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- ┌───────────────────────────┐
- │ │
- │ Crystal Flying Fonts! │
- │ Utilities │
- │ │
- │ READ ME │
- │ 21 June, 1993 │
- │ │
- │ CrystalGraphics, Inc. │
- │ │
- └───────────────────────────┘
-
-
-
- Introduction
- ────────────
-
- This disk contains a set of utilities to enable a Crystal TOPAS user to
- convert a Flying Fonts Animation Script into a TOPAS Animation Script and
- to create Motion Scripts for Flying Fonts. You need TOPAS or Crystal
- Desktop Animator to use these utilities.
-
- Files on this disk:
-
- READ_ME.TXT This file.
- SCR2ANI.EXE Utility to convert a Flying Fonts Animation Script
- (.SCR) into a TOPAS Animation Script (.ANI).
- ANI2MOT.EXE Utility to convert a TOPAS Animation Script into a
- Flying Fonts Motion Script (.MOT).
- FFENCODE.EXE Program to encode and decode Flying Fonts Motion
- Scripts.
-
-
-
- Converting F.F. Animation Scripts to TOPAS Scripts
- ──────────────────────────────────────────────────
-
- To render a Flying Fonts animation using TOPAS you must convert the Flying
- Fonts Animation Script (.SCR) to a TOPAS Script (.ANI) using the utility
- SCR2ANI. SCR2ANI takes a single parameter which must be the name of a
- .SCR file (with or without the .SCR) and converts it to a .ANI file which
- can be read by TOPAS.
- Note: you will probably want to render the animation in reverse since that
- is the way Flying Fonts does it.
-
-
-
- Creating Flying Fonts Motion Scripts using TOPAS
- ────────────────────────────────────────────────
-
- A Flying Fonts Motion Script (.MOT) is actually a special kind of TOPAS
- Animation Script (.ANI).
-
- First, Create your motion using TOPAS with these restrictions:
-
- 1) The animation must consist of a single object.
-
- 2) You must have a keyframe at the end of the animation.
-
- 3) Certain kinds of animations are not supported (i.e. revolve around
- another object). Probably best to just try it and see.
-
- 4) Flying Fonts runs TOPAS animations in reverse (the objects are
- placed where they will end up).
-
- Then convert your .ANI file to an unencoded .MOT file using the utility
- ANI2MOT. ANI2MOT takes a single parameter which must be the name of a .ANI
- file (with or without the .ANI). You will be asked to enter a descriptive
- name that will appear when Flying Fonts lists your motion.
-
- You must next edit the .MOT file using a text editor (sorry). Make sure
- the editor does not strip trailing blanks. Delete the following lines from
- the top part of the file:
-
- Line starting with ModelName
- Line starting BegPosition
- Everything from #ROTOSCOPING to #END ROTOSCOPING
-
- Now encode your .MOT with the utility FFENCODE. FFENCODE takes a single
- parameter which is the name of a .MOT file (with or without the .MOT).
-
- Notes:
-
- 1) Flying Fonts assumes the user positions the object where it will end up
- and that your motion with tell it how to get there. A not so obvious
- side affect of this is that you can't have both a different starting
- and ending position. That is, you can't have a "slide through" without
- the user positioning the object off the screen and you can't have a
- "fade out" without the user making the object transparent.
-
- 2) If Flying Fonts does not seem to do anything with your motion, look
- at your .ANI file (or unencoded .MOT). Make sure the body of the
- animation starts with:
-
- OBJECT "..."
-
- and the last statements are:
-
- KEYFRAME
-
- ENDOBJECT
-
- 3) If you want your rotations to use the center of the object as the axis
- of rotation rather than the global axis you should ensure your .ANI
- file uses "LocalRotate" rather than "Rot".
-
- 4) You can decode .MOT files with the -d switch of FFENCODE. Thus you can
- look at the sample .MOT files if you have any questions about format.
-