instants: set the T1 field to 0 and the T2 field to 1: click the Apply button; you can see that the actors whose geometry doesn't change from T1 to T2 are drawn in yellow, while the pyramid is shown in the two position, corresponding to T1 (orange) and T2 (green).
Now select the Goto window: note that the scrollbar at the bottom is now enabled, because adding the part causes the movie to span a range between 0 and 1, and the scrollbar lets you select the particular instant to preview; the label time shows the currently selected instant. Move the scroll thumb to the end (time: 0:1.00) and click the Go button: you see that the pyramid is now skewed, with a shift that corresponds to the part you defined.
To restore the pyramid position, choose Actor-Add Part>Geometry, and fill only the start field with the value 1; in this way, you're stating that the pyramid will resume its original position in one second, starting at instant 1.
10. Animate the cube color
Select the Cube in the tree window. Select Actor-Add Part>Color: in the opened dialog, you must set the desired color transformation for the actor. Change the Red field to 255 and the duration to 2; this means that your cube will turn to yellow in two seconds, starting at instant 0. Color parts could be verified only in the Goto window: check it.
11. Animate the sphere rendering
Select the Sphere in the tree window. Select Actor-Add Part>Render: in the opened dialog, choose Flat from the pop-up menu and set start to 1; this means the sphere will change its rendering type to flat at instant 1 (for render parts, duration is not meaningful). Again, you could check in the Goto window the difference before and after instant 1 (actually, the render is changed only after 1).
Add another render part with start 2 and rendering Phong.
12. Animate the sphere material
Select the Sphere and choose Actor-Add Part>Material. From the pop-up menu, select Shiny: this will change automatically the value in the fields below. Set start time to 2. This part will gradually change the material of the sphere from Plastic to Shiny, making the specular reflection sharper.
13. Animate the cube coordinate system
Now we'll see why the cube was put in its own coordinate system: we want it to rotate about its Z axis. Select coordSys in the tree window, and choose Actor-Add Part. Set the rotate Z to 180, and the start to 3. In the Stage or in the Goto window, check the part.
14. Animate the light
To simulate a gentle fading of the light, select it in the tree window, choose Actor-Add Part>Geometry and set the intensity to 25; set start to 3.
15. Make a draft movie
In order to control the general setting of your movie, you could create a draft movie, that is, a movie in which all actors are rendered in wireframe. Select the Movie menu, and the make Preview... item; the Progress window opens, showing the frame as they are produced. Now you could see the produced movie with a player of your choice.
16. Setup the movie
As you see, the frame dimensions are quite small (160x120). To control the general parameters of the movie, you should select the Setup... item from the Movie menu. In the setup dialog, you could change the frame dimensions, the quality in frame per second, and the creator file type of the movie (the default type makes your movie playable from Apple MoviePlayer with a double-click from the Finder).
When you save the Synth MooVier document, setup informations are saved, too.
17. Make the final movie
Well, now it's time to produce the final movie. Select the Make... command from Movie menu, wait a bit (depending from desired dimensions and quality),and voilà, the movie is done! (Note: if your monitor is set to 8 bit depth - 256 colors, the image will be dithered; nonetheless, the resulting movie will be 16-bit depth, and it will show in its full glory on a properly set monitor).
Appendix. Produce a VRML version of your scene
If you want to produce a file browsable with a VR browser, you should open the Goto window, select the instant of interest (with the scrollbar), and then click the VRML button. A VRML 1.0 Ascii file is produced.


Geometry of the Scene

In order to produce a movie, you must assemble your actors (picking the appropriate solid primitives, and setting theirs attributes), and position them on the scene.
All points are defined in terms of 3-D cartesian coordinate, with the possibility of creating user coordinate sub-system; a good technique is to group related objects in the same system, so you'll be able to move them synchronously by modifying the coordinate system only. Background objects can be put in the default system (rooT, which you cannot modify).
You can insert any number of child coordinate system in any system, obtaining a tree-shaped structure (with the coord. system as nodes and the solids as leaves); the transformations of every system are relative to those of its father, and Synth MooVier cumulates them as it traverse the resulting solids hierarchy.
An actor of type light is treated as a normal actor; to maintain its position fixed with respect to the scene you should put it in rooT reference system. If you want it to 'stick' to a particular actor, you can put both in the same user sub-system and move them together by moving only the reference system.
In order to achieve a good quality in your movies, you must careful choose an appropriate view of the scene: this is accomplished by setting parameters for the view camera. You can control all camera setting over time defining appropriate transformation of them (like changing the point of view, the focus, rotating the camera, or zooming in/out); for every transformation, you must define a part, for example "set focal length from actual value to .050 (50 mm) in 2 seconds starting at instant 3.5". Note that camera coordinates always refer to rooT system.

Menu Reference

Apple -
About Synth MooVier... - opens a dialog with some info about the application and essential credits.

File -
New - opens a new, empty document.
Open... - opens a Synth MooVier document.
Close - closes the current document.
Save - saves the current document.
Save As... - saves a copy of the current document asking user for a new name.
Quit - exits from Synth MooVier.

Edit -
Undo - currently not implemented.
Cut - removes current tree selection putting it in the private clipboard.
Copy - copies current tree selection in the private clipboard.
Paste - inserts the content of the private clipboard in the active coordinate system, and clears the clipboard.
Clear - deletes current tree selection.

Movie -
Setup... - opens a setup dialog window to set movie attributes for the active document, like frame dimensions, quality (frame per second), and creator file type (default corresponds to Apple MoviePlayer).
Make... - creates a movie from the active document, asking for a time selection of interest.
make Preview... - same as Make..., but actors'rendering mode is forced to wireframe.

Window -
Goto - opens the Goto window.
Tree - opens the Tree window.
Stage - opens the Stage window and the associated controls window stageC.
Attributes - opens the modeless dialog Attributes, from which default values for new actors are set.

Actor -
New > opens a submenu for creating new actors that are inserted in the active reference system. Actors'attributes (color, render, material) are taken from the Attributes dialog, while geometrical data are set in a modal dialog specific for every solid primitive (sphere, parallelepiped, prism, cylinder). Special cases of actors are the reference system and the light.
Modify > if the current tree selection has no attributes associated (which is the case for reference system, view camera and background), opens a dialog to modify its geometrical data at movie start time; otherwise, a submenu with the following choices is presented:
Geometry - opens a dialog to modify actor's geometrical data;
Color - opens a dialog to modify actor's color;
Render - opens a dialog to modify actor's rendering mode;
Material - opens a dialog to modify actor's material settings.
Fold/Unfold - enabled only if a reference system is selected; it toggles the tree representation corresponding to the system between collapsed and expanded state.
Clear - removes the current tree selection (a reference system is recursively removed).
Show Parts - opens the parts window for the current tree selection.
Add Part > if the current tree selection has no attributes associated, opens a dialog to add a new part for the actor selected; otherwise, a submenu with the following choices is presented:
Geometry - opens a dialog to add a geometrical part;
Color - opens a dialog to add a color part;
Render - opens a dialog to add a rendering part;
Material - opens a dialog to add a material part.
Edit Part - opens a dialog to modify the currently selected part in the parts window.
Remove Part - deletes the currently selected part.


Window Reference

Tree


In this window you can see the hierarchical relations between the actors in your scene.
The picture shows special actors (camera, background and rooT reference system), which are always present, and some user defined actors.
You can see that the current tree selection is framed with a black rectangle (in this example, 'Sphere' is selected).
The active reference system (in which new actors are dropped) is that containing the current selection, and its name is shown in italic style (in this example, 'rooT').
On the right, you can see a folded reference system ('coordSys'): note the different icon, suggesting that the system contains some objects temporarily obscured.
Some shortcuts available in this window are:
- double-clicking an actor is equivalent to perform the Modify (> Geometry when applicable) command from Actor menu;
- shift-double-clicking an actor is equivalent to select the Modify > Attributes command from Actor menu;
- option-double-clicking an actor is equivalent to select the Show Parts command from Actor menu.
Closing this window is equivalent to select the Close command from the File menu.


Stage


These two windows should help you in setting the scene of your movie. The Stage window can show a single instant or two distinct instants (see below) with a wireframe rendering.
The 'stageC' window (on the right) lets you set values for the position of the stage view camera (top-left three numeric input fields) and the point to which the camera aims to (top-right three fields), expressed in xyz cartesian coordinate, plus the focal length of the camera ('focal' input field);
If you want to see a single instant, the two values in 'T1' and 'T2' fields must be the same (this is accomplished by setting them manually, or by activating the 'Snap' button); in this case, the scene is rendered in a single color (currently blue).
If you want to compare two distinct instants (for example, to check the effect of a particular geometric part), you must set the two fields 'T1' and 'T2' to the values of interest; in this case, the T1 instant scene is drawn in dark-orange, the T2 scene in green, and the pieces not changed from T1 to T2 are drawn in yellow. In the above example, the pyramid on the left is drawn at instant 0.0 (orange) and at instant 1.0 (green); its base is yellow because it doesn't change in this interval.
In any case, the 'Stage' window (on the left) is updated by an explicit activation of the 'Apply' button.
Also note that objects in folded reference system aren't shown in the window, so you can easily hide objects currently not of interest.
The view camera is shown like a small segment, whose length is proportional to the focal length.
The light sources are shown like a circle (source) and a line joining the light with the point it aims to.
The coordinate systems are represented by three perpendicular dotted lines.

Attributes


Initial setting of attributes for new actors are controlled in this window.
The three top input fields are the RGB components of the actor (range 0-255); the color is shown in the rectangle on the left.
The 'Render' pop-up menu lets you select rendering type for the new actor.
The 'Material' pop-up menu lets you select from some predefined set of values for material attributes, that are put in the 'light coeff.' fields at the bottom; this fields are editable separately, if you want to customize material properties. Their meaning is:
'ambient' - portion of ambient light reflected from object surface (useful range: 0.0 - 1.0)
'diffuse' - set this to high values to simulate dull surfaces (useful range: 0.0 - 1.0)
'specular' - set this to high values to simulate shiny surfaces (useful range: 0.0 - 1.0)
'specExp' - set this to high values for sharp, focused specular highlight; set low for a broad, gentle falloff (useful range: 1.0 - 10.0)
As a rule of thumb, the sum of the first three values should be near 1.0.

Goto


In this window you can see the preview of a single frame of your movie.
The scrollbar at the bottom let you select the desired instant (it's shown under the 'time:' label, expressed in minute:second).
If the checkbox 'quick' is checked, the actors are rendered in wireframe mode, much faster: this is useful if you only want to check the general view.
The 'Go' button perform the effective rendering of the single frame.
The 'Vrml...' button lets you export the selected instant in a VRML file (1.0), viewable with a VR browser of your choice.


Part


This window shows the parts associated with a particular actor.
The line at the top shows in textual form the values of the parameters for the currently selected part.
Below that, a simple ruler shows the temporal extension of the parts (in seconds).
Every part is represented by a black segment; the selected part is framed with a black line.
The red dotted vertical line shows the current temporal extension of the movie (that is, the extension of the parts defined for the movie).
When the actor has geometrical data and other attributes associated, a green dotted horizontal line acts as separator for the different sections (geometry, color, render and material, in the order).

Setup


In this dialog, you set some general movie parameters, like frame width and height, the rate of frame per second, and the creator file type. The latter is used to associate your movie with a player application (default corresponds to Apple Movie Player).


Progress

This window is automatically presented to you when you are making a movie.
It provides you with a feedback on the mooving process, presenting information like current frame, its number, elapsed time from start and expected time for completion.
During the process, you cannot use your Mac in any other activity, but you are pleased by the presence of an old classic watch cursor.



Actors Reference

This section explains the parameters presented in dialogs in order to modify the initial settings of the actors and to set their parts.

View Camera
This is a special actor: you cannot delete it.
The attributes are:
position - XYZ coordinate of the camera;
point to: - XYZ coordinate of the point you want to look at;
pan - rotation (in degrees) of camera about Z axis;
tilt - rotation of camera about X axis;
focal - focal length of the camera (0.035 = 35 mm).
Note that a change in position and point to: fields causes pan and tilt to be recalculated accordingly, and viceversa, so you could choose which way you prefer. All XYZ coordinates are defined in rooT system.

Background
This is a special actor: you cannot delete it.
The attributes are:
red, green, blue - RGB components of desired background color for the scene (range 0-255).

Reference System
'rooT' is a special actor: you cannot delete nor modify it.
The attributes of the user defined system are:
origin - XYZ coordinate of the reference system's origin;
rotate - angle of rotation about X, Y, Z axis.

Sphere
The attributes are:
center - XYZ coordinate of the center of the sphere;
ray - sphere's ray;
subdivisions - used in wireframe and flat rendering, to segment the sphere in facets.

Parallelepiped
For this solid, you must define 4 points (XYZ), representing four vertices that uniquely identify the parallelepiped (see figure).

Note that the coordinate of the three sides are given relative to the origin (P1 in the figure).

Prism family (prism, pyramid, trunc pyramid, cylinder, cone, trunc cone)
All these solids share a common set of geometrical attributes.
base - XYZ coordinate of the center of bottom base;
top - XYZ coordinate of the center of top base (for prism, cylinder and trunc solids) or of top vertex (for cone and pyramid);
ray - ray of the circunscribed circle of bottom base;
sides - number of lateral sides for faceted solids: for cone and cylinder, it's used only in wireframe and flat rendering, to segment them;
plane - plane in which bottom and top base lie;
t/b ratio - present only for trunc solids: represents the ratio between top-base and bottom-base ray.

Light
The attributes are:
type - you choose from point, parallel (directional) and spot;
position - XYZ coordinate of the light;
direction - XYZ coordinate of the point to what the light aims (not meaningful for point light);
intensity - illumination power;
angle - opening angle of flaps for spot type.
Note that for a light, setting its rendering type to invisible is equivalent to turning it off.


Bugs & Limitations

This list doesn't pretend to be exhaustive; it merely points out the more evident facts, and it's given in order to avoid dissatisfied customers.

- Synth MooVier user interface is far from friendly: input methods are numerical, and to achieve good results you should adapt yourself to the application's "philosophy".
- Performance are less than optimal; currently, the application doesn't require an FPU, nor it takes advantage of it, if present.
- There is no online-help; Undo is not supported.
- Import capabilities are absent, and export is limited to VRML.
- The rendering algorithm fails in presence of compenetrating objects (the results in this case should be unpredictable; actually, they are predictable, because you can anticipate they'll be wrong). When you see strange effects (like a frontmost solid drawn behind the others), double check your scene to be sure that none of the actors compenetrates each other.
- The clipping method is not very accurate, and objects partially visible in the scene can be (under particular conditions) totally ignored from the render engine.
- The ratio of the camera view plane is fixed (4:3), so you should keep frame dimensions with the same ratio, otherwise the objects will appear distorted.
- A maximum of 16 light sources is considered during rendering.
- A maximum of 256 actors can be present in the scene.

Here are some wise tips:
- Sphere objects are time consuming: use them only when needed (well, I'm speaking from my point of view - LC 68020; perhaps this is not an issue to you).
- The more lights you use, the more time you need to render a frame (with Phong rendering, this fact is more apparent); spot lights are especially expensive.


Future Plans

This application is the result of an amatorial effort. Though I enjoy very much programming (especially on Macintosh), I can dedicate to this activity only my (very limited) spare time.
Anyway, these are the points of possible future improvements:



*Historical Note: this version (2.0) has been developed on a very-low-end machine (original LC 4/40 with VRam expanded to 512kb, 12" RGB, Think Pascal 4.0) for marketing reasons (that is, the author hadn't enough money to leverage this configuration). Hoping to fix this thank to fall rebates. End of note.


Acknowledgments

A big thank to my family, whose patience has permitted this work. Thanks you, Lucia, Michela, Simona, Daniele and Giacomo (ordered by age).
Special credit is due to Roberto Leonardi, whose kind observations had convinced me to enhance this application from the primitive 1.0 status to 1.5.
Thank you, Fred, for introducing me to the world of ftp in the late 1993.
I'd like to mention also Marco Piovanelli, whose MModal Pascal unit saved me a lot of time, and Yves Piguet, whose clip2gif helped in producing the document you're reading.


The Author

Synth MooVier has been developed by Marco Bonasoro, an italian programmer.
Marco is 30 years old, has a degree in Computer Science from Milan University, and his thesis was a sort of 'ante litteram' work on Virtual Reality.
He works in a research center, where his activities encompass anything that involves a keyboard and a mouse, like C programming on UNIX-Motif workstations, VB programming on (urgh!) Wintel machines, and FORTRAN programming on VMS.
One notable exception to the above statement is the lack of Macintosh, but Marco addresses this point at home, especially in the interval from the 9:30 pm (this is when he usually manages to bring to bed Michela, Simona, Daniele and Giacomo, respectively 7, 6, 4 and 3 years old) to the 10:30 pm (when he usually no longer manages to keep an eye open, and his wife Lucia brings him to bed :-).
His address is:

Marco Bonasoro
via Pertini, 24
20097 San Donato Milanese (MI)
ITALY

e-mail: marco@risc10.cise.it


Suggestions, bug reporting and notes will be welcome.


Legal Stuff

Permission to copy and distribute this software is hereby granted, as long as the following conditions are met:
1) the application must be distributed free of charge, or at the sole transmission or duplication cost;
2) the package must be distributed in its entirety, with no modification and with all documents annexed;
3) you may include the Software on a CD-ROM or floppy collection, provided that a complimentary copy is sent to the Author.

PLEASE READ THIS LICENSE CAREFULLY BEFORE USING THIS SOFTWARE. BY USING THE SOFTWARE, YOU ARE AGREEING TO BE BOUND BY THE TERMS OF THIS LICENSE.

SOFTWARE LICENSE

You expressly acknowledge and agree that use of the Software is at your sole risk. The Software and the related documentation are provided "AS IS" and without warranty of any kind, express or implied, including, but not limited to, the implied warranties of merchantability and fitness for a particular purpose.
Under no circumstances including negligence, shall the Author be liable for any incidental, special or consequential damages that result from the use or inability to use the software or related documentation, even if advised of the possibility of such damages. □□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□l□□□l□□2***T……õ******T……õ***□User Manual.htmll□□□PartSITx□□□PartSITx□□□□□□□□□□□□□□□□□□□□□□□ョ6^L□□□□□□□杁TTTTTTTT……………………………………………□□□□□␤˜□⇥˜□□ケ0ョ@□ü□□□□ェ□□alis□□:ICN#□□Ficl4□□Ricl8□□^ics#□□jics4□□vics8□□□‚□□□□□□□□0ù□ソケ……□□□□□h□□□□□□)□□□ú□T□□□□脊□□脊□□□□□□⇥□□□Geneva□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□HH□□□□□ð□@…ñ…î□ □Rc□□(□ü□□□□□h□h□□□□□ー□@□□□□d□□□□□□□□□□□□'□□□□□□□□□□□□□□□□□□□□□□□□□□□□…オ…ヲ□-□š□□□□□□□□□□□□□□□□□□□□⇥□□□Monaco□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□l□□□l□□22オ4□□□□□□2□BBSR□□␤□P……□□□□2ウタ□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□