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-
- AniMagician
- User's Guide
-
- AniMagician Copyright (c) 1993-1995 KAVIK Software
- All Rights Reserved
-
- KAVIK SOFTWARE DISCLAIMS ALL WARRANTIES RELATING TO THIS SOFTWARE
- WHETHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY
- IMPLIED WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
- PURPOSE, AND FUNCTIONALITY, AND ALL SUCH WARRANTEES ARE EXPRESSLY
- AND SPECIFICALLY DISCLAIMED. NEITHER KAVIK SOFTWARE NOR ANYONE
- WHO HAS BEEN INVOLVED IN THE CREATION, PRODUCTION, OR DELIVERY OF
- THIS SOFTWARE SHALL BE LIABLE FOR ANY INDIRECT, CONSEQUENTIAL, OR
- INCIDENTAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE
- THIS SOFTWARE. IN NO EVENT SHALL LIABILITY FOR ANY DAMAGES EVER
- EXCEED THE PRICE PAID FOR THE LICENSE TO USE THIS SOFTWARE. THE
- PERSON USING THIS SOFTWARE BEARS ALL RISK AS TO THE QUALITY AND
- PERFORMANCE OF THIS SOFTWARE.
-
- This agreement shall be governed by the laws of the State of
- Alabama and shall inure to the benefit of KAVIK Software. Any
- action or proceeding brought by either party against the other
- out of or related to this agreement shall be brought only in a
- state or federal court of competent jurisdiction located in
- Madison County, Alabama.
-
- Microsoft is a registered trademark of Microsoft Corporation.
- SoundBlaster is a registered trademark of Creative Labs, Inc.
-
-
- Table of Contents
-
- Introduction......................................1
- Welcome........................................1.1
- What is Shareware?.............................1.2
- Registration...................................1.3
- Contacting The Author..........................1.4
-
- Requirements......................................2
-
- The .FLI Format...................................3
-
- Installing AniMagician............................4
-
- Getting Started...................................5
- Starting AniMagician...........................5.1
- Quitting AniMagician...........................5.2
-
- Using The Mouse...................................6
- Problems With The Mouse........................6.1
- Activating A Control...........................6.2
-
- Using The Control Panels..........................7
- Exiting A Control Panel........................7.1
- Button Controls................................7.2
- Default Controls...............................7.3
- Slider Controls................................7.4
- Edit Boxes.....................................7.5
-
- Working With Frames...............................8
- Draw Mode......................................8.1
- The Scratch Frame..............................8.2
- Adding Frames..................................8.3
- Positioning The Current Frame..................8.4
- Modifying An Existing Frame....................8.5
- Inserting A Frame..............................8.6
- Deleting A Frame...............................8.7
-
- Working With Colors...............................9
- Palette Color Zero - The Invisible Color.......9.1
- The System Palette.............................9.2
- The Frame Palette..............................9.3
- Selecting A Color..............................9.4
- Defining A Front Plane Color...................9.5
- Modifying A Palette Color......................9.6
- Saving The Palette.............................9.7
- Loading A Palette..............................9.8
- Getting A Color From The Screen................9.9
-
- Palette Color-Cycling.............................10
- Defining A Shift Palette.......................10.1
- Cycling The Current Frame Palette..............10.2
- Cycling The Palette Across Multiple Frames.....10.3
-
- Working With Sound................................11
- Adding A Sound Frame...........................11.1
- Deleting A Sound Frame.........................11.2
- Turning The Sound On/Off.......................11.3
-
- The Flash Frame Option............................12
- Flash Interval.................................12.1
- Flash Persistence..............................12.2
-
- Objects...........................................13
- What Is An Object ?............................13.1
- Creating An Object.............................13.2
- The "Put Settings".............................13.3
- Positioning An Object On The Frame.............13.4
- The Background Plane...........................13.5
- The Object Plane...............................13.6
- The Front Plane................................13.7
- The Object Hook................................13.8
- Objects And Multi-Frame Generation.............13.9
- Defining An Object Path........................13.10
- Previewing The Animation.......................13.11
- Generating The Animation.......................13.12
- Saving An Object...............................13.13
- Loading An Object..............................13.14
- Rebound........................................13.15
-
- The Background Buffer.............................14
- Defining A Background..........................14.1
- Displaying The Background......................14.2
- Background Settings............................14.3
- Background Preload.............................14.4
- Background Carry...............................14.5
-
- Drawing Tools.....................................15
-
- Frame Editing.....................................16
- Undo...........................................16.1
- Erase..........................................16.2
- Cut............................................16.3
- Copy...........................................16.4
- Paste..........................................16.5
-
- Special Effects...................................17
- Mapping A Frame Image Onto A Bresenham Circle..17.1
- Mirror Images..................................17.2
- Pixelate.......................................17.3
- Image Diffusion Effect.........................17.4
- Image Emboss Effect............................17.5
- Image Engrave Effect...........................17.6
- Gray-scaling an Image..........................17.7
- Creating A Negative Of An Image................17.8
- Flipping A Frame Image.........................17.9
-
- PCX Files.........................................18
-
- Viewing The Animation.............................19
- Adjusting The Playback Speed...................19.1
-
- Errors............................................20
-
- Control Panels And Controls.......................21
- Hot Keys.......................................21.1
- The Main Panel.................................21.2
- The Edit Panel.................................21.3
- The Colors Panel...............................21.4
- The Color Select Panel.........................21.5
- The Color Mix Panel............................21.6
- The Frame Panel................................21.7
- The Frame Effects Panel........................21.8
- The Tools Panel................................21.9
- The Spray Tool Setup Panel.....................21.10
- The Objects Panel..............................21.11
- The Multi-Frame Panel..........................21.12
- The Background Panel...........................21.13
- The Flic Panel.................................21.14
- The Options Panel..............................21.15
- The Sound Panel................................21.16
-
- (1) Introduction --------------------------------------------
-
- (1.1) Welcome -------------------------------------------------
-
- Welcome to the exciting world of computer animation.
- AniMagician is an animation design tool that allows you to
- create and edit colorful 256-color computer animations. If you
- have a SoundBlaster-compatible sound card you can also add
- sound frames to your animations. The sound frames provide a
- "sound track" for your animations and enhance the impact the
- animation has on viewers.
-
- Create animations from scratch using the provided set of
- drawing tools or turn a series of PCX images into a frame-based
- animation. AniMagician will allow you to define a complete
- 256-color palette for each frame of your animation. This
- allows an almost unlimited array of colors.
-
- AniMagician's unique graphical user interface (GUI) is designed
- to get you "up and running" immediately. A little imagination
- is all you will need to create spectacular animations.
-
- (1.2) What is Shareware? --------------------------------------
-
- As many of you probably know, the shareware concept allows you
- to "test drive" a software product before you purchase it. This
- allows you to make an educated purchase and allows the shareware
- author to avoid the high cost of advertisement.
-
- AniMagician is presented in the true spirit of shareware. All
- features available with the registered version are present in
- the shareware version. You have thirty days to evaluate the
- product. If, after the trial period, you decide to continue
- using AniMagician - you must pay the registration fee. As a
- registered user, you will receive the registered version of the
- software, a spiral-bound printed manual, a utility to convert
- WAV, SND, SOU, VMF, and VMD sound files to VOC sound format
- (which is compatible with AniMagician), and notice of future
- upgrades and new products.
-
- (1.3) Registration --------------------------------------------
-
- The registration fee for AniMagician is US$35.00 per copy.
-
- Significant discounts are available for educational institutions
- and for bulk purchases (five or more copies). Please contact
- KAVIK Software for the current discount schedule. A registration
- form is included with the shareware distribution kit in the file
- REGISTER.DOC.
-
- Please send registrations and correspondence to :
-
- KAVIK Software
- P.O. Box 261
- Huntsville, AL 35804
-
- (1.4) Contacting The Author -----------------------------------
-
- If you have problems or comments you may send Post Mail to :
-
- KAVIK Software
- P.O. Box 261
- Huntsville, AL 35804
-
- Or electronically :
-
- CompuServe : Duane Violett ID#71371,3046
- America Online : Screen name Yachov
- Internet address : yachov@aol.com
-
- (2) Requirements --------------------------------------------
-
- The requirements for AniMagician are :
-
- The FILES value in CONFIG.SYS must be at least 20
- The BUFFERS value in CONFIG.SYS must be at least 20
- IBM-compatible 286 or higher
- DOS 3.1 or higher
- VGA card
- VGA color monitor
- 540 Kbytes free conventional memory
- At least 500 Kbytes available extended/expanded memory
- A Microsoft-compatible mouse and driver
- Hard Disk - about 2 Meg free
-
- SoundBlaster-compatible sound card required for sound
- frames.
-
- (3) The .FLI Format -----------------------------------------
-
- First of all, what is the .FLI (flic) file format? The .FLI file
- format is a frame-based animation file format. The flic file
- format provides a means of storing a series of frames by saving
- only the portions of each frame that differ from the previous
- frame. This includes palette differences and will allow for a
- new 256 color palette for each frame. These frames, when played
- back, can create the illusion of motion. The effect is similar
- to movie reels where each frame differs slightly from the
- previous frame. Of course, if your frames differ greatly you
- will not have an effective animation.
-
- We chose the .FLI format because of the numerous .FLI flics
- available on Electronic Bulletin Boards and because we do not
- wish to introduce yet another file format. AniMagician allows
- you to edit existing .FLI animations or assemble your own
- animation and store it as a .FLI animation file.
-
- AniMagician allows you to add sound frames to a flic file
- animation. Animations in which sound frames have been added may
- not be compatible with other players or FLI editors. The new
- version of MagiPlay, the free run-time FLI player produced by
- KAVIK Software, will allow everyone to experience the excitement
- of SoundFLIs.
-
- (4) Installing AniMagician ----------------------------------
-
- To install AniMagician :
-
- 1) Create a directory to hold AniMagician :
-
- MKDIR ANMAG
-
- 2) Move to the new directory :
-
- CD ANMAG
-
- 3) Copy the files from the supplied disk to the new directory.
-
- COPY A:*.* .
-
- Note that if your disk is on drive B: use the command :
-
- COPY B:*.* .
-
- 4) AniMagician is now installed in the directory "ANMAG".
-
- (5) Getting Started -----------------------------------------
-
- (5.1) Starting AniMagician ------------------------------------
-
- First, change to the directory containing AniMagician. If the
- directory containing AniMagician is named \ANMAG type "CD
- \ANMAG". You must run AniMagician from the directory in which
- it has been installed since there are files which AniMagician
- looks for at startup.
-
- To start AniMagician type "ANMAG". This will start AniMagician
- and display the startup screen. You will then be presented
- with the Main panel. The top banner of the Main panel displays
- the current settings. These are, starting from the left,
- current drawing color, sound status, current drawing tool,
- number of frames in animation, name of current animation, and
- sound frame flag. The sound frame flag is highlighted whenever
- the current frame is positioned at a sound frame.
-
- The panel below the banner is the Main control panel. At the
- bottom of the Main control panel an edit box displays the
- current frame. The letters "SCR" mean you are positioned at
- the scratch frame. The scratch frame is used to create
- intermediate images or object images and is not part of the
- animation.
-
- To remove the Main panel and enter draw mode, click the right
- mouse button. In draw mode you may use the current drawing
- tool and drawing color to modify the current frame. To
- redisplay the Main panel simply click the right mouse button
- when in draw mode.
-
- (5.2) Quitting AniMagician ------------------------------------
-
- To exit from AniMagician select "EXIT" from the Main panel or
- strike the <Esc> key when in draw mode. A notice panel will
- verify that you wish to exit.
-
- To exit immediately, without prompting, strike the F9 key when
- in draw mode (this is in case the boss walks up).
-
- (6) Using The Mouse -----------------------------------------
-
- AniMagician requires that you have a Microsoft-compatible mouse
- driver loaded. If you do not have a mouse, AniMagician will
- terminate and display the message :
-
- "Error - Mouse disconnected, not installed, or unsupported"
-
- If you have installed a mouse driver and still get this message,
- make sure the mouse is connected to the proper port. See your
- mouse installation manual for directions.
-
- (6.1) Problems With The Mouse ---------------------------------
-
- Occasionally the mouse cursor may become "invisible" or hard
- to see after loading a PCX file. This occurs when the palette
- color for the mouse cursor is too close to the background
- color. The mouse cursor color may also be modified when the
- RGB components of the corresponding palette index are modified
- using the color mix panel.
-
- (6.2) Activating A Control ------------------------------------
-
- A control is activated from a control panel by positioning the
- mouse cursor over the control and left-clicking the mouse to
- select the control. You left-click by depressing the left
- mouse button and releasing it.
-
- (7) Using The Control Panels --------------------------------
-
- The control panels are designed such that related functions are
- contained on the same panel. The panels may contain push
- buttons, click buttons, slider controls, or edit boxes. A panel
- is active when it is the topmost panel displayed. The mouse
- cursor will be limited to the region defining the active panel.
-
- (7.1) Exiting A Control Panel ---------------------------------
-
- You may exit an active control panel any of the following
- ways.
-
- 1) Right-clicking the mouse.
- 2) Striking the <Escape key>.
- 3)Striking the <Enter> key. This method will activate the
- default control upon exiting the panel. Not all panels have
- a default control.
-
- (7.2) Button Controls -----------------------------------------
-
- Button controls are activated by positioning the mouse cursor
- within the button and left-clicking the mouse. Some click
- buttons allow only one button in a group to be selected at a
- time. These buttons are used for setting mutually exclusive
- attributes.
-
- (7.3) Default Controls ----------------------------------------
-
- Some panels contain a button with red text. These are default
- controls and are automatically selected by striking the
- <Enter> key when the panel is active.
-
- (7.4) Slider Controls -----------------------------------------
-
- Slider controls are activated by positioning the mouse cursor
- within the slider control tab, the part that would move on a
- real slider, depressing the left mouse button, then dragging
- the mouse left and right. The mouse cursor will turn off when
- the slider control is activated and turn back on when the
- mouse button is released.
-
- (7.5) Edit Boxes ----------------------------------------------
-
- An edit box is activated by left-clicking the mouse cursor
- within the edit box window. The text cursor will appear in
- the edit box at the point where the mouse was clicked. The
- text is modified by typing in corrections and/or using the
- <Delete> and <Backspace> keys. The <Delete> key will delete
- the character at the text cursor, the <Backspace> key will
- delete the character in front of the text cursor. To remove a
- region of text, select the region by positioning the mouse
- cursor over the first character in the region and hold down
- the left mouse button while dragging the mouse cursor over the
- characters to be included in the region. This will highlight
- the selected region. Type a valid character to replace the
- region with the character. To delete a selected region strike
- the <Delete> key.
-
- (8) Working With Frames -------------------------------------
-
- The frame is the basic unit from which an animation is created.
- An animation is nothing more than a series of frames played in
- sequence. The positioning of items in each frame and the speed
- at which the frames are displayed determine how realistic the
- animation appears. Sound frames are not affected by playback
- speed.
-
- Frames are created by drawing a frame then "shooting" it or by
- creating a series of frames using an "object". Shooting a frame
- adds the frame to the current animation or replaces an existing
- frame in the animation with the current frame. See the Flash-
- Frame Tutorial (FLASH.TUT) for a lesson on creating an animation
- by shooting individual frames. See the Object Path Tutorial
- (PATH.TUT) for a lesson on creating an animation using object
- paths. An animation frame may also be a palette definition as in
- the palette-cycling example in the Palette-Cycling Tutorial
- (CYCLE.TUT).
-
- Sound frames are added to the animation by activating the "SOUND"
- control from the Main panel, selecting a sound file, and
- inserting the sound file into the animation.
-
- (8.1) Draw Mode -----------------------------------------------
-
- You are in draw mode when there are no active panels
- displayed. Draw mode allows you to modify the current frame
- image using the current draw tool.
-
- (8.2) The Scratch Frame ---------------------------------------
-
- The scratch frame is the work sheet on which you create images
- to be used as objects or create frame images that are to be
- added to an animation. When stepping through the frames of an
- animation the scratch frame is located after the last frame in
- the animation. The scratch frame is actually an AniMagician
- buffer and is not really part of the animation until it is
- added with the "SHOOT" function.
-
- (8.3) Adding Frames -------------------------------------------
-
- To add an image frame to your animation, first create the
- image on the scratch frame then select "SHOOT" from the Main
- panel. This will add the frame to the end of the animation
- and create a new scratch frame with the currently defined
- background. See the section The Background Buffer for a
- description of background images.
-
- Sound frames are added to the animation by selecting the
- "SOUND" control from the Main panel, selecting a VOC sound
- file using "BROWSE", and then inserting the sound file by
- selecting the "INSERT CLIP" control.
-
- (8.4) Positioning The Current Frame ---------------------------
-
- The current frame is the animation frame which is displayed
- when you are in draw mode. To step through the frames of an
- animation use the "<" and ">" controls from the Main panel or
- use the left and right arrow keys when in draw mode.
-
- If using the arrow keys on the numeric keypad be sure "Num
- Lock" is turned off.
-
- Note that if you encounter a sound frame, the current image
- does not change, but the sound flag at the upper right of the
- Main panel banner is highlighted (usually in red).
-
- (8.5) Modifying An Existing Frame -----------------------------
-
- To modify an existing frame, position the current frame to the
- frame to be modified. Make the changes to the frame image
- then select "SHOOT" from the Main panel. This will overwrite
- the frame image in the animation with the new image.
-
- You must be positioned at an image frame to modify the frame.
- If you are positioned at a sound frame you cannot modify the
- displayed image. You must back up with the "<" control to
- modify the displayed image.
-
- (8.6) Inserting A Frame ---------------------------------------
-
- To insert an image frame, first position the current frame to
- the point in the animation where the new frame is to be
- located. The frame will be inserted before the current frame.
- Select "FRAME" from the Main panel then select "INSERT" from
- the Frame panel. This will insert a new frame in the
- animation before the current frame. The inserted frame will
- contain the currently defined background image. See the
- section The Background Buffer for a description of background
- images.
-
- Sound frames are inserted in the animation by selecting
- "SOUND" from the Main panel, selecting a VOC sound file using
- "BROWSE", and then inserting the sound file by selecting the
- "INSERT CLIP" control. The sound clip is inserted after the
- displayed frame.
-
- (8.7) Deleting A Frame ----------------------------------------
-
- To delete a frame select "FRAME" from the Main panel then
- select "DELETE" from the Frame panel. This will remove the
- current frame from the animation.
-
- (9) Working With Colors -------------------------------------
-
- The palette is the currently available set of drawing colors.
- AniMagician allows an active palette of 256 different colors.
- Each frame of an animation may have a unique palette.
-
- (9.1) Palette Color Zero - The Invisible Color ----------------
-
- Palette color 0 (zero) is considered an invisible color. This
- color is used to define transparent regions in an image or
- transparent regions in an object. The transparent regions
- will appear to be "holes" in the object through which the
- background image is visible.
-
- (9.2) The System Palette --------------------------------------
-
- The system palette is the default palette. Modifying a frame
- palette color does not affect the corresponding system palette
- color. The system palette can only be modified by loading a
- palette, loading a flic file, or selecting the "SYS PALETTE"
- control from the Color Mix panel.
-
- (9.3) The Frame Palette ---------------------------------------
-
- The frame palette defines the active drawing colors for the
- current frame and may be modified using the Color Mix panel.
- The current frame palette is displayed by selecting "PALETTE"
- from the Colors panel.
-
- (9.4) Selecting A Color ---------------------------------------
-
- Select a drawing color by selecting "PALETTE" from the Colors
- panel and left-clicking the mouse cursor inside the cell
- containing the desired color.
-
- (9.5) Defining A Front Plane Color ----------------------------
-
- Front plane colors are used in object animation. They define
- the palette colors that comprise the front plane. See the
- section The Front Plane for more information.
-
- To define a front plane color select the "PALETTE" control
- from the Colors panel to display the current palette.
- Position the active color cursor to the desired color and
- strike the "F" key to toggle the front plane attribute for
- that color. A dashed-line rectangle drawn around the color
- square indicates that the color is a front plane color. To
- clear all front plane colors strike the "C" key while the
- color palette is displayed. Position the active color cursor
- to the desired drawing color before leaving the palette
- display panel.
-
- Front panel colors are active in all frames in the animation
- not just the current frame.
-
- (9.6) Modifying A Palette Color -------------------------------
-
- A frame palette color is modified using the Color Mix panel.
- The Color Mix panel is activated by selecting "MIX" from the
- Colors panel or by double-clicking on a palette color square.
- A frame palette color may be reset to the system palette color
- or the entire frame palette may be reset by selecting the
- appropriate control from the Color Mix panel.
-
- The Color Mix panel contains three slider controls defining
- the Red, Green, and Blue color component values. Modifying
- the component values alters the active drawing color of the
- current frame palette. See the section describing the Color
- Mix panel for more information.
-
- A palette color may also be modified by "picking up" a palette
- color cell and "dropping" the color onto one of the other
- palette color cells. To pick up a color cell, position the
- active color cursor to the color which will be picked up and
- strike the "P" key. To drop the color onto another color cell,
- position the active color cursor to the desired color cell and
- strike the "D" key. This will replace the color in the color
- cell at the drop location with the color that was previously
- picked up. A color may be dropped onto any number of color
- cells. This will only modify the active frame palette and
- does not affect the system palette.
-
- (9.7) Saving The Palette --------------------------------------
-
- Save the current frame palette to disk by selecting "FILES"
- from the Colors panel. Enter the palette file name to be
- created in the edit box and select the "SAVE" control to
- create the file. The file written to disk will have the
- extension "APF".
-
- (9.8) Loading A Palette ---------------------------------------
-
- Load a palette file from disk by selecting "FILES" from the
- Colors panel. You may browse available files or enter the
- palette file name in the edit box. Select the "LOAD" control
- to load the palette file. This will replace the system
- palette and the current frame palette with the loaded palette.
-
- (9.9) Getting A Color From The Screen -------------------------
-
- Sometimes it may be necessary to set the drawing color to a
- color displayed in the current frame. To do this select "GET"
- from the Colors panel. Position the end of the "needle" (the
- narrow part at the bottom of the cursor) over the desired
- color and left-click the mouse to get the color.
- Right-clicking the mouse abandons the get function.
-
- (10) Palette Color-Cycling -----------------------------------
-
- Palette-cycling is another method of creating the illusion of
- motion. By shifting a set of palette colors, you can make a
- region on the display appear to move.
-
- AniMagician allows you to cycle palette colors through the use of
- a user-defined "shift palette". The shift palette defines the
- set of colors that are shifted during palette-cycling. The shift
- palette may contain from two to 256 colors from the color
- palette. See the Palette-Cycling Tutorial (CYCLE.TUT) for a
- detailed explanation of the palette-cycling process.
-
- (10.1) Defining A Shift Palette --------------------------------
-
- A "shift palette" is defined from the Color Select Panel. The
- Color Select Panel is activated by selecting "PALETTE" from
- the Colors panel. The shift palette must be a contiguous set
- of colors from the palette. To define the shift palette :
-
- Hold down the "Shift" key on the keyboard.
-
- Using the mouse, position the paintbrush cursor over the
- color cell that you wish to be the left-most or right-most
- color cell of the shift palette. Press the left mouse
- button and hold it down.
-
- Drag the paintbrush cursor over the color cells that you
- wish to include in the shift palette. Note that the color
- cells in the shift palette will be highlighted.
-
- Release the "Shift" key and release the left mouse button.
-
- The highlighted set of color cells define your shift
- palette. To redefine the shift palette repeat the above
- steps.
-
- To clear the shift palette simply hold down the "Shift" key
- and click the left mouse button over a single color cell.
-
- (10.2) Cycling The Current Frame Palette -----------------------
-
- To cycle the shift palette for the current frame, first make
- sure you are in the Color Select panel. You activate the
- Color Select panel by selecting "PALETTE" from the Colors
- panel. Now, hold down the "Ctrl" key and use the left arrow
- key on the keyboard to cycle the shift palette to the left.
- Use the right arrow key to cycle the shift palette to the
- right. Note that only the colors in the shift palette are
- cycled.
-
- NOTE: You must hold down the "Ctrl" key while pressing the
- arrow keys to cycle the shift palette.
-
- NOTE: You must make sure "Num Lock" is turned off if you are
- using the arrow keys on the numeric keypad.
-
- After shifting the palette colors, you must "shoot" the
- current frame for the new palette to be stored in the
- animation file.
-
- To reset the palette to the original setting select the
- "RESET PALETTE" control from the Color Mix Panel (see the
- section describing the Color Mix Panel).
-
- (10.3) Cycling The Palette Across Multiple Frames ..............
-
- You may cycle the color palette across several frames by
- selecting the "L CYCLE" or "R CYCLE" control from the Colors
- panel.
-
- The "L CYCLE" control will shift the color palette to the
- left one cell for each frame specified in the Range Select
- panel. Note that the frames specified in the Range Select
- panel must already exist in the current animation. See the
- section The Colors Panel for a description of the "L CYCLE"
- control.
-
- The "R CYCLE" control will shift the color palette to the
- right by one cell for each frame specified in the Range
- Select panel. Note that the frames specified in the Range
- Select panel must already exist in the current animation.
- See the section The Colors Panel for a description of the "R
- CYCLE" control.
-
- (11) Working With Sound --------------------------------------
-
- To use the sound options you must have a SoundBlaster-compatible
- sound card installed on your machine. The Main panel banner will
- display the current sound playback status. "SOUND ON" indicates
- that the sound playback is currently enabled. "SOUND OFF" will
- cause AniMagician to skip sound frames.
-
- The addition of sound frames adds realism to your animations. It
- is best to add the sound frames after the animation has been
- completed. Each sound frame may span several image frames and
- altering the playback speed will not affect the sound playback.
-
- (11.1) Adding A Sound Frame ------------------------------------
-
- A sound frame cannot be the first frame in an animation. An
- image frame must precede the first sound frame.
-
- To add a sound frame to the current animation, first select
- the "SOUND" control from the Main panel. From the Sound
- panel, select the "BROWSE" control to locate the desired VOC
- file. Select the VOC file, return from the Browse panel, and
- select "INSERT CLIP" from the Sound panel. This will insert
- the VOC sound file as a sound clip after the current frame.
-
- Note that sound frames are limited to 64000 bytes per sound
- frame. This is necessary to avoid delay during playback. If
- you have a VOC file that exceeds 64000 bytes, there are
- several Shareware utilities available that will break a VOC
- file into smaller files.
-
- (11.2) Deleting A Sound Frame ----------------------------------
-
- Position the current frame to the sound frame using the ">"
- and "<" controls. A sound frame is active when the sound
- frame flag, the rectangle at the top-right of the Main panel,
- is highlighted.
-
- After positioning the animation to the desired sound frame,
- select "FRAME" from the Main panel to activate the Frame
- panel. From the Frame panel select the "DELETE" control.
- This will delete the active sound frame from the current
- animation.
-
- (11.3) Turning The Sound On/Off --------------------------------
-
- To turn the sound on/off, select the appropriate control
- located on the Sound panel below "SOUND STATUS".
-
- (12) The Flash Frame Option ----------------------------------
-
- The flash frame option will flash the last frame of the current
- animation onto the current frame. Flash frame is useful when
- positioning an object relative to the last frame.
-
- To set flash mode on/off select "OPTIONS" from the Main panel and
- select the appropriate "ON"/"OFF" control for "FLASH FRAME".
-
- (12.1) Flash Interval ------------------------------------------
-
- The flash interval is the time delay between flashing of the
- previous frame. The smaller the time delay value, the shorter
- the time delay between flashes. Define the flash interval by
- activating the "FLASH INTERVAL" slider control.
-
- (12.2) Flash Persistence ---------------------------------------
-
- The flash persistence is the length of time the "flashed"
- image stays on the screen. The smaller the persistence value,
- the shorter the length of time the flashed image is displayed.
- Large persistence values may prove to be annoying. Define the
- flash persistence value by activating the "PERSISTENCE" slider
- control.
-
- (13) Objects -------------------------------------------------
-
- The use of objects is a complicated subject and may be better
- understood by going through the Flash-Frame Tutorial (FLASH.TUT)
- and Object Path Tutorial (PATH.TUT).
-
- (13.1) What Is An Object? --------------------------------------
-
- The object is the principal element of animation. It is
- similar to an actor in a movie or a sprite in sprite based
- animation.
-
- Object manipulation involves two panels, the Objects panel and
- the Multi-Frame panel. The Objects panel contains controls
- for manipulating the current object's size and rotation. The
- Multi-Frame panel contains controls used for multi-frame
- object manipulation.
-
- Upon activating the Objects panel, the current frame image
- will be cleared and the currently defined object will be
- displayed in the upper left corner of the display. If the
- object is partially covered by the panel, select the "VIEW"
- control to view the entire object. Upon exiting the Objects
- panel the current frame image will be restored on the display.
-
- An object does not retain palette color settings. Objects are
- displayed from the current frame palette.
-
- Object animation involves three color planes; the background
- plane, the object plane, and the front plane. See the
- sections The Background Plane, The Object Plane, and The Front
- Plane for descriptions of the color planes.
-
- (13.2) Creating An Object --------------------------------------
-
- An object is created by selecting the "GET" control from the
- Objects panel and selecting a region from the current frame.
- Remember that the palette color zero is considered
- transparent. The background of the current frame image will
- always show through the regions of an object that are of
- palette color zero. After selecting an object, control is
- returned to the Objects panel and the object is displayed in
- the upper left corner of the display.
-
- (13.3) The "Put Settings" --------------------------------------
-
- The interaction of the object image with the background plane
- of the current frame image is defined with the "put settings".
- These are controls on the Objects panel labeled "OVR", "UND",
- "OR", "XOR", and "AND". Only one of the "put settings" may be
- active at a time. The put settings are only used when the
- object image is applied to the current frame. The default
- setting is "OVR", which causes the object image to be
- displayed over the background plane. Selecting "UND" causes
- the object image to be displayed behind the background plane.
- Selecting "OR" will "or" the pixel values of the object image
- with the pixel values of the image on the background plane.
- Selecting "XOR" will "exclusive or" the pixel values of the
- object image with the pixel values of the image on the
- background plane. Selecting "AND" will "and" the pixel values
- of the object image with the pixel values of the image on the
- background plane.
-
- (13.4) Positioning An Object On The Frame ----------------------
-
- The currently defined object is placed on the current frame by
- selecting the "PUT" control from the Objects panel. Position
- the object on the frame by moving the mouse then set the
- object by left-clicking the mouse. Cancel the put operation
- by right-clicking the mouse. The interaction of the object
- with the frame image is determined by the "put settings" and
- the colors in the front plane.
-
- (13.5) The Background Plane ------------------------------------
-
- The background plane contains all pixels of the current frame
- image not containing front plane colors. The background plane
- is behind the object plane unless the "put setting" "OVR" has
- been selected.
-
- (13.6) The Object Plane ----------------------------------------
-
- The object plane contains the object image. The background
- plane is behind the object plane unless "OVR" has been
- selected.
-
- (13.7) The Front Plane -----------------------------------------
-
- The front plane contains all pixels of the current frame image
- containing front plane colors. The background plane and
- object plane are always behind the front plane.
-
- (13.8) The Object Hook -----------------------------------------
-
- The hook is the point where the mouse cursor attaches to the
- object and is used when applying the object image to a frame.
- The hook does not have to be a point directly on the object
- image. The default position for the object hook is the center
- point of the rectangle defining the object image.
-
- The object hook is modified by selecting "SET HOOK" from the
- Objects panel and left-clicking the mouse cursor at the
- desired hook position. Right-clicking the mouse will abandon
- the set hook operation.
-
- (13.9) Objects And Multi-Frame Generation ----------------------
-
- An alternative to creating animation frames by hand is the use
- of object paths to define the path of an object over multiple
- frames.
-
- The Multi-Frame panel is activated by selecting "MULTI" from
- the Objects panel. The FRAME START edit box defines the
- starting frame position of the multi-frame operation and must
- be greater than zero. The FRAME COUNT edit box defines the
- number of frames to be generated along the object path.
-
- NOTE : If the FRAME COUNT value is greater than the number of
- points defining the object path, the last frames will
- position the object at the end point of the path.
-
- At each point along the object path the object will undergo
- the operations specified in the Multi-Frame panel. For
- example, if the "ROTATE" and "SHRINK" controls are selected,
- the object image will undergo a rotation and a shrink
- operation after having been applied to the frame. The
- parameters for the object manipulation functions and the "put
- settings" are defined in the Objects panel.
-
- (13.10) Defining An Object Path ---------------------------------
-
- The object path defines the path an object will follow during
- a multi-frame operation. Define the object path by selecting
- "SET PATH" from the Multi-Frame panel. Position the mouse
- cursor at the position where the path is to start and depress
- the left mouse button. Hold down the left mouse button and
- drag the mouse cursor over the path you wish to define. This
- will draw a series of points defining the path. Release the
- left button to end the path. Click a mouse button to return to
- the Multi-Frame panel.
-
- The object path is defined over the current frame image but
- the frame at which the animation will begin is defined by
- "START FRAME".
-
- (13.11) Previewing The Animation --------------------------------
-
- After defining an object path and setting the desired object
- manipulation controls you may want to preview the animation
- without creating it. This is accomplished by selecting the
- "PREVIEW" control from the Multi-Frame panel. The animation
- will be displayed without modifying the frames so that further
- adjustments can be made. The playback speed during preview
- does not reflect the actual speed of the animation. To halt
- the preview at any point strike the <Esc> key.
-
- (13.12) Generating The Animation --------------------------------
-
- When you are satisfied with the animation you may generate it
- by selecting the "GENERATE" control from the Multi-Frame
- panel. This will actually generate the frame images and enter
- them into the animation. To halt the generation at any point
- strike the <Esc> key.
-
- (13.13) Saving An Object ----------------------------------------
-
- To save the currently defined object image to disk select the
- "FILES" control from the Objects panel. Enter the name of the
- object file in the edit box, without an extension. Select the
- "SAVE" control from the Browse panel. This will create a file
- with the extension ".ANO".
-
- (13.14) Loading An Object ---------------------------------------
-
- To load an object image file select the "FILES" control from
- the Objects panel. Enter the name of the object file in the
- edit box, without an extension. Select the "LOAD" control
- from the Browse panel. This will load the object file into
- the current object buffer.
-
- NOTE: When loading an object from disk remember the object
- will be displayed using the current palette.
-
- (13.15) Rebound -------------------------------------------------
-
- The rebound operation will generate a reverse sequence of the
- current animation and add it to the end of the animation.
- This will create a smooth "rebounding" effect. The first and
- last frames are not duplicated when rebounding.
-
- (14) The Background Buffer -----------------------------------
-
- The background buffer is used to store a frame image over which
- an object can be animated. The background buffer is also useful
- for temporarily storing an image or for transferring images
- between frames.
-
- Portions of the background having colors defined as front panel
- colors will be moved to the front panel.
-
- (14.1) Defining A Background -----------------------------------
-
- To define the background image, position the current frame to
- the desired frame and select "CAPTURE" from the Background
- panel. This will load the currently displayed frame image
- into the background buffer.
-
- (14.1) Displaying The Background -------------------------------
-
- To replace the current frame image with the background image
- select the "PUT" control from the Background panel. This will
- overwrite the frame image with the background image.
-
- To apply the background image behind the current frame image
- select the "UNDERL" control from the Background panel. The
- background image will be visible through any regions of the
- current frame image having the transparent color zero.
-
- To apply the background image over the current frame image
- select the "OVERL" control from the Background panel. The
- current frame image will be visible through any regions of the
- background image having the transparent color value zero.
-
- (14.2) Background Settings -------------------------------------
-
- The background settings determine the default image for newly
- created scratch frames. Whenever you "shoot" a scratch frame
- a new scratch frame is created. You may wish the new scratch
- frame to be cleared or contain a specific image.
-
- The default background setting is "NONE". This means that
- each time a new scratch frame is created it will be erased.
-
- (14.3) Background Preload --------------------------------------
-
- Selecting "PRELOAD" from the Background panel will cause the
- background image to be loaded onto the new scratch frame. A
- new scratch frame is created after "shooting" the scratch
- frame.
-
- (14.4) Background Carry ----------------------------------------
-
- Selecting "CARRY" from the Background panel will carry the
- current scratch frame image to the new scratch frame after
- "shooting" the frame.
-
- (15) Drawing Tools -------------------------------------------
-
- AniMagician provides a complete set of drawing tools. Select a
- drawing tool from the Tools panel. The drawing tool will use the
- current drawing color when activated. To activate the drawing
- tool press the left mouse button when in draw mode. See the
- section describing the Tools Panel for more information.
-
- (16) Frame Editing -------------------------------------------
-
- Frame editing controls are accessed from the Edit panel. To
- activate the Edit panel select "EDIT" from the Main panel.
-
- (16.1) Undo ----------------------------------------------------
-
- To undo the last frame-modifying operation select the "UNDO"
- control from the Edit panel. This will restore the current
- frame to the image prior to the modification. Selecting
- "UNDO" again will cancel the undo operation.
-
- (16.2) Erase ---------------------------------------------------
-
- To erase the current frame image select "ERASE" from the Edit
- menu. Erasing the frame image has no effect on the actual
- frame in the animation. It only affects the currently
- displayed image.
-
- (16.3) Cut -----------------------------------------------------
-
- To cut a rectangular region from the current frame image
- select "CUT" from the Edit panel. This will write the
- selected region into the paste buffer and remove it from the
- current frame image.
-
- To cut a region :
-
- A) Select "CUT" from the Edit panel.
- B) Position the mouse cursor to a corner of the
- rectangular region to be cut.
- C) Left-click the mouse. Right-clicking the mouse at this
- point will cancel the cut operation.
- D) Drag the mouse cursor to enclose the region in the cut
- box. Right-clicking the mouse at this point will cancel
- the cut operation.
- E) Left-click the mouse to cut the selected region.
- Right-clicking the mouse at this point will cancel the
- cut operation.
-
- (16.4) Copy ----------------------------------------------------
-
- To copy a rectangular region from the current frame image
- select "COPY" from the Edit panel. This will write the
- selected region into the paste buffer.
-
- To copy a region :
-
- A) Select "COPY" from the Edit panel.
- B) Position the mouse cursor to a corner of the rectangular
- region to be copied.
- C) Left-click the mouse. Right-clicking the mouse at this
- point will cancel the copy operation.
- D) Drag the mouse cursor to enclose the region in the copy
- box. Right-clicking the mouse at this point will cancel
- the copy operation.
- E) Left-click the mouse to copy the selected region.
- Right-clicking the mouse at this point will cancel the
- copy operation.
-
- (16.5) Paste ---------------------------------------------------
-
- To apply the paste buffer to the current frame image select
- "PASTE" from the Edit panel.
-
- To paste the image in the paste buffer :
-
- A) Select "PASTE" from the Edit panel.
- B) Position the buffer image by moving the mouse cursor.
- Right-clicking the mouse at this point will cancel the
- paste operation.
- C) Left-click the mouse to paste the image. Right-clicking
- the mouse at this point will cancel the copy operation.
-
- (17) Special Effects -----------------------------------------
-
- The Frame Effects panel is activated by selecting the "EFFECTS"
- control from the Frame panel. The Frame Effects panel contains
- several controls to manipulate the frame images. You will be
- presented with a Range Select panel after selecting a Frame
- Effects control button. The Range Select panel allows you to
- specify the range of frames affected. The "UNDO" control will
- only undo the last effect when it is applied to a single frame.
-
- (17.1) Mapping A Frame Image Onto A Bresenham Circle -----------
-
- The "B MAP" control on the Frame Effects panel maps the frame
- image onto a Bresenham circle. This effect is similar to
- mapping the image to a sphere.
-
- (17.2) Mirror Images -------------------------------------------
-
- The "L MIRR" control on the Frame Effects panel replaces the
- right half of the display with a mirror image of the left half
- of the display. The "R MIRR" control replaces the left half
- of the display with a mirror image of the right half of the
- display.
-
- (17.3) Pixelate ------------------------------------------------
-
- The "PXLTE" control on the Frame Effects panel "pixelates" the
- frame image. The unit of pixelation is defined with the "PX
- UNIT" slider control located at the bottom of the Frame
- Effects panel. The greater the value of the unit of
- pixelation - the greater the size of the rectangles. The
- maximum value for the unit of pixelation is 50.
-
- (17.4) Image Diffusion Effect ----------------------------------
-
- The "DIFFUSE" control on the Frame Effects panel "diffuses"
- the frame image. This effect gives the image a hand-painted
- look. The "DF FACT" slider located at the bottom of the Frame
- Effects panel is used to set the diffusion factor. The
- greater the value of the diffusion factor, the wider the
- diffusion of the image. The maximum value of the diffusion
- factor is 20. A value of one will cause the image to be
- unaffected.
-
- (17.5) Image Emboss Effect -------------------------------------
-
- The "EMBOSS" control on the Frame Effects panel "embosses" the
- frame image. This effect is similar to the bas-relief
- technique used by photographers. The image seems to be coming
- out of the display. The image will be mostly gray-scale with
- hints of the original image colors. For a more realistic
- effect, first gray-scale the image with the "GRAYS" control,
- then apply the Emboss effect.
-
- (17.6) Image Engrave Effect ------------------------------------
-
- The "ENGRAVE" control on the Frame Effects panel is similar to
- the Frame Emboss Effect. With this effect, the image seems to
- be engraved into the display. The image will be mostly gray-
- scale with hints of the original image colors. For a more
- realistic effect, first gray-scale the image with the "GRAYS"
- control, then apply the Engrave effect.
-
- (17.7) Gray-scaling an Image -----------------------------------
-
- The "GRAYS" control on the Frame Effects panel will gray-scale
- the current image. The palette for the current image will be
- converted to a gray-scale palette. Selecting "UNDO" will
- restore the original palette.
-
- (17.8) Creating A Negative Of An Image -------------------------
-
- The "NEGATE" control on the Frame Effects panel will create the
- negative of the current image. This will cause the colors in
- the original image to be replaced by their "opposite" colors.
- The effect is similar to creating photographic negatives.
-
- (17.9) Flipping A Frame Image ----------------------------------
-
- The "H FLIP" control on the Frame Effects panel flips the
- frame image about the Y axis. The "V FLIP" control flips the
- frame image about the X axis.
-
- (18) PCX Files -----------------------------------------------
-
- AniMagician allows you to load and save PCX files. The PCX files
- must be 256-color images for AniMagician to load them. Images
- with resolution greater than 320x200 will be reduced to 320x200,
- which will result in loss of detail. Only resolutions of the same
- aspect ratio as 320x200, like 640x400 for example, can be loaded
- without distortion. At this time, AniMagician only supports the
- PCX file format. There are several ShareWare packages available
- that will resize images and convert other image formats to PCX
- format.
-
- To load a PCX file select "PCX" from the frame panel. Enter the
- name of the file in the edit box, or select the file with
- "BROWSE", and select "LOAD PCX". The PCX image will be loaded
- onto the current frame. If the PCX image must be reduced,
- loading will be slower. The PCX palette will be loaded into the
- frame palette but will have no effect on the system palette. The
- system will adjust the panel colors to attempt to match the
- original panel colors after a PCX file has been loaded. If the
- file cannot be loaded an error panel is displayed.
-
- To save the current frame image select "PCX" from the frame
- panel. Enter the name of the file in the edit box, without any
- extension, and select "SAVE PCX". This will create a PCX file
- containing the current frame image and frame palette. The file
- will have the extension ".PCX".
-
- (19) Viewing The Animation -----------------------------------
-
- To view the current animation select the ">>" control from the
- Main panel. This will display the animation at the current
- playback speed. Strike any key or click a mouse button to stop
- the playback.
-
- (19.1) Adjusting The Playback Speed ----------------------------
-
- The playback speed can be adjusted by selecting the "OPTIONS"
- control from the Main panel and adjusting the "PLAYBACK SPEED"
- slider on the Options panel. Note that the playback speed
- increases as the "PLAYBACK SPEED" value decreases.
-
- Playback speed can be modified during playback using the arrow
- keys. The left arrow key and the down arrow key slow down
- playback. The right arrow key and the up arrow key speed up
- the playback.
-
- (20) Errors --------------------------------------------------
-
- If you get an error message while attempting to load a PCX file,
- remember that AniMagician can only handle 256-color PCX files.
- If you get an error while loading a PCX file the file is probably
- not a 256-color PCX file or it has been corrupted.
-
- If you get the error message "Cannot create disk buffers" make
- sure the following two lines are in your CONFIG.SYS file.
-
- FILES=20
- BUFFERS=20
-
- If the lines are not in the file - add them. If the lines are in
- the file but the values are less than twenty - set the values to
- twenty. If the values are greater than twenty - that is fine.
- After modifying CONFIG.SYS reboot your computer and try running
- AniMagician again.
-
- You may experience "strange" behavior if you try to execute
- AniMagician with less than the recommended amount of DOS
- conventional memory available. One of the familiar error
- messages that will appear with insufficient memory is the message
- "ERROR - did not terminate correctly". You may also get an error
- message stating that a control panel could not be created.
- Please make sure you have sufficient memory available before
- executing AniMagician.
-
- (21) Control Panels And Controls -----------------------------
-
- (21.1) Hot Keys ------------------------------------------------
-
- When you are in draw mode (no control panels are active) the
- following keys are active.
-
- "Left Arrow" Go to previous frame in animation.
-
- "Right Arrow" Go to next frame in animation.
-
- "F1" Activate Main panel.
-
- "F2" Activate Palette panel. Same as "PALETTE" on the
- Colors panel.
-
- "F3" Activate Objects panel. Same as "OBJECTS" on Main
- panel.
-
- "F4" Play the current flic. Same as ">>" on Main panel.
-
- "F5" Shoot the current frame. Same as "SHOOT" on Main
- panel.
-
- "F6" Activate the Tools panel. Same as "TOOLS" on Main
- panel.
-
- "F7" Activate the Edit panel. Same as "EDIT" on Main
- panel.
-
- "F8" Get a color from the current image display. Same
- as "GET" on Colors panel.
-
- "F9" Quick exit - get out now - no prompting
-
- Please be sure Num Lock is turned off if using the arrow
- keys on the numeric keypad.
-
- (21.2) The Main Panel ------------------------------------------
-
- The Main panel is activated by clicking the right mouse button
- when in draw mode. The name of the active flic will be
- displayed in the banner panel. If no flic is active, the word
- "UNTITLED" will be displayed.
-
- The current frame number is displayed in an edit box at the
- bottom of the main panel. The total number of frames
- currently in the flic is displayed in the banner panel. To go
- to a specific frame in the flic, left-click in the edit-box,
- enter the frame number, and right-click to go to the frame.
- If an invalid frame number or any non-numeric entry is input
- the flic will advance to the Scratch frame. If the Scratch
- frame is the active frame, the letters "SCR" will appear in
- the edit box.
-
- The following controls are available when the Main panel is
- active.
-
- "EDIT" Activates the Edit panel. The Edit panel contains
- frame editing controls.
-
- "COLORS" Activates the Colors panel. The Colors panel
- contains palette-related controls.
-
- "FRAME" Activates the Frame panel. The Frame panel
- contains frame-related controls.
-
- "TOOLS" Activates the Tools panel. The Tools panel allows
- you to select a drawing tool.
-
- "OBJECTS" Activates the Objects panel. The Objects panel
- allows you to create and manipulate animation
- objects.
-
- "BKGRND" Activates the Background panel. The Background
- panel allows you to define a background image.
-
- "FLIC" Activates the Flic panel. The Flic panel allows
- you to save, load or reset the flic.
-
- "SHOOT" Loads the current frame into the active flic. If
- you "shoot" a frame that is within the active
- flic, the new frame will replace the corresponding
- frame in the flic. If you "shoot" the scratch
- frame, the frame is appended to the end of the
- flic and the flic frame count is incremented.
- Note that when you shoot the scratch frame, the
- current frame is advanced to a new scratch frame.
-
- "SOUND" Activates the Sound panel. The Sound panel
- contains controls to play VOC files and/or add VOC
- files to the animation.
-
- "<" Sets the active frame to the previous frame in the
- flic. Note that the scratch frame is between the
- last and first frames.
-
- ">" Sets the active frame to the next frame in the
- flic. Note that the scratch frame is between the
- last and first frames.
-
- ">>" Plays the currently active flic. Flic play is
- interrupted by striking any key or clicking a
- mouse button.
-
- "OPTIONS" Activates the Options panel. The Options panel
- contains controls that affect the performance of
- AniMagician.
-
- "EXIT" Terminate and return to DOS. You will be prompted
- for verification before terminating.
-
- (21.3) The Edit Panel ------------------------------------------
-
- The Edit panel provides frame editing functions. The
- following controls are available when the Edit panel is
- active.
-
- "UNDO" Undo the last frame-modifying operation. The undo
- operation can also be undone.
-
- "ERASE" Erase the current frame.
-
- "CUT" Cut a rectangular region from the current frame and
- put it in the paste buffer.
-
- "COPY" Copy a rectangular region from the current frame
- and put it in the paste buffer.
-
- "PASTE" Apply the paste buffer to the current frame.
-
- (21.4) The Colors Panel ----------------------------------------
-
- The Colors panel provides palette-related functions. The
- following controls are available when the Colors panel is
- active.
-
- "L CYCLE"Shift the colors in the Shift Palette to the left
- by one cell in each frame. The range of frames to
- which this is applied is defined when you are
- presented with the Range Select panel.
-
- "R CYCLE"Shift the colors in the Shift Palette to the right
- by one cell in each frame. The range of frames to
- which this is applied is defined when you are
- presented with the Range Select panel.
-
- "PALETTE"Activate the Color Select panel. The Color Select
- panel allows you to select a color from the
- current 256-color palette.
-
- "GET" Get a color from the current frame. A color is
- selected by positioning the "needle", the narrow
- portion at the bottom of the cursor, over the
- desired color and left-clicking the mouse.
- Right-clicking the mouse will return to the Colors
- panel without selecting a color.
-
- "MIX" Activate the Color Mix panel. The Color Mix panel
- allows you to custom-mix the selected color.
-
- "FILES" Load/Save a color palette file. A browse panel
- will allow you to load an existing ".APF" palette
- file or save the currently defined palette as a
- ".APF" palette file. Loading a palette will
- replace the default system palette with the loaded
- palette.
-
- (21.5) The Color Select Panel ----------------------------------
-
- The Color Select panel allows you to select a drawing color.
- The current drawing color is marked by a surrounding active
- color cursor. The active drawing color is selected by
- left-clicking the mouse within the cell containing the desired
- color. The color may also be selected by positioning the
- active color cursor with the arrow keys.
-
- Please be sure "Num Lock" is turned off if using the numeric
- keypad.
-
- A custom color may be created by left-clicking the mouse
- pointer within the active color cell which activates the Color
- Mix panel. The Color Mix panel may also be activated by
- pressing <Return> from the Color Select panel.
-
- The "Front Plane" color attribute for the active color is
- toggled by striking the "F" key. Striking the "C" key will
- clear all Front Plane colors from the palette. A Front Plane
- color is marked with a surrounding dashed-line rectangle.
- Palette color zero is considered transparent and cannot be
- assigned to the front plane.
-
- A color cell may be assigned a different color value by
- "picking up" a color and "dropping" the color onto another
- color cell. Pick up a color by positioning the active color
- cursor to the desired color cell and striking the "P" key. To
- drop the color onto a color cell, position the active color
- cursor to the position where the color is to be dropped and
- strike the "D" key. This will replace the color in the color
- cell at the drop location with the color that was picked up. A
- color may be dropped onto any number of color cells. This
- action only modifies the frame palette and has no effect on
- the system palette.
-
- (21.6) The Color Mix Panel -------------------------------------
-
- The Color Mix panel allows you to define a custom color. The
- active drawing color is modified by increasing or decreasing
- the Red/Green/Blue color components. Modifying the RGB color
- values only affects the frame palette and will not alter the
- system palette. Locking slider controls together causes the
- controls that are locked together to move in unison.
-
- The following controls are available when the Color Mix panel
- is active.
-
- "RG" Lock the Red and Green slider controls together.
-
- "RB" Lock the Red and Blue slider controls together.
-
- "GB" Lock the Green and Blue slider controls together.
-
- "RGB" Lock the Red, Green and Blue slider controls
- together.
-
- "IND" Move the Red/Green/Blue sliders independently.
-
- "SYS PALETTE" Define the current frame palette to be the
- system palette.
-
- "RESET COLOR" Reset the RGB color values of the current
- color to the values of the system palette.
-
- "RESET PALETTE" Reset the RGB color values of each color
- in the current palette to the values of the
- system palette.
-
- (21.7) The Frame Panel -----------------------------------------
-
- The Frame panel provides frame manipulation functions.
-
- The following controls are available when the Frame panel is
- active.
-
- "EFFECTS" Activates the Frame Effects panel. The Frame
- Effects panel contains several special effects
- that can be applied to the frame image(s).
-
- "INSERT" Insert a frame before the current frame. The new
- frame will contain the default background. You
- cannot undo this operation - you may remove the
- frame with the "DELETE" control.
-
- "DELETE" Delete the current frame from the animation. You
- cannot undo this operation.
-
- "PCX" Load/Save a PCX file. A browse panel will allow
- you to load an existing ".PCX" file or save the
- current frame image as a ".PCX" file.
-
- (21.8) The Frame Effects Panel ---------------------------------
-
- The Frame-Effects panel contains the special effects controls.
- These controls allow you to manipulate the frame images.
-
- The special effects can be applied to a range of frames with
- the Range Select panel. Note that the default range is the
- current frame.
-
- After selecting a special effects control you will be
- presented with the Range Select panel. The default range is
- the current frame. By modifying the values of the Start Frame
- and End Frame you may apply the special effects to several
- frames.
-
- The following controls are available when the Frame Effects
- panel is active.
-
- "L MIRR" Copy a mirror-image of the left half of the
- display onto the right.
-
- "R MIRR" Copy a mirror-image of the right half of the
- display onto the left.
-
- "B MAP" Map the current frame image onto a Bresenham
- circle.
-
- "PXLTE" Pixelate the current frame image. The unit of
- pixelation is defined using the "PX UNIT" slider
- control at the bottom of the Frame panel. A value
- of one for the unit of pixelation will leave the
- image unchanged.
-
- "V FLIP" Flip the current frame image about the X axis.
-
- "H FLIP" Flip the current frame image about the Y axis.
-
- "EMBOSS" Emboss the current frame image. This gives the
- image a "3D look". This is more effective if the
- image is first converted to gray-scale with the
- "GRAYS" control.
-
- "ENGRAVE" Engrave the current frame image. This gives the
- image a "3D look". This is more effective if the
- image is first converted to gray-scale with the
- "GRAYS" control.
-
- "DIFFUSE" Apply the diffusion algorithm to the current frame
- image. This effect causes the image to have a
- hand-painted look. The diffusion factor is
- defined using the "DF FACT" slider at the bottom
- of the Frame panel. A value of one for the
- diffusion factor will leave the image unchanged.
-
- "GRAYS" This converts the palette for the current image to
- a gray-scale palette. This effect causes the
- current image to be converted to a "black and
- white" image.
-
- NOTE: This effect modifies the color palette for
- the current frame.
-
- "NEGATE" This effect creates a negative of the current
- image.
-
- NOTE: This effect modifies the color palette for
- the current frame.
-
- "UNDO" This will undo the last frame-modifying operation.
-
- "PX UNIT" Define the unit of pixelation value used by the
- "PXLTE" control.
-
- "DF FACT" Define the diffusion factor used by the "DIFFUSE"
- control.
-
- (21.9) The Tools Panel -----------------------------------------
-
- The Tools panel allows you to select the active drawing tool.
- The drawing tool can only be activated in drawing mode. The
- following controls are available when the Tools panel is
- active.
-
- "BRUSH" Select the brush drawing tool. This tool draws a
- freehand line when the left mouse button is held
- down.
-
- "LINE" Select the line drawing tool. To draw a line,
- first position the mouse cursor to the start of the
- line segment and left-click the mouse to set the
- point. Position the mouse cursor to the desired
- end point and left-click the mouse to set the
- point. A new line segment will be active with the
- starting point defined as the end of the last line
- segment. To cancel the line drawing operation
- right-click the mouse.
-
- "WIPE" Select the frame wipe drawing tool. This tool will
- "wipe" the current color over the entire frame.
-
- "FILL" Select the area-fill drawing tool. This tool will
- fill a region with the current color. To fill a
- region, position the mouse cursor in the region to
- be filled and left-click the mouse.
-
- "TEXT" Select the text tool. This enables you to place
- text of the current font size on the current frame.
- A flashing cursor marks the current text position.
- The "Delete" key and arrow keys are not active with
- the text drawing tool. The current text position
- can be adjusted by moving the mouse cursor to the
- desired position and left-clicking.
-
- "SM" Select the small text font. This has no effect
- unless the text tool is active.
-
- "LG" Select the large text font. This has no effect
- unless the text tool is active.
-
- "CIRCLE"Select the circle drawing tool. This tool will
- draw a circle of the current color. The circle is
- filled if the "FILLED" option is active. To draw a
- circle, position the mouse cursor to define the
- center of the circle, left-click to set the center
- point, then move the mouse to define the radius.
- To set the circle left-click the mouse. To cancel
- the drawing operation right-click the mouse.
-
- "ELLIPSE" Select the ellipse drawing tool. This
- tool will draw an ellipse of the current color.
- The ellipse is filled if the "FILLED" option is
- active. To draw an ellipse, position the mouse
- cursor to define the center of the ellipse,
- left-click to set the center point, then move the
- mouse to define the ellipse. To set the ellipse
- left-click the mouse. To cancel the drawing
- operation right-click the mouse.
-
- "RECT" Select the rectangle drawing tool. This tool will
- draw a rectangle of the current color. The
- rectangle is filled if the "FILLED" option is
- active. To draw a rectangle, position the mouse
- cursor to define a corner of the rectangle,
- left-click to set the corner point, then move the
- mouse to define the rectangle. To set the
- rectangle left-click the mouse. To cancel the
- drawing operation right-click the mouse.
-
- "FILLED"Toggle the filled option for drawing closed shapes.
-
- "SPRAY" Select the spray drawing tool. The spray tool will
- apply a circular pattern of pixels to the current
- frame. To use the spray tool, position the mouse
- cursor to the region to be sprayed and hold down
- the left mouse button. The spray tool will apply
- the current color unless "Confetti" mode is on. If
- "Confetti" mode is on, a random distribution of the
- current palette colors is applied.
-
- "SETUP" Activate the Spray Tool Setup panel. The options
- specified in the Spray Tool Setup panel are only
- active if the spray tool is active.
-
- (21.10) The Spray Tool Setup Panel ------------------------------
-
- The Spray Tool Setup panel defines settings for operation of
- the spray tool. The following controls are available when the
- Spray Tool Setup panel is active.
-
- "AIR PRESSURE" Defines the density of the spray pattern.
- The density is increased by moving the slider
- to the right and decreased by moving the
- slider to the left.
-
- "SPRAY WIDTH" Defines the width of the spray pattern. The
- width is increased by moving the slider to
- the right and decreased by moving the slider
- to the left.
-
- "CONFETTI" Toggles "Confetti" mode. If confetti mode is
- on (Button down) a random distribution of the
- current palette colors is applied while
- spraying. If "Confetti" mode is off (Button
- up) the current color is applied while
- spraying.
-
- (21.11) The Objects Panel ---------------------------------------
-
- The Objects panel allows you to define and manipulate
- "objects". An object is an entity, similar to a sprite, that
- can be manipulated across a series of frames. The object can
- be comprised of a single color or as many as 256 colors.
-
- Object animation involves three planes: the background plane,
- the object plane and the front plane. The "OVR", "UND", "OR",
- "XOR" and "AND" switches define interaction of the object with
- the background plane. The object itself is contained in the
- object plane. The palette colors defined as "front plane"
- colors make up the front plane. The object is always applied
- behind pixels containing a front plane color. All pixels of
- value zero are transparent.
-
- When the Objects panel is activated the current frame is
- removed and the current object displayed. If no object is
- currently defined, the screen behind the Objects panel is
- blank. The original screen is restored after exiting the
- Objects panel.
-
- "H FLIP" Flip the current object about the Y axis.
-
- "V FLIP" Flip the current object about the X axis.
-
- "SQUEEZE" Shrink the current object in the X direction to
- the percentage specified by the Shrink Percent
- Slider while expanding the object in the Y
- direction by the percentage specified by the
- Expand Percent Slider. The effect of this
- action is similar to compressing a balloon from
- the sides.
-
- "SQUASH" Shrink the current object in the Y direction to
- the percentage specified by the Shrink Percent
- Slider while expanding the object in the X
- direction by the percentage specified by the
- Expand Percent Slider. The effect of this
- action is similar to compressing a balloon from
- the top and bottom.
-
- "X STRETCH" Expand the current object in the X direction by
- the percentage specified by the Expand Percent
- Slider.
-
- "Y STRETCH" Expand the current object in the Y direction by
- the percentage specified by the Expand Percent
- Slider.
-
- "SHRINK" Shrink the current object to the percentage
- specified by the Shrink Percent Slider.
-
- "EXPAND" Expand the current object by the percentage
- specified by the Expand Percent Slider.
-
- "ROTATE" Rotate the current object by the angle
- specified by the Rotation Angle Slider.
-
- Shrink Percent Slider Specifies the shrinkage percentage
- to be used by object shrinking functions.
- A value of 100 specifies that no shrinkage
- will occur. A value of 50 specifies the
- object will be reduced to 50 percent or 1/2
- of the current size.
-
- Expand Percent Slider Specifies the expansion percentage
- to be used by object expanding functions.
- A value of 100 specifies the object will be
- expanded by 100 percent, which is twice the
- size. A value of 0 specifies no expansion
- will take place.
-
- Rotation Angle Slider Specifies the angle, in degrees, to
- be used by object rotation functions. The
- current rotation angle is displayed in the
- box to the right of the Rotation Angle
- Slider.
-
- "GET" Get an object from the current frame. The current
- frame will be displayed and you may capture an
- object from the display. To define an object, move
- the mouse cursor to a corner of a rectangular
- region that will contain the object, left-click and
- then drag the box to enclose the object.
- Left-clicking the mouse will capture the object.
- Right-clicking the mouse will cancel the process.
- Control is returned to the Objects panel and the
- captured object is displayed. The current frame is
- not altered by this process.
-
- "PUT" Apply the current object to the current frame. The
- current frame will be displayed and you may
- position the current object on the frame. The
- interaction of the object with the frame image is
- defined by the "OVR", "UND", "OR", "XOR" and "AND"
- switches along with the "front plane" colors. To
- apply an object to the frame, position the object
- to the desired location and left-click the mouse.
- To abandon the "PUT" function right-click the
- mouse.
-
- "UNDO" Undo the last object-modifying function.
-
- "VIEW" Clear all panels to view the object. This is
- useful for viewing large objects that are partially
- covered by the control panel. Strike any key or
- click a mouse button to return to the Objects
- panel.
-
- "OVR" Apply the object over the background plane when a
- put function is initiated.
-
- "UND" Apply the object under the background plane when a
- put function is initiated.
-
- "OR" "Or" the object with the background plane when a
- put function is initiated.
-
- "XOR" "XOr" the object with the background plane when a
- put function is initiated.
-
- "AND" "And" the object with the background plane when a
- put function is initiated.
-
- "MULTI" Activate Multi-Frame panel.
-
- "FILES" Allows you to Load/Save a ".ANO" object file. The
- object does not contain palette definitions,
- therefore the object is viewed relative to the
- current palette.
-
- "SET HOOK" Define the object attachment point. This is the
- point on the object by which the object is
- moved. The default hook is defined as the center
- of the object.
-
- "<" Sets the active frame to the previous frame in the
- flic.
-
- ">" Sets the active frame to the next frame in the flic.
-
- "RESTORE" Restore the current object to its
- original size and zero angle of rotation.
-
- "SHOOT" Loads the current frame into the active flic. If
- you "shoot" a frame that is within the active flic,
- the new frame will replace the corresponding frame
- in the flic. If you "shoot" the scratch frame, the
- frame is appended to the end of the flic and the
- flic frame count is incremented. Note that when
- you shoot the scratch frame, the current frame is
- advanced to a new scratch frame.
-
- (21.12) The Multi-Frame Panel -----------------------------------
-
- The Multi-Frame panel allows you to create multi-frame effects
- using the current object. The effect(s) selected are applied
- to the frame sequence starting at "START FRAME" and continuing
- for "FRAME COUNT" frames. The sizing operations "SQUEEZE",
- "SQUASH", "X STRETCH", "Y STRETCH", "SHRINK", "EXPAND" and
- "NORMAL" are mutually exclusive. Rotation may be applied in
- conjunction with the sizing operations.
-
- "SQUEEZE" Squeeze the object each time a frame is
- generated.
-
- "SQUASH" Squash the object each time a frame is
- generated.
-
- "X STRETCH" Stretch the object in the X direction each time
- a frame is generated.
-
- "Y STRETCH" Stretch the object in the Y direction each time
- a frame is generated.
-
- "SHRINK" Shrink the object each time a frame is
- generated.
-
- "EXPAND" Expand the object each time a frame is
- generated.
-
- "NORMAL" Do not size the object each time a frame is
- generated.
-
- "ROTATE" Rotate the object each time a frame is
- generated. Can be used in conjunction with the
- sizing operations. Note that this button is a
- click-button and can be enabled or disabled by
- left-clicking the mouse cursor on the button.
-
- "SET PATH" Define the path along which the object is to be
- animated. The points defining the path will be
- marked by alternating color pixels. If the
- number of points defining the path is less than
- the number of frames generated, the last frames
- remain at the last point in the path. There is
- no interpolation between path points. The path
- may be defined as a single point.
-
- "PREVIEW" Preview the currently defined object animation.
- This will not modify the flic. To cancel the
- preview strike the "Escape" key.
-
- "REBOUND" Generate a reverse sequence of the current flic
- and append it to the end of the flic.
-
- "START FRAME" The first frame in the animation at which the
- object animation will start. If there are
- currently no frames in the flic enter frame
- "1" as the start frame.
-
- "FRAME COUNT" The number of frames to be created for the
- object animation.
-
- "PREVIEW" Preview the currently defined object animation.
- This will not modify the flic. To cancel the
- preview strike the "Escape" key.
-
- "GENERATE" Generate the defined object animation. This
- will add/modify the specified frames in the
- current flic.
-
- (21.13) The Background Panel ------------------------------------
-
- The Background panel allows you to define a background image
- and control the way the image is used during the creation of
- an animation. By default, the new scratch frame is cleared
- after shooting the current scratch frame. By creating a
- background image and selecting "PRELOAD", you can animate an
- object over the defined background. The background buffer can
- also be used to temporarily store images.
-
- The background display functions can be applied to a range of
- frames with the Range Select panel. Note that the default
- range is the current frame.
-
- After selecting a background display function, you will be
- presented with the Range Select panel. The default range is
- the current frame. By modifying the values of the Start Frame
- and End Frame you can apply the background image to several
- frames.
-
- "CAPTURE" Capture the current frame image and store it in
- the background buffer.
-
- "PUT" Display the current background image on the
- specified range of frames.
-
- "UNDERL" Underlay the background image behind the
- specified range of frames.
-
- "OVERL" Overlay the background image over the specified
- range of frames.
-
- The following background settings are only useful when
- shooting new frames. They have no effect when re-shooting an
- existing frame.
-
- "PRELOAD" Put the current background image on the new
- frame after shooting the scratch frame.
-
- "CARRY" Carry the scratch frame image to the new frame
- after shooting the scratch frame.
-
- "NONE" Clear the new frame after shooting the scratch
- frame.
-
- (21.14) The Flic Panel ------------------------------------------
-
- The Flic panel displays the name of the current flic in the
- flic file edit box. If the flic is new, "UNTITLED" will be
- displayed in the edit box. To change the name in the edit
- box, first left-click the mouse cursor within the edit box to
- activate edit mode, edit the name, right-click the mouse to
- exit edit mode then select "SAVE". This will save the current
- flic under the name specified in the edit box.
-
- "BROWSE" Display a list of available flic files.
-
- "LOAD" Load the flic file displayed in the flic file
- edit box.
-
- "SAVE" Save the current flic under the name displayed
- in the flic file edit box. The disk file saved
- will have the extension ".FLI".
-
- "RESET FLIC"Reset the current flic. This will clear all
- frames in the flic. All other settings such as
- background image and object settings remain
- unchanged.
-
- "RESET ALL" Reset AniMagician to the default settings. The
- current flic will be cleared and all current
- settings lost.
-
- "GEN FRAMES"Generate a sequence of blank (or background
- image) frames. This option allows you to
- generate frames for use with object
- manipulation and palette-cycling functions.
- See the Palette-Cycling Tutorial (CYCLE.TUT) for
- an example using the "GEN FRAMES" control.
-
- (21.15) The Options Panel ---------------------------------------
-
- The Options panel allows you to set the flic playback speed and
- to enable/disable the Flash-Frame option.
-
- "PLAYBACK SPEED" This slider control sets the flic playback
- speed. The playback speed can also be
- adjusted using the arrow keys during
- playback.
-
- "FLASH FRAME" The "ON"/"OFF" controls determine whether
- the "flash frame" option is active. If
- flash frame is on, the previous frame
- image will be "flashed" onto the screen
- when in draw mode or when positioning an
- object. This is useful when positioning
- an object relative to the previous frame.
-
- "FLASH INTERVAL" This slider control is used to set the
- number of clock "ticks" between the frame
- "flashes".
-
- "PERSISTENCE" This slider control is used to set the
- number of clock "ticks" that the "flashed"
- image is displayed before the original
- image is restored.
-
- (21.16) The Sound Panel -----------------------------------------
-
- The Sound panel allows you to play VOC sound files and/or
- insert them into the current animation as sound frames.
- Please note that the VOC file size is limited to 64000 bytes
- to avoid delay during playback. If you attempt to access a
- VOC file larger than 64000 bytes a message panel will display
- the corresponding error message. There are several Shareware
- utilities available that will break a VOC file into smaller
- files.
-
- "BROWSE" Display a list of available VOC sound
- files.
-
- "PLAY VOC" Play the selected VOC sound file.
-
- "STOP PLAY" Stop playing an active sound clip or VOC
- file.
-
- "INSERT CLIP" Insert selected sound clip as sound frame.
-
- "SOUND STATUS" The "ON"/"OFF" controls turn the sound on
- and off. If the sound is turned off sound
- frames are ignored.
-