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-
-
- ANIMATION BRIDGE
- by
- Ron Tarrant
-
- The software, manual and all related materials for Animation
- Bridge (ABridge) are copyright © 1990 by
-
- Ron Tarrant
-
- and
-
- Mythra-mations Animation and Software
- 902 West 17th Ave.
- Vancouver, B.C. Canada
- V5Z-1V4
-
-
- CONTENTS line #
-
- Introduction.........................................61
-
- Crossing the Bridge.................................106
-
- What's Across the Water?............................136
-
- DPaint III Specifics................................158
-
- AniMagic Specifics..................................178
-
- The Director Specifics..............................197
-
- Movie 2.0 Specifics.................................209
-
- Animation: Editor (pre - 1.12 release) Specifics....215
-
- Animation Station Specifics.........................229
-
- Operation...........................................252
-
- Screen Layout.......................................261
-
- Accessing Program Functions.........................286
-
- Program Functions................................298
-
- FILES MENU....................................305
-
- OUTPUT FORMAT MENU............................400
-
- AREXX MENU....................................458
-
- Filename Extentions.................................486
-
- ARexx Scripting for Animation Bridge................517
-
- Tips For Maximum Compatability......................584
-
- Toll Gate...........................................610
-
-
- INTRODUCTION
-
- Although there is a standard for IFF animation files now
- (referred to by most people as ANIM-5 or Anim opt 5) a lot of
- reader programs and editor/special-effects packages have
- problems with the variations of the format. For instance, some
- readers allow changing the colour map 'on the fly' while the
- animation is playing; others tend to abort or (even worse) crash if
- they find more than one colour map in a single animation file.
- Although these problems WILL eventually be cleared up by the companies
- who've released these products, in the meantime animators still have
- deadlines to meet and can't waste time pulling animations apart and
- reassembling them in order to get from one program to another. Enter,
- Animation Bridge, the interim solution.
-
- When you're working on an animation that starts, say, in a
- 3-D rendering package, goes into a combination paint/animation
- package for some touch-ups, and then goes into another program to
- have some special effects added, it can be frustrating for you as
- an animator when one of these programs will not load your
- animation file or won't do the work required because of some bit
- of information that is either missing or extraneous.
-
- Animation Bridge addresses these problems of going between
- the various readers/editors of animation files that try very hard
- to adhere to the Anim-5 standard but, for one reason or another,
- don't... yet. In time, all these programs will have gone through
- upgrades or bug-fixes and will have no more problems loading and
- dealing with 'stranger' animation files. "Animation: Editor"
- (from Hash Enterprises Ltd.) is an example of one program that
- has had these problems addressed and the latest version (1.12 at
- this writing) will load all comers and deal with them more
- effectively. As we will mention again further on in this manual,
- Animation Editor is supported by Animation Bridge for versions
- older that 1.12, just in case you haven't got your upgrade yet.
- When the rest of the animation readers/editors have been upgraded
- and distributed, our program - Animation Bridge - will no longer
- be needed and it can become just another blank disk in your
- collection. Until then Animation Bridge serves as an interim
- solution to these problems.
-
- Animation Bridge was designed to detect problems mainly with
- OVERSCAN anim files.
-
-
- Crossing the Bridge
-
- We are going to assume that you know how to use your Amiga,
- get either a shell, CLI or WorkBench running and that you know
- the meaning of such terms as 'menu selection', 'gadget
- selection', 'stack size' and 'keyboard equivalents'. This will
- minimize the "hand-holding" and cut down on how much
- documentation you have to wade through. If you aren't familiar
- with such things, please refer to the manual that comes with your
- Amiga.
-
- Animation Bridge, if run from a shell or CLI, needs a
- minimum stack size of 4000 bytes to operate without a stack
- overflow. Since this is the default size for a stack you should
- have no problems. If you run Animation Bridge from the Workbench
- the stack size is taken care of for you, so you won't have to
- worry about it.
-
- The program opens on it's own screen with front/back gadgets
- to make it simple to go from Animation Bridge to whatever other
- applications you may have running. Multi-tasking should be no
- problem and Animation Bridge should peacefully co-exist with
- anything else you might have going on at the same time. We
- haven't, of course, tested Animation Bridge with all possible
- system configurations and PD utilities (running concurrently) so we
- naturally can't guarantee that it will work correctly under all
- conditions, but if you find you have problems of this type let us know
- and we'll do what we can to help solve them. Please see the contact
- information at the end of this file.
-
- What's Across the Water?
-
- The first thing Animation Bridge will do for you upon loading an
- animation file is to tell you pertinent information about the file.
- This information will appear at the top of the Animation Bridge screen
- in the appropriate string gadgets. Here are the details Animation
- Bridge will reveal:
-
- 1 - Name of the file
- 2 - default name of the file after conversion (this can be changed)
- 3 - Screen Width, Height, and depth (number of bitplanes)
- 4 - number of frames in the anim file (actual number, including
- looping frames if any)
- 5 - which program generated the anim file (DPaint III, Videoscape,
- etc.)
-
- The last item should indicate to you just how much difference there
- can be between two anim files depending on which programs generated
- them. Nearly every format I looked at had a unique chunk or unique
- data within a common chunk.
-
-
- DPaint III Specifics
-
- Another thing Animation Bridge can do for you is strip out excess
- data from a DPaint III anim file. DPaint III sometimes saves large
- amounts of data that (I think) have to do with environment (possibly
- stencils, locked backgrounds or what-have-you). I haven't yet figured
- out what this extra data is, but stripping it out has absolutely NO
- affect on the playback of the anim file. The advantage is that the
- file takes up less space on a disk. One anim file that was tested by
- Scott Busse during beta-testing was over 900k before being processed
- by Animation Bridge. After doing a conversion to DPaint III format
- (effectively "converting" to the same format we started with) the file
- was just over 700k. Animation Bridge had found and stripped out over
- 250k of unneeded data!
-
- If you try to load an anim file from Videoscape 1.0 into DPaint III
- you will be presented with an error message. Likewise, AniMagic files
- will cause problems for DPaint III, although the error encountered is
- different. Both of these problems are corrected by Animation Bridge.
-
- AniMagic Specifics
-
- There are two "levels" of compatability that AniMagic expects. I'll
- explain... If you simply want to chop a frame or two from an anim
- file, copy an anim from one buffer to another, or most other
- operations that don't involve using the "special effects" features
- of AniMagic (referred to as "DVE Effects" in the manual), AniMagic
- encounters very few problems and will deal quite effectively with any
- variation of the Anim-5 format. Beyond these simple operations,
- AniMagic is very demanding as to the structure of the anim file you
- present it with. Sometimes AniMagic will crash during the processing
- of a DVE Effect or "hang" for hours on end (if you let it continue).
- This happens not only with "stranger" variations to the Anim-5 format,
- it also happens with anim files generated by AniMagic itself. The
- only variation on the Anim-5 format that seems to work without a hitch
- in AniMagic is that of Sculpt-Animate 4D (v2.09c, ANIM-5 option) so to
- correct these problems, the SA4D variation is emulated when you choose
- "AniMagic" as an output format.
-
- The Director Specifics
-
- The Director is a good solid program in that when it encounters
- something within an anim file that it can't deal with, it aborts
- instead of crashing. What The Director currently expects is a very
- clean and simple anim file with no extra chunks such as those included
- in an anim file by Photon Paint 2.0 and DPaint III. I've heard rumours
- that The Director is going to be upgraded very soon so these problems
- will be taken care of by the author, Keith Doyle. Until he can get the
- new version out there, though, Animation Bridge will clean out all the
- unwanted chunks for you.
-
- Movie 2.0 (included with SA4D) Specifics
-
- Like The Director, Movie 2.0 expects a very clean and uncluttered
- anim file. Movie and The Director share a gadget on the Animation
- Bridge screen because they "have the same taste" in anim files.
-
- Animation: Editor (pre - 1.12 release) Specifics
-
- Ken Baer at Hash Enterprizes has already updated Animation: Editor
- and as such the problems I will talk about won't be encountered by
- anyone having the updated version. I left the "Animation: Editor"
- gadget in Animation Bridge because I, for one, don't yet have the
- update and I'm assuming there are others who don't either. Contact
- Hash Enterprizes for details of how to upgrade Animation: Editor.
-
- Until you get your upgrade, you can use Animation Bridge to remove
- the single problem chunk from an anim file. It seems that some
- programs write an "extra" ANHD chunk in the first frame of an anim
- file. This is completely legal to do, just rare.
-
- Animation Station Specifics
-
- The main problem encountered by Animation Station isn't really a
- big deal. It's a matter of esthetics. Because Animation Station uses a
- unique method of designating the x, y offsets of the screen for
- overscan anim files, all anim files generated by programs other than
- Animation Station or it's companion utility, AnimBuild, will not be
- displayed properly. The screen will be shifted to the right and down,
- leaving a colour zero border on the top and left edges of the screen.
- Animation Bridge will modify these offsets to faciliate a proper
- display.
-
- There are two other problems encountered by Animation Station. One
- of these is similar to a problem that DPaint III has with some files,
- namely that the Source Page X and Y sizes must match the Raster X and
- Y sizes. This is taken care of also by Animation Bridge. The other
- problem, which ISN'T delt with by Animation Bridge, is that Animation
- Station will not properly handle any non-looping animation file. Since
- I haven't yet worked out an easy method to detect the presence of
- looping frames (except in Photon Paint 2.0 files) I haven't come up
- with a reliable way of adding looping frames to an anim.
-
-
- Operation
-
- Operation of Animation Bridge is simple: load a file, select
- an output format, select "Do It". That's it. You're done.
- Everything else is taken care of by the program. The rest of this
- chapter is a description of the program and the different ways to
- access it's functions.
-
-
- Screen Layout
-
- The top of the screen has five string gadgets labelled
- according to the information they will contain when an animation
- file is loaded. Unlike most string gadgets, these will not let
- you modify their contents directly. With the exception of the
- "Filename" gadgets (two of them; one for the "in-file" and one
- for the "out-file"), if these string gadgets are selected with
- the mouse a message will appear informing you that the contents
- of the gadget can't be changed. The "Filename" gadgets being the
- exceptions to this rule, when selected, will present you with a
- file requester to help you choose the name of an animation file
- to load, or a name for the resulting anim file, depending on
- which gadget you select. More on that in a moment.
-
- The bottom of the screen has six gadgets, five for selecting
- an output format (which will be automatically reflected in the
- "out-file" name gadget above) and one for starting the job once
- you've made your selection.
- In the bottom left corner of the screen you will find the
- version number and top-centre is the Animation Bridge logo. These
- are not gadgets, simply images to make the screen easier to look
- at.
-
-
- Accessing Program Functions
-
- Animation Bridge was designed for maximum usage flexibility
- (MUF). You can chose your favourite method of dealing with the
- software (mouse and menus, mouse and gadgets, keyboard, or ARexx
- script) and stick with it throughout most of a session with
- Animation Bridge. The only exception is that a 'mouse and
- gadgets' approach doesn't let you quit with an on-screen gadget.
- This is to prevent accidentally quitting the program before
- you're finished.
-
-
- Program Functions
-
- All functions are accessible from the menus. Each menu item
- description is followed by the keyboard short-cut, on-screen
- gadget equivalent and the ARexx syntax for the same function.
-
-
- FILES MENU
-
- LOAD ANIM - loads an animation file into memory. The
- restriction placed on this version of
- Animation Bridge is that you cannot work with
- a file that is bigger than the largest chunk
- of available memory remaining in the system
- after the program is up and running. Use the
- "avail" command at any CLI or Shell prompt to find
- out the size of the largest chunk of RAM in your
- system.
-
- Keyboard Right-Amiga "L"
-
- On-Screen Gadget Select the Topmost Filename string gadget
- (labelled "I").
-
- ARexx 'load <animfile.name>'
-
-
- --------------------------------------------------------------------
- INFILE
- - allows conversion of large anim files from disk so that
- the size of the anim file can exceed available memory
-
- - not yet implemented
-
-
- --------------------------------------------------------------------
- CHANGE OUTFILE NAME - When an animation file name is chosen, the
- outfile name is automatically set to the
- same name as the original file but with the tag
- ".XX" appended if no extension such as ".anim" is
- present, or with the tag imbedded in the name
- BEFORE the extension if one exists. This helps
- you later identify the output format you've
- chosen. The directory in which the new file
- will be saved is the same as that of the
- original file. If this naming convention
- doesn't suit your purposes or if you would
- like to save the new file to a different
- directory or disk, the 'out-file' name and
- path can be changed by selecting this option.
- A full list of "tags" can be found in the
- Filename Extensions section of this document.
-
- Keyboard Right-Amiga "O"
-
- On-Screen Gadget Select the BottomMost Filename gadget
- (labelled "O").
-
- ARexx 'outfile <path:animfile.name>'
-
-
- --------------------------------------------------------------------
- DO CONVERSION - Starts the process of converting the
- animation file to a new variation of the
- Anim-5 format. If a file exists by the same name
- as the one appearing the the "Filename O" gadget
- you will be asked if you want to save over it. If
- the existing filename is protected from deletion
- you will be asked to select another filename for
- the save.
-
- Keyboard Right-Amiga "D"
-
- On-Screen Gadget DO IT
-
- ARexx 'convert'
-
-
- --------------------------------------------------------------------
- ABOUT - Tells you who we are and where to send your
- shareware fee. It also tells you who wrote
- the requester library used by Animation
- Bridge.
-
- Keyboard Right-Amiga "A"
-
- On-Screen Gadget None
-
- ARexx None
-
-
- --------------------------------------------------------------------
- QUIT - Self-explanatory.
-
- Keyboard Right-Amiga "Q"
-
- On-Screen Gadget None
-
- ARexx 'quit'
-
- --------------------------------------------------------------------
-
- OUTPUT FORMAT MENU
-
- ANIMAGIC - select AniMagic variation of Anim-5.
-
- Keyboard Right-Amiga "1"
-
- On-Screen Gadget Same name as menu
-
- ARexx 'set animagic'
-
-
- --------------------------------------------------------------------
- DPAINT III - select DPaint III variation of Anim-5.
-
- Keyboard Right-Amiga "2"
-
- On-Screen Gadget Same name as menu
-
- ARexx 'set dpaint'
-
-
- --------------------------------------------------------------------
- ANIMATION STATION - select Animation Station variety of Anim-5.
-
- Keyboard Right-Amiga "3"
-
- On-Screen Gadget Same name as menu
-
- ARexx 'set station'
-
-
- --------------------------------------------------------------------
- DIRECTOR/MOVIE2 - Select a variation compatible with either
- The Director or Movie 2.0 (the latter is a
- player program included with Sculpt-Animate
- 4D)
-
- Keyboard Right-Amiga "4"
-
- On-Screen Gadget Same name as menu
-
- ARexx 'set director'
-
-
- --------------------------------------------------------------------
- ANIMATION: EDITOR - Select a variation compatible with older
- versions of Animation: Editor (version 1.11
- or earlier)
-
- Keyboard Right-Amiga "5"
-
- On-Screen Gadget Same name as menu
-
- ARexx 'set editor'
-
-
- --------------------------------------------------------------------
-
- AREXX MENU
-
- EXECUTE - Brings up a file requester to help you
- select an ARexx script to execute.
-
- Keyboard Right-Amiga "E"
-
- On-Screen Gadget None
-
- ARexx None (since another script can always be
- started from within an ARexx script).
-
-
- --------------------------------------------------------------------
- FIND AREXX - If you've started a session with Animation
- Bridge with the intentions of using some of
- the ARexx functions and you go to select the
- "ARexx/Execute" menu item only to find it
- ghosted, simply go to a CLI or shell and
- start up rexxmast, then come back to the
- Animation Bridge screen and select "Find
- ARexx". If ARexx started up alright and is
- now running, Bridge will find it and un-ghost
- the "Execute" menu item.
-
-
- --------------------------------------------------------------------
-
- Filename Extentions
-
- When an animation file is loaded into Animation Bridge a
- name very similar to the original is placed in the "Filename
- O(ut)" gadget. The difference is that a "tag" is added to the
- name for future identification of the file's Anim-5 output
- variation. This "tag" will be added to the end of some file names
- and imbedded in others. How a particular file name will be
- treated depends on the original name. For example, a name such as
- "MyAnim" will end up as "MyAnim.DP" if DPaint III was selected as
- an output variation, while "MyAnim.anim" will become
- "MyAnim.DP.anim" under the same circumstances. So, where the tag
- goes depends on whether an "extention" already exists within the
- original file name. Since filename extensions are, by convention,
- a few letters preceded by a period (.) Animation Bridge looks for
- the right-most period in the filename and adds the tag between
- the period and the left-most portion of the name. If no extention
- is found Animation Bridge simply adds the tag to the end of the
- filename.
- Here is a complete list of the tags used by Animation
- Bridge:
-
- .DP Deluxe Paint III
- .AM AniMagic
- .DR The Director and Movie 2.0 (Movie 2.0, as opposed
- to it's predicessors, WILL play Anim-5 files)
- .ST Animation Station
- .ED Animation: Editor v1.11 (or earlier, if there is
- such a thing)
-
-
- ARexx Scripting for Animation Bridge
-
- ARexx scripts can be started from within Animation Bridge by
- selecting "Execute" from the "ARexx" menu or by using the Right-
- Amiga "E" keyboard equivalent. An ARexx script can also be
- started from the CLI, shell or from another program that is
- capable of starting ARexx scripts. There is no set extension for
- an ARexx/Animation Bridge script, but I would suggest "rx_ab",
- just for clarity in case you pass your arexx script files along
- to others.
- Here is a summary of the commands Animation Bridge will
- recognize in an ARexx script:
-
- -load loads an animation file
- -outfile change the name of the output file from the
- default with an imbedded "tag" identifying the
- Anim-5 variation
- -convert start the conversion process
- -quit stop the program
- -set choose an Anim-5 variation for the output file.
- This command must be followed by a space and then the
- name of the variation you want. The choices are:
- - animagic
- - dpaint
- - station
- - editor
- - director
-
- Following is a short example of an ARexx script that can be
- modified and used as a guide for your own scripts:
-
- /* test the Animation Bridge / ARexx port */
-
- OPTIONS RESULTS
-
- address 'BridgeRxPort'
- 'load test.anim'
- 'set animagic'
- 'convert'
- 'outfile MyNewAnim.anim'
- 'load test2.anim'
- 'set dpaint'
- 'convert'
- 'outfile df1:MyOtherNewAnim.anim'
- 'convert'
- 'quit'
-
- An ARexx script will be impeded in it's execution if you are
- trying to save over an existing file. If this happens, a small
- message window will appear informing you of this. The ARexx script
- will be arrested in it's execution until you answer either "Yes" or
- "No" to the message in the requester window.
-
- If a syntax error exists within a message line that is being
- sent to Animation Bridge you will be informed. Animation Bridge will
- cease execution of the script and return to it's normal state.
-
- Any file name given in a 'load <filename>' command that doesn't
- exist will be reported to you and script execution will be halted.
-
- Please note that you must use the ADDRESS 'BridgeRxPort'
- command to tell ARexx where to send the messages. After the final
- command is sent, if you wish to carry on with sending messages to
- other applications with ARexx ports, you will have to change the
- target port again using the ADDRESS command.
-
-
- TIPS FOR MAXIMUM COMPATABILITY
-
- Here are a few other things I've learned while moving anim files
- from one program to another.
-
- 1 - After running AniMagic and then quitting, you will need to reboot
- your computer in order to load an animation into Animation Station. I
- don't know why this is or which program is causing the problem. What I
- do know is that while loading an anim file into Animation Station,
- after AniMagic has been running, the Amiga will crash before the load
- is complete.
-
- 2 - If you want to load an anim file into Photon Paint 2.0 make sure
- the resolution is 352x480x6 (HAM).
-
- 3 - If you want to load an anim file into Animation Station make sure
- it has looping frames. Otherwise it will crash.
-
- 4 - If you are using Videoscape to generate anim files, use Animation
- Bridge to 'fix' the file so it will be compatible with DPaint III. Then
- load the file into DPaint III and save it back out. This will
- translate the file from Anim-3 to Anim-5 and then, if need be, you can
- use Animation Bridge to take the file into any other program or
- player.
-
-
- TOLL GATE
-
- Animation Bridge is shareware, and of course you know what
- shareware is by now. If you use this software, especially if you are
- using it to help you earn money as an animator, please send a $20.00
- MONEY ORDER to:
-
- Mythra-mations Animation and Software
- 902 West 17 Ave.
- Vancouver, BC Canada
- V5Z-1V4
-
- We'll send you a version that isn't constantly interupted by a message
- to send money. Sound like a good deal? I thought so, too.
-
- Other Contact Information:
-
- If you want to report a bug or communicate with us for any other
- reason you can post messages to Ron Tarrant at the following:
-
- RSI-Mindlink in Vancouver BC, Canada (604)576-1214
-
- Usenet a976@Mindlink.UUCP
-
-
-