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-
-
- ************************** TAKE-2 READ_ME ***************************
-
-
- This document discribes some alterations on the Take-2 package that
- were made since the manual was printed. It also contains some general
- information to clarify certain functions and explains some new ones
- that were added, mainly on suggestions and remarks from users.
- This does not mean the manual is wrong or useless, it only shows that
- Take-2 is developed and improved every day. This file contains the
- vital information you need to take full use of the latest developments
- and should be printed out and be kept with the manual.
-
-
- --------------------------- NEW FEATURES ----------------------------
-
- The vidi library
- ----------------
-
- The hassle with the old and new vidi.librarys and if it is in the
- LIBS:-directory or not is a thing of the past, since it has been
- incorporated in the program itself.
- For this reason it is no longer necessary to use any install utility.
- You will still need some workbench files, however, but a requester
- will inform you if they are not found.
-
-
- New vidi hardware
- -----------------
- The new VidiAmiga-12 hardware, manufactured by Rombo, has no controls
- on the device itself as did the earlier versions. For this reason
- contrast and saturation sliders have been added next to the existing
- hardware control sliders on the digitizer controlpanel.
- These 4 controls are identified by a single character on the knob,
- which are, respectively, (B)righness, (C)ontrast, (S)aturation and
- (O)ffset. The new sliders have no effect when used with old hardware.
-
- You can alter these gadgets via the keyboard by using the up and down
- arrows on the keypad in combination with a qualifier key:
- Brightness: Up/Down Arrow + Left-Shift
- Contrast: Up/Down Arrow + Left-Alt
- Saturation: Up/Down Arrow + Right-Alt
- Offset: Up/Down Arrow + Right-Shift
-
-
- Using an NTSC Amiga
- -------------------
-
- The program recognizes on which machine it is running and switches to
- NTSC mode if required.The Digitizer/Display option is set accordingly,
- thus the default vertical resolution is switched to 200 lines.
- Only 18 cells/sounds are displayed in NTSC mode and the "25"-gadget
- on the flipper controlpanel is replaced by a "30"-gadget to account
- for the different videospeed on NTSC video equipment.
- All Requesters and panels are still centered on the screen.
-
- Setting the Digitizer/Display menu-option to PAL will only work while
- using PAL Vidi-Amiga hardware. The NTSC version of the digitizer has a
- smaller internal buffer. Trying to read a PAL sized image from it will
- probably crash your machine or give some strange effects, at least.
- If you are using a PAL digitizer and grab a PAL picture, the bottom
- 56/128 lines will not be displayed on an NTSC machine, although the
- FrameBoard will display a scaleddown version of the complete picture.
-
-
- The audiofilter
- ---------------
-
- The General menu on the xsheet contains a new item for switching the
- hardware audiofilter of the Amiga on or off.
- This filter prevents aliasing distortion but cuts all frequencies
- above 7000 Hz. By disabling it the higher tones will come trough,
- giving a clearer sound. Distortions will be more apparent, however.
- The powerled of the Amiga is switched off or dimmed when the audio-
- filter is disabled.
-
-
- The Flipper/startFrame option
- -----------------------------
-
- A new option, called "StartFrame" has been added to the Flipper menu.
- This was done on a request from users. Some want to start the Flipper
- on the first frame every time, others want the flipper to start from
- the frame it was on when they returned to the main screen.
-
- Choosing the StartFrame/First option will restart from frame 1 every
- time the flipper is invoked. The StartFrame/Current option will start
- the flipper with the current frame, which is set to the frame the
- flipper was on when you returned to the main screen. The current frame
- can be set manually by clicking on the framenumber, in which case this
- frame will be the first frame when the Flipper is invoked.
-
-
- Show a specified frame
- -----------------------
-
- You can now go to whichever frame you like in the flipper, either
- from the exposure sheet or from within the flipper itself.
- Doubleclicking on a framenumber on the exposure sheet invokes the
- flipper and brings it to the specified frame. It stops immediately at
- that position. You can then use the flipper controlpanel as usual.
- If you click on the framenumber indication on this controlpanel, a
- cursor will appear in it, allowing to enter a new framenumber.
- Hitting return (CR) while the cursor is active brings you to the
- specified frame, anything else restores the original framenumber.
-
-
- Dragging items on the exposuresheet
- -----------------------------------
-
- Some operations involving cells and sounds can't be achieved using the
- existing tools in an easy and intuitive way. A new concept of altering
- the exposuresheet has been added to make editing even more flexible.
-
- Each element on the xsheet can now be dragged over the screen, thus
- accomplishing a certain editing operation.This is in fact an extension
- of the select function for each of these elements. Clicking once over
- a cell or sound and releasing the mousebutton will still (de)select
- that item. If the left mousebutton is held down, however, moving the
- mouse will deselect the item and perform the new dragging function.
-
- How does it work in practice ?
-
- When used on a cell, dragging the mouse will alter the timing of this
- cell. This means you can stretch or shrink the repetition of each cell
- without using any CellPanel tool or change the multiply number.
- This is especially useful if you want to tailor the timing of a cell
- to a certain framenumber or when you only want to alter one cell.
-
- When used on a sound, dragging the mouse will change the startposition
- of the sound to a new frame,if possible. Although you can drag a sound
- beyond another one, it can't replace an existing sound.
- This replaces the need to remove a sound and insert it again at a new
- position, simply to move the sound to another frame.
-
- It is also possible to drag the current (white) frame, but this is
- only useful in combination with the FrameBoard at the moment. Thus
- you can search more rapidly through the images to see a certain image,
- without the need to see all frames or to switch between back and
- forward scroll.
-
- Merging levels
- **************
-
-
- A new option has been added to the XSheet-menu which allows to
- merge multiple levels into 1 new level, retaining the overall
- resolution of the original pictures, merging them as opaque colors
- on transparent celluloid sheets.
-
-
- About the Merge Levels method.
- ------------------------------
-
- It was opted to have immediate results while linetesting with
- multiple levels, even on entry level Amigas (A500/600). This
- imposed some restrictions to the resolution while flipping, as
- it isn't possible to merge 4 multicolored pictures in 1/25th of
- a second. The presented solution, as described in the readme-file
- for version 1.5, proved satisfactory for linetesting purposes.
-
- Some users, however, want to use the program to present early
- results to their clients. As the number of colors per level is
- restricted to only 2 for each picture on the same frame, this
- resolution was not satisfactory for presentation purposes.
-
- It is now possible to merge all levels into 1 new level, which
- can thus be played at its full resolution. The normal procedure
- would be to edit the animation until you are satisfied with it,
- using the normal "restricted" method for speed, and then use the
- Merge option to create a presentation animation.
- Look at the working method as the wireframe mode in 3D software
- and the Merge option as the rendering. Thus you will have speed
- and efficiency while creating as well as good image quality on
- the end result.
-
-
- Some notes about the merging process.
- -------------------------------------
-
- The levels are merged right to left for each frame. Thus level 1
- contains the bottom picture (background) and level 4 contains the
- top picture. The transparent pixels in first picture (right level)
- are replaced by corresponding pixels of the picture on the left of
- it. The transparent color of the leftmost level will be displayed
- unchanged.
-
- When a new frame is merged into a new picture, the earlier composed
- pictures are searched for corresponding picture data. If a match is
- found this picture will be used instead, avoiding duplicate data in
- memory. It is therefore possible that the merging slows down to the
- end of a lengthy x-sheet, especially with many similar pictures.
-
- At the moment, the palette of the leftmost picture is used for the
- new picture. You should take care that all pictures on a frame use
- the same palette, otherwise you'll get some strange looking results.
-
- You can use BLANKS to pad levels. They will be rendered as completely
- white pictures on that level. If you want another color instead, a
- monochrome picture should be loaded or digitized and inserted at the
- appropriate positions. For normal merging of linetests, the standard
- BLANKS will work fine. If all levels on a frame contain a BLANK, a
- normal BLANK will appear in the merged scene at that frame.
-
- Note that after the merging has finished, only 1 level is occupied,
- leaving 3 empty levels for some more merging.
-
-
- The Merge Levels requester.
- ---------------------------
-
- When you choose Merge from the XSheet menu on the main screen,
- you will be presented with the Merge Level requester. Of course,
- you must at least have 2 levels in use, for this option to work.
-
-
- Enter merged name:
-
- Since new pictures will be created, they must have a proper name,
- so that they can be identified and stored to disk. You should type
- in an initial name for these new pictures in the stringgadget
- before the merging process is started. If you don't, the default
- name "mergepic-001" will be be used. Since this doesn't say much
- about the animation it should be avoided.
- Only use a unique name, which isn't used for any pictures in the
- PicturePanel. The MERGE will fail if a duplicate name is used, but
- it will skip found name-numbers while merging and use the next free
- number, instead.
-
-
- Transparent color:
-
- When preparing your animation in another package, care should be
- taken that either the first or the last color are used wherever you
- want the picture to be transparent. Normally this would be color 0
- (first) because it is used for genlocking and is best to be left
- black to keep the gadgets and requesters of the software clear.
- When digitizing drawings on white paper, you will probably want the
- paper to be transparent, which is the last color since the palette
- is sorted dark to bright.
- Use the PREVIEW function (explained later) to make sure that the
- correct color is used for the merging process. Take care that the
- overlaying picture is to the right of the underlaying picture on
- the exposure sheet.
-
- FIRST: The first color in the palette (usually the darkest) will
- be replaced with the underlaying picture.
-
- LAST: The last color in the palette (usually the brightest) will
- be replaced with the underlaying picture.
-
-
- Original pictures:
-
- If you no longer need the original pictures after the operation,
- they can be removed while merging, thus freeing valuable memory.
- In many cases, when memory is low, this will be the only way to
- successfully merge the levels, as the new pictures need the memory.
- Naturally, you can save the originals to disk before merging.
-
- KEEP: All pictures stay in memory.
- Use the PicturePanel "Find Unused" menuoption and the "Delete pics"
- function if you should wish to remove the obsolete pictures after
- the merge has been completed.
-
- REMOVE: Obsolete pictures are removed while merging.
- A warning requester will appear before the merging starts, allowing
- to cancel the destructive operation.
-
-
- Main merge gadgets
-
- MERGE: Starts the actual merging operation.
- The Merge Levels requester disappears and the current frame indicator
- advances from the first to the last frame, showing which frame is
- being processed. If the REMOVE original pictures option is chosen,
- the merged frames no longer show the original cells, as the corres-
- pending pictures are removed from memory.
-
- PREVIEW: Merges the current frame and displays it without altering
- the pictures or the exposure sheet. No new picture is created, either.
- This allows you to check if the correct pictures are in the correct
- levels and test which of the transparent options works best.
- The preview screen is displayed until the leftmouse button is clicked.
-
- CANCEL: Removes the Merge Levels requester without altering or crea-
- ting any pictures or cells. The current settings are preserved.
-
-
- An example.
- -----------
-
- After all this information you may think it's quite a complex matter,
- but in practice it is a very simple operation (on the part of the
- user, that is. Its a complex matter to program, though.)
-
- I will presume you are familiar with the basic Take-2 functions, such
- as loading scenes and using the flipper.
-
- On the distribution disk you will find a directory called "arrowhit"
- Load it as a Scene and flip the animation. The 2 levels are displayed
- in multilevel mode, so only 2 greys per level are used.
-
- Now return to the main screen and choose "Merge" from X-Sheet menu.
- Click on PREVIEW when the Merge Levels requester appears. The preview
- screen will show the current frame as a merged picture. It seems only
- the arrow on level 2 is shown, but you can see a small part of the
- tree through the arrowhead, which is in fact black on the original.
- Obviously the transparent color is set wrongly. Click the left mouse-
- button to remove the previewscreen, set the transparent color to
- LAST and click on PREVIEW again. Now the frame is merge correctly.
-
- Because the originals are safely on disk, you can set the original
- pictures option to REMOVE and click on MERGE to start the process.
- After choosing PROCEED on the verify requester the actual merging
- commences and the xsheet shows the progress of the merge. When the
- process has finished (when the pointer becomes arrow-shaped again),
- you can flip the finished animation in its full glory.
-
-
- ------------------------- ALTERED FEATURES --------------------------
-
-
- Loading and saving Scenes
- -------------------------
-
- This is quite a dynamic area of the program. Because about 70 students
- have to share the same harddisks at my school, the saving procedure
- has to be both foolproof and automatically organizing the data.
- Eventually, the system using a namerequester and automatic extension
- naming proved satisfactory for this situation. Some users, however,
- liked the old system using the bottom filenamegadget on the filere-
- quester better. You can now use whichever of these systems you like
- most. If no name is entered in the filenamegadget on the filerequester
- when the SAVE gadget is selected, a requester will appear and query to
- enter a name, otherwise the saving will take place immediately, using
- the provided name.
- Entering a carriage return in these stringgadgets has the same effect
- as selecting the SAVE gadget (or PROCEED on the namerequester).
-
- When loading Scenes you must only select the directory containing the
- needed files and select LOAD on the filerequester. This enables you
- to load several Scenes at once, providing they are all in the same
- directory.
-
- It is now possible to load scenes with a different number of levels
- correctly. Empty levels of the first loaded scenes are padded with
- blanks when a new scene, using more levels, is appended. Also, the
- sound will now appear at the correct frame in the appended scene
-
- Whenever a name is defined for a scene by either loading or saving it
- to disk, this name is shown in the titlebar on the exposesheet. This
- makes it easier to identify the animation at all times, especially
- when it is part of a large production. I would still advise you to
- give each picture a logical name to avoid identical named pictures on
- disk and while appending scenes.
-
- You can now save a Scene with the same name as a previously saved
- Scene. If PROCEED is choosen on the "File already exists."-requester
- the directory and its contents will be deleted and the Save will
- continue as before. Also, directorys containing files can be deleted
- with the "DEL!"-function. Directorys within directorys will not be
- deleted, however, since this would provoke potential disasters,
- especially in schools and companies...
-
-
- The LowMem Alert
- ----------------
-
- The Lowmem Alert has been finetuned and should work alright now.
- It is invoked when the amount of memory needed for safely saving your
- work is no longer available. You should therefore try to free as much
- memory as possible before commencing the Save operation.
- Quit the FRAMEBOARD, DIGITIZER and FLIPPER screen if they are opened,
- and close all unneeded Panels on the XSheet. If you should still have
- lack of memory, then the Workbench can be closed as well via the Gene-
- ral Workbench menuoption provided the Workbench is open at the moment.
- The alert will only be displayed once and will only report again when
- a New/Scene is invoked. This is to prevent numerous alerts being dis-
- played while saving the files to disk. Normal 'Not enough memory'-
- errors will still be displayed when a function failes, naturally.
-
-
- Duplicate naming
- ----------------
-
- It is now no longer possible to have pictures or samples with the same
- name in memory. This caused some strange effects, especially when se-
- veral scenes where loaded using a-001 and so on. Also, it wasn't pos-
- sible to regrab a certain picture without confusion.
- Whenever a picture is being grabbed or loaded with an existing name,
- you will be asked whether to PROCEED (replace picture/sample) or to
- CANCEL the procedure (leave original picture untouched).
-
-
- The INFO panel
- --------------
-
- The panel, which pops up when the INFO gadget on the Filerequester is
- selected, will now display how many pictures will (at least) fit on
- the current (hard)disk in addition to percentage of free diskspace.
- This number shows how many pictures with the current resolution would
- fit on the disk with no compression. This means you can probably save
- more pictures on it, depending on the nature of the images.
-
-
- ColorMerge in the Digitizer
- ---------------------------
-
- The colormerging routines, which merge the red, green and blue buffers
- into a full color picture, have been revisited. They are invoked when
- you choose MIX or GRAB IT while in colormode. The conversion from the
- 12 available bitplanes (R+G+B) to a number of colors less than 4096
- (HAM) are much improved and will give a more accurate picture, using
- dithering to compensate for the missing colors in the palette. It is
- now possible to obtain an acceptable result even when using as few as
- 4 colors, depending on the quality and nature of the original picture.
-
- A new digitizer optionmenu called "MixMethod" has been added. Choosing
- "Approx" will use the closest color in the the palette for each pixel,
- choosing "Dither" will compensate for the lack of enough colors in the
- palette by placing different colored pixels together to give the illu-
- sion of more colors on screen, a technique pioneered by the French
- Pointilist Painters from the previous century.
- Which method works best depends on the kind of picture digitized. If
- it contains sharp edges around shapes, the "Approx" method will give
- the best results while graduate colorfades will be mixed best with the
- "Dither" on, thus avoiding colorbanding. Resolutions lower than 16 co-
- lors will give a more pixelized result, since the colors used are to
- far apart to give a suble dithered shade.
- When using "Dither" in with an Interlaced resolution, the image will
- appear to flicker more than with the "Approx" method,unless some kind
- of anti-flicker device is used.
- Since the "Dither"-method only gives better results in 2 of the avail-
- able mixing resolutions, the "Approx" method is used by default.
-
- Aborting while a colormerge is running will now give the choice to
- PROCEED or CANCEL, since it was al to easy to abort the merge acci-
- dentaly by pressing a mousebutton or key.
-
-
- Continuous digitizing (VCR)
- ---------------------------
-
- Choosing GRAB IT while the VCR-gadget is highlighted will bring up a
- requester showing the memory usage while grabbing. Before, this memo-
- rybar was displayed at the righthand side of the ControlPanel. Since
- this position was also employed for the selection of a DUB picture, it
- wasn't possible to use the VCR in combination with the DUB option.
-
-
- Printer check
- -------------
-
- Because many users will own the vidi digitizer, a sound sampler and a
- printer, all using the parallel port, a switchbox is a solution.
- It has to be said that it is not advisable to switch while your com-
- puter is on, as it can crash the system or even damage your hardware.
- To have an extra safety and avoid printing to anything else than the
- printer, a check for the availability of the printer is made before
- the actual printing starts. An error requester will inform you when
- no printer is found, allowing to correct the situation.
-
-
- KS2.0 on a standard A500/A600/A1500/A2000
- -----------------------------------------
-
- It seems that a few system routines have slowed down when the new
- operating system is used on a model with a M68000 CPU. One of the most
- noticeable effects being the jerky movement when a screen slides up or
- down. Because the annoying effect this has, the program will skip the
- screen scrolling when it detects a KS2.0 used with a M68000 CPU.
- Some other side effects of this combination are looked into.
-
-
- ------------------------ GENERAL INFORMATION -----------------------
-
-
- SUBJECT: About Multiple Levels
- ------------------------------
- by Geert Vergauwe
-
-
- This text contains no new information, but is more of a discussion on
- how to use the Multiple Level functions effectively.
-
-
- To avoid having to draw the same background and immobile figures onto
- every new drawing of an animation,traditional animators use seetrough
- cellophane sheets. This allows several layers of animation to be seen
- at once, with an optional background as the bottom level. By only
- altering the layers (cellophanes) that have movement, only these dra-
- wings have to be made, thus saving a lot of redrawing work.
-
- As Take-2 is essentially a linetester, these separate animated levels
- must not only be tested individually, but their interactions have to
- be checked as well.
- There are two ways of accomplishing this, each with its own advantages
- and limitations, which will be described later. These Multiple Levels
- simulation methods resemble the union-skin technique, which is used
- to see the previous drawing on a lighttable to dethermen the relative
- position of the new drawing. The Multiple Levels in Take-2 are desig-
- ned to allow a flexible and quick way to simulate how the existing
- drawings will be filmed on the animation table.
-
-
- Multiple Level method 1: using the exposuresheet.
-
- This method simulates overlayed cellophane drawings. You can see one
- drawing trough the unused space of the one on top. As with actual
- cellophanes, you can make any combination on any frame, adding and
- removing pictures on different levels as much as you like.
- This is the most straightforward and flexible method, with only one
- mayor drawback: only 2 colors (1 white/1 grey) are shown from each
- level, even if the original pictures use more colors/greys. This is
- a limitation of the current Amiga hardware.
-
- As you may have noticed, there are four columns on the xsheet titled
- 'level 1' to 'level 4'. These are four independent levels that can
- be edited separately or simultaneously.
- When you append cells to a level from the PicturePanel, you can set
- the current level by selecting one of the four levelgadgets at the
- top of the PicturePanel. The cells will be appended to that level.
-
- You can select cells in any of the levels or even all levels at once
- in the usual way (clicking on the cell). You can make blocks in any
- level or more than one level by doubleclicking on a cell to assign
- the start of the block and then select a cell in another level to
- assign the end of the block. The block will contain all cells whitin
- the rectangle formed by the start and end cells of the block.
- Try it out, it is really much more straightforward than it sounds.
-
- All CellPanel editing functions work on all levels. If you have se-
- lected cells in level 1 and 2, for example, and use the insertcells
- function, all selected cells will be inserted at the choosen point.
- You can delete cells in more than one level at once in the same way.
-
- When the Flipper or FrameBoard is invoked, the program detects if
- more than one level is used and switches to Multiple Level display
- mode (two colors per level) automatically.
- Each levelheader has an ON/OFF switch. If a level is OFF, it is consi-
- dered empty and will not be displayed. If only one level containing
- cells is ON, this level will be displayed with the full color palette,
- even if the other levels contain cells as well.
- The level switch has no effect on editing functions, though.
-
- The most practial way to use this multilevel method is to test each
- level of animation levels separately on a different level with only
- the current level ON and have a final check by enabling all used le-
- vels to check interactions..
- If you are are using more than two colors while digitizing the origi-
- nal pictures, you should try to have a good contrast and make the most
- important lines as dark as possible. This will result in a clear com-
- posite display of the levels.
-
- When you are satisfied with the timing and combination of all levels,
- you can choose Merge from the X-Sheet menu to merge all levels into
- one new level and see the complete animation in all its glory !
-
-
- Multiple Level method 2: using the DUB-function.
-
- This method can be compared with photographic double-exposing, since
- two images are actually being merged together. The resulting picture
- can't be altered and has a unique picturename. These pictures can have
- up to 16 greylevels (DUB isn't available in colormode), allowing for
- detail, but some animations can get rather complicated to digitize in
- this way, with little space for errors. In this case you should have
- a prepared exposuresheet, made manually or using the other multilevel
- method to avoid errors while digitizing or use Method 1.
-
- Let's assume you have animated two walking cycles of 12 drawings on
- separate levels, which should be checked together. You should then
- digitize all drawings of one cycle with the DUB-gadget off, making
- sure you digitize the paper as white and clean as possible.
- Set the Digitizer/DubOriginal optionmenu to Overwrite and the Digi-
- tizer/DubMode optionm to AND and highlight the DUB-gadget.
- Now digitize the drawings of the second level, scrolling the name of
- the corresponding picture in the red textdisplay for each new image.
- You can either use the left and rightarrow key or click on the names
- above and below the red textdisplay to set the correct DUB picture.
- This way you will have only 12 pictures which contain both levels, as
- if you had digitized them on a lighttable under the camera.
-
- If you only want to superimpose a linear background or layout on every
- grabbed drawing then this method is recommended,since you can preserve
- memory and have the pictures displayed at any resolution.
- You should first digitize the background (use a dot after the autoname
- to prevent the program from appending a number). It is important to
- use a good contrast in order to have a clean mixture of pictures.
- Highlight the DUB-gadget and scroll the name of the background in the
- red textdisplay on the righthand side of the ControlPanel.
- Whenever you grab a new picture,the background will be stored as well.
-
- More detail of both methods can be found in the Take-2 manual.
-
-
-
- SUBJECT: Take-2 and Anim files
- ------------------------------
- by Geert Vergauwe
-
-
- The Anim (opt-5) format, as defined by Sparta/Aegis, has many advan-
- tages but it also has some strange peculiarities in order to optimize
- playback speed, which do not fit-in with the Take-2 concept.
- I have tried to solve all discrepancies to allow Animfiles to be fine-
- tuned using this program, though. Here are some comments I would like
- to make, so that you know how Anim files are handled by Take-2. This
- will allow you to make a better preparation when creating Anim-files
- in other programs, DPaint in particular, which will make live easier.
-
-
- timing information.
-
- The timing information for each picture, which defines how long it
- should be displayed, is stored in the header of the next picture. This
- is probably to set a vertical blank delay after the picture is dis-
- played. I find this is an inaccurate method, since the delay starts
- after the picture is constructed, which takes time by itself. The
- timer should start before all data is handled. The player can then
- wait for the timer to finish.
- This also means that the last picture has no timing information.
- Because Take-2 tries to construct an exposuresheet with the timinginfo
- from each picture, the timing of the last picture can't be determined.
- When trying to store this in the first frame, a number of Anim Players
- crashed... A programmers life isn't easy, you know.
- What all this means is that you will have to create the timing for the
- last picture manually, which isn't a total disaster, after all.
-
-
- The extra pictures.
-
- Sometimes, when you load an Anim file created with another package,
- two extra pictures will be created, which are identical to the first
- two. These are cycle-pictures, which are added to the Anim to allow
- AnimPlayers to cycle the animation. Not all programs write these,
- however. It is therefore not possible to skip these two frames. I
- found that DeluxePaint knows the exact length of an animation it has
- saved by adding an extra DPAN (DPaint ANimation ?) chunck to the Anim
- file. When such a chunck is found by Take-2, no extra pictures will
- be created. I have taken the liberty to save such a chunck when saving
- an Anim,so that Take-2 animations are loaded correctly by DeluxePaint.
-
-
- DeluxePaint timing.
-
- Because of the way DeluxePaint handles animation, you can't use real
- timing (waiting), but have to repeat identical pictures over several
- frames to simulate holds. All these frames are saved in the Anim file,
- with a timing of 1. This takes up more diskspace/memory than neces-
- sary, especially for each first duplication, because it saves the
- differences with the picture two frames back. Furthermore, when loa-
- ding Anim files, DeluxePaint does not automatically duplicate each
- picture according to it's timing. All this would make it rather dif-
- ficult to interchange Anim's between DPaint and Take-2.
- To take care of this problem, Take-2 checks for duplicate frames after
- loading an Anim file, removes them and adjusts the xsheet to reflect
- the correct timing, without the overhead of holding identical pictures
- in memory. When saving an Anim file, you will be asked to select the
- ANIM savemethod. Choosing EXPANDED will create a (larger) file which
- loads into DeluxePaint with the correct timing. Choosing ECONOMICAL
- will create a (shorter) file which will be played back with the cor-
- rect timing by a Player program.
-
-
- Anim to Pictures.
-
- When an Anim file is loaded into Take-2,seperate pictures are created,
- to allow flexible editing. This means that you will need more memory
- than was needed to create the original Anim file. Also, the names for
- each individual picture are derived from the filename with a unique
- number added to identify each seperate picture. Anim's created with
- Take-2 contain the original name for each picture, so that a complete
- reconstruction can take place. When the Anim is resaved using another
- package, this information will probably be lost.
-
-
- Anims and sound
-
- You should also take note that no sounds are imbedded in an Anim file.
- If you want to save your animation with sound, you should save it as a
- Scene and use the ScenePlayer or Take-2 itself to play it back.
- I could manage to save the samples and sounds along with the pictures
- in the Anim file, but this would be useless, since no player programs
- would play them. I could write a special Anim Player, though ....
-
-
- As you can see, much effort has been made to make Take-2 the perfect
- tool to allow timing adjustments of Anim files using all the flexible
- functions of the program, while retaining optimal compatibility with
- other software. It can also be used to create an Anim from separate
- ILBM pictures,split Anims into their components to be used in software
- that doesn't handle Anim files or to merge several Anims into a single
- file. All palette information is preserved in the program and saved
- along with the ANIM or ILBM file.
- I found that no other software exists that allows this kind of manipu-
- lation with Anims, exept for some separate,rather limited PD programs.
-
-
- Have fun.
-