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- *************************** The Paint Studio *****************************
-
- Just Click outside the window to exit from window controls.
-
- Choose New Pic or Use the Files Menu to create a New page.
- Press F8 for default menu palette. Lost Palette? try TEMP.PAL
- New Picture:
- ~~~~~~~~~~~~
- -You will be prompted for a size.
- -Press Button One or Enter to accept the defaults.
- -or enter new sizes.
- -ESC to cancel.
-
- Mouse Button 1 is referred to as B1, Mouse Button 2 as B2.
- If you have reversed the mouse buttons with Icon #93, read B2 as B1.
- Help is also available on the bottom scroll bar.
- Both B on Icon for Icon help. B1 on Icon to use tool.
- B1 to apply tool, B2 or Both B done
- -------------------------------------------------
- Do the Paint Studio Demo for information on Button controls. F1 Help
- See the Rest of this document for more information.
-
- - Page Down More -
-
-
- C:\ANI\HELPDOCS\STUDIO.DOC
- *=*=*=*=*=*=*=*=*==*=*=*=*=*=*=*=*=*=*=*
-
- New Picture: ................................ Line #:6
- How to Use the Studio ................... Line #:171
- Important! Wrong Palette colors for curr .... Line #:183
- << UNDO >> .................................. Line #:210
- Saving Files ALT-S or F5 or Click .... Line #:218
- Mouse Settings .............................. Line #:259
- Understanding Color Very Impor .... Line #:281
- Animation and Palette control ............... Line #:339
- The Clip Count Number ...................... Line #:362
- Fit Clip Colors ............................. Line #:406
- Autosort PCX ................................ Line #:416
- Fill Vacancies with pure RGB ................ Line #:437
- Fill Vacancies with 6 Colors ................ Line #:447
- Fill Vacancies With Greyscale ............... Line #:453
- Leave Vacant entries vacant ................. Line #:457
- !! Hot Tip !! .............................. Line #:463
- Extra Palette Control ....................... Line #:478
- Icon Palette Entries ........................ Line #:490
- The Color Bar ............................... Line #:498
- The LEFT or Fill Color Area ................. Line #:547
- The Right or Draw Color Area ............... Line #:554
- The Size Number ............................. Line #:561
- The Upper Scroll buttons .................... Line #:593
- The Icon Bar ............................... Line #:597
- _2 Alter Entire Palette ................... Line #:624
- _3 Copy and Paste Parts of the Current P .... Line #:635
- _4 The Palette Color Files ................. Line #:652
- _5 The Pencil Eraser Color Replacer .... Line #:660
- _6 The Painters Palette .................... Line #:673
- _7 Picture Color ........................... Line #:700
- _8 Menu Colors .............................. Line #:706
- _9 Swap Color .............................. Line #:723
- _10 Grey Scale Important Icon ! ....... Line #:732
- Scale and retain Palette .................... Line #:744
- Mapping to Sorted or scaled Palette ......... Line #:772
- Fill Vacancies .............................. Line #:782
- _17,#18 Pixel Movers ...................... Line #:792
- _19 Exclude Color Pixel Mover Toggle. ...... Line #:816
- _20 Compasses Protractor Set Gradien .... Line #:833
- _21 Felt Marker Best Pen Gra .... Line #:848
- _22 Gradient Grow Rectangle Draw (g .... Line #:861
- _23 Rectangle .............................. Line #:879
- _24 Paint Brush ............................. Line #:890
- _25 Blob Draw greyscale optional ...... Line #:902
- _26 Son of Blob Draw greyscale or .... Line #:913
- _27 Air Brush Spray Paint Gradient o .... Line #:932
- _28 Angle Sketch Draw greyscale optiona .... Line #:951
- _29 Pencil Draw greyscale optional ..... Line #:984
- _30 Sketch Draw greyscale optional ........ Line #:1000
- _31 Point to Point Filled Polygon Draw ..... Line #:1032
- _32 Angle Pencil Draw greyscale opti .... Line #:1050
- _33 The 2 Dimensional Vector Icons .......... Line #:1065
- _V1 Stick Figure Animation ( *.RUN ) ....... Line #:1082
- _V2 The Perspective Lines ................... Line #:1140
- _V3 Vector Frame It greyscale opti .... Line #:1181
- _V4 Vector Curve ............................ Line #:1190
- _V5 Invisible Snap Grid ..................... Line #:1201
- _V6 The Free Hand Vector Draw Tool .......... Line #:1219
- _V7 Optional Snap-to Grid ................... Line #:1269
- Special Magnetic Lines ...................... Line #:1410
- 1) Magnetic Curve C key .................. Line #:1414
- 2) Ellipse Press E on the .... Line #:1436
- 3) Magnetic T Square Line T key .... Line #:1447
- 4) 2D Magnetic Grid G key ........ Line #:1482
- _V8 Main Icons .............................. Line #:1508
- _34 Load POINTS.PNT if it is Available ...... Line #:1532
- _35 The Camera .............................. Line #:1566
- _36 The Load the Current File Again Wind .... Line #:1575
- _37 Paste Copy Options ...................... Line #:1582
- _38 Paste To Window ......................... Line #:1592
- _39 Copy Rectangle Grow Box ................. Line #:1597
- _40 Copy Poly ............................... Line #:1609
- _41 Copy and Paste Rectangle ................ Line #:1620
- _42 Gradient Flood Fill Vertical greys .... Line #:1637
- _43 Clip Art Libraries ...................... Line #:1650
- _44 Sherlock the File Finder ................ Line #:1700
- _45 Scenery For Act1 Animation Se .... Line #:1708
- _46 The Cutting Room see CUTT .... Line #:1723
- _47 New Pic Icon ............................ Line #:1740
- _48 Show the Previous Clip ................. Line #:1787
- _49 The Action Icon See ANIM .... Line #:1793
- _50 Show The Next Clip ...................... Line #:1803
- _51 Show ACT2 Fast Full Screen Animation .... Line #:1808
- _52 ACT2 Delay Clock ....................... Line #:1828
- _53 Combine Files ........................... Line #:1835
- _54 SCRIPT.TXT File List Icon ............... Line #:1850
- _55 Blue Screen ............................. Line #:1864
- _56 Paste Together a New Clip Art Librar .... Line #:1886
- _57 Flood Fill .............................. Line #:1919
- _58 Gradient Shield scaled palette .... Line #:1932
- _59 Normal Circle Draw ...................... Line #:1941
- _60 Gradient Globe Circle Scaled pale .... Line #:1949
- _61 Filled Circle or Polygon ................ Line #:1965
- _62 Draw an Arc or half circle .............. Line #:1977
- _63 Draw and Fill an Arc .................... Line #:1989
- _64 Gradient Torus scaled palette recom .... Line #:1999
- _65 Gradient Fill Area Horizontal g .... Line #:2008
- _66 Glaze Blend greyscale first for .... Line #:2025
- _67 New Icon Stamp Icon ..................... Line #:2039
- _68 The Fill Patterns ....................... Line #:2079
- _69 The Tape Measure ........................ Line #:2086
- _70 Un-zigzag or Antialias .................. Line #:2093
- _71 Scatter The Color greyscale fi .... Line #:2107
- _72 The Blender greyscale first .... Line #:2120
- _73 Light and Dark greyscale first .... Line #:2134
- _74 Magic Wand .............................. Line #:2151
- _75 The Clip Finder Board ................... Line #:2164
- _76 3D Bar Gradient Option ............ Line #:2179
- Perspective ................................. Line #:2209
- _77 Shrink 10 % Icon ........................ Line #:2222
- _78 Rounded corners Rectangle Draw .......... Line #:2229
- _79 Rounded corners Filled Rectangle Dra .... Line #:2243
- _80 Frame It ................................ Line #:2257
- _81 Lighten and Darken Polygon s .... Line #:2270
- _82 Copy Grow 10% and Paste Polygon ....... Line #:2284
- _83 Enlarge Page ............................ Line #:2293
- _84 Change Text Color ....................... Line #:2308
- _85 Create a Font ........................... Line #:2322
- FNT Font Editor ............................. Line #:2324
- KAR Font Capture ............................ Line #:2358
- _86 Write Text Copy and Paste ............... Line #:2395
- *.FNT Add Text to Page ...................... Line #:2397
- *.KAR Add Text to Page ...................... Line #:2411
- _87 Retrieve a Font File .................... Line #:2460
- _88 Make Full Screen the Default (a .... Line #:2506
- _89 Turn Auto Save On ....................... Line #:2520
- _90 Save the Primary VCX .................... Line #:2534
- _91 Save the Secondary VCX .................. Line #:2539
- _92 Turn Autosave OFF ....................... Line #:2544
- _93 Mouse Setup, Program Delays and Soun .... Line #:2552
- _94 Cruise Disk ............................. Line #:2581
- _95 Reduce Color in the current VCX ......... Line #:2587
- _96 Gradient Curves ......................... Line #:2606
- _97 Text Color .............................. Line #:2646
- _99 Reverse Color #0 with Color #255 ........ Line #:2674
- _100 Run DO1.BAT if it is Aavailable ........ Line #:2681
- _101 Run DO2.BAT if it is Available ......... Line #:2714
- _102 ACT2 Room Icon ......................... Line #:2743
- _103 ACT2 Drive In Icon ..................... Line #:2758
- _104 Load the Current Default Knowledgeb .... Line #:2778
- _105 Reverse Picture Colors ................. Line #:2814
- _106 Create a Presentation .................. Line #:2820
-
- How to Use the Studio
- ~~~~~~~~~~~~~~~~~~~~~
-
- Esc or the Cancel button will bring you back to the screening
- room file area.
-
- Lose the cursor? Click Both Buttons it will be homed.
-
- I refer to D: often in the documentation but if you are using
- a different drive letter for your ramdrive then substitute that
- letter for D:.
-
- Important! Wrong Palette colors for current picture?
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Under the upper Options Menu, you can temporarily prevent the
- palette from switching.
-
- 1) Press the Home Key then Both Buttons inside live active window,
- (Picture's palette record is read. VCX carry palette info).
- or
- 2) Click Button 1 then 2 on the Color Button on the top menu bar
- of an open window. (Under this button are several palettes.
- Palette 2 is a grey version, 1 is the original, the rest are
- menu palettes.)
- or
- 3) Save your current work to another name.
- Reload the original image from disk and save its palette.
- Reload the work and replace the palette with the saved palette.
- or
- 4) If you Zoom out then Click Both buttons on the picture,
- the pictures palette is replaced in the file by the current palette.
- Click Mouse Button 1 then 1 on the Color button for the original palette.
-
- As a novice, palettes may seem confusing at first. An experienced user
- will be able to change and fit palettes with ease. Animation often requires
- combined partial palettes. See understanding color below.
- Use the Upper Options Button and select Palette Lock if you are
- having trouble controlling palette changes.
-
- << UNDO >>
- ~~~~~~~~~~
- Click on << UNDO >> for 1st level of undo, use the Edit Button
- for secondary level of Undo if it is available.
- Update the secondary file with the Third Autosave Icon or by clicking
- in the top right corner in the Paint Studio.
-
- ********************* IMPORTANT! ******************************
- Saving Files ALT-S or F5 or Click on Files Button
- ~~~~~~~~~~~~
- You have two temporary picture files when autosave is on.
- When you are in 320x200 256 VGA it is always on. ***
- Autosave saves the temporary between each tool use.
- Autosave can be preset in CONFIGIT, or activated with F5. F4 turns it off.
- It is also an Icon in the Icon Bar and under Options at the top
- of the screen.
-
- When the primary file is being updated the Saving Icon appears on the
- left. When the Secondary file is being updated, the Saving Icon
- appears on the right.
- Click top Left corner: Primary is updated.
- Click in top Right corner:Secondary is updated.
-
- Secondary file name is always VCXTEMP2.VCX on your ramdrive if one is
- supplied. The Primary file name varies. If you load a PCX then it becomes
- VCXTEMP.VCX. If you load a VCX in the Screening Room it retains that
- name.
-
- If the file is currently rotated, a slower save is made due to extra
- algorithms that handle the rotation. If the file is zoomed out or in,
- or you are in 16 color mode or vga 256, the same is also true.
- Fast save routines are used when you are in svga 256 mode and the
- picture is neither zoomed or rotated.
-
- The recommended resolution to use with this program is 640x480x256 svga.
- Switch to higher or lower modes as needed for conversions or
- to paste large pictures etc. If you like to work in 1024x768x256,
- the fast save routines will speed up the program considerably.
-
- AniPaint automatically chooses the best routine to fit the situation.
- You can specify the way AniPaint Pro will save by choosing one of
- the Autosave Icons.
-
- The Upper Files Button makes a permanent copy of the current
- temporary file. Use the Files Button or save as a PCX whenever you want
- to save the file. Always work on copies and save when you are satisfied.
- To save a screen of text you must capture the window or an area as
- a picture using any of the capture tools.
-
- Mouse Settings
- ~~~~~~~~~~~~~~~
- This program is configured for a two button mouse. Try the
- Mouse Set Icon #93 to determine Right and Left Mouse Button
- Setting. Depending on the user and your mouse configuration, left
- button could be right and vice versa, for the sake of this and
- other documents the Buttons are referred to as Button 2 and
- Button 1 . The MOUSE BUTTONS Icon that appears in the help menu
- has a 1 and 2 on the buttons and shows the current configuration.
- Beneath it is the current process delay in milliseconds.
-
- Important! A very fast computer with a 0 mouse delay will skip
- processes and could make operation difficult or impossible.
-
- If this happens reset the delay with the Mouse Set Icon. If this
- cannot be done, then delete C:\ANIPAINT\FILECFG.KEY and it will
- be replaced. Then set the delay using CONFIGIT.
-
-
- The Studio uses Icons to represent the tools that are
- available for your use.
-
- Understanding Color Very Important!!
- ~~~~~~~~~~~~~~~~~~~
- This program uses 256 colors. These colors are called the
- palette. A standard VGA or SVGA monitor can display a maximum
- of 256 colors on the screen at one time. VGA in 320 X 200
- resolution only.
- Each dot or pixel on the screen can be one of 256 colors at any
- one time.
- Each color is made up of a red value, a green value, and a blue
- value. The higher the red/green/blue values the brighter the
- color becomes. The lower the red/green/blue value the darker the
- color becomes. Pure white has a red value of 255, a green value
- of 255, and a blue value of 255. Pure Black has red, green and
- blue values of 0.
-
- When you load a PCX picture made by a color scanner or another
- program, the colors that make up the picture are contained in
- palette information within the file. Whenever you load a PCX
- file, the palette is loaded along with the picture. However this
- can pose a problem because all screen colors are affected
- including the menu and Icon colors.
- if you cannot see the controls, click above screen. To get your
- palette back, click below screen.
-
- When you are in a graphic window you have the option of changing
- the palette with the color button. It has a maximum of palette
- choices as determined by your configuration file.
- ( See CONFIGIT.EXE to change the maximum number of menu
- palettes.) Palette choice 1 or Color 1 is the unaltered palette
- that was in the last file when it was loaded into the
- program.
- Color 2 is a grey version of palette 1. This grey version may not
- be scaled. Meaning the colors may not get brighter as the color
- numbers (0...255) get higher. Color number 60 may be darker than
- color number 6. To change the image to a greyscaled image (color
- gets brighter as the color number gets higher) you must choose
- the Grey Scale Icon to convert the palette and picture, or Sort
- Color. ( see Grey Scale )
-
- Many of the tools in the Studio work better on a greyscaled
- image. Scatter and Blend just to name two. You will find out
- which by experimenting with the tools and alternating between a
- greyscaled palette and a normal palette. A picture that looks
- totally scrambled could look photographic with the correct
- palette.
- If you leave the window controls to start work on the picture you
- may see the picture change. The Paint Studio reserves white and black
- for it's Icons. The original palette from the PCX file is unchanged.,
-
- To override the Studio's need to reserve color 0 as black
- and color number 255 as white, click on the color button while in
- an active graphic window. The color button will be incremented by
- one. You may then cycle through all the palettes back to Color
- palette 1 or use the opposite mouse button. Once you have pressed
- this color button you automatically override the Studio. It will
- not alter the palette when you leave the window and enter Studio
- controls. Use the Palette Lock option if you have problems.
-
- Animation and Palette control
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Look at the opening screen. One image fades in and out while the
- earth remains. The all red image consists of 16 shades of red.
- Two palettes are used. One palette includes those 16 red colors,
- and the other palette is identical to the first except that
- each red color is replaced by pure black in the second. Pure black
- is transparent on a black background so when the palette changes,
- the image disappears. This is an example of one technique with
- many varied uses. Use SAVE to save palettes and the Cut & Paste Icon
- to combine partial palettes. Use reduce color to convert a 256 color
- VCX to 16 colors. Then use the Shade Poly or Light Dark Icon to
- move the colors of the image up or down the color scale. You could
- have numerous objects all with their own palette portion popping in
- and out by doing nothing more than changing the palettes. Palette
- changes are almost instantaneous.
-
- This manipulation is not necessary for normal bitmapped animation
- in AniPaint. The palette generally changes with the background
- and the parts of the foreground or "cells" that you animate share
- the same palette as the background they are on.
- You have full control over palette changes by using a script.
-
- The Clip Count Number
- ~~~~~~~~~~~~~~~~~~~~~
- Located on the far left of the color bar, this number determines
- what the name of the current Clip Board (CLP#.VCX) is or will
- become. The next time you capture an area using any of the
- capture tools this number will be incremented by one prior to
- naming the file.
-
- Example: The number is 1. You use the Cut and Paste button.
- The Clip Count is increased to 2 and the
- captured area is automatically named CLP2.VCX
- and saved to D:\CLIPS if D: is available or
- C:\ANIPAINT\CLIPS if not.
- note:CLP0.VCX is used by the Program internally.
-
- If you wish to overwrite the captured file, click Button 2
- on the clip count area and it is reduced by one.
- Then repeat the cut and paste. Again the number is
- automatically incremented and the captured area saved.
-
- When creating animation that is (320x200) the clip count is
- incremented by 20 the first time, if the count is less than 20
- when you begin. This is intended to segregate the CLP#.VCX files
- you are using for ACT2 animation and the normal clip
- board files you are using as scratch pads.
- When you test run your ACT2 animation sequence the first frame
- will run from the clip count number you set. When it reaches the
- last frame number as set by the Size number on the extreme right
- of the color bar, the animated sequence will again start at the
- current clip count number.
- To load CLP0.VCX or to set the number to 0 use the Clipboard
- Icon. Set the Clip Count number to 1 then use the Clip Board Icon
- with the -1 on it. If the Count is 0 the captured image will be
- CLP1.VCX.
-
- See Animation for more information.
-
- Remember this number is the Clip Count number and is used
- extensively throughout the program.
- Very Important!: CLP#.VCX files are temporary files. And
- vulnerable to being overwritten at any time. To prevent this from
- happening, Save it under a different name by loading it into a window (F9)
- or using the Paste Window Icon and then using the Files button.
-
- Fit Clip Colors
- ~~~~~~~~~~~~~~~
- The best way to paste any clip onto a page is to use the Edit Button
- or ALT-E then select the Paste Menu. Then Accept the defaults.
- The colors will be counted, sorted and corrected to match the main
- images colors. If the colors of the two images are too different,
- you may want to greyscale the images first, or in the Paint Studio
- reduce the colors of the main image, then reduce the clip colors,
- then cut and paste the palettes together manually.
-
- Autosort PCX
- ~~~~~~~~~~~~
- When you select the autosort option in the PCX pathmask dialogue
- box in the Screening Room, the palette will be sorted, duplicate
- palette entries will be removed, and the vacant color numbers may
- be replaced in several ways.
-
- Under the Greyscale Icon are similar options to sort the current
- VCX. If the PCX autosort is off you can do the same thing there.
- Autosort will sometimes wash out an image. It depends on the
- state of the PCX palette. If it is already sorted, or scaled,
- it is best to leave autosort off. If the palette is mixed with
- random colors then sorting will leave the image unaffected in
- quality and at the same time adjust the palette for better
- editing results and easier animation techniques.
-
- The entire purpose of autosort is to allow you to add to a picture's
- palette without affecting the photographic quality of the image.
-
- Hint:PCX are a great palette source.
-
- Fill Vacancies with pure RGB
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- When you select this option, the image is sorted, duplicate
- palette entries are removed, (same color is using more than one
- color number spot), then the duplicate spaces are filled
- with shades of pure red, pure green and pure blue. You can
- then tint the colors to suit your needs.
- Use the first Icon to adjust the entire palette or from
- left to right color only.
-
- Fill Vacancies with 6 Colors
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Same as above except that instead of three pure colors, you
- get a good mix of color shades. Adjust any range of colors with
- the first Icon or each individual with the painters palette.
-
- Fill Vacancies With Greyscale
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Same as above except that vacancies are shades of grey.
-
- Leave Vacant entries vacant
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~
- You may simply want to paste a section of palette into the
- vacant spot without altering the image. Otherwise it is the same
- as above.
-
- !! Hot Tip !!
- ~~~~~~~~~~~~~~~
- To write the current Palette record to the image file and permanently
- change the palette record, zoom the image in ALT-I (2 x as large) then
- click Both Mouse Buttons inside the active window. The current palette
- will replace the image's palette and the screen will be refreshed.
- For VCX only.
-
- To read the image's palette, use the HOME Key to reset the image,
- then click Both Buttons inside the active window. The images palette
- record will be read and the screen will be refreshed.
-
- The Palette record is the record of Red, Green and Blue Values.
- P3D, ANI, KAR, PCX ver 5 and VCX carry palette information in the file.
-
- Extra Palette Control
- ~~~~~~~~~~~~~~~~~~~~~
- Suppose you load an image such as a PCX with colors that are not
- appropriate for the menu Icons. You want to preserve the image palette
- but also need to see the Icons.
-
- Use the Upper Options button and select reserve Icon Palette 1..15.
- The Icon colors will be shades of grey and persist through palette
- changes.
- You can prevent any palette change whatsoever with the upper Options
- Button.
-
- Icon Palette Entries
- ~~~~~~~~~~~~~~~~~~~~~~
- The first 15 palette colors will be shades of grey and the Icons
- will appear grey. If your picture does not look correct,
- (eg: parts of picture are now grey and should not be), use the
- Greyscale Icon and choose Map Colors onto current palette.
- The icons will now be always visible.
-
- The Color Bar
- ~~~~~~~~~~~~~
- Change the drawing color by clicking Button 1 on the color bar.
- If sound is on you will hear a click. The color will appear in
- the Right color area to the extreme right of the color bar. At
- the top right the Right Color Number (0..255) also appears.
- Now when you draw the outline color will be this color.
-
-
- Change the fill color by clicking Button 2 on the color bar. If
- sound is on you will hear a click and the color will appear in
- the Left color area to the extreme left of the color bar. At the
- top left the Left Color Number (0..255) also appears.
- Now when you paint the fill color will be this color.
-
- Press the scroll button above and to the left of the Color bar
- and the color scrolls. Button 2 scrolls left, Button 1 scrolls
- right. The scroll button above on the extreme right has the same
- function.
-
- The default palette uses a combination of colors. The default
- palette Color 0 should be black. Color 255 white. When you
- first load the Paint Studio a 0 appears on the color # 0.
- You may change the default palette with the Menu Color Icon or
- the "C" button in the File Screening Room.
- Run CONFIGIT.EXE to add a saved palette to the program menu.
- Name the palette \PALETTES\MENU#.PAL where # represents the
- next available number.
-
- You may also change the current draw and fill colors by
- clicking Button 2 or Button 1 anywhere below the color bar.
-
- The current draw and fill colors are also used by other Icons.
- Some Icon buttons have options that can exclude colors from their
- process.
-
- Example: Paste No Color #0. Suppose you want to paste a clipped
- area into your picture. If the clipped image has a black
- background you will not paste the black background of the clipped
- image onto your picture. If you want to paste the background then
- make the background another color other than color #0 or make
- another color number black using the Painters Palette Icon. Avoid
- drawing with color #0 because it is used for invisible
- backgrounds.
-
- See Understanding Color for more information on color.
- Only by practice will you learn all the effects that color has on
- each Icon button that uses color.
-
- The LEFT or Fill Color Area
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~
- The area to the left of the color bar is the fill color area.
- The clip count number is also located in this area.
- The Fill Color area shows you which color is currently
- the fill color for use with painting tools.
-
- The Right or Draw Color Area
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- The area to the right of the color bar is the draw color area.
- The Size number is also located in this area.
- The Draw Color area shows you which color is currently the draw color
- for use with drawing tools.
-
- The Size Number
- ~~~~~~~~~~~~~~~
- Whenever the program needs to know the size of brush or box or
- line thickness you want to use. It gets this information from
- this number.
-
- Example: You click on the paint brush Icon. The cursor it uses is
- a rectangle. It determines how large a brush you want to use by
- the Size number. The size number is currently set at 10.
- It creates a rectangle cursor 10 dots wide 10 dots high. When you
- paint you will paint an area 10 X 10 each time you press Button 1.
-
- The Size Number is initially set at 10. By clicking Button 2 on
- the number, it decrements the size number by one. Click Button 1
- on the number, it increments the number by 1. Click to the right
- of the number and it increases and decreases by 10's.
-
- Almost every Icon Button uses this number for something. Mainly
- it determines the size of the cursor box and hence the size of
- area that the selected Icon Button will affect.
- When you are previewing ACT2 animation it determines the last
- frame you wish to preview from the Size Number. When you are
- setting the frame delay using the frame delay clock button, it
- uses the size number.
-
- Remember the number on the right is the Size Number. It is used
- extensively throughout the program.
-
- Only by practise will you learn the effect the size number has on
- each Icon Button. See each specific Icon for how they use the
- Size number.
-
- The Upper Scroll buttons
- ~~~~~~~~~~~~~~~~~~~~~~~~~
- Use the Upper scroll buttons to scroll the Icons in the Icon Bar.
-
- The Icon Bar
- ~~~~~~~~~~~~~
- Click Button 1 on the Icon to activate the Icon.
- Click Button 2 on the Icon to see it's Icon number.
- Click Both Buttons on the Icon to get help from this file.
-
- Important! Every Rectangle cursor:
- gets wider when it moves past the active window to the right,
- gets thinner when it moves past the active window to the left,
- gets shorter when it moves above the top and longer when it
- moves below the active window.
- Even if there is currently no window mechanics visible.
- If there is no active window it uses the last window dimensions.
- You may find this annoying at first, but when you learn how to
- use this feature effectively, you will find it a real handy tool
- and time saver. Instead of exiting the current process and using
- a trial and error method of sizing the cursor by Size Number,
- you can shrink or enlarge the cursor this way. The size of the cursor
- box determines the size of area the tool will affect.
-
- Grow boxes (boxes that you anchor first then size) and the various
- other cursors are not affected by this feature.
-
- The remainder of this help file is arranged in the order that
- the Icons appear, the first Icon being on the far left to the
- last Icon on the right. Number 1 is reserved for future use.
-
- #2 Alter Entire Palette
- ~~~~~~~~~~~~~~~~~~~~
- This button is used to add Red Green or Blue to the palette.
- All colors on the screen are affected. If you want to save
- the changes use the Files Button and choose Palette.
-
- Button 2 to decrease color.
- Button 1 to increase color.
- Both Buttons to exit the process.
-
-
- #3 Copy and Paste Parts of the Current Palette
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- 1)Select the Left Color Number
- 2)Select the Right Color Number
- 3) Select Cut Paste Palette
- A menu appears with 2 options
- option 1: Copy colors from Left Color to Right Color
- option 2: Paste into current palette starting with the
- currently set Left Color #.
-
- TEMPMENU.PAL becomes the partial palette file
- containing only the colors from the Left Color Number
- to the Right Color Number.
- Choose the Files Button to save the combined palette.
- SHIFT-F3 also captures the colors within a polygon area
- to TEMPMENU.PAL.
-
- #4 The Palette Color Files
- ~~~~~~~~~~~~~~~~~~~~~~~
- Press this button and you are transported to the Screening Room
- to retrieve a palette. When you have selected one you will be
- returned to the Paint Studio. As soon as you click on a file name with
- the extension PAL the colors will change. Palettes are usually
- kept in the Palettes directory.
-
- #5 The Pencil Eraser Color Replacer
- ~~~~~~~~~~~~~~~~~
- Set the Size number at the desired cursor size.
- Set the Left or Fill color to the color you wish to replace.
- Set the Right or Draw color to the color you wish to change
- pixels to.
-
- Move the cursor over the area in the picture containing the color
- to replace and Click Button 1. The fill color that is within the
- cursor rectangle is changed to the draw color.
- (floodfill tools sometimes flood over the wrong areas, so for
- a safer color fill use this tool).
-
- #6 The Painters Palette
- ~~~~~~~~~~~~~~~~~~~~
- Click Button 1 on the color bar or click with the mouse cursor
- directly on the picture, to choose the color you wish to change.
-
- Then click Button 1 again on the color you wish to add just as a
- painter would mix color on a palette board. You may pick color
- from anywhere on the screen.
- To undo the color, click several times on the original color on
- the color bar. It will revert back. Or reload the palette.
-
- When you are satisfied, click Both Buttons to exit the process.
- Experiment with it to see how it works.
- The color values are reported on the top of the screen
- for reference. Keep in mind they are only relevant to
- the current palette.
- Three buttons labelled red green and blue add amounts of these
- colors. The results are immediate and the picture is instantly
- changed. To save the changes, press the Files button and choose
- Palette. Use the Picture Color Icon to write new palette info to
- a picture file. To turn a saved palette into a menu palette name
- it MENU#.PAL or 16MENU#.PAL for 16 color mode, where # is the
- next available menu palette number, then increase the maximum
- palette number in the Options menu of CONFIGIT. Look at the
- files in C:\ANIPAINT\PALETTES to determine the next palette
- number.
-
- #7 Picture Color
- ~~~~~~~~~~~~~
- Change the picture's palette colors to the current palette
- colors. If the palette is the same no change will occur.
- Answer yes and it is done.
-
- #8 Menu Colors
- ~~~~~~~~~~~~~
- 1) Button 1 Menu Palette Choice is incremented by one.
- When it reaches the maximum palettes number it repeats.
- Set maximum by running CONFIGIT.EXE;
- Menu palette names are MENU1.PAL ...MENUmax#.PAL.
- To add a palette to the menu palettes list,
- 1)Save your new palette as the next available palette number.
-
- example: THe current number maximum palettes is 15
-
- Name your new palette C:\ANIPAINT\PALETTES\MENU16.PAL
- for 256 colors or
- C:\ANIPAINT\PALETTES\16MENU16.PAL for 16 color palettes.
- 2)Then run CONFIGIT.EXE and increase the maximum palettes number in
- the Options Menu to 16.
-
- #9 Swap Color
- ~~~~~~~~~~~~
- Works the same way as the Pencil Eraser only, for convenience it
- affects the entire file, if it is a VCX. Use the Eraser Icon if
- not.
- 1)Set the Left or Fill Color - Color to replace.
- 2)Click on the color - The color is completely replaced in the
- entire file including any part not currently visible.
-
- #10 Grey Scale Important Icon !
- ~~~~~~~~~~~
- If you haven't read Understanding Color above, do so now.
-
- Many programs greyscale images but the palette is lost
- and replaced by shades of grey. AniPaint on the other hand
- is capable of sorting the original palette and retaining
- it, removing the duplicate palette entries, and filling
- them with pure red blue and green or 6 colors or
- greyscale.
- A dialog box appears with options:
-
- Scale and retain Palette
- ~~~~~~~~~~~~~~~~~~~~~~~~~
- 1) Load a PCX or VCX file from disk.
- 2) Click on Grey Scale or press CTRL-S to sort the
- image colors.
- 3) You may switch to any scaled palette now if you wish.
-
- This button first sorts the palette then it converts the
- image.
-
- Greyscaling a full color image will allow you to use some tools
- that otherwise will not work effectively.
- Scatter, Blend and Light/Dark for example. These are very useful
- tools. They work best when the palette is shades of one color.
- Antialias blends colors and works on any palette, sorted or not.
-
- Once an image has been converted (greyscaled) you can use any
- scaled or sorted palette, so switching palettes is a breeze.
- Otherwise, if the palette is not greyscaled or sorted and you
- wish to switch to a different palette, the image will
- look incorrect. All pictures are made up of color values that
- are only relevant to their palette record.
-
- If you try to sort a scrambled image it will not be corrected. If
- the image is not correct before you sort it, it will not be
- correct after it is sorted. Try another palette instead or
- try mapping the picture onto a palette.
-
- Mapping to Sorted or scaled Palette
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- 1) Load a palette from disk or choose the MENU colors Icon
- or use the Color Button in an active window.
- 2) Choose Map colors.
-
- The pixels are altered and mapped according to the current
- palette.
- Changes are permanent, results are usually fast and good.
-
- Fill Vacancies
- ~~~~~~~~~~~~~~
- The image is sorted, duplicates removed, vacancies filled
- with your choice of color. Use the first Icon to tint
- from left to right color or the entire palette.
-
-
- #11,#12,
- #13,#14,
- #15,#16,
- #17,#18 Pixel Movers
- ~~~~~~~~~~~~~~~~~~~~~~~ Important Group ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- This group known as the Pixel Movers are invaluable tools for
- animation. They all move pixels in the direction of the arrows
- shown on the Icons except the last one in the group.
- When the last one is toggled on it excludes the Fill and Draw
- colors from the process.
- Easiest form of animation.
- Example: During Act1 or Act2 animation processes.
- Save frame 1.
- Use pixel mover.
- Save frame 2.
- Play back and affected area appears to move.
-
- #11 Down and to Left.
- #12 Down and Up to Left.
- #13 Down and to Right.
- #14 Up and to Right.
- #15 Down.
- #16 Up.
- #17 Right.
- #18 Left
-
- #19 Exclude Color Pixel Mover Toggle.
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- When this button is on, two bars appear on the Icon.
- Left is the Fill color, right is the Draw color. Both
- will be excluded when you use any of the pixel movers.
- If you want to exclude only one color make Draw and
- Fill colors the same.
-
- Suppose you had a red, green and blue object on a yellow
- background. Choose red as the Fill color by clicking Button 2 on
- red.
- Choose blue as the Draw color by clicking Button 1 on blue. Then
- use any of the above Pixel Movers.
- Only the green and yellow would move.
- Experiment to see how it works. Very handy for animation.
-
- --------------------------------------------------------------------
- #20 Compasses Protractor Set Gradient Optional
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- 1) Set the Right (Size) Number. (thickness)
- (if size > 1 then gradient Left to Right color)
- 2) Set the Left (fill) Start Color.
- 3) Set the Right (draw) End Color.
- 4) Button 1 to anchor the circle.
- 5) Button 2 on the right start point of arc.
- 6) Button 2 on circle, the left finish point of arc.
- 7) Button 1 twice to relocate compasses.
- 8) Both Buttons or space to quit.
-
- Draws an arc, size number wide fitting the gradient to
- the size. Gradient colors from Left to Right.
-
- #21 Felt Marker Best Pen Gradient Optional
- ~~~~~~~~~~~~~~~~
- 1) Set the Size (Right) Number.
- Set at 1 for best free hand drawing tool.
- (Set at 20 draws 20 lines thick.)
- 2) Set the Right (Draw) color.
- 3) Set the Left (Fill) color.
- If size > 1 then gradient tube L to R color.
- 4) Button 1 to draw lines.
- 5) Button 2 to move pen.
- 6) Both Buttons exit process.
-
-
- #22 Gradient Grow Rectangle Draw (greyscale optional)
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- 1) Set the Draw color.
- IF the draw and fill colors are the same, gradient is switched off.
- 2) Set the Size Number to determine delay of color change.
- If set to 1, it changes quickly to next color, if set to
- 100 it will draw many rectangles prior to changing to the
- next color.
- 3) Press Button 1 to anchor first point.
- 4) Hold Button 1 and move to draw.
- Button 2 to exit process.
-
- The gradient feature adds a 3 dimensional effect
- to line drawings when working with a scaled palette.
- If the palette is not all shades of one color, you get
- a rainbow effect.
-
- #23 Rectangle
- ~~~~~~~~~~~~~~
- 1) Set Size Number.
- 2) Choose Draw color.
- 3) Button 1 to draw.
-
- Button 2 to exit process.
-
- Draws a box the size of the Size Number.
- Grows and Shrinks on edges.
-
- #24 Paint Brush
- ~~~~~~~~~~~~~~~
- 1) Set Size Number.
- 2) Choose Fill style and color.
- 3) Button 1 paints area in cursor box.
-
- Button 2 to exit process.
- Draws a Filled Rectangle.
- You may set the fill style with the FIll Style Icon
- prior to choosing the fill color.
-
- ---------------------------- Special Pair! ------------------------
- #25 Blob Draw greyscale optional
- ~~~~~~~~~~~~~~~~~
- 1) Choose the draw color.
- 2) Choose the Fill style and Color.
- 3) Button 1 draws a filled blob.
- 4) Button 2, Gradient fill towards centre.
- Move the mouse at the same time and the blob moves as it draws.
-
- Both buttons to exit process.
- Has a 3 dimensional effect when using a scaled palette.
-
- #26 Son of Blob Draw greyscale or partially scaled palette
- ~~~~~~~~~~~~~~~~~~~~~
- A tool for the imagination. Use it to get ideas for drawings or
- to add scenery, (3d rocks etc..) or for shade or shadow.
-
- 1) Set the Size Number (magnetic sensitivity size 30 minimum)
- 2) Choose the L (Fill) color.
- 3) Choose the R (Draw) Color.
- 4) Button 1 draws lines.
- 5) Button 2, causes a gradient fill towards the cursor.
- The magnetic strength is determined by the Size number.
- Move the mouse at the same time to guide the gradient and fill the
- blob. The lines move magnetically towards the cursor.
- 6) Button 1, draw more lines.
- The gradient effect is from the L color to the R color.
- Both buttons to exit the process.
- Has a 3 dimensional effect when using a scaled palette. Creates
- gradient images, curves, shadows, etc.
-
- #27 Air Brush Spray Paint Gradient optional
- ~~~~~~~~~~~~~~~~~~~~~~~~~~
- 1) Set the Size Number
- 2) Choose Fill color
- 3) Button 1 start the sprayer.
- Important!
- Each time you press Button 1 the color is increased
- by one.
- Each time you press Button 2 the color is decreased
- by one.
-
- if you want only one color press button only to activate.
-
- Press both buttons to exit procedure.
-
- Real nice for shading and graphic art.
-
- It takes a bit of practice to master.
-
- #28 Angle Sketch Draw greyscale optional
- ~~~~~~~~~~~~~~~~~~~~~~
- Similar to Icon #30 Sketch Draw except that the line
- originates from a single point. This tool compliments
- the other.
- 1) Select the Size Number.
- 2) Select Draw color.
- 3) Select Fill color
- 4) Button 1 anchors point and draws lines.
- 5) Button 2 moves anchor point.
-
- Both buttons to exit process.
-
- When the Size Number is greater than 1 it will
- draw Size # of lines deep.
- If the color number of the Draw color is
- Greater than the color number of the Fill Color it will
- decrement the color by 1 .
-
- If the color number of the Fill color is
- Greater than the color number of the Draw Color it will
- increment the color by 1 .
-
- If the Fill color is the same as the Draw color it
- will neither increment or decrement the color.
-
- Draw > Fill, Color - 1
- Fill > Draw, Color + 1
- Or in other words, the color changes from the Draw color towards
- the Fill color.
- Draw = Fill, Color remains the same.
-
-
- #29 Pencil Draw greyscale optional
- ~~~~~~~~~~~~~~~~~
- 1) Select Size Number.
- 2) Select Draw Color.
- 3) Button 1 to draw lines free hand.
- Button 2 to exit process.
- If the L color is Less than the R color it increments towards
- the arrow one way and the opposite if L color is Greater than
- the R color.
- Draws with Size # of lines +1 deep at a time. The line
- below and each consecutive line will have a color
- decremented or incremented by 1.
- In other words it gets brighter towards the top or bottom of
- the line. Giving a gradient effect.
-
-
- #30 Sketch Draw greyscale optional
- ~~~~~~~~~~~~~~~~
- 1) Select the Size Number.
- 2) Select Draw color.
- 3) Select Fill color
- 4) Button 1 anchors point and draws lines.
- 5) Button 2 moves anchor point.
-
- Both buttons to exit process.
-
- When the Size Number is greater than 1 it will
- draw Size # of lines deep.
- If the color number of the Draw color is
- Greater than the color number of the Fill Color it will
- decrement the color by 1 .
-
- If the color number of the Fill color is
- Greater than the color number of the Draw Color it will
- increment the color by 1 .
-
- If the Fill color is the same as the Draw color it
- will neither increment or decrement the color.
-
- Draw > Fill, Color - 1
- Fill > Draw, Color + 1
- Or in other words, the color changes from the Draw color towards
- the Fill color.
- Draw = Fill, Color remains the same.
-
- This button takes a lot of practice to master. Also makes a good
- eraser. Experiment with it to see how it works.
-
- #31 Point to Point Filled Polygon Draw
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- 1) Choose the Draw color
- 2) Choose the Fill Color
- 3) Button 1 to draw lines from point to point.
- 4) Both buttons fills the polygon with the
- current Fill style and color.
- Button 2 exits the process.
- Important!! A fast way to erase an area.
- 1) Choose the Draw and Fill colors as the
- background color of your picture.
- 2) Outline the area.
- 3) Both Buttons to fill the area with
- background color. Erase complete.
-
- note: Maximum of 6000 points to ensure memory
- compatibility. That's plenty. If you need more reselect.
-
- #32 Angle Pencil Draw greyscale optional
- ~~~~~~~~~~~~~~~~~~~~~
- 1) Select Size Number.
- 2) Select Draw Color.
- 3) Button 1 to draw lines free hand.
- Button 2 to exit process.
- If the L color is Less than the R color it increments towards
- the arrow one way and the opposite if L color is Greater than
- the R color.
- Draws with Size # of lines +1 deep at a time. The line
- below and each consecutive line will have a color
- decremented or incremented by 1.
- In other words it gets brighter towards the arrow on the cursor,
- giving a gradient effect.
-
- #33 The 2 Dimensional Vector Icons
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- When you click on this Icon you load the Vector Set of Icons
- that write to a file in a different way than the other Icons.
- The other Icons treat the page as a picture made up of pixels,
- accounting for each one. The vector tools, on the other hand,
- treat the page as a series of lines connecting points.
- The Vector tools write files ending in PNT or RUN.
- The PNT files can be edited in a PNT window, and the RUN files
- can be manipulated in a RUN window. Whenever you load a file
- in the Screening Room, it automatically selects the correct window
- for the file based on these 3 letter file name extensions.
- The vector tools write at the current zoom and position as set by
- the zoom button in an open Vector window.
-
- The Vector Icon numbers are preceded by a V.
-
- #V1 Stick Figure Animation ( *.RUN )
- ~~~~~~~~~~~~~~~~~~~~~~
- Use this Icon to create a stick figure animation for demonstrating
- or studying human movement. (Sports, Dance, etc.)
- The line color in the file is determined by the Right or Draw
- color. When you first click on this Icon the figure is xorput
- onto the page. Because of this the color interacts with the
- background color instead of writing over it. Therefore the color
- will not appear the same on a red background as it does on a
- black background. If you are using a black background the color
- of the stick figure will appear as the same color on screen
- as in the file. If you can not see the stick figure at all
- it is because it is the same color as the background.
- As an example, set the Draw (right) color to 34 with a black
- background. With Menu color 1, the figure will appear pink.
- When you have created a sequence and play it back it will
- appear pink as well providing the background remains black.
- When you chose the Thicken Lines Option in the window, it will
- increment the color by 1 in one direction and decrement the
- color 1 in the other direction. The total color spread is ten.
- Therefore, in this example the thickened figure will range
- in color from 29 - 39.
- To create a moving stick figure file ( *.RUN) do the following.
- 1) Set the Left Color to 0 and press F3, this clears the screen.
- 2) Set the Right Color to 34.
- 3) Click on the Figure Icon.
- 4) Choose One Figure or Two Figures animated at once, then press OK.
- 5) Click Both Buttons at the same time, this saves the first
- frame to TEMPVEC.RUN on D:\ if D: is available or C: if
- not, creating it or appending to it if it already exists.
- ( to start a new sequence, delete the old TEMPVEC.RUN)
- 6) Press and hold Button 1 on a line intersection or end point
- and move the mouse. This drags the line.
-
- 7) To move the entire figure, use the arrow keys or PgUp or PgDn . CTRL+
- the arrow keys moves horizontally ten pixels.
- If you use Two Figures,the End Key toggles between the Left Figure and
- Right. When the toggle is on one figure will move and when it is off
- the other figure will move.
- Press Insert on the keyboard to rotate Figure 1 90 degrees.
- Press Delete on the keyboard to rotate Figure 2 90 degrees.
-
- 8) Press PgUp/PgDn or CTRL+ Right or Left arrow keys to
- move figure on page in its current pose.
- 9) When you have posed the figure, once again save the frame
- by clicking Both Buttons.
- 10) Continue posing and saving until you are done then press
- Button 2 to exit the process.
- 11) Load the sequence into a window by clicking on the TEMPVEC.RUN
- Icon.
- This is the only Icon that creates a RUN file in this program.
- You can play the sequence any time by pressing R on the keyboard,
- or by loading TEMPVEC.RUN. You can save the sequence under a
- different name using the Files Button but the RUN extension must
- be retained.
- The delay between frames is set by the Clock Icon. Set the Size
- Number to the desired delay, then click on the Clock Icon.
-
- #V2 The Perspective Lines
- ~~~~~~~~~~~~~~~~~~~~~
- If you have ever taken formal drawing instruction in school, you
- may have learned about perspective in a drawing.
-
- An example of one point perspective is a scene where the road
- narrows as it approaches the horizon until it disappears at the
- vanishing point. Telephone poles along the road get shorter and closer
- together until they disappear at the vanishing point as well.
-
- An example of Two Point Perspective is a drawing of a corner of
- a building with the one side of the building getting shorter as
- it approaches a vanishing point on the right at the horizon, and
- the same being true on the left side with the left side of the
- building getting smaller as it approaches another vanishing point
- on the Left also on the horizon line.
-
- An example of three point perspective is a partially opened book
- on a table. The view is the same as two point perspective except for
- the top book cover, which slopes and declines toward a third point
- usually directly above one of the other two points. Another example
- would be a sloped roof.
-
- You can rearrange these guide lines by clicking Button 2 once
- on the square, then move the mouse, then click Button 2 again
- on the new position.
- You may draw lines as you would with the other vector tools
- using the Curve, Grid lines or Dots etc. or simply draw free
- hand. The perspective lines do not remain and are only there
- as a movable guide.
- An exercise would be to go to a window in your house and mark
- the horizon line on the window with soap. Trace other lines
- from buildings etc and you will see how perspective works
- on a 2 dimensional flat plane. (a flat piece of paper, computer
- screen or window pane are examples of two dimension planes,
- width and height but depth is an illusion). Notice also that
- colors on the horizon are mixed with grey, blue, and purple
- by the atmosphere.
-
- Both Buttons to exit the process.
-
- #V3 Vector Frame It greyscale optional
- ~~~~~~~~~~~~~~~~~~
- If you enter a width of 50, a height of 50, and a depth of 500
- it will look like a 3 dimensional room.
-
- Click Button 1 on the page and it is written to POINTS.PNT
- at the current zoom and position.
- Remember POINTS.PNT can be edited in an active window.
-
- #V4 Vector Curve
- ~~~~~~~~~~~~~
- 1) Set the Right (Draw) Color.
- 2) Set the Size number to the required number of editable points.
- (automatic minimum of 10 maximum of 25)
- 3) Button 1 to anchor line.
- 4) Button 1 again to anchor other end of line.
- 5) Button 1 on point, hold and move mouse to drag point.
- 6) Form the curve then click Both Buttons to write it to POINTS.PNT
- 7) Button 2 to exit the process.
-
- #V5 Invisible Snap Grid
- ~~~~~~~~~~~~~~~~~~~
- 1) Set the Clip Count number (far left) to the vertical grid spacing.
- 2) Set the Size Number (far right) to the horizontal grid spacing.
- (automatic 10 minimum 25 maximum)
- When you draw lines now by pressing Button 1, you will only be able
- to place points on the grid intersections making it easier to
- match up corners.
- If you want to use a grid but also want to put points in between
- the grid intersections, use the other grid tool. see #V7
-
- Press E on the keyboard for an Ellipse at the cursor.
- Press C for a curve after you have anchored the cursor.
- Press G for the visible grid with points that you can edit.
- Press T for a straight or 90 degree magnetic line.
- Press 1 to draw horizontal grid lines.
- Press 2 to draw vertical grid lines.
-
- #V6 The Free Hand Vector Draw Tool
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- 1) Set the Draw color.
- 2) Set the Size Number. This is the horizontal grid divisor.
- 3) Set the Clip Count Number. This is the vertical grid divisor
- 4) Button 1 draws lines in the current draw color.
- 5) Button 2 to lift pen.
- 6) Both Buttons to exit process.
-
- This Icon writes the lines to the file POINTS.PNT on D: if
- D: is available, C: if not.
- If it exists it is added to, if it does not yet exist it is
- created.
- In the rectangle cursor there are small marks that constitute a
- grid. Unlike the other grid which divides the Window, this grid
- divides the distance between points allowing for more flexibility.
- To leave horizontal grid marks, press H, to leave Vertical grid
- marks, press V. These marks are slightly offset.
- To snap to one of these points, press the Space Bar.
-
- The hypotenuse (line from top left to bottom right) is used for
- special Magnetic Lines. To use the special Magnetic Lines see
- Vector Grid above. Magnetic Lines work for both Icons.
-
- You may also snap to any point in the current series of points in
- the same way.
- They snap to the actual point, not the offset.
- You must be within 10 pixels of the point to snap to it.
- This makes it easy to meet lines at corners.
-
- Important! If you draw a line and want to lift the pen, you must
- click Button 2 on the new point prior to clicking Button 1 to draw
- the line, or you may have lines interconnecting the previous and
- next lines.
-
- To edit your new object, load it into a window with the POINTS.PNT
- Icon, then use the Options in the window menu bar buttons.
-
- Use this icon to trace clip art, create Objects, do freehand
- architectural drawings, etc. See the next Icon.
-
- Use the "Files" Button -Save- and choose vector PNT file, then name the
- new file.
- To start a new vector object, load POINTS.PNT with the next Icon,
- then click on the upper right light button and choose Delete.
- Now when you draw lines a new POINTS.PNT will be created.
- see SCREENRM.DOC for more information.
-
- To paste POINTS.PNT onto a page use ALT-P
-
- #V7 Optional Snap-to Grid
- ~~~~~~~~~~~~~~~~~~~~~
- Unlike other grids that are precisely x units by y units, with nothing
- in between (the invisible snap grid), this grid is visible but only
- snapped to by Button 2 (move pen) or Space Bar (end of line).
- It also carries a variable grid on the anchor box cursor.
- This tool has many complex features.
-
- The only Vector point file you can add to or create with this Icon is
- POINTS.PNT on D: if D: is available C: if not. If it exists it
- is added to, if it does not it is created. To add lines to an
- existing Object (PNT file):
- 1) Use the LOAD button
- 2) Select Picture
- 3) Select Vector
- 4) Enter the file name with extension PNT to work on.
- (Objects directory has examples)
- It will be copied onto POINTS.PNT replacing POINTS.PNT if it exists.
- You may now add to or edit the object.
- When you are finished, use the Files Button to save POINTS.PNT
- under another name. This protects your work and provides better
- program control.
-
- To start a new Object or PNT file if POINTS.PNT already exists:
- 1) Load POINTS.PNT into a window with the POINTS.PNT Icon #34.
- 2) Select the right corner light button and choose Delete, OK
- A new file will be created when you start to draw with this Icon
- or the next one.
-
- The idea is to draw lines that are recorded in a file that
- you can load into a window, edit, or covert to a bitmap or
- use in presentation etc.. The grid dots are not recorded in the
- file.
-
- Press 1 to paste the horizontal grid lines onto the page.
- Press 2 to paste the vertical grid lines onto the page.
- Press G to paste the entire grid and edit the intersecting
- points.( Both Buttons at the same time to write the grid
- to the file.)
-
- To trace clip art or convert Bitmap graphics to a vector object
- first load the clip or bitmap into a window, then select this
- Icon or the next. The next Icon is a freehand vector tool without
- grid.
-
- To use this -snap to grid- vector tool:
-
- You must be within 10 pixels of the point to snap to it.
-
- 1) Select a Draw (Right) color
-
- 2) Select a Size Number (extreme right).
- This determines the size of the horizontal grid spacing
- (minimum 10 automatic)
- 3) Select a Clip count Number. (extreme left)
- This determines the size of the vertical grid spacing
- (minimum 10 automatic)
- The variable grid on the anchor box cursor is incremented by
- the amount (start of line minus end of line divided by Size number)
- both horizontally and vertically.
- example:Clipcount (vertical grid spacing) is set to 20
- Size Number is set to 40 ( horizontal grid spacing)
- Therefore the horizontal variable grid dots will
- divide the distance between start of line to end of line
- by 40.
-
-
- Leave dots all over the place, it does'nt matter, the only
- time that lines are recorded using the vector tool is when
- you press Button 1 to start or end a line.
-
-
-
- The tool snaps to grid to the left, so place the cursor
- arrow to the right of the intersecting grid lines and
- press Button 2 (start of line) or Space Bar (end of line).
-
- The drawing is completely editable in a window so don't worry
- about a few unwanted lines or mistakes that you may make.
-
- To draw lines and record them creating a vector object:
-
- 1)Click Button 1 or Space Bar to snap to a start point if you
- want. Even if you do not, your start point where the cursor
- arrow was when you pressed Button 1 is now registered
- and you may snap to it later, providing the grid spacing is
- far enough away from an intersecting point to allow it.
- Intersections and variable grid dots take precedence over
- line start points. That is why it is always best to snap to
- a start of line and end of line. So the corners will meet
- when you come back to complete the rectangle, triangle
- or whatever.
- 2)Continue moving to new locations and clicking Button 1
- to draw lines. To move the pen to a new location, Click
- Button 2. You may now move anywhere and start a new line.
- Remember if you are using the "snap to" functions and
- precision is important, snap to each point, start of
- line and end of line. (Button 2 and Space Bar) In high
- resolution this is more important because you can not
- see one dot or pixel clear enough to meet the corners by eye.
-
- 3)Both Buttons to exit the process.
-
- 4)Select another draw color and repeat steps 1 to 3
-
- The old line start and end points are now gone.
- You can not snap to the old points. You can
- only snap to the new start and end of line points,
- or grid line intersections.
-
- This tool only addresses two dimensions on a flat plane.
- If you wish to use perspective you may calculate it
- yourself using the grid coordinates that are displayed
- continuously on the bottom scroll bar. Although the
- coordinates are calculated to numerous decimal places,
- they are rounded off to simplify matters. It is sufficient
- for tracing and simple CAD applications. That is why the
- coordinates are partially unstable, varying by one or
- two pixels. The grid however does not vary
- so trust the grid rather than the coordinate ruler.
-
- Important! The grid uses a lot of conventional memory.
- For compatibility reasons it will not extend beyond your
- convention memory into EMS or XMS. It will only draw a grid
- with as many points as it can. In high resolution, a grid
- spacing of 10 will not fill the window. Use a higher grid
- spacing to reduce the number of points and fill the entire
- window. The grid does not extend to the edges of the window.
- Lay out grid dots if you need to work close to the edge.
-
- To recap the above:
-
- New Object: Delete the old POINTS.PNT, new one is created.
- Load Object: Use the Load Button.
- Snap to corners: Space Bar or Button 1 start of line,
- Space Bar end of line.
-
- Press 1 to paste the horizontal grid lines onto the page.
- Press 2 to paste the vertical grid lines onto the page.
- Press G to edit grid points.
- ----------------------------------------------------------------
- Special Magnetic Lines
- ~~~~~~~~~~~~~~~~~~~~~~~
- This tools has two special line options.
-
- 1) Magnetic Curve C key
- ~~~~~~~~~~~~~~~~~
- Press Button 1 on the start point for curve.
- Move mouse cursor to end of curve and Press C on the keyboard.
- The hypotenuse line (angular bisection) becomes an editable curve
- line. The higher the Size Number, the more points it will have.
- Minimum of 10. Optimum 20.
- You may now move the line points by pressing Button 1 within
- Size number of pixels from the line points.
- Click above a point, the cursor becomes magnetic and the line moves up.
- Click below a point, the cursor becomes magnetic and the line moves down.
- It takes a bit of practice but when you learn it's properties it
- can be used to put a line, any shape, anywhere on the screen.
-
- To record the line to the vector file: Move the cursor away from the
- line out of magnetic range and Click both buttons.
- Repeat moving and saving the line with Both Buttons if you want.
-
- Click Both Buttons to write to POINTS.PNT file and Button 2 to exit
- back to the vector grid draw. Any other key will exit back to the
- vector draw without writing to file.
-
- 2) Ellipse Press E on the keyboard
- ~~~~~~~~
- Similar to a circle only the height and width may vary.
- Press E on the keyboard and then Button 1 to drag the size
- and shape of the ellipse. The centre is the cursor position when you
- pressed E.
-
- Both B to write the ellipse to POINTS.PNT.
- Button 2 to exit the process.
-
-
- 3) Magnetic T Square Line T key
- ~~~~~~~~~~~~~~~~~~~~~~~~~~
- Press Button 1 on the start point for line1.
- Move mouse cursor to approx end of line and Press T on the
- keyboard.
- The hypotenuse line (angular bisection) becomes an editable line
- The higher the Size Number, the more points it will have.
- Minimum of 10. Optimum 20.
- Make the hypotenuse horizontal, you get a horizontal line.
- Make the hypotenuse vertical, you get a vertical line.
- Make the hypotenuse angular, you get a multi step line
- that seeks to 90 degree angles or to straighten itself out.
-
- You may now move the line points by pressing Button 1 within
- Size number of pixels from the line points.
- Click above a point, the cursor becomes magnetic and the line moves up.
- Click below a point, the cursor becomes magnetic and the line moves down.
- Amazingly it always seeks to square itself. The ends shrink and grow
- magnetically.
- It takes a bit of practice but when you learn it's properties it
- can be used to put a line or series of lines the same size in series.
- The line appears to roll up and down seeking to follow the magnetic
- cursor.
-
- To record the line to the vector file: Move the cursor below and away,
- or above and away from the line out of magnetic range and Click both
- buttons.
- Repeat moving and saving the line with Both Buttons if you want.
-
- If you keep the cursor away from the ends of the line, it will
- roll horizontally or vertically true.( depending on if the line
- is vertically or horizontally oriented at the time)
- Click Button 2 to exit back to the vector grid draw without writing
- to the file POINTS.PNT.
-
- 4) 2D Magnetic Grid G key
- ~~~~~~~~~~~~~~~~~~~~
- Set the Clip count number to the desired vertical grid spacing.
- Set the Size number to the desired horizontal grid spacing.
-
- Hold Button 1 and drag intersecting points.
- Press Both Buttons and the grid is written to POINTS.PNT.
-
- Create 2D spline drawings etc.
- Fill each square with flood fill tool or bluescreen or zoom
- in etc.
- Paste onto page with ALT-P.
-
- Click Button 2 to write to file and exit back to the vector grid draw.
- Any key will exit back to the vector draw without writing to file.
-
- ----------------------------------------------------------------------
-
- The location where you draw is recorded to POINTS.PNT and may be
- edited by loading your drawing into a vector window. Icon #34
- To paste POINTS.PNT onto a page use ALT-P
- If the file size of POINTS.PNT is larger than 1 MEG you will be
- told in order to avoid filling up your hard disk. Just delete
- POINTS.PNT with the right corner button if you want. Save
- with the Files Button first if you want.
-
- #V8 Main Icons
- ~~~~~~~~~~~~
- Use this Icon to switch back to the normal Icon menu.
-
- #V9 Load TEMPVEC.RUN into a window.
-
- TEMPVEC.RUN is the file created by the Stick Figure Icon. It
- is created on D:\ if D: is available C: if not.
-
- When you select this Icon the sequence automatically starts playing.
- Click Both Buttons to stop the sequence.
- You can also play the sequence at any time without the window
- by pressing R on the Keyboard while in the Paint Studio.
- If it exists it will play.
-
- You may save the sequence under a different name using the Save
- Button or Load a previously saved RUN sequence using the Load
- Button. When you load a RUN file it becomes TEMPVEC.RUN.
- Once loaded you can add to it using the Stick Figure Icon.
- To begin a new sequence from scratch first load TEMPVEC.RUN then
- press the right top corner light button and choose delete.
-
- #V10
-
- #34 Load POINTS.PNT if it is Available
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- If you have been tracing clips or making a vector object and want
- to load the object into a window to edit it, then Click on this Icon.
- POINTS.PNT will be loaded into a Vector Graphic Window.
- POINTS.PNT is a temporary file that is written when you use
- the Point Draw or Trace Icons #33 or #34.
-
- To edit the object select the Image Button and select one of the
- options there. Hide all 1 color, Unhide all, Step Edit Point and
- Delete All 1 Color.
-
- To remove lines permanently, use Delete All 1 Color or Step Edit.
- For Step Edit use Button 1 for next line, Button 2 for Previous,
- and Both Buttons to delete the line.
- With a fast computer and small mouse set delays you will remove
- many points per button press. Use arrows for a slower more careful
- edit.
- Up arrow, Down arrow, and Delete Key do the same.
-
- Use Delete All 1 Color to delete a series of lines. Click Button 1
- on the square that corresponds to the set of lines. A number appears
- on some or all of the lines associated with the series. Try to Click
- on the square, not the number as the choice is determined by the
- color of the square. If you click on the white number nothing will
- happen unless you have 256 series of lines in which case the line
- series associated with the white squares would be deleted because the
- color sampled when you clicked would be white as the text is white.
-
- The deletions are permanent but not removed from the file until
- it is saved with the Files Button.
-
- see SCREENRM.DOC and two previous Icons for more information.
-
- #35 The Camera
- ~~~~~~~~~~~
- Click Button 1 to save the area inside the window as it appears
- at the time. The file is named the next Clip Count Number.
- eg: Clip count number is 6, file will be named D:\CLIPS\CLP7.VCX
- if drive D: is available or else it will be named CLP7.VCX on the
- C:\ANIPAINT\CLIPS directory. Use the Clip Board in the Cutting
- Room instead, when you are there.
-
- #36 The Load the Current File Again Window
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Reactivates the current window. If you want to use the window
- controls on the current file you can reactivate it with this
- Window Icon.
-
-
- #37 Paste Copy Options
- ~~~~~~~~~~~~~~~~~~
- A menu appears with options to Flip, Rotate 45 degrees,
- mirror etc.
- In a Window under Image, the picture can be rotated 90 degrees.
- Here, a clip can be rotated 45 degrees.
- Select an option and the current clip is made available for
- pasting, if a clip corresponding to the Clip Count number
- exists.
-
- #38 Paste To Window
- ~~~~~~~~~~~~~~~~
- The current Clip Board File is opened into it's own window. If
- there is a Clip corresponding to the Clip Count Number available.
-
- #39 Copy Rectangle Grow Box
- ~~~~~~~~~~~~~~~~~~~~~~
- A rectangular area is Clipped to a Clip Board file corresponding
- to the next Clip Count Number. The original is unchanged.
- 1) Button 1 to select first corner.
- 2) Both Buttons to copy area to file.
- 3) Button 2 when done to exit process.
- If you press both buttons a second time, the last dimensions are
- used.
- Even if you abort the process, the Clip Count will be incremented
- by one.
-
- #40 Copy Poly
- ~~~~~~~~~~
- Button 1 to mark the area.
- Both Buttons to complete the polygon and capture the area
- inside to a file.
- The area is surrounded by a black background. Black is
- omitted when you paste it with Button 1 or choose the Paste
- Options Icon.
- Even if you abort the process, the Clip Count will be incremented
- by one.
-
- #41 Copy and Paste Rectangle
- ~~~~~~~~~~~~~~~~~~~~~~~~
- 1) Button 1 to anchor first corner.
- 2) Both Buttons to copy the area inside the rectangle.
- 3) Button 1 again to paste or paint with clip
- or Button 2 to exit process.
-
- Copies the area to the next Clip Board as determined by the Clip
- Board Count + 1.
-
- Important! :Only the area inside the dimensions of the primary
- file is saved so if you paste outside of this area, it is not
- saved between undo and redo. Capture window with Camera and Paste
- to window with Icon #38 or choose New Pic or Resize Icon, and
- resize the page, then paste the clip onto the new file.
- Even if you abort the process, the Clip Count will be incremented
- by one.
- #42 Gradient Flood Fill Vertical greyscale if R Color <> L Color
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- 1) Set the Left Fill color.
- 2)If the Right Color is the same as the Left Color Gradient is
- turned off. The single color is used.
- 3)Click Button 1 on the area to be filled.
- Move Mouse sideways to speed up fill
- Alternate with Space Bar to Stop Fill
- 4)Space Bar if filling, then Button 2 to exit process.
-
- For patterns use the Poly Fill Icon or Flood Fill Icon or
- Bluescreen a clipped pattern. (marble or brick etc..)
-
- #43 Clip Art Libraries
- ~~~~~~~~~~~~~~~~~~~
- Important! If you wish to paste 256 color Clip Art without the
- background, set the left (fill) color to the background color.
- Then when you paste the stamp with Button 1 it will only paste
- the image, not the background as well.
-
- Toggle between 256 color or 2 color Clip Art with the 256 color
- button. 256 color Clip Art may not look correct in 2 color mode.
-
- 1) For 2 color Clip Art, set the Left Color as the Background
- color of the clip if you intend to paste the background as well
- as the line drawing.
- 2) Set the Right Draw color to the desired line color.
- 3) Set the size number to the desired zoom factor. (5 is the
- Maximum, adjustable in the Clip Art controls)
- 4) Activate Clip Art Icon
- 5) Use Buttons on right hand side of Clip Art to change color,
- or change Libraries.
- 6) On the Left side of the Clip art window are scroll buttons.
- 7) Press Button 1 to scroll to the next row.
- 8) Press Button 2 on the Scroll Buttons to move up or down a bit
- if necessary.
- 9) Click Button 1 on the Clip Art Picture using the magnify glass
- as the cursor. A rectangle appears around the cursor location.
- 10) Button 1 pastes just the draw color on your picture.
- Both Buttons paste the draw color and the background.
- (If you have a black background and black draw color you will not
- be able to see the stamp if you press Button 1 only. Black on
- black)
-
- Stamp the clip onto the window as many times as you want.
-
- 11) Click on the Done Button Top Right Corner to exit the current
- process.
- See Icon Stamp Draw Room and New Icon Stamp Icon #67 for information
- on creating your own Clip Art Libraries.
-
- You should become familiar with all aspects of the program before
- you attempt to make your own Clip Art Library because it is a
- rather complicated task. You need to create a blank then paste onto
- it. Then save it as C:\ANIPAINT\STAMPS\STAMP#.VCX where # is the next
- available library number. Then increase the max stamps number in
- the Options Menu of CONFIGIT.
-
- To paint with a stamp: ( patterns, tiles, bricks, backgrounds etc)
- 1) Stamp onto page.
- 2) Capture stamp with Copy Rectangle Icon.
- 3) Choose Bluescreen Icon
-
- #44 Sherlock the File Finder
- ~~~~~~~~~~~~~~~~~~~~~~~~
- 1) Select Icon with Button 1.
- 2) Enter a Search Pathmask. (eg: *.PCX)
-
- Searchmode is activated and the hard disk is searched for all
- File Names matching the pathmask.
-
- #45 Scenery For Act1 Animation See ANIMATE.DOC for more info.
- ~~~~~~~~~~~~~~~~~~~~~~~~~~
- 1) Click Button 1 on the Icon.
- 2) Move the rectangular area cursor over the area of the
- picture that you want to use as the first backdrop, then
- click Both Buttons to blow up area into the Cutting Room.
- You Are transported there as well now under it's control.
-
- For on the spot animation, use this Icon then after you have
- created an ACT1 animation, use the Presentation Icon to
- paste the animation back onto the scenery. See Presentation
- in SCREENRM.DOC or the last Icon in this file.
-
- Also see below.
-
- #46 The Cutting Room see CUTTNGRM.DOC for information
- ~~~~~~~~~~~~~~~~~~
- Act1 Animation is created in this room. It has it's own icons as
- well as the other Upper Icons that appear in the Icon Bar.
- Only the file ACT1.ANI can be created or added to but you
- may reload and edit any ACT1 animation file.
-
- The Screen is NOT CLEARED moving between the Cutting Room
- and the normal Paint Studio Controls.It is a little messier this
- way but it also allows you to move freely back and
- forth without changing your on-screen work.
- Get help on individual Icons in the Cutting Room by clicking
- Button 1 on the Help Button in the cutting room bottom
- left hand corner. Read about ACT1 animation in ANIMATE.DOC
- There are many ways to create effects once you know how.
- Help is available in the cutting room.
-
- #47 New Pic Icon
- ~~~~~~~~~~~~~
- By default the page is black. To get a white page see below.
- Start a New VCX Picture.
- If you press Button 2 you will accept the default shown.
- If you press Button 1 you will have to enter new sizes.
- If you press enter you will use the default size.
- Example 1: It asks, Enter a Width <640>: You press Button 2.
- It asks, Enter a Height<400>: You press Button 2.
- The new size is 640x400.
- Otherwise:
- 1) Enter a Width, 4000 maximum.
- 2) Enter a Height.
- 3) VCXTEMP.VCX and VCXTEMP2.VCX are created on D:
- if available C: if not.
- Draw, Paste etc.. onto the new file. Then choose SAVE to rename
- the file. Undo and Redo use these two files.
-
- If you have a slow computer or are creating ACT2 animation you
- may want a size of 320x200. It is not mandatory to use a picture
- size of 320x200 when creating ACT2 animation. No matter what size
- of page you are using, it saves 320x200 in the top left corner
- (for FAST320x200VCX) or 320x200 or 200x320 anywhere (ACT2NAME)
- when you save an ACT2 frame.
-
- The window is saved each tool usage and you can UNDO by clicking
- in the bottom left corner. If the page is smaller than the window
- only the area inside the page dimensions will be saved to file.
- If you wish to enlarge the page later to include the rest of the
- window, then
- 1) Use the Camera Icon to save Window to next Clip.
- 2) Press F9 to make that clip the current VCX.
- 3) Choose the Files Button to save the file under a permanent name.
-
- For a page color other than black or white use the Swap Color Icon #9.
-
- Caution: Do not be too hasty to change the picture from the
- default Black. If you make the page all white it is harder on
- the eyes and many processes can exclude Black #0. You are
- denying yourself those options when you change the picture color
- and it slows the performance of the program slightly. However,
- if you find that you are continuously losing part of your
- picture because you can not tell the edge of the current page,
- you may want to use this option. The Clear Icon only alters the
- current window, the Swap Icon changes the entire file.
-
-
- #48 Show the Previous Clip
- ~~~~~~~~~~~~~~~~~~~~~~~
- The previous clip appears in the top left window corner.
- Use this to screen ACT2 Animation sequences that are 320x200 or
- to review any clips that you have made.
-
- #49 The Action Icon See ANIMATE.DOC for more info
- ~~~~~~~~~~~~~~~~
- Use the Action Board to Copy the Area Top Left window corner to
- 320 dots to the right and 200 dots down. ( 320x200)
-
- It Captures ACT2 animation Frames.
- Incrementing the clip count by twenty if the clip count is
- less than twenty to separate Clip Board Files for scratch work.
- It keeps track as well of the last frame number.
-
- #50 Show The Next Clip
- ~~~~~~~~~~~~~~~~~~
- For screening the next frame in the sequence, or any Clip Board
- file, as determined by the Clip Count Number.
-
- #51 Show ACT2 Fast Full Screen Animation
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- If you weren't in 320 x 200 mode you will be. Watching whatever
- clip is in line from the LEFT Clip Count Number to the Right Size
- Number. Once the clip count reaches the Size Number in the
- animation sequence, the count starts over again at the clip count
- number. If you have disabled mode switching in CONFIGIT you must
- be in 320x200 mode to use this Icon.
- 1)Button 2 to slow down.
- 2)Button 1 to speed up.
- 3)Both Buttons to exit process and return to normal mode.
-
- Remember!: Set the Right Size Number to the Last Frame and the
- Clip Count Number to the FIRST FRAME. Both Buttons when Done. If
- not, you will hear a series clicks to notify you that
- it cannot find a file. Turn Sound Off if it annoys you
- using the Mouse Set Icon. Sound is important because it
- gives you more awareness of the program operations. See Mouse Set
- Icon for info on sound.
-
- #52 ACT2 Delay Clock
- ~~~~~~~~~~~~~~~~~
- 1) Set the Right Size Number
- 2) Click Button 1 on clock and delay is set to the amount of
- milliseconds shown on clock.
-
-
- #53 Combine Files
- ~~~~~~~~~~~~~~~
- 1) Import a list as an ASCII file or use the File List Icon to
- create one.
- 2) Follow ongoing instructions to combine files such as to create
- a New Knowledge Base. Essentially the same as Copy *.*
- filename.ext /b
- First it copies the files on the list onto a temporary directory,
- then copies all the files in that directory onto one file.
- Act1 animation cannot be made this way as other information is
- stored in the file between frames.
- The original files in their original directories are unchanged,
- only copies are made, combined, then the copies deleted leaving
- one large file.
-
- #54 SCRIPT.TXT File List Icon
- ~~~~~~~~~~~~~~~~~~~~~~~~~
- Loads the list that was previously created in the Screening Room
- with the "S" Button.
- You mark filenames and append them to the list.
- The list can be used to create a batch file that will
- dump all clips on the list to PCX, (resized and placed
- in another directory if desired). SCRIPT.TXT is also used by the
- Script Room to choose filenames to add to an ACT script.
- It is a temporary file.
- You can also combine the files on the list into a large
- file if you want. A knowledge base containing several
- text files is another example.
-
- #55 Blue Screen
- ~~~~~~~~~~~~
- 1) Click Button 1 on the left top corner of your preferred
- location to begin replacing a color with the clip.
- Replace the color under the mouse cursor with the current clip
- board file beginning with the mouse location and repeating the
- image until it reaches the Right Window Edge, then it will
- start a new row.
- If the current clip is an image larger than the window, it will
- completely replace one color, effectively pasting a background
- around an image by replacing the one color background color with
- the clip. (Just like on T.V. the Six O'clock News');
-
- If you need to, put a dab of the replace color in the top left
- corner of the window. Then click on that spot to get the bluescreen
- effect to begin closer to the left edge.
- Use this icon to Tile a page, or replace a color with marble or
- brick, or any pattern you can sample with any AniPaint capture
- tool. Try different effects like rotating the clip and capturing
- it rotated, then bluescreen it that way. Or bluescreen over
- bluescreen etc..
-
- #56 Paste Together a New Clip Art Library
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- The width is preset but the length can vary depending on the
- number you enter when prompted. If you are using 320x200 mode
- you may want to create your own width with the New Pic Icon.
- Any VCX can be a Stamp Library.
-
- Once the new blank is constructed you may paste clips onto the
- file and save the file with ALT-S. This will update the new file.
- Then use the Files Button to rename the file.
- (Save VCX) Save as C:\ANIPAINT\STAMPS\STAMP#.VCX where # is the
- next available #.
- Stamps are kept in the STAMPS subdirectory. If you do not put them
- there they will not be loaded by the Clip Art Icon.
-
- Run CONFIGIT.EXE to add 1 to the stamp number in Options.
- As long as it is saved you can reopen it and add to it until the
- blank is full. Just load the STAMP#.VCX name of the file from disk.
- If your clip art is larger than the Clip Art Icon Window then do not
- add them to the library. Instead load them from disk as needed in
- the File Screening Room. Just load the Clip art file and Capture as
- many images as you want to make into current Clip Board Files.
- The Clip Count Number is automatically incremented each time.
- Then adjust the clip count number and paste your clips.
-
- Make stamps for the your library with the Icon Draw Room Icon #66.
- See New Icon Draw Room #66, New Icon Stamp Icon #67 and
- also see the Clip Art Icon #43 for more information.
-
- You should become familiar with all aspects of the program before
- you attempt to make your own Clip Art Library because it is a
- rather complicated task.
-
- #57 Flood Fill
- ~~~~~~~~~~~~
- This is a normal flood fill tool with the exception that the
- fill is only bound by one color. That color must be the right
- draw color.
- The Left Color is used for the fill.
- The Right Color is the outline or draw color.
- Set the pattern prior with the Pattern Icon if you wish.
- Be sure you press ALT-S prior to using this tool if autosave
- is disabled. If you select the wrong color as the outline
- or boundary color, it will paint over everything.
-
-
- #58 Gradient Shield scaled palette recommended.
- ~~~~~~~~~~~~~~~~~
- 1) Set the Size Number
- 2) Create a Size Number sided filled gradient shield when you
- press Button 1
- 3) Press Button 2 to move pen.
- 4) Both Buttons exit process.
-
-
- #59 Normal Circle Draw
- ~~~~~~~~~~~~~~~~~~~~~
- 1) Select the Right Draw Color
- 2) Select the Size number.
- 3) Click Button 1 to draw circle size number wide.
- 4) Press Button 2 to move pen.
- 5) Both Buttons exit process.
-
- #60 Gradient Globe Circle Scaled palette recommended.
- ~~~~~~~~~~~~~~~~~~~~~~
- 1) Left (Fill) color darkest shade of globe.
- 2) Button 1 to anchor point, then move mouse
- 3) Button 1 to draw globe
-
- If L color # is higher than R color # then outside color
- Inside gets brighter with a scaled palette.
-
- If R color # is higher than L color # then outside color
- Inside gets darker with a scaled palette.
-
- Space bar to paste geodesic design.
- 4) Press Button 2 to move pen.
- 5) Both Buttons exit process.
-
- #61 Filled Circle or Polygon
- ~~~~~~~~~~~~~~~~~~~~~~~~
- 1) Set the Right Draw Outline Color
- 2) Set the Left Fill Color and the Pattern Icon if desired.
- 3) Button 1 to anchor circle
- 4) Move mouse to position and size Circle
- 5) Button 1 to Draw and Fill Circle
- 6) Press Button 2 to move pen.
- 7) Both Buttons exit process.
- Size number determines how many sides. Maximum 45.
- eg:Size number 8, draws octagon. Size number 30 and up draws circle.
-
- #62 Draw an Arc or half circle
- ~~~~~~~~~~~~~~~~~~~~~~~~~~
- The size number is 8 you get half an octagon. At size number 30 the
- polygon becomes an arc.
-
- 1) Set the Right Draw Color
- 2) Button 1 to anchor the arc.
- 3) Both buttons to draw the arc.
- 4) Press Button 2 to move pen.
- 5) Both Buttons exit process.
-
-
- #63 Draw and Fill an Arc
- ~~~~~~~~~~~~~~~~~~~~
- The size number is 8 you get half an octagon. At size number 30 the
- polygon becomes an arc.
- 1) Set the Right Draw Color
- 2) Set the Left Fill Color
- 3) Button 1 to anchor the arc.
- 4) Press Button 2 to move pen.
- 5) Both Buttons exit process.
-
- #64 Gradient Torus scaled palette recommended
- ~~~~~~~~~~~~~~
- 1) Set the Right (Draw) color to darkest shade of torus.
- 2) Button 1 to anchor point, then move mouse
- 3) Button 1 to draw torus
- 4) Button 2 move pen
- 5) Both Buttons to exit the process;
-
-
- #65 Gradient Fill Area Horizontal greyscale if R Color <> L Color
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- 1) Set the Left Color
- 2) If the Right Color is the same as the Left Color Gradient
- is turned off. The single color is used.
- 3) Select the Icon
- 4) Fill with horizontal gradient colors
- 5) Move the mouse sideways to speed up the fill
- 6) Space bar to stop the fill.
- 7) Button 2 to exit process.
- When you are using it as a gradient fill and it does not fill the
- entire area, you have to resample the color in order to preserve
- the continuity of the gradient effect. (dark areas don't match
- with light areas) Exit the process and resample the color
- on the same level of gradient as that which will be the start
- of the next gradient fill.
-
- #66 Glaze Blend greyscale first for best results
- ~~~~~~~~~~~
- Use this Icon to Blend the Color in an area the size determined
- by the Size Number.
-
- 1)Set the Size Number
- 2)Select the Blender Icon
- 3)Position rectangular box over area
- 4)Button 1 to Blend Colors in the area
- 5)Button 2 to exit process
- All rectangle box cursors that do not anchor and
- grow, shrink and grow by bouncing off the window edges.
-
-
- #67 New Icon Stamp Icon
- ~~~~~~~~~~~~~~~~~~~~~
-
- Set the Size number. The Icon is saved as ICO#.ICO
- Where the name is determined by the Size number.
- While you have not pressed Button 2, Each time you click
- Button 1 the area inside the rectangle cursor is saved to
- a file. The Size number is then incremented by one.
- When you are done press Button 2 to exit the process.
- They are used to make stamps to include in your Clip Art Libraries.
-
- They are also used as a pattern for the ICOCURTAINNAME: command
- option available in the Script Room. (Lowers a curtain patterned
- after the icon). See SAMPLE.ACT
-
- If you had a whole page of Icons in a PCX, you could make a
- clip art library from them by converting it to VCX and naming the
- file C:\ANIPAINT\STAMPS\STAMP#.VCX where # is the next available
- stamp number. If you have not made any new Stamp libraries
- yet you would name the file C:\ANIPAINT\STAMPS\STAMP4.VCX
- Run CONFIGIT to increase the stamps number.
-
- Once this is done the clip art can be loaded using the Clip Art Icon
- and selecting Library when it is loaded.
-
- These Icon Stamps can be created using the Icon Stamp Draw Room #66
- above, or captured from any area of the screen.
-
- Although they are small in 1200x1024 mode they seem large in
- 320x200 mode. They are not compatible with Microsoft Windows or
- any other program that I am aware of.
-
- Important! You can not alter the Program Icons they are loaded from a
- program library file and must remain intact.
- See Clip Art Icon #43 and Icon Stamp Draw Room #66 for addition
- information.
- You should become familiar with all aspects of the program before
- you attempt to make your own Clip Art Library because it is a
- rather complicated task.
-
- #68 The Fill Patterns
- ~~~~~~~~~~~~~~~~~~
- 1) Select the Icon.
- 2) Button 1 to select a fill pattern.
- 3) Any other button to exit.
- Solid Fill is the default.
-
- #69 The Tape Measure
- ~~~~~~~~~~~~~~~~
- If you are doing any work that requires precision, then
- you may want to use this for measuring coordinates.
- Width, Height and the Hypotenuse are used to measure
- the difference between any two points.
-
- #70 Un-zigzag or Antialias
- ~~~~~~~~~~~~~~~~~~~~~~
- Use this Icon to soften full color images and lessen the zig zag
- effect using shades of similar colors. Provide a palette with a
- variety of colors for best result.
-
- 1)Set the Size Number (eg: 10 fast & heavy, 100 slow & light)
- 2)Select the Antialias Icon
- 3)Position rectangular box over area
- 4)Button 1 to blend edge colors in the area
- 5)Button 2 to exit process
- All rectangle box cursors that do not anchor and
- grow, shrink and grow by bouncing off the window edges.
-
- #71 Scatter The Color greyscale first for best results
- ~~~~~~~~~~~~~~~~~
- Use this Icon to mix color up in an area the size determined by
- the Size Number.
-
- 1)Set the Size Number
- 2)Select the Scatter Icon
- 3)Position rectangular box over area
- 4)Button 1 to scatter colors in the area
- 5)Button 2 to exit process
- All rectangle box cursors that do not anchor and
- grow, shrink and grow by bouncing off the window edges.
-
- #72 The Blender greyscale first for best results
- ~~~~~~~~~~~
- Use this Icon to Blend the Color in an area the size determined
- by the Size Number.
-
- 1)Set the Size Number
- 2)Select the Blender Icon
- 3)Position rectangular box over area
- 4)Button 1 to Blend Colors in the area
- 5)Button 2 to exit process
- All rectangle box cursors that do not anchor and
- grow, shrink and grow by bouncing off the window edges.
-
-
- #73 Light and Dark greyscale first for best results
- ~~~~~~~~~~~~~~~~~
- Use this Icon to Lighten or Shade color in an area the size
- determined by the Size Number.
-
- 1)Set the Size Number
- 2)Select the Light Dark Icon
- 3)Position rectangular box over area
- 4)Press Button 1 to initialize
- 5)Button 1 to Lighten colors in the area
- 6)Button 2 to Darken colors
-
- Both Buttons to exit process
-
- All rectangle box cursors that do not anchor and
- grow, shrink and grow by bouncing off the window edges.
-
- #74 Magic Wand
- ~~~~~~~~~~~
- Use this spray tool to spray edit photographic pictures. The color
- is automatically sampled.
- 1)Set the Size Number
- 2)Select the Icon
- 3)Button 1 to initialize
- 4)Move and spray the area in the direction of the arrow.
- Takes practice but works great.
- 5)Click Button 1 again to cycle through 4 different directions
-
- Both Buttons to exit process
-
- #75 The Clip Finder Board
- ~~~~~~~~~~~~~~~~~~~~~
- Use this Icon to temporarily travel back to the File Screening
- Room and retrieve a Clip from file. D: is searched if D: is
- available or else C: is searched. All clips are named CLP#.VCX
- and usually kept in the CLIPS directory.
-
- note:If D: becomes full automatic use of D: is disabled until
- you reload the program. So, if you have made a series of clips
- prior it will search C: instead of D:. Your clips on D: will
- not be found by this process. You will then have to manually
- switch drives by entering D: on the pathline area above
- FILENAMES/DIRECTORIES. Your clips will be in a subdirectory called
- D:\CLIPS.
-
- #76 3D Bar Gradient Option
- ~~~~~~
- 1)Set the Left Fill Color and Pattern Icon if you want.
- 2)Set the Right Outline Color. This color is the first
- when you select gradient. The gradient option requires
- a scaled or partially scaled palette.
- 3) If you want a gradient filled 3D block set the Size
- Number to determine how many colors to skip as the
- gradient fill progresses.
- You will be prompted for:
- Width: the frontal width of the block.
- Height: The frontal height of the block.
- Depth: The number of lines or pixels deep.
- Gradient: The color gets brighter as it moves forward.
- With gradient, be sure to select the Right Draw color as the
- darkest of the shades you wish the block to use.
- example: You choose the first of 8 shades of green as your
- draw color. You select a Size Number of 1.
- Enter a depth of 8 when asked. The color will increment
- getting brighter as the block is drawn, giving the illusion
- of depth. If the Size number is 2, then it will stop at
- 16 colors from the Chosen Right Draw Color. Each shade will be
- 2 colors brighter than the previous one. If the Size number
- is 4 then every shade will be 4 colors brighter etc..
-
- Use this Icon for dazzling 3D Bar Graphs. Use a graph similar
- to the 3DGRAPH.PNT vector object example included with this
- release. Just load 3DGRAPH.PNT into a window, and add the
- 3D bars.
-
- Perspective
- ~~~~~~~~~~~
- If you choose perspective the front will be larger than the
- back.
- If the block is not gradient, you may rotate the block by
- bouncing the cursor off the walls of the window.
- The top and bottom edges of the window rotate the block vertically
- on a horizontal axis.
- The Left and Right window edges rotate the block horizontally on a
- vertical axis.
- If gradient is on, the cursor will move but that it will have no
- effect on the block it will draw.
-
- #77 Shrink 10 % Icon
- ~~~~~~~~~~~~~~~~
- 1)Set the cursor box size with the Size Number
- 2)Click Button 1 to shrink the area inside the box.
- All cursor boxes that don't anchor and grow, shrink and
- grow in contact with the window edges.
-
- #78 Rounded corners Rectangle Draw
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- 1)Select the Draw Color
- 2)Select the Size number for Width of box
- 3)Select the Clip Count Number for Height of box
- 4) Button 1 to draw a rounded rectangle.
- 5)Button 2 to exit process
- Shrinks and grows in contact with window edges.
- Occasionally one of the lines may not be completely
- horizontal due to the ratios between width and height.
- To correct this move the cursor either to the right or
- left window edge. When the size changes the lines will
- be corrected.
-
- #79 Rounded corners Filled Rectangle Draw
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- 1)Select the Draw Color
- 2)Select the fill color and pattern if you wish.
- 3)Select the Size number for Width of box
- 4)Select the Clip Count Number for Height of box
- 5) Button 1 to draw and fill a rounded rectangle.
- 6)Button 2 to exit process
- Occasionally one of the lines may not be completely
- horizontal due to the ratios between width and height.
- To correct this move the cursor either to the right or
- left window edge. When the size changes the lines will
- be corrected.
-
- #80 Frame It
- ~~~~~~~~~
- 1)Set the Right Draw color to the first gradient shade.
- 2)Set the Size number to the number of color shades to
- skip each time.
- 3)Enter a Width
- 4)Enter a Height
- 5)Enter a frame depth.
- 6)Button 1 to draw frame.
- The size number determines the design on the frame.
- Experiment with different size numbers to see the effect.
-
- ---------------- Important Icon! ---------------------------------
- #81 Lighten and Darken Polygon scaled palette recommended
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- 1)Set the Left Color to the desired brightness to add
- The first time you press lighten it will increment the color
- contained inside the polygon by this many colors.
- 2)Button 1 to Mark the area
- 3)Both Buttons to complete the polygon
- Important! It must first be initialized.
- 3)Button 1 to initialize
- 4)Button 1 again to lighten the area
- 5)Button 2 to darken the area
- 6)Both Buttons to exit the process
- Works well with practice.
-
- #82 Copy Grow 10% and Paste Polygon
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- 1)Button 1 to Mark the area
- 2)Both Buttons to complete the polygon
- 3)Button 1 to Paste
- 4)Button 2 to exit process
-
- Picture is pasted 10% larger
-
- #83 Enlarge Page
- ~~~~~~~~~~~~
- 1)Enter the Width and Height
- Picture on screen, in window, is captured and pasted on the new
- background.
- To Alter the Pictures Proportions, use a graphic window's
- zoom button, then copy an area. Paste the clip onto a background
- created with the New Pic Icon.
- To enlarge a picture's proportions zoom it out, then capture
- screen and then paste on new larger background. There is no
- option to save a Zoomed out picture as a new file, because a
- picture zoomed out at the power of 10 and saved in this way could
- hypothetically fill your hard disk. Anipaint has a maximum
- picture width of 4000 pixels and an undetermined maximum length.
-
- #84 Change Text Color
- ~~~~~~~~~~~~~~~~~
- 1)Set the Size number to approximate height of text
- 2)Select the Right Color to the amount to brighten the
- color.
- 3)Button 1 to increment the color inside the Rectangular area by
- one.
- 4)Button 2 to decrement the color inside the Rectangular area by
- one.
- 5) Both Buttons to exit the process.
- Size the cursor area by bouncing the cursor box off the window
- walls.
- White and Black are not affected.
-
- #85 Create a Font
- ~~~~~~~~~~~~~
- FNT Font Editor
- ~~~~~~~~~~~~~~~
- 1)Select the Icon
- 2)Select Font
- 3)Select Size
- 4)Select Shading if desired or Stretch
- 5)Toggle between front character and back character
- in the centre of the scroll buttons, if stretch is on.
- 6) Stretch and Shadow may be turned off and On by
- clicking Button 1 on the word Off or On in the boxes beside
- shadow and stretch.
- 7)When satisfied then choose OK
- 8)Name Font if you want to save it eg: NAME.FNT
- 9)The font becomes the current font either way.
- Choose Cancel to abort the process
-
- The color of the text is determined by the Right and
- Left colors when you type it. see next Icon below.
- Remember the color of the Font and shadow are relative
- to the current palette.
-
- The included Fonts are kept in the Fonts Subdirectory.
- When you name your Font, if you use the full path,
- C:\ANIPAINT\FONTS\fontname.FNT then the font will
- be put in the FONTS subdirectory. If you omit the
- full path and just enter the name fontname.FNT then
- your Font will be put in the ANIPAINT directory.
- (fontname is any valid name according to naming convention)
-
- Choose the next Icon to Write Text.
- Justify is unused and included only for future compatibility. The
- Font creator requires a screen resolution size of 640x480 to
- work.
-
- KAR Font Capture
- ~~~~~~~~~~~~~~~~
- ! Important ! Color #0 Black is omitted. So, capture the text
- first in another color or use AniPaint to change the font color
- prior to loading the font with this Icon.
-
- If you are capturing fonts from another program, you must first
- use the other program to make a PCX ver 5 page, with the entire
- character set on it. You may need to use a screen capture utility
- to do this. You may also use a scanner and capture a font set from
- a book.
- Once you have the PCX page, load it into AniPaint Pro and go
- to the paint studio. ( You may need to be in 1024x768 to get
- the entire font set on screen.)
-
- 1) Set the Clip Count (Left) Number for Width of character.
- 2) Set the Size (Right) Number for Height of character.
- (Maximum of 50x50)
- 3) Select the Font Icon.
- 4) Choose KAR bitmapped font.
- Mouse Button 1 to Capture.
- 5) Move mouse, capture letter corresponding to the letter in the
- box in top left corner. Next letter appears in box.
- 6) Go to any letter by pressing that key on the keyboard.
- 7) Repeat until last letter is captured. Last letter = ~ (tilde)
-
- Mouse Button 2 when done.
- It asks " Quit Process?" You answer Y
- It asks "Save as a KAR Font File? You answer Y
- Enter the name for the new font eg: MYFONT.KAR
-
- ESC to cancel
-
- The fonts can be letters or pictures.
- When you load the font with the next Icon you will type
- and the corresponding image or letter will appear as you type.
-
- #86 Write Text Copy and Paste
- ~~~~~~~~~~~~~~~~~~~~~~~~~~
- *.FNT Add Text to Page
- ~~~~~~~~~~~~~~~~~~~~~~
- 1)Select the Left and Right Colors
- 2)Select the Icon
- 3)Button 1 to anchor cursor and Write Text
- 4)Button 2 anywhere below window top to move to new location
- 5)Press enter for next line
- 6)Move mouse towards window top and it becomes an arrow.
- 7)Use the arrow to cut out the Text
- 8)Button 1 to Paste the Text
- 9)Button 2 to exit process
- In 320x200 mode you have not got enough pixels to use large
- fonts.
-
- *.KAR Add Text to Page
- ~~~~~~~~~~~~~~~~~~~~~~
- Start with a blank Black #0 page.
-
- If you want letters in a particular color, select the
- Right Draw color.
- If you want Shadow text, select the Left (fill) color.
- 1) Select the Tt Icon
- 2) Select KAR bitmapped font.
- 3) Enter the Full Pathname of the KAR font file
- eg:C:\ANIPAINT\FONTS\TIMES.KAR or
- C:\ANIPAINT\FONTS\SAMPLES.KAR
- 4) Choose an option
-
- * Normal Text File palette colors
- -Palette is read from the font file.
- (All colors change including your current page).
- * Normal Text Right (draw) color
- -Current Palette is used, text appears in the
- current Right (draw) color.
- * Horizontal Gradient
- -Colors 1,5,9,13,17... by 4's are used
- (scaled palette recommended unless rainbow wanted)
- * Vertical Gradient
- -Same as horizontal above only the gradient is from the
- to down to the bottom.
- * Shadow
- The letter is in the Right (draw) color shadowed by the Left
- (fill) color.
-
- Important !!
- Color #0 (usually black in AniPaint) is omitted and will not be
- typed onto the page.
-
- 4) Place box cursor on page location with Button 1.
- 5) Type characters.
- 6) Backspace moves cursor left for type over.
- 7) Space bar moves cursor right (Black #0 Bar).
- 8) Use any tool to alter the text if you want.
- 9) Capture the text with any Cut or Capture tool.
- 10) Load a VCX and Paste the Text onto the page.
-
- Any font 50x50 or less can be captured from anywhere, a book,
- page, other program etc. as long as it is in PCX form and
- loaded into AniPaint Pro with the previous Icon.
- C:\ANIPAINT\FONTS\TIMES.KAR and
- C:\ANIPAINT\FONTS\SAMPLES.KAR
- are the included examples.
-
- #87 Retrieve a Font File
- ~~~~~~~~~~~~~~~~~~~~
- Select *.FNT or *.KAR
-
- You are transported temporarily to the File Screening Room
- to Retrieve a Font File.
-
-
- 1) For the Included fonts, Click Button 1 on the Fonts
- subdirectory, Then click on the word "Directory" in the
- FILENAMES/DIRECTORIES area to get the files. Load the Font like any
- other file with Button 2 .
-
- *.FNT
-
- You will see the message "Font Loaded" if it is a valid AniPaint
- FNT font file. Only AniPaint fonts are compatible with AniPaint.
- If you use Button 1 the file filename is marked but not loaded.
- Don't confuse Button 2 and Button 1.
- You may now choose Write Text to write to the screen with the
- chosen Font. When you save a font it is saved to the Anipaint
- directory unless you specify otherwise. If you want to retrieve
- one of these, omit switching to the Fonts subdirectory.
- If the Screening Room will not allow switching directories
- then press Cancel first.
-
- If you press the pathmask FNT in the screening room you can
- catalog all the available FNT fonts.
-
- *.KAR
-
- The Entire Font Set is loaded onto the screen for viewing.
- Click any button and you are back in the Paint Studio.
-
- If you want to capture a part of the font set:
- 1) Press Cancel.
- 2) In the Screening Room load the KAR font.
- 3) Go directly to the Paint Studio and the font set
- will be loaded onto the screen for capture.
- ( You may have to be in 1024x768 to get the entire font
- set on screen.)
-
- If you press pathmask *.FNT in the screening room and
- select *.KAR, you can catalogue the available KAR fonts.
-
-
- #88 Make Full Screen the Default (also ALT+F on the keyboard)
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- If you are drawing in 320x200 mode this will give you a larger
- work area.
- Toggle between On and Off.
- Status report is on Icon.
- Window controls are still available just outside the screen.
- It is a matter of practice and familiarity with the window controls
- to move the mouse just outside the screen to scroll and use the window
- Menu Buttons, zoom etc..
- Click past their normal width and the window closes.
- Use the Cursor Keys and PGUP and PGDN to scroll if you find it easier.
- See the beginning of this file for more information on Keyboard Control.
-
- #89 Turn Auto Save On
- ~~~~~~~~~~~~~~~~~~
- By default Auto Save is On unless disabled in the Options
- Menu of CONFIGIT.
- Some tools such as the Cutting Room turn autosave off.
- So once you are finished, if you want undo and redo again,
- you must use this Icon to reactivate it or press F5.
-
- If you don't want to use Autosave then activate one of
- the next two Icons or disable it entirely in the CONFIGIT.EXE
- utility. If your computer is slow, autosave is a very slow
- process. If you have a 486 then it is a very useful option. The
- The Scroll bars load the Primary file for repositioning.
-
- #90 Save the Primary VCX
- ~~~~~~~~~~~~~~~~~~~~
- The Primary file if it is a VCX will be
- saved in it's current state.
-
- #91 Save the Secondary VCX
- ~~~~~~~~~~~~~~~~~~~~~~
- The Secondary file if it is a VCX will be
- saved in it's current state.
-
- #92 Turn Autosave OFF
- ~~~~~~~~~~~~~~~~~~~~~~
- Autosave will be turned Off.
- You may disable Autosave in Configit but some processes require it
- be activated and may activate it prior to their process. If they
- do you may want to shut it off manually.
- Same as F4.
-
- #93 Mouse Setup, Program Delays and Sound On/Off
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Each time this button is pressed the Mouse Buttons Trade
- names and operation is reversed. Button 2 becomes Button 1
- and vice versa.
- Next you may set the delays
- Press Enter for the Default Settings shown in brackets <default>
- If the program is skipping right by a process then you may
- need to increase the delay.
- With a very fast computer, a 0 process delay could hypothetically
- disable the program.
- If this happens reset the delay with the Mouse Set Icon. If this
- cannot be done, then delete C:\ANIPAINT\FILECFG.KEY and it will
- be replaced. Then set the delay using CONFIGIT. The Mouse Set Icon
- writes to FILECFG.KEY and takes precedence over CONFIGIT.
-
- If the sounds are too long and noisy then it is a sign that you
- need to reduce the delays. The sounds should be low and quiet if
- configured properly.
- If the sounds are annoying then turn the sound off by answering
- yes.
- When something is wrong there are not always visual clues but
- there are always auditory clues. Even when something is wrong it
- is usually not serious because of the way errors are handled by
- the program. It has a built in recovery system. However if a file
- cannot be found the operation cannot be performed whatever that
- operation might be. You will hear a beep if sounds are on. Nothing
- may happen at all if sounds are disabled.
-
- #94 Cruise Disk
- ~~~~~~~~~~~
- Choose a Drive and Path. eg D:\*.* or C:\ANIPAINT\*.*
- The directory is piped into a file and displayed in a
- window.
-
- #95 Reduce Color in the current VCX
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- A window menu pops up with 2 options.
-
- Option 1: Reduce range of color
-
- All color beginning with the Left Color Number and
- ending with the Right Color Number will be changed
- to the Right Color Number when you answer Yes.
-
- Option 2: Convert 256 color bitmap to 16 colors
-
- Reduces the color but maintains the color balance
- by greyscaling first, then reducing to 16 colors.
- 256 color PCX are automatically processed this way if
- you are in any 16 color mode, but this is the way to
- reduce a 256 color VCX to 16 colors. You must be
- in 256 color mode or it will not work.
-
- #96 Gradient Curves
- ~~~~~~~~~~~~~~~
- There are 6 gradient curves. All of them toggle on
- and off using the numbers on the keyboard.
-
- 1)Set the Left Color Number as the first shade of the
- gradient effect.
- 2)Set the Size number
- A size of 10 produces a solid one color thin curve
- A size greater than 10 begins the gradient effect.
- A Size of 40 makes a nice gradient curve.
- 3)Hold Button 1 while drawing roughly the intended curve
- 4)Click Button 1 to release the line.
- 5)Move the mouse down and out to reorient the curve.
- 6)Click Button 1 to draw the curve.
- or
- 7)Click Button 2 to track the curve.
- or
- Press a number from 1 to 6 on the keyboard to toggle the
- various curves off and on. They may be used together
- but some combinations will not be desirable.
-
- When you begin curve number 5 is on. It's opposite is
- curve number 4. Toggle 5 off and 4 on and then press
- Button 2. When the curve releases from the page it will
- orient itself opposite and upside down in relation to
- the previous curve.
-
- Some of these curves are self tracking, which means if you
- do not move the mouse but just alternate Button 2 and
- Button 1 the curve will be drawn then reoriented on
- the same directional plane along an imaginary line. When you
- select it's opposite as in the (5 and 4 example) it will
- go back the other way matching up with the previous curve
- giving you an S curve.
-
- The best way to use these curves are to experiment with
- them to see how they work. There are many effects that
- can be created with these curves.
-
- #97 Text Color
- ~~~~~~~~~~~
- Use this Icon to change the default Text Color
-
- You have to go to the File Screening Room and load a Text
- Window before it will take effect.
- The change is temporary. The default colors must remain dominant
- due to the problems associated with different palettes.
- See understanding color.
- You can however alter the default palette by replacing MENU1.PAL
- or 16MENU1.PAL with your own creation. Be sure you know what you
- are doing first. If you ever really mess things up you can
- reinitialize the program with CONFIGIT.EXE
-
- #98 Convert VCX to Black and White 2 Color
-
- 1) Set the Size Number to the dividing Point.
- 2) Answer Y and it is done.
- First it is normalized if zoomed out, then greyscaled, then
- reduced to 2 colors.
- If you zoom in first you can create some effects.
-
- Color 128 is the middle. Every color higher than the Size Number
- will become White. Every color less than the Size Number will
- become Black. Experiment for best conversion.
-
- Click on the horizontal or vertical scroll bar to undo.
-
- #99 Reverse Color #0 with Color #255
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- By default, color #0 is black, but you may want to reverse
- the colors for some reason. Invert 2 color images, for instance.
- The change is temporary, so save the palette if you want a
- permanent change.
-
- #100 Run DO1.BAT if it is Aavailable
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- If you have not yet created DO1.BAT then you will see the
- error message BAD COMMAND or FILENAME. No Problem.
-
- Use this Icon to run a batch file that you have created and
- named DO1.BAT.
- Important ! You will probably not have enough memory to
- do more than run simple utilities, such as a compression
- utility.
- If you do not have enough free conventional memory you
- will get an error message eg: Cannot Execute
- Optimize your system for maximum available conventional
- memory.
-
- A batch file is a file that can be used to run utilities,
- or do DOS commands etc.
- It is created with a text editor such as DOS EDIT.
-
- eg: MD C:\MYSHOW
- COPY ACT2.PAL C:\MYSHOW
- COPY D:\CLIPS\*.VCX C:\MYSHOW
- COPY PLAYACT1.EXE C:\MYSHOW
-
- save the file as DO1.BAT and when you use this Icon it
- will execute the commands contained in DO1.BAT
-
- Another example would be to use DO1.BAT to run a compression
- utility. Compress with DO1.BAT, Decompress with DO2.BAT
- (see below).
-
- See your DOS Manual on Batch Files.
-
- #101 Run DO2.BAT if it is Available
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- If you have not yet created DO2.BAT then you will see the
- error message BAD COMMAND or FILENAME. No Problem.
-
- Use this Icon to run a batch file that you have created and
- named DO2.BAT.
- Important! You will probably not have enough memory to
- do more than run simple utilities, such as a compression
- utility.
- If you do not have enough free conventional memory you
- will get an error message eg: Cannot Execute
- Optimize your system for maximum available conventional
- memory.
-
- A batch file is a file that can be used to run programs,
- or do DOS commands etc.
- It is created with a text editor such as DOS EDIT.
-
- eg: MD C:\MYSHOW
- COPY ACT2.PAL C:\MYSHOW
- COPY C:\ANIPAINT\CLIPS\*.VCX C:\MYSHOW
- COPY C:\ANIPAINT\PLAYACT1.EXE C:\MYSHOW
-
- save the file as DO2.BAT and when you use this Icon it
- will execute the commands contained in DO2.BAT
-
- See your DOS Manual on Batch Files.
-
- #102 ACT2 Room Icon
- ~~~~~~~~~~~~~~~
- Use this Icon to work with your ACT2 Clips. Create SHOWIT.ACT
- an ACT script. ACT scripts are also created with the last
- Icon and the Script Room Button in the Screening Room.
-
- When you select this Icon, three clips are loaded into
- windows. The current Clip (as set by the Clip Count Number),
- the clip before the current one and the clip after.
- The current clip is loaded into the large window.
- Button 1 inside the ACT2 Room is the action button.
- Click on Done to exit.
- There is more help available in the room and in ANIMATE.DOC
- see SCREENRM.DOC for information on ACT scripts.
-
- #103 ACT2 Drive In Icon
- ~~~~~~~~~~~~~~~~~~~
- Play the ACT2 Clips from the currently set CLIP Count Number
- to the Size Number in a Window.
- ACT2 can be played either full screen in 320x200 VGA
- (FAST320x200VCX) or in a window (ACT2NAME).
- When you use the command FAST320x200VCX in a script or
- use the Projector Icon #51, the clips are written
- directly to video memory using fast low level routines.
- When you use the command ACT2NAME in a script, or use
- the Drive In Icon, the clips are played using low level
- routines, but they are not written directly to video
- memory. On a 486 50mhz they are fairly fast. On a
- slower machine you may want to use the faster routines.
-
- Button 1 to start the clips and Button 2 to end the process.
- see SCREENRM.DOC for information on ACT scripts and
- see ANIMATE.DOC for information on ACT2 animation.
-
-
- #104 Load the Current Default Knowledgebase
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- If you have a text file that contains information you reference
- regularly, you may want to make a copy of it and name it
- C:\ANIPAINT\HELPDOCS\KNOWBASE.DOC
- In this way whenever you need to open this file you can
- click on this Icon.
- You can create a large file of several small reference files
- by using the File List Icon and then Combine Files Icon. The
- first will create a list of pathnames and the latter will
- combine them into one large file. Then when you need to find
- information you can load the file with this Icon and use
- Cyberfind to find the information and clip text for inclusion
- in your work.
- Here is a brief scenario.
- You have lost some information in a group of 15 text files and
- the boss want's a report in 5 minutes.
- You quickly make a list of pathnames then combine the files, name
- the new file C:\ANIPAINT\HELPDOCS\KNOWBASE.DOC. (Full Pathname)
- Then you Click on the Knowbase Icon.
- Then Click on FIND and enter text to search for.
- Then if the list of paragraphs found is longer than 1 page, print
- the document with the Print Button in the Window Menu.
- Click on Find again and enter the line number.
- It goes to the information you seek.
- Once there you can quickly navigate the entire document by
- instantly referencing any text with the mouse.
- Or print from line to line to clip a report.
- Click on the first line to step back and forth between
- finds. (Next / Previous).
- If you have done this once, the second time will take less than
- a couple of minutes.
- If you don't know where your files are that contain the text that
- you are searching for, then use Searchmode to search your hard disk
- for similar filenames or use Cruise Disk and FIND to browse any drive.
-
- #105 Reverse Picture Colors
- ~~~~~~~~~~~~~~~~~~~~~~~
- If the current window contains a VCX bitmapped picture this
- Icon can be used to reverse the picture. This is sometimes
- necessary to correctly print the picture.
-
- #106 Create a Presentation
- ~~~~~~~~~~~~~~~~~~~~~~
- Use this Icon and follow the ongoing instructions to combine
- text with images or animation in presentation form.
- see ANIMATE.DOC for more information
-
- ---------------------------------------------------------------------
-
- The Object of this program is to either load an existing file in
- the Screening Room and then edit it, or draw a picture yourself.
-
- Once you have a picture you can add captured text for Desk Top
- Publishing, or you can create an animation file, or you can
- animate it as a series of clips, or you may create a Presentation
- file that combines a Text Window with a Graphic Background and
- Isolated animation sequences.
-
- Animation is done by creating a series of frames, then playing
- them back quickly. If you find they are not fast enough try
- animating ACT2 animation in full screen 320 x 200 mode.
-
- You can create an animation file that you can give to someone
- else. Providing they have at minimum a VGA IBM compatible
- computer system. Wish someone happy birthday, ask someone to
- lunch, create an advertisement, make a full length animated
- cartoon, or movie, use them for employee training etc. Use your
- Imagination.
-
- Digitized Art is the wave of the future. This program is
- designed with the fewest possible restrictions on it's use. I am
- sure you will find ways to use it that I never dreamt of.
-
- AniPaint (c) 1995 by Rick Sobie of Lake Cowichan B.C. Canada
- PKZIP is the property of PKWARE
-
-
- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
- ************************** CyberFind ******************************
-
- Click Mouse Button 1 on the third letter of the word to
- reference it. Then Click mouse button 2 on ###***>.
-
- C:\ANI\HELPDOCS\CYBRFIND.DOC
- *=*=*=*=*=*=*=*=*==*=*=*=*=*=*=*=*=*=*=*
-
- What is Cyberfind? .......................... Line #:16
- Manual Use of Cyberfind ..................... Line #:34
- Convert Document ............................ Line #:55
- What about CASE Sensitivity? ................ Line #:88
- Using Cyberfind with the Mouse .............. Line #:118
- Sure Fire Method ............................ Line #:120
- Problems with Cyberfind ..................... Line #:147
-
- What is Cyberfind?
- ~~~~~~~~~~~~~~~~~
- Cyberfind is an intelligent search utility.
- Rather than search the next instance of the word, (which
- in a large document can take a long time if the reference
- you seek is the 47th instance of the word), Cyberfind clips
- paragraphs to a temporary file called TEMP.LST.
- Then you choose the instance you want, and go directly there.
-
- If you combine a group of files into a Knowledgebase, then
- your reference material will be easily accessed whenever
- you want it. See STUDIO.DOC for more info on the Knowbase
- Icon.
- The Knowbase Icon loads HELPDOCS\KNOWBASE.DOC
- if you have created it.
-
- Cyberfind is very simple to use once you get the hang of it.
-
- Manual Use of Cyberfind
- ~~~~~~~~~~~~~~~~~~~~~~~
- 1)Click Button 1 on FIND in a text window.
- 2)Select Subject Button.
- 3)Enter a word or words to search for.
- The word is referenced in the document and all
- references are clipped to TEMP.LST.
- Next TEMP.LST is loaded and you see the paragraphs.
- Under each paragraph is ###***> and a line number.
- 4)Select Find again and Click on the Go to Line # button.
- 5)Enter the line number of the paragraph and the document
- is once again loaded into the window only now it is at
- the line # you entered.
-
- If there are more than 1 page of clippings use page down. Or
- print TEMP.LST to view them better.
- If automatic Cyberfind is Not disabled you may also use the
- mouse. Do not be too hasty to disable automatic Cyberfind,
- once you figure out how it works, you can manipulate files
- very quickly with the mouse.
-
- Convert Document
- ~~~~~~~~~~~~~~~~
- Most Word Processors add hidden codes to a text document to tell
- the program what font to use, how many spaces in a Tab, if a
- picture is in the document etc.
- Fine if you are viewing the file with that program. If you
- want to view that file with another program, the other
- program has to know what those codes are and what they mean. Each
- program uses the hidden codes according to their format. However,
- with thousands of word processors each adding codes their own way
- it is virtually impossible to decipher them all. An easier way is
- to save the file in the other program as an ASCII file ( a plain
- text file without the hidden codes).
-
- With Convert you may remove the hidden codes in a word
- processor document and convert it to ASCII text. You will not
- have the same document with the same fonts or anything else, but
- you will have the text, providing the file is not
- encrypted or compressed.
- This program will not change the original but will make a
- file called TEXTCNVRT.DOC. On D: if D: is available C: if not. Do
- with it as you will.
- This program does not edit text. There are word processors
- out there better suited for this job. Text is best handled
- in text mode not graphics mode. (When you are working with a DOS
- application. Microsoft Windows does a superb job of
- simulated text mode, while in graphics mode.)
-
- The use of text in this program is for reference or cutting and
- pasting into a picture.
- See your DOS manual on ASCII text if you are not totally
- familiar with it already.
-
- What about CASE Sensitivity?
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Cyberfind simultaneously searches all CAPITALS, the first
- letter Capitalized and no capitals at all.
- If the word you seek is not found perhaps you could try
- a case specific search. eg: Mr.Black
-
- If the word is fishBowl with the B capitalized it will not
- find it. To search every word with every possible capitalized
- situation takes far too long and speed is essential.
- To overcome this, search fish or bowl by themselves and it
- will find it.
-
- Remember If you start a search with a smaller word you can
- always refine the search.
-
- If you are a communications fanatic like I am, you will
- greatly benefit from the following. Place all your file lists and
- phone numbers obtained from BBS's in one large file.
- Now whenever you need information on any subject you search that
- file. It will always come up with something, if you are on enough
- Bulletin Boards.
- If you are not familiar with communications and Bulletin
- Boards or BBS's then you should be. A BBS is a private or
- public library of programs and other information files that can
- be accessed by a Modem and a telephone line. You call up, get
- access, then request the computer on the other end to
- send you the file or complete program. Information on any
- subject at anytime, anywhere in the world.
-
- Using Cyberfind with the Mouse
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Sure Fire Method
- ~~~~~~~~~~~~~~~~
- Click Mouse Button 1 on the third letter of the word to
- reference.
- Click Mouse Button 2 on the line containing
- the arrow and go to that line number.
-
- All paragraphs containing the word, or part word, are clipped to
- TEMP.LST.
- Under each paragraph is ###***> and a line number.
-
- PGDN or click Mouse Button 2 on any line that does Not contain
- ###***>, to see the next page of clipped paragraphs.
-
- It takes a little practice to get the feel of it.
- I recommend you do not disable sound while you are
- learning to use Cyberfind because you will hear a click
- when you click the mouse on the line # if you are using it
- correctly.
-
- If you want to reference more than one word at the same time, use
- Cyberfind manually. See above.
-
- If you find Cyberfind an unnecessary pain in the butt, then
- disable Automatic Cyberfind by running CONFIGIT.EXE. then
- choose Options.
-
- Problems with Cyberfind
- ~~~~~~~~~~~~~~~~~~~~~~~~~
- If you do not line up the cursor precisely it will not work.
- Practice, you will get it.
-
- If it takes too long, then the size of the document is too
- large for the speed of your computer. Get a faster system or
- divide the file into smaller files.
-
- Why does Cyberfind find three instances of the same word?
- It searches three case types: All Capitals.
- First letter capitalized
- No capitals.
-
- When it is initializing, it may search all three. Just ignore the
- other two.
-
- Make sure you are using the proper mouse buttons.
-
- Learn how to use it and you will find it a very effective
- tool for getting that elusive information off your hard disk and
- onto the screen.
-
- Cyberfind (c) 1995 by Rick Sobie
- AniPaint (c) 1995 by Rick Sobie
- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
- ********************* Printing Questions and Answers ********************
-
- C:\ANI\HELPDOCS\PRINTQ&A.DOC
- *=*=*=*=*=*=*=*=*==*=*=*=*=*=*=*=*=*=*=*
-
- How do I print different fonts? ............. Line #:10
- How do I Print Graphics? .................... Line #:19
- The Prep Room ............................... Line #:35
- Is there A Better Way to print graphics? .... Line #:42
-
- How do I print different fonts?
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Set the font size style NLQ, Draft, Doublestrike, etc
- using the printers controls on the printer.
- See your printer manual or experiment with it.
- or
- Create a picture and use any graphic font. See below
- on printing graphics.
-
- How do I Print Graphics?
- ~~~~~~~~~~~~~~~~~~~~~~~~
- 1)Shell to DOS.
- 2) Enter the DOS command GRAPHICS
- 3) Type EXIT to Return to the program
- 4)If you want to print larger than 320 x 200 then change to 16
- color mode.
- 5) If you want to print in 256 color mode you must use 320x200
- and print with landscape orientation.
- 6)Make the Picture Full screen by clicking on the upper left
- corner button.
- 7)Hold the SHIFT button and press Print Screen.
- If your printer is supported by DOS it will print.
- Read your DOS manual regarding the GRAPHICS command and see your
- GRAPHICS.PRO file in your DOS Directory.
-
- The Prep Room
- ~~~~~~~~~~~~~
- Use the Prep Room to prepare the picture for printing.
- Halftone or Dither the image if you have a two color printer.
- Be sure to use the SETUP Button there before dithering to
- ensure the settings are correct for the current screen mode.
-
- Is there A Better Way to print graphics?
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Yes.
- Export the image as a PCX with the Files Button. (registration required)
- Use your favorite Printing program that supports your printer.
- Almost all good word processors support the PCX format.
-
- Another way, if you have a FAX CARD, is to print to your Fax or
- to someone else's with your fax software. Good substitute for a
- laser printer.
-
- Why do I keep getting error messages when I try to print.
-
- check Paper
- check connections LPT1
- check printer On
- check available memory (Beside FILENAMES/DIRECTORIES in
- the File Screening Room)
- The Graphics command uses memory.
- See Optimizing your system in your DOS MANUAL.
- load hi or remove other memory resident programs.
- If printing is interrupted it will abort.
-
- If all else fails go to DOS type :
- Copy FILENAME.EXT>PRN
- Filename is the file you want to print.
- Prints Text only.
-
- Export PCX, that's the key to printing with this program.
-
- AniPaint (c)1995 Rick Sobie
- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
- *************************** The Screening Room *************************
-
- C:\ANI\HELPDOCS\SCREENRM.DOC
- *=*=*=*=*=*=*=*=*==*=*=*=*=*=*=*=*=*=*=*
-
- How to use the Screening .... Line #:75
- PathMask Button ............................ Line #:84
- Auto Sort PCX ............................... Line #:118
- Dormant Files List: ......................... Line #:211
- FILENAMES/DIRECTORIES: ...................... Line #:231
- The Black Box ............................... Line #:244
- The "S" Button: ............................. Line #:260
- Clear Desk: ................................. Line #:273
- Remove Duplicate file names ................. Line #:283
- SearchMode: ................................. Line #:289
- System Information: ......................... Line #:312
- The Prep Room ............................... Line #:323
- The SETUP Button ............................ Line #:335
- The DITHER Button ........................... Line #:344
- The EFFECTS Button .......................... Line #:353
- Un-dither ................................... Line #:364
- Antialias ................................... Line #:369
- 2D Vector Graphic Objects ................... Line #:390
- Hide a Series of Lines ...................... Line #:415
- The Unhide Option ........................... Line #:442
- Step Edit Object ............................ Line #:453
- Delete a series of lines .................... Line #:473
- Sample Objects .............................. Line #:480
- Optimizing Program Performance .............. Line #:489
- DOS SHELL ................................... Line #:526
- The Path Line: .............................. Line #:542
- Exit: ....................................... Line #:573
- Saving Pictures ............................. Line #:596
- Export to a PCX file format ................. Line #:608
- Temporary Files: ............................ Line #:671
- Resolution Buttons: ......................... Line #:740
- The Alternate File List Button .............. Line #:760
- The Consecutive Load Button ................. Line #:779
- The Script Room Button ...................... Line #:795
- ACT Scripts ................................. Line #:828
- !!!! IMPORTANT !!!! SLIDE SHOW Presen .... Line #:847
- The Script Room ............................. Line #:864
- Script Commands ............................. Line #:872
- Sprite Animation in VGA 320x200 Mode ........ Line #:957
- Using VGA 320x200 mode to create sprite .... Line #:1061
- Flicker Free Fast ACT1 with full screen .... Line #:1091
- Game Making ................................. Line #:1103
- Speeding Up the Program ..................... Line #:1124
-
- Important! If you do not have a fast computer (50 mhz +) see
- Speeding up the Program at the end of this Document.
-
- ************ Quick Basic Instructions *************
-
- Exit From the Program:
- ALT-X or Files Button then Exit.
- Loading FIles:
- Click the mouse Enter button on the file name.
- Searching Disk:
- Click on the round button beside FILENAMES/DIRECTORIES.
- Draw or Paint:
- Choose upper "File" Button then click on New.
- Cut or Paste:
- Choose the Edit Menu Button or ALT-E .
- Animate: Create a picture 320x200 in the top left
- corner of the window then press ALT-A. Repeat
- the process. Set the Clip count (left) number
- at first frame number (21). Set the Size (right)
- number to the last frame (22). Then press the
- Projector Icon.
-
- Do the Tutorials, the Demos, and read the
- documentation and you will soon understand how this
- program works.
-
- How to use the Screening Room
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- Loading Files: Click Mouse Button 1 on the FILENAMES/DIRECTORIES Button.
- When the button reads Files it shows files, when it reads Directory
- it shows directories.
- Move the cursor towards the list and the cursor becomes a box,
- click when the desired filename is in that box.
-
- PathMask Button
- ~~~~~~~~~~~~~~~
- Click on "Pathmask" and choose a file extension.
- *.PAL :Palette colors. If the new palette
- differs from the existing one, the
- colors will change.
- *.FNT :Loads a Text Font for use in the Studio.
- note: While in a Text Window you may also alter the Font
- and it's size. If the loaded file is not a
- graphic picture, you are in a Text Window.
- See Window Action demo for more information.
-
- *.PCX :Load a graphic picture with this extension.
- The original is unchanged and a new file
- called VCXTEMP.VCX will be created. Use a 256
- color mode when loading PCX
-
- Important!: Not all PCX formats are supported.
- Specifically, Version 5, 256 colour pictures
- are supported. However, Screening Room will
- attempt to load any file. Some may be converted
- to 2 colors.If you are in 16 color mode it will
- greyscale and reduce 256 color PCX automatically
- to 16 colors.
-
- Very Important!!: PCX files carry palette information.
- This palette becomes the current palette.
- If the palette is all black the entire
- screen will become all black.
- If this happens, move the mouse over
- the top of the screen and click both buttons or
- hit escape. The standard menu colors will return.
- you may then load a different palette.
-
- Auto Sort PCX
- ~~~~~~~~~~~~~~
- If you select this option in the dialog box under the PCX
- pathmask button, every PCX that is loaded will have their
- palettes sorted. The palette will remain and the image
- quality should suffer very little in most cases. The benefits
- are:
- 1) Better editing with gradient tools that require a scaled
- palette.
- 2) Easy switching between palettes.
- 3) Instant Greyscale (Color Button in Window, color #2).
- 4) If you also select remove duplicate colors it will free
- up the vacant palette spots to allow you to paste new colors
- into those spots. Suppose you want to animate a sprite on
- a background and the sprite colors are completely different
- from the photographic background. You can capture the sprite
- colors and paste them into the vacant spots at the beginning
- of the palette entries without altering the photographic
- quality of the background image.
-
- Disadvantages:
- 1) Some image quality may be reduced.
- 2) If the palette was previously created with a series of gradient
- red green and blue palette groups such as a palette from a game
- (previously made for sprites), the sort algorithm will
- change the grouping pattern.
-
- Use these options for photographic PCX only and turn it off otherwise.
-
-
- *.VCX :This program uses the extension VCX for 256 colour
- graphic pictures. These files also carry palette
- information.
-
-
- *.ANI :This program uses the extension ANI for animation
- files. ACT1.ANI is created on drive D:\ if D:\
- is available. Otherwise it is created on drive
- C: . You may then process the file into
- a Presentation combing a full screen VCX with
- animation and a Text Window. See Presentations.
-
- *.* :Any other file in the current directory.
-
- Other Extensions that you may enter on the Path Line
-
- *.ACT Presentation files use ACT as the file extension
- for script files. Any ASCII editor can create
- an ACT script. See Presentations for more info.
- There are several demos C:\ANIPAINT\*.ACT
-
- *.CFG Work space files use this extension. The workspace
- is automatically saved each time you exit, but if
- you want to return to a work space that you had
- a week ago, it must first have been saved using
- the Files Button. The file list is saved as well,
- so if you have deleted files that are on the list
- after you save the work space, they will not be
- found.
-
- *.PNT The Vector Icons use PNT as the extension.
- See STUDIO.DOC.
-
- *.P3D The 3D CAD module uses this extension.
- eg:C:\ANIPAINT\DEMOS\SAMPLES.P3D
-
- *.RUN The Stick figures use RUN files eg:C:\ANIPAINT\SAMPVECT.RUN
-
- *.FLI A common animation sequence format. This program reads
- these files but does not create or export to them.
- Convert VCX to PCX for conversion to FLI by another
- program.
-
- VERY IMPORTANT!!
- *.DOC In the HELPDOC subdirectory are the documentation
- files that accompany this program. Don't move them
- or you will disable your help buttons. If they are
- lost, reinstall the program or write me for a
- complete copy.
-
- The program will attempt to load any file. if it does
- not recognize the format it will load it as text.
-
- When you click on the PathMask button it toggles between
- file extensions and the normal 4 button state.( Path, Paint,
- Capture and Clear Desk).
- After you have chosen a path or entered one on the Path
- Line above it, the available files with the selected
- extension will appear in the directory area.
- You may then click on the file to load it into a window.
- Files with the extension PAL or FNT will not be put into a
- window. See Window Actions demo.
-
- Dormant Files List:
- ~~~~~~~~~~~~~~~~~~
- Below the directory area is the dormant
- file list area. Small rectangles beside the file names
- contain the window number. The most recent file name
- rectangle is a different colour. If you click Button 1
- on the rectangle it will reload into a window.
- If the file is a graphic picture (VCX), you may paste it
- without window mechanics by clicking Button 2.
- By experimenting you will soon learn how this
- works. To view the picture as you paste, use the Paint
- Studio or Edit in a Graphic Window instead. If your system
- is capable of high resolution, you may want to do your
- paste up in higher modes 1024x768 or 1200x1024 if your
- machine has the capability. See your monitor documentation.
- If you save the workspace, the dormant file list is
- saved as well. However if you delete files then
- reload the workspace, those file names may appear
- on the list but they will not be found.
-
- FILENAMES/DIRECTORIES:
- ~~~~~~~~~~~~~~~~~
- Click on the word FILES to toggle between files
- and DIRECTORIES.
-
- When you exit the active window it is placed on the dormant
- list below the directory area. Click on the small box beside the
- filename to reload the file. If the wrong file loads, either the
- cursor was not lined up correctly or the list is wrong. If so use
- the Clear Desk button to start a new list.
- If a lined box appears the image will be loaded without
- window mechanics. This is useful for pasting into other files.
-
- The Black Box
- ~~~~~~~~~~~~~~
- Change Drives. Enter the Letter. Another way is to simply enter
- a change of drives on the command line above FILENAMES/DIRECTORIES.
- Just enter the command like at DOS eg: D: to switch to drive D
-
- If you have the Ramdrive option On you can turn it off or
- vice versa. See DOS manual on Ramdrives or Virtual Disks.
-
- In the tiny Black Box beside the FILENAMES/DIRECTORIES Button, contains
- System Info and an option to change the menu color palette.
- The Default 256 color Menu Palette is PALETTES\MENU5.PAL
- The Default 16 color Menu PAlette is Palettes\16MENU1.PAL
- Replace the originals with your own creations.
- Replace your creations with originals with Install in CONFIGIT.
-
- The "S" Button:
- ~~~~~~~~~~~~~~~
- Create SCRIPT.TXT a list of pathnames for processing
- in a Batch file, or Combining into one file, or for
- choosing file names in the Script Room.
-
- Both Buttons on the "S" Button loads the list if it
- has been created.
-
- Append adds the currently marked files to the list.
- To mark All the Files, Click beside the Alphabetical
- scroll bar beside the FILENAMES/DIRECTORIES area.
-
- Clear Desk:
- ~~~~~~~~~~
- Returns the Screening Room to it's initialized state.
-
- The dormant list of file names may also be reset.
- Or you may clear the desk and retain the list.
- It can also be checked for duplicates and deleted
- redundant filenames.
-
-
- Remove Duplicate file names
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~
- You may also update the active file list instead of Clearing the
- Desk completely with the other options in the Clear Desk
- Dialog Box.
-
- SearchMode:
- ~~~~~~~~~~
- The green light beside FILENAMES/DIRECTORIES is a toggle
- between normal FileMode and SearchMode. Enter a search
- path on the Path Line above it or Button 2 to accept
- the current path. Drive C: will be searched for the matching
- file or files.
- Example:
- To search the entire C: drive for all PCX files click Button 1 on
- the Green Light. It says choose path eg:*.PCX Click Button 2 to
- accept the path.
-
- While in Searchmode the name scroller will operate 9 at a time
- as well as 1 at a time. Also the alphabet file name search
- scroll bar will operate on each directory found separately in
- directory order.
-
- Alphabetical Name Search Scroll Bar: If you have a large number
- of files in one directory, a fast way to find a specific file
- is to click Button 1 twice on the letter which corresponds the
- closest to the first letter of the name. Then scroll down to
- it.
-
- System Information:
- ~~~~~~~~~~~~~~~~~~~~~
- The small black square beside FILES/
- DIRECTORY pops up a window containing the free space
- on C: and D: if available. Also the free Conventional
- Memory. If this number is too low the program will
- not operate correctly. Free up memory by optimizing
- your system. See your Dos manual for details.
- Examples: Load DOS into High memory. Remove memory
- resident utilities.
-
- The Prep Room
- ~~~~~~~~~~~~~~~~~
- If you wish to print an image, you may want to half tone or dither
- the image first. Use this room to alter the image and add special
- effects. Combine gradient and dither etc.
- You must first load a PCX or VCX prior to pressing this button and
- the image should be greyscaled or weighted.
- The colors do not all have to be grey, but the color should get
- brighter as the number gets higher in an orderly fashion.
- If the colors area arranged randomly, use the SETUP Button the
- choose GREYSCALE.
-
- The SETUP Button
- ~~~~~~~~~~~~~~~~
- The SETUP Button also has settings for 256 color or 16 color dither.
- 256 color dither is the best, but if you are working with a 16 color
- image, use 16 color dither.
- The midpoint is the color number that divides the half tone.
- If the picture dot is higher than the midpoint it becomes white,
- if it is lower it becomes black.
-
- The DITHER Button
- ~~~~~~~~~~~~~~~~~~
- The DITHER Button contains a menu of choices to convert the image
- to a dithered image. Magazines, newspapers or any photocopy will
- look better if it is dithered prior to printing in 2 colors.
- The image can be dithered using standard or special dither filters.
- When you are satisfied with the effect, click on the
- "to file" option and it is dithered and saved to file.
-
- The EFFECTS Button
- ~~~~~~~~~~~~~~~~~~
- The EFFECTS button contains a menu of choices to alter the
- image.
- If you select "to file", only the visible screen will be saved
- when the first menu is used. This is to allow you to let the
- antialias filter run for a period of time. It is a great filter
- but slow. Once you are satisfied with the result, press the
- space bar to save. The other submenus save to file normally.
- You will see a sliding progress line when saving to file.
-
- Un-dither
- ~~~~~~~~~
- Use it to convert a dithered image such as one created
- with a scanner, to greyscale.
-
- Antialias
- ~~~~~~~~~
- Lessens the jagged line effect by softening the edge.
- With this filter greyscaling is not required. It is similar to
- blend but blend works quicker due to the fact that it operates
- on greyscaled images. You can also use this filter when you
- downsize an image, to clean it up.
- it performs 256 * 256 * width * height operations
- or 20,000,000,000 operations per screen at 640x480.
- On a slow computer you had better go for lunch.
- Use a palette with lots of different colors to provide the
- various shades needed to accomplish the effect.
-
- When you are done press CANCEL to return to the Screening Room.
- You can also click on PAINT and work on the image further.
-
- You may experiment with the color management buttons in the
- Paint Studio first to create some nice effects.
-
- ALT-E brings up the capture menu while in the Prep Room.
-
- 2D Vector Graphic Objects
- ~~~~~~~~~~~~~~~~~~~~~~~~~
- When you load an AniPaint file with the extension PNT it
- is loaded into a window, with controls specifically for
- vector graphics. These Objects are created in the Paint
- Studio with the Point Draw and Trace Icons.
- When you draw with these Icons only the file POINTS.PNT is
- written to on D: if D: is available C: if not.
- Copy another Vector Object onto POINTS.PNT to add more lines
- to Objectname.PNT. Then save using the Files Button.
- If POINTS.PNT does not exist it is created. If it exists,
- it is added to. To begin a new vector object, delete
- POINTS.PNT by loading it into a window and using the
- right corner light button, then choose delete and OK.
-
- These files contain a record of points and color. When they
- are drawn on the screen they connect these points. In
- essence, it redraws the object in the same way that it was
- created.
- You may Hide a series of lines, Replace the hidden lines,
- Step through and edit the object one line at a time, or
- Delete a series of lines.
- These options are contained in the Image Button in the
- window menu bar.
-
- Hide a Series of Lines
- ~~~~~~~~~~~~~~~~~~~~~~
- Select the option, then click Button 1 on the color
- corresponding to the lines you wish to hide. Each time you
- draw with the Point Draw and Trace Icon, the edit color
- is incremented by one. When you select Hide a Series, it
- shows you the edit colors associated with each draw color.
- The reason for this is if you make several drawings on one
- page, and you want to hide some of the objects, it will
- hide all lines that correspond to that edit color.
- eg: You set the draw color to blue #10 and draw some lines.
- Inside POINTS.PNT (the temporary vector file) it records
- the Draw color you are using, and the X,Y, coordinates
- of the lines you are drawing, and assigns a color to
- represent that series of lines. This edit color will
- distinguish these lines from the next series of lines
- you add, even if the next series of lines use the same
- draw color as the first. Now when you hide a portion
- of your drawing, or page of drawings, you click on the
- edit color which represents the series of lines that
- you wish to mask.
- Even if you save the object using the Files Button, the
- lines remain hidden in the new drawing until you unhide
- them with the Unhide All Option.
- You may hide up to 255 separate series of lines before
- the edit color will repeat.
-
- The Unhide Option
- ~~~~~~~~~~~~~~~~~
- Select this option to reveal the series of lines that were
- temporarily masked using the option above. All series of
- lines that were masked are now revealed.
-
-
- Important!! No PALETTE information is recorded in these files.
- The line colors are relative to the current palette.
- see Understanding Color in STUDIO.DOC
-
- Step Edit Object
- ~~~~~~~~~~~~~~~~
- Use this option to permanently remove unwanted lines.
- No lines are showing,
- Click Button 1 to display the next line from point to point.
- Click Button 2 to back up. ( limited to a few backup points)
- Click Both Buttons to remove the line.
- Caution on a fast machine it could fly through erasing numerous or
- all remaining lines. Keyboard control is safer for important drawings.
- Or
- Up arrow : next line;
- Down Arrow : previous line.
- Delete Key : Delete line.
- Position is reset to first point each time you load the file.
- Changes are permanent but not removed from the file until
- you choose the Files Button, and save as a Vector PNT
- file.
- All vector files in this program use the extension PNT
- and are not compatible with any other program to date.
-
- Delete a series of lines
- ~~~~~~~~~~~~~~~~~~~~~~~~
- Similar to masking a series above except the series of lines
- is permanently erased. The points are not removed from the file
- until you save the object with the Files Button. This reduces
- the size of the file by removing the redundant points.
-
- Sample Objects
- ~~~~~~~~~~~~~~~
- The Subdirectory C:\ANIPAINT\OBJECTS is created by Configit
- when you install the program.
- Sample Objects are included there, you may make more.
-
- For more Information on Vector Graphics see Vector Tools
- in STUDIO.DOC
-
- Optimizing Program Performance
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Very Important!!
- This program uses a large amount of disk space. If
- you run out of disk space the program will not
- operate correctly.
- If you have extended memory create a Virtual Drive.
- The operation of the program will be enhanced.
- Consult your DOS manual for information on Ramdrives.
- You will have to add a line to your CONFIG.SYS file.
- Example: device=ramdrive.sys 4096 512 /e
- creates a 4 meg ramdrive with 512 byte sector size
- in extended memory. With limited memory you may not
- have a large enough number of allowed file entries
- in the root directory. 4 meg is adequate for small
- pictures. If you use higher resolutions you should
- create a ramdrive larger than 4 meg or use C:.
- VERY VERY IMPORTANT!! When you shut off or reset your
- system all data on your ramdrive is permanently erased.
- You will be prompted "Backup D: C:\_DBACKUP?: Y or N"
- when you exit the program. Answer Y and all files on D:
- including subdirectories will be copied onto the
- directory C:\_DBACKUP. Use the Load Button to
- restore the backup onto D:. The result is reported in the
- file LOG.TXT. If you have a problem read this file.
-
-
- If D:\ is not available, or is disabled with the
- disable ramdrive option in CONFIGIT, C: will be used
- for temporary files. No speed differential may be
- noticed on a fast modern computer.
- * In this documentation I refer to D: as a ramdrive for
- demonstration purposes.
- You may select any drive letter for your ramdrive or
- temporary file area, by selecting the drive letter
- in the CONFIGIT options menu.
-
- DOS SHELL
- ~~~~~~~~~~
- A Dos Shell is available in the Studio (F6) and the Top
- Right corner of the Screening Room. You will probably not
- have enough memory in the shell to do more than
- enter DOS commands on the DOS command Line. See
- the "Command" command in your Dos Manual for information
- on the Dos Shell ("Command" command).
- Dos Shell Note:
- After you return to AniPaint it may reinitialize to the default
- resolution that you had on start-up. If you need to, switch back
- manually using the buttons in the Screening Room. If you expect to
- be going back and forth, it may be easier to set your default graph
- mode in CONFIGIT to correspond the current picture settings if your
- machine is capable.
-
- The Path Line:
- ~~~~~~~~~~~~~
- Click Button 1 on the Path Line to enter a Path or Change Drives.
- Example: D: changes to drive D:\
- A: changes to drive A:\
- B: changes to B:\
- Be sure the drive is ready first! or you will get
- the error message . Abort/Fail/Retry.
- Example path: *.PCX
- or FILENAME.VCX
- or A:\*.* etc.
- If you get an error message either make the drive
- ready or choose fail, then type C: <enter>
- I often let DOS handle the error reporting, it messes up
- the screen but it does it so well. Why duplicate code.
-
- The Path line is also used for user input to
- name files when prompted.
- Scroll buttons located on both ends of the Path
- Line are used if the path is longer than the
- Path Line area.
-
- Important! Occasionally when in the Studio you will
- be brought to the Screening Room to retrieve a file.
- For Example: To load an additional font or palette.
- A conflict may arise between the current path and the
- path needed. The Studio may persist and you will
- have to either press the "Cancel" or the "Clear Desk"
- button or use the Path Line to change the drive or
- directory.
-
- Exit:
- ~~~~~
- You may be prompted to be sure everything is OK
- prior to exit. Such as, are the files saved.
-
- This program uses many temporary files so if
- you lose a file it may be found saved on D: if
- available, or C: in the current directory.
-
- Load: Choose an option and load the file.
-
- Save: Choose an option and save the file.
-
- This program is extremely disk intensive. It uses a virtual disk
- on D: instead of conventional or extended memory and falls back
- to the hard drive when it's full whenever possible.
- The reason for this is hard disks are much larger than available
- memory. It will use a Ram Disk D: if you make one available. See
- your DOS manual for information on VIRTUAL DRIVES.
- The exception to this is the program itself.
- It will load it's overlay file in EMS if LIM standard EMS
- is available.
-
- Saving Pictures
- ~~~~~~~~~~~~~~~
- When you choose Save Picture it merely renames
- the current file.
- This program can handle very large pictures by using
- virtual memory. However as the size increases
- operational speed decreases. I recommend working
- in 640 X 480 mode and using higher resolutions
- for cutting and pasting.
- See STUDIO.DOC for info on saving your current VCX
- when in the STUDIO.
-
- Export to a PCX file format
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~
- After you create a picture you may want to Print It.
- Use this option to change the file from VCX into a format that other
- programs can load.
- Load the image into your favorite printing program.
- The image is not compressed.
- It is saved as an uncompressed Version 5 256 color PCX.
- This is the Best way to print Graphics using AniPaint.
-
- Important!: Although I refer to text windows as being in Text
- Mode, in reality it is simulated textmode. This program
- operates entirely in Graphics mode. The only true text
- mode is the DOS Shell and CONFIGIT. This program was
- designed to create pictures and animation. You cannot
- edit text.
- There are may fine word processors available that deal
- with text. They have spell checkers, thesauruses, and
- all the other necessary tools for editing text.
-
- For Beginners:
- When your computer is in Graphics mode it uses
- pixels ( or dots) to address the screen. For instance,
- when in text mode you would refer to a column and row.
- One column being 1 text character wide and 1 row being
- one text character high.
- In graphics mode the rows and columns are determined by
- how many pixels from the top left of your screen.
- In 320 X 200 resolution you have 320 dots wide by 200
- dots high. If you think of pixels as tiny lights capable
- of turning on in 1 of 256 colors you will have a
- better understanding. See Understanding Color in STUDIO.DOC.
-
- This program uses temporary files and
- writes over the same file names each time.
- Any time you capture an area, the program names
- it according to the current Clip Count. The clip
- count starts at 1 and will increment each time until the
- drive is full.
-
- When you are creating an ACT2 animation series in
- The Paint Studio, (320 X 200), if the Clip Count is
- less than 20 it will be incremented by 20.
- Example: Current clip count is 19 the clip count
- will now be 39.
- This is to segregate your animation clips from
- your scratch work. You may override this at any
- time by incrementing or decrementing the Clip
- Count button manually. The number on the extreme
- left in the color bar in the Paint Studio is the
- current Clip Count. See Capture or Clip Count in
- STUDIO.DOC for more information.
-
- Very Important! As Graphic Windows can Zoom in and Out,
- when a picture is saved, it remains at the original
- size. If not, one picture zoomed far enough out
- could totally fill your hard drive.
-
- Try to work with files no larger than the screen resolution you
- are working in. Convert large files to Clip Board files, then
- save under another name if you want. Or paste smaller
- files onto a large blank created with the New Pic Icon.
-
- Temporary Files:
- ~~~~~~~~~~~~~~~
- These are the TEMPORARY file names this program uses and their
- description. If drive D: is available it will be used, otherwise
- drive C: will be used. If D: is available they will be erased
- when you shut off or reset your computer. If C: is used they may
- be overwritten.
-
- ACT1.ANI: Sequential animation file created in the cutting room.
- if this file exists it is added to. If it does not
- exist it is created. You may do many weird and wonderful
- things with these files. 100 X 80 zoomable upward.
- See ACT1 in STUDIO.DOC or ANIMATE.DOC or the HELP
- Button in the Cutting Room.
-
- CLP#####.VCX: Captured areas of the screen. These files Carry
- palette information and are zoomable.
-
- GREYTEMP.VCX: When you sort the color of a picture in the Paint
- Studio, this file is created.
- See Understanding Color in STUDIO.DOC.
-
- POINTS.PNT: This file is a record of points created when you
- draw lines with certain tools.
- See the Point Trace Icon in the Studio.
-
- DIRTEMP#.TXT:Used by Screening Room to store the current
- directory lists.
-
- ZOOM#.VCX: Used by the Studio for scenery and various occasions
- to cache temporary information to disk in between zooms.
-
- TEMP.PAL: When you load a 256 color PCX file the palette is
- saved during it's conversion to VCX under this name.
- Known mostly throughout the program as Color Palette #1.
-
- GREYSCAL.PAL: When you load a 256 color PCX file the palette is
- automatically converted to greyscale and saved under
- this name. Known mostly throughout the program as Color
- Palette #2. It is not sorted. See Understanding Color.
-
- note:If you choose the color button in a window and nothing
- happens at COLOR 1 or COLOR 2 other than a click,
- it is because these files do not exist. They are only
- created by loading a PCX file. No problem.
- See Understanding Color for more information.
-
- SHOWIT.ACT: A temporary script file used when creating a script.
-
- _.* AniPaint also uses several other temporary filenames during
- operation that begin with " _ " (understrike).
- Example _TEMPCAT.VCX is a temporary file used while
- cataloging your pictures.
-
- TEMP.VAL: Used for program operational purposes.
-
- TEMP.LST: The Cyberfind clip board. see Cyberfind.
-
- Remember: These files evaporate -if a ramdrive is available- when
- you shut off or reset your system unless you copy them to
- C: and change the name or use the Files Button.
-
- --------------------------------------------------------------------
- IMPORTANT! Although many other programs use these same
- extensions for their own purposes, they are not compatible.
- Only by Exporting as a PCX can another program use a file created
- by AniPaint as of the time of this writing.
-
- -----------------------------------------------------------------------
- Resolution Buttons:
- ~~~~~~~~~~~~~~~~~~~
- At the bottom of the Screening Room are
- Buttons which - if you have the hardware installed and
- the appropriate monitor and mode switching is not disabled
- -will change the current screen resolution.
- If your system does not have this capability { sigh } the
- text may get larger but that is all.
- You need a SVGA monitor, a Paradise,Trident or VESA compatible
- Video Card with at least 1 meg of on board memory for
- Christmas. While you are at it, get a 486 66 mhz with a 210
- meg hard drive, 8 meg of extended memory, a graphic excellerator
- card, a tape drive for backing up your animated movies and
- a sound board.
-
- If you are still using a 286 with VGA, it's O.K. see speeding up
- the program. The 286 is a fine machine. If you are still using an
- XT with a CGA I'm sorry you cannot use this program. I still have
- an old XT Turbo as well, it makes a fine paper weight.
-
- The Alternate File List Button
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- If you have poor eyesight or are working in modes 1024x768 or
- higher, you may have difficulty seeing the file names in the
- directory area. If this is the case, use this button to view the
- list full screen in large text.
-
- If you are in 320x200 mode this is the only dormant list you
- have.
-
- If the FILENAMES/DIRECTORIES toggle is currently set to Files the
- filenames of the current directory are shown.
-
- If the FILENAMES/DIRECTORIES toggle is currently set to Directory the
- filenames of the Dormant File List are shown.
-
- Click Button 1 on the file name to retrieve the file or Button 2
- to return to the normal screen.
-
- The Consecutive Load Button
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~
- On the Bottom Left of the Screening Room is a light button that
- is green when FILENAMES/DIRECTORIES is set to Files and Blue if not.
-
- If the Light Button is Green then you may click Button 1 on it to
- consecutively load and view all marked files in the current
- Directory.
-
- Another way to do this is to
- 1) Use searchmode to search your disk.
- 2) Click Button 2 on the area right of the alphabet list in the
- Directory area.
- All files are marked and the consecutive load option is
- activated. It only operates this way while searchmode is active.
-
- The Script Room Button
- ~~~~~~~~~~~~~~~~~~~~~~~
- Click Button 1 on this button to create a Slide Show Presentation
- or series of animated sequences, and animated display,
- activate the screensaver, etc.
-
- The temporary file SHOWIT.ACT is created if it does not yet
- exist.
-
- The ACT2 Room also creates the script SHOWIT.ACT and allows easy
- ACT2 implementation into the script. SVGA required.
-
- The last Icon in the Paint studio also can create SHOWIT.ACT.
- It combines ACT1 animation with a full screen VCX background
- and a text window.
-
- There is a SCRIPT ROOM Tutorial available in the HELP Button.
-
- These script files are ASCII text and may be altered at any time.
- Just use any word processor or text editor and save as an ASCII
- file. ( no hidden codes)
- See your DOS Manual on ASCII files for more info.
-
- Once you have a script you may play it at any time by loading the
- file like any other in the Screening Room, by clicking Button 1
- on the file name.
- All Script files which contain instructions in the form of
- commands have an ACT file extension. eg: *.ACT
-
- You should save SHOWIT.ACT under another name or change the name
- with the Dos REN or COPY command to avoid rewriting over the
- existing script, once you are satisfied with it.
-
- ACT Scripts
- ~~~~~~~~~~~
- An act script is an ASCII text file that contains a few lines
- of instructions regarding the use of the script, use of
- PLAYACT1.EXE the optional stand alone player, some of the
- available commands, then a line of '~' (tildes),
- then the commands.
- Some commands do not require any text beside then.
- eg:CLEARIT:
- This will simply clear the screen.
- Some commands require a file name or a size number etc.
- eg:ACT1NAME:C:\ANIPAINT\DEMOS\HNDPOINT.ANI
- This is an ACT1 demo of a hand that points.
- In general you first list the options that affect the
- file then the filename.
- See SAMPLE.ACT the existing example script to get an idea
- of what a script looks like.
-
-
- !!!! IMPORTANT !!!! SLIDE SHOW Presentations
- ~~~~~~~~~~~~~~~~~~~~~~~~
- You may create a slide show or animated show by using the
- animation sequences you have created and playing them back
- with effects.
- To do this you can create a script file. A script file is a
- plain DOS text file that contains a list of commands to be
- executed.
- Two rooms exist to help you do this but you can also use
- any ASCII text editor to create them as well.
-
- The ACT2 Room Icon, creates ACT2 scripts that you can
- add to.
-
- The Script Room Button is a full featured script writing
- room.
-
- The Script Room
- ~~~~~~~~~~~~~~~~
- In this room you can create the script SHOWIT.ACT or edit
- any existing script file.
-
- Run the Script Room Tutorial for instructions on button use
- and see below for help with the script commands.
-
- Script Commands
- ~~~~~~~~~~~~~~~
- Inside the Script File the script command syntax is:
-
- COMMANDNAME:COMMAND
- Example FASTBACKNAME:C:\ANIPAINT\DEMOS\DEMOVCX.VCX
-
- Use the full path name to avoid a file not found error.
- Use CAPITALS, the commands are case sensitive and must appear
- exactly as shown including the full colon. The only exception is
- 320x200. The x is in small letters.
- The colon : must also be there. Watch for the # as in RAWTEXTCOLOR#
-
- Comments are allowed on a line by themselves.
- You may set the repeat markers anywhere below the tilde ~ line.
- It will play the script, and when it reaches REPEATEND in will
- go back to REPEATSTART and play until the user presses the
- ESC key.
-
- Available command names are:
-
- BACKGROUNDNAME: Loads Any AniPaint Type FIle
- PLAYFLITIMES:Repeats FLI animation this many times.
- PLAYFLINAME:Name of FLI FLIC animation
- FASTBACKNAME:VCX Background without clearing screen.
- FADEINVCXNAME:VCX picture is faded in.
- ICOCURTAINNAME:Icon is used as curtain pattern.
- BLEND1NAME:First VCX to cross fade from.
- BLEND2NAME:Second VCX to cross fade to. (should be same size).
- BLENDPOSX:Left Start Position of cross fade routine.
- BLENDPOSY:Top start position of cross fade routine.
- TEXTFILESTARTX:Window Left Start position.
- TEXTFILESTARTY:Window Top Start position.
- TEXTFILEENDX:Window Right End position.
- TEXTFILEENDY:Window Bottom End position.
- TEXTLINE#:Display text starting with line#.
- WINDOWFONT#:Font to use 1...10
- WINDOWFONTSIZE#:Size of Font 1..10
- LIVEDOCFILENAME:Full Pathname of text file in window with controls.
- READAKEY:Waits for a key or mouse button.
- SIDEWIPE:Wipes the screen from the side.
- DOWNWIPE:Wipes the screen from the top.
- GRAINFADE:Wipes the screen in stages with pixels.
- FADETOBLACK:As it says.
- DITHERLITE:Sierra Lite filter is used to dither the screen
- SCREENSAVERTEXT:Text to display in screensaver.
- SCREENSAVER:Same as AniPaint opening screen.
- CLEARIT:Clears the screen with color # 0.
- TEXTFILENAME:Name of Text file in window no scrolling.
- TEXTFONT#:Font 1..10
- TEXTSIZE#:Size 1.. 10
- TEXTATX: Left or X position
- TEXTATY: Top or Y position
- RAWTEXTCOLOR#:Color of text to be displayed.
- RAWTEXT:Actual text to display
- GROWTEXT:Text grows and scrolls. ( xor changes color of text on
- a colored background. add 128 + background color)
- BANNERTEXT:Marquis text (xor)
- SLIDETOTEXT:Sliding text (xor)
- SLIDETOWORD:Sliding Word (xor)
- ACT1FRAMEDELAY:No longer applicable. Delay is read from frame in file.
- ZOOMFACTOR:Size multiplier of ACT1 animation frame
- ACT1POSX:Left Start position
- ACT1POSY:Top start position
- ACT1BACKGROUNDCOLOR#:Optional background color 0..255
- ACT1NOCOLOR#: Color omitted during playback 0..255
- NOPALETTE:No palette changes are made automatically
- ACT1NAME:Full Pathname of ACT1 animation *.ANI
- SETPALETTENAME:Name of palette to load *.PAL
- ACT2POSX:320 x 200 or 200x 320 anywhere left start see ACT2SPOT
- ACT2POSY:320 x 200 or 200x 320 anywhere Top start
- OBJECTPOSX:Left start position for object
- OBJECTPOSY:Top start position for object
- OBJECTNAME:Full pathname of Object *.PNT
- ACT2NAME:Full pathname of VCX 320x200 or 200x320
- ACT2SPOTNAME:Automatically returns the clip to the original
- position it was captured from on the background.
- x and y read from file.
- FAST320x200VCX:VGA 320x200 full screen VCX file name
- SWITCHVGA320x200:Switches to VGA 320x200 mode if capable
- SWITCHBACKSVGA:Switches back to SVGA if it can
- TIMEDELAY:Wait this long in milleseconds approx 6000 max
- REPEATSTART:Begin repeating all commands until Repeatend
- REPEATEND:Finish repeating commands when key pressed.
-
- Sprite Animation in VGA 320x200 Mode
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- A sprite is a small animated figure that moves.
- Arcade figures like Mario are sprites.
- Draw several poses of the figure then display them on a
- background moving, by sending them to the screen in
- some sort of order. AniPaint can use VCX images as
- sprites.
-
- SCROLLSPEED:Number 1 to 20. Speed to scroll VGA screen.
- SIDESCROLLVCXNAME:Full pathname of VCX background image
- to scroll sideways. Image must be 200 high and can be any
- width from 320 to 4000.Image wraps to start when it reaches
- the end.
- TOPSCROLLVCXNAME:Full pathname of VCX background image
- to scroll Top to bottom. Image must be 320 wide and can be any
- length from 200 to ?(infinity). Image wraps to start when it reaches
- the end. Speed of scroll is not affected by the length, but to
- draw on a page longer than 2000 is slower. Using several
- consecutive images 2000 long is more practical than one file
- 8000 pixels long. (8000x320= 2,560,000 bytes) watch your free
- disk space.
- TOPSCROLLANINAME:Full pathname of ANI ACT1 animation file to
- play while the VCX image scrolls.
- SPRITEATX:Left start position to fire a VCX image at the VGA
- screen. Wraps if SPRITEATX + width of sprite is greater than
- the width of the VGA screen (320).
-
- SPRITEATY:Top start position to fire a VCX image at the VGA
- screen. Wraps if SPRITEATY + height of sprite is greater than
- the length of the VGA screen (200).
-
- VCXSPRITENAME: Full pathname of VCX image to be used as
- a sprite. Any ordinary VCX that is a maximum of
- 320x200 can be used as a sprite.
- You can use the cutting room and capture the small window
- with the clip board icon (100x80) or use any capture tool.
- The background will be omitted if the background around the
- image is #0 (usually black in ANIPAINT).
- Remember to first Save the palette of the main background
- FAST320x200VCX: and use SETPALETTENAME:name of palette
- prior to REPEATSTART: These routines do not read the
- VCX palette information from the file to increase
- speed.
-
- If you want to slow it down, use TIMEDELAY: delay number.
-
- SPRITESIZE:Size divisor of the VCX sprite image.
- eg:1 is normal size. 2 is twice as small.
- Grow a sprite from nothing to normal size with
- 10 down to 1.
- Here is an example of a simple routine.
- SWITCHVGA320x200: (if not in 320x200 256 mode)
- SETPALETTENAME:name of saved palette
- REPEATSTART: (start repeating routine)
- SPRITEATX:10 (left start position)
- SPRITEATY:10 (Top start position)
- SPRITESIZE:10 (size divisor, small)
- VCXSPRITENAME: (name of sprite)
- TIMEDELAY:100 (or whatever, experiment with it)
- FAST320x200VCX: (name of background
- SPRITEATX:14 (Moving to the right)
- SPRITEATY:14 (Moving Down)
- SPRITESIZE:9 (getting bigger)
- VCXSPRITENAME: (name of sprite)
- TIMEDELAY:100 (slowed down so you can see it)
- FAST320x200VCX: (refresh background)
- ... etc down until 1.
- REPEATEND:
-
- Reverse the process to make it fade into the distance.
-
- If you want it to move up and down or sideways as well, insert the
- x y coordinates with SPRITEATX: and SPRITEATY
- You have to refresh the background with FAST320x200VCX each time
- you send a sprite to the screen.
-
- Here is how I would do it with a SVGA capable of 640x480 256 mode.
-
- Janitor example from opening screen in VGA 320x200 mode.
- 1) Choose or create a background image 320x200 and save the
- palette with the Files Button *.PAL
- 2) Go to the Cutting Room. (Cutting Room Icon , Paint Studio)
- 3) Set the Clipcount (left) Number to 1.
- 4) ALT-E for menu.
- 5) Select Change clipcount prefix to JAN. ( all clips will now
- begin with JAN, eg D:\CLIPS\JAN1.VCX)
- 5) Set the Left (Fill ) color number to 0 .
- 6) Clear Both Icon.
- 7) Set the (Right) Draw Color.
- 8) Draw an image (man sweeping)
- 9) Arrows towards I icon to shrink into the small window.
- 10) Select the clipboard Icon. Choose Capture Sprite.
- 11) Use the Action board to capture to ACT1.ANI so that you
- can preview the moving sprite. (optional)
- 12) Repeat steps 8 to 11 changing the image a bit each time.
- 13) Change the Clip Prefix back to CLP or whatever.
-
- After you have made a few sprite poses, go to the Script Room
- and create a script like the one above.
- if you are using a ramdrive you can choose the Create Button,
- then More, then Ramdrive to get a full list of your sprites.
- (SCRIPT.TXT) When you are done run the script.
-
- Using VGA 320x200 mode to create sprite animation
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- 1) Choose or create a background image 320x200 and save the
- palette with the Files Button *.PAL
- 2) Select Files Button then NEW image.
- 3) Select a size width max 320 height max 200. (100x80 is good)
- 4) Set the Clipcount (left) Number to 1.
- 5) ALT-E for menu.
- 6) Select Change clipcount prefix to ???. ( all clips will now
- begin with the prefix you chose depending on what the sprite is.
- 7) Set the Left (Fill ) color number to 0 .
- 8) Set the (Right) Draw Color.
- 9) ALT-F for full screen drawing mode. Autosave On.
- 10) Draw an image (man sweeping)
- 11) SHIFT-F7 for Capture Polygon. Outline sprite.
- 12) Repeat steps 10 to 11 changing the image a bit each time.
- 13) Change the Clip Prefix back to CLP or whatever.
-
- If you are confined to VGA mode you have 2 choices.
- Switch to 640x480 VGA 16 colors and use the Script Room
- to write the script, or use a text editor like Dos Edit.
- Save it as Something.ACT . When you are done run the script
- by Clicking on the filename in the FIle Screening Room.
-
- It seems a little complicated until you have done it once.
- Basically you import or create a background 320x200,
- then create or import small characters and superimpose them
- on the background, moving them a little each time.
-
- --------------------------------------------------------------------
- Flicker Free Fast ACT1 with full screen background.
- ~~~~~~~~~~~~~~~~~~~~~~
- BACKANINAME:Full pathname of ANI ACT1 animation file that
- has one or more frames that are 320x200. If you capture a 320x200
- ACT1 frame with CTRL-F4, when it is played it will become the
- backdrop, remaining on screen while the next frames are played
- until the next 320x200 frame which will then become the background
- etc. You may position each frame individually on the screen by
- using CTRL-F1 to paste them on location.
- Used correctly, this routine creates flicker free animation.
- Resolution is 320x200 VGA only. Writes direct to video.
- ---------------------------------------------------------------------
- Game Making
- ~~~~~~~~~~~
- If you have Chopper Commando and you want to add new scenery or
- planes etc, just replace the old VCX with a new image that
- carries the same name. The only image larger than 320x200 is TT8.VCX.
- It can be any length but must be 320 wide.
- To create new Bomb Hit Zones, Load the background into a window and
- press ` . Then use the grow box cursor to capture the area of the
- hit zones. You can capture 20 zones, they are numbered according to
- the currently set clip count number. Then replace the ZON file
- that accompanies Chopper Commando.
-
- If you don't have Chopper Commando you can get it free when
- you register AniPaint.
-
- If you are a game programmer you can use AniPaint to create graphics
- for your games.
- ----------------------------------------------------------------
-
- There are several ACT scripts included to illustrate ACT scripts.
-
- Speeding Up the Program
- ~~~~~~~~~~~~~~~~~~~~~~~~~
- This program was designed for use with a modern computer with
- plenty of memory and disk space, and at least a speed of 50 mhz.
- It can still be used by a 286 16 mhz, although not as effectively.
- If you have a slower machine, follow these guidelines and you will
- get more enjoyment out of this program.
-
- For slower machines:
-
- First you must optimize your system and use disk cache software
- like C:\WINDOWS\SMARTDRV.EXE otherwise it will slow right down.
-
- Use ACT2 animation in 320x200 mode instead of ACT1 animation that
- is created in the Cutting Room. See STUDIO.DOC or ANIMATE.DOC for
- information on ACT2 animation. You may create ACT1 in the Cutting
- Room then convert ACT1 to ACT2 animation.
- ACT1 animation when used with any 16 color palette may be too slow
- unless you have a very fast machine. Used with a 256 color palette,
- it is faster, but still requires a computer speed of about 50 mhz
- to look real.
-
-
- Use CONFIGIT to determine your optimum mouse delay.
- Or, set mouse using the Mouse Set Icon in The Paint Studio.
-
- Pictures that are zoomed out scroll much faster in a graphic
- window. Use zoom as much as possible.
-
- To clear the screen press F3
- To save the screen press ALT-S
- To undo Press ALT-U
- To load the primary file press ALT-L
- To quickly load the vector file POINTS.PNT hit F3 then ALT-P
-
- CTRL-R Arrow, CTRL-L Arrow, PGUP, PGDN all scroll screen
- contents faster than mouse control.
-
- If screen refresh is too slow for you interrupt it with space bar.
- Caution! don't interrupt a save in progress or the file may be
- incorrect.
-
- Confine your Knowledgebase files to a small size. 200 k is
- probably about maximum for a slow machine. Searching and
- scrolling large text files is too slow if the file is too large.
-
- Work in 320x200 VGA 256 color mode as much as possible.
- Refreshing the screen at high resolution with a slow system can
- seem like an eternity.
- (1200x1024 is over 1,200,000 bytes, 320x200 = 64,000)
-
- Avoid using the pathmask *.* Be more specific *.DOC it will take
- less time for the program to manage the file list.
-
- Work with smaller pictures.
- Choose the New Pic Icon and enter the size 320 wide by 200
- long and work in VGA 256 320x200 mode. Select Full screen in the
- Paint Studio to have a larger work area. Use the cursor keys or
- PGUP or PGDN to move the picture around at full screen.
- Cut up larger files into a manageable size.
-
- You can convert a large image by zooming it in, then choosing the
- Edit button and capturing the window contents. Then save the Clip
- Board file under another name.
-
- Reduce the size of an Image before you greyscale it.
-
- Cut up your Clip art files into smaller files. The Clip art
- size, is only the suggested size. It is loaded like any other
- graphic VCX. However to stamp the clips using the Clip Art Icon
- in the Studio, each stamp should fit in the clip art window.
- If you are working in 320x200, Icon size stamps are best.
- They are 32x32 and can be made using the New Stamp Icon.
- To reduce the size of the existing clip art library,
- cut and paste onto a blank made with the New Pic Icon.
- Select a width of about 200. Make as many Stamp Files as
- you want. Just increase the current Stamp Maximum Number
- in CONFIGIT Options Menu. Clip Art Libraries are named according
- to number.
- eg:
- C:\ANIPAINT\STAMPS\STAMP1.VCX
- C:\ANIPAINT\STAMPS\STAMP2.VCX
- C:\ANIPAINT\STAMPS\STAMP3.VCX ...
-
- Name your clip art libraries this way and and you will be able
- to switch libraries, while under the controls of the Clip Art Icon.
- Remember to set the Size Number before pressing the Clip Art Icon.
- Clip art is zoomable according to the Size Number.
- The New Clip Art Icon has a preset width, so use the New Pic Icon
- instead, to make small width blank clip art libraries.
-
- Use the scroll bars to scroll images instead of the scroll
- buttons. The scroll bar moves the image 1/20th it's width or
- height and the scroll buttons move it 1 pixel and 40 pixels
- depending on which Mouse button you use.
-
- Disable UNDO REDO. When Auto Save is activated ( by default) it
- saves the image between each operation. A very time consuming
- endeavour for a slow machine. The convenience of being able to
- UNDO and REDO may not be worth the sacrifice in speed.
- Run CONFIGIT.EXE to disable AUTOSAVE. You will have no UNDO
- capabilities but you may still use the capture tools such as the
- camera,to save the screen. Or use the Autosave Icons
- manually.
-
- If you are running this program under Microsoft Windows, try
- exiting windows and running the program at DOS. It may speed the
- drivers up considerably. The file ANIPAINT.PIF is included for
- you to use. Check this file to be sure it is set correctly for
- your system.
-
- Try optimizing your system. If you have a bit of extra memory it
- may be used by the program to load it's overlay into EMS. see
- your DOS manual on Optimizing your System.
-
- If you have a SVGA avoid using the 16 color modes. They are at
- least ten times slower.
-
- If all these measures do not help I am sorry. To create a modern
- program that is geared for an old machine is not logical.
- Save your money and buy a modern machine and run AniPaint
- the way it was intended to be used. You won't be disappointed.
-
- I hereby apologize for any incorrect information or grammatical
- errors that may or may not be present.
-
- See README.1ST for licensing and disclaimers.
-
- Anipaint (c) 1995 Rick Sobie.
- Playact1 (c) 1995 Rick Sobie
- Configit (c) 1995 Rick Sobie
- Cyberfind (c) 1995 Rick Sobie
- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
- *************************** The Cutting Room ******************
-
- C:\ANI\HELPDOCS\CUTTNGRM.DOC
- *=*=*=*=*=*=*=*=*==*=*=*=*=*=*=*=*=*=*=*
-
- ACT1 Animation 100x80 zoomable .............. Line #:24
- The Cutting Room Icons ...................... Line #:35
- The Arrows Away From I Icon ................. Line #:44
- The Clear Icon .............................. Line #:55
- The Arrows Towards I Icon ................... Line #:63
- The Zoom and scroll Buttons ................. Line #:75
- The Color Button ............................ Line #:129
- The Animation Window ........................ Line #:152
- The Clip Board Icon ......................... Line #:164
- The Crayons ................................. Line #:230
- The Story Board ............................. Line #:239
- The Action Board ............................ Line #:276
- The Projector Icon .......................... Line #:372
- The Clock Icon .............................. Line #:404
- The Scrolling Icons ......................... Line #:428
- The DONE ICON ............................... Line #:451
- The Lone Paintbrush Icon .................... Line #:458
- The Paint Brushes Icon ...................... Line #:470
-
-
- ACT1 Animation 100x80 zoomable
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- This Document is also loaded by the Lower HELP Button
- in the Cutting Room.(if you are not there now)
-
- Important! The Cutting Room Only saves frames to ACT1.ANI
- on D:\ if D: is available, C: if not. If you want to add
- frames to an existing animation, or start a new sequence,
- see below.
-
-
- The Cutting Room Icons
- ~~~~~~~~~~~~~~~~~~~~~~~
- If you lose the cursor, click Both Buttons and it will
- be homed at the top of the Animation Window.
-
- To load the Current VCX into the Work Window, press ALT+L.
- Then use ( CTRL+ -> ), (CTRL + <- ), (PGUP), and (PGDN) to position
- the image in the Work Window.
-
- The Arrows Away From I Icon
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Use this Icon to Zoom the Image in the small Animation
- Window into the Large Work Window.
-
- Under the Icon is a toggle to exclude the currently set
- Left Color and Right Color ( as set by clicking on the
- color bar).If the toggle is ON ,it excludes these colors.
- Click Button 1 on the small rectangle containing Off to
- turn this feature on and Click on it again to turn it off.
-
- The Clear Icon
- ~~~~~~~~~~~~~~~~
- Click Button 1 on the Icon to clear the screen.
-
- Under the Icon is a toggle. Set to Both, it clears both
- windows. Set to small, it clears only the animation
- window, and set to Large, it clears the Large Window.
-
- The Arrows Towards I Icon
- ~~~~~~~~~~~~~~~~~~~~~~~~~
- Use this Icon to Shrink the Image in the Large Work
- Window into the small Animation Window.
-
- Under the Icon is a toggle to exclude the currently set
- Left Color and Right Color ( as set by clicking on the
- color bar).
- If the toggle is ON then it excludes these colors. Click
- Button 1 on the small rectangle containing Off to turn
- this feature on and Click on it again to turn it off.
-
- The Zoom and scroll Buttons
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Use these Buttons if you have selected the Scenery Icon
- prior to entering the Cutting Room. The Scenery Icon
- Captures the screen and blows up a portion of it into
- the Work Window and sits waiting to be called by either
- the scroll buttons to the left of the animation window
- or the Zoom button.
- When you use the Zoom button you may zoom out on the
- scenery that you captured and thereby view more of the
- scenery.
-
- Ideally, you should capture the centre of an area of
- scenery in the largest screen resolution your machine
- can manage. In this way, you can zoom in and out with
- the zoom button to give the effect of distance. Used
- in conjunction with the scroll buttons beside the
- animation window, you are able to Pan and Zoom like a
- video camera.
- Experiment with it to see how it works. First capture
- an area with the Scenery Icon, then try the zoom and
- scroll buttons.
- Once you have a scenery captured you can superimpose
- an image onto the scenery.
- 1) Load or draw an image in the large work window.
- 2) Use the zoom and scroll buttons to position the
- captured scenery in the small animation window.
- 3) Click on the rectangle area below the Arrows towards
- I Icon, to exclude color. It should read On.
- 4) Select both right and left colors as the background
- color of the image in the large work window.
- 4) choose the Arrows towards I Icon to shrink the image
- into the animation window. Because you have excluded
- the background color, only the image itself is copied
- into the small window thereby superimposing it on the
- scenery.
- 5) Choose the Act1 action board to capture the frame.
-
- Alternate with the Zoom and Scroll buttons, then
- superimpose the image again, save the frame again.
- There are many special effects that can be added to
- your animations in this fashion.
-
- If you hear a beep when you click on Zoom or the scroll
- buttons, it is because you have not captured any scenery
- yet. No problem.
- If sound is disabled you will hear nothing.
- I do not recommend disabling sound, if you want a more
- quiet sound then reduce error delays with the Mouse
- Set Icon.
- The scenery Icon is also used to locate ACT1 animation on
- a full screen Picture. Use the Last Icon to paste
- your animation on the exact location on the page.
-
- The Color Button
- ~~~~~~~~~~~~~~~~
- The same button that is on the Menu Bar of any Graphic
- Window.
- Cycle through the palettes by clicking Button 1 on the
- Color Button until you find one that suits you. You may
- add new palettes to Color Buttons by replacing one of
- the existing menu colors in the Palette Directory or by
- installing a new menu palette using CONFIGIT.EXE. Color
- Number 2 on this button reads the palette from the
- current ACT1.ANI animation.
- Color number 1 is the greyscaled version of the last
- PCX that you loaded. It is GREYSCAL.PAL on D: if D:
- is available or C: if not. The remainder of the color
- numbers in this button are the menu colors found in
- C:\ANIPAINT\PALETTES\MENU#.PAL.
- To add or replace a menu color on this button:
-
- Replace any MENU Color in this directory with another
- ANIPAINT palette or use CONFIGIT to change the MAXIMUM
- menu color number. Then name your new palette the next
- number in sequence.
-
- The Animation Window
- ~~~~~~~~~~~~~~~~~~~~
- When you Click on the Action Board anything presently
- appearing in the Animation Window is captured as an
- ACT1 frame.
- If you click on the Animation Window just prior to
- clicking on the Projector Icon you will be transported
- to 320x200 mode for viewing of your current ACT1
- animation sequence.
- Both Buttons at the same time brings you back to normal
- 640x480 mode.
-
- The Clip Board Icon
- ~~~~~~~~~~~~~~~~~~~
- Appearing on the Clip Board is the Current Clip Count
- Number as set by clicking Button 1 on the Clip Count
- area to the left of the color bar in the left color
- rectangle.
- When a clip is captured using any capture tool, this
- number is automatically incremented prior to capture.
- If you click on this Icon you will load the pop up
- cut and paste menu.
- You may convert ACT1 animation to ACT2 animation
- with one of the options there.
- If you have a slow machine this will require patience.
- If you have VGA only, go to 640x480 mode, load the
- ACT1 series to convert into a window.
- Use the Color Button in the window to change the palette
- if you want.
- Capture frames by the EDIT Menu button or press
- ALT+E on the keyboard.
- If the Clip Count number is less than 20, it will
- start at 21 and increment automatically. After you
- capture the ACT2 frame, Click on FRAME. The
- next ACT1 frame will be displayed in the window.
- Continue switching frames and saving ACT2.
- Then go to the Paint Studio and set the Left Clip Count
- to 21 and the Right size number to 21+ the number of
- frames you made.(Usually the Clipcount number before
- you changed it to 21).
-
- With a reasonably fast computer you can convert
- ACT1 to ACT2 in the Cutting Room with the Clip
- Board Icon.
- When you select Convert to ACT2 it captures the small
- animation contents to the next available Clip Count
- number. The same format of incrementing automatically
- is used each time the area is captured. If the current
- clip count is less than 20 it is incremented by 20.
- A 320x200 background is added to ensure that the size
- of the frame is 320x200, an absolute requirement for
- ACT2 animation frames. You may set the left (fill)
- color and fill style (The Fill Style Icon) prior to
- capturing the ACT2 frame. Once captured, you may edit
- the ACT2 frame with any of the tools by loading it into
- a window using the Paste Icon. Use the Bluescreen Icon
- to add a background picture to the frame if you want.
-
- Alternate between the small rectangular area below the
- Projector (in the Cutting Room), this loads the ACT1
- frames into the small animation window, and the Convert
- ACT2 button, found in the Clip Board Icon.
- ACT1 animation can now be played in 320x200 mode
- using fast routines. The frame size does not matter but
- a frame larger than 320x200 will only be partially displayed.
-
- With BACKANINAME: , a script command, or in a window under
- Options, VGA 320x200 resolution, you can dedicate a
- frame as a background by making it 320x200. When any frame
- is encountered that is this size, it is repeated between frames
- until it is replaced by another. For this command and other
- special features see the VGA 320x200 script commands in the
- Script Room.
-
- The remaining options in the Clip Board Icon are self
- explanatory. If you need help, see the Cut Poly
- Icon in STUDIO.DOC
-
- The Crayons
- ~~~~~~~~~~~~
- This Icon saves the current palette to the current ACT1
- animation sequence file, or maps the Act1 file onto a new
- palette, or maps the Scenery File onto the current palette.
- Replace the ACT1 palette by making a different palette
- the current palette, then click on this Icon with
- Mouse Button 1.
-
- The Story Board
- ~~~~~~~~~~~~~~~~
- If you click mouse Button 1 on the story board it loads from
- the number under the projector Icon. Mouse Button 2 loads from
- frame 1.
-
- 1) Click B2 below Projector Icon to set storyboard first frame.
- 2) Click B2 on the Story Board Icon.
- 3) Click B2 on a frame, frame loads into small window.
- 4) Click B1 on frame, contents of small window replace frame.
- If the Frame Size is not 100x80, you must first resize the
- frame before it can be replaced.
- To do this choose CTRL-F2 then resize the frame or frames to
- _TEMP.ANI on the ramdrive if one is available, then overwrite
- the original file by saving under the original name.
- 5) Both B Done .
- Once you have made a few clips you can load the frames
- in series, into the large work window. They are
- positioned 5 across by 5 long. First set the start
- frame you want loaded into the story board by clicking
- below the projector Icon. When the story board loads
- it will start with this frame number.
- Click Button 1 on a frame in the large window and it
- loads into the animation window.
- Click Button 2 and the frame in the animation window
- replaces the frame you clicked on.
- When the cursor is a magnifying glass this option is
- activated and the Story Board is active.
- To try an example, Load C:\ANIPAINT\DEMOS\DINO4.ANI
- into a window in the Screening Room.
- Go to the Cutting Room, set the number below the projector
- to 1. Click on the Story Board.
- Remember, if you ever want to replace your included demos
- with originals you can reinstall them in Configit.
- All palettes, clip art, animation demos etc. will be
- replaced with originals.
-
- The Action Board
- ~~~~~~~~~~~~~~~~~
- Quiet on the set, roll em. Click Button 1 on the Icon to
- save the frame as the next in the series.
-
- Important!!: ACT1 animation uses the temporary file
- called ACT1.ANI.
- If it exists it is added to. If it does not exist it is
- created.
- If you are starting a new sequence and ACT1.ANI already
- exists,
- 1) Go to the Screening Room
- 2) Load ACT1.ANI into a window (It will be on D: if D:
- is available or on C: if not.
- 3) Select the window's right corner light button and
- delete the file.
- 4) Return to the Studio and begin your animation. ACT1
- will be recreated.
- Once you have created a sequence and you want to save it.
- You cannot save an ACT1 animation in the Paint Studio.
- You must be in the Screening Room and ACT1.ANI must
- be the current file.
-
- If you are using D:
-
- 1)Press ESC to go immediately to the Screening Room
- 2)Enter D: on the pathline
- 3)Click on the word Directory to get files
- 4)Click Button 1 on ACT1.ANI (it loads into a window)
- Try out the sequence if you want.
- 5)Click outside the window. (It closes)
- 6)Click on the Files Button and select Save ACT1
- 7)Enter a new name for the ACT1 sequence you created a new
- copy under a different name is created.
-
- If you are using C: omit the reference to D:
-
- If you want to load an ACT1 sequence previously saved
- under another name then you must select the Load Button
- to add to that sequence. You may use the story board
- and replace frames, edit frames, swap frames etc.
- but you can not add to it. You must copy the previous
- file onto ACT1.ANI using the Load Button to make it
- current for adding to.
-
- This may seem awkward but there are very good reasons
- why AniPaint reserves temporary files for some
- processes. Better program control, working on copies
- protects your valuable work, faster process execution,
- less File I/O errors, better memory control etc...
-
- So.. when you use the Load ACT1 option, the previously
- saved animation sequence is copied onto ACT1.ANI.
-
- Now when you choose the Action Icon in the Cutting Room
- the frame is added to ACT1.ANI. Again when you are done
- Save the sequence under the original name or choose
- another name, but keep the same extension .ANI
- All ACT1 animation must have the extension ANI or it is
- not considered an ACT1 animation file.
-
- To review the above:
- New Sequence: Delete the old ACT1.ANI
- Load Sequence: Choose Load Button.
- Save Sequence: Screening Room, ACT1.ANI in Window then
- choose Files Button.
-
- If you follow this format, you will not confuse the
- program, and you will work on copies, keeping your
- originals intact.
-
- Under the Action Board is a rectangle showing the current
- frame number when the sequence is played or the frame is
- captured to ACT1.ANI.
-
-
- Important!!
- Load ACT1.ANI into a window like any other file by
- clicking on the name as it appears in the directory area.
-
- When you load a previously saved ACT1 sequence, use the
- Load button.
- It copies the old sequence onto ACT1.ANI.
- Example: You save a sequence using the Files Button and
- call it NEWNAME.ANI.
- Then the next day you want to add more frames
- to NEWNAME.ANI so you use the LOAD Button
- It says One File Copied if everything is O.K.
- It has copied the contents of NEWNAME.ANI
- onto ACT1.ANI. Now you may add to, or edit
- ACT1.ANI.
- If this is not clear read it again until it is.
-
- If you do not follow these rules you may confuse the
- program or yourself.
-
- The Projector Icon
- ~~~~~~~~~~~~~~~~~~
- The projector plays the current animation sequence in
- the animation window. It will play the current ACT1
- sequence that you load from disk, or ACT1.ANI depending
- on which is the most current.
- Even though it may play any ACT1 file, you cannot edit
- the file until you load ACT1.ANI. A bit of confusion
- may arise if you are viewing a sequence and start
- saving frames. The frames will only be added to
- the file ACT1.ANI, not the animation sequence that
- you loaded from disk.
-
- If it is confused or cannot find the sequence then you
- will get the message File ACT1.ANI Not Found.
-
- If you Click Button 1 on the Animation Window just prior
- to selecting the projector, you will be transported to
- 320x200 mode for viewing. (providing mode switching is
- not currently disabled in CONFIGIT.)
- Click Both Buttons to return to normal mode.
-
- Under the Projector Icon is a rectangle. When you Click
- Button 1 in this area the next frame is shown in the
- window. If you Click Button 2 in this rectangle then the
- previous frame is displayed in the window.
- Use this area to Step back and forth to test parts of
- your sequence or to load frames for capture to ACT2
- animation conversions.
- This is also the first frame number that will be displayed
- by the story board.
-
- The Clock Icon
- ~~~~~~~~~~~~~~
- Use this Icon to set the delay between frames in
- milliseconds. 100 is about right for my computer, yours
- may be different.
- Any time the file is played this delay is used.
- Once an ACT1 sequence is in a window, as loaded in the
- Screening Room, you may adjust the delay using the
- Options menu button.
- Once the frame has been captured and you want to edit the
- delay, to vary the delay for more realistic
- animation then use SHIFT-F10 or SET DELAY in the Options
- Menu, or the Cutting Room Clip Board Options Menu.
- The temporary ANI clipboard file named _TEMP.ANI will
- be created on your Ramdrive if one is present or on C:
- if not. You set the frame delay then save _TEMP.ANI under
- a different name writing over the original if you want.
-
- Remember an ACT1 sequence can be only one frame if
- you want allowing you to use a Script and TIMEDELAY:.
-
- See Presentations for more information on ACT scripts
- in STUDIO.DOC or ANIMATE.DOC
-
- The Scrolling Icons
- ~~~~~~~~~~~~~~~~~~~
- These three Icon areas contain all the Icons in the
- upper Icon Bar.
-
- For convenience you can scroll these Icons and use them
- without leaving the Cutting room. Apply any tool to the
- Large Work Window.
- However, if the tool requires going to the Screening Room
- it will be suspended until you press DONE.
- Use them on your image in the Large window then Shrink
- the image into the small animation window using the
- Arrows Towards I Icon.
-
- You cannot directly apply these tools to the small
- animation window while in the Cutting Room. You must
- first press DONE, then you may work on it like any
- other picture.
-
- Remember to set the Size Number before using any tool.
- Rectangular Box Cursors shrink and grow when in contact
- with the Large Window edges.
-
- The DONE ICON
- ~~~~~~~~~~~~~~
- Esc takes you immediately to the Screening Room.
- If you are in EGA mode you will not see the Bottom Icons,
- there is not enough room on the screen. Just press ESC when
- you want to exit.
-
- The Lone Paintbrush Icon
- ~~~~~~~~~~~~~~~~~~~~~~~~
- Use this Icon to replace any color in the Large and
- small windows with the Right Color. (the color to the
- extreme right of the color bar)
- 1) Select a Right Color
- 2) Select the Lone Paintbrush Icon
- 3) Click Button 1 on the color to be replaced in the
- Large Work window.
- The color touched is swapped with the Right Color.
- This is not a flood fill tool.
-
- The Paint Brushes Icon
- ~~~~~~~~~~~~~~~~~~~~~~
- Use this Icon to draw with blocks that are immediately
- reflected into the animation window. The size of the
- block is determined by Clicking Mouse Button 2 or 2 on
- the Paint Brushes Icon. The size number of the blocks
- is shown in the rectangular area below the Icon. (1..3)
- A size of 1 shows up in the animation window as a dot
- pattern for use as shading. Size 2 and up shows up as
- solid.
-
- Here is the tricky part:
- Once you press this Icon you are in Block Draw mode.
- Before this, you could select a Right and Left Color by
- clicking directly on the color in the large work window.
- However, once you activate the Block Draw, you have to
- set the Right and Left Colors by clicking on the
- Color Bar.
- Button 2 draws blocks in the Left Color and Button 1
- draws blocks in the Right Color.
-
- To return to normal mode (not Block Draw) select another
- Icon or click both buttons at the same time. The Block
- Draw option will be deactivated.
-
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- The Cutting Room is capable of many things and takes
- practice to master. Create ACT1 animation then share
- it with your friends. Give the player, PLAYACT1 along
- with the sequence and they will be able to view them
- even if they do not have AniPaint. You must now register
- to receive the player Playact1 by request. You can use
- CONFIGIT to create an unregistered copy of AniPaint,
- or give your original compressed copy.
- You will have hours of fun creating your own movies.
-
- AniPaint (c) 1995 by Rick Sobie
- PLAYACT1 (c) 1995 by Rick Sobie
- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
- ****** Help Index *******
-
- Master Index located after Key Functions
- C:\ANI\HELPDOCS\HELPINDX.DOC
- *=*=*=*=*=*=*=*=*==*=*=*=*=*=*=*=*=*=*=*
-
- Short Cut Key Functions .................... Line #:88
- Up Arrow Scroll File/DIRECTORIES List .... Line #:92
- Down Arrow Scroll File/DIRECTORIES List .... Line #:94
- Right Arrow Toggle Files or Directory .... Line #:96
- ENTER Load the Current File .... Line #:98
- Insert Search Disk For Path Mask .... Line #:100
- CTRL-HOME Scroll Dormant Filename List .... Line #:102
- CTRL-END Scroll Dormant File List Dow .... Line #:104
- CTRL-Backspace Remove current name from .... Line #:106
- Home Scroll Left Top Corner Historical .... Line #:108
- Delete Remove current name from Histori .... Line #:112
- The Cursor Keys Alone CTRL- .... Line #:122
- The PgUp and PgDn Keys ...................... Line #:126
- The Home Key ................................ Line #:130
- The F1 Key .................................. Line #:137
- The F2 Key .................................. Line #:141
- The F3 Key .................................. Line #:149
- The F4 Key .................................. Line #:153
- The F5 Key .................................. Line #:157
- The F6 Key DOS Shell .................... Line #:164
- SHIFT F6 Fast Capture Rectangle ....... Line #:166
- The F7 Key Paste the Current Clip ( .... Line #:168
- SHIFT F7 Capture and Paste Polygon .... Line #:170
- Shift-F2 Paint Studio ............. Line #:172
- SHIFT F4 Normal Paste, Resizes to .... Line #:176
- + (Plus Key) Resize Image V .... Line #:178
- SHIFT-S Map and display the next few .... Line #:181
- The F8 Key Menu Colors .................. Line #:184
- m Map Current Clip to Curen .... Line #:186
- * (Star Key) Previous clip I .... Line #:188
- CTRL-O The current clip is warped .... Line #:194
- The F9 Key Load the current Clip int .... Line #:199
- The F10 Key Exit ......................... Line #:201
- The Esc key ................................. Line #:203
- The Space bar ............................... Line #:210
- TAB Key ..................................... Line #:215
- CTRL-S ...................................... Line #:219
- Enter ....................................... Line #:224
- ALT-A Capture 320x200 top left corne .... Line #:228
- ALT-C LOAD CLIP ART ..................... Line #:231
- ALT-E LOAD POP UP CUT & PASTE POLY M .... Line #:233
- 1,2,3,4, or 5 Select option 1 .. 5 to t .... Line #:238
- ALT-F Full Screen Off/On Toggle ......... Line #:242
- ALT-L LOAD PRIMARY FILE (redo) ........ Line #:244
- ALT-P Paste POINTS.PNT onto the scre .... Line #:246
- # Paste the current Clip into PO .... Line #:248
- ALT-Q EXIT .............................. Line #:251
- R Run TEMPVEC.RUN stick figure a .... Line #:253
- ALT-S SAVE Current VCX .................. Line #:255
- ALT-U LOAD VCXTEMP2.VCX (undo) ........ Line #:257
- CTRL-F6 Clone the current Clip (grea .... Line #:259
- C Same as CTRL-F6 above ............. Line #:261
- SHIFT F7 Capture and Paste Polygon ......... Line #:263
- SHIFT F6 Fast Capture Rectangle ............ Line #:265
- ALT-F6 Map the current clip onto the .... Line #:267
- M Map the current clip onto the .... Line #:269
- SHIFT-F3 Capture the colors in a polygo .... Line #:271
- SHIFT F4 Normal Paste Resized to Box Di .... Line #:273
- SHIFT-F9 Cut & Paste Polygon. Area is c .... Line #:275
- Capital S Sizes, Maps & Displays c .... Line #:277
- ALT-X EXIT .............................. Line #:280
- In a Window these Keys are Valid ............ Line #:283
- + (Plus Key) Resize Entire Im .... Line #:285
- The F7 Key Paste the Current Clip ....... Line #:287
- SHIFT F7 Capture and Paste Polygon .... Line #:289
- SHIFT F4 Normal Paste Resized to .... Line #:291
- The F8 Key Menu Colors .................. Line #:293
- ' Capture Boxed area to ZON .... Line #:295
- The F10 Key Exit ......................... Line #:298
- CTRL-F2 Resize the current ANI fi .... Line #:300
- CTRL-F4 ACT1 Animation frame capt .... Line #:302
- Numeric Keypad P3D files can be rotated .... Line #:304
- The Esc key ................................. Line #:307
- The Space bar ............................... Line #:314
- ALT-A Capture 320x200 ACT2 Animation .... Line #:318
- ALT-E Cut & Paste Menu ................... Line #:320
- ALT-I Zoom In ( If using Full Scree .... Line #:322
- ALT-O Zoom Out ( If using Full Scree .... Line #:324
- R Run TEMPVEC.RUN stick figure ani .... Line #:326
- In the Script Room .......................... Line #:330
- In the CAD3D Room ........................... Line #:337
- CTRL-D Object Display Options M .... Line #:339
- MASTER HELP INDEX ........................... Line #:356
-
- Short Cut Key Functions
- ~~~~~~~~~~~~~~~~~~~~~~~~
- In the File Screening Room these keys are active:
- -----------------------------------------------------------
- Up Arrow Scroll File/DIRECTORIES List Up
- ~~~~~~~~
- Down Arrow Scroll File/DIRECTORIES List Down
- ~~~~~~~~~~ F
- Right Arrow Toggle Files or Directory I
- ~~~~~~~~~~~ L
- ENTER Load the Current File E
- ~~~~~~
- Insert Search Disk For Path Mask L
- ~~~~~~ O
- CTRL-HOME Scroll Dormant Filename List Up A
- ~~~~~~~~~ D
- CTRL-END Scroll Dormant File List Down I
- ~~~~~~~~ N
- CTRL-Backspace Remove current name from Dormant FIle List G
- ~~~~~~~~~~~~~~
- Home Scroll Left Top Corner Historical FIle Name List Up K
- ~~~~ E
- End Scroll Left Top Corner Historical FIle Name List Down Y
- ~~~ S
- Delete Remove current name from Historical FIle Name List
- ~~~~~~
-
- F9 Load the current clip
- ~~
- ESC Cleanup desktop
- ~~~
-
- In a Window
- --------------
- The Cursor Keys Alone CTRL-L or R Cursor
- ~~~~~~~~~~~~~~~~~~~~~~~~~~ or ~~~~~~~~~~~~~~~~~~~~~~
- Scroll Window Contents 1 Scroll Window contents 40
-
- The PgUp and PgDn Keys
- ~~~~~~~~~~~~~~~~~~~~~~~
- Scroll window contents 40 pixels or 1 page up and down
-
- The Home Key
- ~~~~~~~~~~~~
- Homes the current document.
-
- Note: Some of these keys are only available in the Paint Studio with
- the window closed.
-
- The F1 Key
- ~~~~~~~~~~
- Help The same help that is available in the upper right hand corner.
-
- The F2 Key
- ~~~~~~~~~~
- Instantly blank the screen to grey, and save the picture while
- masked. Then you are brought back to the File Screening Room and
- the picture is Flashed to notify you that the Picture has been
- saved under it's current name. Most probably a temporary VCX
- eg:VCXTEMP.VCX or VCXTEMP2.VCX on D: if available C: if not.
-
- The F3 Key
- ~~~~~~~~~~
- Clear the current window using the current Left Color.
-
- The F4 Key
- ~~~~~~~~~~
- Turn Autosave Off (Bottom scroll bar is undo).
-
- The F5 Key
- ~~~~~~~~~~
- Turn Autosave ON (Saves Primary between each tool use).
-
- To be safe, use F5 to update the primary file prior to using the
- Files Button to make a permanent copy.
-
- The F6 Key DOS Shell
- ~~~~~~~~~~
- SHIFT F6 Fast Capture Rectangle
- ~~~~~~~~
- The F7 Key Paste the Current Clip (space to paste inverted)
- ~~~~~~~~~~
- SHIFT F7 Capture and Paste Polygon
- ~~~~~~~~
- Shift-F2 Paint Studio
- ~~~~~~~~~~
- Short Cut to the Paint Studio.
-
- SHIFT F4 Normal Paste, Resizes to Box Dimensions. Next Clip.
- ~~~~~~~~
- + (Plus Key) Resize Image VCX only
- ~~~~~~~~
-
- SHIFT-S Map and display the next few clips on the Icon Bar for
- ~~~~~~~ viewing.
-
- The F8 Key Menu Colors
- ~~~~~~~~~~
- m Map Current Clip to Current Palette
- ~~~~~~~~~
- * (Star Key) Previous clip Image is warped into the
- ~~~~~~~~~ shape of the Current clip.
- eg: Use SHIFT-F7 to cut an area, use it again to cut a
- different shape, press * and the clip is warped to
- clip #0 and is ready to paste with Button 1.
-
- CTRL-O The current clip is warped into a circle.
- ~~~~~~~~~ Shrink it gradually smaller with SHIFT-F4
- capturing each circle to an ACT1 or ACT2 frame then
- play back for a growing bubble picture effect.
-
- The F9 Key Load the current Clip into a window and make it
- ~~~~~~~~~ the current VCX.
- The F10 Key Exit
- ~~~~~~~~~~~~
- The Esc key
- ~~~~~~~~~~~
- Exit the current process in progress.
- If there is no process underway then you are transported back to
- the File Screening Room . The current picture stays as it
- appeared during the last undo or redo or save operation.
-
- The Space bar
- ~~~~~~~~~~~~~
- Interrupt the current tool or Icon process.
- (Clean Desk in the Paint Studio)
-
- TAB Key
- ~~~~~~~
- Change a greyscale 256 color palette to 16 colors.
-
- CTRL-S
- ~~~~~~
- Sort and Scale the current image and retain the palette.
-
-
- Enter
- ~~~~~ When in the File Screening Room it reloads the current
- or currently marked file.
-
- ALT-A Capture 320x200 top left corner
- ~~~~~ (full screen FAST320x200VCX ACT2 animation frame)
-
- ALT-C LOAD CLIP ART
- ~~~~~
- ALT-E LOAD POP UP CUT & PASTE POLY MENUS
- ~~~~~ (ACT2 anywhere animation)
-
- Inside Dialogue Boxes
- --------------------------------------------------------
- 1,2,3,4, or 5 Select option 1 .. 5 to turn on the light.
- ~~~~~~~~~~~~~ Press Enter to Use, ESC to Cancel
- ---------------------------------------------------------
-
- ALT-F Full Screen Off/On Toggle
- ~~~~~
- ALT-L LOAD PRIMARY FILE (redo)
- ~~~~~
- ALT-P Paste POINTS.PNT onto the screen without window.
- ~~~~~
- # Paste the current Clip into POINTS.PNT.
- ~~~~~ (Pastes a bitmap into the vector line file.)
-
- ALT-Q EXIT
- ~~~~~
- R Run TEMPVEC.RUN stick figure animation without window.
- ~~~~~
- ALT-S SAVE Current VCX
- ~~~~~
- ALT-U LOAD VCXTEMP2.VCX (undo)
- ~~~~~
- CTRL-F6 Clone the current Clip (great for animation) !!
- ~~~~~~~
- C Same as CTRL-F6 above
- ~~~~~
- SHIFT F7 Capture and Paste Polygon
- ~~~~~~~~
- SHIFT F6 Fast Capture Rectangle
- ~~~~~~~~
- ALT-F6 Map the current clip onto the current palette.
- ~~~~~~
- M Map the current clip onto the current palette.
- ~~~~~~
- SHIFT-F3 Capture the colors in a polygon to file TEMPMENU.PAL.
- ~~~~~~~~
- SHIFT F4 Normal Paste Resized to Box Dimensions, Next Clip.
- ~~~~~~~~
- SHIFT-F9 Cut & Paste Polygon. Area is cut out.
- ~~~~~~~~
- Capital S Sizes, Maps & Displays clips on the Icon Bar to help
- ~~~~~~~~~~ you find a Clip Board (CLP*.VCX)
-
- ALT-X EXIT
- ~~~~~~
-
- In a Window these Keys are Valid
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- + (Plus Key) Resize Entire Image to Next Clip
- ~~~~~~~~
- The F7 Key Paste the Current Clip
- ~~~~~~~~~~
- SHIFT F7 Capture and Paste Polygon
- ~~~~~~~~
- SHIFT F4 Normal Paste Resized to Box Dimensions
- ~~~~~~~~
- The F8 Key Menu Colors
- ~~~~~~~~~~
- ' Capture Boxed area to ZON. For game hit locations.
- ~~~~~~~~~~ Writes Box dimensions by clip count to _TEMPZON.TXT
-
- The F10 Key Exit
- ~~~~~~~~~~~~
- CTRL-F2 Resize the current ANI file frames.
- ~~~~~~~~~
- CTRL-F4 ACT1 Animation frame capture menu.
- ~~~~~~~~~
- Numeric Keypad P3D files can be rotated in 3D with 4,6, 8,2, and 7,3
- ~~~~~~~~~~~~~~
-
- The Esc key
- ~~~~~~~~~~~
- Exit the current process in progress.
- If there is no process underway then you are transported back to
- the File Screening Room . The current picture stays as it
- appeared during the last undo or redo or save operation.
-
- The Space bar
- ~~~~~~~~~~~~~
- Interrupt the current tool or Icon process or close window.
-
- ALT-A Capture 320x200 ACT2 Animation Top Left
- ~~~~~
- ALT-E Cut & Paste Menu
- ~~~~~
- ALT-I Zoom In ( If using Full Screen use this to zoom in).
- ~~~~~
- ALT-O Zoom Out ( If using Full Screen use this to zoom out).
- ~~~~~
- R Run TEMPVEC.RUN stick figure animation without window.
- ~~~~~
- In the Screening Room, press P to go directly to the Paint Studio.
-
- In the Script Room
- ~~~~~~~~~~~~~~~~~~~~
- Up/DN Arrows Scrolls the script
- Delete Deletes the current line.
- INSERT Insert a command or text.
- ESC Go back to the Screening Room
- ALT-X Exit the program
- In the CAD3D Room
- ~~~~~~~~~~~~~~~~~~~
- CTRL-D Object Display Options Menu
- ~~~~~~
- ** In all text files, all words are Hypertext **
-
- In all AniPaint Text Files, All words can be instantly referenced by
- clicking Button 1 on the word, Then click Button 2 on ###***>
- to go directly to the corresponding line#.
- The Find button operates the same way without use of the mouse.
- If automatic is disabled in CONFIGIT you must use Cyberfind manually.
-
- Enter the key word you want to search with the Find Button.
- ____________________________________________________________________
- * The Best way to learn this program is to do the Demos and the *
- * Tutorials first then read the manuals. In this way you will *
- * learn the button controls when in an active window and when not. *
- --------------------------------------------------------------------
-
- MASTER HELP INDEX
- ~~~~~~~~~~~~~~~~~~
-
- C:\ANI\README.1ST
- *=*=*=*=*=*=*=*=*==*=*=*=*=*=*=*=*=*=*=*
-
- IMPORTANT CONFIGURATION INSTRUCTIONS ....... Line #:73
- Using the mouse ............................. Line #:100
- To get a fast start: ........................ Line #:192
- Computer Animation .......................... Line #:211
- Packaging a Sequence with PKUNZIP ........... Line #:277
- Using AniPaint .............................. Line #:555
- Optimizing your System for AniPaint ......... Line #:599
- Files List that should be with this pack .... Line #:663
- Important Notes for Uploading to BBS's ...... Line #:849
- Bulletin Board Service Upload Descriptio .... Line #:873
- Resellers, Vendors, CDROM manufacturers, .... Line #:899
- Shareware Authors ......................... Line #:911
- Licensing and Disclaimer .................... Line #:923
- Diagnostics ................................. Line #:964
- Config.sys .................................. Line #:970
- Autoexec.bat ................................ Line #:980
-
- C:\ANI\HELPDOCS\SCREENRM.DOC
- *=*=*=*=*=*=*=*=*==*=*=*=*=*=*=*=*=*=*=*
-
- How to use the Screening .... Line #:75
- Pathmask Button ............................ Line #:84
- Auto Sort PCX ............................... Line #:118
- Dormant Files List: ......................... Line #:211
- FILENAMES/DIRECTORIES: ...................... Line #:231
- The Black Box ............................... Line #:244
- The "S" Button: ............................. Line #:260
- Clear Desk: ................................. Line #:273
- Remove Duplicate file names ................. Line #:283
- SearchMode: ................................. Line #:289
- System Information: ......................... Line #:312
- The Prep Room ............................... Line #:323
- The SETUP Button ............................ Line #:335
- The DITHER Button ........................... Line #:344
- The EFFECTS Button .......................... Line #:353
- Un-dither ................................... Line #:364
- Antialias ................................... Line #:369
- 2D Vector Graphic Objects ................... Line #:390
- Hide a Series of Lines ...................... Line #:415
- The Unhide Option ........................... Line #:442
- Step Edit Object ............................ Line #:453
- Delete a series of lines .................... Line #:473
- Sample Objects .............................. Line #:480
- Optimizing Program Performance .............. Line #:489
- DOS SHELL ................................... Line #:526
- The Path Line: .............................. Line #:542
- Exit: ....................................... Line #:573
- Saving Pictures ............................. Line #:596
- Export to a PCX file format ................. Line #:608
- Temporary Files: ............................ Line #:671
- Resolution Buttons: ......................... Line #:740
- The Alternate File List Button .............. Line #:760
- The Consecutive Load Button ................. Line #:779
- The Script Room Button ...................... Line #:795
- ACT Scripts ................................. Line #:828
- !!!! IMPORTANT !!!! SLIDE SHOW Presen .... Line #:847
- The Script Room ............................. Line #:864
- Script Commands ............................. Line #:872
- Sprite Animation in VGA 320x200 Mode ........ Line #:957
- Using VGA 320x200 mode to create sprite .... Line #:1061
- Flicker Free Fast ACT1 with full screen .... Line #:1091
- Game Making ................................. Line #:1103
- Speeding Up the Program ..................... Line #:1124
-
- C:\ANI\HELPDOCS\ANIMATE.DOC
- *=*=*=*=*=*=*=*=*==*=*=*=*=*=*=*=*=*=*=*
-
- Quick Start Bitmap Animation Instruction .... Line #:46
- Using the 3D CAD Room ....................... Line #:58
- Transparencies Clips and Backgrounds ........ Line #:89
- Copying Clips ............................... Line #:281
- SCRIPT.TXT list of Filenames ................ Line #:324
- Using Color Shade Groups .................... Line #:422
- The Factor Number ........................... Line #:448
- Using X Y Z Rotation ........................ Line #:486
- Using Zoom in the CAD Studio ................ Line #:558
- Very Important Zoom Instructions ............ Line #:614
- The F S T Buttons (Front Side Top) ....... Line #:648
- Drawing at the correct Z Depth .............. Line #:668
- The 3D CAD Object Editor .................... Line #:695
- The Objectboard TEMP2.P3D .......... Line #:711
- The Pointboard TEMP.P3D ........... Line #:718
- Copy ........................................ Line #:728
- Cut ......................................... Line #:734
- Paste ....................................... Line #:744
- Move ........................................ Line #:753
- Shape ....................................... Line #:814
- Separate Objects ............................ Line #:823
- Recombine Objects ........................... Line #:829
- The Animation Processor ..................... Line #:836
- Animation Ideas .... Line #:907
- Looking through a window .................... Line #:914
- Jumping up and down ......................... Line #:950
- Dissassemble reassemble ..................... Line #:958
- Falling ..................................... Line #:965
- Flying ...................................... Line #:978
- For transfer to video: ...................... Line #:1022
- VGA 320X200 Mode Use Restricted by ha .... Line #:1047
- ACT2 Animation .............................. Line #:1068
- On the Spot Animation ....................... Line #:1096
- FAST320x200VCX If you feel the need .... Line #:1117
- The ACT2 Room Important!! SVGA 2 .... Line #:1226
- How to Use the ACT2 Room Important!! SV .... Line #:1285
- FAST320x200VCX .............................. Line #:1453
- Converting ACT1 to ACT2 animation ........... Line #:1580
- ACT1 Animation .............................. Line #:1620
- Advantages of ACT1 Animation ................ Line #:1625
- Disadvantages of ACT1 Animation ............. Line #:1659
- Creating ACT1 Animation ..................... Line #:1676
-
- C:\ANI\HELPDOCS\STUDIO.DOC
- *=*=*=*=*=*=*=*=*==*=*=*=*=*=*=*=*=*=*=*
-
- New Picture: ................................ Line #:6
- How to Use the Studio ................... Line #:171
- Important! Wrong Palette colors for curr .... Line #:183
- << UNDO >> .................................. Line #:210
- Saving Files ALT-S or F5 or Click .... Line #:218
- Mouse Settings .............................. Line #:259
- Understanding Color Very Impor .... Line #:281
- Animation and Palette control ............... Line #:339
- The Clip Count Number ...................... Line #:362
- Fit Clip Colors ............................. Line #:406
- Autosort PCX ................................ Line #:416
- Fill Vacancies with pure RGB ................ Line #:437
- Fill Vacancies with 6 Colors ................ Line #:447
- Fill Vacancies With Greyscale ............... Line #:453
- Leave Vacant entries vacant ................. Line #:457
- !! Hot Tip !! .............................. Line #:463
- Extra Palette Control ....................... Line #:478
- Icon Palette Entries ........................ Line #:490
- The Color Bar ............................... Line #:498
- The LEFT or Fill Color Area ................. Line #:547
- The Right or Draw Color Area ............... Line #:554
- The Size Number ............................. Line #:561
- The Upper Scroll buttons .................... Line #:593
- The Icon Bar ............................... Line #:597
- _2 Alter Entire Palette ................... Line #:624
- _3 Copy and Paste Parts of the Current P .... Line #:635
- _4 The Palette Color Files ................. Line #:652
- _5 The Pencil Eraser Color Replacer .... Line #:660
- _6 The Painters Palette .................... Line #:673
- _7 Picture Color ........................... Line #:700
- _8 Menu Colors .............................. Line #:706
- _9 Swap Color .............................. Line #:723
- _10 Grey Scale Important Icon ! ....... Line #:732
- Scale and retain Palette .................... Line #:744
- Mapping to Sorted or scaled Palette ......... Line #:772
- Fill Vacancies .............................. Line #:782
- _17,#18 Pixel Movers ...................... Line #:792
- _19 Exclude Color Pixel Mover Toggle. ...... Line #:816
- _20 Compasses Protractor Set Gradien .... Line #:833
- _21 Felt Marker Best Pen Gra .... Line #:848
- _22 Gradient Grow Rectangle Draw (g .... Line #:861
- _23 Rectangle .............................. Line #:879
- _24 Paint Brush ............................. Line #:890
- _25 Blob Draw greyscale optional ...... Line #:902
- _26 Son of Blob Draw greyscale or .... Line #:913
- _27 Air Brush Spray Paint Gradient o .... Line #:932
- _28 Angle Sketch Draw greyscale optiona .... Line #:951
- _29 Pencil Draw greyscale optional ..... Line #:984
- _30 Sketch Draw greyscale optional ........ Line #:1000
- _31 Point to Point Filled Polygon Draw ..... Line #:1032
- _32 Angle Pencil Draw greyscale opti .... Line #:1050
- _33 The 2 Dimensional Vector Icons .......... Line #:1065
- _V1 Stick Figure Animation ( *.RUN ) ....... Line #:1082
- _V2 The Perspective Lines ................... Line #:1140
- _V3 Vector Frame It greyscale opti .... Line #:1181
- _V4 Vector Curve ............................ Line #:1190
- _V5 Invisible Snap Grid ..................... Line #:1201
- _V6 The Free Hand Vector Draw Tool .......... Line #:1219
- _V7 Optional Snap-to Grid ................... Line #:1269
- Special Magnetic Lines ...................... Line #:1410
- 1) Magnetic Curve C key .................. Line #:1414
- 2) Ellipse Press E on the .... Line #:1436
- 3) Magnetic T Square Line T key .... Line #:1447
- 4) 2D Magnetic Grid G key ........ Line #:1482
- _V8 Main Icons .............................. Line #:1508
- _34 Load POINTS.PNT if it is Available ...... Line #:1532
- _35 The Camera .............................. Line #:1566
- _36 The Load the Current File Again Wind .... Line #:1575
- _37 Paste Copy Options ...................... Line #:1582
- _38 Paste To Window ......................... Line #:1592
- _39 Copy Rectangle Grow Box ................. Line #:1597
- _40 Copy Poly ............................... Line #:1609
- _41 Copy and Paste Rectangle ................ Line #:1620
- _42 Gradient Flood Fill Vertical greys .... Line #:1637
- _43 Clip Art Libraries ...................... Line #:1650
- _44 Sherlock the File Finder ................ Line #:1700
- _45 Scenery For Act1 Animation Se .... Line #:1708
- _46 The Cutting Room see CUTT .... Line #:1723
- _47 New Pic Icon ............................ Line #:1740
- _48 Show the Previous Clip ................. Line #:1787
- _49 The Action Icon See ANIM .... Line #:1793
- _50 Show The Next Clip ...................... Line #:1803
- _51 Show ACT2 Fast Full Screen Animation .... Line #:1808
- _52 ACT2 Delay Clock ....................... Line #:1828
- _53 Combine Files ........................... Line #:1835
- _54 SCRIPT.TXT File List Icon ............... Line #:1850
- _55 Blue Screen ............................. Line #:1864
- _56 Paste Together a New Clip Art Librar .... Line #:1886
- _57 Flood Fill .............................. Line #:1919
- _58 Gradient Shield scaled palette .... Line #:1932
- _59 Normal Circle Draw ...................... Line #:1941
- _60 Gradient Globe Circle Scaled pale .... Line #:1949
- _61 Filled Circle or Polygon ................ Line #:1965
- _62 Draw an Arc or half circle .............. Line #:1977
- _63 Draw and Fill an Arc .................... Line #:1989
- _64 Gradient Torus scaled palette recom .... Line #:1999
- _65 Gradient Fill Area Horizontal g .... Line #:2008
- _66 Glaze Blend greyscale first for .... Line #:2025
- _67 New Icon Stamp Icon ..................... Line #:2039
- _68 The Fill Patterns ....................... Line #:2079
- _69 The Tape Measure ........................ Line #:2086
- _70 Un-zigzag or Antialias .................. Line #:2093
- _71 Scatter The Color greyscale fi .... Line #:2107
- _72 The Blender greyscale first .... Line #:2120
- _73 Light and Dark greyscale first .... Line #:2134
- _74 Magic Wand .............................. Line #:2151
- _75 The Clip Finder Board ................... Line #:2164
- _76 3D Bar Gradient Option ............ Line #:2179
- Perspective ................................. Line #:2209
- _77 Shrink 10 % Icon ........................ Line #:2222
- _78 Rounded corners Rectangle Draw .......... Line #:2229
- _79 Rounded corners Filled Rectangle Dra .... Line #:2243
- _80 Frame It ................................ Line #:2257
- _81 Lighten and Darken Polygon s .... Line #:2270
- _82 Copy Grow 10% and Paste Polygon ....... Line #:2284
- _83 Enlarge Page ............................ Line #:2293
- _84 Change Text Color ....................... Line #:2308
- _85 Create a Font ........................... Line #:2322
- FNT Font Editor ............................. Line #:2324
- KAR Font Capture ............................ Line #:2358
- _86 Write Text Copy and Paste ............... Line #:2395
- *.FNT Add Text to Page ...................... Line #:2397
- *.KAR Add Text to Page ...................... Line #:2411
- _87 Retrieve a Font File .................... Line #:2460
- _88 Make Full Screen the Default (a .... Line #:2506
- _89 Turn Auto Save On ....................... Line #:2520
- _90 Save the Primary VCX .................... Line #:2534
- _91 Save the Secondary VCX .................. Line #:2539
- _92 Turn Autosave OFF ....................... Line #:2544
- _93 Mouse Setup, Program Delays and Soun .... Line #:2552
- _94 Cruise Disk ............................. Line #:2581
- _95 Reduce Color in the current VCX ......... Line #:2587
- _96 Gradient Curves ......................... Line #:2606
- _97 Text Color .............................. Line #:2646
- _99 Reverse Color #0 with Color #255 ........ Line #:2674
- _100 Run DO1.BAT if it is Aavailable ........ Line #:2681
- _101 Run DO2.BAT if it is Available ......... Line #:2714
- _102 ACT2 Room Icon ......................... Line #:2743
- _103 ACT2 Drive In Icon ..................... Line #:2758
- _104 Load the Current Default Knowledgeb .... Line #:2778
- _105 Reverse Picture Colors ................. Line #:2814
- _106 Create a Presentation .................. Line #:2820
-
- C:\ANI\HELPDOCS\CYBRFIND.DOC
- *=*=*=*=*=*=*=*=*==*=*=*=*=*=*=*=*=*=*=*
-
- What is Cyberfind? .......................... Line #:16
- Manual Use of Cyberfind ..................... Line #:34
- Convert Document ............................ Line #:55
- What about CASE Sensitivity? ................ Line #:88
- Using Cyberfind with the Mouse .............. Line #:118
- Sure Fire Method ............................ Line #:120
- Problems with Cyberfind ..................... Line #:147
-
- C:\ANI\HELPDOCS\HELPINDX.DOC
- *=*=*=*=*=*=*=*=*==*=*=*=*=*=*=*=*=*=*=*
-
- Short Cut Key Functions .................... Line #:88
- Up Arrow Scroll File/DIRECTORIES List .... Line #:92
- Down Arrow Scroll File/DIRECTORIES List .... Line #:94
- Right Arrow Toggle Files or Directory .... Line #:96
- ENTER Load the Current File .... Line #:98
- Insert Search Disk For Path Mask .... Line #:100
- CTRL-HOME Scroll Dormant Filename List .... Line #:102
- CTRL-END Scroll Dormant File List Dow .... Line #:104
- CTRL-Backspace Remove current name from .... Line #:106
- Home Scroll Left Top Corner Historical .... Line #:108
- Delete Remove current name from Histori .... Line #:112
- The Cursor Keys Alone CTRL- .... Line #:122
- The PgUp and PgDn Keys ...................... Line #:126
- The Home Key ................................ Line #:130
- The F1 Key .................................. Line #:137
- The F2 Key .................................. Line #:141
- The F3 Key .................................. Line #:149
- The F4 Key .................................. Line #:153
- The F5 Key .................................. Line #:157
- The F6 Key DOS Shell .................... Line #:164
- SHIFT F6 Fast Capture Rectangle ....... Line #:166
- The F7 Key Paste the Current Clip ( .... Line #:168
- SHIFT F7 Capture and Paste Polygon .... Line #:170
- Shift-F2 Paint Studio ............. Line #:172
- SHIFT F4 Normal Paste, Resizes to .... Line #:176
- + (Plus Key) Resize Image V .... Line #:178
- SHIFT-S Map and display the next few .... Line #:181
- The F8 Key Menu Colors .................. Line #:184
- m Map Current Clip to Curen .... Line #:186
- * (Star Key) Previous clip I .... Line #:188
- CTRL-O The current clip is warped .... Line #:194
- The F9 Key Load the current Clip int .... Line #:199
- The F10 Key Exit ......................... Line #:201
- The Esc key ................................. Line #:203
- The Space bar ............................... Line #:210
- TAB Key ..................................... Line #:215
- CTRL-S ...................................... Line #:219
- Enter ....................................... Line #:224
- ALT-A Capture 320x200 top left corne .... Line #:228
- ALT-C LOAD CLIP ART ..................... Line #:231
- ALT-E LOAD POP UP CUT & PASTE POLY M .... Line #:233
- 1,2,3,4, or 5 Select option 1 .. 5 to t .... Line #:238
- ALT-F Full Screen Off/On Toggle ......... Line #:242
- ALT-L LOAD PRIMARY FILE (redo) ........ Line #:244
- ALT-P Paste POINTS.PNT onto the scre .... Line #:246
- # Paste the current Clip into PO .... Line #:248
- ALT-Q EXIT .............................. Line #:251
- R Run TEMPVEC.RUN stick figure a .... Line #:253
- ALT-S SAVE Current VCX .................. Line #:255
- ALT-U LOAD VCXTEMP2.VCX (undo) ........ Line #:257
- CTRL-F6 Clone the current Clip (grea .... Line #:259
- C Same as CTRL-F6 above ............. Line #:261
- SHIFT F7 Capture and Paste Polygon ......... Line #:263
- SHIFT F6 Fast Capture Rectangle ............ Line #:265
- ALT-F6 Map the current clip onto the .... Line #:267
- M Map the current clip onto the .... Line #:269
- SHIFT-F3 Capture the colors in a polygo .... Line #:271
- SHIFT F4 Normal Paste Resized to Box Di .... Line #:273
- SHIFT-F9 Cut & Paste Polygon. Area is c .... Line #:275
- Capital S Sizes, Maps & Displays c .... Line #:277
- ALT-X EXIT .............................. Line #:280
- In a Window these Keys are Valid ............ Line #:283
- + (Plus Key) Resize Entire Im .... Line #:285
- The F7 Key Paste the Current Clip ....... Line #:287
- SHIFT F7 Capture and Paste Polygon .... Line #:289
- SHIFT F4 Normal Paste Resized to .... Line #:291
- The F8 Key Menu Colors .................. Line #:293
- ' Capture Boxed area to ZON .... Line #:295
- The F10 Key Exit ......................... Line #:298
- CTRL-F2 Resize the current ANI fi .... Line #:300
- CTRL-F4 ACT1 Animation frame capt .... Line #:302
- Numeric Keypad P3D files can be rotated .... Line #:304
- The Esc key ................................. Line #:307
- The Space bar ............................... Line #:314
- ALT-A Capture 320x200 ACT2 Animation .... Line #:318
- ALT-E Cut & Paste Menu ................... Line #:320
- ALT-I Zoom In ( If using Full Scree .... Line #:322
- ALT-O Zoom Out ( If using Full Scree .... Line #:324
- R Run TEMPVEC.RUN stick figure ani .... Line #:326
- In the Script Room .......................... Line #:330
- In the CAD3D Room ........................... Line #:337
- CTRL-D Object Display Options M .... Line #:339
- MASTER HELP INDEX ........................... Line #:356
-
- C:\ANI\HELPDOCS\FILEINFO.DOC
- *=*=*=*=*=*=*=*=*==*=*=*=*=*=*=*=*=*=*=*
-
- Run time error 200 (integer division .... Line #:17
- Run time error 103, 104, or 105 ............. Line #:28
- Mouse Cursor Problems ....................... Line #:39
- Program Problems ............................ Line #:49
- File Problems ............................... Line #:64
- Free Space .................................. Line #:81
- Messing up needed files ..................... Line #:104
- Stick to convention ......................... Line #:118
- Recovering deleted files .................... Line #:140
- Backing up your work ........................ Line #:156
- Compression ................................. Line #:187
-
- C:\ANI\HELPDOCS\DRIVERS.DOC
- *=*=*=*=*=*=*=*=*==*=*=*=*=*=*=*=*=*=*=*
-
- ALTERNATE GRAPHIC DRIVER SET ................ Line #:110
- 2048x1024 256 color ......................... Line #:125
- Diamond Stealth or other S3 Chip Boards ..... Line #:139
- One Last Hope: .............................. Line #:160
-
- C:\ANI\HELPDOCS\CUTTNGRM.DOC
- *=*=*=*=*=*=*=*=*==*=*=*=*=*=*=*=*=*=*=*
-
- ACT1 Animation 100x80 zoomable .............. Line #:24
- The Cutting Room Icons ...................... Line #:35
- The Arrows Away From I Icon ................. Line #:44
- The Clear Icon .............................. Line #:55
- The Arrows Towards I Icon ................... Line #:63
- The Zoom and scroll Buttons ................. Line #:75
- The Color Button ............................ Line #:129
- The Animation Window ........................ Line #:152
- The Clip Board Icon ......................... Line #:164
- The Crayons ................................. Line #:230
- The Story Board ............................. Line #:239
- The Action Board ............................ Line #:276
- The Projector Icon .......................... Line #:372
- The Clock Icon .............................. Line #:404
- The Scrolling Icons ......................... Line #:428
- The DONE ICON ............................... Line #:451
- The Lone Paintbrush Icon .................... Line #:458
- The Paint Brushes Icon ...................... Line #:470
- ............................................ Line #:494
-
- C:\ANI\HELPDOCS\PRINTQ&A.DOC
- *=*=*=*=*=*=*=*=*==*=*=*=*=*=*=*=*=*=*=*
-
- How do I print different fonts? ............. Line #:10
- How do I Print Graphics? .................... Line #:19
- The Prep Room ............................... Line #:35
- Is there A Better Way to print graphics? .... Line #:42
-
- C:\ANI\HELPDOCS\FINDPROB.DOC
- *=*=*=*=*=*=*=*=*==*=*=*=*=*=*=*=*=*=*=*
- Some more solutions to common problems.
-
- AniPaint (c)1995 by Rick Sobie
- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
- ************************ Problems and Solutions ***********************
-
- C:\ANI\HELPDOCS\FILEINFO.DOC
- *=*=*=*=*=*=*=*=*==*=*=*=*=*=*=*=*=*=*=*
-
- Run time error 200 (integer division .... Line #:17
- Run time error 103, 104, or 105 ............. Line #:28
- Mouse Cursor Problems ....................... Line #:39
- Program Problems ............................ Line #:49
- File Problems ............................... Line #:64
- Free Space .................................. Line #:81
- Messing up needed files ..................... Line #:104
- Stick to convention ......................... Line #:118
- Recovering deleted files .................... Line #:140
- Backing up your work ........................ Line #:156
- Compression ................................. Line #:187
-
- Run time error 200 (integer division by 0)
- ~~~~~~~~~~~~~~~~~~
- This program crunches millions of numbers on each operation. It
- is possible that at some time an integer may be divided by 0 and
- this will force the program to DOS to recover. Just reload
- AniPaint. If the divide by 0 occurs when a PNT or P3D file
- loads, it may contain an incorrect value and should be deleted at
- DOS. If not, each time the vector PNT or P3D file is loaded,
- it will repeat the same combination. If it is a reoccurring
- problem then you may want to call for support.
-
- Run time error 103, 104, or 105
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- The program cannot find a file.
- Although the program constantly performs this type of error
- checking, sometimes error checking has been sacrificed for
- speed. If you receive one of these errors check the file
- list in readme.1st against the files you have.
- Check LOG.TXT for recent DOS Services Report.
- Just reload AniPaint and try to provide the file it needs.
- It will usually tell you what it needs.
-
- Mouse Cursor Problems
- ~~~~~~~~~~~~~~~~~~~~~~~
- This program requires a mouse. It also creates it's own cursor.
-
- I have used a standard interrupt 33 to hide the mouse cursor
- but it may not have any effect on your pointing device.
- Perhaps in a later version I will support your device but
- for now I am unable to accommodate you. Try ANIPAINT /fix
-
-
- Program Problems
- ~~~~~~~~~~~~~~~~
- If you are having serious problems with the program I would appreciate
- hearing from you. Write me, or phone and I will try to respond as
- quickly as possible. I can't fix a problem that I can't identify so
- please make note of the steps that you took prior to the problem and
- be sure to include your machine type and all other information that
- could be pertinent.
- If you have downloaded it from a BBS and you received error messages
- during download or if anything unusual happens during decompressing
- the program, you may have a corrupted copy. If it is a major defect,
- or omission, chances are that someone has already brought it to my
- attention and I have corrected the problem already. Look for a newer
- version first and be sure you have read the documentation.
-
- File Problems
- ~~~~~~~~~~~~~~~
- 90 percent of all problems associated with computer programs
- occur with FILE IO (file in out). That is, opening & closing,
- writing to files, etc. Communication between the program and the
- hard disk. The reason for this is that many times situations
- occur that are beyond the control of the program.
- The user has as much control over the hard disk as most programs.
- They may accidentally delete needed files or put things in the
- wrong place, or configure their system in a way that makes
- program operation difficult or impossible.
- Read all documentation accompanying this program and you will
- have a far better understanding of how the program works and what
- may be wrong. Make sure your system is set up as it should be and
- that you have a complete copy of AniPaint and that all included
- files are there where they should be. See README.1ST
-
- Free Space
- ~~~~~~~~~~~
- You need free space to write information to a file.
- If you are like most people, you cram as much information onto
- your hardrive as possible and operated with a minimum of free
- space. It seems no matter how big your hard drive is it is never
- big enough. Programs not long ago could be put on a single 320 k
- floppy. Not any more. Now it seems they are 10 high density disks
- or over 10 million bytes. I am limiting my program to allow it to
- be transferred in a reasonable period of time by someone with an
- older modem . If it wasn't for this fact, I would include far
- more clip art and additional programming and utilities. Not to
- mention animation files which can grow to enormous size.
- Disk compaction helps, but again the information seems to expand
- to fit the available space. So to avoid problems, if you are not
- using information on your disk, compress it or back it up and
- make room. Ongoing maintenance in this area is essential to
- today's large programs. If you are using Microsoft Windows
- with disk swapping, you will need even more free space. It uses
- your disk to create EMS and XMS for use by this and other
- programs. Depending on how your _default.pif or program name.pif
- is set.
-
- Messing up needed files
- ~~~~~~~~~~~~~~~~~~~~~~~
- If you don't know what a file is, don't mess with it.
- Operation of the program can be Easily totally disabled if you
- remove or alter a file that the program needs to operate. If not
- totally, disabled then partially disabled to the point that
- figuring out what went wrong might be impossible. Keep a neat
- house. Try not to put your work files in with the program files.
- Use sub directories. The small inconvenience of switching
- directories is worth the effort. If files are missing or get
- messed up you may be able to reinstall them.
- Reinstall AniPaint with the INSTALL option in CONFIGIT. It will
- replace your examples etc.
-
- Stick to convention
- ~~~~~~~~~~~~~~~~~~~
- If a file is text, name it with some sort of text extension and
- stick to the same format. At least be consistent in naming the
- file extensions.
- This program, like most others, loads and handles files according
- to the last three characters. A PCX is not a PCX unless the
- extension is PCX.
-
- Archive attributes
-
- Dos provides several file attributes including READ ONLY. This
- program allows you to set files as read only by choosing the
- right corner light button, then choosing protect. The benefit is
- to provide a safety device to ensure the file will not be
- overwritten, or accidentally erased, and to protect it in the
- program from prying eyes. However, if you protect a file that the
- program needs to write over such as a temporary file, all
- operations that use that file will be disabled until you
- unprotect it. At DOS attrib -r removes the protection.
- See your DOS manual on the attrib command for more information.
-
- Recovering deleted files
- ~~~~~~~~~~~~~~~~~~~~~~~~
- If you accidentally delete a program file, you must go
- immediately to DOS and use the undelete command to recover it.
- You will have to compare the list of needed files (README.1st)
- with the files that exist, to determine what files are missing
- and what the first letter in the name is.
- If you wait, the area on the disk will be used perhaps the next
- time the program writes to disk, in which case you will have to
- reload the entire program from your back up set. ( which I am
- sure everyone has) If you don't, you are out of luck plain and
- simple. It is time to call up a friend and get their copy. Keep
- that registration number in a safe place, you never know when you
- might need it. If the wrong file or files get altered, you will
- have to enter it again.
-
- Backing up your work
- ~~~~~~~~~~~~~~~~~~~~
- Anything mechanical sooner or later breaks down.
- It seems that with hard drives the bearings wear out.
- Where there is any friction there is wear. As long as your
- computer is on, the disk is spinning, it is only a matter of
- time. If you have a 210 meg hard drive you probably don't still
- have just one 320 k floppy drive. Can you imagine backing up 210
- meg with 320 k floppies? I highly recommend a tape backup if you
- are serious about graphics. I use one. It is not lightning fast
- but it is very easy to use and extremely convenient. I can back
- up my entire drive while I sleep or make small 20 meg back up
- sets in 3 or 4 minutes.
- Not only does it safeguard against disk failure but it protects
- me from myself as well. Accidental erasure, or if I get off on a
- wild tangent and decide later to scrap what I have done, I can go
- back to a point that I am happy with and not have to start all
- over. Back up your work, it is a chore but it is worth it. See
- your DOS manual. MS-DOS 6 has a new backup utility option.
-
-
- This program only saves files in a format that it creates,
- with the exception of PCX. If it does not recognize the format
- it loads it as text. For all I know there may be other VCX
- files out there. There most certainly are FNT, PAL and ICO
- files out there. THESE FILES ARE NOT COMPATIBLE WITH THIS
- PROGRAM UNLESS CREATED BY ANIPAINT. If you attempt to load
- a file other than PCX that was not created with this program,
- unpredictable results may occur.
- Be sure you have read all the documentation
-
- Compression
- ~~~~~~~~~~~~
- PCX files as well as most older graphic file types use
- compression algorithms in their files. I do not. There are so
- many good compression utilities and disk compaction programs that
- it has become redundant. Speed is the key. An uncompressed file
- can be loaded faster because there are less steps involved in
- putting it onto the screen.
- You may still find this program slow at any rate. If you do, then
- try to confine your graphic work to 320 x 200 mode.
- See speeding up the program at the end of SCREENRM.DOC.
-
- There are many fine compression utilities available including
- PKZIP that if you are familiar with communications you will no doubt
- already have. If not ask someone for a copy. One final note on
- compression, when you export a PCX from this program it is not
- compressed either. Compression schemes often change with new versions
- and I felt that I could extend the compatibility for years
- to come if I did not compress these files.
- In my own tests I have achieved a 10 % increase in compaction
- by using PKZIP on VCX as opposed to GIF. The run length encoding
- of PCX files is inferior to the compression of PKZIP.
-
- If you want to test it, compress SKY.PCX (if it is included with
- this version) with pkzip. It ends up about 23 k. Save SKY.PCX with
- another program like PAINTSHOP PRO. It becomes 44 k. as GIF 27 k.
-
- The program you load the PCX with, may not know the file is uncompressed.
- If you want to compress it after you load it into another
- program, just save the file with the other program.
- If you are working with a minimum of space, create Batch files
- that zip and unzip your files as you see fit. You can escape to
- the DOS shell in either the Paint Studio (F6), or use the upper right
- hand corner light button in the screening room. See your DOS manual
- on Batch Files and your compression documentation that accompanied the
- compression utility you are using.
- The two Icons RUN1 and RUN2.BAT can be user defined to automatically
- do your periodic maintenance and compression.
- You can load a ZIP and unzip it into any directory with AniPaint if
- PKUNZIP.EXE is in your path.
- Important note:
- If you have limited conventional memory, you will not even be
- able to use the DOS Shell, let alone any compression utility.
- Optimize your System first. You may check your available
- conventional memory by clicking on the little black box beside
- FILENAMES/DIRECTORIES in the Screening Room.
-
- To change drives, enter the command C: or D: or A: or B: on the
- pathline above it.
- If it doesn't change, press Cancel, then Clear Desk.
-
- If things are looking terribly wrong all of a sudden or acting
- very strange, you may have corrupted configuration files.
- Delete DRAWCFG.KEY and FILECFG.KEY and they will be replaced
- by new files when you next load the program.
-
- Test the mouse delay in CONFIGIT, then set the mouse delay using
- the Mouse Set Icon. The Mouse Set Icon takes precedence over
- Configit. If you disable the program with the Mouse Set Icon
- you will have to delete FILECFG.KEY in the C:\ANIPAINT
- directory.
-
-
- AniPaint (c) 1995 Rick Sobie
- PKZIP is the property of PKWARE.
- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
- <<<<<<<<<<<<<<<<********* Graphic Drivers ***********>>>>>>>>>>>>>>>>>>>
-
- C:\ANI\HELPDOCS\DRIVERS.DOC
- *=*=*=*=*=*=*=*=*==*=*=*=*=*=*=*=*=*=*=*
-
- ALTERNATE GRAPHIC DRIVER SET ................ Line #:110
- 2048x1024 256 color ......................... Line #:125
- Diamond Stealth or other S3 Chip Boards ..... Line #:139
- One Last Hope: .............................. Line #:160
-
- In CONFIGIT, Choose a driver in the Graphics Drivers Menu then
- go to the Program Options Menu and Select that Driver as your
- default driver.
- Once you have done this, choose Save in the Program Options Menu.
- This information will be written into your user configuration
- file and, when you load AniPaint, that driver will be used. Once
- inside AniPaint you may switch drivers and modes if your system is
- capable of other drivers or modes.
-
- This program requires a minimum VGA adapter. If you have an EGA
- only, don't attempt to load a VGA driver, all the wishing and
- hoping in the world won't make it work. With the SVGA drivers, No
- checks are made to determine if you have a minimum VGA. So do not
- use them if you do not have at minimum, VGA capabilities. If you
- have a VGA or SVGA, you can use the EGA resolution as well.
-
- Some of the processes require a minimum of 640x480,
- if so, it will usually state that fact. Switch to that mode
- or higher if you can.
-
- If you are experiencing problems switching drivers in the
- program, (especially the 16 color drivers), then set the driver
- in CONFIGIT.EXE, and don't change drivers in the program.
- Choose the "Disable Mode Switching Option" in CONFIGIT.
-
- This program was designed for 256 color use. It is possible to
- use it in 16 color mode, however it is slower. I mean SLOWER! Not
- just a little slower, a lot slower. If you have a fast
- machine, you get spoiled easy, and when you have to wait a
- little, it can be very annoying. If you still have a slow
- machine you may be used to waiting.
- The smaller the screen, the less information has to be processed.
- Try to confine yourself to a smaller screen unless you don't mind
- waiting a bit. See Speeding Up the Program in SCREENRM.DOC.
-
- If you have an SVGA with 1 meg of on board memory, then you are
- lucky, proving the card is compatible. With my Paradise
- compatible SVGA graphics adapter I can load any of these
- drivers, and switch back and forth from 16 color in any mode to
- 256 color in any mode. You should be able to do the same. I still
- find the 16 color drivers too slow to use for any length of time.
- ( If you are using Microsoft Windows, try running AniPaint from
- DOS instead.)
- If you have a standard VGA, I suggest you use 256 color 320x200
- mode. It is fast . However it get's a little crowded since you
- are actually using only a tiny corner of the intended screen
- size. Find ways of working around this that work for you. Some
- tasks will require you to switch to either EGA 16 mode or VGA 16
- mode because the screen just isn't large enough in 320x200. Don't
- try to switch to 1200x1024 if you don't have a machine that is
- capable of this resolution.
-
- If you attempt to convert 2 color PCX in 16 color mode it
- will not work. Use any 256 color mode first, then switch to 16
- color if you must, and load the VCX conversion.
- VCX files are useable across any driver or mode. Although
- the palette record must be correct for the mode you are in. In 16
- color mode, only the first 16 color numbers are used. If you are
- trying to view a 256 color photographic image in 16 color mode,
- it will not look correct. Convert the 256 color PCX using a 16
- color resolution.
- All 256 color PCX files converted to 256 color VCX, are
- better converted in 256 color mode.
- The original is always unchanged any time a PCX is loaded.
-
- The IBM8514 is also available but you must enter the correct
- parameters on the command line. ANIPAINT /IBM8514 loads
- the driver for use with the program. My adapter can not
- use the IBM8514. The system locks up and I have to reboot.
- The same may happen to you if your graphic card is not
- compatible with it. This driver is supplied by Borland
- International and remains their property.
-
- You must enter the command ANIPAINT /IBM8514 <0> or <1>
- omit the brackets. 0 is 640x480 256 colors and 1 is 1024x768. If
- this is the driver you use all the time, create a batch file
- called PAINT1.BAT and PAINT2.BAT to save some key strokes
- eg:
- -------------------------------------
- At DOS type this
-
- C:\ANIPAINT>COPY CON PAINT1.BAT
-
- ANIPAINT /IBM8514 0
- ^Z
-
- --------------------------------------
- (don't type C:\ANIPAINT> that's the directory you should be in.)
- The ^Z is done by holding the CTRL key and pressing Z .
- Repeat the process for PAINT2.BAT and substitute the 0 for a 1.
- Now when you start ANIPAINT you will type PAINT1 or PAINT2
- to load the Program.
- Once inside you will probably not be able to switch modes.
- Disable mode switching in CONFIGIT if you have any problems
- changing modes.
-
- See your DOS manual for more information on Batch Files.
-
- Use Autodetection for the ATT400 driver.
-
- ALTERNATE GRAPHIC DRIVER SET
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- IF NONE of the CONFIGIT drivers work for your machine, or if
- your machine is capable of 2048x1024 256 colors, then
- at DOS type Anipaint withe the switch: /alternate
- eg: C:\ANIPAINT:>anipaint /alternate
- This will load the alternate driver set.
- Choose a number from 0 to 6.
- It is best to first choose 0 to initialize, then exit Anipaint
- and try a higher number if your machine is capable of it.
- If you are using Windows or have limited conventional memory,
- they may not load the correct driver mode.
- If it just won't cooperate, reboot first.
-
- 2048x1024 256 color
- ~~~~~~~~~~~~~~~~~~~~~~
- This driver has not been tested by me. My machine is not capable
- of such high resolution. It may work for you.
-
- If you are still;l unable to initialize graphics then use the
- switch /other.
- Look at the files in the anipaint directory and choose a
- driver. All the drivers have a @BGI extension.
- eg:TRI256.BGI is a trident driver.
- Anipaint will prompt you for a driver number and graph mode
- number. See your board documentation or try any number
- between 1 and 10. 0 is usually autodetection.
-
- Diamond Stealth or other S3 Chip Boards
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- I have included the S3 driver SVGAS3.BGI for high
- powered machines.
- I have not been able to test it as my machine is not
- capable of using it.
- The High Color options have not been implemented,
- (number of colors over 256) but it may work for
- you none the less.
-
- Important!!!!
- If you are using any of the drivers other than the
- main driver set in CONFIGIT you should exit ANIPAINT
- to change modes or else abnormal termination could result.
- Such as "BGI error graphics not initialized."
-
- If you want to specify the exact driver to use such as the
- TRIDENT TRI256.BGI etc. or if you have some type of special
- graphics card or high tech super driver, then one more
- possibility exits.
-
- One Last Hope:
- ~~~~~~~~~~~~~~
- Use the switch ANIPAINT /other All the drivers will be displayed.
- You will be prompted for a driver file *.BGI. You may have a vendor
- supplied BGI driver if so use with this option. A BGI driver is
- sometimes supplied with the board. It must have the extension .BGI
- and be put into the ANIPAINT directory. You will be prompted for
- it's name eg: FASTDRVR.BGI
- Then you will be asked for a valid graph driver number, and graph
- mode number to pass to this driver to initialize it into graphics.
- Just press enter for defaults. (Uncharted territory)
-
- See your vendor supplied documentation for information or try
- a few numbers. You may have to reboot.
-
- Trying to make a program that can be used by a wide range of
- machines is difficult to say the least. Only recently have the
- manufacturers got their act together and are starting to comply
- to a standard that is compatible. VESA is the standard but not
- all adapters are truly VESA compatible.
-
- The SVGA256 and VESA16 drivers are VESA compatible, so if you
- have a compatible card there should be no problem.
-
- If none of these drivers work for you I am sorry, consider
- upgrading your system, and when you do, be sure to ask if the
- graphics adapter is VESA compatible. Almost all graphic
- programs in the future will support VESA.
-
- AniPaint (c) 1995 by Rick Sobie
- CONFIGIT (c) 1995 by Rick Sobie
- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
- <<<<<<<<<<<<<<<<************* ANIMATION *****************>>>>>>>>>>>>>>>
-
- C:\ANI\HELPDOCS\ANIMATE.DOC
- *=*=*=*=*=*=*=*=*==*=*=*=*=*=*=*=*=*=*=*
-
- Quick Start Bitmap Animation Instruction .... Line #:46
- Using the 3D CAD Room ....................... Line #:58
- Transparencies Clips and Backgrounds ........ Line #:89
- Copying Clips ............................... Line #:281
- SCRIPT.TXT list of Filenames ................ Line #:324
- Using Color Shade Groups .................... Line #:422
- The Factor Number ........................... Line #:448
- Using X Y Z Rotation ........................ Line #:486
- Using Zoom in the CAD Studio ................ Line #:558
- Very Important Zoom Instructions ............ Line #:614
- The F S T Buttons (Front Side Top) ....... Line #:648
- Drawing at the correct Z Depth .............. Line #:668
- The 3D CAD Object Editor .................... Line #:695
- The Objectboard TEMP2.P3D .......... Line #:711
- The Pointboard TEMP.P3D ........... Line #:718
- Copy ........................................ Line #:728
- Cut ......................................... Line #:734
- Paste ....................................... Line #:744
- Move ........................................ Line #:753
- Shape ....................................... Line #:814
- Separate Objects ............................ Line #:823
- Recombine Objects ........................... Line #:829
- The Animation Processor ..................... Line #:836
- Animation Ideas .... Line #:907
- Looking through a window .................... Line #:914
- Jumping up and down ......................... Line #:950
- Dissassemble reassemble ..................... Line #:958
- Falling ..................................... Line #:965
- Flying ...................................... Line #:978
- For transfer to video: ...................... Line #:1022
- VGA 320X200 Mode Use Restricted by ha .... Line #:1047
- ACT2 Animation .............................. Line #:1068
- On the Spot Animation ....................... Line #:1096
- FAST320x200VCX If you feel the need .... Line #:1117
- The ACT2 Room Important!! SVGA 2 .... Line #:1226
- How to Use the ACT2 Room Important!! SV .... Line #:1285
- FAST320x200VCX .............................. Line #:1453
- Converting ACT1 to ACT2 animation ........... Line #:1580
- ACT1 Animation .............................. Line #:1620
- Advantages of ACT1 Animation ................ Line #:1625
- Disadvantages of ACT1 Animation ............. Line #:1659
- Creating ACT1 Animation ..................... Line #:1676
-
- Quick Start Bitmap Animation Instructions
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Load an existing PCX or VCX. Capture an area 320x200 with the EDIT
- button or ALT-A. Click on the Paint button. Use the Icons to alter the
- image. Capture the area again. Set the left number beside the color bar
- to 21. Set the right number beside the color bar to 22. Click on the
- Projector Icon. Both buttons to stop the show. There are many more ways
- to create animation with this program. Read the rest of this document
- for more information.
-
- *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
-
- Using the 3D CAD Room
- ~~~~~~~~~~~~~~~~~~~~~~
-
- Important Mouse instructions. When using the mouse, Button 1
- does the work, button two usually allows you to move the
- pen, Both Buttons completes the process. When I say Both
- buttons I don't mean try and hit both buttons at the same time.
- The odds are fifty/fifty you'll click B1 or B2 in the process.
- When you are finished drawing with the pen and you
- want to click both buttons to exit the process, you hold B1 and
- then click B2. This is Both Buttons with a positive completion.
- It writes your work to the file. Then when you are done with
- a process or you just want to cancel the process,
- hold B2 and then click B1. This is a negative completion.
-
- If you are confined to 16 colors, then use Palette Lock
- before entering the CAD Studio. All examples carry 256 color palettes.
- Once there you can use the Picture Color Icon to replace the palette
- converting it to 16 colors.
-
- Most of the tools are straight forward. If you leave Extra Help on
- while you are learning, you will get small help messages to guide you
- along. You can also activate extra help only when you need it with the
- upper Options Button. I recommend that you leave Bitmaps Off until
- ready to animate. Paste them in then outline them with any line tool
- for a reference. When ready to animate, remove the outline objects.
-
- Start with the Square Block Icon and practice attaching things
- to it. Watch the cursors in the small views to see how deep
- into Z (into or out of the screen) you are actually drawing.
-
- Transparencies Clips and Backgrounds
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- There are many options contained in dialog boxes for the management of
- backgrounds and transparencies or "clips".
- As with all dialog boxes, you can often select more than one option
- at a time. Although this may seem confusing at first, I assure you
- there is a logical progression to most dialog options.
- If an option is on that you do not want on, then merely turn it
- off by clicking on the light button beside the check mark.
-
- For instance, VCX backgrounds. In an open P3D window - such as when
- you first enter into the CAD Studio if a file is current - there is
- the "IMAGE" Button.
- If you select VCX Background, you can then select options that pertain
- to it such as Position and Size of background image.
-
- Under the Edit Button in an open P3D window is an option to Copy
- Clips. Suppose you have made a series of CAD clips, and now you want to
- rename them to CLP clips and use them as transparencies to
- include in your next run through.
- Considering the fact that the Animation Processor (CAD Projector
- Icon) only uses CAD for target frames and CLP for for transparencies,
- you have to be able to manipulate them. This usually means renaming
- the CAD clips to CLP. Now suppose you already have clips from
- the Paint Studio that carry the CLP clip prefix and you do
- not want to overwrite them.
- That now means you will have to first rename the current CLP clips to
- another clip prefix such as BRD or whatever, then rename the CAD clips
- to CLP.
- As you can see, you need to have some flexibility to manage these
- processes easily. Renaming 90 clips manually at DOS could take hours,
- or, your computer can do it in seconds for you. I choose the easy way.
-
- So, suppose you want to browse the names, then view some clips
- on the Icon bar (shrunk for viewing) to decide which to keep or
- which to overwrite, then you intend to rename your CAD clips to CLP.
- No problem. In the dialog box, you merely turn on the lights that
- you want.
- If you want to browse the filenames, click on that option.
- If you think you will then want to then view some clips on the Icon
- bar, select that option as well.
- You will have to change the Clip prefix first, so that option is
- added for you automatically and it will prompt for the clip prefix
- of the clips to display on the Icon Bar.
-
- Since you will have already browsed the filenames, you merely enter
- the 3 letter prefix on the pathline when asked.
- Now the clips will be displayed numerically beginning at 21 and
- you can decide if you need those clips or if you can overwrite
- them.
- Lets suppose you decide after browsing and viewing that any clips
- with extension CLP can be overwritten. So once again you carry
- on with the renaming process, select a Source clip prefix "CAD"
- and a target clip prefix "CLP" and then select the number range
- of the clips to rename. For example 21..31. for both CAD
- and CLP.
- The program will then copy CAD21...CAD31.VCX to CLP21...CLP31.VCX
- in your Clips directory on your ramdrive if one exists or on
- your current drive if not.
-
- A DOS user would do it this way manually, the program merely
- saves a great deal of time by doing it for you. A very experienced
- DOS user might write a complicated batch file using % variables
- but that is beyond the scope of this documentation. If you
- would like to learn more about batch files, see your DOS manual.
-
- So now you have renamed your first run through of animation clips
- from CAD to CLP turning them into transparencies.
-
- Now when you use the Animation processor, you can select ADD
- transparencies, and the new CLP###.VCX will be laid on
- before or after the new Objects file (POINTS.P3D or some
- other P3D file you have created)
- Now when each CAD frame is captured you will have two sets
- of animation taking place at the same time. The previous
- sequence and the new sequence.
-
- Now to complicate things further, lets say you want to add a moving
- background. After all, how interesting would the Simpsons or Flintstones
- be without scenery in the background. Not very.
-
- So lets suppose that you have finished running through your
- transparencies, and have gone through the whole process a few
- times, the background is still Black #0 and now its time
- to add that scenery.
-
- First you would select a PCX or VCX to be the background and see
- how it will look in a P3D window with the Objects in the foreground.
- You select the "Image" Button in the window, or the VCX Options
- Icon in the CAD Studio and again, select "Browse filenames" and
- select also "Enter pathname of VCX". First you will browse
- through a list of filenames then you will be asked for the
- complete name of the background. It is very important that you
- enter the drive, the directory and the filename (this constitutes
- a pathname) because you may have more than one file with the
- same name in different directories.
- So you've browsed the filenames, entered the full name when
- asked, and now, the next time the image redraws in the window, the
- background is there behind the foreground vector objects.
-
- Once you enter the Animation processor, you will then select
- the options you want to:
- 1) Position the background initially.
- 2) Enter the amounts to move right or left each frame.
- 3) Enter the amounts to add to Zoom In and Zoom Out to
- shrink or enlarge the background each frame.
- Once this is done, the Animation processor can handle the background
- management for you.
-
- What I will often do is:
- 1)Run through a blank set, (no objects in POINTS.P3D) with just a
- background picture. I will arrange it so that the VCX photographic
- background is twice as large as the frame I intend to capture.
- Then as I capture each frame with the automatic processor, the
- background shrinks or grows, making it look like the camera is moving
- forward or back. Sometimes I will also scroll it a bit up or down.
- This is all preset in dialog boxes.
- If the background is twice as large as the frame, that means I can zoom
- out until the image is half as big as original and the image will
- still be completely within the frame box.
-
- Here is the example math:
- Using the "Background Scroll and Size" option in the VCX background
- options Icon, Select the zoom In and Out. You can enter the X and Y
- coordinates if you wish or do it easier when inside the animation
- processor.
- Zoom Out: 100
- Zoom In: 100
- The image will not change in size. If it was twice as large as the
- frame box, it still is.
- This now means that if we wanted to shrink the image in 10 frames
- and on the 10th frame we want it to be half as big, that means
- that in the 10 th frame it should be zoomed at
- Zoom Out:200
- Zoom In :100
- We have 100 zoom to move in 10 steps, so that means
- 100 zoom divided by 10 frames = 10 zoom each move.
-
- So, to zoom an image background in from full size (twice as large as
- frame box) to the size of the frame box, we will add
- Zoom Out +10 each frame.
- Zoom In: Add 0
-
- If we did not set the background Zoom In and Out originally to
- 100 each, it would look like this, Zoom Out :1 Zoom In :1
- then each frame if we added 10 to the Zoom Out, the ratio
- would be Out:11 In:1 1/11 in size the first frame.
- If we did this it would disappear in two frames.
-
- Also the quality of the image is retained better if you shrink an
- image as opposed to enlarging an image.
-
- To enlarge a background, you should first process the image in the
- Prep room.
-
- - Load a VCX or PCX into a window and use the "+" Plus key. The
- program will prompt you for a width and height. Enter the new sizes.
- The file is now twice as large or whatever size.
-
- You need to increase the detail, so having scaled the colors in the
- picture's palette first or mapped the colors onto a palette with a good
- mix of similar shades of color, you use "antialias" and "dither over color".
-
- You may even want to use the "magic wand Icon" in the Paint Studio to
- mix and spread out the larger pixel blocks that resulted when the image
- was doubled in size.
-
- Now that the image looks half decent enlarged you can use it as a
- background in the CAD Studio.
-
- So, whichever way you use, starting out with a large picture or
- making one larger, you are now ready to set up the automatic
- processor to capture backgrounds.
- Select the "VCX background Options Icon" and enter a background file.
-
- The you can select the Projector Icon and fill in the necessary information
- when requested. Choose VGA 320x200, choose "process between frames",
- "background ops..", "use current background", "position background",
- "Left Top of Frame", "Moving Backgrounds", then set the amounts
- to move.
-
- You can run them through without objects in the file, or you can
- run them through with transparencies, (CLP clipboards),
- or you can run them all through at the same time. The background
- zooms and scrolls, the transparency is laid on and then the
- objects come in twirling etc..
- THe best way is to try it and experiment with the numerous options
- contained there.
-
- Once you have finished running through a sequence, you will be asked
- if you want to copy some clips.
-
- Copying Clips
- ~~~~~~~~~~~~~~~
- A clip prefix determines the name of the series of animation clips.
-
- A clip prefix of CAD is used for the automatic animation processor
- under the projector Icon in the CAD Studio.
- A clip prefix of CLP is also used there for transparencies.
- CLP is the program default clip prefix for all clip boards.
- You can at any time, change the current clip prefix. It is located
- under the upper EDIT Button, under the capture menu.
- Once you do this, all clipboard activity uses that prefix.
-
- The animation process usually involves, capturing a sequence
- to CAD clips, then using the CAD clips as backgrounds by copying
- them to another name, or running them through as transparencies
- by copying them to names with a CLP prefix.
- This is done easily for you using the program.
-
- In a P3D open window, or after completion of a capture session using
- the animation processor:
- 1) Choose Copy Clips.
- 2) Choose the Source clip prefix.
- The first three letters in the names of a group of files.
- 3) Select the Target clip prefix.
- The three letters that will be used as a prefix for the names
- you intend to copy to.
-
- 4)Check to see if the names are in use, because it will write over
- the clips if they exist already at the target names.
-
- If you don't write over the previous names, it fills your disk up
- in no time at all. It usually takes several complete run throughs and
- naming and renaming until you get it the way you want it.
- CAD and CLP are used mandatorily but you select the name for the
- background sequence. eg: SAV
- Each run through, the background loads up more and more with animation.
-
- So, now you have copied a series of CAD clips to SAV for use as
- backgrounds. To register the background names with the animation
- processor, you will first need to get those names onto a list.
- Not just any list though, but a specific filename called
- SCRIPT.TXT.
-
- SCRIPT.TXT list of Filenames
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Script.txt is the default name for a list of full filenames
- including drive and directory, in an ASCII plain vanilla format.
-
- You can write your own with a text editor, or you can use the program
- to do it for you. The latter being the method of choice since it
- will only contain filename that actually exist.
-
- 1) Select the "S" button in the File Screening Room, (right side of screen),
- 2) Choose "Start new File", then O.K.
- 3) Click on FIlenames/Directories and switch to the CLIPS directory,
- Click B1 on the Pathline Area above the Filenames/Directories Button
- and then enter the pathmask *.VCX
- 4) All the matching filenames will now be showing in the filename area.
-
- 5) Using mouse button 2, click on the names to mark them. They become
- reverse highlighted, when marked.
- 6) Now that you have files marked, for example SAV21...31.VCX
- you click once again on the "S" button and select
- "Append Filenames.."
- Choose O.K. and that's it.
- SCRIPT.TXT now contains a list of pathnames.
-
- So, following along with our automatic animation process using the
- Projector Icon, we can now select the "From File List" option
- instead of "Use Current Background". The animation processor will
- obtain the background file names from the list.
- If the background files are previous CAD frames copied to another
- prefix, they will already be the correct frame size.
- You only need to select "Position Background" and "Top Left of frame",
- to position the previous animation sequence that you intend to add to.
-
- When that run through is complete, the new CAD clip boards will now
- contain the previous backgrounds plus any transparencies and objects.
-
- You can now answer Yes to copy clips to a different prefix such as
- SAV again. The nice thing is, if you use the same background name
- each time, you do not need to re-mark files and create a new file
- list each time. The names are already on the list.
- If you want to protect your work from being overwritten, choose
- a different prefix and make a backup set.
- For total protection, use VCX2PCX to convert them to PCX. This
- program does'nt alter PCX originals, it makes a VCX copy.
-
-
- So, when you use the Animation Processor you usually have a plan in mind.
- As you select options in the dialog boxes, you are maneuvering through
- a course, with sideroads and turn offs you can take. If you choose not
- to continue, you can interrupt the process with your N key. Hit it
- enough times and it will abort. When you begin again, it will once again
- begin at frame 21 and write over the last mistakes. Once you have a
- run you are happy with, answer yes to Copy clips and copy them onto
- a different prefix.
-
- It tracks your movements and tries to provide options that apply to your
- current path through the processor.
- The same applies to the transparencies.
- It will ask what it needs to know once you select the transparency
- option.
- Do you want the transparency underneath the new sequence you
- are about to add, or do you want it on top of the sequence?
- Choose depending on which is closer to the foreground.
- If you want, you can choose to just run through the transparencies,
- with or without the backgrounds.
-
- Also, lets say you got impatient, did a run through with a background,
- so now your clips are not transparent, but you still want to use
- them. What do you do?
- 1) You call them backgrounds
- 2) Mark the filenames in the File Screening Room
- 3) Use the "S" button to create SCRIPT.TXT
- (SCRIPT.TXT is the name of AniPaint's user definable file list,
- used extensively in the program for animation or anytime it requires
- a very specific list of file names).
- 4)Select "Backgrounds from List SCRIPT.TXT" during your run through
- when using the CAD's Projector Icon
-
- After all this, you may want to add some filters while it
- captures the new frames. Antialias for instance.
- If you select this option, it will blend everything in together
- a bit to smooth out those rough edges.
-
- The thing to remember is that using Dialog boxes you can choose
- Cancel at any time to abort the process and regroup, reorganize
- and take another shot at it. Once you have done it a couple of
- times, it will be easy from there on in.
- Keep it simple, you don't need every option every time,
- neither do you have to change every number every time.
- When running through transparencies, you may do no more than
- select a few options and paste them on location.
-
- Most of the options have some help screens if you turn learn-mode
- on. You should first be fairly proficient using clipboards
- before attempting any real serious work. Walk first then fly.
-
- See the example ANIPAINT.FLI if you received it with this copy.
-
- Using Color Shade Groups
- ~~~~~~~~~~~~~~~~~~~~~~~~
- If you are familiar with the Paint Studio, the CAD Studio is
- very similar.
-
- The purpose is to create objects that look realistic and that can be
- manipulated in virtual space and captured to bitmapped VCX
- animation frames.
-
- To accomplish realism - since few things are truly only one color -
- we deal with color as a group. Most things are actually shades of
- one color. So we set the LEFT (or Fill) Color to the darkest shade
- of color in the group we want, then we set the Right (or Draw) color
- to the brightest shade we want. Now when we create an object
- like for instance a bottle, it will have gradient color from
- dark to light shades.
-
- In this way in combination with different fill patterns, we can
- imitate metals, like brass screen, lead pipe, nickel etc.
- It is totally dependant on the current palette.
- If you switch palettes, the different palette must have the same
- shades or the effect will not be same.
-
- The main palette \PALETTES\MENU5.PAL has a good mix of shades
- and is capable of many different metals, stone, marble brick etc.
-
- The Factor Number
- ~~~~~~~~~~~~~~~~~
- In the CAD Studio numbers are more important than in the Paint Studio.
- Manipulating objects and drawing on them, adding to them etc is
- like building. In the Paint Studio you draw and paint and in the
- CAD Studio you build and render objects.
- You build with materials that you create. Materials can be
- metal or plastic rods or steel plates or leather etc.
- Whatever the material you use, the size will be important.
- A go-cart might use rods that are 10 units in diameter with
- wheels that are 40 units in diameter.
-
- Example : A 10 unit diameter brass rod can be made by selecting the
- Left (Fill) color at the middle shade of yellow and the setting the
- Right (draw) color at the brightest shade of yellow. Then select the
- Oval Rod Icon and when you draw you are drawing with brass rods.
-
- When you draw in the CAD Studio you are drawing in 3 Dimensions.
- Not only width and height but depth as well.
-
- Since the screen only has width and height, you have to be able to
- communicate depth in another way then just moving the mouse up
- or down or left to right.
- We accomplish this by transforming the view. Switch to the side
- view and now when you move left or right you are actually
- moving back and forth in 3 dimensions.
-
- There are three views provided. Front, Side and Top.
- Back Side and Bottom can be drawn on by setting the depth
- or Z. You see the front but because the depth is set
- to the back of the object, you are actually drawing on the
- back of the object. When you turn the view to the side you
- will see the depth.
-
- If you watch the small cursors in the small views, you will
- see the object facing a different direction and the depth
- that you are drawing at.
-
- Using X Y Z Rotation
- ~~~~~~~~~~~~~~~~~~~~~
- In the CAD Studio, at the bottom of the screen is a black and
- white bar containing the Rotation and Zoom controls. They
- are similar to using the numeric keypad in an open window.
- The difference is that you have greater control.
- If you click Button 1 on a number it will increment.
- If you click Button 2 on a number it will be reduced.
- If it is at 1 and you try to decrement the number by 1
- and nothing happens, it is because it cannot have a 0
- value. Subtract 2 and it becomes -1...
-
- With a complex group of objects on the screen it can take
- a while to refresh the screen in the large window, not to
- mention the two smaller views as well.
-
- To minimize the moves and save time you can:
-
- * Turn the green "Move" button to OFF, while you are setting
- the numbers. The screen will not be refreshed.
- This is important because you will need to adjust
- depth or Z by watching the cursor in the smaller rotated views.
- When the small cursor is on the edge you want, the
- Z or depth is set to match that depth. The small cursor
- arrows get longer according to the Size (or Right) Number
- located to the extreme right of the color bar.
- When you draw lines with the Size number set at 30, the
- lines will be 30 units deep from the currently set depth
- or Z amount. You end up with a square sheet on edge that
- when rotated on its side will be 30 units wide.
-
- Then click on the green "Move" button
- and the screen is refreshed.
-
- Another way to find the Z depth of a corner or point of
- an object is to click on the point you want to query in
- the large main window. This loads the Object Editor complete
- with menus and more buttons. Choose Options Match Z and
- Z will be set to match the point ensuring that when you
- draw you are not drawing before or past your intended depth.
- Remember that drawing in 3 dimensions on a 2 dimension screen
- requires you to set the depth even though you cannot see it.
-
- If X Y or Z rotation is not at 0 when you draw you will not
- likely match the point. Instead create a separate file and
- paste the object rotated or update the view first
- if you must draw on a 30 or 40 degree or whatever degree
- of rotation on whatever axis. If you do not update the
- view, when the object animates, the part rotation may not be
- in sync with the whole object. (It does make a great effect though)
-
- * Set the Factor number (below the green Move buttons) then
- apply that number to Rotation and Zoom numbers.
- (Setting X rotation at 1 takes 180 moves to
- make 1/2 turn. Setting the Factor number at 180
- takes one move.
-
- * Click twice on a green Factor amount (1 or 45, 180 or 90)
- the Factor number takes on the value of the green buttons.
-
- * When you want to just move the thing around, you can use the
- numeric keypad. The benefit to using the Page Up and Page Down
- numbers and CTRL-Arrows, is that a keypress interrupts the
- screen refresh so you don't have to wait for the image to be
- completely drawn on screen before it moves again.
-
- Actually the scroll buttons and scroll bars in an active window
- are the slow way to scroll the page. The keyboard is much faster.
- In the CAD Studio use the Factor number to save moves.
- If you want to make the factor number 1 in a hurry, click both
- buttons on it.
-
- Using Zoom in the CAD Studio
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- When you draw in 3D CAD you are drawing in 3D space. The
- home key brings you to the center of your virtual universe.
- X:1 Y:1 Z:1 ( we avoid the use of 0 because to divide
- a 0 causes an overflow situation forcing the program to
- DOS to recover.)
- In your round virtual universe 32000 units in any direction,
- the center of your window is 0 unlike the Paint Studio,
- where the left or top edge of the window is 0.
-
- This keeps objects centered on the screen while they rotate.
-
- The units you choose can be millimeters or parsecs or
- anything as long as it is constant. Unless you are doing
- technical work you will probably just go by eye.
-
- If you want a drawing to scale, then choose a base unit
- like centimeters or meters and each size number represents
- one unit of measure. The metric system allows for greater
- accuracy. Otherwise you will have to calculate the
- conversions yourself. For instance feet to inches.
- You don't enter the units into the program, it just calculates
- everything on 1 base unit.
-
- In the Paint Studio and in an active window, the Zoom button
- increments and decrements the size by half each time.
- In the CAD studio Zoom Out and Zoom In become divisor
- and multiplier. Without confusing you with too much forgotten
- math I will explain how this works.
- Suppose you increased the size of an object 100 times then
- you decreased the object 100 times. The object would be the
- same size afterwards would'nt it. Now suppose you increased it
- 100 times then decreased it 50 times. The object would be
- 100 divided by 50 or twice as large. The ratio would be
- 100:50 or 2:1. Suppose you increased it 134 times and decreased it
- 76 times. The object would be 134:76 or 134/76 the size.
-
- What this shows is that you can shrink and enlarge an object
- by 1/1000 th of a millimeter or whatever scale you are using.
- It would be 1001/1000. This adds up to greater control.
-
- Suppose you want to create 10 frames of animation with a
- foreground object moving into the distance( getting smaller).
- On the tenth frame you want it to be half the original
- size. Set Zm Out at 100 and Zoom In at 100.
- At the last frame you want the Zm to be Zm In:50 Zm Out:100
- or 50/100 or 1 half.
- You have ten moves and 50 to subtract. Subtract 5 from Zm-In
- for each frame and it will decrement 100..95..90..85.....until 50
- ten frames later. The object will shrink into the distance.
- Want it to fly in at warp speed from the distance?
- Start with Zm Out: 200 Zm In:1 and reduce Zm Out by 20
- each frame in 10 frames. It fly's in to full screen ending
- at 1:1.
-
- Very Important Zoom Instructions
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- If you are using the Animation Processor under the Projector Icon
- in the CAD Studio, it will increment or decrement Zoom
- automatically each frame an amount that you have selected.
- Suppose you want an object to fly in as above.
- On the bottom Rotation Bar, set the Zm Out:200 Zm In:1;
-
- Then select the Projector Icon and when it presents a dialog box
- and asks for rotation and zoom factors, enter -20 in the
- Zm Out box and enter 0 in the Zm In box. These boxes
- contain amounts to add to or subtract from each frame. If set
- at -20, in 10 frames it will have subtracted 200 from Zm Out.
-
- Simple math required here, but if you do not know this simple
- method of adding and subtracting zoom factors, it just won't
- work for you at all.
- The important thing to remember is the ratio is a fractional
- amount. Like, 2 fifths or 3 quarters etc when rounded and
- the fraction reduced to its lowest terms. It is easier to
- imagine how it will look if you reduce the fraction roughly
- in your head. The Zm Out divides the size of the object therefore
- it is the fraction divisor and the Zm In multiplies the size
- of the object therefore it is the multiplier.
- Multiplier/Divisor (or numerator/denominator) 1/2 1/5 smaller,
- 5/2 7/3 would be larger.
- Reduced to its lowest terms 5/2 would be 2 and a half so the
- image will be 2 and a half times as large.
- (My apologies to all the math professors of the world)
-
- The Automatic Animation Processor also expresses this fraction
- as a decimal ratio to 20 decimal places or so in scientific notation
- for extremely accurate work when necessary.
-
- The F S T Buttons (Front Side Top)
- ~~~~~~~~~~~~~~~~~
- More specifically these buttons set the view to Front
- Left Side and Bottom. Right Side and Left Side are only distinguished
- by there depth. The same applies to Top and Bottom.
- You could be drawing on what appears to be the top but if your
- Z (Depth) setting does not match the Z of the top of the object,
- then you will actually be drawing before or after. It will not
- be noticeable until you rotate the object.
-
- Click on F and the view will switch to Front if it is not
- there already. The same applies to Side and Top.
-
- You can draw on any view in any state, but until you really
- understand XYZ coordinates, you should probably stick to
- square head on views.
- There are 6 Icons that switch the view permanently.
- The views Front, Back, L Side, R Side, top and bottom
- are marked on the Icons.
-
- Drawing at the correct Z Depth
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- The most important aspect of 3D CAD is your ability to draw
- at the correct Z depth. The two smaller views show the
- cursor at the current Z depth.
-
- Switch the green "Move" button to Off, then click on the
- Z depth area on the bottom status bar. The small cursors
- will reflect the change and you can adjust the Z depth to
- match an edge or point on the object this way.
-
- When this is not possible, click directly on a point
- in the large window. Then Click on the Options Menu
- and choose :
- * Match Z Depth
- or * Match X,Y,Z
- or * Choose Edit then Copy and choose Put Point in Cue.
-
- The cue is like a memory notepad that will allow you to reference
- the point. If you click on the Cue Bar itself it will allow you to
- enter numbers. The Cue itself does not do anything other than save the
- numbers for you.
- With a little practice you will get the hang of it.
- You can always move the object or Copy and Paste the object
- to locate it accurately.
-
-
- The 3D CAD Object Editor
- ~~~~~~~~~~~~~~~~~~~~~~~~
-
- To load the Object editor you can choose the Locate Icon
- but be careful. It asks for editing before you see the
- object. The only clues are the color of the buttons, the
- fillstyle of the buttons,( they will match that of the
- current object) and the object number.
- A better way is to click directly on an intersecting point
- of the object you want to edit.
- You will still have to be sure that the Object Editor
- has selected the correct object. It may have picked up
- one underneath or hidden. Rotate or zoom the object
- so that the point is isolated first if you need to.
-
-
- The Objectboard TEMP2.P3D
- ~~~~~~~~~~~~~~~~
- The Objectboard is a clipboard that will hold your copied objects.
- You may want to isolate an object from a file of objects in order to
- resize or make duplicates or whatever and only affect the one
- object.
-
- The Pointboard TEMP.P3D
- ~~~~~~~~~~~~~~
- The Pointboard is a memory reference of points. Query points by
- clicking on them, then load the Pointboard and turn"Show XYZ On".
- Now all the points and there coordinates will show. Print the
- page and reference the points or capture the window, select
- vcx background and choose the clip as the VCX background and
- presto, your reference XYZ points show on the background while
- you draw on the foreground. You may never need to use this.
-
- Copy
- ~~~~~
- Depending on your selection, either you can copy points or
- objects or the entire file. If you copy the entire file, it
- is the same as using the SAVE option in the Upper Files Menu.
-
- Cut
- ~~~~
- * You can choose to delete an object by selecting the current object or
- * Selecting delete all hidden objects. It is sometimes faster to hide
- mistake objects then when you want to purge the file of these mistakes,
- you delete all the hidden objects.
- * You can also choose the specific object to delete by number.
- Some objects may be persistent, like the 2D bitmap, but they can be
- removed.
-
- Paste
- ~~~~~~
- If you want to paste into the current file, the window is captured and
- placed as a background VCX. The object to paste is loaded into the
- foreground. You can move the object to paste using the normal window
- controls until it is positioned exactly as you want it.
- When you exit the window by clicking outside of it, the object
- is pasted into the file.
-
- Move
- ~~~~~
- One of the most important aspects of CAD is the ability to move
- objects or parts of objects around. If you draw an object and
- find it is slightly off, you can move the object (line, block etc)
- into its proper place.
- When you create an object initially, you should draw with X Y and Z
- close to 1. This is to insure that when you rotate the object,
- it will remain on screen. It will rotate around ground 0
- X:1,Y:1, Z:1 the center of the screen after you press the Home key.
- If you move to the left with X:-100 for instance, the radius of
- rotation will now be 100. Which means that as it rotates it will
- travel from -100 to +100. The animation window is 320x200 and if
- the object itself is 100 wide, it will probably move outside the
- animation window when it rotates.
- You may want to create a large virtual world or similar, in which
- case you would zoom out to get it all in the window as it rotates.
-
- Once you have created an object or combination of objects and
- they are centered close to ground 0, you can cause them to
- rotate on a larger radius by moving the entire object off
- center. If you move the universal center say 100 to the left,
- again it will have a rotation radius of 100.
-
- The benefit of doing it this way is that you can recenter the
- objects by restoring the universal center providing you
- have not updated the coordinates with one of the View Icons
- marked Front Back L Side R Side etc or chose update in the
- Options menu of the Object Editor.
-
- Once they are recentered they will once again rotate on the
- object center with a radius of 1.
-
- If you copy the object to the Objectboard, you can place it
- anywhere when you paste it. It is a good idea to keep
- objects relatively simple and in separate files until you are
- ready to paste them all together on your universal map.
- A universal map is no different than any other file. It is just
- laid out with no real regard for having the objects close
- to ground 0. For instance if you create a house and want to
- rotate it, you would expect the ground it is sitting on to
- rotate along with it. The one house may be centered and
- rotate on its axis with a radius of 1, but the house next
- door would travel much farther as it rotates with a rotation
- radius that is much larger due to its relative distance from
- ground 0, the center of the first house.
-
- When I say keep the objects simple, I don't mean individual
- parts such as a line or block. Suppose you were creating
- an object like a camera. You would keep it all together
- in one file providing the speed of your computer is such
- that screen refreshing does not seem like an eternity.
- When you want to put it on a table with chairs in a room
- full of objects, you would combine them all by pasting
- them to one file. If you have a slow computer, you may
- find that a complex object like the camera is still too
- complex to include in one file and you may have it in several
- files until you put it all together.
- The more complicated the object, the more parts the slower
- it will be to redraw on the screen.
-
- Shape
- ~~~~~~
- These objects affect the entire file and all objects contained
- therein. Therefore if you want to work on one object, copy it
- onto the Objectboard TEMP2.P3D then replace the object in the
- POINTS.P3D the draw file. Replace the object by deleting the
- object with the Cut option. Copy the object first. Cut does not
- copy to the Objectboard.
-
- Separate Objects
- ~~~~~~~~~~~~~~~~~
- Set the size number to the desired move. A random number
- between 1 and 10 will be added to that amount. Redo several times
- and capture each frame separately for the exploding effect.
-
- Recombine Objects
- ~~~~~~~~~~~~~~~~~~
- If you want to put it back together click on this. It will not
- undo a Move. To undo a move redo Move. It is a good idea to reference
- a point into the cue prior to moving things around with Move.
-
-
- The Animation Processor
- ~~~~~~~~~~~~~~~~~~~~~~~
-
- Here is where you put it all together. A beginner should probably
- just follow the default check marks. An experienced user
- (a registered one) would have a plan in mind to begin with.
- You would first create one or more backgrounds and
- have a file list containing them, made using the 'S'
- button in the file screening room. You would probably also have
- created some transparencies for a first run through.
- By this I mean create some VCX clipboards containing some
- foreground or midground animation with black #0 background.
- (color #0 is transparent). The clip count numbers should
- match up with your intended target frame count numbers.
-
- You would have constructed one or more complex objects and arranged
- the individual object parts by copying them individually to
- the Objectboard in reverse order. The last copied hides what
- is underneath. You may have planned a strategy using
- "nothing past Z" all intended to make the objects look
- in the proper context while rotating. To minimize the
- parts showing through objects layered on top.
- If this seems confusing, watch the CAMERA example
- while it rotates. I did not organize the parts in order of
- appearance. The object appears transparent. This has its use
- as well for examining details of objects. Although when it
- is standing still and slightly rotated, it looks completely out of
- context, it appears almost completely in context while
- animating. It happens fast enough to fool the eye.
- (on a reasonably fast machine).
-
- Then after selecting rotation and zoom factors most probably
- from pre saved MVT files, (text files containing the rotation
- and zoom factors of previous trial runs), you would
- choose "antialias" and "dither over" to smooth out the
- rough edges and add some realism.
-
- Select your options and have a trial run. The background VCX
- comes in, the transparency is laid on, the object appears
- in zoom and rotation and then frame is captured, dithered over,
- antialiased, as many times as is necessary depending on
- the image. (The frame may also be captured to an ACT1 frame)
- The first run is finished.
- You would now either settle for things the way they are
- or you would paste each frame onto the background VCX
- and run a different foreground and middleground and
- repeat the whole process again and again if you want.
-
- You may just run through transparencies the first time or
- two.
-
- A pro would process each frame individually with filters in
- the prep room and add more bonuses in the Paint Studio then
- capture each frame individually in a P3D window with the
- capture option there.
-
- As you can see the possibilities are endless.
- If you find this 3D stuff incredibly complicated, don't feel
- bad. Most people find it confusing. It is because we think
- in 2 dimensions. How wide is this or how tall or how deep but
- rarely we have to consider all three at the same time.
- All parts of an object have one thing in common.
- A center. To relate one thing to another you cannot just
- consider how far to the left or right or how far up and down,
- you have to consider how far on a particular plane along
- a ray (radius line) it is from a common center.
-
- Here are some Ideas to help your creative juices start to flow.
-
- *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
-
- Animation Ideas to Try
- ~~~~~~~~~~~~~~~~~~~~~~
- In the CAD Studio Using the Animation Processor under the Projector
- Icon.
-
- Here are some examples that produce interesting effects:
-
- Looking through a window
- ~~~~~~~~~~~~~~~~~~~~~~~~
- Create a clip that has a wall, and a window. Inside the window-pane
- is colored black #0.
- Select transparency, then the 1 Clip option.
- Each frame is prepared, rotated etc, then when the transparency is
- added, it will not paste over anything that is contained in the
- area of the window pane. The wall will show and the objects will
- appear through the window.
-
- Variations:
-
- For more realism, add a little shine on the window-pane with a
- few streaks of grey. The grey is pasted not the glass.
-
- Create an animation sequence of clips with transparent window.
- Select Transparency then select Add Matching Clips. Then as the
- rotation etc is happening in the window, the foreground, inside
- the room, is alive with activity from the clips.
-
- Instead of a room, it is a starship and outside are globes that
- have been prepared by zooming out, creating more globes, zooming
- out again and creating more globes .... Now when the object sequence
- plays in the window, have the globe objects zoom in during the
- sequence to simulate moving through the globes in space.
- You can hit warp speed no problem.
-
- A train window has backdrop scenery moving from right to left.
- Select VCX backdrop Scroll Left. Select move amount to regulate speed.
- Just like the Flintstones, the backdrop repeats in a loop, passing the
- same cows.
-
- The clips with the transparent window could also have a clock on wall
- with moving second hand. In the foreground a ball object is rotating
- and bouncing.
-
- Jumping up and down
- ~~~~~~~~~~~~~~~~~~~
- The background goes up as the objects rotate and move slightly away
- by getting zoomed out.
- When the animation reaches the end, it will loop back to the beginning
- and as it does the background will appear to come back down, the
- objects will appear to get slightly closer.
-
- Dissassemble reassemble
- ~~~~~~~~~~~~~~~~~~~~~~~~
- In the Object Editor choose Disassemble. The objects will move away
- from each other. At the top of the loop the objects would begin to
- recombine into one, forming a pulsating, exploding out/contracting
- back elastic sort of thing.
-
- Falling
- ~~~~~~~
- Background VCX is zoomed in a little each frame. The objects
- rotating in the foreground appear to be in free fall. At the
- top or in this case bottom of the loop, the objects appear to
- bounce back up.
-
- Variations
-
- Edit the sequence after completion to squish the objects a little
- on impact with the pixel movers in the Paint Studio.
- Play it back and now the objects seem to be rubber.
-
- Flying
- ~~~~~~~
- By using zoom you can zoom through windows or through space.
- You can scroll a background that looks as if it is miles down.
- Depending on your artistic ability.
- Creating a virtual building or world is possible. Use blocks
- with the same left and right colors to start. Leave holes for
- doors and windows. Later you can paste photographic texture
- onto the clips with bluescreen if you use a plan that has unique
- colors for different textures that you desire.
- Bluescreen replaces a specific color with a clip. That clip
- can be any captured area, brick, wood, marble etc.
-
-
- The only limit is the limit of your imagination.
-
-
- Clip: Animation Frame. Created by capturing an area with any capture
- tool. Usually 320 wide x 200 height but can be any size.
- They are saved to file and automatically named in numerical order.
- eg:CAD21.VCX CAD22.VCX.... or CLP21.VCX or SKY21.VCX or CAT21.VCX
- the first 3 letters are user defined with the exception of CAD.
-
- CAD Clip: A Clip made with the animation processor in the
- 3D CAD Studio.
-
- Matching Clips: For each CAD clip is a matching transparency
- numbered the same. eg: CAD21.VCX CAD22.VCX... WIN21.VCX WIN22.VCX...
- The clip with prefix WIN might have a wall with a transparent
- window.
-
- Black #0:If you leave the background black it will not be pasted
- with the foreground image. The black is transparent.
- Not just any black though. Specifically the black that
- is located in color # 0. The 0 is marked on the color
- on the color bar where you select the draw colors.
- It is actually the color # that is transparent. Regardless
- of which color is located in the 0 spot, it will be
- transparent in all cases but one.
- In case you wish to pastes color #0, the only way is
- the Cut and Paste Icon in the Paint Studio, provided for
- this purpose.
-
-
- For transfer to video:
- ~~~~~~~~~~~~~~~~~~~~~
- Set your camera up to film the computer screen. Create an image,
- capture the frame with your video camera, alter the image, then repeat.
- Or create the entire sequence, play back, then film the sequence.
- The advantage to using a video camera is that you can create high
- resolution pictures on-screen and film each frame creating a high
- resolution full screen animated sequence. This program will not animate
- high resolution images itself. It requires ultra fast systems and tons
- of memory beyond the average system in use today. This imagery is
- bitmapped unlike the vector graphics seen often on T.V. made with
- @supercomputers and graphic animation programs costing thousands of
- dollars.
-
- Important! If you have a system slower than 50 mhz ,
- read Speeding up the Program at the end of SCREENRM.DOC.
- Use ACT2 animation instead of ACT1 animation.
-
- There are many types of animation and many things people
- refer to as animation from ANSI text to sprite animation in
- video games.
- This program uses animation the same way they do on T.V. and in
- the Movies. One frame at a time. You create a series of frames,
- then you play them back quickly.
-
- VGA 320X200 Mode Use Restricted by hardware limitation
- ~~~~~~~~~~~~~~~~~~~~
- If you are confined to 320x200 VGA mode (sigh.. ) then to make
- the best of the situation these instructions should be used.
-
- AniPaint animates images full screen in VGA anyway, the difficult
- part is operating the controls in a confined environment.
-
- In 320x200 VGA mode: (FAST320x200VCX)
- 1) Load a picture. (VCX or PCX)
- 2) Click on the Paint Button.
- 3) Click on the FULL SCREEN Icon.
- 4) Click on the Action Board Icon and capture frame (#21)
- 5) Click on the Pixel Mover #11 and apply tool.
- (Substitute any other tool to alter the image.)
- 6) Click on the Action Board again and capture frame. (#22)
- 7) Set the Clipcount (Left) number to 21
- 8) Set the Size (Right) number to 22
- 9) Click on the Projector Icon.
- 10)Button 2 Slower, Button 1 Faster, Both Buttons when Done.
-
- ACT2 Animation
- ~~~~~~~~~~~~~~
- An ACT2 sequence is a group of clips that are separate files
- played like flipping pages in a book. On a fast machine
- you can probably approach 20 frames per second.
- Thats about a billion frames per full length film.
- (just kidding, its only 108,000 or half that if you reuse the
- odd frame or two.)
- Realistically, you probably won't make a full length film
- this way. You can however create some great shorts.
- If you want to do some serious stuff get ANIPAINT 3D CAD.
- It will provide much of the intermediate moves and
- handles both vector and bitmapped graphics simultaneously
- with texture mapping and full 3D rotations for simulated
- camera work.
-
- ACT2 animation can be captured in 200x320 or 320x200
- anywhere on the screen. If you select 200x320 you will not be able
- to use the fast assembler routines (FAST320x200VCX see below).
- Use the ACT2 Drive-in Icon, or load an act script, or use the ACT2
- Room or Script Room to view the sequence. (reasonably fast machine req.)
- To capture ACT2 that can be displayed anywhere, use ALT-E and
- choose Capture ACT2 Animation.
-
- Important! ACT2 frames carry capture coordinates information. When
- you paste with F7 it reads those coordinates and first locates the
- clip on the spot where it originated.
-
- On the Spot Animation
- ~~~~~~~~~~~~~~~~~~~~~~
- This is to allow you to easily animate an area 320x200 or 200x320
- on a full screen image in any resolution up to 1200x1024.
- 1) Load a full screen picture.
- 2) Capture an ACT2 frame with ALT-E.
- 3) Clone the Frame with ALT-E.
- 4) Alter the cloned frame with the Pixel Movers.
- 5) Go to the Script Room
- 6) Add the lines by clicking on TEXT
-
- BACKGROUNDNAME: insert filename here
- REPEATSTART:
- ACT2SPOTNAME: insert clip name
- eg: D:\CLIPS\CLP22.VCX (Cloned name)
- ACT2SPOTNAME: insert first clip name
- eg: D:\CLIPS\CLP21.VCX
-
- 7)Click on the name SHOWIT.ACT to play the script.
-
-
- FAST320x200VCX If you feel the need for speed.
- ~~~~~~~~~~~~~~
- These routines write directly to VGA Video Memory. Minimal error
- checking for maximum speed.
- When you save as a FAST320x200VCX ACT2 animation CLIP, it is saved
- at 320 pixels wide by 200 pixels long.
-
- Easy Method
- ***********
- 1) Load any picture any size into a graphic window.
- 2) Clip or zoom or manipulate the image with the scroll
- bars or buttons until it is approximately 320x200 in the
- left top corner of the window.
- 3) Choose the Edit Menu button on the top row of the window.
- 4) Select Capture ACT2 animation.
- The area 320x200 in the top left corner is saved as CLP#.VCX
- where # is the next Clip Count number in sequence.
- It will be saved on D:\CLIPS if it is available or on C: in
- C:\ANIPAINT\CLIPS if not.
- The Clip Count Number will be incremented by twenty if the
- current clip count number is less than twenty. This is to
- separate your scratch work clips from your animation clips.
- All clip boards use the Clip Count number to determine the
- name of the file. See Clip Count in STUDIO.DOC for more info.
- 5) Repeat steps 1 through 4 above.
- 6) When you have a few ACT2 Clips saved, go to the Paint Studio
- and set the Clip Count number (extreme left of color bar) to the
- number of the first clip that you made.
- 7) Set the Size Number (extreme right of the color bar) to the
- number of the last Clip that you made.
-
- Again, so I make myself clear, the first frame starts playing at
- the currently set Clip Count (left) number and plays frames until it
- reaches the Size (right) Number, then it repeats.
- In this case, if you have made no clips prior to starting this,
- the first frame will be 21 and the last will be 21 + the number
- of frames.
- Once you have done this Play back the series by selecting the
- Projector Icon #51.
- If you hear a series of clicks, either the Clip count number or
- the Size number are not set correctly and the routine cannot find
- one or more frames. If mode switching has been disabled in
- CONFIGIT.EXE you will first have to switch to 320x200 mode using
- CONFIGIT.
- If you have followed the instructions above and you have a system
- capable of VGA 320x200 mode in 256 colors (any standard VGA) then
- you will see the frames being played. If the frames are all the
- same it will appear as if nothing is happening.
- Use Mouse Button 2 to slow down the frames or Button 1 to speed
- them up. The default delay is 50 milliseconds or as set by the
- next Icon the Delay Clock #51.
-
- Set the Size Number, Click on the clock. That sets the delay time
- between frames. Once the sequence is playing you may still
- use the mouse to speed up or slow down.
-
- To exit the animation sequence, Click both mouse buttons at the
- same time.
-
- To vary the delay for more realistic animation, write a script
- and use the command TIMEDELAY: between frames.
- see ANIMATION SCRIPTS below or Presentations in SCREENRM.DOC for
- more information.
-
- Standard Method
- ***************
-
- 1) Go to the Paint Studio.
- 2) Draw or edit a picture until it is 320x200
- 3) Save the frame with the Action Icon #49
- It keeps track of the frame number and is displayed on the Icon.
- 4) Use any of the tools to alter the image.
- 5) Click again on the Action Icon, the frame is saved.
- Remember only the area 320 pixels x 200 pixels in the
- left top corner of the window is saved.
- If you are in 320x200 resolution mode, the entire screen is
- saved. Continue altering, saving, redrawing etc until you have
- the series of clips that you require, then set the Clip Count
- number to the first clip frame number and set the Size number to
- the number corresponding to the last frame number.
- 6) Use Icons #48 or #50 to view the previous and next Clip Board
- files.
- 7)Load the clip into a window then choose the Files Button to
- rename it.
- To do this, go to the Screening room and change drives to D: if
- D: is available then switch directories to CLIPS,
- then enter CLP*.VCX on the pathline. If D: is not available then
- change directory to CLIPS and enter CLP*.VCX on the
- pathline. In the Paint Studio you may choose the ClipBoard
- Icon #75. It does the same thing for you using Searchmode.
-
- The directory list will appear in the Directory area.
- Then load the clips one at a time and save them one at a time
- using the Files Button.
-
- Once they have been renamed you can no longer play them in the
- Studio. You have to enter the names into a list or Script and
- play them back either in the Screening Room or with PLAYACT1 at
- DOS.
-
- When you create a Presentation using the last Icon in the
- Studio or the Script Room Button in the Screening Room
- it does not prompt you for ACT2 animation. It only
- prompts you for ACT1 animation because ACT1 animation
- is one file. If it prompted for ACT2 animation you
- would have to type in every file name in your sequence
- which would no doubt lead to too many errors.
- Instead I have created a Room to make this task easier.
-
- The ACT2 Room Important!! SVGA 256 color mode required.
- ~~~~~~~~~~~~~
- Remember! In the ACT2 Room, Mouse Button 1 is the enter or
- activity button. Click on Done to exit the ACT2 Room.
-
- When you enter the ACT2 Room, it automatically loads
- three clips into small windows, starting with the
- current Clip Count number - 1.
- If the Clip Count Number is 22, it will display
- Clip #'s 21,22, and 23 in a small window. Since the
- Current Clip Count (in this example) is 22, Clip # 22
- will be put in a 320x200 window in the Left Top corner.
- If the Clip number is yet unused, it will say
- "Unused Frame". If the Clip is Larger or Smaller than
- 320x200, then an X will appear in its place, and the
- message "Not an ACT2 Clip" will appear below it.
- All ACT2 animation must be 320x200 because of the way
- these routines are optimized for speed.
-
- Use the Icons in the room to create an ACT script that
- can be played at any time. Keep in mind that if you are
- using a Ramdrive (recommended) then in order to save these
- clips, you must copy them to C: or they will evaporate when
- you shut off your computer.
-
- Suppose you wanted to save all the clips in D:\CLIPS.
- Use the DOS Shell or Exit to DOS and at DOS you first
- create a directory for them.
- Eg: C:\ANIPAINT> MD C:\MYSHOW
-
- This would create a subdirectory of C: called MYSHOW.
- Then you would issue the command:
- Eg: C:\ANIPAINT> Copy D:\CLIPS\*.VCX C:\MYSHOW
- All the Clips in D:\CLIPS would be copied to your new
- subdirectory. Be sure you have enough space on C:.
- If you are not using a Ramdrive , then your Clips
- will be in C:\ANIPAINT\CLIPS. If you wish to save
- the sequence follow the same procedure as above only
- substitute C:\ANIPAINt\CLIPS\*.VCX. If you do not
- copy the files to somewhere else, they could be
- overwritten the next time you save an ACT2 Frame.
-
- Important!! ACT Scripts can be played by ANIPAINT or
- PLAYACT1. Either way they need to now where the files
- are, so if you copy *.VCX to another Directory, you will
- have to Edit the Script. Change all the listed Path Names
- to the New Directory. Use any text editor such as
- DOS EDIT or a word processor to edit the Script.
- It must be ASCII text (no hidden codes).
-
- Also, the palette that the sequence uses should also be
- copied to your new directory. If you used the ACT2 Room,
- the palette is saved as ACT.PAL on entry, and if you
- change the palette (using the Picture Color Icon) then
- ACT2.PAL is created. Both are put in C:\ANIPAINT.
- Remember! To play an ACT Script all the necessary
- files listed in the Script, must be available.
-
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- How to Use the ACT2 Room Important!! SVGA 256 color mode required.
- ~~~~~~~~~~~~~~~~~~~~~~~~
- Requires a fast machine. see FAST320x200VCX below for slower
- machines. All ACT2 frames start above # 20.
-
- The ACT2 Room writes the temporary script called SHOWIT.ACT.
- Treat it like any other ACT script.
-
- Special Functions
- ^^^^^^^^^^^^^^^^^
- When you click on a small frame, the contents are transferred
- into the large window.
- When you click on the large window it is added to the script.
- Along with the currently set Time Delay.
- If you click on the word "Delete" in the script window, the
- line opposite the word is deleted from the script.
- Use the scroll buttons to scroll lines in the script.
-
- The 1- Clip Board Icon
- ^^^^^^^^^^^^^^^^^^^^^^
- Use this Icon to reduce the Current Clip Count by one
- and display the contents of the clip in the Top Left
- Corner.
-
- The 1+ Clip Board Icon
- ^^^^^^^^^^^^^^^^^^^^^^
- Use this Icon to increase the Current Clip Count by one
- and display the contents of the clip in the Top Left
- Corner.
-
- The Roll Em Icon
- ^^^^^^^^^^^^^^^^
- Three Clips , clip count-1, clip count, and clip count +1
- are displayed in small windows, and Clip Count is displayed
- in a 320x200 window in the Left Top corner.
-
- The Director Speaks Icon
- ^^^^^^^^^^^^^^^^^^^^^^^^
- Use this Icon to fetch a clip that is not 320x200. The usual
- pop up clip menu appears with several self explanatory options.
- Since all ACT2 animation must be 320x200, this is the only way
- to bring a non ACT2 clip into the ACT2 Room.
-
- The Casting Call Icon
- ^^^^^^^^^^^^^^^^^^^^^
- Use this Icon to load the Clip Art window. If you have created
- a number of characters, you may want to add them to a Clip Art
- Library, so you will be able to call on them at any time.
- See STUDIO.DOC for information on the Clip Art Icons.
-
- The Zoom and Draw Icon
- ^^^^^^^^^^^^^^^^^^^^^^
- Use this Icon to zoom the Current Clip out, and work on it
- using the Upper Icon Bar Tools. (provided for convenience)
- When you are finished editing the clip, click on the scroll
- bar (horizontal or vertical) to reload the clip to it's normal
- size. You may use the Edit Button in the active window to save
- the frame or save it using the ACT2 Action Board.
- You must save the ACT2 frame prior to returning to the ACT2 Room
- or the changes made will not be saved. Be sure to adjust the
- Clip Count number ( left of color bar) prior to saving the clip.
-
- The ACT2 Drive In Icon
- ^^^^^^^^^^^^^^^^^^^^^^
- This Icon displays the current script. It does not repeat
- because the command REPEATEND: is not added to the script
- until you exit the ACT2 Room. If you want to view the
- script with the sequence repeating, go to the Screening Room
- and load the file SHOWIT.ACT.
- SHOWIT.ACT is the temporary file created in the ACT2 Room.
-
- The ACT2 Room Action Board
- ^^^^^^^^^^^^^^^^^^^^^^^^^^
- Unlike the other ACT2 action board in the Upper Icon Bar,
- this Icon lists the Clip Count Number it will save as.
- The other lists the current number but increments the
- number prior to saving the clip.
- When you click on this Icon the area 320x200 in the Top Left
- corner is saved. If the number showing in the Icon is 21,
- the name will be D:\CLIPS\CLP21.VCX if D: is available, or
- C:\ANIPAINT\CLIPS\CLP21.VCX if not.
- If the file name is in use it is automatically overwritten.
- Use the scroll buttons beside the Icon to reduce or increase
- the Clip Count Number prior to saving the clip.
-
- The Clear Icon
- ^^^^^^^^^^^^^^
- Use this Icon to clear the area 320x200 in the Top Left corner.
-
- The Delay Clock
- ^^^^^^^^^^^^^^^
- Use this Icon to set the delay between frames. Click on it and
- the command TIMEDELAY: is added to the script.
- Use the scroll buttons beside the Icon to increase or decrease
- the delay. Outside of the ACT2 Room, the delay is set by first
- setting the SIZE Number to the correct amount, then clicking
- on the Delay Clock Icon in the Upper Icon Bar.
- If you want to quickly reset the delay to 0 in the ACT2 Room,
- just click the mouse on the delay number in the right side of
- the message bar. ( where the size number is usually located).
-
- If you have a slow system, you will want to keep this number
- at 0.
- If you want the script to pause, add several TIMEDELAY:
- commands in a row. The maximum for each delay is 6000
- milliseconds.(6 seconds). If you want an indefinite delay
- add the command READAKEY:. This will delay until a key is
- pressed or the mouse is clicked.
-
- The Menu Color Icon
- ^^^^^^^^^^^^^^^^^^^
- Use this Icon to cycle through the menu palettes. The changes
- are instant. If you change palettes, remember to save the
- palette to the script using the Picture Color Icon.
- (see below).
-
- The Save Script Icon
- ^^^^^^^^^^^^^^^^^^^^
- Choose this Icon to rename the current script. The ACT2 Room
- automatically writes SHOWIT.ACT. If it exists it will be
- overwritten. If you want to save the script, use this Icon
- before leaving the ACT2 Room. Otherwise the next time you
- enter the ACT2 Room, SHOWIT.ACT is rewritten from scratch.
-
- ACT2 Position in Script
- ^^^^^^^^^^^^^^^^^^^^^^^
- If you choose this Icon, you will be able to choose the
- location where the ACT2 animation will be displayed on screen.
- click Button 1 to record the position to the script .
-
-
- The Picture Color Icon
- ^^^^^^^^^^^^^^^^^^^^^^
- Use this Icon to save the current palette as C:\ANIPAINT\ACT2.PAL
- and the command SETPALETTENAME:ACT2.PAL is added to the script.
- Keep in mind if you want to save the script to show other people,
- you must include the file ACT2.PAL or the palette won't change.
- If you want more than 1 palette change, you must copy ACT2.PAL
- onto another name first. ACT2.PAL is written over every time
- this Icon is pressed. ACT.PAL is rewritten every time you enter
- the ACT2 Room and ACT2.PAL is rewritten each time you use this Icon.
-
- The ZAP Icon
- ^^^^^^^^^^^^
- Use this Icon to delete the current Clip. The Current clip is the
- clip corresponding to the current Clip Count Number.
- You will be asked for confirmation prior to deletion.
- Answer Y or N when prompted.
-
- The Done Icon
- ^^^^^^^^^^^^^
- You exit the ACT2 Room.
-
- The Help Icon
- ^^^^^^^^^^^^^
- The Help Icon Loads this file into a window.
-
- ---------------------------------------------------------------
- You may also add ACT2 animation to any ACT script file
- with an ASCII text editor or word processor that can export
- ASCII text.
-
- Just add the command ACT2NAME:framepathname, where framepathname
- is the valid path of the file. eg: C:\ANIPAINT\CLIPS\CLP22.VCX
-
- See Presentation Button in SCREENRM.DOC for more
- information on ACT script files.
-
- FAST320x200VCX
- ~~~~~~~~~~~~~~
- Very Important!! All FAST320x200VCX animation sequences
- are played in 320x200 VGA resolution only. In the Paint Studio,
- if the current video mode is not 320x200 VGA it will
- be switched to it unless mode switching is disabled.
- If you mix ACT1 animation with FAST320x200VCX, separate them
- and put the FAST320x200VCX animation in a separate script.
- Then run them with a batch file.
- You may mix ACT2NAME ACT2 animation because it plays in any
- resolution, providing your machine has the capability.
- Also you must save the Palette of one of the frames
- and enter the command SETPALETTENAME:palettename.PAL
- where palettename is the name of a valid Anipaint
- palette file, before the list of ACT2 frames or the
- palette will probably not be correct. Be sure to
- include a copy of your palettename file, if you give
- the animation sequence, to someone, for viewing.
- Act1 animation sets the palette automatically but the
- FAST320x200 does not, as this again would slow things
- down.If you have more than one palette change, save the
- palette again and enter that name prior to the frame
- that uses a different palette.
-
- Use the command TIMEDELAY to set the delay
- between frames in the script. The maximum delay is
- 6000 milliseconds. So if you want it to delay for
- an hour between frames you will have to repeat the
- command many times in a row, the total adding
- up to the desired wait.
-
- To edit the sequence either set the clip count
- number manually to the corresponding frame number and
- write over it with the next clip or load the file
- into a window and click the right corner light
- button of the window and choose delete to destroy
- the frame. If you don't write over the empty clip
- you will hear a click every time that the projector
- Icon tries to play the frame. To edit a script
- just delete the line containing the name.
-
- Even if you are working in 16 color mode, the files
- will be 256 color VCX with palette information
- attached to the file. Any time you are in 16 color
- mode in this program you are using a 256 color
- palette but only viewing 16 of the 256 available
- colors.
- The benefit to this is you can create the files in
- any mode and then play them in 256 color 320x200 VGA
- mode when you want to view them. However depending on
- the palette the colors may or may not be correct. Check
- the palette colors first by loading one of your clips
- in 320x200 256 color mode. You can change the palette of
- any picture by using the Picture Color Icon #95
- in the Paint Studio.
-
- Finally, if you are planning on sharing your animation with the
- world, keep in mind that although PLAYACT1 can use
- screen resolution to 1024x768, fewer computers are out there that
- support SVGA than support VGA at this time. Also there are fewer
- 50mhz computers than there are slow machines, so use ACT2 for speed.
-
-
- Draw backs
- **********
- Act2 animation files are not compressed because of the need for
- speed. Compression slows things down too much by adding steps to
- the file handling routines.
- 10 ACT2 animation frames are 647,720 bytes. 100 frames are
- 6,477,200 bytes so watch your disk space.
-
- They play back faster if they are on D: because D: is a Virtual
- Drive On a fast modern system you may not notice any difference
- at all on C: or D:. Hard drive Access speed , size of cache etc..
- are all determining factors.
-
- If you have made a series of clips that you want to share with
- the world, they compress very well with PKZIP. Just uncompress
- them before playing the script. I am providing a player free of
- charge with this release. It is called PLAYACT1.EXE It plays any
- ACT script and may be distributed freely for private use although
- I reserve all rights to it. If you load an ACT script file in the
- File Screening Room it will play the script then load the script
- into a window so that you can view the script. ACT scripts must
- have the extension .ACT . If not they will not play in the File
- Screening Room.
-
- If you want to combine FAST320x200VCX ACT2 with text in a presentation,
- you will have trouble fitting text onto the screen. Use ACT2NAME
- instead and display it in a window anywhere on the screen.
- You should have a fast machine to use ACT2NAME animation.
- Text in 320x200 mode is really crappy. There just isn't enough
- room to put text with a nice font onto the screen. You will
- either have to use the default system font or Font #2 (the small
- font) or create your own small font with the Font Creator Icon in
- the Studio. See STUDIO.DOC for more information.
- One way around this would be to create a batch file that calls
- Playact1 using different resolutions and different ACT script
- files. Using higher resolutions for text and perhaps some ACT1
- animation and using 320x200 mode for ACT2 animation sequences.
- See your DOS manual for information on writing batch files.
-
- See the ACT2 Demo by clicking on Demos in the Screening Room and
- selecting ACT2 Demo. Due to the size of these files I could not
- include real samples with this package. However they will be
- created when you use the demo. The pixel mover Icon is loaded. Use
- Button 1 to move some pixels then click Button 2 to end the first
- process. Next the first frame will be saved for you and then
- another direction of pixel mover will be loaded. Again move some
- pixels by pressing Button 1 . Button 2 to end that process. Next
- the frame will be saved again for you and the process continues
- until 5 frames are done. Then when the fifth frame is saved it is
- played back for you. If everything is all right you will see the
- changes you made happen in sequence on the screen.
- If you have a real slow machine the animation may still not be fast
- enough for a realistic effect. If you have a reasonably fast
- machine the changes in frames will happen quickly.
- At least you will get an idea of the speed. To truly see the speed,
- create a character yourself and try it in the Paint Studio.
- You must be in a 256 color mode to use this demo.
- Clip Count numbers from 100 to 105 will be used on D:\CLIPS if D:
- is available or C:\ANIPAINT\CLIPS if not.
- If these files already exist because you have previously made a
- hundred clips in one session (unlikely) and you need them,
- rename these existing clips that you have made prior to running
- the demo.
-
- Converting ACT1 to ACT2 animation
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- If you have a slow machine this will require patience.
- If you have VGA only, go to 640x480 mode, load the
- ACT1 series to convert into a window. Ignore the
- palette if you are converting 256 color sequences.
- The palette can be corrected if need be, back in
- 256 color mode.
- Use the Color Button in the window to change the palette
- if you want.
- Capture frames by the EDIT Menu button or press
- ALT+E on the keyboard.
- If the Clip Count number is less than 20, it will
- start at 21 and increment automatically. After you
- capture the ACT2 frame, Click on FRAME. The
- next ACT1 frame will be displayed in the window.
- Continue switching frames and saving ACT2.
- Switch back to 320x200 VGA mode if you can.
- Then go to the Paint Studio and set the Left Clip Count
- to 21 and the Right size number to 21+ the number of
- frames you made.(Usually the Clipcount number before
- you changed it to 21).
-
- Even if you have a slow machine, you may wish to use the Cutting
- Room to create an animation sequence, then convert it to ACT2
- 320x200 to play it back quicker.
-
- To do this, create an ACT1 sequence of frames, then choose the
- clip board Icon in the Cutting Room. There is an option in the
- pop up menu that will capture the small animation window and save
- it as an ACT2 320x200 frame. A background is added to compensate
- for the difference in frame size. ACT1 is 100x80.
- Each time you save a frame the Clip Count is incremented.
- Alternate loading your ACT1 frame into the animation window and
- saving the ACT2 frame using the Clip Board Icon.
-
- When you are done, treat the clips like any other ACT2 frame.
-
- -----------------------------------------------------------
-
- ACT1 Animation
- ~~~~~~~~~~~~~~
- If you have a fast machine you will enjoy creating animated
- sequences using the Cutting Room.
-
- Advantages of ACT1 Animation
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- The advantage to using ACT1 animation is that the frames are
- Zoomable and they run in any resolution.
- Using the Story Board Icon you can trade frames with ease.
- In fact you can create an animated sequence of 100 frames in 15
- minutes once you know how to use the cutting room effectively.
- ACT1 animated sequences can be incorporated into a Presentation
- with a Full Screen background and a text window.
- Change palettes at the touch of a button.
- You can animate an area 100x80 of a full screen picture.
-
- Pan Zoom and many special effects including blurred movement can
- be used.
- You have complete control of the sequence in a window specially
- designed for them. Just load the ANI file into a window like any
- other file in the Screening Room.
- One advantage to their small size is that imperfections don't
- show up quite as much. You draw in the window zoomed out and the
- frame is shrunk when it is loaded into the animation window.
-
- All the tools you need are conveniently contained in the Cutting
- Room.
-
- Image ghosting, fades and multiple sequences at the same time are
- possible, not to mention the myriad of possible combinations that
- have not yet been explored.
-
- You can superimpose them on a background first created with the
- Scenery Icon.
-
- Another advantage is that all ACT1 frames are contained in one
- file. ACT2 frames are all separate files.
-
- Disadvantages of ACT1 Animation
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- They are not very big because even a 486 66mhz is not fast
- enough to manipulate a large ACT1 animation sequence. They do not
- use direct video memory access. They use high level routines.
- Switch resolutions to 320 x 200 and they seem larger, or zoom
- them out.
-
- They are not very fast for the same reason.
-
- Image quality becomes grainy at higher zooms in order to
- retain the speed and maintain their device independence. Use a
- solid black background behind a zoomed out ACT1 for best visibility.
- (If you were to create 100 frames full screen at
- 1200x1024 that would be 120 meg. Not very practical).
- If you have the space and the speed it can do it.
-
- Creating ACT1 Animation
- ~~~~~~~~~~~~~~~~~~~~~~~
- Whenever you create ACT1 animation it uses the temporary file
- ACT1.ANI on D: if available or C: if not.
- When you create the first frame with the Action Board Icon
- in the Cutting Room it looks to see if ACT1.ANI exists. If
- it does the frame becomes the next frame in the sequence.
- If ACT1 does not exist it creates it. If you want to begin
- a new sequence Save ACT1.ANI under another name with the
- Files Button (if you want to save a previously made sequence) and
- then delete ACT1.ANI by loading it into a window in the Screening
- Room and choosing the right corner Light Button.
- Then choose Delete. Now when you save the frame, ACT1.ANI
- is created from scratch and the frame becomes frame 1.
- To change or save the Palette to the file, use any Icon or
- Button that changes the palette, to make the palette you
- want, the current active palette. Then choose the crayons
- in the Cutting Room to write the palette info to the ACT1.ANI
- file. Only one palette is allowed per file. To change palettes
- in a sequence use an ACT script and create two different sequences,
- palette changes between ACT1 sequences.
-
-
-
- Easy Method SVGA 256 colors 640x480 mode
- ***********
-
- 1) Set the size number to 5
- 2) Choose New Pic Icon and set the height and width to the
- default 640x400;
- 3) Click on the Clip Art Icon
- 4) Select a clip art image and paste it on the right side
- of the current window.
- 5) Click on the Cutting Room Icon.
- 6) Click on the Arrows Towards I Icon to load the image into the
- animation window.
- 7) Click on the Action Board Icon and the first frame is saved.
- 8) Use any of the Pixel Mover Icons to move parts of the clip art
- image in the large window.
- 9) Again choose the Arrows Towards I Icon to load the altered
- image into the animation window.
- 10) Save the frame again with the Action Board Icon.
- 11) Test the sequence with the Projector Icon.
- You will see the image move in the animation window.
- If you click on the animation window and then on the projector
- you will be put into 320x200 mode for viewing. (Providing the
- Mode Switching Option is not set to Disable).
- Click both buttons to return to normal mode in the Cutting Room.
-
- The window is not cleared when you choose the Done Button to
- allow you the freedom to manipulate the window with the
- tools in the Upper Icon Bar. You must exit the Cutting room to
- use the Upper Icon Bar. However, Icon Bar tools are available in
- the Cutting Room in the three scrolling Icon areas.
- * You may Want a larger window to work with or
- * You may want to use Autosave or
- * You may want to go to the Screening Room to retrieve a file
- etc.
-
- If you want to load the current VCX into the Large Work window,
- press ALT+L on the keyboard. If a VCX file is current, the
- file will be loaded.
- ALT+C loads the Clip Art Window. Once you are familiar with the
- program, you could create a Clip Art library of characters. Then
- when you are making a sequence, you can capture any cast member,
- by clicking ALT+C and loading the Clip Art library containing the
- members of the cast. (See STUDIO.DOC on Clip Art Libraries.)
-
- When you want to go back into the Cutting Room just click once
- again on the Cutting Room Icon.
-
- To Exit the Cutting Room choose the Done Icon.
- The cutting room requires a screen size of at least 640x480 to
- operate correctly.
- If you lose the cursor, Click both buttons.
- If you have to exit fast then press ESC.
- ALT-X will exit the program or choose the Exit Button.
-
- The Cutting Room is a program all into itself. It has many
- small subtle features that take a while to understand and
- use correctly. There is a Help Button in the Cutting Room.
- Click Button 1 on it to get help on each Icon. Help on the
- three scrolling Icon areas is located in the Upper Icon Bar by
- clicking Both Buttons on the individual Icon that you
- want help with. If in the Cutting Room you will have to
- exit the Cutting Room in order to get this help. It is
- recommended that you at least become a little familiar
- with the Upper Icons before you use them in the Cutting Room.
-
- Using ACT1 in a script you can manipulate them easier.
- The script doesn't care how many frames there are. One frame is
- still ACT1 as far as it is concerned. So you can combine
- numerous sequences into a movie with special effects if
- you master both ACT scripts and the Cutting Room. The
- Presentation Button in the Screening Room or Presentation Icon
- in the Studio create scripts. Or you can create one with
- a word processor providing the file is plain ASCII text.
- Play ACT1 animation by loading the ANI file or ACT script
- file into a window.
-
- The three uppermost Icons in the cutting room are The
- Arrows Away from I Icon, The Clear Icon, and the Arrows
- towards I Icon. They each have an option that you can
- click either ON or OFF. With the Arrows to and away Icons
- the toggles determine whether or not you want to omit
- colors when the image is shrunk into the Animation
- window or Expanded into the large window. In the Off state,
- all colors are transferred including the background.
- In the On state the Left and Right Colors are omitted.
- Click on the Color Bar to change the Right (Fill Color)
- and Left (Draw) colors.
-
- If you have not selected the Paint Brushes Icon then
- you may select the draw color by clicking on any color
- in the large window.
-
- If you select the Paint brushes icon then Button 2 draws
- blocks the size determined by Brush Size Number below the
- Brushes Icon and the color determined by the Right Color.
- Button 1 draws blocks in the Left Color.
- When you use this Icon the blocks are automatically transferred
- into the animation window at the same time. (The same way as in
- the New Button Icon)
- Use a brush size of 1 for shading.
- When you select another button or Icon the paint brush is
- deactivated.
-
- If you want to transfer the entire image in the large window to
- the small animation window then use the Arrows towards I Icon.
-
- The Paint Fill Icon is actually a Color Replacer and not a flood
- fill tool. Click Button 1 on the lone paintbrush and it is
- activated. Click Button 1 and it is deactivated. When active and
- Button 1 is pressed it replaces any color it touches with the
- Right Color.
-
- Once you have a few frames you can load the Story Board with the
- Story Board Icon. The Story board loads the Large window with the
- ACT1 frames. The cursor becomes the magnify cursor.
- When the magnify cursor is active, you can click Button 1 on one
- of the frames to reload the frame into the animation window. When
- you Click Button 2 on a frame the image in the animation window
- replaces that frame. Once you select another Button or Icon then
- the Story Board is deactivated.
-
- Once you have completed your session choose the Done Icon to exit
- the Cutting Room, go to the Screening Room, load ACT1.ANI into a
- window, (D:\ACT1.ANI if D: is available) and choose the Save
- Button, to save ACT1.ANI under another name.
-
- You may load an OLD ACT1 sequence back into the Cutting Room by
- using the Load Icon. Select Load ACT1 and enter the name of the
- ANI file you want to edit. It is then copied onto ACT1.ANI
- leaving the original unchanged. You may now load the Story Board
- or add another frame.
-
- See CUTTNGRM.DOC for more help.
- Anipaint (c)1995 Rick Sobie
- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
- <<<<<<<<<<<<<<*********** Problem Finder *************>>>>>>>>>>>>>
-
- Is the file protected?
- If so enter the DOS command filename.ext ATTRIB -r at DOS
-
- Is a file lost?
- If so run CONFIGIT.EXE read docs find lost filename then
- enter the DOS command UNDELETE
- enter the lost first letter. DO IT NOW
- if it doesn't work reload your backup set.
-
- Is your Disk Full?
- Click on the little black box beside FILENAMES/DIRECTORIES in
- the Screening Room. If so then delete files and make space.
-
- Do you have enough memory?
- Does the Dos Shell Work?
- if not you need more free memory.
- Remove all memory resident utilities in AUTOEXEC.BAT
- Optimize your system. See your DOS Manual.
-
- Are you having problems with drivers?
- If so run CONFIGIT.EXE check which drivers work.
- Avoid the 16 color drivers if they are causing problems.
- Try disabling mode switching in CONFIGIT
- ------------------------------------------------------------------
- Read ANIMATE.DOC concerning ACT1 animation
- Read CUTTINGRM.DOC concerning the Cutting Room.
- If ACT1.ANI exists it is added to if it
- does not then it is created. If you are having trouble
- erase ACT1.ANI on D: if D: is available and C: .
- Go to the cutting room and try again.
-
- ------------------------------------------------------------------
- Read ANIMATE.DOC
-
- There is a possibility that the memory address is incorrect
- for your current machine and configuration. If so then
- run the program from DOS with a clean Boot. (Not Windows and
- no Memres utilities).
- ACT2 animation in 320x200 mode uses the standard VGA address.
- If you don't have at least a VGA monitor then forget about it
- it uses the standard VGA memory address. ($A000) (See your monitor
- or graphics adapter card documentation .)
-
- -------------------------------------------------------------------
- If you are having problems with your Draw Configuration File.
-
- Erase DRAWCFG.KEY and it will be replaced by a new copy.
-
- --------------------------------------------------------------------
- The Paint Studio cannot operate without BIN4.FLE
- If this file is missing or corrupt you will have no Icons.
- Replace it from backup or use the DOS Undelete command if you
- accidentally erased it.
-
- --------------------------------------------------------------------
- Read STUDIO.DOC on the Clip Count Number.
- All clip boards use the Clip Count number.
- Clips are kept on D:\CLIPS if D: is available or
- C:\ANIPAINT\CLIPS if not.
-
- ---------------------------------------------------------------------
- Read the first part of this Document.
- Read STUDIO.DOC on all Fill tools.
-
- ---------------------------------------------------------------------
- If the program cannot communicate with the Printer.
- The printer is supposed to be connected to LPT1
- ---------------------------------------------------------------------
- The program will abort printing if you touch any key or
- it runs out of paper or if the Program receives any
- error message from the Printer at all.
- Read Printer Q&A and your Printers Manual under Trouble Shooting.
-
- ---------------------------------------------------------------------
- The Screening Room cannot Operate without a Directory List.
- The only thing I can think of that would prevent this is
- a lack of Disk Space or Available Memory. See the beginning
- of this Document.
-
- ====================================================================
- Tool Problems
-
- The most common tool problems are cursor problems.
- Run CONFIGIT.EXE and adjust the mouse.
-
- If you cannot find the cursor when you start a process try moving
- the mouse up, it may be below the screen, too low for your current
- resolution.
- If you cannot find the cursor at all then click Both Buttons.
- If you are not familiar with the way that all Box Cursors
- shrink and Grow at the edges then read STUDIO.DOC
-
- If the Fill tools are not working then again read STUDIO.DOC
- they are not like normal fill tools in other programs.
-
- If a tool is not working at all then reload your backup set.
-
-
- ======================================================================
-
-
-
-
-
-
- Anipaint (c) 1995 by Rick Sobie
- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Click on a number then test drive to try it.
-
- This is a Window Demonstration file.
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- To Exit a Window
- ~~~~~~~~~~~~~~~~
- 1) Move cursor over top of Window.
- 2) Click any Button.
-
-
- File Name Area #1
- ~~~~~~~~~~~~~~
- Located top left of window is the File Name
-
-
- Beside the Name are the Picture dimensions if the
- file has a VCX extension.
-
- To Move a Window:
-
- 1) Click Button 2 on Name.
- 2) Move mouse.
- 3) Click Both Buttons.
-
- To Resize a Window:
-
- 1) Click Button 1 on Name.
- 2) Move Mouse.
- 3) Click Both Buttons.
-
-
-
-
-
-
- To View File Details, Protect or Delete #2
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Click on the Upper Right hand corner
- light button.
-
- A Window Pops up With File Details and
- Buttons to Protect or Delete the File.
-
- See SCREENRM.DOC for more help on protecting.
- or See your Dos Manual
-
-
- This Window is On ( Light is Green or Blue).
-
- Too See a Window in an Off state (Light is Red),
- Click on #2 again.
-
-
-
-
-
-
-
-
-
- Scrolling Window Contents to the Left #3
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- Click Button 1 on the right bottom scroll button and
- text or graphics is scrolled one line to the left.
-
- If the Window is a Graphic Picture then this scroll
- button will cause all the pixels to shift left one
- If the picture is zoomed out more than 3 it will
- not clear the screen first.
- Both Buttons inside the window anywhere clears and
- redraws the screen.
-
- Use arrow keys or Click Button 2 and the picture
- is scrolled 40 lines and text is scrolled
- 25 lines (1 page); CTRL+ARROW key does the same.
-
-
-
-
-
-
-
-
-
- Load the Primary Bitmap #4
- ~~~~~~~~~~~~~~~~~~~~~~~~~~
- When you are in the Paint Studio and you want
- to reposition the file, click here. You may
- want to update the file first with F5 (save).
- You may then move the picture around the
- screen or use the window control buttons.
- Once you are finished, click outside the
- window and you will return to the Paint
- Studio controls. Undo is available under
- the upper Edit Button in the Studio.
-
- Click on the Vertical Scroll Bar to load the
- Primary VCX also.
- See STUDIO.DOC for more information.
-
-
-
-
-
-
-
-
-
-
- The Bottom Scroll Bar #5
- ~~~~~~~~~~~~~~~~~~~~~
- On the window bottom is a bar that houses
- the Window Help Line and the Picture
- Positioner.
-
- The Window Help Line
- ~~~~~~~~~~~~~~~~~~~~~
- Ongoing instructions can be found on the bottom bar
- when help is available.
-
- The Picture Positioner
- ~~~~~~~~~~~~~~~~~~~~~~~
- When the Window contains a Graphic Picture, if
- you Click Button 2 the picture is moved Right
- an amount proportional to the width of the window.
-
- If you Click Button 1 then the Picture is moved
- Left a proportional amount.
-
- 1/20 the width of WIndow.
- 1/20 the Picture Width.
-
- Invaluable when the Image is Zoomed Out!
-
- Scrolling Window Contents to the RIGHT #6
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- Use arrow keys or Click Button 1 on the
- second left bottom scroll button and text
- or graphics is scrolled one line to the right.
-
- Click Button 2 and the picture is scrolled 40 lines
- or text is scrolled 25 columns to right.
-
- If the Window is a Graphic Picture then this scroll
- button will cause all the pixels to shift right one.
- If the picture is zoomed out more than 3 it will
- not clear the screen first.
- Both Buttons inside the window anywhere clears and
- redraws the screen.
-
-
-
-
-
-
-
-
-
- Scrolling Window Contents UP #7
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- Use arrow keys or Click Button 1 on the left
- bottom scroll button and text or graphics is
- scrolled one line up.
-
- Use PGUP key or Click Button 2 and the picture
- is scrolled 40 lines or text is scrolled
- 25 lines up.
-
- If the Window is a Graphic Picture then this scroll
- button will cause all the pixels to shift up one.
- If the picture is zoomed out more than 3 it will
- not clear the screen first.
- Both Buttons inside the window anywhere clears and
- redraws the screen.
-
-
-
-
-
-
-
-
- Left Vertical Scroll Bar #8
- ~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- For Pictures
- ~~~~~~~~~~~~
- To quickly move to an area of a large picture,
- click Button 2 on the bar to move the picture down.
- Button 1 on the bar to move the picture up.
- A place marker is left temporarily.
-
- For Text
- ~~~~~~~~
- To move down a large text file, Click Button 2 on the
- left vertical scroll bar.
- The file is scrolled to the corresponding length of
- the file.
-
- Invaluable for maneuvering around large files!
-
-
-
-
-
-
-
- Scrolling Window Contents Down #9
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- Use arrow keys or Click Button 1 on the left
- bottom scroll button and text or graphics
- is scrolled one line down.
-
- Use Pgdn key or Click Button 2 and the picture
- is scrolled 40 lines or text is scrolled
- 25 lines down.
-
- If the Window is a Graphic Picture then this scroll
- button will cause all the pixels to shift down one.
- If the picture is zoomed out more than 3 it will
- not clear the screen first.
- Both Buttons inside the window anywhere clears and
- redraws the screen.
-
-
-
-
-
-
-
-
- Full Screen window #10
- ~~~~~~~~~~~~~~~~~~~
- 1) Click on the left top corner button. The
- window is full screen.
- The controls are still there but they are
- just outside the screen. You may also use
- the PGUP, PGDN and cursor keys to move the
- window contents. See STUDIO.DOC
-
-
- To view text full screen wide, without scroll bars
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- 1) Use arrow keys to move text to edges.
-
- 2) Use Pgdn or Pgup to read.
-
- ##################################################
- Click on #11 to activate Test Window.
-
- To Exit Any Window Click any Button outside the Window.
-
-
-
- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
- This is a test Window. See STUDIO.DOC for ALT + Key controls.
-
- If you delete this file:
- 1)Use DOS undelete command to restore WINTEST.SHW
- or
- 2)Use the Install option in Configit to unpack Fonts, Palettes,
- Docs, Clip Art etc. Caution all existing files are replaced by
- originals including palettes.
-
- User Tip
- ~~~~~~~~~
- If you are not using the keyboard, you are only using
- half the program. See Keyboard Control in HELP.
-
- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
- * Text in a window with a choice of fonts.
- * Vector Objects wherever you want them.
- * Zoomable Animation 100x80 (ACT1)
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
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-
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-
-
- Send a note
- to someone today.
-