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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.