Table of Contents

A

Adding a Basic Solid Color Background

Adding a Pause to an Animation

Adding a Picture Background

Adding an Event to a Frame

Adding Backgrounds

Adding Cels to an Actor

Adding Frames to Your Animation

Animated GIFs (Creating New Actors From)

Animated GIF vs Java Playback Considerations

B

Backgrounds

C

Changing Node Distribution for a Path

Changing the Cel Sequence of an Actor

Changing the Layering of Paths

Changing the Number of Frames for a Path

Changing the Speed of an Animation while it is Playing

Changing the Starting Frame of a Path

Color Backgrounds

Combining the Motion of Paths

Consideratons for Using Java Based Playback or Animated GIFs

Copying Paths

Creating a Custom Size for an Animation

Creating Actor Cels

Creating Actors From Images

Creating Gradient Backgrounds

Creating Interactive Paths

Creating New Animations

Creating Paths

Creating Realistic Motion by Accelerating and Decelerating Paths

Creating Text Actors

D

Definitions

Deleting a Range of Frames

Deleting a Single Frame

Dialog Boxes

Displaying Another URL

Displaying the Score Window

Displaying the Toolbox

Displaying Toolbars

Displaying Tooltips

Drawing Curved Paths

Drawing Freehand Paths

Drawing Polyline Paths

Drawing Straight Line Paths

E

Editing Actors

Editing an Animation After Installing It

Editing Paths

Editing Text Actors

Events, Adding to a Frame

Exiting Astound WebMotion

Extending Paths

F

Flipping Actors

Frame Events

Frame Eventsand Interactivity

Freezing Paths

H

How the Astound WebMotion Web Installer Works

Hyperlinking a Path to a URL

I

Installing an Animation onto a Web Server

Installing an Animation onto Your Hard Drive

Installing From a System Running Windows 3.1

Interactive Paths

Interactivity and Frame Events

J

Java Player Parameters

Java Based Playback vs Animated GIF Playback Considerations

Java Player API Reference

Jumping to a Different Frame of an Animation

Jumping to Another URL

L

Lengthening Paths

Linking a Path to a URL

M

Magnetizing Paths to Combine Motion

Making Actors Grow or Shrink

Manually Placing Animations in an HTML Document

Moving a Path

Moving to a Specific Frame

Moving to the Beginning or End of a Path

N

New Animation Wizard

O

Opening Actors

Opening Animations

P

Parameters for Java Player

Pasting Paths

Paths Editing

Paths (Magnetizing)

Pausing an Animation

Picture Backgrounds

Playback Considerations when Creating Actors and Animations

Playing a Sound in a Animation

Previewing Animations

Purging All Unused Actors

Purging Individual Actors

R

Removing an Event from a Frame

Removing Cels

Removing Interactivity from a Path

Removing Paths

Removing Transparent Colors

Renaming Actors

Repeating Paths

Replacing Actors

Reshaping a Path

Rotating Actors

S

Saving Actors

Saving Animations

Selecting a Custom Color

Selecting a Preset Size for an Animation

Setting A Registration Point

Setting Playback Options

Setting Transparent Colors

Shortcut Keys

Sizing Actors

Sound in a Animation

Speed (Changing while an Animation is Playing)

Spinning Actors

T

Tricks and Tips for Creating Actors

Tricks and Tips for Creating Animations

Undoing Path Editing Operations

U

Undoing Path Editing Operations

Using the Pop-up Menu

URLs, Displaying other URLs

W

What is Astound WebMotion?

What is the Astound WebMotion Web Installer?

Windows 3.1 (Instaling From)


What is Astound WebMotion?

Astound WebMotion lets you add Java-powered animation to your Web pages. You can have eye catching fireworks explode, stars sparkle or a character walk out onto your page.

A Java-powered animation is platform-independent so it can be viewed by Windows, Mackintosh and UNIX users. All they need is a Java-enabled browser such as Netscape Navigator (version 2.01 or later).

Animations are created by placing actors on paths. You simply select an actor and draw a path for it pretty much as you would draw an object in any drawing or paint package. You can set the size of the animation and add a background

You can either use pre-made actors, or you can create your own actors using clipart, scanned images or the drawing package of your choice. Creating your own actors is as simple as drawing or finding the individual pictures you want to make up the actor and then importing them as cels.

Once your animation is complete, you need to use Astound WebMotion's Web Installer to put it onto your Web site.

Related Topics

Definitions


Definitions

Actors

Animation

Cels

Cel Sequence

Frames

FTP

Gradients

HSB (Hue, Saturation, Brightness)

HTML

Java

Paths

Path Nodes

Registration Points

RGB (Red, Green, Blue)

Stage

Transforming Actors

Transparent Color

URL

Web Site

Related Topics

What is Astound Web Motion?


Creating New Animations

1.	Click the New button, File/New... or Create New Animation on the startup screen to display the New Animation Wizard.

2.	In the Stage Size page, specify what size you want the animation to be.

You can choose a preset size, or create a custom size.

3.	Click Next to select a background.

4.	If you want a background, specify what type, and click Select.

You can choose a solid color, gradient or picture background.

5.	Click Next to go to the Specify Actor page.

6.	If you are ready to add an actor to your animation, specify the type of actor on the Specify Actor page, or you can click Finish to go to Astound WebMotion's main screen.

You can select an actor from your files or create a new actor from images or text.

7.	Click Next to go to the Actor Path Type page.

8.	Select the path tool you want to use to create a path for your actor.

You can choose from Freehand, Line, Curve, or Polyline tools, or you can choose to create a path later.

9.	Click Finish.

Related Topics

New Animation Wizard

Opening Animations

Creating a Custom Size for an Animation

Selecting a Preset Size for an Animation

Adding Backgrounds

Opening Actors

Creating Paths


Opening Animations

1.	Click the Open button or File/Open... or Open Existing Animation on the startup screen to display the Open Movie dialog box.

2.	Select the animation file you want to open.

3.	Click Open.

Related Topics

Creating New Animations


Setting Preset Size for an Animation
Selecting a Preset Size for an Animation

1.	Click Animation/Stage Size... to display the Stage Size dialog box.

If you are creating a new animation, the animation size can be set as part of the New Animation wizard.

2.	Select the stage size from the Select Stage Size box.

You can choose from predefined sizes such as Small, Medium or Large, or a custom size that you have defined.

3.	Click OK.

Related Topics

Creating a Custom Size for an Animation


Creating a Custom Size for an Animation

1.	Click Animation/Stage Size... to display the Stage Size dialog box.

If you are creating a new animation, the animation size can be set as part of the New Animation wizard.

2.	In the Custom Stage Size box, specify the width and height of the animation.

3.	Specify a name for the size in the Name field.

4.	Click Add.

5.	Select the size from the Select Stage Size box.

6.	Click OK.

Related Topics

Selecting a Preset Size for an Animation


Adding Backgrounds

1.	Click Animation/Stage Background... to display the Stage Background dialog box.

If you are creating a new animation, the background can be set as part of the New Animation wizard.

2.	Click the type of background you want.

3.	Click Select... to select the background you want to use.

Related Topics

Adding a Basic Solid Color Background

Selecting a Custom Color

Creating Gradient Backgrounds with Basic Colors

Adding a Picture Background


Adding a Basic Solid Color Background

1.	Click Animation/Stage Background... to display the Stage Background dialog box.

If you are creating a new animation, the background can be set as part of the New Animation Wizard.

2.	Click the Color Fill option.

3.	Click Select... to display the Color dialog box.

4.	Click one of the basic colors to select it as the background

You can define a custom color by clicking Define Custom Colors to expand the dialog box.

5.	Click OK until all the dialog boxes disappear.

Related Topics

Adding Backgrounds

Selecting a Custom Color

Creating Gradient Backgrounds with Basic Colors

Adding a Picture Background


Creating Gradient Backgrounds

Astound WebMotion lets you create a gradient background by selecting a series of colors.

1. 	Click Animation/Stage Background… to display the Stage Background dialog box.

If you are creating a new animation, the background can be set as part of the New Animation Wizard.

2.	Click the Gradient option.

3.	Click Select... to display the Gradient Background dialog box.

4.	Click a color from the color palette, then click Add.

You can also double click a color from the color palette to add it to the gradient. Click custom if you want to use a custom color that is not available in the color palette.

You can remove any color from your gradient by clicking on it in the Colors preview, and then clicking Remove.

5.	Repeat step 4 until you have selected the colors you want in the gradient.

A preview of your gradient appears in the Preview box. You can click Full Screen to see a screen size preview of the gradient. Click anywhere on the screen or press [Esc] to return to the dialog box.

6.	Drag the direction dial until the gradient flows in the direction you want it to.

7.	If you want a smoother gradient, enable Dither Colors to mix the edges of the colors together to soften the bands of color.

8.	Click Blend Colors to add intermediate colors between the bands of color that you selected to create a more gradual transition between colors.

9.	Click OK until all the dialog boxes disappear.

Related Topics

Adding Backgrounds

Adding a Basic Solid Color Background

Adding a Picture Background


Selecting a Custom Color

1.	In the Color dialog box click Define Custom Colors to expand the dialog box.

2.	Click the color you want, or enter the HSB or RGB color values in the appropriate edit boxes.

3. 	Click Add to Custom Colors to save the current color.

4.	Click OK until all the dialog boxes disappear.

Related Topics

Adding Backgrounds

Adding a Basic Solid Color Background

Creating Gradient Backgrounds with Basic Colors


Adding a Picture Background

1.	Click Animation/Stage Background... to display the Stage Background dialog box.

If you are creating a new Animation, the background can be set as part of the New Animation wizard.

2.	Enable the Picture option.

3.	Click Select... to display the Open Picture dialog box.

4.	Locate the picture file you want to use for the background.

5.	Click OK until all the dialog boxes disappear.

Related Topics

Adding Backgrounds

Adding a Basic Solid Color Background

Creating Gradient Backgrounds with Basic Colors

Adding a Picture Background


Opening Actors

1.	In the Toolbox, click the Actor button to display the Actors dialog box.

2.	Click Open... to display the Open Actor dialog box where you can locate the actor file you want to open.

3.	Select an actor and click OK to return to the Actors dialog box.

4.	Click Done to return to the work area.

The drop-down lists in the Actors dialog box and in the Toolbox shows all actors currently open.

Related Topics

Creating Paths

Creating Actors

Creating Text Actors

Editing Actors


Creating Paths

1	Select an actor from the Toolbox's Loaded Actors list.

If there are no actors in the drop-down list, you must open an actor before you create a path.

2.	Click a Path tool in the Toolbox.

If you are creating a new animation you can also select an actor and a path tool in the New Animation Wizard.

3.	Draw the path.

The Change Node Distribution dialog box appears.

4.	Specify the number of nodes you want the path to span.

You can edit this later by double clicking on the actor in the animation to display the Path Edit dialog box.

5. 	Click OK.

One node appears on the path for each frame specified in the Path Edit dialog box.

Related Topics

Opening Actors

Drawing Curved Paths

Drawing Straight Line Paths

Drawing Freehand Paths

Drawing Polyline Paths

Creating Realistic Motion by Accelerating and Decelerating Paths

Editing Paths


Drawing Freehand Paths

1. 	With an actor selected in the Toolbox's Loaded Actors list, click the Freehand Path tool.

If you have just loaded or created a new actor in the New Animation Wizard you can also select a path tool in the Actor Path Type page of the wizard.

2.	Place the actor where you want the path to start.

3.	Drag out a line to represent the path.

The line can go in any direction and overlap itself.

4.	Release the mouse button where you want the path to end.

The Change Node Distribution dialog box appears.

5.	Specify how many nodes you want the path to span in the Number of Nodes field.

6.	Click OK.

Related Topics

Opening Actors

Creating Paths

Drawing Curved Paths

Drawing Straight Line Paths

Drawing Polyline Paths

Creating Realistic Motion by Accelerating and Decelerating Paths

Editing Paths


Drawing Straight Line Paths

1. 	With an actor selected in the Toolbox's Loaded Actors list, click the Straight Line Path tool.

If you have just loaded or created a new actor in the New Animation Wizard you can also select a path tool in the Actor Path Type page of the wizard.

2.	Place the actor where you want the path to start.

3.	Drag out a line to represent the path.

4.	Release the mouse button where you want the path to end.

The Change Node Distribution dialog box appears.

5.	Specify how many nodes you want the path to span in the Number of Nodes field.

6.	Click OK.

Related Topics

Opening Actors

Creating Paths

Drawing Curved Paths

Drawing Freehand Paths

Drawing Polyline Paths

Creating Realistic Motion by Accelerating and Decelerating Paths

Editing Paths


Drawing Curved Paths

1.	With an actor selected in the Toolbox's Loaded Actors list, click the Curved Path tool.

If you have just loaded or created a new actor in the New Animation Wizard you can also select a path tool in the Actor Path Type page of the wizard.

2.	Drag out the oval you want to base the curved path on and release the mouse button.

3.	Press and hold the mouse button when the line attached to your cursor crosses the oval where you want to start the path.

4.	Drag the line to where you want the path to end and release the mouse button.

The Change Node Distribution dialog box appears.

5.	Specify how many nodes you want the path to span in the Number of Nodes field.

6.	Click OK.

Related Topics

Opening Actors

Creating Paths

Drawing Straight Line Paths

Drawing Freehand Paths

Drawing Polyline Paths

Creating Realistic Motion by Accelerating and Decelerating Paths

Editing Paths


Drawing Polyline Paths

1. 	With an actor selected in the Toolbox's Loaded Actors list, click the Polyline Path tool.

If you have just loaded or created a new actor in the New Animation Wizard you can also select a path tool in the Actor Path Type page of the wizard.

2.	Click where you want the corners of the path to appear.

3.	Double click on the last point to end the path.

The Change Node Distribution dialog box appears.

4.	Specify how many nodes you want the path to span in the Number of Nodes field.

5.	Click OK.

Related Topics

Opening Actors

Creating Paths

Drawing Curved Paths

Drawing Straight Line Paths

Drawing Freehand Paths

Creating Realistic Motion by Accelerating and Decelerating Paths

Editing Paths


Creating Realistic Motion by Accelerating and Decelerating Paths

If you have an actor on a path that moves across the screen you make its movement more realistic by accelerating and decelerating the start and end of the path.

1.	Click the path you want to speed up or slow down.

2.	Click the Change Node Distribution button or Path/Change Node Distribution... to display the Change Node Distribution dialog box.

You can also right click on the actor and choose Change Node Distribution... from the pop-up menu, or set acceleration and deceleration when you first create the path.

3.	Specify the number of frames to accelerate for in the Accelerate for First box.

The actor accelerates for the number of frames you specify, starting with the first frame of the path. Astound WebMotion sets the nodes for the frames near the beginning of the path closer together so the actor appears to speed up.

4.	If you want to slow the actor down at the end of the path, set the deceleration in the Decelerate for Last box.

The actor decelerates for the number of frames you specify, ending with the last frame of the path. Astound WebMotion sets the nodes for the frames near the end of the path closer together so the actor appears to slow down.

5.	Click OK.

Related Topics

Creating Paths

Editing Paths


Editing Paths

Changing Node Distribution for a Path

Changing the Cel Sequence of an Actor

Changing the Layering of Paths

Changing the Number of Frames for a Path

Changing the Starting Frame of a Path

Copying Paths

Creating Interactive Paths

Creating Realistic Motion by Accelerating and Decelerating Paths

Deleting a Range of Frames

Deleting a Single Frame

Extending the Path

Freezing Paths

Linking a Path to a URL

Magnetizing Paths to Combine Motion

Moving a Path

Moving to a Specific Frame

Moving to the Beginning or End of a Path

Pasting Paths

Previewing Animations

Purging All Unused Actors

Removing Paths

Repeating the Path

Replacing Actors

Reshaping a Path

Undoing Path Editing Operations


Changing the Layering of Paths

The Path to Front and Path To Back tools and commands allow you to adjust how your paths overlap. As you add paths they are layered with the newest ones on top. You can use these tools to change the layering for the entire path or a portion of it. The Path/Layer/Bring To Front and Path/Layer/Send To Back commands move the entire path all the way to the back or front of the layering. When you have more than two paths overlapping, the Path/Layer/Up One Layer and Path/Layer/Down One Layer commands move the entire path in front of or behind the next layer.

The tools give you more control over layering options. Select the path you want to change the layer of and:

Click the Path to Back button, or Path/Layer/Send to Back to move the current path and actor behind all other paths.

Press [Shift] and click the Path to Back button to move the path one layer back.

Press [Ctrl] and click the Path to Back button to move the current node (the node the actor is currently displayed at) behind all other paths.

Press [Ctrl][Shift] and click the Path to Back button to move the current node back one layer.

Click the Path to Front button or Path/Layer/Bring to Front to move the current path and actor in front of all other paths.

Press [Shift] and click the Path to Front button to move the path one layer up.

Press [Ctrl] and click the Path to Front button to move the current node in front of all other paths.

Press [Ctrl][Shift] and click the Path to Front button to move the current node up one layer.

Related Topics

Creating Paths

Editing Paths


Changing the Starting Frame of a Path

You can change the starting frame of a path by moving the path's bar in the score window.

To change the starting and ending frames of a path:

1.	Move the cursor over the bar representing the path you want to change.

The cursor turns into a hand.

2.	Drag the bar until the start point is at the desired frame.

The number of frames in the path does not change. Your path will also end at a new frame number.

Related Topics

Displaying the Score Window

Editing Paths


Changing the Number of Frames a Path Crosses
Changing the Number of Frames for a Path

You can change the number of frames of the animation that a path travels through at any time. You can do this in the Change Node Distribution dialog box or in the score window.

To change the number of frames for a path with the Change Node distribution dialog box:

1.	Select the path you want to edit by clicking the actor on the path.

2.	Click the Change Node Distribution button, or Path/Change Node Distribution... or right click on the actor and choose Change Node Distribution... from the pop-up menu to display the Change Node Distribution dialog box.

You can also set the number of nodes when you first create the path.

3.	Specify a different number of nodes in the Number of Nodes field.

4.	Click OK.

To change the number of frames for a path in the score window:

1.	Move the cursor over one of the end points of a bar.

The cursor turns into a double arrow.

2.	Drag the end point to a different frame.

Frames will be added or removed from the path so that the path covers the selected range of frames.

Related Topics

Creating Paths

Editing Paths

Displaying the Score Window


Adding Frames to Your Animation

1,	Click Animation/Add Frames… to display the Add Frames dialog box.

2.	Specify how many frames you want to add.

3.	Specify whether the frames are added before or after the current frame.

4.	Click OK.


Changing Node Distribution for a Path

1.	Select the path you want to edit by clicking the actor on the path.

2.	Click the Change Node Distribution button, or Path/Change Node Distribution... to display the Path Edit dialog box.

3.	Enable the Redistribute Nodes option to space the frames evenly along the path.

4.	Click OK.

Related Topics

Creating Paths

Editing Paths


Changing the Cel Sequence of an Actor

1.	Select the path on which you want to adjust the sequencing of the actor.

2.	Click Path/Change Cel Sequencing... to display the Change Cel Sequencing dialog box.

You can also right click on the actor and choose Change Cel Sequencing... from the pop-up menu.

3.	Choose which portion of the path you want the new sequence applied to.

4.	Select a new direction option from the Direction list.

5.	Click OK.

Related Topics

Creating Paths

Editing Paths

OpeningActors


Freezing Paths

When you freeze a path the current node is replicated for the specified number of frames. This adds nodes to the same location on the path causing the actor to freeze for a specific number of frames and then continue on.

1.	Select the path you want to freeze by clicking the actor on the path.

2.	Click Path/Lengthen... to display the Lengthen Path dialog box.

3.	Select Freezing On A Node in the Lengthen the Path By drop down list.

4.	Specify the first frame you want frozen in the From Frame Number field.

5.	Specify how many frames to freeze.

Clicking To End freezes the frames ranging from the number in the From Frame Number field to the end of the animation.

Enabling the Number of Frames option freezes the animation for the number of frames you specified in the Number of Frames edit box.

Enabling the To Frame Number option freezes the range of frames between the frame number in the From Frame Number field to the frame in the To Frame Number field.

6.	Click OK.

Related Topics

Creating Paths

Editing Paths

Extending Paths

Lengthening Paths

Repeating Paths


Magnetizing Paths to Combine Motion

You can use the Path/Magnetize command to define one actors path on the basis of another. Path/Magnetize uses a parent/child relationship between the magnetized path and the current path. The motion of the parent path is added to the child path.

Examples of when you would magnetize a path is a moon that goes around the earth, or a parachute dropping from a plane. In both cases the child (moon and parachute)actor's path is dependent on the parent (earth and plane) actor's path The parent paths motion is added to that of the child so that the child path moves through both paths simultaneously.

When setting up this kind of a dependent relationship you will usually select the parent actor and create its path first.

1.	Select an actor and create a path, for example a planet moving across the stage

This will be the parent path.

2.	Select a second actor and create a path for it, for example a moon moving in a circle

This will be the child path.

3.	With the child path selected, click Path/Magnetize.

The cursor turns into a magnet.

4.	Move the magnet over the actor whose path you want to magnetize to (the parent path).

The ends of the magnet turn in when it is over an actor that can be a made into parent path. If the path is not valid for magnetizing, the magnet will not change shape. For example, you cannot magnetize an actor's path to itself.

5.	Click on the parent path's actor to magnetize the paths, for example, the moon will follows the planet across the stage as it circles.

NOTE: When you select a child path the Path/Magnetize command has a check mark beside it. Selecting the command again removes the magnetization and returns the child path to its original course.

Related Topics

Creating Paths

Editing Paths


Replacing Actors

You can replace the actor on a path with a different actor without affecting the path.

1.	In the animation, select the actor you want to replace.

2.	Click the Change Actor button, Path/Change Actor or right click on the actor and select Change Actor from the pop-up menu.

3.	In the Actors Dialog Box select an actor by:

Clicking a different actor in the Loaded Actors drop-down list.

Clicking Open... to load a different actor from file.

Clicking New… to create an actor from images or text.

Clicking Edit… or Transform… to modify the current actor.

4	Click Change.

Related Topics

Creating Paths

Editing Paths


Copying Paths

You can copy a path to Astound WebMotion's own clipboard so it can be pasted elsewhere in the animation.

1.	Select the path you want to copy by clicking on its actor.

2.	Click the Copy button or Edit/Copy Path.

You can also right click on the actor and choose Copy from the pop-up menu.

Related Topics

Creating Paths

Editing Paths


Pasting Paths

If you have a path in Astound WebMotion's clipboard, you can paste it into the animation by:

Clicking the Paste button or Edit/Paste Path.

Right clicking on an actor and click Paste from the pop-up menu.

The current node of the path when you placed it on the clipboard will be pasted into the current frame of the animation.

Related Topics

Creating Paths

Editing Paths


Removing Paths

There are several ways you can remove a path. Select the path you want to remove and:

Click Edit/Cut Path to place the path on Astound WebMotion's clipboard

Right click on the path's actor, and click Cut in the pop-up menu to place the path on Astound WebMotion's clipboard

Click the Cut button, to place the path on Astound WebMotion's clipboard

Click Edit/Clear Path or right click on the path and click Clear Path

Press [Delete]

Related Topics

Creating Paths

Editing Paths


Reshaping a Path

1.	Select the path you want to edit.

To select a path, click the actor on the path.

2.	Hold the mouse pointer over a node until it turns to four arrows.

3.	Drag the node to a new location.

TIP: You can drag the node that the actor is currently on by pressing the [Spacebar] while dragging the actor.

Related Topics

Creating Paths

Editing Paths


Moving a Path

You can move a path by dragging the actor to a new location. The entire path moves with the actor.

Related Topics

Creating Paths

Editing Paths


Moving to the Beginning or End of a Path

Select the path you want to go to the beginning or end of and click Animation/Go To/Start of Path or Animation/Go To/End of Path or drag the scroll bar in the Toolbox window until the actor appears on the first or last node of the path.

Related Topics

Moving to a Specific Frame

EditingPaths


Lengthening Paths

You can lengthen a path by replicating a node for a specified number of frames, repeating a segment of the current path, or extending the current path following a pattern established in previous nodes.

1.	Select the path you want to lengthen by clicking on the path's actor.

2.	Move to the frame you want.

Drag the scroll box in the Toolbox window to move through the frames.

3.	Click Path/Lengthen... to display the Lengthen Path dialog box.

4.	Select Extending Nodes, Repeating Nodes or Freezing On A Node from the Lengthen the Path By drop down list.

5.	Select the Number of Frames or To Frame Number option and specify the appropriate number of frames or frame number.

If the animation extends beyond the end of your path, you can click on the To End button to extend the path to the end of the animation.

6.	Click OK button.

Related Topics

Creating Paths

Editing Paths

Extending Paths

Freezing Paths

Repeating Paths


Repeating Paths

You can repeat the segment of the current path from the start of the path to the current frame for a specified number of frames. This is useful when paths are cyclical, and when you want the actor to make multiple revolutions. You create one complete cycle of the path, go to the last frame of the path, and then use Path/Lengthen… to repeat the cycle over as many frames as needed.

The path repeats itself from the beginning to the current frame. If you have a 10 node path and repeat it from the final node, the 11th node will be in the same position on the stage and use the same cel of the actor as the first node.

1.	Select the desired path by clicking on the paths actor.

2.	Move to the frame you want.

Drag the scroll box in the Toolbox window to move through the frames.

3.	Click Path/Lengthen... to display the Lengthen Path dialog box.

4.	Select Repeating Nodes from the Lengthen the Path By drop down list.

5.	Select the Number of Frames or To Frame Number option and specify the appropriate number of frames or frame number.

If the animation extends beyond the end of your path, you can click on the To End button to extend the path to the end of the animation.

6.	Click OK button.

Astound WebMotion repeats the section from the beginning of the path to the frame you select for the number of frames you specified or to the frame number you specified.

Related Topics

Creating Paths

Editing Paths

Extending Paths


Extending Paths

You can extend the current path by following the pattern established by the preceding nodes. This is useful if you have a complex path that is repetitive, possibly a path that loops several times as it moves across the animation. You can extend it to follow it's current direction and continue the same loops without having to draw the entire path freehand.

To extend paths effectively, the current path must establish a pattern. Astound WebMotion uses the number of cels in the actor plus one to establish the pattern. Therefore, the number of nodes in the path must be greater than the number of cels in the paths actor. If you have an actor consisting of 8 cels, the path will be extended based on the pattern established by the final 9 cels of the path. The path will be extended as if the first cel of the pattern were copied onto the final cel of the path.

1.	Select the desired path by clicking on the paths actor.

2.	Drag the scroll box in the Toolbox window to move through the frames until the one you want is displayed.

3.	Click Path/Lengthen... to display the Lengthen Path dialog box.

4.	Select Extending Nodes from the Lengthen the Path By drop down list.

5.	Select the Number of Frames or To Frame Number option and specify the appropriate number of frames or frame number.

If the animation extends beyond the end of your path, you can click on the To End button to extend the path to the end of the animation.

6.	Click on the OK button.

Related Topics

Creating Paths

Editing Paths

Repeating the Path


Interactivity and Frame Events

You can add jumps to other points in the animation, another URL, pause the animation or play any AU sound in one of 2 ways:

You can cause any of these events to happen when an actor is clicked on, creating an interactive event

or

Attach the event to a specific frame of the move so that it automatically happens when the animation gets to that frame.

Related Topics

Adding an Event to a Frame

Creating Interactive Paths

Displaying Another URL

Jumping to a Different Frame of a Animation

Playing a Sound in a Animation

Adding a Pause to an Animation

Changing the Speed of an Animation while it is Playing

Removing Interactivity from a Path

Removing an Event from a Frame


Adding an Event to a Frame

1.	Use the Frame Scroll bar or buttons in the Toolbox to display the frame you want to add the event to.

2.	Click Animation/Events to display the Events dialog box.

3.	Select the type of event you want to add.

You can:

go to another URL

cause the animation to display a different frame and continue playing from the new frame

play an AU sound

pause the animation for a specified period of time

Pause the animation until a mouse click

change the playback speed of the animation

4 	Set any additional settings for the event and click Done.

NOTE: You can edit existing events on other frames by clicking on the Previous or Next button until the frame you want to edit is displayed

Related Topics

Interactivity and Frame Events

Creating Interactive Paths

Jumping to Another URL

Jumping to a Different Frame of a Animation

Playing a Sound in a Animation

Adding a Pause to an Animation

Changing the Speed of an Animation while it is Playing

Removing an Event from a Frame


Creating Interactive Paths

1.	Display the Interactivity dialog box by selecting the actor you want to add interactivity to and clicking the Interactivity button or Path/Interactivity…

You can also click the right mouse button on the actor and select Interactivity from the pop-up menu to display this dialog box

2.	Select the trigger you want to use to cause the interactive action.

For example, if you select Double Click, the interactive action will occur when you double click on the actor while the animation is playing.

3.	In the Acton list, select the type of Action you want to occur.

You can:

go to a different URL

cause the animation to display a different frame and continue playing from the new frame

play an AU sound

pause the animation for a specified period of time

change the playback speed of the animation

4 	Set any additional settings for the action and click OK.

Related Topics

Interactivity and Frame Events

Adding an Event to a Frame

Jumping to Another URL

Jumping to a Different Frame of a Animation

Playing a Sound in a Animation

Adding a Pause to an Animation

Changing the Speed of an Animation while it is Playing

Removing Interactivity from a Path


Jumping to Another URL

You can set your animation to cause a jump to another web page in several ways:

You can make any path interactive and have it go to a different web page when the actor is clicked.

You can have the animation go to a different web page when it gets to a specific frame.

You can set a default page to jump to when the animation's background or any actor without interactivity is clicked on.

To create an interactive jump to another URL, select Go To URL in the Interactivity dialog box Action list. Then specify the URL for the file that you want to link the path to in the URL field (e.g. http://www.astound.com).

To create a jump from a specific frame of the animation select Go To URL in the Events dialog box Event list. Then specify the URL for the file that you want to go to.

To create a jump when the background or a non-interactive actor is clicked on, click Animation/Jump To URL… to display the Jump To URL dialog box. Then specify the URL for the file that you want to go to.

If you export your animation as an animated GIF, the interactive path and frame jumps will be lost, but the default jump to another URL will still work.

NOTE: You can only preview and test this within your browser.

Related Topics

Interactivity and Frame Events

Adding an Event to a Frame

Creating Interactive Paths


Jumping to a Different Frame of a Animation

You can create an interactive jump to a different point in a animation, or specify that the animation jump to a different point when a specific frame is played.

The interactive jump is useful if you want to create a animation that contains some form of menu where each "button" is an actor that, when clicked on, displays a different portion of the animation.

Having a frame automatically jump to a different point in a animation is useful if you want to display the same portion of the animation several times. For example, if you have created a animation with a menu as mentioned above, you might want to automatically return to the menu after a specific portion of the animation has played.

To create an interactive jump to another frame of the animation, select Go To Frame from the Action list in the Interactivity dialog box. Then specify the frame number you want to jump to. You can specify the frame number in the field, or use the slider to find the frame while seeing the animation update as you drag the slider.

To create a jump from a specific frame of the animation to another frame, select Go To Frame from the Event list in the Events dialog box. Then specify the frame number you want to jump to. You can specify the frame number in the field, or use the slider to find the frame while seeing the animation update as you drag the slider.

Related Topics

Interactivity and Frame Events

Adding an Event to a Frame

Creating Interactive Paths


Playing a Sound in a Animation

You can have any AU sound played when the animation gets to a specific frame, or you can cause a sound to be played when an actor is clicked on.

To play a sound when an actor is clicked upon, select Play Sound from the Action list in the Interactivity dialog box. Then specify the path and filename to the sound file by typing it in the Sound field, or clicking on the Browse and locating the sound file.

To play a sound when a specific frame of the animation is displayed, select Play Sound from the Event list in the Events dialog box. Then specify the path and filename to the sound file by typing it in the Sound field, or clicking on the Browse and locating the sound file.

NOTE: You can only preview and test this within your browser.

Related Topics

Interactivity and Frame Events

Adding an Event to a Frame

Creating Interactive Paths


Adding a Pause to an Animation

You can cause the animation to pause, for a period of time or until a mouse click, when the animation reaches a specific frame. You can also cause the animation to pause when an actor is clicked on.

To pause the animation when an actor is clicked on, select Pause from the Action list in the Interactivity dialog box. Then specify the length of the pause (in seconds) in the Pause field, or specify that the pause will last until the mouse is clicked on the animation by enabling the Pause Until Mouse click option and specifying 0 for the length of the pause.

To pause the animation when a specific frame of the animation is displayed, select Pause from the Event list in the Events dialog box. Then specify the length of the pause (in seconds) in the Pause field, or specify that the pause will last until the mouse is clicked on the animation by enabling the Pause Until Mouse click option and specifying 0 for the length of the pause.

Related Topics

Interactivity and Frame Events

Adding an Event to a Frame

Creating Interactive Paths


Changing the Speed of an Animation while it is Playing

You can change the speed of an animation when it gets to a specific frame, or when an actor is clicked on.

To change the speed when an actor is clicked on, select Speed from the Action list in the Interactivity dialog box. Then specify the number of frames per second the animation should play at in the Speed field.

To change the speed when a specific frame of the animation is displayed, select Speed from the Event list in the Events dialog box. Then specify the number of frames per second the animation should play at in the Speed  field.

Related Topics

Interactivity and Frame Events

Adding an Event to a Frame

Creating Interactive Paths


Removing Interactivity from a Path

You can remove the interactivity from a path by selecting the path and displaying the Interactivity dialog box, then selecting None from the Action list.

Related Topics

Interactivity and Frame Events

Adding an Event to a Frame

Creating Interactive Paths


Removing an Event from a Frame

1.	Click Animation/Events to display the Events dialog box.

2.	Use the Next and Previous buttons to find the frame with the event you want to remove.

3	Select None from the Event list.

Related Topics

Interactivity and Frame Events

Adding an Event to a Frame

Creating Interactive Paths


Moving to a Specific Frame

To display a specific frame in the animation you can:

Drag the scroll bar in the Toolbox to move to a specific frame, or:

Click Animation/Go To/Frame Number... to display the Go to Frame Number dialog box and specify the number of the frame you want to display.

Click on the frame number you want to display in the score window.

Select a path and hold down [Ctrl] while you click on the node located in the frame you want to display.

Related Topics

Moving to the Beginning or End of a Path

EditingPaths


Undoing Path Editing Operations

You can undo the most recent path edit operation by clicking the Undo button or Edit/Undo.

Related Topics

EditingPaths


Deleting a Single Frame

1.	Click Animation/Delete Frames... to display the Delete Frames dialog box.

2.	Enable the Delete One Frame Only option.

3.	In the Start field specify a frame number, or drag the slider to the frame you want to delete.

4. 	Click OK.

Related Topics

EditingPaths

Deleting a Range of Frames


Deleting a Range of Frames

1.	Click Animation/Delete Frames... to display the Delete Frames dialog box.

2.	Enable the Display Start Frame option.

3.	In the Start box, specify the number of the first frame you want to delete, or drag the slider to the first frame you want to delete.

4.	Enable the Display End Frame option.

5.	In the End box, specify the number of the last frame you want to delete, or drag the slider to the last frame you want to delete.

6. 	Click OK.

TIP:	Dragging the slider lets you slowly move through the animation if you aren't exactly sure where you want to start or end the deleted range.

Related Topics

EditingPaths

Deleting a Single Frame


Previewing Animations

Click the Play button or Animation/Play to view a preview, and then click the Stop button or Animation/Stop to end the preview.

Some features cannot be previewed in the Astound WebMotion editor. You can not preview any sound events (frame or interactive) or any type of jumps to a URL in the editor. You must use a Web Browser to test these events.


Purging All Unused Actors

Purging unused actors removes actors from memory that are not used in your animation, reducing the size of your file and the amount of memory required while running Astound WebMotion. You can remove any unused actors by clicking Edit/Purge Unused Actors.

Related Topics

EditingPaths

Purging Individual Actors


Purging Individual Actors

1.	In the Actors Dialog Box select the actor you want to remove.

Select the actor that you want to remove from the Loaded Actors list.

2.	Click Remove Actor.

If you remove an actor that is used in the animation all paths that use the actor will also be removed.

3.	Click OK.

Related Topics

EditingPaths

Purging All Unused Actors


Setting Playback Options

You can specify a few actions that affect how your animation will play back over the Internet. You can specify that the animation plays only once or loops repeatedly, as well as whether it starts to animate before the entire animation has been downloaded.

1. 	Click Animation/Playback Options to display the Playback Options dialog box.

2.	Click the Loop option if you want the animation to play repeatedly.

3.	Specify whether the animation begins to play while being loaded or not.

If the animation plays while it is down loading it will appear jerky at first, however viewers will not have to wait as long before seeing something on their screen.

4.	Specify how many frames you want played per second when the animation is playing over the Internet.

This is the default playback speed when no Speed events, on a frame or interactively, are affecting the playback rate. The animation will play as close to that speed as possible, however some viewers may have a system that cannot keep up to the speed you specify.

5.	Click OK.

Related Topics

EditingPaths

Saving Animations

Playback Considerations when Creating Actors and Animations


Saving Animations

1.	Click the Save button, File/Save or File/Save As… to display the Save As dialog box.

If your animation has already been saved the Save As dialog box does not appear when you click the Save button or File/Save.

2.	Specify a name and path for your animation.

3.	Click OK.

If there are unused actors in your animation, a message appears asking if you want to purge unused actors.

Related Topics

Setting Playback Options


Creating Text Actors

Text actors, like all other actors, can be assigned to any path.

1.	In the Actors Dialog Box click New... to display the Specify Actor page in the New Animation Wizard.

2.	Select From Text.

A text box appears at the bottom of the page.

3.	Enter your text in the box and click Style….

The Text Actor dialog box appears.

4.	Specify the text attributes you want, such as font, size, style, color, alignment and effect.

5.	Click OK., then click Finish in the Specify Actor page.

The text actor appears in the Loaded Actors list of the Actors dialog box.

Related Topics

Editing Text Actors

Creating Actors

Setting A Registration Point

Setting Transparent Colors

Playback Considerations when Creating Actors and Animations

Tricks and Tips for Creating Actors


Editing Text Actors

1.	In the Actors Dialog Box, select the text actor that you want to edit.

2. 	Click Edit... to display the Text Actors Dialog Box.

3. 	Modify any text attributes including font, style, size, alignment, effect and color.

4.	Click OK.

Related Topics

Creating Actors

Editing Actors


Creating Actors From Images

1. 	Scan, download or use your favorite drawing package to create and save the individual images that you want to use as cels that will make up your actor.

For example, a fireworks actor might have four cels. The first cel might be a picture of the fireworks on the ground. Then you might draw a picture of the fireworks launching into the air. Then you might draw two pictures of the fireworks at different stages of the explosion.

NOTE: If you are already using animated .GIFs on your Web site you can import them and use them as an actor, or part of an actor. Each image in the .GIF file will be added as a separate cel.

2.	In the Actors Dialog Box click New… to display the New Animation Wizard - Specify Actor page.

3.	Select From Images...then click Add Image… to load an image from disk or Edit… to display the Create or Edit Actor dialog box.

3.	In the Cels tab click Import Cel(s)... to display the Open dialog box.

4.	Select the picture file(s) you want to use for the cels of your actor.

You can select multiple files to open as cels by holding down the [Ctrl] or [Shift] keys while clicking on multiple filenames or ranges of files.

You can also paste cels from the Windows clipboard by clicking Paste Cel.

5.	Repeat step 3 and 4 until you have all of the cels you want listed in the Cels list.

6.	Arrange the cels in the proper order by dragging the cel names in the Cels list.

You can preview the movement created by the cels in their current order by clicking Play Preview.

You can delete any cels you don't want by selecting them in the Cels list and clicking Remove Cel(s).

7.	Once you are satisfied with the order of the cels set the Transparent Color and then the Registration Points.

TIP:	 When you create or edit an actor you should save it so that you can use it again.

Related Topics

Creating Text Actors

Editing Actors

Saving Actors


Setting Transparent Colors

You must set transparent colors before setting registration points so Astound WebMotion knows what the bounding box of the actor is.

1. 	In the Actors Dialog Box, select the actor that you want to edit

2.	Click Edit... to display the Create or Edit Actor dialog box.

3.	In the Transparent Color tab select the cel(s) you want to set the transparent color for.

4.	Ensure that the Use Color option is enabled.

If you do not want to use a transparent color select No Transparent Color. The actor will be rectangular and include any background color there may be.

5.	In the Preview box, click on the color you want to be transparent.

The color you clicked on will be displayed under the Use Color option and the transparent color will disappear from the preview.

TIP:	 When you create or edit an actor you should save it so that you can use it again.

Related Topics

Editing Actors

Creating Actors


Removing Transparent Colors

1. 	In the Actors Dialog Box, select the actor that you want to remove the transparent colors from.

2.	Click Edit... to display the Create or Edit Actor dialog box.

3.	In the Transparent Color tab select the cel(s) you want to remove the transparent color from.

4.	Enable the No Transparent Color option.

5.	Click OK.

TIP:	 When you create or edit an actor you should save it so that you can use it again.

Related Topics

Editing Actors

Creating Actors


Setting A Registration Point

You must set transparent colors before setting registration points so Astound WebMotion knows where the bounding box of the actor is. When the actor is displayed on its path, the registration point will be aligned with the node on the path and should be placed on a non-moving part of the actor.

1. 	In the Actors Dialog Box, select the actor that you want to edit.

2.	Click Edit... to display the Create or Edit Actor dialog box.

3.	In the Registration Point tab, select the cel(s) you want to set the registration point for.

4.	Click on a preset registration point or click on the actor preview to specify the registration point

5.	Click OK.

TIP:	 When you create or edit an actor you should save it so that you can use it again.

Related Topics

Editing Actors

Creating Actors


Editing Actors

Adding Cels to an Actor

Creating Actor Cels

Editing Text Actors

Flipping Actors

Making Actors Grow or Shrink

Playback Considerations when Creating Actors and Animations

Removing Cels

Removing Transparent Colors

Renaming Actors

Rotating Actors

Saving Actors

Setting A Registration Point

Setting Transparent Colors

Sizing Actors

Spinning Actors

Tricks and Tips for Creating Actors


Adding Cels to an Actor

1.	Open the actor that you want to add cels to and select it from the drop down list In the Actors Dialog Box.

2.	Click Edit... to display the Create or Edit Actor dialog box.

3.	In the Cels tab click Import Cel(s)... to display the Open dialog box.

4.	Select the picture file(s) you want to use for the cels of your actor.

You can select multiple files to open as cels by holding down the [Ctrl] or [Shift] keys while clicking on multiple filenames or ranges of files.

You can also paste cels from the Windows clipboard by clicking Paste Cel.

5.	Repeat step 3 and 4 until you have all of the cels you want listed in the Cels list.

6.	Arrange the cels in the proper order by dragging the Cel names in the Cels list.

You can preview the movement created by the cels in their current order by clicking Play Preview.

You can delete any cels you don't want by selecting them in the cels list and clicking Remove Cel(s).

7.	Once you are satisfied with the order of the cels set the Transparent Color and then the Registration Points.

TIP:	 When you create or edit an actor you should save it so that you can use it again.

Related Topics

Editing Actors

Creating Actors


Creating Actor Cels

You can create actors from cels scanned, downloaded or drawn in Paint and drawing packages. Astound WebMotion supports most drawing file formats, including .bmp, .dib, .rle, .gif, animated gif, .tif, .pcx, .tga, and .pcd.

Each cel that you create should be a variation of the previous one. In order to create a smooth animation you need a gradual transition between images. The more cels you create the smoother the animation will be but the actor will be larger and take longer to load in your animation when it is being played over the Internet.

Related Topics

Editing Actors

Creating Actors


Removing Cels

If you have an actor that doesn't look right or an actor with more cels than you require, you can easily remove some of the cels.

1. 	In the Actors Dialog Box, select the actor that you want to remove cels from.

2.	Click Edit... to display the Create or Edit Actor dialog box.

3.	In the Cels tab, select the cel(s) you want to remove.

4.	Click Remove Cel(s).

Related Topics

Editing Actors

Creating Actors


Renaming Actors

If you want to have more than one version of the same actor you can rename the actor and then reload it so that two versions of the actor are easier to tell apart.

1. 	In the Actors Dialog Box, select the actor that you want to rename.

2.	Click Rename... to display the Rename Actor dialog box.

3.	Specify a new name for the actor.

4.	Click OK.

Related Topics

Editing Actors

Creating Actors


Flipping Actors

Flipping an actor modifies all instances of that actor in the current animation.

1.	In the Actors Dialog Box, select the actor that you want to flip.

2.	Click Transform... to display the Transform Actor dialog box.

3.	Click the Flip tab.

4.	Click the Flip Actor Horizontally or Flip Actor Vertically button.

5.	Click OK

Related Topics

Editing Actors

Creating Actors


Rotating Actors

1. 	In the Actors Dialog Box, select the actor that you want to rotate to a different angle.

2.	Click Transform... to display the Transform Actor dialog box.

3.	Click the Rotate tab.

4.	Enable the All Cels Equally option in the Rotate box.

5.	Specify the angle you want the actor to rotate to.

6.	If you want this to be a new actor, enable the Create New Actor option.

7.	Click OK.

Related Topics

Editing Actors

Creating Actors


Spinning Actors

1. 	In the Actors Dialog Box, select the actor that you want to spin.

2.	Click Transform... to display the Transform Actor dialog box.

3.	Click the Rotate tab.

4.	Enable the Cel-by-Cel option in the Rotate box.

5.	Specify a starting and an ending angle.

If you specify a starting angle of 0 and an ending angle of 360, the actor spins in a complete circle.

6.	If your actor spins in a complete circle and will spin more than once on it's path, you should enable the End Rotation One Step Early option.

This option prevents the first and last cel of the actor being the same causing the actor to stutter in one position if it spins more than once.

7.	Specify whether you want the actor to spin clockwise or counterclockwise.

8.	In the New Number of Cels box, specify how many cels it should take the actor to complete the spin.

The more cels, the smoother the changes appear, but the larger the actor will be.

9.	If you specified more cels in the New Number of Cels field than the original actor contained, specify how you want Astound WebMotion to create the new cels.

10.	If you want this to be a new actor, enable the Create New Actor option.

11.	Click OK.

Related Topics

Editing Actors

Creating Actors


Sizing Actors

1. 	In the Actors Dialog Box, select the actor that you want to size.

2.	Click Transform... to display the Transform Actor dialog box.

3.	Click the Size tab.

4.	Enable the All Cels Equally option in the Size box.

5.	Enter a percentage value to represent the new size compared to the current size.

For example, if you want the new actor to be half as big as the current actor, enter 50% in both the Horizontal and Vertical edit boxes.

6.	If you want to create a new actor, enable the Create New Actor option.

7.	Click OK.

Related Topics

Editing Actors

Creating Actors


Making Actors Grow or Shrink

You can make an actor appear to grow or shrink by sizing individual cels rather than the whole actor. All percentages are based on the current size of the actor. Sizing changes are cumulative. If you double the size of an actor and then triple it, the actor will be six times the original size.

1. 	In the Actors Dialog Box, select the actor that you want to make grow or shrink.

2.	Click Transform... to display the Transform Actor dialog box.

3.	Click the Size tab.

4.	Enable the Cel-by-Cel option in the Size box.

5.	Specify the percentage of the actors current size that you want to use as the actors starting size.

6.	Specify the percentage of the actors current size that you want to use as the actors end size.

By entering a value in either the horizontal or the vertical edit boxes, you can stretch the actor in only one direction.

7.	In the New Number of Cels field, specify how many cels it should take the actor to grow or shrink.

The more cels, the smoother the changes appear, but the larger the actor will be.

8.	If you specified more cels in the New Number of Cels field than the original actor contained, specify how you want Astound WebMotion to create the new cels.

9.	If you want this to be a new actor, enable the Create New Actor option.

10.	Click OK.

Related Topics

Editing Actors

Creating Actors


Saving Actors

When you create or edit an actor you should save it so that you can use it again.

1.	Create or modify an actor in the Actors Dialog Box

2.	Click Save Actor As... to display the Save As dialog box.

3.	Specify a file name and location for the actor.

4.	Click OK until all the dialog boxes disappear.

Related Topics

Editing Actors

Creating Actors


Using the Pop Up Menu
Using the Pop-up Menu

1.	Click the right mouse button (right click) on an actor or an empty area of the stage to display the pop-up menu.

2.	Select which editing operation you want to perform.

If you right click on an actor you will have the following options:

Cut Path: Removes the current path and actor and places them in the Windows clipboard.

Copy Path: Places a copy of the current path and actor in the Astound WebMotion clipboard.

Paste Path: Places the path of the Astound WebMotion clipboard on the animation. If there is no path in the Astound WebMotion clipboard, this menu is disabled.

Clear Path: Removes the path from the animation.

Interactivity: Displays the Interactivity dialog box so you can add interactivity to the current path.

Change Actor...: Displays the Actors dialog box so you can choose a different actor or edit the current actor.

Change Node Distribution…: Displays the Change Node Distribution dialog box so you can change the distribution or number of nodes, or accelerate or decelerate the current path.

Change Cel Sequencing…: Displays the Change Cel Sequencing dialog box so you can change the play sequence of the actor's cels in the current path.

If you right click on an empty area of the stage, these options will be available:

Actors: Displays the Actors dialog box so you can choose a different actor or edit the current actor.

Events: Displays the Events dialog box so you can add an event to your animation.

Stage Background…: Displays the Stage Background dialog box so you can select a new background for your animation.

Stage Size…: Displays the Stage Size dialog box so you can select a new size for your animation.

Related Topics

DisplayingToolbars

DisplayingTooltips


Displaying Toolbars

You can choose to display any combination of the standard toolbar, the status bar, the toolbox and the score window.

The Standard toolbar holds the buttons under the menu commands.

The Status bar appears at the bottom of the Astound WebMotion window.

The Toolbox is the floating window with the player buttons and path tools.

The Score Window is the floating window that displays a representation of the starting and ending points of the paths in your movie.

1.	Under the View menu, enable the options for the toolbars you want to display.

2.	Disable the options for the toolbars you want to hide.

Related Topics

Using the Pop-up Menu

Displaying ToolTips

Displaying the Toolbox

Displaying the Score Window


Displaying the Toolbox

The toolbox is the floating window with the player buttons and path tools. Almost everything you need to access and create actors and animate them is accessible through the toolbox. The actor button, actor drop down box, the path tools, the play and stop buttons and the film strip slider are all located in the toolbox. To display the toolbox:

1.	Click View.

2.	Enable the Toolbox option.

You can also toggle the display of the toolbox by clicking the toolbox button in the toolbar. The button appears depressed when the toolbox is visible.

Related Topics

Displaying ToolTips

Displaying the Score Window


Displaying the Score Window

The score window displays your paths as bars that you can move and size to change the position of the starting frame of a path and the number of frames a path crosses. Each bar in the score window represents one path.

Clicking on a path bar or the button to the left of a bar selects that path on the stage. If you select a path that is not part or the current frame, your movie will jump to the closest frame that the path is active in. If you have tooltips enabled, positioning the cursor over one of the buttons displays the name of the actor on that path. To display the score window:

1.	Click View.

2.	Enable the Score Window option.

You can also toggle the display of the score window by clicking the score window button in the toolbar. The button appears depressed when the score window is visible.

Related Topics

Changing the Starting Frame of a Path

Displaying Toolbars


Displaying Tooltips

Tooltips are the yellow text boxes containing the names of the tools that appear when you hold the mouse pointer over a button.

1.	Click View

2.	Enable the Tooltips option.

Related Topics

Using the Pop-up Menu

Displaying Toolbars


Exiting Astound WebMotion

You can close Astound WebMotion by clicking File/Exit. If you have altered your animation since the last time you saved it, Astound WebMotion prompts you to save the changes. If there are any actors loaded into memory but not used in the presentation, Astound WebMotion prompts you to purge the unused actors.


Playback Considerations when Creating Actors and Animations

Keep your actors small both in width and height and in number of cels. They will download and play back more quickly.

Use solid color backgrounds rather than pictures or gradients as they load faster.

Don't have too many actors on screen at once. The fewer actors you have on screen, the better the animation will play.

When creating your own actors, use solid colors instead of dithered colors. This allows for better compression of the actor image file when it is installed on your web site, which makes its size smaller so that it downloads faster.

Related Topics

Creating Actors


Tricks and Tips for Creating Actors

You can use the Resize Actor options to make it look like one object is passing another by increasing the size of one actor gradually in each cel while making the other object smaller.

Rather than repeating cels in an actor to pause its motion, use the Freeze Path feature.

Use the Size option to create an actor that grows or shrinks in size.

Flipping actors is helpful when you want to make sure an actor faces the right direction as it moves along a path. For example, you can point a birds beak in the proper direction to make it fly diagonally.

You can use the Rotate option to create an actor that spins.

Related Topics

Creating Actors

Editing Actors


Tricks and Tips for Creating Animations

Matching the animation background with the background on your web page makes the animation frame invisible. The actor appears to float on your page.

Acceleration and deceleration are valuable animation effects that can give your animation a smoother look. Acceleration lets the actor ease into the path rather than jerking into motion. Deceleration allows the actor to ease out of its motion in a more natural way, rather than coming to an abrupt halt. Properly accelerating and decelerating actors gives their motion more realism.

If you want to increase the length of a straight or polyline path, drag the first or last node to a new position and redistribute the nodes.

If you want to make an actor move more quickly, decrease the number of nodes on its path in the Change Node Distribution dialog box.

If you want to make an actor move more slowly, increase the number of frames its path crosses.

elated Topics

Creating Actors

Editing Actors


Shortcut Keys

Animation Preview Controls

Paths and Nodes

Path to Back and Path to Front Buttons


Animation Preview Controls

[Enter]	Play

[Esc]	Stop

[Ctrl][Home],[Ctrl][Up Arrow]	Go to first frame

[Ctrl][End],[Ctrl][Down Arrow]	Go to last frame

[Ctrl][Right Arrow]	Go to next frame

[Ctrl][Left Arrow]	Go to previous frame

[Ctrl] drag the Frame Number scroll box	Scroll through the animation without the animation updating until you are done


Paths and Nodes

[Del]	Delete selected path

[Shift] drag path's actor	Duplicate path

[Shift][Right Arrow],[Shift][Left Arrow]	Change the actor's cel

[Ctrl] click a node	Go to the frame containing the node

[Ctrl][Del]	Delete current node

[Spacebar] drag actor	Move path's current node

Double Click path's actor	Display the Path Edit dialog box

[Shift] double click on path's text actor	Display Text Actor dialog box

[Ctrl][Arrow keys]	Nudge actor/path one pixel at a time in the direction of the arrow while placing a path


Path to Back and Path to Front
Path to Back and Path to Front Buttons

Path to Front button	Move the entire path up one layer

Path to Back button	Move the entire path down one layer

[Shift]+Button	Move the path up or down one layer

[Ctrl]+Button	Move the current node to the top or bottom layer

[Ctrl][Shift]	Move the current node up or down one layer


Dialog Boxes

Actors Dialog Box

Add Frames Dialog Box

Change Cel Sequencing Dialog Box

Change Node Distribution Dialog Box

Color Dialog Box

Create or Edit Actor Dialog Box - Cels Tab

Create or Edit Actor Dialog Box - Registration Point Tab

Create or Edit Actor Dialog Box - Transparent Color Tab

Delete Frames Dialog Box

Events Dialog Box

File Save As Dialog Box

Go To Frame Number Dialog Box

Gradient Background Dialog Box

Interactivity Dialog Box

Jump To URL Dialog Box

Lengthen Path Dialog Box

New Animation Wizard

New Animation Wizard - Specify Actor Page

New Animation Wizard - Actor Path Type Page

Open Dialog Boxes

Playback Options Dialog Box

Rename Actor Dialog Box

Save As Dialog Box

Stage Background Dialog Box

Stage Size Dialog Box

Text Actor Dialog Box

Transform Actor Dialog Box - Flip Tab

Transform Actor Dialog Box - Rotate Tab

Transform Actor Dialog Box - Size Tab


New Animation Wizard

Click the New button, File/New... or Create New Animation on the startup screen to display the New Animation wizard.

The wizard consists of four pages:

The Stage Size page includes the same options as the Stage Size dialog box. On this page you can specify what size you want the animation to be.

The Stage Background page includes the same options as the Stage Background dialog box On this page you can select a color fill, picture or gradient background for your animation.

The Specify Actor page allows you to open an actor from file or create a new actor from text or images. You can also go directly to the Specify Actor page by selecting New… in the Actors dialog box.

The Actor Path Type page allows you to select a path tool to create a path for the actor you selected on the Specify Actor page.

Back: Click to return to the previous page of the New Animation wizard.

Next: Click to move to the following page of the New Animation wizard.

Finish: Click to exit the New Animation wizard and go to Astound WebMotion's main screen. Any selections you have made will be in effect.

Cancel: Click to cancel any changes you made and return to either the opening screen or the main screen.

Related Topics

New Animation Wizard - Specify Actor Page

New Animation Wizard - Actor Path Type Page

Opening Animations

Creating New Animations

Creating a Custom Size for an Animation

Selecting a Preset Size for an Animation

Adding Backgrounds

Opening Actors

Creating Paths


New Animation Wizard - Specify Actor Page

Click Next in the Stage Background page of the New Animation Wizard or New… in the Actors dialog box to display the Specify Actor page.

If you go to the Specify Actor page through the wizard, you have three options. You can add a new actor:

From File

From Text

From Image(s)

If you go to the Specify Actor page through the Actors dialog box, you have two options. You can add a new actor:

From Text

From Image(s)

From File: Selecting From File allows you to open an actor from disk.

Actor Path: You can enter the file path of an actor in this box.

Browse…: Click to display the Open Actor dialog box where you can select an actor to open if you don't know the exact path.

From Text: Selecting From Text allows you to create a text actor.

Text: Enter your text in this box.

Style…: Click to display the Text Actor dialog box. You can edit your text and choose font, style, size, alignment, effects and color, in the Text Actor dialog box.

From Image(s): Selecting From Image(s) allows you to create a new actor.

Total # of Cels: Tells you how many images you have opened. Each will make up a cel in your new actor.

Preview: Shows the images you have selected to use as cels.

Add Image…: Click to display the Open dialog box where you can open images from disk.

Edit…: Click to display the Create or Edit Actor dialog box where you can import cels, change the order of your cels and set transparent colors and registration points.

Back: Click to return to the Stage Background page of the New Animation wizard.

Next: Click to go to the Actor Path Type page of the New Animation wizard.

Finish: Click to exit the New Animation wizard. Any actor you have selected or created will appear in your list of available actors. If you entered the wizard to create a new animation, you will go to Astound WebMotion's main screen. If you entered the page from the Actors dialog box you will return there.

Cancel: Click to cancel any changes you made and return to the either the opening screen, the main screen, or the Actors dialog box.

Related Topics

New Animation Wizard

New Animation Wizard - Actor Path Type Page

Creating New Animations

Opening Actors

Creating Text Actors

Creating Actors From Images

Creating Paths


New Animation Wizard - Actor Path Type Page

Click Next in the Specify Actor page to display the Actor Path Type page.

Freehand: Click Freehand to select the Freehand path tool. When you click Finish, Astound WebMotion's main screen will appear. The actor will be attached to your cursor and you will be able to draw a freehand path on the stage.

Line: Click Line to select the Straight Line path tool. When you click Finish, Astound WebMotion's main screen will appear. The actor will be attached to your cursor and you will be able to draw a straight line path on the stage.

Curve: Click Curve to select the Curved path tool. When you click Finish, Astound WebMotion's main screen will appear. The actor will be attached to your cursor and you will be able to draw a curved path on the stage.

Polyline: Click Polyline to select the Polyline path tool. When you click Finish, Astound WebMotion's main screen will appear. The actor will be attached to your cursor and you will be able to draw a polyline path on the stage.

Create A Path Later: Clicking Create a Path Later allows you to wait to select a path. You will have to select a path tool from the toolbox before you can draw a path on the stage

Back: Click to return to the Specify Actor page.

Finish: Click to exit the New Animation wizard. Any actor you have selected or created will appear in your list of available actors. If you entered the wizard from the Actors dialog box and you selected Create A Path Later, you will return to the Actors dialog box. Otherwise, you will go to Astound WebMotion's main screen.

Cancel: Click to cancel any changes you made and return to the either the opening screen, the main screen, or the Actors dialog box.

Related Topics

New Animation Wizard

New Animation Wizard - Specify Actor Page

Creating New Animations

Opening Actors

Creating Paths


Actors Dialog Box

To display this dialog box:

Click the Actors button in the floating toolbox.

Click the Change Actor button in the toolbar.

Click Animation/Actors...

Click Path/Change Actor…

Right click on an actor in the animation and click Edit or Change Actor… in the pop-up menu.

Done: Click to select the current actor in the Loaded Actors list and exit the dialog box.

New...: Displays the Specify Actor page of the add Actor wizard where you can create a text actor or import images to use as cels to create actors which you can then use in your animation.

Open…: Displays the Open Actor dialog box where you can open an existing actor from your files.

Save As...: Displays the Save As dialog box so you can save the current actor to a file. You should save any actors that you create or modify so you can use them again.

Edit...: Displays the Create or Edit Actor dialog box where you can modify the current actor. If a text actor is selected. the Text Actor dialog box appears.

Transform...: Displays the Transform Actor dialog box where you can flip, size or rotate the current actor.

Rename...: Displays the Rename Actor dialog box where you can give the current actor a different name. This allows you to edit an actor and use two versions of it in the same animation -- giving them distinctive names so that they are easy to tell apart.

Remove: Click to remove the current actor from memory. If the actor is currently being used on a path in your animation, you will be prompted to confirm that you want to remove the actor. If you remove the actor, all paths that use the actor are deleted.

Loaded Actors: Displays all the actors that are open in the current animation so that you can select the actor that you wish to use or edit from this list.

Preview: Displays the actor selected in the Loaded Actors list.

Related Topics

Creating Actors

Editing Actors


Add Frames Dialog Box

Click Animation/Add Frames... to display this dialog box.

Number of Frames to Add: Specify the number of frames you want to add to your animation in this edit box.

Add After Current Frame: Adds the number of frames you specified after the current frame.

Add Before Current Frame: Adds the number of frames you specified before the current frame.

Related Topics

Adding Frames to your Animation


Stage Background Dialog Box

Click Animation/Stage Background... to display this dialog box.

Color Fill: Click to use a solid color as the background of your animation.

Picture: Click to use a picture as the background of your animation.

Gradient: Click to use a gradient as the background of your animation.

Select: Click to select the picture, color or gradient that you want to use as your background. The appropriate dialog box appears depending on what type of background you selected.

Preview: Displays the current background selected for the animation.

Related Topics

Adding Backgrounds


Color Dialog Box

Click Animation/Stage Background..., enable the Color Fill option, and click Select... to display this dialog box.

Basic Colors: Displays all the available colors

Custom Colors: Displays all colors you create.

Define Custom Colors: Click to expand the dialog box so you can create custom colors using the following options.

Color Atlas: Lets you visually locate specific colors by their red, green, and blue or hue saturation and luminance components.

Color/Solid: This preview box displays the selected color and the closest solid (non-dithered) color.

Hue, Saturation, and Luminance: When you select a color from the color atlas, the HSB component values of the selected color appear in these fields. You can also specify the values of a color here to select it.

Red, Green, and Blue: When you select a color from the atlas, the RGB component values of the selected color appear in these fields. You can also specify the values of a color here to select it.

Add to Custom Colors: Click to add the current color to the list of custom colors.

Related Topics

Adding Backgrounds

Selecting a Custom Color


Create or Edit Actor Dialog Box (Cels Tab)
Create or Edit Actor Dialog Box - Cels Tab

In the Actors Dialog Box, click Edit… to go directly to this dialog box or click New… to go to the Specify Actor page of the New Animation wizard, select From Image(s) and click Edit….

Cels: Displays the names of each cel in the current actor and shows the order of the cels.  Cels can be reordered by dragging the cel name to a different location in the list.

Import Cel(s)...: Click to display the Open File dialog box where you can locate picture files to use as cels of your actor.

Paste Cel: Click to paste the contents of the Windows clipboard as a new cel. This button is disabled if there is not a picture in the clipboard.

Remove Cel(s): Click to remove the selected cel(s) from the actor.

Preview: Displays the selected cel.

Play Preview: Click to see the actor's motion. Each cel is displayed in order. Click again to stop the preview.

Related Topics

Changing the Cel Sequence of an Actor

Create or Edit Actor Dialog Box - Registration Point Tab

Create or Edit Actor Dialog Box - Transparent Color Tab


Create or Edit Actor Dialog Box (Transparent Color Dialog Box)
Create or Edit Actor Dialog Box - Transparent Color Tab

In the Actors Dialog Box, click Edit… to go directly to this dialog box or click New… to go to the Specify Actor page of the New Animation wizard, select From Image(s) and click Edit….

Cels: Displays the names of each cel in the current actor and shows the order of the cels.

Use Color: Enable this option if you want areas of the current cel to be transparent. Click on the color you want to be transparent in the Preview.

No Transparent Color: Enable this option to not have a transparent color in the actor. The actor will be the entire rectangle

Preview: Displays the cel that is currently selected in the Cels box. The color that is selected as the transparent color will be transparent in the preview.

Play Preview: Click to see the actor's motion. Each cel is displayed in order. Click again to stop the preview.

Related Topics

Setting Transparent Colors

Create or Edit Actor Dialog Box - Cels Tab

Create or Edit Actor Dialog Box - Registration Point Tab


Create or Edit Actor Dialog Box (Registration Point Tab)
Create or Edit Actor Dialog Box - Registration Point Tab

In the Actors Dialog Box, click Edit… to go directly to this dialog box or click New… to go to the Specify Actor page of the New Animation wizard, select From Image(s) and click Edit….

Cels: Displays the names of each cel in the current actor and shows the order of the cels.

Preset Points: Click one of these buttons to set the registration point. The registration point is set relative to the smallest rectangle that encompasses the actor. You can also click on the Cel preview to set the registration point.

Preview: Displays the cel that is currently selected in the Cels box. The current registration point is shown on the preview. You can click on this preview to set a registration point on the cel.

Play Preview: Click to see the actor's motion. Each cel is displayed in order. Click again to stop the preview.

Related Topics

Setting Registration Points

Create or Edit Actor Dialog Box - Cels Tab

Create or Edit Actor Dialog Box - Transparent Color Tab


Jump To URL Dialog Box

Click Animation/Jump To URL… to display this dialog box.

URL: Specify the URL that you want displayed when the animation's background or a non-interactive actor is clicked on.

Related Topics

Jumping to Another URL


Stage Size Dialog Box

Click Animation/Stage Size... to display this dialog box.

Select Stage Size: Lists stage sizes that you can choose from.

Add: Adds dimensions specified in the Custom Stage Size options to the Select Stage Size box so that you can use them again.

Remove: Removes the selected stage size from the Select Stage Size box.

Custom Stage Size: Lets you specify a height, width and name for a custom stage size that you can add to the Select Stage size box so you can use it again.

Related Topics

Setting a Preset Size for an Animation

Creating a Custom Size for an Animation


Delete Frames Dialog Box

Click Animation/Delete Frames... to display this dialog box.

Start Frame: Lets you preview the frame specified by the Start field and slider.

End Frame: Lets you preview the frame specified by the End field and slider.

Delete One Frame Only: Enabling this option disables the End field and slider. When you exit the dialog box, Astound WebMotion deletes only the single frame selected on the Start field and slider.

Start: Displays the number of the first frame in the range you want to delete. Type the frame number or drag the slider to select the first frame of the range you want to delete.

End: Displays the number of the last frame in the range you want to delete. Type the frame number or drag the slider to select the last frame of the range you want to delete. This field and slider is disabled if the Delete One Frame Only option is enabled.

Related Topics

Deleting a Range of Frames

Deleting a Single Frame


File Save As Dialog Box

Click the Save button or File/Save As... to display this dialog box.

Filename: Specify the name you want to save the animation under. The drop-down list contains the last several files that you saved.

Directory: Displays the currently selected drive and directory.

Files: Contains all files of the selected file type found within the current directory.

Directories: Displays the directories and subdirectories in the chosen drive.

File Types: Displays the file types that Astound WebMotion can save an animation to..

Drives: Displays the available drives.

Related Topics

Saving Animations


Events Dialog Box

Click Animation/Events or double click on the frame number in the score window to display this dialog box.

Action: Select the type of action you want to add to the frame. You can jump to another URL, jump to another frame, play a sound, add a timed pause or pause until mouse click, or change the playback speed of the animation.

Frame: Displays the current frame number. This is the frame that the Event will be added to.

URL: Type the path to the URL that you want to go to after this frame is played. This option is only available if Go To URL is selected in the Action list

Frame: Specify the frame to jump to after the current frame is played. You can use the slider to preview the movie while finding the appropriate frame. This option is only available if Go To Frame is selected in the Action list

Speed: Specify the speed that you want the animation to play at in frames per second.

Sound: Type the path and filename, or click Browse, to specify the AU Sound file that you want to play when this frame is played. This option is only available if Play Sound is selected in the Action list

Pause: Type the length of time (in seconds) that you want to pause the animation at the current frame, or specify that the animation will pause until the mouse is clicked. This option is only available if Pause is selected in the Action list.

Previous: Click to display the previous frame with an event so that you can edit the event.

Next: Click to display the next frame with an event so that you can edit the event.

Related Topics

Adding an Event to a Frame


Go To Frame Number Dialog Box

Click Animation/Go To/Frame Number... to display this dialog box.

Frame Number: Specify the number of the frame you want to display.

Related Topics

Moving to a Specific Frame


Gradient Background Dialog Box

Click Animation/Stage Background..., enable the Gradient option, and click Select... to display this dialog box.

Preview: Shows how your settings will appear in the gradient.

Full Screen: Click to see how your gradient background looks on a full screen. Click the screen or press Esc to return to the dialog box.

Direction: Drag the dial to rotate your gradient. This option allows you to create a diagonal blend or to switch the order of the colors by turning the gradient upside-down.

Dither Colors: Creates a dither pattern to blend between adjacent colors. Dithering helps eliminate the banding effect caused by sharp edges between adjacent colors and gives your gradient background an overall smoother look.

Blend Colors: Inserts intermediate colors between your color choices and creates a smoother gradient. Blending is most effective on a 256 or greater color display.

Colors: Shows the colors that you have selected from the color palette in the order that you've chosen them.

Add: Adds the color currently selected in the color palette to the gradient. You can also double click a color in the color palette to add it to the gradient.

Custom...: Displays the Color dialog box where you can define the colors you want to use in your gradient by clicking on the color box or by changing the hue, saturation and luminescence or the red, green and blue percentages of the colors.

Remove: Removes the currently selected color (or if no color is selected, then the most recently selected color) from the gradient.

Remove All: Click to clear all the colors and start a new gradient.

Color Palette: Shows all the colors that you can add to your gradient.

Related Topics

Creating Gradient Backgrounds


Open (Files) Dialog Boxes
Open Dialog Boxes

The Open Movie dialog box, Open Picture dialog box and Open Actor dialog box share similar options.

Filename: Specify the name of the file you want to open. The drop-down list contains the last several files that you opened.

Directory: Displays the currently selected drive and directory.

Files: Contains all files of the selected file type found within the current directory.

Directories: This list box displays the directories and subdirectories in the chosen drive.

File Types: Contains the different file types that Astound WebMotion can open.

Drives: Contains the available drives.

Preview: Enabling this checkbox allows you to view the selected file. If the file cannot be previewed the preview box will remain empty. This option is not available in the Open Picture dialog box.

Related Topics

Opening Actors

Opening Animations

Adding a Picture Background


Change Node Distribution Dialog Box

Display this dialog box by:

Double clicking on an actor.

Selecting an actor and clicking Path/Change Node Distribution…

Right click on an actor in the animation and click Change Node Distribution… in the pop-up menu.

Click on the Change Node Distribution button in the toolbar.

Number of Nodes: Specify the number of frames that the path will span in the animation in this edit box. If there are not enough frames in your animation to fit the specified path, new frames will be added.

To End: Automatically calculates the number of frames from the current frame to the end of the movie. If you add more frames later and want the path the go to the end of the movie, you have to come back to this dialog box and click To End again.

Accelerate for First: This field sets the number of frames that you want the actor to accelerate for, starting at the first frame. Astound WebMotion sets the first nodes closer together so the actor appears to speed up.

Decelerate for Last: This field sets the number of frames that you want the actor to decelerate for, ending at the last frame. Astound WebMotion sets the last nodes closer together so the actor appears to slow down.

Redistribute Nodes: Click to arrange the nodes at even intervals between the beginning and end of the path.

Related Topics

Editing Paths

Creating Realistic Motion by Accelerating and Decelerating Paths


Lengthen Path Dialog Box

Select an actor and click Path/Lengthen… to display this dialog box.

Lengthen the Path By: You can choose to lengthen the path by Extending Nodes, Repeating Nodes or Freezing On A Node.

From Frame Number: Displays the number of the current frame. You can set the number to a different frame if you wish.

Number of Frames: In this box you can set the number of frames for which the path will be lengthened.

To Frame Number: In this box you can set the frame number which you wish to lengthen the path to.

To End: Clicking on this button lengthen the path from the current frame to the end of the animation.

Related Topics

Editing Paths

Extending the Path

Freezing Paths

Repeating the Path


Change Cel Sequencing Dialog Box

Display this dialog box by:

Selecting an actor and clicking Path/Edit…

Right clicking on an actor in the animation and clicking Change Cel Sequencing… in the pop-up menu.

Apply To: Click this drop-down list to select the portion of the path that the new cel sequencing should be applied to.

Entire Path: This option applies the specified options to the entire path.

Current Frame to End of Path: Applies the specified options to the path from the current frame to the end of the path.

Start of Path to Current Frame: Applies the specified options to the path from the start of the path to the current frame.

Direction: Click this drop-down list to display options for the direction the cels of the current actor are played in.

Forward causes the actor to run through its cel sequence cyclically, so that the cel sequence is 1-2-3-4-5-1-2-3-4-5.

Reverse causes the actor to run through its cel sequence cyclically, so that the cel sequence is 5-4-3-2-1-5-4-3-2-1.

Ping Pong causes the actor to run through its cel sequence from beginning to end to beginning. The cel sequence cycles as 1-2-3-4-5-4-3-2-1.

Still suppresses all cycling and displays only the cel that appears attached to your cursor when the path is first added.

Advance to Next Cel After: This number specifies how many frames a single cel is displayed for, before the next cel is displayed.

Related Topics

Editing Paths

Changing the Cel Sequence of an Actor


Interactivity Dialog Box

Display this dialog box by:

Selecting an actor and clicking Path/Interactivity…

Right clicking on an actor in the animation and clicking Interactivity… in the pop-up menu.

Click on the Interactivity button in the toolbar.

Trigger: Specify whether single or double clicking the left mouse button on the path's actor will trigger the interactive action to occur.

Action: Select the type of interactive action you want to add to the path. You can jump to another URL, jump to another frame, play a sound, add a timed pause or a pause until a mouse click, or change the speed of the animation's playback.

URL: Type the path to the URL that you want to go to after the actor is clicked. This option is only available if Go To URL is selected in the Action list

Frame: Specify the frame to jump to after the actor is clicked. You can use the slider to preview the movie while finding the appropriate frame. This option is only available if Go To Frame is selected in the Action list

Speed: Specify the speed that you want the animation to play at in frames per second

Sound: Type the path and filename, or click Browse, to specify the AU Sound  file that you want to play when  the actor is clicked. This option is only available if Play Sound is selected in the Action list

Pause: Type the length of time (in seconds) that you want to pause the animation at the current frame when the actor is clicked, or that the animation will remain paused until the mouse is clicked again. This option is only available if Pause is selected in the Action list.

Related Topics

Creating Interactive Paths


Playback Options Dialog Box

Click Animation/Playback Options to display this dialog box. The options that you set in this dialog box affect how the animation will play back over the Internet.

Loop Playback: Plays the animation repeatedly. If this option is not selected, the animation will only play once and the last frame will stay displayed.

Do Not Playback While Loading: All graphics download before playback begins. While this gives the person viewing your page the smoothest playback, it will take a longer time to download the complete animation.

Playback While Loading: The animation plays as soon as the first graphic downloads. Playback begins immediately, but may not play smoothly until all graphics download. This option is disabled if Loop Playback is not selected.

Default Playback Speed: Enter the number of frames you want to play per second. This is the default playback speed for the animation when no speed events or interactivity are affecting the playback rate.

If Playback While Loading is selected, this speed cannot be achieved until the whole animation is downloaded. While the Astound WebMotion Java Player is playing the animation, it must also download the graphics and this takes time away from the play back. Whether this speed can be achieved depends on factors such as the power of the system the person viewing the animation has. If the speed cannot be achieved, the animation will be played back as fast as possible.

Related Topics

Setting Playback Options


Rename Actor Dialog Box

In the Actors Dialog box, click Rename…. to display this dialog box.

Actor Name: Specify a meaningful name for your actor. This name appears in the Loaded Actors list box and in the Current Actor list in the toolbox so you can select the actor again at any time. This name is not limited to eight characters.

Related Topics

Renaming Actors


Save As Dialog Box

In the Actor Dialog box, click the Save As… button.

Filename: Specify the name of the file you want to open. The drop-down list contains the last several files that you opened.

Directory: Displays the currently selected drive and directory

Files: Contains all files of the selected file type found within the current directory.

Directories: Displays the directories and subdirectories in the chosen drive.

File Types: Displays the file types that Astound WebMotion can save an actor to.

Drives: Displays the available drives.

Related Topics

Saving Actors


Text Actor Dialog Box

In the Actors Dialog box, click New… . Select From Text in the Specify Actor page of the Add Actor wizard and click Style… to display this dialog box.

If you have a text actor selected that you want to edit, click Edit... in the Actors Dialog box to display this dialog box.

Text: Type the text you want to use as an actor. Any other attributes you set in this dialog box are applied to this preview.

Font: Select the font to use for your actor from those available on your computer.

Font Style: Click to apply regular, bold, italics, or bold italics to the text actor.

Size: Specify the desired point size of the text actor.

Alignment: Click to choose either left justification, centered or right justification for your text actor.

Effects: Click to underline or strikeout your text actor.

Color: Click to select the color of your text actor.

Related Topics

Creating Text Actors

Editing Text Actors


Transform Actor Dialog Box (Flip Tab)
Transform Actor Dialog Box - Flip Tab

In the Actors Dialog Box, click the Transform… button to display this dialog box.

Flip Actor Horizontally: Flips the cels from left to right.

Flip Actor Vertically: Flips the cels from top to bottom.

Create New Actor: Click to leave the original actor unchanged, and create a new actor with the specified changes.

Related Topics

Flipping Actors

Transform Actor Dialog Box - Rotate Tab

Transform Actor Dialog Box - Size Tab


Transform Actor Dialog Box (Size Tab)
Transform Actor Dialog Box - Size Tab

In the Actors Dialog Box, click the Transform... button to display this dialog box.

None: Click to leave the size of the actor unchanged while you flip or rotate it.

All Cels Equally: Click to apply sizing changes to each cel of the entire actor. Choosing this option makes the whole actor larger or smaller.

Cel-by-Cel: Click to apply sizing changes to individual cels. Choosing this option makes an actor appear to grow or shrink.

Create New Actor: Click to leave the original actor unchanged and create a new actor with the specified changes.

Starting Size: Specify the percentage of the actor's current size that you want to use as the horizontal and vertical size of the actor's first cel.

Ending Size: Specify the percentage of the actor's current size that you want to use as the horizontal and vertical size of the actor's final cel.

Current Number of Cels: Displays the number of cels in the original actor.

New Number of Cels: Specify the total number of cels in the actor after sizing in this field. This field is only available if the Cel-by-Cel option is selected. If the new number of cels is greater than the number of original cels, Astound WebMotion automatically creates as many new cels as necessary based on the following two options.

Generate Intermediate Cels: Click this option to have Astound WebMotion add the new cels in between the original cels to make up the difference. These cels are created by duplicating the cels around the intermediate cel and then applying the appropriate sizing

Cycle Through Existing Cels: Click this option to have Astound WebMotion add cels from the beginning of the actor to the end to make up the difference. So if you created a 10 cel actor from a 5 cel actor, the actor would loop through its animation twice.

Related Topics

Sizing Actors

Making Actors Grow or Shrink

Transform Actor Dialog Box - Flip Tab

Transform Actor Dialog Box - Rotate Tab


Transform Actor Dialog Box (Rotate Tab)
Transform Actor Dialog Box - Rotate Tab

In the Actors Dialog Box, click the Transform... button to display this dialog box

None: Click to leave the angle of the actor unchanged while you flip or size it.

All Cels Equally: Click to apply rotation changes to each cel of the actor. Choosing this option tilts the entire actor.

Cel-by-Cel: Click to apply rotation changes to individual cels. Choosing this option makes an actor appear to spin.

Create New Actor: Click to leave the original actor unchanged, and have a new actor created with the specified changes.

Starting: In this field specify the starting angle of the rotation. If Cel by Cel is not selected this is the amount the actor is rotated.

Ending: In this field specify the ending angle of the rotation. This option is only enabled when the Cel-by-Cel option is selected.

Direction: Specify whether you want to rotate the cels in a clockwise or counter-clockwise direction.

Current Number of Cels: Displays the number of cels in the original actor.

New Number of Cels: Specify the total number of cels in actor after rotating in this field. This field is only available if the Cel-by-Cel option is selected. If the new number of cels is greater than the number of original cels, Astound WebMotion automatically creates as many new cels as necessary based on the following two options.

Generate Intermediate Cels: Click this option to have Astound WebMotion add the new cels in between the original cels to make up the difference. These cels are created by duplicating the cels around the intermediate cel and then applying the appropriate rotation.

Cycle Through Existing Cels: Click this option to have Astound WebMotion add cels from the beginning of the actor to the end to make up the difference. So if you created a 10 cel actor from a 5 cel actor, the actor would loop through its animation twice.

End rotation one step early (cyclic): Enabling this checkbox ends the rotation one step early. Use this option if the object completes one or more full circles. Without this option enabled the first and the last cel are in the same position in an actor that rotates 360 degrees and your actor appears to pause if it plays through more than once on its path. When this option is enabled the last position isn't used so the actor appears to rotate continuously and smoothly.

Related Topics

Rotating Actors

Spinning Actors

Transform Actor Dialog Box - Flip Tab

Transform Actor Dialog Box - Size Tab


What is the Astound WebMotion Web Installer?

Once you have created an animation with Astound WebMotion, the next step is to reference it in your Web page document and put the animation files onto your Web site so it can be viewed by anyone visiting your Web page.

You can put your animation on your web page so that it is played by our Java Player or as an animated GIF file. Generally, you will want to create a Java-Based animation so that you can take full advantage of Astound WebMotion's features.

The Astound WebMotion Web Installer does 3 things:

Creates the playback files. If you choose to install the animation so it uses the Java Player, the Web Installer breaks up your Astound WebMotion (.WMA) file into many smaller files that will be used to play the animation from your Web site. If you choose to install the animation as an animated GIF file, the Web Installer will create the GIF file from your Astound WebMotion (.WMA) file. NOTE: You cannot edit the playback files created by the Web Installer. Be sure to keep the original .WMA file so that you can edit your animation in the future.

Transfers these playback files and the Java Player to your Web site, or to your local hard disk. To install the playback files to your Web site, you need FTP access to your Web server. If you don't have FTP access, you can save the Web animation onto your local hard drive so it can be installed by your service provider later.

 Note: to install the files onto your local hard drive, you must have a version of Windows which supports long filenames, such as Windows 95.

The Astound WebMotion Web Installer can create a sample Web page document with all the HTML codes necessary to play your animation. You can modify this page or copy the necessary HTML codes to another Web page document.

Once you have added the animation to your Web Site, it can be viewed by anyone with a Java-enabled browser such as Netscape Navigator 2.01 or later.

NOTE: We are assuming that you have used the Internet before and that you are familiar with the terminology and basic Web tools. If you require additional information in these areas, contact your Internet provider.

Related Topics

How the Astound WebMotion Web Instaler Creates Java-Based Animations

Installing an Animation onto a Web Server

Installing an Animation onto Your Hard Drive

Installing From a System Running Windows 3.1

Manually Placing Animations in an HTML Document

Editing an Animation after Installing It


How the Astound WebMotion Web Installer Creates Java-Based Animations

The Astound WebMotion Web Installer takes .WMA animation files created with Astound WebMotion and breaks them up into several small, easy to download files. It then gives you the option of installing these files onto your Web site or locally on your hard drive.

Note: to view your web page locally after installing the files onto your local hard drive, you must have a version of Windows which supports long filenames, such as Windows 95.

The Astound WebMotion Web Player automatically installs the Astound WebMotion Java Player to the Web Page along with the animation. This player is used  whenever someone views the Web Page with a Java-enabled browser such as Netscape Navigator 2.01 or later.

Related Topics

What is the Astound WebMotion Web Installer?

Installing an Animation onto a Web Server

Installing an Animation onto Your Hard Drive

Installing From a System Running Windows 3.1

Manually Placing Animations in an HTML Document

Editing an Animation after Installing It


Installing an Animation onto a Web Server

1.	Create an animation in Astound WebMotion and save it.

2.	In the first panel of the Astound WebMotion Web Installer, specify which Astound WebMotion file you want to install.

You can click Browse to search through your directories to locate the file.

3.	Specify whether you want to create a Java-Based animation or an animated GIF.

Note: If you decide to install your animation as an animated GIF, you will loose all path interactivity and frame events from you animation; such as, go to frame, go to URL, play sound, pause, etc. If you specified a Default URL for the animation, it will be functional.

4.	Select Anti-alias Text to give any text actor larger than 12 point a smoother appearance by distorting the jagged edges and click Next.

Any text that is 12 point or smaller will not be anti-aliased. This option works best with solid color backgrounds.

Note: This option is only available if you are creating a Java-based animation.

5.	In the Put Where panel, enable On the Internet to install the files directly to your Web site on the Internet and click Next.

6.	In the FTP Server panel, type your FTP server IP, your user name on the server, and your password, and then click Next.

If you are unsure about your FTP information, contact your Internet provider.

7.	In the next panel, specify the FTP directory where you want the Astound WebMotion Web Installer to install the animation and click Next.

You can click the Browse button to display the Select FTP Directory dialog box. In this dialog not only can you select the directory you want to use, you can also create new directories, rename and delete files.

You should put the playback files created by the Astound WebMotion Web Installer for different animations in different directories to prevent conflicts between files with the same name and to make site maintenance easier.

8.	If you want the installer to create a sample Web Page for you, enable the Create Sample Web Page option. You can then type in a page title, a heading for your page, a description and your name. When you are finished, click Next

If you allow the Astound WebMotion Web Installer to create a sample web page, you will get a skeletal page that you can then edit and modify, or copy the necessary information from to put into another page. If you decide not to create a sample web page, you will have to manually place the animation into a web page.

9.	Ensure that the information in the Processing panel is correct and click Finish.

If the information is not correct, you can click on Previous to go back to the appropriate panel to make the necessary corrections.

The Web Installer will now create the various animation playback files and put them into the specified location on the web server.

Related Topics

What is the Astound WebMotion Web Installer?

How the Astound WebMotion Web Instaler Creates Java-Based Animations

Considerations for Using Java Based Playback or Animated GIFs

Installing From a System Running Windows 3.1

Installing an Animation onto Your Hard Drive

Editing an Animation after Installing It


Installing an Animation onto Your Hard Drive

Note: to view your web page locally after installing the files onto your local hard drive, you must have a Java-enabled browser.

1.	Create an animation in Astound WebMotion and save it.

2.	In the first panel of the Astound WebMotion Web Installer, specify which Astound WebMotion file you want to install.

You can click Browse to search through your directories to locate the file.

3.	Specify whether you want to create a Java-Based animation or an animated GIF.

Note: If you decide to install your animation as an animated GIF, you will loose all path interactivity and frame events from you animation; such as, go to frame, go to URL, play sound, pause, etc. If you specified a Default URL for the animation, it will be functional.

4.	Select Anti-alias Text to give any text actor larger than 12 point a smoother appearance by distorting the jagged edges and click Next.

Any text that is 12 point or smaller will not be anti-aliased. This option works best with solid color backgrounds.

Note: This option is only available if you are creating a Java-based animation.

5.	In the Put Where panel, enable On a Local hard Drive and click Next.

6.	In the Output Directory panel, specify the directory you want the Astound WebMotion Web Installer to install the files in and click Next.

You should put the playback files created by the Astound WebMotion Web Installer for different animations in different directories to prevent conflicts between files with the same name.

7.	If you want the installer to create a sample Web Page for you, enable the Create Sample Web Page option. You can then type in a page title, a heading for your page, a description and your name. When you are finished, click Next

If you allow the Astound WebMotion Web Installer to create a sample web page, you will get a skeletal page that you can edit and modify or copy the necessary information from to put into another page. If you decide not to create a sample web page you will have to manually place the animation into a web page.

8.	Ensure that the information in the Processing panel is correct and click Finish.

If the information is not correct, you can click on Previous to go back to the appropriate panel to make the necessary corrections. The Web Installer will now create the various animation playback files and put them into the specified location on your hard drive.

Related Topics

What is the Astound WebMotion Web Installer?

How the Astound WebMotion Web Instaler Creates Java-Based Animations

Considerations for Using Java Based Playback or Animated GIFs

Installing an Animation onto a Web Server

Installing From a System Running Windows 3.1

Editing an Animation after Installing It


Considerations for Using Java Based Playback or Animated GIFs
Considerations for Using Java-Based Playback or Animated GIFs

There are a few things to consider when deciding between Java Playback and animated GIF in the Web Installer:

Animated GIF playback does not have much functionality. Astound WebMotion's Java Player has much more functionality to create more sophisticated animations.

You loose the following functionality when installing your animation as an Animated GIF:

All Path Interactivity, including: pause, go to frame, go to URL, play sound, etc.

All Frame Events, including: pause, go to frame, go to URL, play sound, etc.

Playback speed and streaming is more consistent using the Java Player because it has built-in functionality to monitor and control playback. Animated GIFs can look "jerky".

Java-enabled browsers are not currently supported under some operating systems, such as Windows 3.1 or OS/2; whereas, browsers under these operating systems probably support animated GIF files.

If you are not using any of the extra functionality that comes with the Java Player and are doing basic "straight-line" animations, you may want to experiment a little to determine which format is best for you. Differences in total size of the animations files and differences in download and playback efficiency will vary between the two formats depending on the animation.

Issues including: the total number of actors in your animation, the total number of frames in your animation, the stage size, etc. all affect which format would be better. You should experiment by installing you animation in both formats and trying them to see which one better suits your needs.

Related Topics

What is the Astound WebMotion Web Installer?

How the Astound WebMotion Web Instaler Creates Java-Based Animations

Installing an Animation onto a Web Server

Installing an Animation onto Your Hard Drive


Manually Placing Java Based Animations in an HTML Document

1.	Create your HTML document.

2.	Place the following where you want the animation to appear:

<applet codebase="./" code="Astound WebMotion.class" width=<X> height=<X>>

parameters

</applet>

Where,

<X> is the width and height, in pixels, of the animation frames. This value can be set in Astound WebMotion in the Stage Size dialog box.

The parameters can be any of the parameters supported by the Java Player.

3.	Save your changes.

4.	Copy your HTML file to your web server as usual.

Related Topics

What is the Astound WebMotion Web Installer?

How the Astound WebMotion Web Instaler Creates Java-Based Animations

Installing an Animation onto a Web Server

Installing an Animation onto Your Hard Drive

Editing an Animation after Installing It


Editing an Animation After Installing It

You cannot edit the playback files created by the Astound WebMotion Web Installer, so be sure to keep the .WMA file created by Astound WebMotion.

You will have to edit the .WMA file and then use the Astound WebMotion Web Installer to create a new set of  playback files. But, before you do this, be sure to delete the existing playback files if you intend to install the edited version to the same location.

Related Topics

What is the Astound WebMotion Web Installer?

How the Astound WebMotion Web Instaler Creates Java-Based Animations

Installing an Animation onto a Web Server

Installing an Animation onto Your Hard Drive

Manually Placing Java-Based Animations in an HTML Document


Installing From a System Running Windows 3.1

If you are running in Windows 3.1x and you want to use the Astound WebMotion Web Installer to install an animation either locally or to a web server, you must ensure that you have a 16-bit version of WINSOCK.DLL installed on your system and it must reside in the Windows' search path.

The Astound WebMotion Java Player is a Java applet. Java applet files have long filenames. Windows 3.1x does not support long filenames. If you are running in Windows 3.1x and want to use the Astound WebMotion Web Installer to install an animation locally to your hard disk, the Player files will be copied to the desired directory with short filenames. As a result, you will not be able to play your animation with your Web Browser. This situation is not a problem if you are using Windows 3.1x and are installing your animation to a web server because FTP and most web servers support long filenames.

You may still want to install your animation(s) locally first and then transfer them to your web site later using an FTP utility. If you do this, you must remember to rename the short filenames of the Player files to their correct long filenames after the files have been transferred to your web server. The correct filenames are:

Short	Long

WEBMOT~1.CLA	WebMotion.class

LOOPBA~1.CLA	LoopBase.class

FRAMEE~1.CLA	FrameElement.class


Java Player Parameters

The following is a list of all parameters supported by the Java Player. If you have the Web installer create a sample page for you, all of these parameters will be created and set for you. However you can manually add or edit them if you wish.

These parameters take the following form in the HTML document:

<param name=Blocking value="true">

The parameter value must be enclosed in double quotes.

DataPath

FileName

Streaming

StartFrame

EndFrame

FinalFrame

DoLoop

HyperLink

HyperLinkTarget

Related Topics

Manually Placing Animations in an HTML Document


FileName

value="<YourFileName>"	The complete filename of the .BIN  file generated by the Astound WebMotion Web Installer.

Note: This parameter is required and is case sensitive.

Related Topics

Manually Placing Jave Based Animations in an HTML Document

Java Player Parameters


DataPath

value=<Path>	The path to where the image files are located. This can be relative to the URL of the HTML document that contains the APPLET tag, or it can be an absolute path.

Note: The Astound WebMotion Web Installer puts all of the files for a single animation, including all of the image files, into the same directory. This parameter allows you to put all the image files into their own separate directory. Image files have a .GIF file extension. If you decide to do this, we recommend that you provide a relative path instead of an absolute path. The download time of the image files will be quicker if a relative path is used.

Note:This parameter is optional. If not given, the Java Player will assume that all the images files are located with the other animation files in the same directory as the HTML document that contains the APPLET tag.

Related Topics

Manually Placing Java-Based Animations in an HTML Document

Java Player Parameters


Streaming

value="false"	Causes the Java Player to wait until all of the files are loaded before the animation starts playing. The animation will take longer to start playing, but once it starts playing, playback will be smoother because the whole animation will be available.

This value can be set in Astound WebMotion by enabling Do Not Playback while Loading in the Playback Options dialog box.

value="true"	Causes the Java Player to start playing as soon the first files are loaded. As subsequent files are loaded, they will be displayed. Until all the files are loaded, the Java Player will display the cels that are loaded, substituting them for the cels that are not yet loaded. In this case, the animation will appear almost immediately; however, it will not playback smoothly because actor cels will be substituted until they are all loaded. Also, since the Java Player is playing the animation while it is loading subsequent files, the time required before the entire animation is loaded and playing smoothly is longer.

This value can be set in Astound WebMotion by enabling Playback while Loading in the  Playback Options dialog box.

Note: This parameter is optional. If not given, the default will be "true". The value should not be set to "true" if the DoLoop parameter is also set to "false", because the animation may finish playing before it has all been downloaded and portions of the animation may never be displayed.

Related Topics

Manually Placing Java-Based Animations in an HTML Document

Java Player Parameters


StartFrame

value="<X>"	This is the frame number which the Java Player will start playing the animation at.

Note: This parameter is optional. If not given, the default value is the first frame. The first frame of the animation is considered frame number 1.

Related Topics

Manually Placing Animations in an HTML Document

Java Player Parameters


EndFrame

value="<X>"	This is the frame number which the Java Player will stop playing the animation at, unless looping is turned on (see DoLoop parameter), in which case it will start again at the frame specified by the StartFrame parameter.

Note: This parameter is optional. If not given, the default value is the last frame of the animation. The first frame of the animation is considered frame number 1.

Related Topics

Manually Placing Java-Based Animations in an HTML Document

Java Player Parameters


FinalFrame

value="<X>"	If the animation does not loop, the Java Player will display this frame when it is complete, and subsequently when the window is updated.

Note: This parameter is optional. If not given, the default value is the last frame of the animation. The first frame of the animation is considered frame number 1.

Related Topics

Manually Placing Animations in an HTML Document

Java Player Parameters


DoLoop

value="true"	Causes the Java Player to repeat the animation when it reaches the frame specified by the EndFrame parameter.

value="false"	Causes the Java Player to stop playing the animation when it reaches the frame specified by the EndFrame parameter; after which, the frame specified by the FinalFrame parameter will be displayed.

Note: This parameter is optional. If not given, the default value is true.

Related Topics

Manually Placing Java-Based Animations in an HTML Document

Java Player Parameters


HyperLink

value="<URL>	Used to add interactivity to the whole animation. When the viewer clicks anywhere on the animation, the Java Player will instruct the Browser to go to the specified URL -- another web page for example. If this parameter is defined and the user clicks on an actor that had interactivity defined for its path, the Java Player will use the path's URL.

Note: This parameter is optional.

Related Topics

Manually Placing Java-Based Animations in an HTML Document

Java Player Parameters


HyperLinkTarget

value="<target>"	This parameter is used by the Java Player when a "jump to URL" event occurs; this includes, interactive and frame jump to events as well as the Default URL for the whole animation. It instructs the Java Player which frame or window to display the new document in and the Java Player passes this instruction on to the browser. The value <target> can be the name of a frame or one of the following predefined names:

"_blank"	Load the new document into a new unnamed window.

"_self"	Load the new document in the same frame and window as the current document.

"_parent"	Load the new document in the parent frame of the frame containing the current document.

"_top"	Remove all frames and load the new document in the entire window. This is the same as "_self" when no frames are used.

Note: This parameter is optional. If not given, the default is whatever the default for the browser is.

Related Topics

Manually Placing Animations in an HTML Document

Java Player Parameters


Java Player API Reference

These are the ActiveX and LiveConnect controls currently available in the Astound WebMotion Java Player.

loadanim

boolean isAnimLoaded

playanim

pauseAnim

suspendAnim

stopAnim

gotoFrame

int getCurrentFrame

int getFrameCount

setStartFrame

setEndFrame

setFinalFrame

setDoLoop

int getSpeed

setSpeed

setHyperLink

setHyperLinkTarget

int getStatus

int getPlayerVersionsMajor / int getPlayerVersionsMinor

int getFileVersionsMajor / int getFileVersionsMinor


loadAnim
loadAnim (String strDataPath, String strDataFile, boolean bStream)

Instructs the player to load the specified animation playback file. The player will not start playing the animation until playAnim() is called. Note: this functionality is currently available with ActiveX only.

strDataPath =	The path to where the animation's image files are located. This can be relative to the URL of the HTML document that contains the APPLET tag, or it can be an absolute path. If this parameter is null then the animation files are assumed to be in the same directory as the HTML document containing the APPLET tag that originally launched the Astound WebMotion player.

strDataFile =	The complete filename of the animation playback file, i.e. the .BIN file generated by the Astound WebMotion Web Installer.

bSteam = 	If FALSE: Causes the Java Player to start playing as soon the first actor cels are loaded. As subsequent actor cels are loaded, they will be displayed. Until all the actor cels are loaded, the Java Player will substitute loaded cels for ones that are missing. In this case, the animation will appear almost immediately however, actors may not playback smoothly because actor cels will be substituted until they are all loaded. Also, since the Java Player is playing the animation while it is loading subsequent files, the time required before the entire animation is loaded and playing smoothly is longer.

If TRUE: Causes the Java Player to wait until all the files are loaded before the animation starts playing. It will take longer before the animation starts playing while all the files are being loaded, but, once it starts playing, it will playback smoother because the whole animation will be available.

Related Topics

Java Player API Reference


boolean isAnimLoaded
boolean isAnimLoaded ()

Returns whether the player currently has an animation loaded. Note: this functionality is currently available with ActiveX only.

TRUE = an animation is loaded

FALSE = an animation is not loaded, ie. empty.

Related Topics

Java Player API Reference


playAnim
playAnim ()

Starts playing the animation. By default the animation starts on the first frame, however a different start frame can be specified using setStartFrame().

Related Topics

Java Player API Reference


pauseAnim
pauseAnim (int iSeconds, boolean bCancelOnClick)

Pauses the animation for the specified duration.

iSeconds = number of seconds to pause the animation

bCancelOnClick = if TRUE, unpause when the mouse is clicked on the animation

Related Topics

Java Player API Reference


suspendAnim
suspendAnim ()

Suspends playing of the animation until playAnim() is invoked. All interactivity is disabled. While suspended the player uses significantly less CPU resources which allows other objects on the page to perform better.

Related Topics

Java Player API Reference


stopAnim
stopAnim ()

Stops the animation. The frame specified using setFinalFrame() will be displayed and a significant amount of CPU and memory resources will be freed. The animation must be reloaded using loadAnim() before it can be played again.

Related Topics

Java Player API Reference


gotoFrame
gotoFrame (int iFrame)

Jump to the specified frame. If the animation is playing then it will continue playing at the specified frame. If the animation is paused or suspended it will remain in that state.

iFrame = frame number to jump to (animations start with frame 1)

Related Topics

Java Player API Reference


int getCurrentFrame
int getCurrentFrame ()

Returns the current frame number of that animation that is currently loaded.

Related Topics

Java Player API Reference


int getFrameCount
int getFrameCount ()

Returns the total number of frames in the animation.

Related Topics

Java Player API Reference


setStartFrame
setStartFrame (int iFrame)

Sets the first frame that is played in the animation and the frame that is played when the animation loops. By default, this is frame 1.

iFrame = frame number of the start frame.

Related Topics

Java Player API Reference


setEndFrame
setEndFrame (int iFrame)

Sets the last frame that is played before the animation stops or loops. By default, this is the last frame of the animation.

iFrame = frame number of the last frame.

Related Topics

Java Player API Reference


setFinalFrame
setFinalFrame (int iFrame)

Sets the frame that is displayed when the end of the animation is reached and looping is disabled.

iFrame = frame number of the final frame to be displayed.

Related Topics

Java Player API Reference


setDoLoop
setDoLoop (boolean bLoop)

Sets whether the player should continue playing the animation again when it gets to the end of the animation. The end of the animation is the last frame or the frame number specified using setEndFrame(). The player will loop to the first frame of the animation or the frame number specified using setStartFrame.

bLoop = if TRUE then looping is enabled.

Related Topics

Java Player API Reference


int getSpeed
int getSpeed ()

Returns the current playback speed of the animation in frames per second.

Related Topics

Java Player API Reference


setSpeed
setSpeed (int iFPS)

Sets the current playback speed of the animation in frames per second.

iFPS = playback speed in frames per second.

Related Topics

Java Player API Reference


setHyperLink
setHyperLink (String strHyperLink)

Sets the default hyperlink URL of the whole animation. If the user clicks on the animation, but not on an actor that has its own interaction defined, the player will instruct the browser to go to the specified URL; for example, another web page.

strHyperLink = complete URL

Related Topics

Java Player API Reference


setHyperLinkTarget
setHyperLinkTarget (String strTarget)

Sets the target of any "jump to URL" event in the animation; this includes, interactive and frame jump to URL events as well as the Default URL for the whole animation. It instructs the Java Player which frame or window to display the new document in and the Java Player passes this instruction on to the browser.

strTarget = this parameter can be the name of a frame or one of the following predefined names:

"_blank" 	Load the new document into a new unnamed window.

"_self"	Load the new document in the same frame and window as the current document.

"_parent" 	Load the new document in the parent frame of the frame containing the current document.

"_top"  	Remove all frames and load the new document in the entire window. This is the same as

"_self" 	when no frames are used.

Related Topics

Java Player API Reference


int getStatus
int getStatus ()

Returns a code describing the current state of the player.

0 	Empty. No animation loaded.

1 	Loading. An animation is loading with streaming off.

2 	Loaded. An animation has finished loading enough of an animation via loadAnim() to begin playing but playAnim() has not been called.

3 	Playing. An animation is playing or paused and may also be loading in the background (streaming).

4 	Suspended. An animation is currently suspended.

5 	Exit. The player is shutting down.

Related Topics

Java Player API Reference


int getPlayerVersionsMajor / int getPlayerVersionsMinor
int getPlayerVersionMajor ()

int getPlayerVersionMinor ()

These methods return the version number of the player.

Related Topics

Java Player API Reference


int getFileVersionsMajor / int getFileVersionsMinor
int getFileVersionMajor ()

int getFileVersionMinor ()

These methods return the version number of the animation playback file.

Related Topics

Java Player API Reference


Actors

Animated objects made up of a number of cels. Each cel is an image that is slightly different from the previous. The actor animates when the cels are displayed quickly one after the other, creating the illusion of motion.


Animation

An object that creates the illusion of motion. Animations can contain backgrounds and actors.


Cels

Separate images that make up an actor depicting different phases of its motion. The complexity of the actors movement determines the number of cels you will need to make its movement convincing. For example, a bouncing ball may need a few cels, whereas a person walking may require several cels.


Cel Sequence

The cel sequence is the order that cels in an actor are displayed as the actor moves along its path. A normal cel sequence in a 5 cel actor is 1-2-3-4-5, reverse order is 5-4-3-2-1 and ping pong is 1-2-3-4-5-4-3-2-1.


Frames

A snapshot of your animation at a given point in time, similar to a single frame of a animation or a filmstrip. As your animation moves from one frame to the next, your actors will move from one node to the next along their paths.


Gradients

Color backgrounds made up of a series of colors blended together.


HSB (Hue, Saturation, Brightness)

A common color model that allows you to define any color by specifying numerical values for its hue, saturation and brightness.

The hue is the color value and corresponds to the actual color being used, such as red, blue, green, etc., and other colors in between. Hue values range from 0 to 360 degrees on the color wheel.

The saturation component corresponds to the amount of hue or color shown. For example, S = 0% corresponds to no color, while S = 100% means that the full color will be used.

The brightness component value is a measure of the brightness of the color. A lower brightness value gives a darker color, while a higher value yields a lighter color. Brightness components range in value from 0 to 100 percent.


Java

Java is a generic programming language which developers can use to create programs to put on web sites. When people with Java-enabled browsers access a web site that contains Java programs (aka Java applets) the programs will be executed.

Java was designed to be platform-independent. When accessed on a web site, the Java programs will be automatically translated to properly run on the users computer, whether it is Windows-based, Macintosh, or UNIX.

Astound WebMotion uses a program created in Java to play back its animations. Therefore, by using Astound WebMotion to add animations to a web site, more people will be able to enjoy your animations.


Paths

The course your actor uses to move across the screen. Paths start at a specific frame and span across several frames. Each path is associated with one specific actor, but the same actor can appear on several paths simultaneously. At any point, the path of an actor determines the position of the actor, the cel of the actor that appears, and the priority of the path with respect to other paths.


Path Nodes

A node on a path represents the location of an actor in a specific frame. This includes the "geographic" location on the stage, which other paths the actor is in front of or behind, and what cel of the actor is displayed.


Registration Points

The point on a cel of the actor that is placed on the paths node. The registration point is anchored to the nodes along the path when the animation is played back. Registration points are useful when your actor has parts of each cel that remain stationary on the screen while other parts move. For example, a clocks body does not move, but its hands do. Set the registration point so the body of the clock is always in the same place. If you placed one registration on the top of the clock, and then the next one on the bottom of the clock, the clock would jump up and down as it moved along its path.


RGB (Red, Green, Blue)

The RGB (red, green and blue) color model is an additive color model relating directly to color generated by a computer monitor.

The red, green, and blue component values may range from 0 to 255. Since the RGB color model is additive, then R = 255, G = 255 and B =255 yields pure white, or the paper color and values of 0 would create black..


Stage

The stage is the area of the screen where your animation takes place. If a portion of a path is off the stage, you won't see that part of the path when you playback your animation. Beginning a path in the off stage area is useful when you want your actor to appear to enter the stage.


Transparent Color

Defines the see-through areas of an actors cel. When the cel is played in the animation, the transparent color areas disappear and the background of the animation shows through.

For example, if you were creating a car actor, you might want the background "box" around the car to be invisible, but also want to see the background through the car windows. This can be done by filling the actor's background and the car windows with blue (or some other color not used elsewhere in the actor) and then specifying blue as the transparent color.


Transforming

Transforming involves flipping, sizing or rotating an actor or the cels of an actor. These options allow you to create actors that are larger or smaller or face a different direction than the original, and to create actors that grow, shrink and/or spin.


FTP (File Transfer Protocol or File Transfer Program)

FTP is the Internet facility that allows you to transfer files between computers in different locations via the Internet.


HTML (HyperText Markup Language)

The language that allows you to format a Web page including text, graphics, animation and sound.


URL (Universal Resource Locator)

The address of a Web site that is used to access it. For example, www.astound.com


Web Site

The location of a person's or organization's information on the World Wide Web. The Web site can contain a number of Web pages on different topics, files that can be downloaded, areas that users can upload information into etc.


  New

Displays the New Animation Wizard so that you can create a new animation.


  Open

Opens an existing animation file.


  Save

Saves the current animation.


  Cut

Removes the current path and places it in Astound WebMotion's own clipboard.


  Copy

Copies the current path and places it in Astound WebMotion's own clipboard.


  Paste

Places the path from the Astound WebMotion's clipboard into the animation.


  Undo

Reverses your last path editing operation (Cut, Copy, Paste, Delete or Move).


  Interactivity

Displays the Interactivity Dialog Box so you can add interactivity to a path.


  Change Actor

Displays the Actors Dialog Box so you can change the actor on an existing path.


  Change Node Distribution

Displays the Change Node Distribution Dialog Box so you can change the number of nodes and add acceleration and deceleration to an existing path.


  Toolbox

Toggles the display of Astound WebMotion's Toolbox.


  Score Window

Toggles the display of Astound WebMotion's Score window.


  Actors

Displays the Actors dialog box so you can modify the selected actor or open or create another actor.


  Play

Plays the current animation.


  Stop

Stops playing the current animation.


        Path Tools

You can use the path tools to draw straight, freehand, curved and polyline paths for your actors to follow.


  Freehand Path Tool

Draws a freehand path.


  Line Path Tool

Draws a straight path.


  Curve Path Tool

Draws a curved or circular path.


  Polyline Path Tool

Draws a path made up of a series of straight lines.


  Path to Front Tool

Moves all or part of the selected path forward.


  Path to Back Tool

Moves all or part of the selected path backward.


  Go to First Frame

Moves to the beginning of the current animation.


  Go to Previous Frame

Moves back one frame in the current animation.


  Go to Next Frame

Moves forward one frame in the current animation.


  Go to Last Frame

Moves to the end of the current animation.


  Loaded Actors List

Allows you to select one of the currently loaded actors to create another path.