Copyright: Copyright 1997 Cosmigo


Contents
Pro Motion V3.0 32

What is "Pro Motion", and what can it offer?

The Screen

The Menuline

   File

   Brush

   Mode

   Frame

   Animation

   Colors

   Stencil

   Clipboard

   Plugins

   Options

   Help

Important Hints and Shortcuts

Samples step by step...

a jumping ball

a flying text in 3d

How can i ...?

Installation und use of plugins

Technical Informations

Shortcuts


What is "Pro Motion"
What is "Pro Motion", and what can it offer?

Did you ever want to...

improve your WWW-Homepage using Animations and Images, but you don´t have suitable software ?

create your own games but you lack of a flexible and easy to use spritedesigner ?

paint your own animated cursors for Windows 95, but you don´t know how to do ?

Then "Pro Motion" is just the right solution for you.

"Pro Motion" is a painting-program for animations. It has lots of functions that support  painting or creating animations.

Features:

* up to 999 images, each can have its own colortable of up to 256 colors,

with a screen refresh rate of 60 images per second and even more

* images up to a size of 5000*5000 pixels (maximum width/height of 16384 pixels)

* animations with different delays between frames,

ideal for displaying images step by step for presentation graphics

* a lighttable, with which you can lay several images/animations upon another to draw

animation-steps perfectly

* 64-times Undo/Redo

* AntiAlias-Function

* free defineable Drawing-masks

* animated Brushes

* a Keyframer, which helps you creating 3d-Animations based upon a 2d-image

* special effects like mosaic, fade in/over/out or palette-animations

* 22 different painting methods like smoothing, colorcycling, embossing,

brighten, darken ...

* 7 different filling methods for color shading

* 2 dither-methods to increase color depth

* a simple plugin-interface to expand prgram functions

* Autodesk´s FLI/FLC-support

* GIF89a-Export-Plugin (registered version)

* a simple file format for sprite-grafics, ideal for game developers

* allows creation of animated cursor-files for Windows 95


the screen
for help click on a screen-element...


The menu "File"

NEW

opens a dialogbox for creating a new animation

LOAD IMAGE

load an image file

SAVE IMAGE

save an image file with last used filename

SAVE IMAGE AS

save an image file with another filename

LOAD ANIMATION

load an animation file

SAVE ANIMATION

save an animation file with last used filename

SAVE ANIMATION AS

save an animation file with another filename

PAGE SETUP

shows the standard Windows-dialogbox for printer page setup

PRINT

shows the print dialogbox for printing a range of images

PREFERENCES

shows a dialogbox where several preferences can be changed

EXIT

exits program


The menu "Brush"

RESTORE

with "Restore" you undo the last operation that modified the brush

RESIZE

with "Resize" you can change the size of the current brush

usage:

"click and drag method"

GRIP

Grip is the brushgrip, which can have the positions

TOP LEFT

CENTER

LOWER RIGHT

relative to the brush

ROTATE

rotates current brush

90° CCW 	=90° counter clockwise

90° CW	=90° clockwise

180°

FREE	=freehand

usage:

"click and drag method"

BEND, SHEAR, MIRROR

bends, shears, mirrors current brush

HORIZONTAL

VERTICAL

bend/shear-usage:

"click and drag method"

HALVE, DOUBLE

halves, doubles brush´s size

X	=width

Y	=height

XY	=width and height

OUTLINE

outlines brush with current foregroundcolor

You can use this function together with colorcycling (menu "Mode") to outline brush step by step with the current gradient.

OUTLINE INVERT

outlines brush with current foregroundcolor. The brush´s "content" will be erased.

SHRINK

the opposite function of  "Outline". It reduces the brush by its outer pixel row.

MAKE SINGLE COLOR

makes brush using current foregroundcolor if it contains more than one color

ANIMBRUSH

SETTINGS

displays a dialogbox , where you can change the settings for the animated brush

NEXT FRAME

switches to next frame of the animated brush

PREVIOUS FRAME

switches to previous frame of the animated brush

FIRST FRAME

switches to first frame of the animated brush

LAST FRAME

switches to last frame of the animated brush

LOAD ANIMBRUSH

loads an animated brush

SAVE ANIMBRUSH

saves an animated brush

REMAP COLORS

converts brush´s colortable to image´s colortable, by finding best matching colors

CHANGE TRANSPARENT COLOR

opens a dialogbox, where you can change transparent color of  the brush

LOAD BRUSH, SAVE BRUSH

loads or saves brush as image file


The menu "Mode"

"Mode" indicates current painting mode, which is used when painting with brush or using primitives like line, rectangle, circle (filled, not filled).

PAINT

paints with current brush

BRIGHTEN

brightens image colors

DARKEN

darkens image colors

TINT

tints image colors with brush colors

SHIFT HUE

rotates hue of image colors

INC/DEC SATURATION

increments/decrements saturation of image colors

INVERT

inverts image colors using RGB-colormodel

DIFFERENCE

uses difference values between image and brush colors for painting

TRANSLUCENT

mixes image and brush colors

DITHER

paints using a dithered pattern

COLORCYCLE

uses colors of current gradient one after another

GRAY

reduces colors to gray levels

RUB THROUGH

when drawing with this mode, the image that resides in the "Spare Frame" (see Menu "Frame") becomes visible.

PAINT SINGLE COLOR

draws using current foreground color

SHADE

shifts image-colors which are part of the current gradient.

FILTER

HIGHPASS

increases brightness contrasts

SOFTEN

softens color contrasts

SOFTEN MORE

softens color contrasts more and creates a blur effect

LIGHT EDGES SE

emphasizes edges that are nearly parallel to south, east or south east direction

LIGHT EDGES NW

emphasizes edges that are nearly parallel to west, north or north west direction

EMBOSS I

puts dark colored areas into the background

EMBOSS II

puts light colored areas into the background

SET

opens a dialogbox, that lets you specify values for these painting modes


The menu "Frame"

Here are functions that refer to a single image of the animation.

CLEAR

clears current image by filling it with current background color

NEXT

switches to next image of the animation

PREVIOUS

switches to previous image of the animation

FIRST FRAME

switches to first image of the animation

LAST FRAME

switches to last image of the animation

RESIZE

shows a dialogbox where the current image can be resized. Does not work with animations!

COPY

shows a dialogbox , where you can copy an image to other ones

INSERT

inserts an image to current position

DELETE

deletes current image from the animation

SPARE FRAME

FRAME -> SPARE FRAME

copies current image to a spare frame

FRAME <- SPARE FRAME

copies spare frame to current image

FRAME <-> SPARE FRAME

swaps spare frame with current image

SCROLL

LEFT

scrolls image one pixel to the left

RIGHT

scrolls image one pixel to the right

UP

scrolls image one pixel upwards

DOWN

scrolls image one pixel downwards

BACKGROUND FIXED

if you switch this function on, then the current image will be saved to memory.

When now using background color for painting then this image is restored instead of painting with background color. You can not use this function together with the lighttable.

REMAP COLORS

adapts all colors of the current image to their current color table if this color table has been changed. Windows-system colors (0-9, 246-255) are not used.

REMAP COLORS INCL. SYSTEM

adapts all colors of the current image to their current color table if this color table has been changed. Windows-system colors (0-9, 246-255) are used too.

LOAD/SAVE

loads/saves an image from/to disk


The  menu "Animation"

In this menu you find functions that refer to a sequence of images.

PLAY FOWARD

plays the choosen image sequence one time forward

PLAY BACKWARD

plays the choosen image sequence one time backward

PING PONG

plays the choosen image sequence endless foward and backward

LOOP FORWARD

plays the choosen image sequence forward as a loop

LOOP BACKWARD

plays the choosen image sequence backward as a loop

STOP

stops playing of animation

NUMBER OF FRAMES

shows a dialogbox, that lets you specify the number of images of the animation

CREATE ANIMATION

shows a dialogbox, that lets you create animations in 3d-space

EFFECTS

shows a dialogbox, that lets you apply several effects on your animation

REMAP COLORS

adapts all colors of all images to their current color table if this color table has been changed. Windows-system colors (0-9, 246-255) are not used.

REMAP COLORS INCL. SYSTEM

adapts all colors of all images to their current color table if this color table has been changed. Windows-system colors (0-9, 246-255) are used too.

LIGHTTABLE

ADJUST LIGHTTABLE

shows a dialogbox, where you can set up adjustments for the lighttable

LIGHTTABLE ON

switches lighttable on/off

MELT FRAMES

shows a dialogbox, which lets you specify images that shall be combined with images shown by the lighttable

LOAD ANIMATION

loads an animation from disk

LOAD ANIMATION TO POSITION

shows a dialogbox, which lets you load an animation to a special position within the current animation

LOAD AS SINGLE IMAGES

shows a dialogbox, that allows you to load a couple of images as an animation.

APPEND ANIMATION

loads an animation from disk and appends it to the last image of current animation if the image sizes of the new animation are smaller or equal to the current image sizes.

SAVE CLIPPED ANIMATION

shows a dialogbox, where you can save a part of the current animation

SAVE ANIMATION SINGLE IMAGES

shows a dialogbox , that lets you save a part of the animation as single images

SAVE ANIMATION

saves whole animation to disk


The menu "Colors"

This menu contains functions for work with colortables and gradients.

EDIT PALETTE

shows a dialogbox , where you can change single palette colors

EDIT CURRENT GRADIENT

shows a dialogbox, where you can change the currently selected gradient

SORT PALETTE BY COLOR

tries to sort the colors in the palette starting with white.

After this function you should use the "Remap"-funktion

RESET TO DEFAULT

resets the palette to standard colors

REMOVE UNUSED COLORS

removes all colors from the color table which don´t appear in the image. This is done by setting these colors to black.

REDUCE COLORS

shows a dialogbox that allows you to reduce the number of colors used by an image

IMPORT COLORS FROM BRUSH

copies as much as possible colors from current brush to the current image´s color-table.

ONE PALETTE

shows a dialogbox that allows you to make a range of images using the same color table.

GET PALETTE FROM BRUSH

copies the brush color table to the current frame

COPY PALETTE

shows a dialogbox , where you can copy a range of the current palette colors to other frame´s palettes

LOAD PALETTE

loads a color table file

SAVE PALETTE

saves a color table file


The menu "Clipboard"

With these functions you can transfer single images from and to other applications using the Windows Clipboard.

PUT  FRAME TO CLIPBOARD

copies current image to Windows Clipboard.

GET FRAME FROM CLIPBOARD

reads an image from the Windows Clipboard.

(this function is only available if the clipboard contains a 256 color image!)

PUT  BRUSH TO CLIPBOARD

copies current brush to Windows Clipboard.

GET BRUSH FROM CLIPBOARD

reads an image from the Windows Clipboard and uses this as brush.

(this function is only available if the clipboard contains a 256 color image!) Use "remap colors" from the "Brush"-menu  or "get palette from brush" from the "Colors"-menu if the color tables between brush and current image are different.

Color "0" is assumed as transparent.


The menu "Stencil"

This menu contains functions for painting with a stencil.

STENCIL ON

switches  stencil on/off

MAKE STENCIL

shows a dialogbox , where you can specify the stencil

LOAD STENCIL

loads a stencil file from disk

SAVE STENCIL

saves a stencil file to disk


The menu "Plugins"

This menu shows installed plugins. You can start them by clicking on the plugin-name.

IMPORT

contains plugins that import grafics of other formats than yet supported.

EXPORT

contains plugins, that can save an animation to other formats than yet supported.

MANIPULATION

contains plugins that can modify animations or images.


The menu "Options"

With this menu you can specify which windows are visible and you can adjust the zoomgrid.

ZOOMGRID

ADJUST ZOOMGRID

shows a dialogbox , where you can change visibleness and color of the zoomgrid

SHOW  ZOOMGRID

switches zoomgrid on/off

ARRANGE WINDOWS

sarranges all visible windows side by side and resizes them.

There are two different methods of arranging, depending on where the toolbox resides. If it´s on the right halve of the main window it will be placed on the right border and the magnify window to its left side...

If it´s on the left halve of the main window it will be placed on the left border and the magnify window to its right side...

SHOW TOOLBOX

switches toolpanel on/off

SHOW ANIMATIONFRAME

switches animationframe on/off

SHOW INFOPANEL

switches information panel (colors/sizes/positions) on/off

SHOW CONTROLPANEL

switches control panel for animation on/off

SHOW PALETTE

switches a palette-window on/off, to make color changes easy

SHOW BRUSCONTAINER

blendet den Pinselcontainer ein/aus

SCREEN SYNCHRONISATION

when this option is activated each animation frame is synchronized to the display.

This is important when the program is runned under a desktop color depth of 8bits and frames have different palettes to prevent color flickering.

2:1 ANIMATION DISPLAY

when this option is activated, an animation or an image in doubled size.

That´s handy if you want to create grafics that shall be used at a lower resolution (f.e. 320*200) .

ANIMATE MAGNIFY WINDOW

when this option is activated, the animation will be played only in the Magnify-Window (with current zoom mode).

AUTO REMAP IMAGE COLORS

if Windows is running under 256 colors, an image that is loaded it will be adapted to the new color palette (that must contain Windows´ system colors).

AUTO REMAP ANIMATION COLORS

if Windows is running under 256 colors, an animation that is loaded it will be adapted to the new color palette (that must contain Windows´ system colors).

EQUAL PALETTES

when the palette of the current frame is changed manually (gradient-calculation or changing of the color value of an palette index), the changes will be set to all frames within the selected range.

USE SPARE FRAME AS MASK

when this option is activated, the image in the "Spare Frame" (see Menu "Frame") is used as drawing mask

ANTIALIAS

when this option is activated, an AntiAlias-Filter is calculated over a drawn object. This function reduces "stairs" caused bei pixel-lines.

It can also be used when calculating an animation with the 3d-keyframer.


The menu "Help"

This manu contains the usual "Help"-functions for Online-Help.

CONTENTS

shows contents of helpfile

SEARCH

jumps to help-search engine

ABOUT

shows informations relating to the application


click and drag method
The click and drag method

Click with the left mousebutton on the image, keep this button down and move your mouse.


uniform color palette
Make images using one palette

"First Frame" / "Last Frame" defines the range of images that will be made to use an equal color palette.

"Use current Palette" takes the current color table an remaps all images to it.

"Calculate new Palette" bcreates a new palette out of all color tables of the selected range and remaps all selected images to this palette. When using this function you may also reduce the number of colors that will be used by entering this number at "Reduce number of colors to".


Settings for Anti-Aliasing

Choose of two different Anti-Aliasing-types. Type 1 has better results when drawing lines, circles etc. This type only works with brushes larger than one pixel.

Type 2 is better used for creating text. It is slightly scalable.


reduce colors
Reduction of used colors

"First Frame" / "Last Frame" defines the range of images where the colors are reduced.

"Number of colors" is the number of colors that may only be used at maximum by a single image.


change frame size
Change current framesize

"New Width" / "NewHeight" are the new image dimensions.

"Maintain Aspect Ratio" keeps current frames´s aspect ratio if you change a width/height-value.

"Image Top Left" resizes canvas and copies the image to top left position.

"Center Image" resizes canvas and copies the image to center position.

"Scale Image" resizes the whole image.


Preferences

"Center animation..." centers animation-widnow on thhe screen when the animation is played. After playing the previous window-position will be restored.

"Auto-resize..." resizes animation-window after loading an image/animation.

"Correct rectangular..." kcorrects the brushsize after creating as box-selection when the lockgrid is activated. The rightmost and bottommost pixelrow is removed.

"Use fps ..." uses the measurement unit "frames per secon" instead of milliseconds to describe delays between frames. If you use fps then all frames have the same delay.

"Auto-move ..." moves all windows of the application automatically when the main-window is moved.

"Import Image as..." keeps current animation-sizes when an image is loaded and imports it as frame.

"Set layer ..." sets layer-brightnesses of the lighttable-images to "0" when an animation is played.

"Switch lighttable..." switches lighttable off if an animation is played.

"Spacebar hides..." selects if the spacebar can hide/show certain windows. Choose the windows which shall be be affected.

"Anti-Aliasing..." lets you choose of two types of anti-aliasing. Algorithm 1 is better for drawing.

 Algorithm 2 has better results when drawing texts.

"Mousespeed" lets you use a different mousespeed that is only used with this application. If you switch to an other program the system-default is restored.

"Undo directory" is the directory where all undo-files are saved to. Please ensure that there is always enough disk space available (5MB, better 20MB).

"Default Palette" You may select a different default palette here.


project-buttons
These six buttons allow you to work with different projects. To delete a certain project click with the right mousebutton on the corresponding button.


onscreen Palette
This color palette makes selecting and changing certain colors easy.


brushcontainer
Use this brushcontainer to lay down/pick up several brushes.


drawing mask
Using a drawing mask

A drawing mask limits drawing to a selected area of the image.

Drawn objects will only be visible within the current mask, all other areas stay untouched.

You can define such a mask freely, that means it can be of any shape.

To use a mask draw it as an image and copy it to the "Spare Frame". A color (color table index) above "0" indicates the area that will be available for drawing, a value of  "0" the locked part of the mask.

The best would be if you used pure white and pure black (at color index 0). Then you can use the paint mode "invert" to invert a mask easily.

The mask can now be switched on in the menu "Options" .

A mask can also be used with a keyframer-calculation!


brushcontainer
The brushcontainer

You can put a brush into each of these nine fields by clicking the right mousebutton.

With your left mousebutton you can pick up a brush from a field.

This window is resizeable!


Palette Window

This window is for fast selecting and changing palette-colors.

With the left mousebutton you can select the current foreground color and with the right mousebutton the background color.

Doubleclicking on a color shows a  dialogbox, that can be used to change color values.

This window is resizeable.


Animated Brush

An animated brush in opposite to a normal brush can consist of several successive images, so it is an animation itself.

These images can be played automatically while drawing. When calculating an animation with the 3d-keyframer these frames will be played too, to create complex animations. For example you can calculate a ball jumping vertically, then you take this animation as an animated brush, now you can calculate an animation where this animated brush (jumping ball) moves from left to right. Now you have an animation where a ball jumps from left to right.

You can grab an animated brush only as a rectangle. To do this use the tool to get a brush as rectangle from the toolpanel . When you define the square region to be taken as brush hold the "alt"-key. Notice that you have to define the number of frames to be grabbed as a brush before you grab it (adjustments for an animated brush).

The animated brush will be built of the sequence of frames within the selected region starting with the current frame of the animation.

You can set the frames of an animated brush to an animation where each frame of the animated brush will be set to one frame within the animation after another. This can be achieved by pressing the "alt"-key during painting.


Load an Animation as single Images

With this dialogbox you can load an animation consisting of single images with one step.

Hold CTRL-Key and choose images from the list with your left mousebutton.

These images will be loaded in alphabetical order.

When "Use largest Image´s Size" is checked, the new animation will have the size (width/height) of the largest image selected. Otherwise the current size will be used.


Adjustments for animated brushes

"Frames to grab" selects the number of frames to be grabbed as an animated brush .

"Animate" chooses the direction an animated brush is played. Possible directions are backward, stop (no playing), forward and pingpong.

"Animation Step" selects how fast the animated brush is played (each, each second, each third  ... image)

"Current Frame" selects the current frame within the animated brush.


transparent brush color
The dialogbox for chnaging the transparent brush color

You can change the transparent brush color by using the scrollbar. Each of the 256 possible colors can be used as transparent.


HSV-color model
The HSV-color model

The HSV-color model defines a color using the three components:

Hue	 	(0-359°)with 	    0° 	red

120°	green

240°	blue

Saturation	(0-100)with	    0 	gray

100	full color

Value	(0-100) with	    0	dark

100	bright


RGB-color model
The RGB-color model

The RGB-color model defines a color with the three components:

Red 	(0-255)

Green	(0-255)

Blue	(0-255)

These values correspond with the brightness of each color type.


gradient
The gradient

A gradient is a range of colors defined within a color palette.

You can define a gradient by setting up a first and a last color index within the palette.

A gradient can for example be used to fill an area with a range of colors to create shading effects.


adjustments for painting modes
The dialogbox for paint mode adjustments

You can change the values for some painting modes.

Brighten	= brighten colors xx%

Darken                    	= darken colors xx%

Translucent	= mix colors (xx% of brush colors and (100-xx)% of image colors)

Inc/Dec Saturation	= increment, decrement image colors´ saturation xx%

Inc/Dec Hue	= increment, decrement image colors´ hue xx%

Dither                      	=selects a dither pattern to be used for painting


copy frame
The dialogbox for copying frames

This dialogbox allows you to copy a single image (or a range of images) onto other ones.

Select "Range of frames" to copy all images between "First frame" / "Last frame" to a given destination.

The "to frames" input filed specifies the destination frames. You can enter single numbers or ranges separated by a comma (f.e. 1-10,12,13).

The "...destination project" may be different from the current one.


The lighttable

The lighttable enables you to lay several frames one upon another.You can adjust, what frames are to be shown and at which brightness. The current frame is always shown at normal brightness.

You must select a certain color to be transparent. Instead of this color the frames specified for the lighttable are shown. It is very important to select the right color for background!

You can´t use lighttable together with the "background fixed"-function!


adjustments for the lighttable
The dialogbox for lighttable adjustments

"Layer" are the different levels on the lighttable. Where "1" is the upper image and "12" is the lowest one. For each of these levels you may select a certain "Project" where an image shall be taken from. With "Show" you can select which frame is to be shown. You may choose the "Spare Frame" (menu Frame) of this project or a regular "Frame".

"Position" specifies the position relative to the current frame-number. A value of "-1" shows the previous frame and "2" the next but one.

The scrollbar "Brightness" adjusts the brightness an image is displayed with.

The current frame of the animation is always displayed on top with normal brightness.

The lighttable can remains active when you start playing an animation (see preferences).

Please notice that if you select brightnesses<>0 the playing speed will be quite slow.

It is recommended to select automatic brightness control in the preferences.

The playing speed also slows down if the images shown by the lighttable have different color tables.


installation and use of plugins
Use of plugins

A "plugin" is a single program that is executed by "Pro Motion" and that has certain functions.

So plugins are extensions for the application. Hobby-programmers can extend this program by themselves.

"Pro Motion" offers a simple plugin-interface and can differ between three kinds of plugins:

1. IMPORT-Plugins

are programs that can read images or animations that use a fileformat that is not supported by the application.

2. EXPORT-Plugins

are the opposite type of plugins than the IMPORT-Plugins and can write out image or animation data to other fileformats than supported by the application.

1. MANIPULATION-Plugins

are programs that modify a single image or an animation and can be used to create special effects.


Adjustments for the zoomgrid

The upper scrollbar changes the color, the zoomgrid will be drawn with. You can use the colors 0-15. The other scrollbar defines the zoom level from which a grid will be shown.


Adjustments for the stencil

With your left mousebutton you can select/unselect a color for the stencil.

"Current" shows the color index under the mousecursor.

"Invert" inverts selected and not selected colors.

"Undo" makes all changes undone.

"Clear" clears the stencil and unselects all colors.

With "Get colors from image" you can pick up colors directly from the image.


stencil
The stencil

The stencil is a mask that is specified using color indexes. That means you can lock special colors for painting.

If you select the colors 10-20 into the stencil for example then you can not paint over these colors. If you create a new brush by selecting it from an image these colors will be left out.


change the color palette
The dialogbox for changing the color palette

With the left mousebutton you can select the foreground color index (white frame) and with the right mousebutton the background color index (black frame).

By doubleclicking on a color a dialogbox is shown where you can change the RGB- and HSV-values for this color.

"Foreground" shows the current color index and RGB-values for the foreground color.

"Background" shows the current color index and RGB-values for the background color.

"Current" shows the color index under the mousecursor.

"Copy" copies the RGB-values of the foreground color index to the backgroud color index.

"Swap" swaps the RGB-values of the foreground color index with the backgroud color values.

"Invert" inverts the RGB-values of current foreground color.

"Gray" transforms current foreground color to gray scale.

"Undo" makes last changes undone.

"Ramp" calculates a smooth gradient from foreground to background color.

"Rampmode" selects a color space for ramping (HSV, RGB).

"To Gradients" switches to Gradient-Window ein.


Changing a gradient

The current gradient is displayed by a white frame around each color that belongs to it.

With "Shift+left mousebutton" you can select the first and with "Shift+right mousebutton" the last color index of the gradient.

The gradient is shown below the color table.

"Ramp" calculates a smooth ramp between the first color and the last color within the gradient. With the right mousebutton you can set a color within the gradient to be included in the ramp calculation. These colors will be signed with a red frame around them.

"Rampmode" defines wether the calculation is made using the RGB- or HSV-color model.

By doubleclicking on a color you can change the color values.

"Flip" swaps gradients first and last color index.

"Copy to" or "Swap with" allows you to copy the current gradient to another position or to swap with an other range of colors.

"Undo" makes all changes undone.

"First Index" and "Last Index" show the gradient´s first and last color.

"Current" shows the color index currently under the mousecursor.


copy palette
Copy a palette to other frames

You can copy ranges from within the current color table to an other position into the same table or other ones.

"First Color" and "Last Color" define the first and the last color index of the range to be copied. "First Destination Color" is the color index the range will be copied to.

The "to frames" input field contains the destination palettes. You can enter single frame numbers or ranges separeted by commas.

You may also select a different "destination project".

Example:

You want to copy colors 16-31 of the current color palette to colors 64-79 of the palettes 1,3 and 5-10.

"First Color": 16	"Last Color": 31

"First Destination Color": 64

"to frames": 1,3,5-10


change color values
Dialogbox for changing color values

The scrollbars correspond with the input fields. The upper three fields define values for the RGB-color model and the lower three scrollbars for the HSV-color model .

In addition you can select a color from the color range displayed at the bottom.

The selected color is displayed in the upper right corner.

"Auto update" applies color-changes directly to the image.


Changing number of frames

If you increase the number of frames then the corresponding number of frames will be appended at the current animation and the last frame is copied onto the new ones.

If you decrease the number of frames then the corresponding number of frames will be truncated from the end of the current animation.


effects
Generating effects

"First Frame" and "Last Frame" define the range of frames that the effect will be applied to.

"Copy Frames" copies a frame to all frames within this range (The "First Frame" is copied when using : fade out, mosaic out, cycle palette b/f ; the "Last Frame" is copied when using : fade in, mosaic in).

That is useful if you want to fade out a single image using 10 frames. Then the image will be automatically copied to all other frames and the fading will be calculated.

If you want to fade out an animation sequence that does not contain same image data then you must switch off "Copy Frames" so that the fading is calculated on the current image data of each frame.

The effects:

"Fade In"

Fades an image in by brightening the palette colors.

(recommended number of frames: 10-20)

"Fade Out"

Fades an image out by darkening the palette colors.

(recommended number of frames: 10-20)

"Fade Over"

Fades an image into an other one. These two frames must use the same palette! (use "One Palette" from menu "Animation")

(recommended number of frames: 15-20)

"Grow"

The "Last Frame" - image grows out of the "First Frame"- image as a box that is centered. Both images must use the same palette! (use "One Palette" from menu "Animation")

"Mosaic in/out"

The last/first image is subdivided into squares that become smaller/larger.

The maximum size of these squares is defined under "Mosaicsize" (will be shown when one of these effects is selected)

"Cycle Palette forward/backward"

With "First Color"/"Last Color" (will be shown when one of these effects is selected) you define a color range within the palette that is to be cycled. This effect only makes sense if all frames use the same colors in this range of palette color indexes.


Melt frames with lighttable

The frames between "Start" and "End" will be combined with the frames illuminated by the lighttable.

After finishing this operation the images will look like the lighttable was still switched on.

You can use this function for example to add a background image to an animation.

This can be achieved by copying the image to the spare page and by switching the lighttable on, where it is adjusted that only the spare page is illuminated (with normal brightness).

Now you can define the range of frames that shall have this image as background and start melting.

The background image should have the same color table as the frames of the animation.


load an animation to given position
Load an animation to position

"Top left X" and "Top left Y" define a point within a frame where the animation will be loaded to.

"First Frame" is the frame number where the first frame of the new animation will be loaded to.


Save a clipped animation

"Top left X", "Top left Y", "Bottom right X" and "Bottom right Y" define a square region that is to be saved as animation.

"First Frame" and "Last Frame" define the range of frames to be saved as animation.


Save animation as single images

"First Frame" and "Last Frame" define the range of frames to be saved.

At "Filename Prefix" you can enter a name for use as a filename prefix. The images will be saved in numbered order (i.e. img001.pcx, img002.pcx ...).


Creating animations in 3d-space

This dialogbox is used to create animations using the current brush image.

You can define two keyframes.

"Frame" is the frame number of the (first/second) keyframe within the animation sequence.

"First Position" and "First Rotation" define the 3d-coordinates and the rotation position of the brush that are to be used as first keyframe data.

"Last Position" and "Last Rotation" are used for the second keyframe in the same way.

The position coordinates are relative to the brush´s center.

Click on one of the two preview-images to jump into interactive brush-movement.

The rotation values relate to the "Brush-Rotation-Grip" that is the brush´s center by default.

You can see the look of these keyframes in the corresponding images.

The brush is displayed as a rectangle of corresponging size and the brush´s edges on the right and at the top are white for displaying the brush´s direction.

The images will be calculated using perspective view. The positive z-axis is defined into the screen depth.

So the brush gets smaller with increasing z-position. The center of the co-ordinate system

(0,0,0) is in the middle of the image.

"Preview" can be used to see the animation as wired preview.

"Clear Frames" erases all frames of the animation before calculation.

"Trace" copies the previous frame to the current frame to be calculated, to create a trace of the brush movement.

"Spare Frame as Background" uses the "Spare Frame" (see Menu Frame) as background for each frame.

"Brush Rotation Grip" selects the point within the brush relative to its center, where it should be rotated.

"linear", "accelerate" and "decelerate" define the kind of movement.

"Cycle" calculates an animation, that can be played as loop. If the first frame and the last frame are identical, an animation jerks a bit, this can be removed with "cycle". The last frame will be calculated that it has a smooth passage to the first frame.

The "C"-buttons set the corresponging input fields to "0".

The "B"-buttons can be used to put the last position, where the brush was drawn, into the corresponding edit fields.

"Make Animation" calculates the animation finally.

"Frames Modulo..." calculates an animation that has the given number of frames.

That means, that an animation, which is f.e. 40 frames long, will be calculated into 20 frames when using "...Modulo: 20". To do this the 21st frame will be calculated into the first frame (relative to the frame number selected as "first frame") and so forth.

Three small examples:

Assumptions:	 	-the animation has width and height of 128 pixels

-you have created a brush that is 32*32 pixels in size

-"First Frame" has a value of  "1" and "Last Frame"

a value of  "30"

1. We simply want to move the brush from the left screen border to the right border.

* erase all position values using "C"-buttons

* enter the co-ordinates Z=0, X= - 64, Y=0 as positions for the first keyframe

* enter the co-ordinates Z=0, X= + 64, Y=0 as positions for the second keyframe

* that´s all, now you can view the animation by using the "Preview"-button

* try out "accelerate", "decelerate", "linear"

* with "Make Animation" you can finally calculate the animation

2. Now we want to let fly up an image from the depth.

* erase all position values using "C"-buttons

* enter the co-ordinates Z=2000, X=0, Y=0 as positions for the first keyframe

* that´s all, now you can view the animation by using the "Preview"-button

* try out "accelerate", "decelerate", "linear"

* with "Make Animation" you can finally calculate the animation

3. Now we want to let fly up an image from the depth and rotate it around the X-axis.

* keep the position values from 2.

* enter the values Z=0, X=360, Y=0 as rotation for the first keyframe

* that´s all, now you can view the animation by using the "Preview"-button

* try out "accelerate", "decelerate", "linear"

* with "Make Animation" you can finally calculate the animation


interactive brush position/rotation
Interactive bruhs-rotationing/positioning in 3d-space

Choose between "Rotation" and "Position" to apply changes to the current brush.

Click on the image and move your mouse to change brush´s position or rotation.

What kind of values are to be changed with mousemovement can be selected with "Mousecontrol".


new animation
Creating a new animation

You can specify the width, height and number of frames for the new animation.


The toolpanel

The different tools: (shortcuts)

"predefined brush shapes" ("." for single pixel)

With the left mousebutton you can choose one of these shapes.

The upper three brushes are rectangles, the lower ones are circles.

With the right mousebutton you can resize the current brush (same function as in "Brush"-menu).

Painting tools:

All Painting tools work the same way. With the left mousebutton you use foreground (or the selected paint mode from menu "Mode") and with the right mousebutton the background color.

Tools that create an object (circle, rectangle, line) use the click- and drag method and the sizes are shown under "Objectsize" on the upper screen.

"paint dotted" ("S")

This tool paints single brush dots.

"paint continous" ("D")

Paints continous using current brush.

"draw a line" ("V")

Draws a simple line with the current adjustment for lines. Use the right mousebutton on this symbol to change them.

* If you click on this line-symbol twice you get a little tool-panel where you can select different line-types (straight line, polygon, filled polygon, curve)

"polygon"

Depending if you start with left or right mousebutton the current fore- or backgroundcolor is used for drawing. The respectivly other button quits drawing.

"filled polygon"

Start with any mousebutton (left/right) to draw the polygon. To fill te polygon you must either close it (first point=last point) or click the opposite mousebutton you started drawing.

Then a line appears staring at the center of the polygon which is used to give a gradient-direction for filling. Clicking left mousebutton fills the polygon.

You may cancel the operation with ESC.

"Kurve"

Works like normal line. At the end you only have to set a third point to bend the line.

"spray can"

This tool simulates spraying color using a spray can. Use the right mousebutton on this symbol to change the settings for size and pressure.

"draw a rectangle" ("R")

Draws a rectangle using current brush. Use the right mousebutton on this symbol to change the adjustments for lines.

By pressing ALT you can change between rectangle and square.

"draw a filled rectangle" ("Shift+R")

Draws a filled rectangle using current paint mode and current filling mode for objects.

Use the right mousebutton on this symbol to change the filling mode.

By pressing ALT you can change between rectangle and square.

"draw a circle" ("C")

Draws a circle using current brush. Use the right mousebutton on this symbol to change the adjustments for lines.

By pressing ALT you can change between oval and circle.

"draw a filled circle" ("Shift+C")

Draws a filled circle using current paint mode and current filling mode for objects.

Use the right mousebutton on this symbol to change the filling mode.

By pressing ALT you can change between oval and circle.

Brush tools:

"get a brush image as rectangle" ("B")

With your left mousebutton you can define a square area within a frame to take as new brush. The current background color will be invisible. Hold down "Alt"-key if you want to create an animated brush.

Right Mousebutton cuts a brush out of the image.

"get a brush image freehand" ("Shift+B")

With your left mousebutton you can define a region freehand within a frame to take as new brush. The current background color will be invisible.

Right Mousebutton cuts a brush out of the image.

* If you click on this symbol twice you´ll get a little tool-palette where you can choose of different selection types (freehand, polygon).

"polygon"

With this mode you may create a brush using a polygon-lines.

If you start this operation with the right mousebutton, then the brush is cutted off the image.

The operation can be finished by closing the polygon (first point=last point) or by clicking the respectively opposite mousebutton you started with.

You may cancel the operation with ESC.

Other tools:

"fill an area with color shape" ("F; "Shift+F" for settings")

You can fill an area using current gradient gradient, foreground or background color. You can select the filling method by clicking with the right mousebutton on this symbol.

"zoom image" ("M")

This tool can zoom/unzoom an image within the magnify-window. Use left or right mousebutton on this window to zoom/unzoom.

"lockgrid on/off" ("G")

The lockgrid is a kind of raster the brush uses for positioning. That means that a brush can only move on the crossing points defined by this grid. To change the sizes of this grid use the right mousebutton on this symbol.

"lighttable on/off" ("L")

Switches lighttable on/off. Use the right mousebutton on this symbol to adjust lighttable.

"clear a range of frames"

You can clear simply one frame by filling it with current background color or you can set up a range of frames to be cleared. Use the right mousebutton to change this range.

"Text erzeugen" ("T")

Shows a dialogbox , that lets you create a brush containing text.

"Undo" ("U")

Undo can go up to 64 paint steps backward.

"Redo" ("Shift+U")

Redoes the steps that have been made undone by the Undo-function.

"Stencil on/off" ("Shift+S")

Switches current stencil on/off.

"Anti-Aliasing on/off" ("Alt+A")

Switches current Anti-Alias mode on/off.

"Pipette" (",")

The pipette tool is for picking up colors from an image. With the left mousebutton the foreground and with the right mousebutton the background color is picked up.

"fix background"

This tool is identical with the "Background fixed"-function of the "Frame"-menu.

"zoom level" ("+", "-")

Shows the current zoom-factor for the magnify-window.


Adjustments for lines

"Continous" draws all lines continous.

"Every Nth Pixel" draws a brush dot every Nth pixel.

"N total Dots" draws a line that contains exactly N brush dots.


Adjustments for spray can

"Radius" defines the radius of the spray cone.

"Pressure" defines the amount of color to be used.


Adjustments for filled objects

"Single Color" fills the object (Circle, Rectangle) with current foreground or background color.

"Brush Pattern" fills object with brush as a pattern where the brush image is drawn side by side.

"Brush Wrap" fills object with brush as a pattern where the brush image is fitted into the object.


Adjustments for color filling

"Solid Color" fills an area with current foreground/background color.

"Circular Gradient" uses current selected gradient to create a circular color shade.

"Horizontal Gradient" creates a horizontal color shade using current gradient.

"Vertical Gradient" creates a vertical color shade using current gradient.

"Linear Gradient" creates a color shade along a line defined with the click and drag method .

"Horizontal Line Contour Gradient" creates a horizontal color shade using current gradient where the shade is adapted to each horizontal pixel-line.

"Vertical Line Contour Gradient" creates a vertical color shade using current gradient where the shade is adapted to each vertical pixel-line.

"Contour Gradient" creates a color shade using the current gradient that is adapted to the shape of the area to be filled.

"ordered dithering" increases color depth bei mixing neighbouring colors in an ordered way.

"random dithering" increases color depth bei mixing neighbouring colors randomly.


Adjustments for the lockgrid

"X-Step" defines width and "Y-Step" defines height of a grid cell.

"Align Left" and "Align Top" define horizontal and vertical pixel alignment of the lockgrid.

"Get from Brush" takes the positions where the brush was drawn the last time and puts them into these edit fields.


Adjustments for clearing frames

A frame will be cleared by filling it with current background color.

"Current Frame" only erases current frame.

"All Frames" erases all images in the animation.

"Clear from ... to ..." defines a range of frames to be cleared.


Creating a textbrush

In the white field you can enter a text you want to create.

With "New Font" you can select a new font.

"Clear Text" erases the text field.

You can resize the Window to enter large texts.


color selecting table
Click with your left mousebutton to select a color as foreground color and with the right mousebutton to select a background color.

The arrows to the right are for scrolling through the palette.


gradient selecting table
The current selected gradient is shown here. You can select a foreground or background color by clicking on it with the left or right mousebutton.

The scrollbar below below the gradient can be used for switching between the 16 different gradients which you can define freely.

The button on the right (below the gradient) is for flipping the gradient´s direction.


current color
Shows the current color that is under the mousecursor:

"color index/Red/Green/Blue"


fore- and background color
The current foreground and background colors are shown here. The little button swaps foreground with background color.


positions und sizes
The left list shows the size of the following ojecs:

1: width/heigth/image-count of current brush

2: size of an area created using click and drag method. This shows for example the size of a rectangle/line when it is created.

3: size of current animation/image.

The right list shows current positions (upper left, center, lower right) of created objects (rectangle, line...) or of the current brush.


the magnify window
Within this window you can paint. You can also zoom the image in this window, where the size of the original image is multiplied with the zoom level. In addition a zoomgrid can be displayed to help drawing and positioning.


the animation frame
This window shows the current image in its original size and is also used to show a playing animation.

You can also paint within this window.


control panel
These components are for playing an animation.

They have the following functions (f.l.t.r):

1. first frame of range to be played.

2. scrollbar for frame-position

3. last frame of range to be played.

4. loop backward

5. stop

6. goto first frame of selected range

7. previous frame

8. next frame

9. goto last frame of selected range

10. play backward once

11. play forward once

12. play pingpong

13. loop forward

14. input field for frame-delays

15. this button sets all frame-delays within the selected range (1., 3.) to the current delay-value.


the statusline
The statusline shows informations about functions, the current painting mode or shows a progress indicator.


Technical informations

System requirements

minimum:

PC-System with 486 DX2 66 -CPU

8 MB RAM

Grafiks device with at least 512KB Video-RAM

Windows 95

5 MB free harddisk space

recommended:

PC-System with Intel Pentium 100 or a CPU with corresponding performance

16 MB RAM

Grafiks device with 1MB Video-RAM

Windows 95

20 MB free harddisk space

Supported grafics formats (r=read, w=write):

Windows Bitmap 	*.bmp 	(r, w)

PC Paintbrush 	*.pcx	(r, w)

Deluxe Paint Image	*.lbm, *.iff	(r, w)

Compuserve GIF87a	*.gif	(r,w)

Compuserve GIF89a	*.gif	(r,w)

Windows animated Cursor	*.ani	(r, w)

Windows Icon	*.ico	(r, w)

Autodesk 320*200 Flic	*.fli	(r)

Autodesk Flic	*.flc	(r, w)

simple Spriteformat	*.spr	(r, w)

Expansion of  Autodesk FLC-Format

So far you can save only animations using Autodesk FLC-format that only have one delay value for all frames.

I expanded the format a bit so that each single frame can have its own delay value.

The following change has been made (a complete description of the FLC-format is available under FTP://x2ftp.oulu.fi/pub/msdos/programming/formats/  ):

Now the bytes 8 and 9 of each frameheader (yet unused and 0) are a 16-Bit delay value for this specific frame.

Definitions for own file formats

Sprites (*.spr)

This format saves an animation by writing the image data plain uncompressed into a file. So these files can be easily read and converted to other formats.

The format:

Position	Type	Description

$00	3 ASCII-chars	"SPR" as sign for this format

$03	Word	number of frames

$05	Word	WIDTH in pixels

$07	Word	HEIGHT in pixels

$09 ...

following for each frame repeating:

$00	Word	delay value for this frame in ms

$02	256*3 Bytes	describes the 256 color table

with the values Red, Green, Blue

$302	WIDTH*HEIGHT Bytes	  image data of this frame

...

Color palettes (*.pal)

These color tables are exact 768 Bytes large and contain for each of the 256 colors 3 byte values for Red, Green and Blue.


simple jumping ball
A simple Animation

Please get familiar with the screen-elements first!

Jumping ball (file "jball.flc")

We will now create an animation step by step, which displays a jumping ball and uses 30 frames.

Create a new animation  (menu "File") that has a width and height of 128 pixels and contains only 1 frame.

Draw a filled circle with the corresponding tool from the toolpanel with a diameter=width=height of 30 pixels (will be shown under "Objectsize").

Choose a gradient that gets darker from left to right. Use the right mousebutton on the bucket-symbol in the toolpanel and choose "Contour Gradient" in the appearing dialogbox.

Fill the circle by clicking on its center. Now it should look like a ball.

Get this ball as a brush (toolpanel). Erase the frame by clicking on "CLR" at the toolpanel or by painting with the background color (right mousebutton).

Choose "Create Animation" from the menu "Animation".

Enter 15 for the "Last Frame" and 1 for the "First Frame".

"First Position" gets an Y-value of  40, "Last Position" gets an Y-value of  -40.

Switch now on "accelerate". Now you can watch the first part of the animation by pressing "Preview".

The square that represents the brush (and thereby the ball) should move from top to bottom and accelerate. This movement simulates tha falling of the ball downwards.

Press "Make Animation" and wait until the animation has been calculated successfully.

You can now play the first part of the animation.

Choose "Create Animation" from the menu "Animation" again.

The second part of the animation must have the inverse movement.

So "Last Frame" gets number 30, and "First Frame" number 16.

"First Position" gets an Y-value of  -40, "Last Position" gets an Y-value of  40.

Switch on "decelerate".

Use "Make Animation" again an wait for the caluculation.

Voila, now you have got a simple jumping ball.


flying text
A simple animation

Please get familiar with the screen-elements first!

flying text (file "ftext.flc")

We will now create an animation step by step, which displays a flying word. At the end it will fade over to another word.

Create a new animation  (menu "File") that has a width and height of 128 pixels and contains only 1 frame.

Press on the "A"-symbol in the toolpanel to create a text-brush.

Choose the new font "Times New Roman"/bold/size 36. Enter the text "Hello" and press "OK". Now you should have a brush that contains this word. Choose the color white as foreground color (and thereby as text/brush-color).

Choose "Create Animation" from the menu "Animation".

Enter 30 for the "Last Frame" and 1 for the "First Frame".

"First Position" gets a Z-value of 2000, "First Rotation" an X-value of  90 and an Y-value of 270. All other fields must have a 0-value

Switch on "linear". Now you can watch the first part of the animation by pressing "Preview".

The square that represents the brush (and thereby the text) should move from the depth to front and should rotate.

Press "Make Animation" and wait until the animation has been calculated successfully.

You can now play the first part of the animation.

Choose from the menu "Animation" the function "Number of Frames" and increase the number of frames to 40.

Create a new text-brush with the already used method and enter "Folks" as text. Go to the 40th frame and Erase it using CLR (toolpanel) and paint this text on the position where "Hello" has stood (to make this easier you can switch between the last and the current frame by pressing "Shift+1" and "Shift+2").

Now create a fade-over-effect by using the function "Effects" from the menu "Animation".

Choose "Fade over", "First Frame"=30, "Last Frame"=40 and press "OK".

When the effect has been calculated successfully, set a new range for the animation-playing (the first input fields bottom left on the screen) to 30-40.

Change the delay value for these 10 frames to 70ms, by entering this number as delay and pressing the "A"-button beside the input field for delays.

Now set the range for the animation-playing to 30-40. Go to the 30th frame and enter for this single frame a delay of 1000ms.

Now you can play the animation.

During the first 30 frames the word "Hello" should fly from depth to front, wait a bit and then it should fade over to the word "Folks".

Now we will fade out the second text using the Mosaic-effect (a brief description):

1. number of frames to 50.

2. delay value for the 40th frame to 1000ms

3. function "Effects" from menu "Animation" with "First Frame"=40, "Last Frame"=50, "Mosaicsize"=20, "Mosaic out" -> "OK"

4. erase 50th frame, and delay value of this frame to 3000ms

Finished.


How can i...

...create an animation for my WWW-Homepage?

To achieve this there are two ways.

1. You save the animation as an Autodesk-FLC-File and put it into your HTML-file by using a Java-Applet. For further information please read Software.txt (in programgroup called "Software Information").

2. You save the animation as single images and use other software to create a GIF89a-file that can contain multiple images. At the moment you can not save this file format directly from the application. A free GIF89a export plugin is delivered with the registered version.

...create an animated Windows 95-Cursor?

To paint an animated Windows 95-Cursor you have to create an animation that is 32 pixels wide and high.

You can select the number of frames freely.

For the images you may only use the colors from the Windows-16-palette (colors 0-7, 248-255).

It is important that you select a color that does not belong to these 16 colors as background color,and that all frames are filled with this color. So when using this animation as a cursor this color is not visible.

You must save the painted animation as a .ani-file into the Windows\Cursor-directory.

Now you can use it as animated mousecursor.

The steps:

0. (reset palette)

1. select a color as a background color from range 9-247

2. create a new animation with the "New"-function from the "File"-menu, 32 pixels wide and high

3. paint the animation using colors 0-7, 248-255

4. save animation as .ani-file into the Windows\Cursor-directory

...paint a Windows Icon?

There are the same restrictions using colors as with creating animated cursor files (see above).

But an Icon contains only one image, there is no animation possible.

Save the single frame as .ico-file.


notes
Important notes...

Getting help

By pressing F1 you can get a context sensitive help for each dialogbox.

Systemcolors

To increase performance of playing and creating animations, "Pro Motion" does not change the 20 System Colors of Windows (0-9, 246-255) when running under a desktop with a color depth of 8 bits. Windows uses these colors to draw screen elements like buttons, scrollbars, windows... They are fixed defined and you can not change them. So you have only 236 colors left that can be modified freely.

If you want to load an image or an animation that uses 256 unique colors, you have to use the "Remap Colors"-functions from the menus "Frame" or "Animation" !!! These functions will remove possible color errors.

Undo/Redo

The built in Undo/Redo-function saves some data to disk. Therefore it is important that you have always enough free disk space, otherwise these functions will not work with its full capacity of 32 steps!

Multitasking

To guarantee an even playing of animation sequences, all applications that use much processor-time should be closed. Such Applications are f.e. DOS-programs or Web-browsers that are running in background.

German shortcuts and error-messages

This application was created with a german language compiler. So runtime-error messages created from the compiler´s runtime-library are possibly displayed in german.

Key shortcuts in the pull down menus are also displayed in german with the following meanings:

"Umsch"="Shift"

"Ctrl"="Control"

"Entf"="Delete"

"Einfg"="Insert"


Shortcuts

Brush-commands

Shift+Y	double brush-height

Shift+X	double brush-width

H	halve brush-size

Shift+H	double brush-size

X	mirror brush horizontally

Y	mirror brush vertically

Z	rotate brush 90° clockwise

Ctrl+Z	rotate brush 90° counter-clockwise

O	outline brush with foreground color

Ctrl+O	cut off outer pixel-row

Alt+O	outline brush with foreground color and erase the inner area

Alt+C	brush-grip center

Alt+X	brush-grip top left

Alt+Y	brush grip lower right

Shift+B	restore last brush

Shift+Z	resize brush interactively

A	settings for animated brush

Paintmodes

F2	normal brush-paint

F3	brighten

F4	darken

F5	tint

F6	shift hue

F7	shift saturation

F8	invert

F9	draw with difference-colors

Shift+F1	translucent

Shift+F2	dither

Shift+F3	grayscale

Shift+F4	high-pass-filter

Shift+F5	soften

Shift+F6	soften more

Shift+F7	light edges I

Shift+F8	light edges II

Shift+F9	emboss I

Ctrl+F3	emboss II

Ctrl+F4	draw with foreground color

Ctrl+F5	shade

Alt+F1	rub trough to spare frame

Ctrl+T	paintmode-settings

Tab	colorcycling

Toolpanel-commands

Alt+A	anti-alias on/off

B	grab brush as box-selection

Alt+B	grab brush freeehand

C	circle

Shift+C	filled circle

D	draw continous

F	fill

Shift+F	fill-settings

G	lockgrid on/off

I	redo (also Shift+middle mouse-button)

Ctrl+I	executes all redo-steps

K	clear frame(s)

Shift+K	clear-settings

L	lighttable on/off

Alt+L	lighttable-settings

M	magnify-tool on/off

R	rectangle

Shift+R	filled rectangle

S	draw dotted

Shift+S	stencil on/off

T	create textbrush

Shift+T	define stencil

U	undo (also middle mouse-button)

Ctrl+U	execute all undo-steps

V	line

,	pipette

.	single pixel-brush

+	zoom in

-	zoom out

Animation-control

1	previous frame

Shift+1	first frame

2 	next frame

Shift+2	last frame

4	loop forward

Shift+4	loop backward

5	play forward

Shift+5	play backward

6	play pingpong

7 	previous animbrush-frame

Shift+7	first animbrush-frame

8	next animbrush-frame

Shift+8	last animbrush-frame

9	play animbrush forward (when drawing)

Shift+9	play animbrush backward

0	stop animbrush-playing

Shift+0	play animbrush pingpong

Ctrl+Einfg	insert frame

Ctrl+Entf	delete frame

Navigation

Cursortasten	scroll image

Shift+Cursortasten	scroll through image pagewise

Pos1	left border

Shift+Pos1	upper border

Ende	right border

Shift+Ende	lower border

N	center area under mousecursor

Colors

P	change color table

Q	change gradient

Shift+Q	flip gradient direction

[,]	previous, next color

Special keys

F10	toolpanel on/off

Shift+F10	infopanel on/off

F11	animationframe on/off

Shift+F11	animation controls on/off

F12	onscreen-palette on/off

Shift+F12	brushcontainer on/off

Alt+1	shift image to the left one pixel

Alt+2	shift image to the right one pixel

Alt+3	shift image upwards one pixel

Alt+4	shift image downwards one pixel

Shift+A	spare frame as mask on/off

Ctrl+B	take whole image as brush

Ctrl+C	copy frame(s)

E	restore window-positions

Shift+E	save window-positions

Alt+F	fix image as background

Alt+G	zoomgrid on/off

J	swap image with spare frame

Alt+J	copy image to spare frame

Ctrl+J	copy spare frame to image

Shift+M	keyframer

Shift+O	zoomlevel=1

Ctrl+R	load image

Alt+R	load animation

nCtrl+S	save image

Alt+S	save animation

Alt+T	flip toolpanel-orientation

Alt+V	center animationframe

W	change between two zoomlevels

Ctrl+X	single pixel cursor on/off

Control keys for drawing

Alt+Pipette	* left mousebutton replaces the color by current foreground color

* right mousebutton replaces the color by current background color

Alt+AnimBrush	copies an animbrush onto th animation (frame by frame)

Alt+normal Brush	jumps to next frame after drawing

Ctrl	temporary pipette

Shift	lock horizontal movement

Shift+Ctrl	lock vertical movement