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-
- âââ 1. Installation âââ
-
- MainActor needs some additional software packages to run correctly:
-
- o Software required by the OS/2 version.
-
- o Software required by the Windows version.
-
-
- âââ 1.1. OS/2 Installation âââ
-
- This archive contains versions of TIMER0.SYS and DIVE. They are not installed
- automatically and will have to be installed by hand.
-
- Please note that these files are copyrighted by IBM and are included in the
- MainActor archive by agreement of IBM Germany.
-
-
- âââ 1.1.1. Installing DIVE âââ
-
- DIVE is used by MainActor for displaying video. The archive dive.zip contains
- the DIVE related files. Please copy the *.LUT files into the \mmos2 directory
- and the dive.dll into the \mmos2\dll directory.
-
- Make sure that you do not have a newer version installed, Warp v+4 has DIVE
- already installed and you dont need to replace it.
-
-
- âââ 1.1.2. Installing TIMER0.SYS âââ
-
- TIMER0.SYS is needed by MainActor for syncing audio and video streams. If
- TIMER0.SYS is not installed, video and audio streams will not be synced correctly.
-
- To install TIMER0.SYS, extract the files from the timer0.zip archive and
- install them with the device driver installer (DDINSTAL) utility. Make sure to
- remove the readonly attributes of the \os2\boot\clock*.sys files first with:
- attrib -r \os2\boot\clock*.sys.
-
- Make sure that you do not have a newer version installed, Warp v4 has
- TIMER0.SYS already installed and you dont need to replace it.
-
-
- âââ 1.2. Windows Installation âââ
-
- MainActor needs DirectX, especially DirectDraw and DirectSound, for playback.
-
- If you are running Windows NT 4.0 or Windows95 Release 2, DirectX is already
- installed, otherwise download the latest DirectX runtime release from the
- Microsoft Homepage at http://www.microsoft.com.
-
- Also, your graphics card manufacturer should have DirectX enabled drivers available.
-
-
- âââ 2. Introduction âââ
-
- MainActor is a multimedia processing package. It allows you to load, edit, play
- and save / convert animations, pictures and sounds of various formats and of
- any size.
-
- MainActor features animation processing and editing functions and is the most
- powerful part of this package.
-
- MainView is the external player of MainActor. It is useful when you only want
- to play an animation and don't want to load MainActor just for that. MainView
- can also be associated to other programs.
-
- Both MainActor and MainView use the same modules for processing the various
- formats and are therefore quite flexible and expandeable.
-
- A sequencer add-on for MainActor is in work.
-
-
- âââ 2.1. Available Platforms âââ
-
- MainActor is currently available for Windows 95 / NT 4.0 and OS/2.
-
- We hope to support other platforms as well one day. All systems for which IBM's
- excellent VisualAge C++ development platform is available, is a possible and
- easy target platform, like AIX, Solaris, HP-Unix etc.
-
- MainActor always uses the fastest video and audio playback system available on
- each platform, like DIVE under OS/2 and DirectX under Windows 95 / NT 4.0.
-
- If you decide to register MainActor, you automatically get a license for all
- platforms MainActor is or will be running on.
-
-
- âââ 2.2. Additional Products âââ
-
- Additional animation related products :
-
- o mainCODEC/2 for OS/2
-
-
- âââ 2.2.1. mainCODEC/2 âââ
-
- mainCODEC/2 is part of MainActor but is distributed as a separate archive.
-
- It contains a subset of the MainActor modules as MMPM/2 codecs. These codecs
- allow the supported formats to be used within the native OS/2 multimedia
- system, for example inside the player or VideoIN.
-
- mainCODEC/2 can be downloaded from our Web Pages (http://www.mainconcept.de)
- and our BBS (+49-(0)241-4090446).
-
- Also, it should be available per ftp at hobbes.nmsu.edu.
-
-
- âââ 3. MainActor âââ
-
- MainActor is the animation processing part of the MainActor package.
-
- You can load, edit and play/show every animation, picture and sound format for
- which MainActor has the proper loader module. You can save any animation,
- picture and sound format for which MainActor has the proper saver module.
-
- The currently supplied modules are listed by selecting the Loader Modules...
- and Saver Modules... items of the Help menu. For a list of feature of these
- modules, see The Modules.
-
- MainActor features detailed online help. For additional information, please
- have a look at the User Guide.
-
-
- âââ 3.1. Start Options âââ
-
- You can pass MainActor the names of projects to load.
-
- For example mactr.exe gfx\mov\test.mov pix\art.pcx would load the animation
- test.mov and the picture art.pcx right after MainActor has started.
-
-
- âââ 3.2. FAQ âââ
-
- The frequently asked questions document for MainActor can be requested by
- sending email to mafaq@mainconcept.de.
-
-
- âââ 3.3. User Guide âââ
-
- This guide explains the functionality of MainActor as well as the vocabulary
- used by the online help and this documentation.
-
-
- âââ 3.3.1. Working with Projects âââ
-
- A project is either an animation, one or several pictures, a sound or an video
- stream. An animation or sound is always a project of its own, the name of the
- project will be the name of the animation/sound.
-
- Pictures are handled differently. All pictures of a given format are grouped
- together in one project, the name of the project will be the name of the format
- of the pictures, like IFF or JPEG. This way you can group any number of
- pictures together and convert them into an animation.
-
- Video streams are used for MPEG. They have an unknown quantity of frames.
-
- Every project has its own pop-up menu which is identical to the Project menu.
- If you press the right mouse button in the containers whitespace, the File menu
- will be shown as a pop-up menu.
-
-
- âââ 3.3.1.1. Loading Projects âââ
-
- There are several ways how to load a project.
-
- Under OS/2 we included our own file requester with MainActor, this way you can
- select any number of files very easily, for example load a whole directory or a
- range of files. If you choose to use the system file requester you will have to
- select any single file per hand.
-
- Again under OS/2, a different way is to drag and drop the file icons over the
- project list. This way you can also load any number of files.
-
- However, under Windows we simply use the system file requester, as it is
- powerful enough to simply select any number of files directly.
-
-
- âââ 3.3.1.2. Playing Projects âââ
-
- Simply double click on the project or select the Play Project... item of the
- Project menu.
-
- For additional help for the functionality available during playback, consult
- the online help of the display window.
-
- Under Windows, you also have full screen functionality, for a description of
- the possible key commands please have a look at the online help of the display
- window (simply press F1 in window playback mode).
-
-
- âââ 3.3.1.3. Removing Projects âââ
-
- Use the Remove Project item of the Project menu if you want to remove a
- specific project. Also, if you want to remove all currently loaded frames, you
- can use the Remove All item of the File menu.
-
- Under OS/2 you can aslo drag and drop the project icon over a shredder object.
-
-
- âââ 3.3.2. Working with Frames âââ
-
- The frames of the current project are displayed in the frame list. A frame is
- an image which is either part of an animation or a picture in a picture list.
-
- If the frame is part of a picture list, the frames can be sorted, single or
- various pictures can be removed or their locations can be changed by drag and
- drop. This is not possible for animation frames, as these are mostly dependent
- on a each other in a linear fashion.
-
- The icons of frames in an animation indicate if the frame is a key frame or a
- delta frame.
-
- Frames have the Frames menu available as a pop-up menu.
-
-
- âââ 3.3.2.1. Key/Delta Frames âââ
-
- Frames inside an animation can be stand alone frames, these frames do not need
- another frame to decompress correctly. These frames are called key frames.
-
- Delta frames need other frames (mostly the previous frames) to decompress. This
- is done to reduce the size of the frames inside an animation, as only the
- differences from the previous to the next frame have to be processed.
-
- First generation animation formats (like FLI, FLC, IFF-Anim) mostly have a key
- frame as the first frame and all other frames are delta frames. Second
- generation animation formats, like AVI and Quicktime mostly have key frames
- every few seconds. This enables the playback software to quickly find a
- specific position inside the stream and to skip frames when playback gets too slow.
-
- Inside MainActor, gray frame icons in the frame list indicate key frames,
- transparent icons indicate delta frames.
-
-
- âââ 3.3.2.2. Selecting Frames âââ
-
- Frames can be simply selected with the mouse or by selecting one of the Select
- or Deselect sub menu items of the Edit menu.
-
- The items of the Frames menu often work on all selected frames, like the items
- for removing and saving.
-
-
- âââ 3.3.2.3. Showing Frames âââ
-
- A frame can be displayed by simply double clicking on it or by selecting the
- Show Frames... item of the Frames menu.
-
-
- âââ 3.3.2.4. Sorting Frames âââ
-
- Frames can be sorted by hand or automatically by their size or filename.
-
- To sort the frames by hand, simply drag and drop the frames to their new
- location inside the frame list (OS/2 only).
-
- The sub menu items of the Sort Frames item of the Frames menu sort the frames
- by their size or filename.
-
- Sorting frames is only possible if the frames are part of a picture list.
-
-
- âââ 3.3.2.5. Removing Frames âââ
-
- You can remove the currently selected frames by selecting the Remove Frames
- item of the Frames menu or by dragging the frames to a shredder object (OS/2 only).
-
- Removing frames is only possible if the frames are part of a picture list.
-
-
- âââ 3.3.3. Working with Timecodes âââ
-
- Every frame of an animation or picture list has a timecode associated to it.
- The timecode controls the time the frame is shown during playback. MainActor
- displays the timecode in milliseconds, therefore a timecode of 1000 would mean
- that the frame would be displayed exactly one second.
-
- Projects can have two different kinds of timecodes: Global or local timecodes.
-
- Pictures have always a default local timecode of 1 second.
-
- Converting projects with different timecode methods can be tricky, have a look
- at the Timecode Translation.
-
-
- âââ 3.3.3.1. Global Timecodes âââ
-
- Global timecodes only support one timecode per animation, meaning that every
- frame has to have the same timecode.
-
- These animation formats, for example AVI/FLI/FLC, often insert additional
- frames into the animation for timing purposes. These frame are dummy frames and
- have a size of zero, they just have the purpose to slow down playback for the
- last 'real' frame.
-
- You can set the global timecode of an animation by selecting the Global
- Timecode... item of the Project menu.
-
-
- âââ 3.3.3.2. Local Timecodes âââ
-
- Local timecodes can be set for every frame of an animation and allow a
- different timecode for each frame. Local timecodes can be found in Quicktime
- and IFF-AnimX animation formats. You can however not set the local timecodes of
- Quicktime animations inside MainActor.
-
- Additionally, MainActor treats picture lists as if they would have a local
- timecode feature. You can therefore set the timecodes of pictures. This is
- useful for quickly making a slide show as a preview of an animation or to set
- the timecodes prior to saving, so that the resulting animation automatically
- has the right timecodes associated to it.
-
- You can change the local timecodes of the currently selected frame by choosing
- the Local Timecodes... item of the Frames menu.
-
-
- âââ 3.3.4. Working with Audio âââ
-
- MainActor is able to save out sound from animations directly into a sound saver
- module, currently only the WAV saver.
-
- You are also able to load WAV files, but you can currently only play them or
- re-save them as WAV. The sound modules will come in handy when the sequencer is
- ready to be included in MainActor as you can use them to import audio data into
- the sequencer.
-
-
- âââ 3.3.5. Notes on Saving âââ
-
- Saving new pictures or animations is quite easy, you can save all frames or
- just the selected frames of the frame list to the new format.
-
- When saving pictures, MainActor will automatically enumerate the new pictures,
- like "test0003.bmp". The start index can be set within MainActor.
-
- There are however some things you need to know, like how MainActor deals with
- Timecode Translations or handles 8Bit Palettes.
-
-
- âââ 3.3.5.1. 8Bit Palettes âââ
-
- When you save a new 8Bit (256 color) animation, MainActor will use a customized
- palette for the whole animation. That means that MainActor will not save a new
- palette once the source palette changes but tries to create an optimized
- palette for the new animation which will then be used for all frames.
-
- We think this approach results in smoother animations, especially on platforms
- which write directly to the color space, like low level DOS, Amiga and MAC viewers.
-
- The generation of the animation is, however, slower, as MainActor has to
- process all frames to generate the source palette.
-
- If you want to convert an video stream (MPEG) to an 8bit image or animation
- format, MainActor uses a default 8bit palette. This is due to the fact that
- MainActor doesnt know the size of the stream and decoding the whole stream to
- find out the right palette could take lots of time. However, as you can load
- another palette inside the Palette Editor, you can load in any other custom
- palette you would like to use for converting.
-
- It is possible to edit the palette prior to saving.
-
-
- âââ 3.3.5.2. Editing 8bit Palettes âââ
-
- You can edit 8bit palettes prior to saving with the palette editor. Useful if
- you want to optimize the palette, but as MainActor changes the color indices
- while optimizing the palette it becomes a must when you want to set a specific
- color index as color 0, for example if you want to save the color as
- transparent with the GIF saver.
-
- With the color editor you always have full control over the palettes you save
- in your 8bit animations or pictures.
-
- The palette editor is able to load/save your palettes, this way you can load in
- any custom palette you created with other programs (or MainActor) for saving.
-
-
- âââ 3.3.5.3. Timecode Translation âââ
-
- There can be some problems while converting local timecode animations to global
- timecode animation formats.
-
- Converting global timecode animation formats to local timecode animation
- formats is easy, because MainActor can set every local timecode to the global
- timecode of the source project.
-
- This does not work the other way round, as you can set the global timecode of
- the animation to only one of the local timecodes of the source project.
- MainActor tries to calculate the best global timecode for the new project and
- inserts dummy frames behind frames which have higher timecodes than the new
- global one.
-
- This all sounds a little complicated but we hope MainActor does the job without
- you even noticing it.
-
- If you are not satisfied with the timing of a certain animation, you can always
- split it up into pictures, load them as a picture lists and can set the
- timecodes of the pictures yourself. If you want to add dummy frames in the
- resulting animation, simply add the same picture various times into the picture
- list. Of course, a later version of MainActor will have a sequencer which will
- make this kind of work very easy indeed.
-
-
- âââ 4. MainView âââ
-
- MainView is the player only part of MainActor. Useful if you just want to play
- an animation or want to run an animation from within another program.
-
- MainView can play every format for which MainActor has the proper loader
- module. Saving is not supported from within MainView.
-
-
- âââ 4.1. Start Options âââ
-
- MainView features different options for the different platforms :
-
- o Start Options for the OS/2 version.
-
- o Start Options for the Windows version.
-
-
- âââ 4.1.1. OS/2 Start Options âââ
-
- Starting MainView by clicking on its icon opens a file requester. Otherwise you
- can pass the name on the command line.
-
- Note that you can also drop the icon of the animation or picture on the
- MainView icon.
-
- The syntax for MainView is: mainview.exe [options] filename.
-
- If you do not pass any options on the command line, MainView will use the
- global settings of MainActor.
-
- MainView supports the following options in this release:
-
- -(c|cache)
- Cache Data. This option will load all data of the animation into a
- ram cache before playing. This will speed up animation playback. If
- not enough free ram is available, MainView will free the already
- allocated memory and play directly from harddisk/cdrom. This option
- is off by default.
-
- -(v|volume) number
- Set the sound volume, the range for the number is 0-100. Default is 80.
-
- -(tbl|toolbarlocation) location
- Sets the initial location of the control toolbar. Location can be
- one of the following strings: top, bottom, left, right, floating and hidden.
-
- -(hw|hidewindow)
- Hide the load window, the window which displays the progress of the
- loading process. The window will not be shown. This option is off by default.
-
- -(das|disableautostart)
- This option will stop MainView to start animations automatically.
-
- -(cfr|customfilerequester)
- Use the custom file requester instead of the system file requester.
- This option is off by default.
-
- -(r|repeat) number
- The number indicates how many times the project shall be repeated
- while playing. Default is 1.
-
- Example: mainview -volume 80 -tbl bottom dino.mov would play the dino.mov
- animation with a sound volume of 80 and the toolbar would be located at the
- bottom of the window.
-
-
- âââ 4.1.2. Windows Start Options âââ
-
- Starting MainView by clicking on its icon opens a file requester. Otherwise you
- can pass the name on the command line.
-
- The syntax for MainView is: mainview.exe [options] filename.
-
- If you do not pass any options on the command line, MainView will use the
- global settings of MainActor.
-
- MainView supports the following options in this release:
-
- -(c|cache)
- Cache Data. This option will load all data of the animation into a
- ram cache before playing. This will speed up animation playback. If
- not enough free ram is available, MainView will free the already
- allocated memory and play directly from harddisk/cdrom. This option
- is off by default.
-
- -(v|volume) number
- Set the sound volume, the range for the number is 0-100. Default is 100.
-
- -(tbl|toolbarlocation) location
- Sets the initial location of the control toolbar. Location can be
- one of the following strings: top, bottom, left, right, floating and hidden.
-
- -(hw|hidewindow)
- Hide the load window, the window which displays the progress of the
- loading process. The window will not be shown. This option is off by default.
-
- -(das|disableautostart)
- This option will stop MainView to start animations automatically.
-
- -(r|repeat) number
- The number indicates how many times the project shall be repeated
- while playing. Default is 1. Note, animation with sound will always
- only play once.
-
- -(fs|fullscreen)
- Enables full screen playback.
-
- -(sts|scaletoscreen)
- Only available in full screen mode. The images of the project will
- always be scaled to the full size of the screen.
-
- -(ubm|usebestmode)
- Only available in full screen mode. Normally, MainView takes the
- screen mode of the windows user interface for playback. This option
- enables MainView to search for the best mode available for the
- project on your system.
-
- Example: mainview -volume 80 -tbl bottom dino.mov would play the dino.mov
- animation with a sound volume of 80 and the toolbar would be located at the
- bottom of the window.
-
-
- âââ 5. The Modules âââ
-
- MainActor supports various modules and codecs. The modules are updated
- frequently and more will be added in future releases.
-
- o Loader Modules
-
- o Saver Modules
-
-
- âââ 5.1. Loader Modules âââ
-
- Currently supplied loader modules:
-
- o AVI
-
- o BMP
-
- o DL
-
- o FLC/FLI
-
- o GIF
-
- o GIF-Anim
-
- o IFF
-
- o IFF-Anim3/5/7/8/J
-
- o JPEG
-
- o MPEG
-
- o PCX
-
- o Quicktime
-
- o WAV
-
-
- âââ 5.1.1. AVI âââ
-
- Type:
- Animation (Supports Sound)
-
- Codecs:
-
- o Cinepak
-
- o Intel Indeo v2.1 / v3.1 / v3.2 / v4.1 (Windows Only)
-
- o Microsoft RLE
-
- o Microsoft Video 1
-
- o Motion JPEG
-
- o Ultimotion
-
- o Uncompressed
-
- Notes:
-
- o AVI uses global timecodes.
-
- o If you encounter an AVI animation which MainActor does not play
- correctly or uses an codec unknown by MainActor, please inform us.
-
-
- âââ 5.1.2. BMP âââ
-
- Type:
- Picture
-
- Codecs:
-
- o RunLength Encoding
-
- o Uncompressed
-
- Notes:
- None
-
-
- âââ 5.1.3. DL âââ
-
- Type:
- Animation
-
- Codecs:
-
- o Type 1 (Untested)
-
- o Type 2
-
- Notes:
-
- o Type 1 and 2 DL animations are always uncompressed.
-
- o Type 3 animations are not supported, in fact we did never even
- see one.
-
-
- âââ 5.1.4. FLI/FLC âââ
-
- Type:
- Animation
-
- Codecs:
-
- o ByteRun
-
- o Byte LineCoding
-
- o Clear Screen
-
- o Uncompressed
-
- o Word LineCoding (FLC only)
-
- Notes:
-
- o FLI / FLC animations are limited to 256 colors.
-
- o FLI only supports resolutions of 320 * 200.
-
- o FLI / FLC use global timecodes.
-
-
- âââ 5.1.5. GIF âââ
-
- Type:
- Picture
-
- Codecs:
-
- o GIF-LZW
-
- Notes:
-
- o GIF supports 256 colors only.
-
- o The LZW decoding/encoding is officially licensed from UniSys.
-
-
- âââ 5.1.6. GIF-Anim âââ
-
- Type:
- Animation
-
- Codecs:
-
- o GIF-LZW
-
- Notes:
-
- o GIF-Anim supports local timecodes.
-
- o GIF supports 256 colors only.
-
- o The LZW decoding/encoding is officially licensed from UniSys.
-
-
- âââ 5.1.7. IFF âââ
-
- Type:
- Picture
-
- Codecs:
-
- o ByteRun Encoding
-
- Notes:
- Supports HAM6/8 and EHB.
-
-
- âââ 5.1.8. IFF-Anim3/5/7/8/J âââ
-
- Type:
- Animation
-
- Codecs:
-
- o ByteRun Encoding
-
- o Various LONG and WORD delta codecs
-
- Notes:
-
- o Supports HAM6/8 and EHB.
-
- o Supports local timecodes.
-
-
- âââ 5.1.9. JPEG âââ
-
- Type:
- Picture
-
- Codecs:
-
- o JPEG
-
- Notes:
- Based on the source code of the Independent JPEG group.
-
-
- âââ 5.1.10. MPEG âââ
-
- Type:
- Video Stream
-
- Codecs:
-
- o MPEG-I
-
- o MPEG-II
-
- Notes:
-
- o The MPEG module is different as the other animation modules. It
- is solved as an video stream module, that means that no
- information about the single frames inside the stream are
- available. You can however play and save/convert the stream as
- usual, you just cannot process single frames inside the stream.
-
- o The MPEG stream has to be video only. Audio and video streams
- with audio information are currently not supported.
-
-
- âââ 5.1.11. PCX âââ
-
- Type:
- Picture
-
- Codecs:
-
- o RunLength Encoding
-
- Notes:
- None
-
-
- âââ 5.1.12. Quicktime âââ
-
- Type:
- Animation (Supports Sound)
-
- Codecs:
-
- o Apple Animation
-
- o Apple Graphics
-
- o Cinepak
-
- o Intel Indeo v2.1 / v3.1 / v3.2
-
- o Motion JPEG
-
- Notes:
-
- o Quicktime supports local timecodes.
-
- o If you encounter an Quicktime animation which MainActor does not
- play correctly or uses an codec unknown by MainActor, please
- inform us.
-
-
- âââ 5.1.13. WAV âââ
-
- Type:
- Sound
-
- Codecs:
-
- o Pulse Code Modulation
-
- Notes:
- None
-
-
- âââ 5.2. Saver Modules âââ
-
- Currently supplied saver modules:
-
- o AVI
-
- o BMP
-
- o FLC/FLI
-
- o GIF / GIF-Anim
-
- o JPEG
-
- o Video Data
-
- o Quicktime
-
- o WAV
-
-
- âââ 5.2.1. AVI âââ
-
- Type:
- Animation (Supports Sound)
-
- Codecs:
-
- o Cinepak (Only Windows)
-
- o Intel Indeo v3.1 (OS/2) / v3.2 (Windows) / v4.1 (Windows)
-
- o Microsoft RLE
-
- o Motion JPEG
-
- o Ultimotion (Only OS/2)
-
- o Uncompressed
-
- Options:
-
- Motion JPEG Quality Compression Quality
- Defines the jpeg compression quality for the Motion JPEG codec.
-
- MMPM/2 or ICM Compression Quality
- The compression quality for the multimedia codec
- subsystem (MMPM/2 for OS/2 and ICM for Windows). -1 is
- the default quality of the codec.
-
- MMPM/2 or ICM Key Frame Rate
- The Key frame rate of the system codec. 1 means every
- frame is a key frame, 2 means every second frame is a key
- frame etc. -1 is the default rate of the codec.
-
- Notes:
-
- o MainActor generated AVIs have been compatibility tested on
- nearly all platforms, including Windows 3.1 / W95 / NT, OS/2 and ActiveMOVIE.
-
-
- âââ 5.2.2. BMP âââ
-
- Type:
- Picture
-
- Codecs:
-
- o Uncompressed
-
- Options:
- None
-
- Notes:
- None
-
-
- âââ 5.2.3. FLI / FLC âââ
-
- Type:
- Animation
-
- Codecs:
-
- o ByteRun
-
- o Byte LineCoding (FLI Only)
-
- o Word LineCoding (FLC Only)
-
- Options:
- None
-
- Notes:
-
- o FLI / FLC animations are limited to 256 colors.
-
- o FLI only supports resolutions of 320 * 200.
-
- o FLI / FLC use global timecodes.
-
-
- âââ 5.2.4. GIF / GIF-Anim âââ
-
- Type:
- Picture / Animation
-
- Codecs:
-
- o GIF-LZW
-
- Options:
-
- Interlace
- Enables interlace compression.
-
- Background Index
- Identifies the color index which will be used as the
- background color of the image.
-
- Transparent Index
- Identifies the color index which will be set to
- transparent, i.e. the background shines through.
-
- Netscape Loop
- (GIF-Anim Only)
- Specifies how many times the animation will be
- repeated inside the Netscape browser,
- Microsoft support this option too.
-
- Notes:
-
- o GIF supports 256 colors only.
-
- o The GIF-Anim saver supports local timecodes, it is therefore
- possible to convert AVI or Quicktime animations to GIF-Anim
- without loss of timing information.
-
- o The LZW decoding/encoding is officially licensed from UniSys.
-
-
- âââ 5.2.5. JPEG âââ
-
- Type:
- Picture
-
- Codecs:
-
- o JPEG
-
- Options:
-
- Compression Quality
- The quality used for compressing the images.
-
- Notes:
- Based on the source code of the Independent JPEG group.
-
-
- âââ 5.2.6. Video Data âââ
-
- Type:
- Picture
-
- Codecs:
-
- o Video binary
-
- Options:
- None
-
- Notes:
- Splits the compressed video data from animations. Very useful to
- save standalone image data from animation formats. For example
- motion JPEG AVIs and Quicktimes contain standalone JPEG image data
- for each frame. Using this saver module you can save them into
- single files without having to decompress and then compress them again.
-
-
- âââ 5.2.7. MPEG âââ
-
- Type:
- Animation
-
- Codecs:
-
- o MPEG-I PAL (25 fps)
-
- o MPEG-I NTSC (30 fps)
-
- o MPEG-II PAL (25 fps)
-
- o MPEG-II NTSC (30 fps)
-
- Options:
-
- Ignore Timecodes
- MPEG streams always have a fixed frames per second rate.
- When this option is on (which is the default) then
- MainActor simply inserts the frames into the stream and
- ignores the timecodes of the source project. If this
- option is disabled, MainActor inserts additional frames
- into the stream to preserve the timing of the source
- project, but this results in bigger MPEG files.
-
- MPEG-I Bits per Second
- Defines the bit rate of the generated MPEG-I stream.
-
- MPEG-II Bits per Second
- Defines the bit rate of the generated MPEG-II stream.
-
- Interlaced
- If enabled, this option will activate the interlace mode.
- Animation will then consist of fields rather than frames.
-
- Top Field
- This field can either be one or zero and is only valid if
- the Interlaced option is on. It defines the field which
- is first encoded, either the first (0) or second (1) line
- of each frame.
-
- Notes:
-
- o The code this module is based on and is copyrighted by the MPEG
- Software Simulation Group.
-
-
- âââ 5.2.8. Quicktime âââ
-
- Type:
- Animation (Supports Sound)
-
- Codecs:
-
- o Cinepak (Windows only)
-
- o Intel Indeo v3.1 (OS/2) / v3.2 (Windows) / v4.1 (Windows)
-
- o Motion JPEG
-
- o Uncompressed
-
- Options:
-
- Motion JPEG Quality Compression Quality
- Defines the jpeg compression quality for the Motion JPEG codec.
-
- MMPM/2 or ICM Compression Quality
- The compression quality for the multimedia codec
- subsystem (MMPM/2 for OS/2 and ICM for Windows). -1 is
- the default quality of the codec.
-
- MMPM/2 or ICM Key Frame Rate
- The Key frame rate of the system codec. 1 means every
- frame is a key frame, 2 means every second frame is a key
- frame etc. -1 is the default rate of the codec.
-
- Notes:
-
- o MainActor generated Quicktimes have been compatibility tested on
- many platforms, including Quicktime for Windows, ActiveMOVIE and MacOS.
-
-
- âââ 5.2.9. WAV âââ
-
- Type:
- Sound
-
- Codecs:
-
- o Pulse Code Modulation
-
- Options:
- None
-
- Notes:
- Use this module to split sound from animations.
-
-
- âââ 6. Mailing Lists âââ
-
- We are running mailing lists for every MainActor version. If you are interested
- in the product we recommend to join the list to get the latest information on MainActor.
-
- o OS/2 Mailing List.
-
- o Windows Mailing List.
-
- You can get the frequently asked question (FAQ) text file for MainActor by
- sending email to mafaq@mainconcept.de.
-
-
- âââ 6.1. OS/2 Mailing List âââ
-
- To join to the mailing list send email to steward@mainconcept.de.
-
- SUBSCRIBE os2-MainActor <your email address>
- Adds your email address to the mailing list.
-
- UNSUBSCRIBE os2-MainActor <your email address>
- Deletes your email address from the mailing list.
-
- LISTS
- Will send a list of all available mailing lists on our server.
-
- HELP
- Will send the help page for all available commands on our server.
-
-
- âââ 6.2. Windows Mailing List âââ
-
- To join to the mailing list send email to steward@mainconcept.de.
-
- SUBSCRIBE win-MainActor <your email address>
- Adds your email address to the mailing list.
-
- UNSUBSCRIBE win-MainActor <your email address>
- Deletes your email address from the mailing list.
-
- LISTS
- Will send a list of all available mailing lists on our server.
-
- HELP
- Will send the help page for all available commands on our server.
-
-
- âââ 7. Credits âââ
-
- We have to thank the following people:
-
- o Mark Podlipec. Some of the AVI and Quicktime decoders included in MainActor
- are based upon his work.
- o The Independent JPEG group for their JPEG source.
- o The folks at IBM for their great VisualAge C++ environment.
- o The MPEG Software Simulation Group for their MPEG source.
- o Norbert Bogenrieder for the artwork and the icons.
-
-
- âââ 8. Registration âââ
-
- If you decide to register MainActor, we will send you a personal serial number
- which will be able to unlock all future versions of this software on all
- available platforms.
-
- MainActor is currently running on OS/2 and Windows 95 / NT 4.0.
-
- The fee for MainActor is 99,- DM (appr. $60) or any equivalent sum in your
- local currency. Please no foreign checks (except EuroChecks). We do take
- Master/EuroCard and VISA.
-
- You can contact us at :
-
- MainConcept, GbR Moenig/Zabel
- Hermann-Heusch-Platz 3
- D-52062 Aachen
- Germany
-
- Tel: +49-(0)241-4090444
- FAX: +49-(0)241-4090445
- BBS: +49-(0)241-4090446
-
- Email: info@mainconcept.de
- http://www.mainconcept.de
-
- You can also order at BMT Micro (http://www.bmtmicro.com). Please have a look
- at the file bmtmicro.txt included in this package.
-
- Online registration for the Windows version is also available at http://www.buydirect.com.
-
-
- âââ 9. History âââ
-
- The history lists the last three revisions of MainActor, together with the bug
- fixes, improvements and new features of every revision.
-
-
- âââ 9.1. Version 0.65 âââ
-
- o Added a system codec interface which adds Intel Indeo support to the AVI
- and Quicktime loader modules and Intel Indeo v3.1 and Ultimotion support to
- the AVI saver module.
- o Added the MMPM/2 quality and key frame rate options to the AVI saver
- module. These options define the behaviour of the system codecs.
- o Fixed a stupid bug in the quicktime loader module which could cause crashes
- while loading a qt animation.
- o Changed the CVID decompression routines (AVI/Quicktime) to generate more
- vivid colors.
- o Added global playback settings for MainActor and MainView.
-
-
- âââ 9.2. Version 0.80 âââ
-
- General improvements :
-
- o Updated the general look of MainActor and added the preview window.
- o New Quicktime saver module. This one was requested frequently from our users.
- o New video data saver module. This saver saves the video chunks from
- animations. Very useful for splitting stand-alone video chunks without
- having to decompress them. For example JPEG video from Motion JPEG files.
- o IMA4 Mono and Stereo support for the Quicktime loader module.
- o Improvements to the AVI saver module, the saver included in v0.65 had
- compatibility problems with ActiveMOVIE and other programs.
- o Added the Index option to the Saver Window. Also added the Time field which
- displayes the timecode of the already saved frames.
- o Updated the documentation and joined the Windows and OS/2 versions.
- o MainActor now recognizes key frames inside animations and displays them in
- the frame list as frames with gray icons.
- o MainActor/MainView are now able to resume playback at any specific position
- inside the animation.
- o MainActor now handles animations with sound different as previous versions.
- Every frame of the animation has now the correct audio data associated to it.
-
- OS/2 specific improvements :
-
- o Fixed a bug which was there right from the beginning: Closing the playback
- window could crash the whole system. This only happened with some graphic
- card drivers.
-
- Windows specific improvements :
-
- o MainActor now uses the native file requester.
- o Improved DirectX support, especially under Windows NT 4.0.
- o MainActor now ships with the latest versions of IBMs open class libraries
- (Fixpack 2). This fixes some user interface problems.
-
-
- âââ 9.3. Version 1.00 âââ
-
- General improvements :
-
- o Lots of bugfixes, both in the modules and in MainActor itself. All
- known/reported bugs of v0.80 were fixed.
- o New WAV loader module.
- o New MPEG-I/II stream loader and MPEG-I/II animation saver modules.
- o New Multi-language support. Currently supported languages are english and german.
- o Some improvements to the interface, i.e. toolbar, logo etc.
- o Much faster JPEG support, both for still and motion JPEG.
- o Support for JPEG frames with missing huffman tables, these are mostly
- generated by video capture hardware. We tested this feature with animations
- generated by FAST and Miro hardware.
- o Improvements to the Palette Editor, i.e. you can now load / save palettes.
- o New Save Options window and improvements to the Save Window. New options
- include support for interpolation while scaling and error diffusion when dithering.
-
- OS/2 specific improvements :
-
- o Video/audio syncronization would loose sync of about 3/4 tenths of a second
- for every 15 minutes of video. This has been fixed but was only noticeably
- when playing animations with at least five minutes playback time.
-
- Windows specific improvements :
-
- o New Video Capture