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- DIRECT ACTION 2.01
-
- Direct Action 2.01
- Copyright (c) 1990
- by M. Peter Engelbrite
- All Rights Reserved
-
- -INTRODUCTION
-
- Direct Action is a tool for creating animations on the Amiga
- computer. It uses a simple cell animation technique. The animation is
- edited one Frame at a time, as a professional cartoonist would. There are
- no 3-D or ray tracing or filled polygon functions, just straight-forward
- bit blitting. Each Frame (in time) contains up to 100 Objects, and each
- Object can be one of up to 500 Shapes. Direct Action has Sound capability
- and can fade to black or white. There are no complex data structures to
- deal with, you just place your Objects on your Background Scenes.
- Comparing Direct Action to other animators, Direct Action is like a text
- editor as opposed to a programming language. In a text editor, you are
- moving characters around on a page, and the power comes from the editing
- tools. In a programming language, you create complicated data and program
- structures to generate the result. This is not an "anim" type animator.
- Anim animators store the bit-by-bit difference between each Frame and
- during playback, continually modify the picture (bit-by-bit). This
- technique is powerful for short animations in that you can have very subtle
- differences between Frames, but typically is limited to about 20 seconds
- (on a computer with lots of memory). In Direct Action, you can have
- animations of up to 25 MINUTES long. This is because the animation is
- stored as positions of Shapes. Once you have your Shapes defined, you can
- put a lot of motion on the screen with very little memory usage.
-
- Each Frame has a Background Scene and can be faded to black or
- white. When the animation is played, the Frames are shown in sequence (at
- 10 per second), with the Objects blitted in real time. All images are
- created in the paint program of your choice (it must store images in IFF,
- ILBM format). The Background Scene files are low-res overscan (352 x 240,
- 32 color) and the Shape Page files must be low-res (320x 200, 32 color).
- Direct Action has an Edit Shapes mode to "Frame" or cut the Objects out of
- your Object artwork. Direct Action keeps the Objects in their original
- 320x200 format, and retains the location of their cut out "Frames" rather
- than cutting out "paintbrushes" and saving them separately. In fact,
- Direct Action does not save any actual graphics data files, it just loads
- them from disk as needed. This can cause some inconvenient when moving
- finished animations around, but it is much faster for re-working your art,
- because you can leave Direct Action, run your paint program, then pull the
- new artwork in and continue with your animating. Direct Action can play
- 4-channel sounds using raw data digitized sound files or uncompressed 8svx
- iff sound files. These sounds are represented visually by an icon that you
- can move around on the screen to change the pitch and volume.
-
-
- -SYSTEM REQUIREMENTS
-
- Direct Action requires an Amiga (500/1000/2000/2500) with at least
- 1 Meg of RAM. It will make use of the "Fat Agnus" chip if you have it.
- The animation called "Wheat" on this disk is fairly large, and some people
- may have difficulty playing it on systems with tight RAM.
-
-
- -WHAT IS CHARITY-WARE?
-
- This software is a free gift to you, and may not be sold except for
- a nominal copy fee. A donation of $20 is requested if you end up actually
- using it. Do NOT send your donation to me! Make your check out to "Food
- for the Hungry" and send it to: Food for the Hungry, P.O.Box E Scottsdale
- Az 85252 (1-800-2-HUNGER). Your donation is tax deductable! Food for the
- Hungry is a nonprofit Christian relief and development agency that offers
- disaster relief and self-help assistance to the hungry on a person-
- to-person basis at the lowest possible overhead.
-
-
- -TERMINOLOGY
-
- Each frame (in time) of animation is called a "Frame". On the
- Frame there may be several "Objects". Each Object has a "Shape" assigned
- to it. If an Object represents a sound it is called a "Sound Object". The
- degree of extra lightness or darkness added to the normal colors of a Frame
- is called the "Fade". The IFF artwork for your backgrounds is called a
- "Background scene" file. The IFF artwork that you keep your shapes in is
- called a "Shapes page" file.
-
-
- -PLAYING AN ANIMATION
-
- The easiest way to play an animation is to double-click on its icon
- (this assumes that the file "DirectAction" exists on disk "DA:"). Direct
- Action can be run from the CLI or from Workbench, and animations can be run
- at load time by single clicking on an animation, then double clicking on
- the Direct Action icon while holding down the shift key. It can be run
- from CLI by giving the name of the animation as a command line argument.
- If you wish to stop an animation and return to editing it, press the Esc
- key. When you first run Direct Action (without an animation) you will be
- presented with the choice of "Load", "Create New", and "Quit". These
- functions will then be available from the Disk Functions menu.
-
-
- -INSTALLING ON HARD DISK
-
- Just copy Direct Action to a drawer on your hard disk (it is not
- copy protected). You should add an assign command to your startup-sequence
- to assign DA: to your drawer. This allows any animations to play by
- double-clicking on their icons.
-
-
- -WORKBENCH 1.2
-
- If you are using Workbench version 1.2, you should first ask
- yourself the question: "Why did'nt I upgrade to 1.3?". If you have a good
- answer, then you can use Direct Action with Workbench 1.2 by doing the
- following: Go to CLI and type "assign T: RAM:" and press return.
-
-
- -CREATING A NEW ANIMATION
-
- The Background Scene files have the same name as your animation
- file, but with ".bakn" added to them (where the n in .bakn is a number,
- starting at 1). Your Shape Page files end in ".shpn" and your sound files
- end with ".sndn". All of these files must be in the same directory as your
- animation. The Background Scene artwork must be 32 color overscan (352 x
- 240), and the Shape Page artwork is 32 color, non-overscan (320 x 200). I
- would suggest that you give your animation the same name as the directory
- it is in, and have only one animation per directory. This makes it much
- easier to move and copy your animation with the artwork along with it. For
- example, if you have an animation named Oink, and you wanted 2 backgrounds,
- 3 Shape files, and 4 sounds, then you would have the following the files in
- your directory (named Oink):
-
- Oink.bak1
- Oink.bak2
- Oink.shp1
- Oink.shp2
- Oink.shp3
- Oink.snd1
- Oink.snd2
- Oink.snd3
- Oink.snd4
-
- Then run Direct Action and perform the "Load" operation. You give
- it the name / directory of your new animation (Oink), and it will load in
- your artwork without any animation defined. Enter your animation and save
- it back to disk. When you save your animation, it will create the files
- Oink and Oink.info. The default tool type for your animation is
- "DA:DirectAction". The tool type means that when you double click on the
- icon for your animation, Workbench will load DirectAction and give your
- animation to it to play. On subsequent "saves", the .info file is not
- re-written, so you can change the default tool (use the "Info" command from
- Workbench). If later on you wish to add more graphics or sound, just copy
- them to your directory and name them appropriately. When you re-load your
- animation, the new data will load in. When adding your graphics or sound
- files, do not skip any numbers.
-
- Direct Action has a utility (Create New) to perform the process
- described above from within Direct Action. Use whichever seems easiest to
- you. To create a new animation, you should first create a directory for
- it. Then create the desired graphics files. The artwork does not need to
- be in the new directory. Then run Direct Action and Select "Create New"
- and enter the full name of your directory in the directory field (see the
- section on using the file requester). Enter the name of your new animation
- in the file name field (it is usually best if they have the same name).
- Click on the "New File" field. Now enter the name and directory of your
- first Background file and click on the "Background 1" field. It should now
- have a "Background 2" field and a "Shapes" field. If you have no more
- backgrounds, click on the "Shapes" field. Now enter the name and directory
- of your first Shapes file and click on "Shapes 1". If you have no more
- Shapes files, click on the "Sounds" field. Now enter the name and
- directory of your first Sounds file (if any) and click on "Sounds 1". When
- you are done, click on "Done". This copies your artwork and sound data
- files into one name and directories them correctly. Now you can define
- your Shapes and Action and save them to disk as an animation.
-
-
- -USING THE FILE REQUESTER
-
- The file requester for Direct Action is a little different from
- most Amiga file requesters, but it is quite easy to to use. It is composed
- of several boxes and lines that can be selected by clicking on them. The
- top line is for the name of the file. The next line is for the name of the
- directory your file is in. This may include the disk drive name and any
- nested directory names. In Amiga terms, the term "directory" is the same
- as "drawer". If you enter the full name (including disk and directory) on
- the file name line, it will clip off the disk/directory and put it in
- directory line. This is nice if you already know exactly where your file
- is and don't want to bother searching directories for it. On the next line
- are the following (from left to right):
-
- Down and Up scroll arrows for scrolling the directory listing
-
- The command that you are performing (such as Load or Save) - click here to
- perform the action.
-
- Cancel (this is slightly different in "Create New").
-
- DA: and DF1 these load the directories from disks DA: and DF1:.
-
- Dir loads the directory specified on the directory line.
-
- If you click on any of the lines in the directory listing that are
- surrounded by parenthesis (), it will take you to that sub-directory (it
- also copies that name to the file name line - this is because they should
- normally have the same name to avoid confusion). If you click on the line
- with (-Parent-), it will take you to the parent directory. If you click on
- any of the lines without the parenthesis, then it will copy it to the file
- name line. .info files do not appear in the directory listing.
-
- You can edit the line with the <- (BackSpace) key and Alt-X (erase entire
- line). This is true for all text entry in Direct Action.
-
-
- -EDIT ACTION
-
- You edit your animation by using the toolbox (or keyboard) to
- create, delete, and change Objects within a Frame. You move your Objects
- around by clicking on them to select them, and then dragging them around
- with the mouse. By clicking I mean a single click with the left mouse
- button. The right mouse button is not used in Direct Action. Once you
- have selected an Object, you can move it by clicking and holding onto that
- Object, or by clicking elsewhere on the Background (but not on another
- Object) and dragging the mouse. If you hold the shift key down while
- clicking on an Object, you can select several Objects at once. The
- multiple select remains in effect until you click on an Object (without the
- shift key). You can Drag, Carry, Clone, Near, Distant, and Delete multiple
- Objects. You can get into Edit Action mode by pressing the A key or the
- Esc key.
-
- -Edit Buffers
- Direct Action uses temporary disk files in certain edit operations,
- which it then deletes when you exit the program. These commands are: Cut,
- Copy, Paste, Merge, Reverse Paste, Set Buffer, and Swap. The edit files
- are in the T: directory. In Workbench 1.3, T: is assigned to RAM:t. If
- you are running short of system memory, you may wish to re-assign it to an
- actual disk directory (especially if you have a hard disk).
-
-
- -Edit Action Toolbox
-
- This chart shows the meaning of the icons in the toolbox. In the
- actual toolbox, the rectangle represents a Frame, the dot represents an
- Object, the upside down "L" Shape represents the Shape, the * (starburst)
- represents "nothing", the flashlight represents the Fade, and the rectangle
- with the tiny mountain scene represents the Scene. Any keyboard
- equivalents are shown after the name of the command, and upper/lower case
- is not generally important. You should hear a small "beep" whenever you
- execute any Direct Action commands.
-
-
- -Next Frame : ]
- Adds one to the current Frame number if the current Frame is not
- the last one. This allows you to single step through your animation. If
- you hold down the shift key (makeing "}"), it will skip forward 10 Frames.
-
-
- -Clone Frame : Return
- Duplicates the current Frame (including all Objects, Sounds, the
- Fade, and the scene) and selects the next (newly created Frame). If it was
- on Frame 5, then this command would insert a duplicate of Frame 5 between
- Frame 5 and Frame 6, renumbering all following Frames (including what was
- Frame 6), then it advances to the cloned Frame (now numbered 6).
-
- -Next Object : + (=)
- Selects the next Object after the current Object (if there is any).
- The current Object is indicated by flashing. The lower numbered Object is
- "behind" or farther away from the viewer than the higher numbered Object.
-
- -Clone Object : C
- Duplicates the current Object and selects the next (newly created
- Object). If it was on Object 5, then this command would insert a dupicate
- of Object 5 between Object 5 and Object 6, renumbering all following
- Objects, then selects the cloned Object (now numbered 6).
-
- -Carry Object : Space
- This duplicates the currently selected Object, goes to the next
- Frame, and inserts that Object there (selecting the newly created Object).
- This command is invaluable in "laying down" a sequence of animation into an
- already existing animation.
-
- -Distant : D
- Swaps the currently selected Object with the next lower numbered
- Object, and "stays with" the same Object. This has the effect of moving an
- Object farther away or more distant. Note that this is relatively
- meaningless if the Objects do not overlap, because distance just refers to
- which Object is drawn on the screen first and does not affect the size or
- position of the Object.
-
- -Next Shape : > (.)
- This changes the Shape of the currently selected Object. If the
- current Object had a Shape of number 24, then after clicking "Next Shape",
- it would have a Shape of 25.
-
-
-
- -Previous Frame : [
- Subtracts one from the current Frame number if the current Frame is
- not 1. This allows you to single step backwards through your animation.
- If you hold down the shift key (makeing "{"), it will skip back 10 Frames.
-
-
- -Delete Frame : K
- Deletes the current Frame, renumbering the following Frames. The
- current Frame number does not change, so what was the following Frame is
- now current.
-
- -Previous Object : -
- Selects the last Object before the current Object (if there is
- any). The current Object is indicated by flashing. The lower numbered
- Object is "behind" or farther away from the viewer than the higher numbered
- Object.
-
- -Delete Object : Del
- Deletes the currently selected Object, renumbering the following
- Objects. The selected Object number does not change, so what was the
- following Object is now selected.
-
- -Create Object : F5
- Temporarily goes to the Edit Shapes Mode, allowing you to select a
- Shape for your new Object (by clicking on a Shape), and returns to Edit
- Action. The new Object is now selected and is placed at the location of
- the previously selected Object or in the middle of the screen if the
- current Frame was empty.
-
- -Near : N
- Swaps the currently selected Object with the next higher numbered
- Object, and "stays with" the same Object. This has the effect of moving an
- Object nearer. Note that this is relatively meaningless if the Objects do
- not overlap, because Distance just refers to which Object is drawn on the
- screen first and does not affect the size or postion of the Object.
-
- -Previous Shape : < (,)
- This changes the Shape of the currently selected Object. If the
- current Object had a Shape of number 24, then after clicking on "Previous
- Shape", it would have a Shape of 23.
-
- -Mark Range : F6
- -Copy Range : F7
- -Cut Range : F8
- -Paste Range : F9
- This is similar to the editing features of many word processors.
- The Mark command marks the current Frame as the beginning of a Range. Move
- to the end of a Range and click on Cut or Copy. The Range (including the
- "Marked" and the current Frame) is copied to a temporary buffer. Paste
- will insert the saved Range in front of the current Frame. You can select
- one of 9 buffers to use for these operations by pressing keypad 1 through 9
- before performing the operation. That buffer remains selected untill you
- press another digit on the keypad. If you hold down the shift key while
- clicking Cut/Copy/Paste (or pressing their function keys), then it will
- prompt you for a file name to use instead of one of the buffers. Note that
- this does not "set" the buffer to that name for future operations, but used
- for this one operation only. This allows you to keep a library of Ranges
- on disk, but if you Clone a Shape or Delete a Shape in the Edit Shapes
- mode, then the old Ranges that you save to specific Files are invalid.
- This is not true of the 9 buffers - they are adjusted to the new Shapes.
-
- -Fade Up : 3
- -Fade Down : 4
- -Fade Off : \
- This changes the entire color pallet by adding or subtracting a
- number from all the colors. It will not fade beyond white or black. Off
- resets this system to the "normal" colors from your paint program. You
- will notice that while editing, the Fade "turns on" for a brief time when
- you enter a Frame, then reverts to the neutral colors. This allows you
- edit a Frame that has been faded to black or white and still see what you
- are doing. Note that each Frame has its own Fade value, independent of
- neighboring Frames.
-
- -Enter Frame : F
- -First Frame : R
- -Final Frame : V
- This both displays the current Frame number and allows you to go
- directly to a specific number. Click on the number, and it allows you type
- in the new number (press return to complete entry). Click on the icon to
- the left of the number, and it goes to number 1. Click on the icon to the
- right of the number and it goes to the final (highest numbered) Frame. The
- keyboard equivalents are: F (for Frame), R (for first) is just above the F
- key, and V (for final) is just below F.
-
- -Enter Object : O
- -First Object : 9
- -Final Object : L
- This both displays the current Object number and allows you to
- select a specific number. Click on the number, and it allows you type in
- the new number (press return to complete entry). Click on the icon to the
- left of the number, and it goes to number 1. Click on the icon to the
- right of the number and it goes to the final (highest numbered) Object.
- The keyboard equivelants are: O (for Object), 9 (for first) is just above
- the O key, and L (for final) is just below O.
-
- -Enter Shape : S
- -First Shape : W
- -Final Shape : X
- This both displays the current Shape number and allows you to
- change the current Object's Shape to a specific Shape. Click on the
- number, and it allows you type in the new number (press return to complete
- entry). Click on the icon to the left of the number, and it goes to number
- 1. Click on the icon to the right of the number and it goes to the final
- (highest numbered) Shape. The keyboard equivelants are: S (for Shape), W
- (for first) is just above the S key, and X (for final) is just below S.
-
- -Sound : *
- Creates a Sound Object. While in edit action mode, a Sound Object
- appears as a musical note within a box. The position of this Sound Object
- determines the pitch and volume as follows: left = low pitch, right = high
- pitch, up = loud, down = quiet. Use the Next Shape, Previous Shape, or
- Enter Shape to select which sound too played. The currently selected sound
- (if any) will play whenever you let UP the left mouse button, allowing you
- to drag the sound around and hear how it sounds. The sound icons do not
- appear while the animation is playing. See the paragraph on "Set Object"
- for mor informations about sounds.
-
-
- -Next Scene : F2
- Changes the Scene to be used as the background for your animation.
- Next Scene goes to the next Scene, and after the last one goes back to the
- first (unlike all the other toolbox functions). The F1 key performs a
- Previous Scene function.
-
-
-
- -Disk Menu : /
- Goes to the Disk Functions command menu. These selections are
- described in the "Disk Menu" section.
-
- -Edits Menu : '
- Goes to the Edits command menu. These selections are described in
- the "Edits Menu" section.
-
- -Miscellaneous Menu : ;
- Goes to the Special Effects command menu. These selections are
- described in the "Miscellaneous Menu" section (where else would it be?).
-
- -Play : P
- Plays the animation currently in memory and then stops. If you
- hold down the shift key any time during Play (or Continue, Loop, or Short
- Loop) then Direct Action will play only every 10th Frame. This allows a
- "Fast Forward".
-
- -Continue : F3
- Continues playing animation from the current Frame.
-
- -Move Tools : J
- Moves the Action toolbox from one side of the screen to the other.
-
- -Edit Shapes : E
- Switches to Edit Shapes screen.
-
- -Cursor Keys
- These move the currently selected Object (or Objects if shift click
- is on) one pixel up / down / left / right.
-
-
-
-
-
- -DISK FUNCTIONS MENU
-
- -Load : F10
- Replaces any existing animation with the specified animation on
- disk. Also loads any graphics files that are needed for the animation.
- Enter the directory / filename and click on "load".
-
- -Save : (no Keyboard Equivalent)
- Saves animation currently in memory to disk. It tells you the name
- of your animation and asks "OK" and "Cancel". If there is no .info file
- for that name, it creates a new one. The default tool for the animation
- data files is "DA:DirectAction". If you wish to make a duplicate of your
- animation, you should duplicate the entire drawer.
-
- -Information : Help
- Some information about Direct Action, along with the current file
- name, the number of the edit buffer currently in use, the amount of Action
- memory used, and the screen position of the currently selected Object. If
- the Object is a sound, then the volume and rate will be given instead of
- the screen position. See the section on Set Object for an explanation of
- volume and rate.
-
- -Visit : B
- This allows you to "visit" other programs (probably your paint
- program) without quitting Direct Action. It tries to put the Workbench
- screen to the back, so if a paint program is loaded, it will end up as the
- front screen. To return to Direct Action, get back to the Workbench screen
- and click in the window titled "Direct Action".
-
- -Add Shapes : (no Keyboard Equivelant)
- Merges the Shapes from another animation (on disk) with the Shapes
- of the animation you are editing. Note that it appends the new Shapes to
- the end of the existing ones. The Shape file will be numbered 1 after your
- last number .shp file. The animation that you are merging with does not
- need to have any background scene files, or action in it, just the
- animation file with the Shapes defined. If the animation (Shape file) that
- you are merging with has the ascii defined (see Tab command in Edit
- Shapes), then your animation will obtain that ascii definition (adjusted
- for the new shape numbering).
-
- -Create New : (no Keyboard Equivelant)
- This assembles all your artwork and sounds into a single directory,
- renaming them as needed. See the section on Creating a New Animation.
-
-
- -Refresh : Z
- It re-loads the current Background Scene (or Shapes Page if you are
- in Edit Shapes) from disk. This is useful after doing a visit to your
- paint program.
-
- -Quit : Q
- Exit Direct Action.
-
- -Cancel : (no Keyboard Equivelant)
- Quits this menu without doing anything.
-
-
-
-
-
- -EDITS MENU
-
- -Set Object : 2
- If the Object is not a Sound, then it allows you to type in a new
- horizontal and vertical position for it. If it is a sound, then it allows
- you to enter the playback rate, volume, and repeat mode for the currently
- selected sound. If you enter return with no number, then it does not alter
- that particular value. The rate is the number of samples per second that
- you want it to play back. This is not precisely the pitch, because the
- sound data may have any number of samples per waveform. Rate corresponds
- to the horizontal position of the sound icon, and can be adjusted by moving
- it around on the screen as an Object. Left is lower rate, right is higher
- rate. The rate can range from 4419 Hz to 28409Hz. You may notice that
- when you examine the sound with the Information command, the rate given
- does not correspond quite exactly with what you typed in. This is because
- not all frequencies can be represented exactly. The volume is the loudness
- of the sound. The volume corresponds to the vertical position of the sound
- icon, and can be adjusted by moving it around on the screen as an Object.
- Up is louder and down is softer. The volume can range from 0 (off) to 64
- (loudest). 64 is not all the way to the top and 0 is not all the way to
- the bottom. This is because the screen is 240 pixels high and we need only
- 65 steps for the volume control. In setting the repeat mode, 1-127 sets
- the number of times the Sound is to repeat before stopping. 'B' sets it as
- a Background Sound that repeats continuously. The Background Sound always
- occupies one channel, while the other sound channels are allocated on a
- "round-robin" basis. This means that you may have only one Background
- Sound, and up to 3 other Sounds playing at once. If you attempt to start
- more than these 3 (non-background) Sounds at once, then the new Sounds
- interrupt the old ones. A background sound can interrupt a previous one.
- If the volume of a Sound is set to silence (the Sound Object is at the very
- bottom of the screen), then that sound channel is actually turned off until
- it is re-activated by another Sound. The repeat mode defaults to a repeat
- of 1.
-
- -Undo : U
- Restores the current Frame to its original state that it was in
- when you first selected it. These commands "save" the state of the current
- Frame: Next Frame, Previous Frame, Clone Frame, Carry Object, Edit Action,
- Enter Frame, First Frame, Final Frame, Delete Frame, Merge, Paste, Cut,
- Reverse Paste, and Move Range. Since the Edit Action command saves the
- state of the Frame, it is a good idea to press A or Esc just before you do
- any heavy editing in a Frame. Also, since it remembers the state of only
- one Frame, it does not do much good to undo operations like Cut or Merge.
-
- -Merge : 6
- This is similar to Paste except that it merges the stored range
- with your animation on a Frame by Frame basis. The Background Scenes in
- your animation are not altered by this operation. When it is finished, the
- Frame after the last frame of the merge will be the current one. For
- example: if you had cut 10 Frames of animation to the buffer, and you were
- currently on Frame 100, then after the merge, you would be on Frame 111.
- This feature is very useful for laying down a long sequence of repeating
- animation. It normally uses one of the edit buffers 1-9. If you hold down
- the shift key when you select the Merge command then it will prompt you for
- a file name. It merges the animation from the buffer "in front of" the
- animation currently in memory (this relates to the "Distance": see the
- commands Near and Distant).
-
- -Reverse Paste : 5
- This inserts the saved range just before the current Frame, but it
- is inserted in reverse order. It does not reverse the Near / Distant
- drawing order of the Objects within the Frames. It does not change the
- current Frame number (but that Frame will have new data in it now). It
- normally uses one of the edit buffers 1-9. If you hold down the shift key
- when you select the Reverse Paste command then it will prompt you for a
- file name.
-
- -Relocate : 7
- This moves all objects (except Sound Objects) in the currently
- marked range (all Frames between the last Frame that was marked with the
- Mark Range command and the current Frame) a specified horizontal and
- vertical distance. When it asks for these distances, enter positive
- numbers for right, negative for left, positive for up, negative for down.
- All numbers are in screen pixels.
-
- -Motion : 1
- This is similar to Relocate in that it moves the Objects within the
- specified Range, except that instead of moving everything a specified
- distance, it moves it a different amount for each frame. This gives the
- illusion of motion when played back. You give the speed of motion where
- 100 represents one pixel per Frame. When it asks for these speeds, enter
- positive numbers for right, negative for left, positive for up, negative
- for down. For instance: if you wanted motion toward the lower right at 2
- 1/2 pixels per Frame (25 pixels per second), you would enter 250 for
- horizontal speed and -250 for vertical speed.
-
- -Set Buffer : Key Pad 1,2,3,4,5,6,7,8,9
- Sets the buffer number for Copy, Cut, Paste, Merge, and Reverse
- Paste. Set the buffer number first then execute the command. Use the
- Information command to determine the current buffer number. These buffers
- are save in the T: directory as files. The default (when you first run
- Direct Action) buffer number is 1. The term "Key Pad" refers to the
- numeric keypad on the right hand side of the keyboard.
-
- -Clear Buffs : Key Pad -
- Erases all 9 edit buffers. You may want to do this if you find
- that you are running out of RAM or you are about to do some editing of your
- shape definitions. The delete shape and clone shape commands in Edit
- Shapes mode cause Direct Action to renumber the Action memory, including
- any of the edit buffers that have been used. This may take a while.
-
- -Swap : Key Pad 0
- Swaps the entire Action memory with a buffer. This allows you to
- have an "edit area" to perform intermediate operations without disturbing
- your main animation.
-
- -Cancel : (no Keyboard Equivelant)
- Quits this menu without doing anything.
-
-
-
- -MISCELLANEOUS MENU
-
- -Search : Y
- Starts from the current object and searches for an Object whose
- Shape matches the specified Shape number. If it finds a match, it will go
- to that Frame and Select that Object. Otherwise, the currently selected
- Object stays selected. If you wish to search for a sound, start the shape
- number with the letter "S". If the currently selected Object "matches",
- then it will stay selected.
-
- -Search Again : `
- Searches for an Object whose Shape matches the last specified Shape
- number from the "Search" command. However, it skips the current Object
- before starting the search. If it doesn't find a match, then the currently
- selected Object stays selected.
-
- -Short Loop : BackSpace
- Backs up a short distance (in Frames) from the current Frame, and
- plays the animation (repeatedly) to a short distance after the current
- Frame. This is very useful in adjusting specific parts of your animation.
-
- -Loop : 0
- This is the same as the Play command, except that it starts over
- when it comes to the end of the animation.
-
- -Interlace On/Off : J
- This sets the screen interlace mode. Note that this command does
- not change the resolution of the screen, just the screen mode. You may
- want Interlace to be on when recording your animation on a VCR.
-
- -Text : T
- Place the mouse pointer where you would like your text to start,
- and press the t key. Direct Action will ask you for your text, and when
- you press return, it converts it to Objects (one for each letter) and
- leaves them all selected. See the Set Ascii command in the Edit Shapes
- section for information on how to set up your character set.
-
- -Single Step : H
- Starts single step mode. This is the same as Play, but will
- advance one frame per press of the left mouse button or joystick fire
- button (in either mouse port). When you begin this mode, it will ask for a
- delay value in 1/10 second intervals. Enter 0 or press return if you don't
- want any. This delay might be useful if you are connecting the Amiga to
- a single frame VCR through the mouse/joystick port.
-
- -Set Macro : M
- This starts the recording of the Edit macro. It will record all
- mouse and keyboard operations until the M key is pressed again. You may
- then execute those operations again with the Execute Macro command. These
- commands are stored in the temporary file named t:DirectAction.macro .
-
- -Execute Macro : Keypad Enter
- This plays back the mouse/keyboard sequences recorded with the Set
- Macro command. This is the same command as in Edit Frames, and you may go
- back and forth between Frames and Shapes.
-
- -Repeat Macro : Keypad .
- This plays back the mouse/keyboard sequences recorded with the Set
- Macro command. It prompts you for the number of times that you would like
- the macro to be repeated. If you press Return with no repeat number, then
- it just goes on until it is stopped. Macro execution is stopped when a
- Search or Search Again command fails to find a match, or when a Next Frame
- or Previous Frame command comes to the "end" of the animation. The Repeat
- Macro command can also be stopped by pressing the left mouse button.
-
- -Goto Mark : G
- Changes the current Frame to the last Frame that was marked with
- the Mark Range command.
-
- -Cancel : (no Keyboard Equivelant)
- Quits this menu without doing anything.
-
-
- -EDIT SHAPES
-
- You define a Shape with the Add Shape or Reform Shape command.
- After clicking on the tool, point to the upper left corner of the area you
- want to define as a Shape and hold down the left mouse button. Pull down a
- rectangle to exactly define the Shape you want and let go. The rectangle
- surrounds the defined area (the Shape does not include the pixels directly
- covered by the lines of the rectangle). If you Clone or Delete Shapes, the
- following Shapes are renumbered and the Shape numbers in the actual
- animation (Edit Action) are adjusted for the new numbering. It also
- renumbers the edit buffers 1-9. If you find that Clone and Delete Shapes
- are too slow for you, you may wish to use the "Clear Buffers" command to
- delete the edit buffers (presumably, there is nothing that you want in
- them). The currently selected Shape is indicated by the fact that it has a
- box drawn around it. The Play commands (P - Play, F3 Continue) can be used
- directly from the Edit Shapes menu.
-
-
-
- -Next Shape : > (.)
- Selects the next Shape (if there is one). It will switch to a new
- Page if it needs to. "+" also works for this command.
-
- -Clone Shape : C
- Duplicates the current Shape and selects the next (newly created
- Shape). If it was on Shape 5, then this command would insert a duplicate
- of Shape 5 between Shape 5 and Shape 6, renumbering all following Shapes
- (including what was Shape 6), then selects the cloned Shape (now numbered
- 6).
-
- -Reform Shape : R
- Replaces the current Shape with a new Shape by letting you pull a
- box around your new Shape.
-
- -Previous Shape : < (,)
- Selects the last (previous) Shape (if there is one). It will
- switch to a new Page if it needs to. - works for this command also.
-
- -Delete Shape : K
- Deletes the current Shape, renumbering the following Shapes. The
- current Shape number does not change, so what was the following Shape is
- now current.
-
- -New Shape : N
- Adds a new Shape after the highest numbered Shape by letting you
- pull a box around your Shape. This does not change the Page even if the
- current highest Shape is on a different Page.
-
- -Enter Shape : S
- -First Shape : W
- -Final Shape : X
- This both displays the current Shape number and allows you to go
- directly to a specific Shape. Click on the number, and it allows you type
- in the new number. Click on the icon to the left of the number, and it
- goes to number 1. Click on the icon to the right of the number and it goes
- to the last (highest numbered) Shape. It will change Pages if it needs to.
- The keyboard equivelants are: S (for Shape), W (for first) is just above
- the S key, and X (for final) is just below S.
-
- -Next Page : F2
- Changes the Page to be used as the source artwork for your Shapes.
- Next Page goes to the next Page, and after the last one goes back to the
- first. The first Shape in that Page will be selected, and if there are no
- Shapes defined for that Page, it will create a small one in the upper left
- corner. The F1 key performs a Previous Page function.
-
- -Shapes Miscellaneous Menu : ;
- Goes to the Shapes Miscellaneous command menu. These selections
- are described in the "Shapes Miscellaneous Menu" section.
-
- -Move Tools : I
- Moves the Shapes toolbox from one side of the screen to the other.
-
- -Edit Action : A
- Switches to Edit Action screen.
-
- -Cursor Keys
- They can be used for fine adjustments of the currently selected
- Shape. If shift is not on, they adjust the lower right corner of the box.
- If shift is on, the adjust the upper left corner of the box.
-
-
-
- -SHAPES MISCELLANEOUS MENU
-
- -Set Ascii : Tab
- This relates your character Shapes to the keyboard. First you must
- define all the characters in your alphabet, one Shape per character. They
- MUST be in sequence in Ascii order. When you draw your characters, they
- should be on level lines (just like you see them on the page). Then when
- you "box" them in Direct Action, keep the tops of the boxes consistent.
- This will ensure proper vertical positioning when you use them in your
- animation. The character spacing will be determined by the width of your
- character Shapes (it does add some space between them). Select the first
- character of your set (a space for complete Ascii), and press the Tab key.
- It will ask you for the start of Ascii. Enter that character (again a
- space for complete Ascii) and press return. You may now enter your text
- into an animation using the "T" command in Edit Action.
-
- Ascii order is as follows:
- space ! " # $ % & ' ( ) * + , - . /
- 0 1 2 3 4 5 6 7 8 9 : ; < = > ?
- @ A B C D E F G H I J K L M N O
- P Q R S T U V W X Y Z [ \ ] ^ _
- ` a b c d e f g h i j k l m n o
- p q r s t u v w x y z { | } ~
-
- -Disk Menu : /
- Goes to the Disk Functions command menu. These seletions are
- described in the "Disk Menu" section.
-
- -Set Macro : M
- This command is described in the Miscellaneous menu under Edit
- Action.
-
- -Execute Macro : Keypad Enter
- This command is described in the Miscellaneous menu under Edit
- Action.
-
- -Repeat Macro : Keypad .
- This command is described in the Miscellaneous menu under Edit
- Action.
-
- -Cancel : (no Keyboard Equivelant)
- Quits this menu without doing anything.
-
-
-
- -COMMAND SUMMARY
-
-
- EDIT ACTION
- Next Frame : ]
- Clone Frame : Return
- Next Object : + (=)
- Clone Object : C
- Carry Object : Space
- Distant : D
- Next Shape : > (.)
- Previous Frame : [
- Delete Frame : K
- Previous Object : -
- Delete Object : Del
- Create Object : F5
- Near : N
- Previous Shape : < (,)
- Mark Range : F6
- Copy Range : F7
- Cut Range : F8
- Paste Range : F9
- Fade Up : 3
- Fade Down : 4
- Fade Off : \
- Enter Frame : F
- First Frame : R
- Final Frame : V
- Enter Object : O
- First Object : 9
- Final Object : L
- Enter Shape : S
- First Shape : W
- Final Shape : X
- Sound : *
- Next Scene : F2
- Previous Scene : F1
- Disk Menu : /
- Edits Menu : '
- Miscellaneous Menu : ;
- Play : P
- Continue : F3
- Move Tools : J
- Edit Shapes : E
- Cursor Keys : up, down, left, right
-
- DISK FUNCTIONS MENU
- Load : F10
- Save : (no Keyboard Equivalent)
- Information : Help
- Visit : B
- Add Shapes : (no Keyboard Equivelant)
- Create New : (no Keyboard Equivelant)
- Refresh : Z
- Quit : Q
-
- EDITS MENU
- Set Object : 2
- Undo : U
- Merge : 6
- Reverse Paste : 5
- Relocate : 7
- Motion : 1
- Set Buffer : Key Pad 1,2,3,4,5,6,7,8,9
- Clear Buffs : Key Pad -
- Swap : Key Pad 0
-
- MISCELLANEOUS MENU
- Search : Y
- Search Again : `
- Short Loop : BackSpace
- Loop : 0
- Interlace On/Off : J
- Text : T
- Single Step : H
- Set Macro : M
- Execute Macro : Keypad Enter
- Repeat Macro : Keypad .
- Goto Mark : G
-
-
- EDIT SHAPES
- Next Shape : > (.)
- Clone Shape : C
- Reform Shape : R
- Previous Shape : < (,)
- Delete Shape : K
- New Shape : N
- Enter Shape : S
- First Shape : W
- Final Shape : X
- Next Page : F2
- Previous Page : F1
- Shapes Miscellaneous Menu : ;
- Move Tools : I
- Edit Action : A
- Cursor Keys : up, down, left, right
-
- SHAPES MISCELLANEOUS MENU
- Set Ascii : Tab
- Disk Menu : /
- Set Macro : M
- Execute Macro : Keypad Enter
- Repeat Macro : Keypad .
-
-
- -SOME HINTS
-
- Here are some tips and concepts to help you with your animation!
-
- If you have too many large Objects in a Frame at once, Direct
- Action will slow down to less than 10 Frames per second.
-
- Use "Clone Frame" to slow down a sequence.
-
- Keep similar Shapes close to each other numerically, such as a
- running sequence. This allows you to "lay in" a sequence with "Carry
- Object" or "Next Shape".
-
- Work out your animation steps while in your paint program.
-
- Use "Merge Shapes" to merge in "Charset" on this disk, this will
- set up a character set defined for use with the text command.
-
- If you are not using the text command, you do not need to worry
- about character sets, Set Ascii, etc.
-
- You can add more Shapes to the Characters Page with a paint
- program. Its name is "Characters.shp1".
-
- You can make your own characters from scratch: Use "Create New" to
- set up an animation with a .shp1 Page with text in it (you don't need any
- ".snd" or ".bak" files). Define the text Shapes, set ascii, and save it.
- This is really just an animation without any action. You can also define
- your text within an existing animation.
-
- In most paint programs color 0 is the default background color. In
- Dpaint, it is in the upper left hand corner of the Palette tool. Color 1
- is just below it.
-
- Color number 0 in your Shape Pages is always the transparent color.
-
- Make color 1 contrast well with color 0. This allows the menus and
- boxes to show up well.
-
- The colors in your animation are set by the colors in your
- background scene files, not your Shape page files. It is best to use the
- same colors as your backgrounds in your Shape Pages. However, I like to
- set color 0 in the Shape file (the transparent color) to some contrasting
- color. This allows me to see the edges of my shapes easily.
-
- Remember that you can grab Objects (Edit Action mode) from a
- distance. This allows you to start them from off screen entirely, and have
- them come on screen slowly.
-
- Try to use as few Shape Page or Background Scene files as possible
- within an animation; they are what use up memory.
-
- Direct Action needs 1 meg of ram to run. More memory is better.
- If you have a 500, 2000, or 2500, and don't have a "Fatter Agnus" chip
- already, go out right now and buy one. This will give you a full meg of
- chip ram an allow you to run VERY big animations. It will also allow you
- to comfortably run large paint programs at the same time (such as DPaint
- III).
-
- If you are making animations to be recorded on video tape, you
- should try to keep the RGB values of you colors at or below 10. This will
- reduce the amount of flicker and "crawl" in the screen and will prevent
- what is called "over-saturation". You may also want to "anti-alias" your
- animation artwork. To do this, keep some neutral colors in you palette,
- and when you have a strong transition for one color to another, put one
- pixel of a neutral color at the boundary. This is especially important on
- horizontal transitions. Anti-aliasing will reduce screen flicker. Don't
- be discouraged if you still have some flicker; if you look closely at
- commercial television, you will see a lot of flicker, especially when text
- is on the screen.
-
- If you have a screen blanker on your Amiga, turn it off before
- running Direct Action. If it times out and attempts to blank the screen,
- it can end up in a "tug-of-war" with Direct Action and cause a guru.
-
-
- -PrintManual
-
- This is a utility program that I am putting in the public domain.
- Feel free to copy and distribute. It can be used from the Workbench by
- clicking on it (it will print any file in the same drawer that's named
- "Manual"). You can also shift-click on a text file and click on
- PrintManual. You can also use it from the CLI, giving the file name as the
- first argument. It will print the first line as a title page, followed by
- a table of contents, followed by the body of the manual with numbered
- pages. The Headers for the table of contents are specified by starting
- them with a "-". You probably shouldn't use tabs in the text.
-